World's is over, and there's a plethora of stats that I've taken from it, and I wanted to share in an easier manner than my spreadsheets, so I made some infographics. They aren't the prettiest, but I hope they get the information across easily! I would love to know what you think, or even just here if you think these are neat or peaked curiosity. Also if you have any questions on what these numbers mean in terms of Game Analysis, please ask, I'd love to answer. I'll be putting up some of my thoughts on them later, but for now, here they are!
Spreadsheets from the Worlds can be found here.
Information may not be 100% correct, but should be extremely close. I did have to take these stats by hand.
1. Team Scores
2. Champion Overview
3. Champion Details
4. Objective Control Overview
5. First Objective Control Details
A blog where I do my best to practice game design and analysis. Mostly used to post ideas and brainstorming and the occasional thoughts I have as I work.
Showing posts with label Game Metrics. Show all posts
Showing posts with label Game Metrics. Show all posts
Sunday, October 6, 2013
Sunday, September 15, 2013
LoLByTheNumbers - A Look at Worlds
Greetings
fellow Summoners,
The
World Championship is upon us with the first of the group stage
matches underway. So what can we expect during the course of the
World's, and what can we expect from each team? After having watched
all 92 regionals matches and doing some stat taking, I'd like the
share with you a few things I noticed.
Sorry
its a bit late as the Group stages have started, wanted this to be up
yesterday, but life got in the way.
Combined
Regional Stats
For
those of you interested in the statistics of the regional qualifiers,
all of the data I've collected can be found here.
.ODS
files up currently, Excel will be up shortly.
Champion
List – Contains Pick/Ban, Win/Loss percentage, KDA and avg
KDA as well as Champion Picks and KDA/avg KDA of each player.
Items –
Contains (primarily) finished/intermediate items picked by X role for
each game as well as the total pick-up percentage per game. Broken
down into individual games, teams, and champions.
Objective
Control – Contains a few major objective points found in
most/each match, the times they were taken, and the win rates
associated with controlling that objective.
Things
to watch for
Outside
of the normal, high-skilled play that is associated with the
professional teams. There are a few things to watch out for. If you
regularly watch the LCS and the professional scene you probably
already know these, but if you are a bit newer to the scene, here are
a few things to keep your eye on.
Trinity
Force
Just
a small note, its back and in full force. Expect to see it, and
Trinity Force champions making a huge showing. With only two of the
Regional Qualifiers being played on the buffed Trinity Force patch,
several new champions for the various regions teams may be coming
out.
Contested
Champs
Even
though a total of 81 champions were picked/banned throughout the
course of the Regional Qualifiers, there are some very highly
contested champions among all the regions.
Champion
– Pick/Ban Rates
Shen
– 81 – 88.04%
Thresh
– 77 – 83.70%
Jarvan
– 73 – 79.35%
Zed
– 70 – 76.09%
Ahri
– 66 – 71.74%
Sona
– 63 – 68.48%
Zac
– 63 – 68.48%
Zyra
– 57 – 61.96%
Elise
– 54 – 61.96%
Ezreal
– 53 – 57.61%
Lee
Sin – 52 – 56.52%
Caitlyn
– 51 – 55.43%
Orianna
– 48 – 52.17%
During
the regionals, these were the champions that were either picked or
banned in over half the matches. With the exception of Sona and Zyra
(rarely
banned but picked a lot due to being the primary supports currently),
these champions are very highly contested and often banned out or
taken as first or second picks. You can expect to see a lot of
decision making and mindgames happening during the pick and ban
phases in an attempt to secure these champions for their own team or
deny them from the opposing team.
Fast
tower pushes/trades
During
the beginning of the summer split, we saw a lot of very fast tower
pushing with the first outer tower falling around 3:30 and sometimes
the following inner turret by 5:30. Since the buff to the outer
towers though, this has become a lot less likely. But, it does still
happen, especially in the Asian scene. Anytime you see a 2v1 lane at
the start of the match (especially with Caitlyn), there is going to
be a high chance of the jungler moving to the 2v1 lane and fast
pushing towers. Most teams have seen this kind of play before, and
will most likely react appropriately by doing the same in the
opposing lane, but with this type of strategy having mostly died out
over a month ago, it may be possible that a team gets caught of guard
by this. Regardless, in the event of extremely fast turret
pushes/trades, expect to see the rest of the game accelerated and
laning phases ending shortly after.
Champion
Combos
Some very potent
champion combinations have cropped up over the past few weeks or
months and we can be sure to expect them during the World
Championship. If you see them picked up, be prepared to watch some
pretty destructive plays coming from the combos.
+ Ashe + Zyra:
Probably the most well known combo and made popular by Cloud 9, the
Ashe/Zyra combination brings a ton of control from the bot lane, a
rarely known for the control they bring. Inside of the lane, the
long poke range provide good harassment, as well as the ability to
both engage and disengage with 4 different types of CC (Stun,
Knock-up, Snare, and Slow) provide this combo with a lot of safety
and kill potential. Outside of the lane, the CC that Ashe/Zyra
provide allow for more pure damage champions to come from the other
lanes. With high pick potential from Ashe's ultimate and the
CC/Protection/Zone Potential of Zyra, this bot lane combo allows
teams to almost always choose how and when to fight.
Variations of this
combination include replacing Ashe with Varus, or Zyra with Sona.
