Tag Archives: NA

Win Rates by Map Side

As of March 2, the Blue side of Summoner’s Rift has a slightly higher win rate across the NA LCS, EU LCS, LCK, LMS, and CBLoL. (I don’t currently have LPL data, but I’m working on it!) Blue side has a 52% win rate, with Red side at 48%.

The tables below break down each team’s win rate on each side of the map.


  • The ROX Tigers have dropped just three games this split, and all three losses have come on Blue side.
  • The Jin Air Green Wings and CJ Entus have huge gaps in win rates by map side. CJ Entus have won 77% of their Blue side games and just 14% on Red side, while Jin Air’s Red side win rate is nearly double what they’ve done on Blue.
  • Dignitas and Renegades have not won a single game on Red side this split, but Dignitas are 4-3 on Blue side and Renegades have earned both of their wins on Blue.
  • Fnatic are 6-1 on Blue side and just 2-5 on Red.
  • CLG are 7-1 on Red side but 3-3 on Blue.

NA LCSWins by map side, EUWins by map side, LCKWins by map side, LMS

Positional Priority: Regional Comparisons

GPGames played
AGTAverage game time
W%Win percentage
AGLAverage game length
G LenAverage game length
P%Percentage of games champion was picked in the given role
B%Percentage of games in which the champion was banned (not role-specific)
P+B%Percentage of games in which the champion was either picked or banned (not role-specific)
KTotal kills
DTotal deaths
ATotal assists
KPGKills per game
DPGDeaths per game
APGAssists per game
Team KPGKills per game
Team DPGDeaths per game
KDATotal kill/death/assist ratio
K:DKill-to-death ratio
CKPMCombined kills per minute (team kills + opposing team kills)
XPD@10Average experience difference at 10 minutes
XPD10Average experience difference at 10 minutes
GD@10Average gold difference at 10 minutes
GD@15Average gold difference at 15 minutes
GD10Average gold difference at 10 minutes
GD15Average gold difference at 15 minutes
Team GD@15Average team gold difference at 15 minutes
GPRGold Percent Rating: Average amount of the game's total gold held, centered around 50% and multiplied by 100 (e.g. +1.00 represents 51.00%)
GSPDAverage gold spent percentage difference
EGREarly-Game Rating
MLRMid/Late Rating
TWLProportion of time spent with a gold lead (holding more than 52% of the gold in the game). Developed by league-analytics.com.
TWDProportion of time spent with a gold deficit (holding less than 48% of the gold in the game). Developed by league-analytics.com.
FBP%First Blood participation rate (FB kills+assists / games played)
FBPFirst Blood participation rate (FB kills+assists / games played)
FBD%First Blood death rate (FB deaths / games played)
K+A@15Average kills+assists at 15 minutes
K@15Average kills at 15 minutes
A@15Average assists at 15 minutes
D@15Average deaths at 15 minutes
FB%First Blood rate (for players, includes both kills and assists)
FD%First dragon rate
FT%First tower rate
F3T%First to kill three towers rate
HLD%Percentage of games in which the team acquired Rift Herald
FBN%First Baron rate
BN%Baron control rate
FT TimeAverage first tower kill time
FTTAverage first tower kill time
DrPGDragons killed per game
DRG%Dragon control rate (if ELD% is also reported, this only reflects elemental drakes
ELD%Elder dragon control rate
TPGTowers killed per game
KPKill participation
aKPAverage kill participation
D%Share of team's deaths
DTH%Share of team's deaths
CSD@10Average creep score difference at 10 minutes
CSD10Average creep score difference at 10 minutes
CSPMAverage monsters + minions killed per minute
CS%P15Average share of team's post-15-minute minion and monster kills
DPMAverage damage to champions per minute
Team DPMAverage team damage to champions per minute
Team DTPMAverage team-wide damage taken from champions per minute
DTPMAverage damage taken from champions per minute
DPDAverage damage to champions percentage difference
Dmg%Average share of team's total damage to champions
EGPMAverage earned gold per minute (excludes starting gold and inherent gold generation)
Gold%Average share of team's total gold earned (excludes starting gold and inherent gold generation)
Gold% Post-15Average share of team's gold earned post-15 minutes (excludes starting gold and inherent gold generation)
LNE%Lane control: average share of game's total lane CS
JNG%Jungle control: average share of game's total jungle CS
WPMAverage wards placed per minute
CWPMAverage control wards purchased per minute
WCPMAverage wards cleared per minute
WC%Average percentage of opponent wards cleared
VWCAverage percentage of opponent visible wards cleared
IWCAverage percentage of opponent invisible wards cleared
CS% Post-15Average share of team's creep score after 15 minutes
Minion% Post-15Average share of team's minion kills after 15 minutes
Monster% Post-15Average share of team's monster kills after 15 minutes

Different regions tend to give more or less priority to the different positions on their rosters. The table below provides comparisons between the NA LCS, EU LCS, LMS, and LCK.

The statistics included measure how much priority, and consequently how much contribution, each position receives in each league. In general, the four leagues give relatively high priority to the following positions:

  • NA LCS: ADC priority
  • EU LCS: Mid priority
  • LCK: Top priority
  • LMS: Jungle priority

For an exploration of what these stats mean specifically for Top laner usage in the LCK, compared to NA and EU, read “On An Island: Top Lane Play in LCS and LCK” at Unikrn.

Note: To compare a specific position, type the name of the position in the “Search” box. Or type the name of the league to compare roles within a league.

LeaguePosGold%Dmg%KPD%K@15A@15D@15G@15CS@15XP@15G% Post-15CS% Post-15CSPM
Includes NA LCS, EU LCS, LCK, and LMS regular season, tiebreakers, and playoffs, 2015 Summer. Does not include LPL.

Hit the Ground Running: Jungle Champion Effectiveness in the First Fifteen Minutes

The first 15 minutes in League of Legends can sometimes decide the outcome of the entire game. In the 2015 Spring Split playoffs in the LCK, the LMS, and the North American and European LCS and Challenger leagues, the team with a gold lead at 15 minutes won 74% of the time.

Junglers often play the most active role in the early game, ganking and counter-ganking, setting up Tower dives, or just hard farming to level 6 as fast as possible to hasten the mid game. But what we’ll see is that early-game strength is no longer the defining characteristic of strong junglers, as it was in previous metas.

We’re going to explore the ways that different jungle champions were used, and how much success they had, in the first 15 minutes of games. We’ll be drawing our numbers from the 2015 Spring Split playoffs in the North American and European LCS.

Continue reading on GoldPer10