Frequently Asked Questions
Why are we having a beta?
Based on community feedback, in order to get new patch data up even faster (from 3 days down to under 1) our Solomid Dev team has been tinkering and improving our aggregation methods for the past four months. We are now gathering data up to 10 times faster than previously! That also means that we have more Champion Roles, more Match-ups, and the data will be more statistically relevant/accurate.
Why are the stats different?
As you are comparing our beta site versus the current Champion.gg site you will notice there will be a difference in win-rates, play-rates, completed champion builds, etc. This is because we are gathering more matches and they are coming from ALL regions instead of just NA, EU, and KR. What that means is that the data will be updated faster, more frequently, and be more accurate.
How frequently is data updated?
Data is updated as soon as possible whenever a new patch is released (usually within a day). Then it will be updated twice a day at 12 and 24 GMT+0
What’s going to happen to the Champion.gg API?
We are planning to build an even more robust API. The old API will remain until May 15th, 2017, and then will be deprecated in favor of the new one. We set this date far enough out so that users can continue to use the existing API and not have to rush to transition to the new API. Don’t worry, proper documentation and tools are coming very soon(™)!
What stats do you use?
Champion.gg uses game data from Platinum to Challenger from all Regions for the current patch, available through Riot's API
What advantage does Champion.gg have over any other statistic sites?
Most other LoL statistic websites are lacking in three areas. First, data doesn't necessarily reflect a champion's true performance if their play in certain roles isn't taken into account - this is something Champion.gg is very well equipped for; any champion can be selected in their played role to get tailored statistics.
Second, many statistical websites present their data over the past month/week/day. This gives an inaccurate view of the champion on the current patch. This is because the sample size can cover more than the current patch or be too small (in the case of a day). Champion.gg bases all data off the current patch apart from the player experience section - which uses a sample of current players in the current season.
Third, many statistic websites don't show the win rates when a champion is (potentially) played at their best. Champion.gg provides win rates for the best builds, masteries, runes, summoners and skill order.
How is the Overall Placement/Performance Ranking determined?
Thanks for asking! The overall performance ranking takes more than win rate into account! Depending on the particular role, different attributes (such as Win Rate, Play Rate, Ban Rate, Kills, Deaths, CS, Damage Dealt/Taken etc.) are weighted at different levels to provide an overview of how the champion performs as a whole. For example, an ADC champion has a higher weighting for 'Damage Dealt' than that of a support champion.
How are the win rates/play rates of full builds calculated?
Because the number of games where a full build is successfully completed is very low, it is hard to accurately determine the overall win rate of a given build. This is because completed builds typically have extremely high win rates (players that are ahead have more items completed).
Therefore, Champion.gg places a similar weighting for partially completed builds that follow the same build path as the full build. This helps provide a better overview of the build as a whole as it takes into account all stages of the build. In order to further stabilize the win rate, it is normalized against the win rate of the champions role.
How do you determine what role a champion plays in?
Champion.gg uses Riot's API, which provides the lane and role of a particular champion. This is based on the areas a particular champion spends the majority of the early game/laning phase.
Why does x champion have such a high/low win rate?
Champions such as Urgot are seen very, very rarely in Platinum+ games. Consequently, there isn't always a large enough sample size to determine whether the statistics are a true reflection of the champion's performance. If small sample size isn't an issue, chances are Riot is having balancing issues.
What programming language(s) did you use?