Though not as effective, they still provide a large amount of control
from the bottom lane.
+
Vi + Ahri/Shen: Recently
picking up steam, particularly in the Korean scene, Vi + Ahri/Shen
have been causing huge amounts of problems for the opposing team.
Vi's ultimate is guaranteed to hit here target and with the extra
range she can get from her Q Dash, she can almost always reach the
high priority targets in any fight. This long range, guaranteed
crowd control allows Vi to setup her teammates. This is hugely
effective with Ahri and Shen. Ahri, with her ult, is able to easily
follow Vi to her target. With her targeted CC'ed Ahri is guaranteed
to land her charm on her target, resulting in her entire combo
hitting on top of Vi's damage. 99% of the time this will result in
the targets death. Shen, as the other combo with Vi, is also
extremely effective. Shen will Ult onto Vi as she is dashing in.
The result is having Shen teleported into the opposing teams back
line and following up Vi's CC with even more CC.
+
Ori + Delivery System: Another
well known combo and seen time and time again throughout the world,
is the Ball Delivery System. Basically it consists of Orianna + any
champion that can cover a very large distance quickly while holding
onto Orianna's ball. This allows fast and easy positioning of
Orianna's ball into the middle of the opposing team for her Ultimate.
Many champions work well for this, though some of the more notable
ones are Jarvan, Zac, Vi, and Nocturne with their long range engages.
Regions,
Teams, and Differences
China
The
Chinese League of Legends scene can be summarized in one word,
aggresion.
+
See Kill, Get Kill Mentality - If there is any chance for a kill, the
Chinese players will go for it, even if it means committing
themselves to their own death. This often puts the players in very
high risk situations. Rarely faced with defensive teams in their
region, Teams OMG and Royal may potentially set themselves up to get
their aggression countered. However, if they are able to draw other
teams into their style of play, they will most certainly come out on
top.
+
Low Warding – The Chinese region seems plagued by low warding,
especially when you compare them to NA/EU regions in which often
times you will see 7+ wards out per team at one time.
+
Teir 2 Turret Trades – A common tactic in China, often times in 2v1
lanes, not only will the outer turrets be traded by 3:30, often times
the inner turrets will fall by 5:30 as well. Beyond that, on a rare
occasion even the Inhibitors have been traded during that first
turret push and have fallen before the 9 minute mark. No other
region has ever done this, so they need to be prepared for the
Chinese teams to not back off from the intial pushes.
+
Hectic Play – While controlled and understood by the teams, most of
the games from the Chinese region feel extremly Hectic. More often
than not a fight resulting in a kill is going on, someone is out
getting caught, a tower is being pushed, or a gank set up. Things
are always happening in the games, but just as often as this
accomplishes beneficial goals, it also causes teams to put themselves
into bad positions and be punished for it.
Team
OMG -
+ Yorick Jungle – Team
OMG love to play Yorick Jungle. A very unique pick-up, he does
extremely well at early turret/objective pressure. He is also a very
strong duelist in the jungle, potentially the strongest and is played
with a very strong counter jungle preference. If Yorick makes it way
into the hands of OMG, expect their jungler to bully the opposing
teams jungler and to have high presence in objective play. However,
do not expect him to be ganking very often, as his ganks have little
effectiveness. Team OMG love to combo this with Renekton Top so that
they can use Yoricks ultimate on Renekton after he has used his
Ultimate, so that there are two lizards running around with the AOE
damage.
+ Very Strong Orianna –
If Team OMG's mid laner gets his hands on Orianna, be prepared to see
some extremely strong play out of him. His Orianna is one of the
best in the world and though I would love to see it played, I would
prioritize target banning this champion against them.
+ Mundo Top – Picking
up a little bit of steam lately, Team OMG will run Mundo as a top
laner. Only seen in the Korean scene as well, most region's teams
will not have played against this. Watch out for this pickup and
enjoy watching something most unplayed to great effect.
Team
Royal -
+ Support Annie – Team
Royal's support player loves to play Annie and is highly respected at
it by his region. More often than not, Annie draws a ban from the
opposing teams and when she does not, Royal will pick her up
immediately. If Royal gets their hands on Annie, you can expect to
see the ADC/Support combo run in the mid lane. This allows Annie to
have the greatest zone of influence and you will see her
participating in counter jungling, objective control, and running off
to gank both top and bottom lanes. You will also see Team Royal
going very aggressive during the pre-minion spawn time.
+ Very, Very Strong Fizz
– Ban Fizz versus Team Royal. Their mid laner absolutely loves to
play Fizz and is extremely good at him. Even when shutdown in 2v1
lanes, he still manages to come back and carry extremely hard on this
champion. Expect to see him banned versus Royal, or to see some
amazing play out of their mid laner on Fizz.
Europe
-
During
the Summer Season, Europe had the highest amount of competition for
the top spots of the region. The teams are very used to playing in
high pressure situations and the practice under the stress of every
game having large implications for them may provide the EU teams with
a small edge in that area.
+
Objective Control Focus - Recognizing the value of objectives over
kills, the teams from this region place a high value on controlling
objectives. Expect to see fights break out around turrets and dragon
and expect to see objectives pushed after every teamfight. NA/EU/KR
are the only regions to place a huge priority on getting objectives
after won teamfights. They feel that if you don't get an objective
after each won teamfight, then you did not properly use the advantage
you gained.
