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ヽ༼ ຈ ຈ༽ ノ Solo Queue Guide: Math Behind Climbing Ranked Games

The document provides a guide for climbing the ranked solo queue ladder in League of Legends. It discusses the average win rate of 50% and calculates the expected number of wins and losses over 20 games for different win rates. Higher win rates above 52.5% allow players to climb faster by gaining more LP per game. The document recommends ways to increase one's win rate through strategies like playing one's best champions, avoiding ranked when tired, optimizing runes/masteries, and various in-game tips. It estimates increasing one's win rate from 52.5% to 57.5% or 60% can make climbing 3-4 times faster.

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0% found this document useful (0 votes)
90 views14 pages

ヽ༼ ຈ ຈ༽ ノ Solo Queue Guide: Math Behind Climbing Ranked Games

The document provides a guide for climbing the ranked solo queue ladder in League of Legends. It discusses the average win rate of 50% and calculates the expected number of wins and losses over 20 games for different win rates. Higher win rates above 52.5% allow players to climb faster by gaining more LP per game. The document recommends ways to increase one's win rate through strategies like playing one's best champions, avoiding ranked when tired, optimizing runes/masteries, and various in-game tips. It estimates increasing one's win rate from 52.5% to 57.5% or 60% can make climbing 3-4 times faster.

Uploaded by

Becove1945
Copyright
© © All Rights Reserved
We take content rights seriously. If you suspect this is your content, claim it here.
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Solo Queue Guide ()

Math Behind Climbing Ranked Games


If you have played at least 30 ranked games, please go check your win rate right now.
I would like to mention that the average win rate in the ranked community is 50% so don't be so
disappointed if your win rate is low.

For every 20 games, you will have the following net outcome in wins with the respective win rates
52.5% (10.5 wins / 9.5 loses)
55.0% (11.0 wins / 9.0 loses)
57.5% (11.5 wins / 8.5 loses)
60.0% (12.0 wins / 8.0 loses)
65.0% (13.0 wins / 7.0 loses)
70.0% (14.0 wins / 6.0 loses)
75.0% (15.0 wins / 5.0 loses)
80.0% (16.0 wins / 4.0 loses)
90.0% (18.0 wins / 2.0 loses)

= 1 win of difference (A decent player) [where you're at right now]


= 2 wins of difference (A very skilled player)
= 3 wins of difference (An expert) [your goal after reading this guide]
= 4 wins of difference (A notable One-Trick-Pony)
= 6 wins of difference (A player in Challenger)
= 8 wins of difference (A Diamond V player playing in Bronze)
= 10 wins of difference (A Diamond I player playing in Bronze)
= 12 wins of difference (InvertedComposer playing Singed in Bronze)
= 16 wins of difference (A Challenger playing in Bronze)

How much LP do you gain per game? Say you either win or lose 20LP.
If you have 52.5% win rate and you play 20 games,
Your net gain is only 20LP (1 win) so
You will have to play 100 games just to get to the series at this rate!
This is true if you consistently have 52.5% win rate!!
With 55% win rate,
You will advance twice as fast because your net gain is 40LP (2 wins)
57.5% is
60LP (3 wins)
60% is
80LP (4 wins)
And so on...

Diamond players that train their smurfs advance quickly to Diamond because they have about 70% win
rate as they are
climbing which means they advance 8 times faster than a player with 52.5% win rate.
In addition, the Diamond players play much more than a regular player so they will also make more
progress.

So how can you climb the rank at least 4 times more than now?
You have 2 options but one would seem more rewarding than another.
If you play 2 games a day and you have 52.5% win rate
1. You can quadruple your play time from 2 games to 8 games a day
2. You can increase your win rate from 52.5% to 60%
Choosing one of the options will increase your rank climbing progress by 4 times more!
Or you can take both of the options and make 4x4 = 16 times more progress!!!
Whoa... does that mean I can make a month of progress in only 2 days??
YES!!
Ah, so to climb the rank faster you can either play more or by having more effective games!
Now here are some very good tips of winning games:

Increasing Your Win Rate Tips


If you follow most of these steps, raising your win rate from 52.5% to 57.5% is no sweat!
As a result, you will make 3 times more progress in climbing the rank than before.
1. Always play with your best champions
2. Never play when you are tired, angry, or depressed (Important)
3. Dodge queue if you don't get the role you need to play
4. Don't risk to play if you think your internet is unstable

