LMS Team Stats (Summer 2016 Playoffs)

Last updated: 08/25/16 11:11 a.m. CEST

Team team_region Games Played Win Percentage (%) Average Game Time First Blood Participation (%) First Tower Participation (%) First Mid Tower Rate First Dragon Participation (%) First Baron Participation (%) Team ss1 ss2 Team Dragon Rate (%) Ahead: Time with at least 52% of gold (%) Behind: Time with 48% or less of gold (%) Gold Difference @15 Absolute Gold Difference @15 Team DGS (ADC) / DGS (Mid) Share of Overall Jungle Monsters Killed (%) Wards per Minute Wards Cleared per Minute GSE: Gold Shift Events (count) GSE won (%) GSE won when significantly ahead 2 min. before (%) GSE won when significantly behind 2 min. before (%)
FW LMS 8 75.00 44.49 62.50 87.50 87.50 37.50 62.50 FW 4.00 7.00 FW 68.75 26.21 8.83 968.00 1,524.50 FW 0.89 52.18 4.00 1.60 26 61.54 87.50 0
HKE LMS 3 0 36.34 33.33 0 33.33 100.00 0 HKE 12.00 4.00 HKE 45.45 3.70 44.44 -2,482.33 2,482.33 HKE 1.03 48.18 3.40 1.38 18 16.67 0
JT LMS 3 0 45.70 0 33.33 0 66.67 0 JT 12.00 4.00 JT 21.43 0 40.74 -2,087.00 2,101.67 JT 1.13 46.41 3.81 1.61 10 10.00 16.67
ahq LMS 8 62.50 40.98 62.50 37.50 37.50 37.50 75.00 ahq 4.00 7.00 ahq 44.83 24.38 12.65 745.50 1,667.25 ahq 1.33 49.85 4.03 1.47 34 70.59 100.00 0
Team team_region Games Played Win Percentage (%) Average Game Time First Blood Participation (%) First Tower Participation (%) First Mid Tower Rate First Dragon Participation (%) First Baron Participation (%) Team ss1 ss2 Team Dragon Rate (%) Ahead: Time with at least 52% of gold (%) Behind: Time with 48% or less of gold (%) Gold Difference @15 Absolute Gold Difference @15 Team DGS (ADC) / DGS (Mid) Share of Overall Jungle Monsters Killed (%) Wards per Minute Wards Cleared per Minute GSE: Gold Shift Events (count) GSE won (%) GSE won when significantly ahead 2 min. before (%) GSE won when significantly behind 2 min. before (%)

Team Stats Glossary

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  • Below you find info on those statistics that are not self-explanatory.
  • Most of the time, averages are generated by calculating the metric for each game, and then averaging over all games.
  • Main exceptions: Death% and KP%, Why? In those cases, there is a huge variance and the totals are more important. A 0% Death Share game should count more in a game where your team died 15 times, than in a game where it only died 2 times. The argument for KP% is along the same lines.

Dragon Rate:

Percentage of overall dragons taken. The sum of all dragons taken by the team is divided by the sum of all dragons taken in all of the team’s games.

Time With At Least 52% Of Gold:

The match histories provide information in one minute intervals. This stat shows the percentage of observations where the team had at least 52% of the overall gold (team gold + opponent gold). Check out Timbolt’s article on the metric.

Time With 48% Or Less Of Gold:

This stat shows the percentage of observations where the team had 48% or less of the overall gold (team gold + opponent gold). Check out Timbolt’s article on the metric.

Absolute Gold Difference @15:

The average absolute gold difference at 15 minutes. This serves as a proxy for how close the team’s average game is at that point in time.

First Mid Tower Rate:

Percentage of game the team destroyed their opponents mid-lane outer turret, before the opponent destroyed theirs. Read Bridgeburner’s article for more details.

DGR (ADC) / DGR (Mid):

DGR stands for damage gold rating, which we use for our player statistics. It divides the damage share by the gold share (Damage%/Gold%). Here, we divide the DGR for ADCs by the DGR for mid-laners.

GSE: Gold Shift Events:

A new metric we introduced. A GSE is defined as a substantial swing in gold in either the last or the last two minutes. It occurs when one team gains a specific amount of gold more than their opponent. The amount is 600 gold at 5 minutes and scales linearly with time, reaching 2000 gold by 30 minutes. For more, check out our article on GSEs.