+
Variety of Strategies – The EU teams know how employ and deal with
a large variety of strategies, team comps, and play styles. Expect
to see the likes of Split Pushing, Team Fight Oriented, Skirmishes,
Pick, and more Comps will come from this region's teams.
+
Mercury Treads – EU teams have the most willingness of any region
to pick up Mercury Treads on any of their champions. Just as often
as their carries will pick up Sorcerer's Boots or Berserker Greaves,
they will pick up Mercury Treads. Opposing teams need to recognize
this and be prepared for EU's carries to be less susceptible to CC.
+
ADC's as Casters – EU love to play their ADC's as casters. With a
heavy focus on their mid laners, the EU use their ADC's for upfront
damage. Expect to see EU's
ADC's building Bloodthirster, Last Whisper, and Infinity Edge before
they pick up Attack Speed outside of Berserker Greaves.
+
Mid Lane Focused – EU focuses a lot of their effort and attention
into the mid lane. Their mid lane players are some of the best and
you can expect junglers to be providing a lot of support to get their
mid laners rolling into the play makers they love to be.
Team
Lemondogs -
The new team on the
scene, but holding the number 1 spot in EU for the longest time, the
Lemondogs are a strong team. During the EU Regionals, they seemed to
be playing a little lackluster, but I believe this is due to them
being satisfied with just making it to the EU Regionals. With the
time since them, I believe they will have picked up their desire and
effort as being in the World's after their first season in
professional play sets in.
+ Twisted Fate – One of
the few teams to still employ Twisted Fate since the nerfs, the
Lemondogs actually feel he is stronger since his passive change.
Expect to see him banned or played, and to have a very large effect
on the outcome of the games he is in.
Team
Fanatic -
Taking the number one
spot from Lemondogs during the EU Regional Qualifiers, Fanatic is
most likely EU's strongest team. Constantly keeping control of games
and forcing them to played at their pace. Breaking their flow will
be key for other teams.
+ Aatrox – Both Fanatic
and Gambit really love to play Aatrox and they are the only teams in
the Worlds that put priority on him. Aatrox is a big pick in EU and
no where else. Teams from the other regions need to be prepared to
see him played both in the Jungle and Top lane. Whichever lane he is
in, Aatrox will be a bully and in any duel situation players cannot
forget about the massive leach that he has.
+ Yorick – The only
team to play Yorick outside of China. Fanatic prefer to play him top
lane though as a lane bully.
Team
Gambit Gaming -
EU's
most aggressive team, Gambit Gaming are definitely a favorite in the
EU scene. Their play style is very aggressive and if they can get
even a small lead in the early stages of the game they will turn it
into a huge win.
+ Aatrox – Both Fanatic
and Gambit really love to play Aatrox and they are the only teams in
the Worlds that put priority on him. Aatrox is a big pick in EU and
no where else. Teams from the other regions need to be prepared to
see him played both in the Jungle and Top lane. Whichever lane he is
in, Aatrox will be a bully and in any duel situation players cannot
forget about the massive leach that he has.
+ Miss Fortune –
Gambit's ADC loves Miss Fortune and will pick her up almost anytime
she is available. Teams need to be prepared for his very aggressive
lane presence on his favorite champion. I wouldn't be surprised to
see him pick up the new Trinity Force on Miss Fortune, but we will
have to wait and see.
+ Eve Jungle – Gambit's
Jungler's favorite champion to play, Eve creates a lot of pressure
around the map just by being Eve. The constant invisibility causes
her to be in the back of the opposing teams mind at all times.
Gambit also know how to make great use out of Eve to creat teamfights
and during them as well.
Korea
-
The
region hailed as having the
strongest teams of all, we can expect big things from all three teams
from this region. Interestingly enough, the Korean teams are the
ones that play most like the current NA/EU LCS teams and the same
strengths can be seen from them as well.
+
Objective Control Focus - Recognizing the value of objectives over
kills, the teams from this region place a high value on controlling
objectives. Expect to see fights break out around turrets and dragon
and expect to see objectives pushed after every teamfight. NA/EU/KR
are the only regions to place a huge priority on getting objectives
after won teamfights. They feel that if you don't get an objective
after each won teamfight, then you did not properly use the advantage
you gained.
+
Variety of Strategies – As top of the top professional teams, the
Korean teams know how employ and deal with a large variety of
strategies, team comps, and play styles. Expect to see the likes of
Split Pushing, Team Fight Oriented, Skirmishes, Pick, and more Comps
will come from this region's teams.
Team
Najin Black Sword and Team Samsung Ozone -
Unfortunately,
these two teams were not a part of the regionals, having bypassed
them with the amount of League points they have accumulated. Both
will be extremely strong teams and from what games I was able to find
and watch, play very much the same as most of the region. We can
expect very strong play, very objective controlled styles, and a
large variety of team comps. Analysts and casters of the Korean
region however, are toting SK Telecom
as Korea's currently strongest team, not the 1st
place Najin or the 2nd
place Ozone. This is due to the play styles and champion choices of
SK Telecom in relation to patch 3.10 and 3.11.
Team
SK Telecom -
A favorite to take first
in the World's, they are an extremely strong team right now. The
changes in patch 3.10 and 3.11 have vastly increased SK's chances
with how well the patches have fit into their champ picks and
playstyles.