5. Optimize on your Runes, Masteries, and Item builds before you play (Very Important)
6. Evaluate on your champion's strengths and try to pick fights to your advantage (kiting, trading
hits, pokes, all-out, pushing, etc)
7. Don't repeatedly make mistakes and be patient (hug tower and skip cs when you are being
camped, etc)
8. Complete your items instead of buying multiples of basic and advanced items (As final items are
much more powerful)
9. Take down an enemy tower by level 12 and start roaming
10. Avoid getting caught by enemies and also do not die together when your ally gets caught
11. Spam alert ping to direct your teammates in making the right decisions
12. Do not surrender and tell your teammates that surrendering is not acceptable in ranked
13. Take 10 minutes break in between games (Easily achivable by afking until minions spawn)
14. Play a warm up game before jumping into a ranked game (A game of dominion or ARAM
maybe?)
15. If you are the most fed player in your team, take the responsibility of carrying your team and
never make a bad move for the rest of the game
16. If you lose 2 games in a row, call it a day. Majority of people queuing up at this time might be
tryhards so you automatically fall below their skill level
17. Dodge queue when someone in your team is "trying out" a champion
18. Tell your jungler to focus on the other lanes if you are confident with your own lane
Sometimes it might be tempting to play even you are tired or you don't get the champion you need to play
but you must resist!
If not, you are playing the game to lose and it will count as doing negative work!!
For tip 5, you can still go even with your enemy despite having 0/3/0 as score if you build optimal and
your enemy does not.
This means in average you will come out stronger than your lane enemy which is more advantage for
your team!

Starting Items Comparison

GO

VS

is usually better but why? )

GO

VS

is always better now, but how? )

GO

VS

is always better against physical damage champions. HOW??)

GO

VS

( Both of these are inferior items )

GO

VS

is always better than Doran's Shield. WHAT?!?!?! )

GO

VS

on Supports is always better. This concludes that

GO

( Other Starting Items )

is an inferior item)

GO FAQ (Explanation for the accuracy of the analysis)

VS
Assumptions:
You have 20 Minion Kills before leaving lane
You stay in lane for 2 minutes and 30 seconds
Keep Value Comparison
Base Stats
15AP, 60 HP, 152 mana (over 150seconds)
360 HP and 180 mana (over 36 seconds)
Difference
15AP, 60HP
360HP/recall + 28 mana/recall
Diffrence in Value
326g, 158g
94g/recall
Therefore

is better than

until you have recalled 5.1 times

Starting Advantage Comparison


At the Start
x2: 15AP, 60 HP, 152 mana (over 150 seconds), 300HP (over 30 seconds)
x3: 810 HP and 180 mana (over 81 seconds)
At the Start (Difference)
x2: 15AP
x3: 450HP, 28 mana

Analysis

15 AP from

The Extra 450 HP sustain from going


approximately 40% at start

increases a champion's overall damage by approximately 10% at start


x3 at the start increases your durability by

has better all-in capabilities until the 2 x

is superior when you buy more potions. Notice that on your first back,

has been used


=

x2
Tips

If you start with

, don't get another one unless you need more mana. This is because buying

is just as good if you don't need mana.


Conclusion

Start with
x3 preferrably against mana based champions as you can dominate your lane
with your superior sustain against their low starting mana pool

Also purchase

if your champion is easily poked by enemies and has no health regaining

abilities. For example, in team fights,


anyways, which

is missing 10% of his hp but he still decides to fight

would have healed him for 360 HP (300 HP difference when compared to

).

Otherwise, always purchase

x2 as you will be in lead 390 gold on your first back

VS
Assumptions:
You autoattack 40//60 times (Melee//Ranged) over 2 minutes
This is based on statistics and Ranged champions also have more opportunity to autoattack
You have 83.3 Attack Damage at level 2 with this item
Keep Value Comparison
Base Stats
7 AD, 70 HP, 3% LifeSteal
10 AD

Difference
70 HP, 3% LifeSteal
3 AD
Diffrence in Value
187g, 165g (or 23g//35g saved per recall [100//150 HP over 120 seconds])
108g
Therefore keeping

is valued 244g higher than

if you don't plan on upgrading

Starting Advantage Comparison


At the Start
x1: 7AD, 70 HP, 250HP//300HP (over 120 seconds) [100//150 HP over 120 seconds from 3%
lifesteal]
x3: 10AD, 450HP (over 45 seconds)
At the Start (Difference)
x1: None
x3: 3AD, 200HP//150HP (over 45 seconds)

Analysis

At the start,

x3 are noticeably better than

has better all-in capabilities until the 1

On your first back,

Most of the advanced items such as

has been used

is in lead of 244g but 360g away from building final items


and

their basic items. This means if you started with


them!

