Information
This page explains how Lelanation statistics are calculated, what scores and alerts mean, and build rules (public, private, out of date). Numbers come from ranked solo/duo games ingested via the Riot API, filtered by patch and rank when you change filters.
Filters (patch, rank, role)
Most stats respect your active filters: patch version (e.g. 16.12), rank (e.g. Gold only, or all tiers), and sometimes role (top, jungle, mid…). Ahri mid Gold on patch 16.12 is not the same as a global all-ranks winrate.
The last update shown on the overview is the newest match in the current filter. If the poller lags or you filter a low-volume patch, percentages become less reliable.
Ranks (solo/duo)
Stats come from ranked solo/duo games. On the site, the division filter uses the league tier (Iron → Challenger), not individual divisions I / II / III / IV.
Per-player rank
For each participant, we keep the Solo/Duo tier closest to the match date (rank history).
effective_rank = player's solo tier (e.g. GOLD)
Example: a player at Gold II when the game was played is aggregated as <strong>Gold</strong>.
Match average rank (fallback)
If a player's solo rank is unknown, they inherit the match average rank of ranked players in that game.
match_rank = rounded tier( average of ranked players' league ordinals )
Example: 3 Gold and 2 Plat in the match → average rank ≈ <strong>Gold</strong> for players without an individual rank.
Division filter on the site
No filter: all leagues. When you pick one or more divisions, only games where the participant's effective rank matches the selection are counted.
- Available leagues: Iron, Bronze, Silver, Gold, Plat, Emerald, Diamond, Master, Grandmaster, Challenger.
- You can combine several leagues (e.g. Gold + Plat = a wider cohort).
- Matches with no identifiable ranked player are not aggregated into per-league stats.
Champion statistics
Each metric uses a consistent notion of a “game”: one participant row (one champion in one match). Bans are counted at match level.
Winrate
Share of games won with this champion (within the active filter).
winrate = wins / games played × 100
Example: Ahri has 72 wins in 120 games → winrate = 72 / 120 × 100 = 60.0%
Pickrate
Share of filtered matches where the champion is picked (at most once per match).
pickrate = matches with champion / total matches × 100
Example: Zed picked in 800 of 10,000 filtered matches → pickrate = 8.0%
Banrate
Share of matches where the champion is banned (at least once in the match).
banrate = matches with ban / total matches × 100
Example: Yasuo banned in 1,200 of 10,000 matches → banrate = 12.0%
Presence
Share of matches where the champion is picked or banned.
presence = (pick matches + ban matches) / total matches × 100
Example: 800 picks + 400 bans in 10,000 matches → presence = 12.0%
Tier list — score & PBI
The tier list ranks champions by role on the selected patch. Tier letters (S, A, B…) derive from a numeric score; PBI is a complementary “meta strength” indicator.
Tier score
Distance from a neutral 50% winrate, weighted by game volume on the role.
tierScore = (winrate − 0.50) × √(games)
Example: 55% WR over 400 mid games → (0.55 − 0.50) × √400 = 0.05 × 20 = 1.0
PBI (Performance Beyond Impact)
Combines winrate distance from 50%, pickrate and banrate. Heavily banned champions have a smaller denominator (less often available).
PBI = (winrate% − 50) × pickrate% / (100 − banrate%)
Example: 52% WR, 8% pick, 20% ban → (2 × 8) / 80 = 0.2
Matchups (lane)
Matchups compare a champion to their direct lane opponent (e.g. Ahri mid vs Sylas mid). Extended tables use a delta vs other lane champions.
Delta
Gap between your matchup winrate and the average winrate of other eligible champions vs the same opponent.
Delta(A vs B) = winrate(A vs B) − avg(winrate(C vs B))
Example: Ahri vs Sylas 54%, other mids vs Sylas avg 48% → Delta = +6 points
Matchup score
Delta is mapped to a −10…+10 score, then weighted by how often the matchup appears in your lane game pool.
weighted score = base_score(delta) × games(A vs B) / games(A on lane)
Example: Delta +3 → base +3; if the matchup is 15% of your mid games, it contributes proportionally to the champion's overall note.
Lane profile
The Lane profile chips in the matchups table summarize how you perform in lane vs a specific opponent, compared to other champions in the same role facing that opponent.
For each signal, we compute a per-game average (gold, CS, lane kills, etc.), then a z-score vs the peer cohort (minimum 3 games per champion). Strengths and watchouts appear when the z-score crosses a threshold.
Lane score
Synthetic note: average of z-scores across all 12 signals, scaled × 100.
laneScore = avg(z₁…z₁₂) × 100
Example: average z +0.8 across signals → lane score ≈ +80 (favorable lane vs cohort on this matchup).
Chip intensity
Each signal is converted to a z-score vs other champions in the same role vs the same opponent, then mapped to a visual level.
z = (value − cohort_mean) / cohort_std
The higher abs(z), the stronger the signal is shown as a strength or watchout.
Display thresholds
- z ≥ 1.0 → Big +
- 0.65 ≤ z < 1.0 → Med. +
- 0.35 ≤ z < 0.65 → Small +
- abs(z) < 0.35 → Even
- −0.65 < z ≤ −0.35 → Small −
- −1.0 < z ≤ −0.65 → Med. −
- z ≤ −1.0 → Big −
The 12 signals
Each chip is one axis measured before 15 min (timeline when available, otherwise Riot fallback metrics). Gank, dive and roam are detected from the kill timeline; objectives also include deaths on objective, steals and kills around drakes / herald / grubs.
Gold diff at 5 min vs lane opponent (timeline).
Gold diff at 15 min vs lane opponent (timeline).
Kills vs lane opponent before 15 min (minus deaths taken).
Level diff at 15 min vs lane opponent.
CS diff at 15 min vs lane opponent.
Vision score diff at 15 min vs lane opponent.
First legendary item / purchase timing vs lane opponent.
Gank kills minus deaths to ganks (jungler or off-lane ally) before 15 min.
Dive kills under enemy tower minus dive deaths before 15 min.
Roam kills or assists off your lane minus roam deaths before 15 min.
Drake / herald / void grub participation, objective fight kills and steals, minus deaths on objective — vs lane opponent.
First tower and plates taken, minus opponent's.
Gank, dive, roam & objective detection
These events are counted only before 15 min from the match timeline (when available).
- Gank — kill you are part of with jungler (or ally) help on a non-jungle lane, not classified as a dive.
- Dive — kill you are part of under a standing enemy tower (tower aggro radius).
- Roam — kill or assist on another lane than yours (not jungle), without gank/dive classification, before 20 min.
- Objectives — kills and assists on drake, herald and void grubs; kills around objectives; deaths on objective; epic steals (Riot challenges). The signal compares your tally to your lane opponent's.