+ Extremely Strong Mid
Laner – Faker of Team SK is a very large portion of the team. His
ability to make plays, carry, and keep his team strong in bad
situations is greater than even most of the professional Mid laners.
Shutting him down will be hard, and potentially necessary for
opposing teams.
+ Elise Top – Used to
be a very popular pick, playing Elise top is rarely seen as of late.
Team SK however, will still pull her out. Other teams top laners
need to remember her strengths.
North
America -
Constantly
poked at as being the lesser of the regions, this year may be the
year that NA teams prove the world wrong. With strong showings from
all three qualified teams, the NA region is out to prove that they
deserve to be fighting for the top spots.
+
Objective Control Focus - Recognizing the value of objectives over
kills, the teams from this region place a high value on controlling
objectives. Expect to see fights break out around turrets and dragon
and expect to see objectives pushed after every teamfight. NA/EU/KR
are the only regions to place a huge priority on getting objectives
after won teamfights. They feel that if you don't get an objective
after each won teamfight, then you did not properly use the advantage
you gained.
+
Variety of Strategies – The EU teams know how employ and deal with
a large variety of strategies, team comps, and play styles. Expect
to see the likes of Split Pushing, Team Fight Oriented, Skirmishes,
Pick, and more Comps will come from this region's teams.
Team
Cloud 9 -
Cloud 9 has been
dominating the NA scene. Having one of the best seasons in any
region and showing their strength time and time again, Cloud 9 is a
favorite, at least in NA, to take the World Championship. With
extremely coordinated team fights and probably the highest objective
focus of any team, Cloud 9 are going to be a massive threat.
+ Dragon Fights – Cloud
9 love the dragon. More specifically, they love the fight that
dragon creates. Cloud 9 excels at fight at or near dragon and many
of their games are won at the first dragon fight. Teams need to be
aware of how strong Cloud 9 are at dragon and be prepared to let it
go and take other objectives, or to come in to the dragon fight with
a very strong teamfight.
+ Ashe/Zyra Combo –
Cloud 9 popularized this combo and they play it to great effect. I
expect to see it either banned or picked out. Cloud 9 need to be
ready for the amount of priority that other regions put on Zyra as a
support, even outside of the Ashe/Zyra combo. No doubt Cloud 9 are
just as solid without this comp, but if they get it, expect great
things.
+ Metoes' Jungle Style –
Metoes his highly acclaimed as the most efficient jungler and
possibly the best jungler. His style of play is maximizing his time.
He will rarely go for a gank unless he knows that he has a kill,
preferring to get the guaranteed gold from the jungle, than spend a
minute or more trying to make a gank happen. However, his positioning
sense and presence are uncanny and rarely is he not where he needs to
be. Opposing teams junglers will need to be able to keep up with
Meteos or the presence he provides will be their undoing.
+ Rumble – C9's top
laner is extremely potent on Rumble. Often times he will turn a 2v1
into a double kill for himself while on this champion. His ultimates
are always spot on, providing huge impact in any fight. While not
the highest priority for other teams, I still feel that Rumble
deserves a targeted ban when it comes to Cloud 9.
Team
TSM -
A
fan favorite in NA and a long standing team that has been to Worlds
before. TSM are expecting a lot out of themselves and put a lot of
pressure on doing well in the worlds. They may be the team putting
the most pressure on themselves in the Worlds.
+
Long Standing – One of the
teams that have been around the longest, TSM is comfortable playing
in the large scenes with lots on the line. Their best performances
happen in high pressure situations and I expect their play during the
worlds to be a step above their play during the LCS.
+
Mid-laner Reginald – Owner, Shot caller, and Play maker for TSM,
Reginald puts a lot of weight on his shoulders. A very strong
player, expect to see a large portion of TSM's ability to win games
centering around Reginald. The downside however, is that when
Reginald gets shutdown, he frustrates easily. Get Reginald
frustrated and TSM falls apart.
Team
Vulcun -
NA's
second strongest team during the LCS, Vulcun have made just as strong
a showing throughout the season as Cloud 9, being the only team to
really give Cloud 9 a challenge in the season.
+
Large Champion Pool – Vulcun have one of the largest champion pools
out of any team in World's. Every player has played a wide berth of
champions over the course of the Regional Qualifiers and the season
itself. Their pick/ban phase is one of the strongest, because it is
near impossible to ban any of them out.
Southeast
Asia – Team Mineski
Playing
similarly to the Chinese scene, Team Mineski very much prescribes to
the see kill, get kill philosophy. Capitalized by very high
aggression, large kill/death counts, and a willingness to fight to
the last hit, be prepared for some high action games coming from Team
Mineski.
+
Good Bans – Expect this teams research to be done. The pick/ban
phase will be highly effective for Team Mineski, as in the Regionals
they seemed 100% ready for every team they fought.
+
Very Strong Mid and ADC – Be warned, these two will carry the
games. Team Mineski's mid lander and ADC are highly skilled and if
not shut down early, will be huge problems for other teams.
+
Scattered Teamfights – Team Mineski love spread out teamfights.
They are very skilled at exiting and entering battles at the right
time, maximizing the effect they can have on teamfights. They will
attempt to separate opposing teams, catching out high priority
targets if any mistakes are made.