Therefore,

offer as much as 30% bonus stats relative to


, you are already a quarter way of getting

should be valued 30% extra after 2 recalls (or when you can purchase those

advanced items), which is 108 gold.

x1

is still 136g gold ahead of

even after 2 recalls.

From this trend, we find that


is only slightly better which means it is not worth the item slot
and you will lose 264 gold for selling it later

Now about getting more


sell it

3% LifeSteal saves you about 1.5


champion

This means if you utilize


for 5 recalls before you sell it, you get full money back (264g lost
from selling/ 52.5g = 5 recalls)
However, if you're a melee tank champion, you should not get it because you have less damage
and less chance to autoattack. (Req. 10 recalls)

, you might want to get at least full money back (440g) when you
per recall if you have 125 AD in average as a ranged

constantly saves you 52.5g per recall in average but it takes up an item slot. Don't buy
another one unless you have enough item slots and can utilize it for 5 recalls as a ranged AD
champion.

Tips

Because

Suggested amount of
purchased for ranged ADC is 2
If you buy more, it will interfere with getting the recipe items (e.g. 3 dorans, 1 boots, only 2 item
slots left to build recipe items) which means even if you have a lot of gold, say 1000g, you would
have to hold that off until you can afford to upgrade your recipe items to a final item

If you buy less than 2

is a scaling Doran's Item you should only get it if you're planning to get a lot of AD

as an ADC and you have empty item slots, then you are wasting your

early game advantage by not purchasing more


Conclusion

is better than

as a starting item

However , if you are planning on saving gold later, get

only on AD Marksman

VS
It was found that the intervals which a champion autoattack the enemy champion is very long (less than 9
autoattacks every minute)
Assumptions:
You have 33 armor (25% reduction) which means 8 damage reduction is essentially the same as
recovering 6HP per autoattack you are hit.
You are autoattacked once every 7 seconds

You stay in lane for 2 minutes

Keep Value Comparison


Base Stats
80HP , 6HPRegen5, 8 block (103HP over 120 seconds)
15 Armor
Difference
80HP, 10.3 HPRegen5 (247 HP over 120 seconds)
10% Extra Physical Damage Reduction ([100+33]/[100+48] = 0.90)
Diffrence in Value
213g, 371g
0~480g (10% reduction of 0~1800 Damage = 0~180HP)
Therefore keeping

is valued higher than

if you don't plan on upgrading

Starting Advantage Comparison


At the Start
x1: 80HP, 397 HP (over 120 seconds)
x5: 15Armor, 750HP (over 75 seconds)
At the Start (Difference)
x1: None
x5: 15Armor, 273 HP
Analysis

As a starting item,

saves you 58g per recall while


physical attacks

x5 outperforms

x1

saves you the efficiency of

by 11.11% against

is much more flexible as HP is effective against any types of damage

Most of the advanced items such as

and

offer as much as 30% bonus stats relative to

their basic items. This means if you started with


them!

Therefore,

should be valued 30% extra after 1 recall (or when you can purchase those

advanced items), which is 90 gold.


ahead of

, you are already a third way of getting

is only 14 to 494 gold (100% physical to 0% physical)

after 1 recall

This means if you are against 100% physical dealers like Riven and Renekton,
better

is always

Tips

The 8 damage reduction (104HP over 120 seconds) in

is unique so don't get another one!

Conclusion

Consider

Otherwise always start with

if you are against a hybrid (kayle, yorick,akali) champion

VS
Assumptions:
You have 33 armor (25% reduction) so you are healed 6 hp per hit from 8 damage reduction.
You are autoattacked once every 7 seconds
You are a melee champion and you autoattack 40 times over 2 minutes with 83.3 Attack Damage
You stay in lane for 2 minutes

Keep Value Comparison


Base Stats
80HP , 6 HPRegen5, 8 block (103HP over 120 seconds)
70HP, 4.2 HPRegen5 (100 HP over 120 seconds), 7 AD
Difference
10HP 6.1 HPRegen5
7 AD

Diffrence in Value
247g (or 27g + 34g saved per recall)
252g
Therefore

is about the same as

as a starting item

Analysis

If you are rarely hit (2 hits every 30 seconds),


can outsustain
by autoattacking more than
6.4 times every 10 seconds
Last hitting minions especially under tower is much easier with the extra 7 AD
If you have life steal runes (4.5%), the extra 7AD from
per autoattack on minions

will heal you for additional 0.3 hp

Tips

If you are against physical damage dealers like Riven, you should consider starting with
x5 instead

Conclusion

As a starting item,

It is very unlikely that


champions

is about the same as


will ever be better because champions autoattack minions more than

also becomes more valuable as you get more AD


However,

is outclassed by

for melee champions. So you should be getting neither

nor

VS
It was found that the intervals which a champion autoattack the enemy champion is very long (less than 9
autoattacks every minute)
Assumptions:
You have 33 armor (25% reduction) which means 8 damage reduction is essentially the same as
recovering 6HP per autoattack you are hit.