+
High Kill Counts – With the see kill, get kill mentality prevalent
in their region, Team Mineski's games have very high kill/death
counts, often ending with over 50+ kills between the two teams. This
play-style accelerates player builds. It may be possible to throw a
wrench into their game by not allowing Team Mineski to pick up so
many kills. The lack of accelerated builds could potentially throw
off their game timing.
+
Ryze and Top Lane Jarvan - While most other regions and teams have
dropped Ryze, Team Mineski's mid laner still plays him, and to
devastating
effect. The rest of the World's teams will need to be prepared for
this. The other quirk, is that they like to play Jarvan top lane as
a Burst Damage dealer. Rarely seen in other regions, teams need to
be ready to face a very high damage Jarvan and not be caught off
guard by it.
TW_HW_MO
– Gamania Bears
Though
only having a few games to go on from the Regional Qualifiers, there
are a few things to note coming from this team. Playing much like the
Chinese scene, here are a few things you can expect from the Gamania
Bears.
+
Extended Engages – Generally starting engages in small skirmishes,
the Gamania Bears are quick to rotate and collapse from all lanes to
join any fight. This often results in engages that last for a minute
or longer as each new person joins the fight.
+
Fighting with Low HP – Expect the Gamania Bears to fight even with
HP so low that a soft breeze will kill them. They are very good at
knowing just how much damage they can take (especially from towers)
and will stick around until the last moment. Though this is high
skill play, it also gets them in to trouble as sticking around so low
has gotten them killed unnecessarily.
+
Lots of Roaming – Gamania Bears almost play without a lane. With
their preference for extended engages and desire to chase down any
fight, Champions are constantly moving from one lane to the other,
clearing out a wave of creeps and then running off again.
+
Unimpressive CS - With their priority on fighting and roaming, the
Gamania Bears CS is not very impressive compared to other regions.
Often times, by the 30 minute mark, only one champion would be above
200 CS, and rarely by much.
+
Always Carriers Red Pots – An interesting tactic, every player on
the Gamania Bears will generally have a red pot on them throughout
the game. With their preference for extended fights, even one pot
can be the difference between a win and a loss. The extra hp it
provides for its low cost is a huge benefit to them
+
Very Aggressive – Gamania
Bears like to fight, and they will almost always seek them out or be
harassing in lanes. The downside to this though, is that they put
themselves into a lot of danger by doing this. Their aggression is
not often backed by a safety net and can be easily punished.
Wildcard
– Gaming Gear
Though
having a strong showing during the Wildcard tournament, Gaming Gear
are the underdogs of the tournament. Having the least experience at
this competitive level, it will be unlikely that they make it out of
the group stages, however, I would not count them out completely.
Being the team that others will have focused on the least, they have
a great opportunity to prove themselves a threat, especially if we
assume that they have been training with EU's professional teams
lately.
+
Good Berth of Champions – Over the course of their Qualifiers,
Gaming Gear showed the largest variety of played Champions. With
only one loss during the Qualifiers, they also know how to play all
of their Champions. It will be difficult to shut them down through
picks/bans.
+
Solid Gameplay – For the most part, Gaming Gear's play was very
solid, following primarily the NA/EU styles. However, their biggest
weakness was knowing when they were ahead and how to take advantage
of it. Opting into the slow burn style of winning, other teams in
the World's will be able to take advantage of that.
+
Weaker Team Cordination – While far above most teams still, the
coordination of Gaming Gear's team play, both in team fights and map
control, is lacking compared to the more experienced teams.
Twitter:
@SnowSpotsGaming
Monday, August 26, 2013
LoLByTheNumbers - EU Regionals
Greetings Summoners,
I'm
Heydon aka Snowspots and welcome to the first posting of
LoLbyTheNumbers. For some formal metric practice I'v decided to watch
all of the Regionals while taking stats on a whole host of parameters
throughout the games. It will be a long process but luckily most the
games are enjoyable to watch. I'd like to share with you the stats
that I gathered so far and some (hopefully) quick analysis. These are
by no means completely conclusive and I'm sure I've made some
mistakes. I hope you find these as interesting as I have.
Mostly,
these Regional wrap-ups will just be sharing of the statistics
spreadsheets. I will give some small insight into a few
noticableable trends, but these smaller posts will be leading up to a
breakdown post
of
the trends we can see from each region, going into the World's.
Spreadsheets
for the EU Regionals can be found here:
Spreadsheets
for all regions can be found here, as I complete them.
Champion
List – Contains Pick/Ban, Win/Loss percentage, KDA and avg
KDA as well as Champion Picks and KDA/avg KDA of each player.
Items –
Contains (primarily) finished/intermediate items picked by X role for
each game as well as the total pick-up percentage per game. Broken
down into individual games, teams, and champions.
Objective
Control – Contains a few major objective points found in
most/each match, the times they were taken, and the win rates
associated with controlling that objective.
There
is an Excel and an OpenOffice file for each spreadsheet. Spreadsheets
were compiled in OpenOffice so their may be a few quirks (most likely
not) in the Excel files. If there are I apologize.
For
a more detailed analysis of the patch 3.10 effects, see my simliar
postion on the EU/NA LCS Superweeks:
Champion
Selection -
There
has only been one major change since the EU super week, and that is
the vast drop in Elise's pick/ban %.
Superweek:
Elise drew 16 pick/ban out of 26 games.
Regionals:
Elise drew 1 pick/ban out of 19 games.
Even
though it took an extra week, it seems that, even as a favorite
champion, Elise has been too damaged by the patch 3.10 nerfs to still
be a high value pick.
Other
than that, Aatrox and Fizz are still holding high value in EU at 17
P/B and 12 P/B out of 19 games, respectively.
Zac
and Shen are holding the highest priority at 18 picks/bans out of 19
games each.
Zyra
is by far the most popular support at the EU regionals, being played
17 games, though generating no bans. The next closest was Sona at 11
games played and 0 bans.
Caitlyn
has jumped in popularity, reaching 13 games out of 19.
Ashe,
Ahri, and Zac have had the most success at
Ashe:
5 plays 4 wins
Ahri:
9 plays 7 wins
Zac:
7 plays 5 wins
As
well as drawing additional bans themselves.
Dragon's
Folly -
In
my previous article I talked a little bit about how the tower change
in 3.10 has affected the importance of dragon, and how it seems that
prioritizing the first/early dragon over other objectives actually
has a negative impact. The same trend is still following, I've just
taken a few more details on the early dragon objective.
Win
Percentage from:
First
Turret – 68.42%
First
Blood – 63.16%
First
Dragon – 52. 63%
Taking
the first dragon is still trending as the least successful early
objective. Here are some more details:
Taking
the first dragon as your first objective: 3 wins to 5 losses –
37.5% win rate
Taking
the first dragon after taking another first objective beforehand: 7
wins to 4 losses – 63.6%
Taking
the first dragon but not the first turret: 4 wins to 7 losses –
36.4%
Taking
the first dragon and the first turret: 6 wins to 1 loss – 85.7%
Though
19 games is not a very large pool to get statistics from, the trend
in the EU regionals is continuing along the lines of the NA/EU LCS
games as well. By the end of the regionals, hopefully there will be
enough data to make some good informed analysis about early dragon
control vs turret control.
That's
it for this posting of LoLbyTheNumbers, mostly just sharing. Stay
tuned for each region and the final wrap-up before World's hits.
Monday, August 19, 2013
League of Legends LCS Super Week Analysis - With Spreadsheets!
Greetings
Fellow Summoners,
I'm
Heydon aka Snowspots. For some formal metric practice I decided to
watch all 47 Super Week LCS games while taking stats on a whole host
of parameters throughout the games. It was a long process but
luckily most the games were enjoyable to watch. I'd like to share
with you the stats that I gathered and some (hopefully) quick
analysis of the professional scene and the effects patch 3.10 has had
on it. These are by no means completely conclusive and I'm sure I've
made some mistakes, but there's only so much one person can try to
do. I hope you find these as interesting as I have.
Spreadsheets
can be found here:
Champion
List – Contains Pick/Ban rates as well as Win/Loss percentage for
each champion.
Items
– Contains (primarily) finished/intermediate items picked by X role
for each game as well as the total pick-up percentage per game.
Objective
Control – Contains a few major objective points found in most/each
match and the win rates associated with controlling that objective.
There
is an Excel and an OpenOffice file for each spreadsheet. Spreadsheets
were compiled in OpenOffice so their may be a few quirks (most likely
not) in the Excel files. If there are I apologize.
Onto
the analysis!
Objective
Control -
The
biggest thing to talk about in objective control change is the recent
turret buff in 3.10. With
the increased tower protection, there was
a lot of talk during Super Week about the increased importance of
dragon. This
may be misguided though. While its true that taking the most dragons
is a high indicator of who will win the game, the team with the most
dragons having a 70.21% win rate, there was only a 57.69% win rate
for the first dragon (42.86% in NA). That is the lowest of what can
be considered the first 3 primary objectives
First
Blood – 68.09% win rate.
First
Tower – 61.70% win rate.
First
Dragon – 57.69% win rate.
To
make sense of this, we also need to look at what objective normally
in between the 1st
and 2nd
dragons. That is taking down all 3 Outer Turrets. This is the
second best early game indicator as to which team will be taking the
in (behind First Teamfight Win – 91.49% win rate).
First
Outer Turrets – 85.11% win rate.
So
what does this mean? Why does taking the first dragon have such a
low win rate? I believe the answer comes in map control. While
trading dragon for another objective nets you extra gold that the
other team cannot gain, there are several things that you lose out on
when putting such an early game emphasis on dragon.
1
– You lose out in lane CS. Early dragons take longer to kill (even
if not by much). This causes more minions in the lanes to be killed
by turrets or minions than if dragon was taken at a later time.
2
– Your lanes take a lot of pressure. While you are prioritizing
the dragon, it
allows the other team to push to your towers and potentially kill
them. With early game being harder to deal, this is important,
especially because at this time mark the tower armor has usually
started to decay.
3
– You may lose a tower. Even with the extra tower armor, an
undefended turret can go down really fast. While gaining more gold
for dragon, and still able to take turret gold, you give up map
control by losing a turret. This puts the champions in that lane, as
well as the nearby buff objectives at greater risk for the rest of
the game.
Going
for an early dragon can be easily punished. In a worst case
scenario, the gold you gain from dragon will be countered by the gold
lost from CS and a tower kill by the other team. This will cause you
to be on even footing in terms of gold (until you take a tower in
response) while being at a disadvantage in terms of map control. In
the LCS, this is often the case.