You are autoattacked once every 7 seconds


You stay in lane for 2 minutes

Keep Value Comparison


Base Stats
80HP , 6HPRegen5, 8 block (103HP over 120 seconds)
150HP
Difference
80HP, 10.3 HPRegen5 (247 HP over 120 seconds)
150 HP
Diffrence in Value
213g, 371g (or 58g /recall)
400g
Therefore keeping

is valued 184g higher than

if you don't plan on upgrading

Starting Advantage Comparison


At the Start
x1: 80HP, 397 HP (over 120 seconds)
x2: 150HP, 300HP (over 30 seconds)
At the Start (Difference)
x1: 37HP
x1: None
Analysis

is only slightly better than

Most of the advanced items such as

at start and on the first recall


and

their basic items. This means if you started with


them!

offer as much as 30% bonus stats relative to


, you are already a quarter way of getting

Therefore,

should be valued 30% extra after 2 recalls (or when you can purchase those

advanced items), which is 120 gold.

is only 64g ahead after the second recall

Therefore, there is not much advantage to taking

so it should be avoided to save item spaces

Tips

However

is considered to be viable if you are not planning to upgrade

soon

Conclusion

Always start with

Otherwise

if you plan to upgrade it soon

can be a decent choice but try considering

and

as well

VS
Assumptions:
You have 33 armor (25% reduction) so you are healed 6 hp per hit from 8 damage reduction.
You are autoattacked once every 7 seconds
You stay in lane for 3 minutes and execute 4 minions.
Your ally gains 20+5 gold and 40 HP every time you execute a minion

Keep Value Comparison


Base Stats (To Self)
80HP , 6 HPRegen5, 8 block (103HP over 120 seconds)
75 HP, 40 x4 HP (over 180 seconds), 20g x 4
Difference
5HP, 5.9 HPRegen5
20g x 4
Diffrence in Value
13g, 212g (or 50g saved per recall)
80g /recall (increases in value as minions are worth more)

Analysis

Starting with

If ally's benefit (40 heal and additional +5 gold per minion execution) is also accounted then

allows you to buy 2 more

when compared to starting with

itself is better than


Conclusion

Therefore

You can also buy 2 extra

Starting

is always better than

if you value your ally's gain as much as yours.

when you start with

allows you to get

instead of

faster!

Inferior Starting Items


Here are all the starting items that are always inferior to the corresponding superior items
1.

x5 : Outclassed by

x3

2.

: Outclassed by skipping 20 cs for 3 minutes

3.

: Outclassed by

4.

: Outclassed by

5.

: Outclassed by

6.

: Outclassed by

7.

: Outclassed by

8.

: Outclassed by

x2 (Only if you're planning to build

9.

: Outclassed by

(with the exception of ranged AD marksman)

is actually a viable starting item if you can make good use of 10% Cooldown Reduction

FAQ - Explanation for the Accuracy of the Analysis

Q. You are comparing the items that aren't of the same costs. So how can you say
by 139g + 42g per recall when

is 80g cheaper?

is better than

A. Those are the items you keep on your first recall assuming that you consume all the

which you

have bought at the start. After the individual items are compared, they are compared again with

in

order to find the trade-offs in starting with a lot of


Q. Why are your regen stats converted into
A. Most players don't drink

gold value (35g per 150 HP)?

the entire time in lane. Therefore, it is assumed that if champions are

lacking in sustain, they are drinking

more frequently to make up for the lack of regeneration stats.

Q. Why are you converting the stats in items to gold rather than comparing the true benefits of each stat?
A. It is because Runes can replicate those stats. For example, you would be getting HP Quintessences
instead of AD Quintessences (35g difference in value) if you really valued HP that much. Your future
item purchases might also include HP stats as well. Therefore, converting the stats in items to gold for
basic items makes comparisons a lot simpler.

Good luck with Solo Queue!

- Written by: InvertedComposer -

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