So
in a nutshell, while yes Dragon has a large importance in 3.10, it is
extremely easy to punish a team going for an early dragon and gain an
advantage over them. Dragon is best left to be taken after another
early game objective and/or at a time when the opposing team is
unable to punish you for it. Dragon should not be prioritized over
the other early game objectives otherwise you will most likely put
yourself at a disadvantage for claiming the first Dragon.
All
of the other major objectives have stayed the same this patch as
through the rest of the Season. Taking all 3 of the Outer/Inner
Turrets is still holding strong at 85.11/93.48% win rates when taken
respectively. First teamfight win is also holding strong at 91.49%
win rate.
Champions
-
First,
the 3.10 effect:
More
interesting than the Objective Control changes, 3.10 has had an
even bigger
effect on Champion selection.
With the tower change, laning phases have generally been extended.
This has lead to what I like to call,
The
Rise of the Assassin.
Ahri
– 74.47% Pick/Ban, 55.56% win rate
Fizz
– 36.17% Pick/Ban, 100% win rate
Kass
– 53.19% Pick/Ban, 50% win rate
Zed
– 76.60% Pick/Ban, 58.33% win rate
With
the extended laning phase, assassin champions (with escapes) have
risen in popularity. Ahri and Zed in particular have extremely high
rates of pick or bans, and win rates over half. They've been very
high priority picks and both NA and EU and have performed extremely
well even in the games they have lost. With more time in lane, and
roaming be less punished, assassins have become more effective, able
to get to their high burst items while the lanes or most lanes are
still in tact, instead of picking them up just as teamfights begin.
This change increases their strength, being that they perform best in
small fights and skirmishes, not large teamfights.
Elise's
Downfall
The
other major effect that 3.10 has had is on Elise. From the looks of
it, this patch has severely hindered her, perhaps to the point of no
longer being viable. Let me give you the stats, and then explain why
I believe she has been so hurt.
Elise
34
games Picked/Banned – 72.34%
14
games Banned
20
games Picked
4
games won – 20% win rate.
For
the priority that was placed on Elise for Picks and Bans, her win
rate is an abysmal 20%. The other champions with similar priority
having win rates around 50% to as high as over 75%. 3.10 seems to
have taken Elise out of the picture. Why is this?
Elise
has been consistently nerfed most patches, but the spiderling change
in this one is the straw that broke the camels back. As each of her
skills took a hit, more and more of her damage percent was being
found in her spiderlings. They were keeping her afloat by providing
her much needed sustained damage that the rest of her kit is lacking.
Now however, the spiderlings are a lot easier to kill. So much
easier in fact that they simply die to incidental AoE damage. They
rarely survive the enemy teams burst damage in
a teamfight and cause Elise to lose a huge chunk of her damage.
Spiderling
Effective Health Changes, parentheses are versus AoE
Vs.
AD – 715(1001) to 494(593)
Vs.
AP – 825(1155) to 546(682)
The
changes in their health are massive. And the loss of DPS Elise gets
when they are gone is just as big, even though killing the
spiderlings is almost always completely incidental. Because of this
large loss of DPS to Elise with extra work required by the enemy, she
has taken a massive hit to her potential. To counter this, I'd
suggest a buff to her spiderlings, allowing Elise's spider form W to
provide damage resistance to her spiderlings, or to cause them to
heal on each hit. This would allow Elise to protect her spiderlings
with good skill usage.
LCS
Super Week Champion Choices
Just
quickly some interesting numbers and a few whys. First on the list
is Shen
Shen
– 100% Pick/Ban rate, 68.75% win rate.
While
always a very solid pick, with the extended laning phase, Shen now
gets more use out of Stand United before team grouping begins. He is
also punished less for using it leave lane early, because his tower
can better survive when he is gone.
Zac
comes in 2nd
with an 85.11% Pick/Ban rate while Zed, Ahri, Elise, and Thresh are
all over 70% Pick/Ban.
Shen
(31), Zed (24),Kassadin (20), and Ahri (19) hold the highest number
of bans, with the next few closest champs running at 14 or lower.
Zyra
holds the highest games played at 26 with a 0% ban rate, and a 57.69%
win rate.
Twitch
is the most popular ADC, at 29 Picks/Bans with Vayne 2nd
at 21 Picks/Bans.
Zac
holds the most games won (19) along with the best win rate (76%) for
the amount of games played (25).
Twisted
Fate, Sona, Attrox, Kennen, and Zac all have win rates over 70% while
having at least 5 games played.
The
least successful champions have been
Nunu
– 5 games, 5 losses, 0% win rate.
Vi
– 5 games, 5 losses, 0% win rate.
Karma
– 4 games, 4 losses, 0% win rate.
Fiddlesticks
– 8 games, 7 losses, 12.50% win rate.
Renekton
– 7 games, 5 losses, 28.57% win rate.
Orianna
– 8 games, 5 losses, 37.50% win rate.
Vayne
– 16 games, 10 losses, 37.50% win rate.
The
most successful champions have been.
MF
– 4 Bans, 4 Wins, 100% win rate.
Fizz
– 14 Bans, 3 Wins, 100% win rate.
Amumu
– 3 Wins, 100% win rate.
Ryze
also was hit hard by the 3.10 patch it seems. Having a 0% pick/ban
rate over the course of both NA and EU super weeks.
NA
vs EU Champion Choices -
The
biggest note here is Fizz. In EU Fizz was Picked/Banned 17 times, a
65.38% rate, while having a 100% win rate. In NA however, Fizz was
never picked or banned.
Fiddlesticks/Attrox
are also more popular in EU having 13/9 to 4/0 pick/ban rates in NA.
NA
places more priority on Tristana at 6 games in NA to 0 in EU, while
Rumble is 6 games to 1.
Thresh
and Varus have higher popularity in EU, being picked/banned 92.31%
and 50% of the time respectively, while in NA they have a 47.62% and
19.05% rates.
Item
Choices -
The
biggest item to look at this week, as of 3.10, is the removal of the
Runic Bulwark and the changes to Locket of the Iron Solari.
NA
Locket
– 47.62% pickup rate per game
Aegis
– 9.52% pickup rate per game
Total
– 57.14% pickup rate per game
This
means that in NA the new Locket is being picked up by only 1 team, in
roughly half of the games. This is down from an almost 200% pickup
rate of the Runic Bulwark in previous weeks, each team having 1
almost every game.
EU
Locket
– 103.85% pickup rate per game
Aegis
– 23.08% pickup rate per game
Total
– 127.93% pickup rate per game
In
EU there was a more than double pickup rate, but still a huge drop
from the near 200% of Runic Bulwark. This change has given more
choice to players. Locket of the Iron Solari being a viable option,
but no longer necessary like Runic Bulwark was.
BotRK
vs IE vs BT on ADCs
NA
BotRK
– 23 over 21 games
IE
– 18 over 21 games
BT
– 6 over 21 games
EU
BotRK
– 24 over 26 games
IE
– 17 over 26 games
BT
– 23 over 26 games
BotRK
is a far more popular item in NA for ADCs. NA players love the auto
attack damage and the utility of the on use way more than the pure
damage that BT offers. With an almost 400% higher pickup rate, NA
players are thinking that BotRK is the far superior item for ADCs.
However over in EU this is not the case, BT is picked up just as
often. In NA, the IE is normally the counter choice to BotRK, one or
the other being picked up and followed by attack speed. In EU
however, IE is generally built immediately after BT or BotRK. EU
players seem to prefer the high AD rates on their ADCs, for both the
on hit damage and the physical spell damage. NA, however, is putting
more emphasis on Attack Speed, paring their one AD item with an AS
item immediately. This is a difference in ADC play that both regions
should note.
AP
Carry Item Choices
Zhonya's
– 114.89% pickup rate per game
DeathCap
– 112.77% pickup rate per game
Voidstaff
– 78.72% pickup rate per game
While
AP item choices are generally very champion specific, there is a
common trend among them. Zhonya's Hourglass is the most popular
choice. It's raw power and the utility it offers in protection and
baiting is unmatched by most other AP choices and thus it is
primarilly the first major AP item picked up by AP champions.
Deathcap
comes in second, above Voidstaff. This shows that players are
preferring the raw numbers than Deathcap provides over the %
penetration that Voidstaff offers. There
is a little bit of discrepancy between NA and EU in this though.
NA
prefers penetration over raw power.
Deathcap
– 95.24% pickup rate
H.Guise
– 95.24% pickup rate
Lissandries
– 28.57% pickup rate
Voidstaff
– 95.24% pickup rate
Where
as EU is preferring the power over the penetration.
Deathcap
– 126.29% pickup rate
H.Guise
– 73.08% pickup rate
Liandry's– 19.23% pickup rate
Voidstaff
– 65.38% pickup rate
One
other interesting stat that the above numbers show, is the low pickup
rate of Liandry's compared to the pickup rate of Haunting Guise.
Liandry's is an extremely expensive item for what the upgrade
offers, and this is showcased but the poor numbers of it being
finished in games.
NA
vs EU Doran's Popularity
304.76%
- Doran's Blade – 457.69%
157.14%
- Doran's Ring – 296.15%
119.05%
- Doran's Shield – 157.69%
As
we can see, in EU Doran's items are vastly more popular, so what does
this mean? EU likes the early potential that they offer. They feel
that by filling up your slots for maximum power early on is better
play than the gold you save by not buying 2-3 Doran's items. NA will
have to realize that this is an early power spike for EU and make
sure to wait till they complete their first major item before overly
engaging. The downfall of this for EU though, is the lack of item
space. Carrying a ward, or that 1 red pot that can save your life in
a fight or from a gank are now harder to carry. Larger items must
also be completed in full, rather than pieces,
making their power curve more spiky, and less consistent.
A
Small Boots Note
Just
a quick note, EU puts less priority on finishing boots over other
items than NA does. Boots of speed (never upgraded) had a 157.69%
pickup rate in EU while NA was about 2.5 times lower at 66.67%. EU
is also a lot more likely to pick up Mercury Treads on their carries,
opting for the tenacity over the damage increase offered
All
Done.
While
there is certainly more that can be talked about, these I feel are
the most important differences in item changes and in NA vs EU
choices and should be looked at by both regions as World Championship
is coming up.
Thanks
for reading and hope you find the statistics interesting. Think I
missed something? Want
some other statistics?
Please let me know. I
plan to be continuing this for the Regionals and World, perhaps
beyond.
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