Info & Tips
Info
Where the data comes from
Real Arena games on EUW, read from Riot's API and refreshed every hour. Tier lists cover one patch at a time; the leaderboard covers every game we have.
- A new patch becomes the default once it has 5,000 matches.
- Teams with an AFK player are removed: their placement is a 2v3, not a performance.
The numbers in every table
A game has 6 teams, so the average player finishes 3.5, lands top 3 in 50% of games and wins 16.7%.
Avg Placement = sum of placements ÷ games % Top 3 = top-3 finishes ÷ games % Top 1 = wins ÷ games Play rate = games ÷ matches on the patch
Green and red are relative to the list you're looking at, not to a fixed scale.
Tiers (S to D)
1. Small samples are pulled toward the average. A pick with 3 games at 1.00 shouldn't beat one with 500 games at 2.80.
adjusted = (games × value + k × average)
÷ (games + k)
k = the list's median games, min. 502. One score per row. Each part is scaled from 0 to 1 within the list.
score = 60% Avg Placement
+ 20% % Top 1 + 20% % Top 3
+ up to 0.2 for volume (log of games)3. Tiers follow the gaps. Rows with near-identical scores stay together, then each group is placed by its distance to the list's average score (σ = standard deviation).
S ≥ +0.84σ A ≥ +0.25σ B within ±0.25σ C ≥ −0.84σ D below
Team Comps get no volume bonus: common class trios are common by construction.
Item tiers
The columns show what happened. The tier corrects two biases, so an S-tier item can show a worse average than an A-tier one.
- Surviving. A 6th item only exists if the game lasted: players with 3 items average 3.90, players with 6 average 2.48. Prismatics are compared by how many the player holds.
- Who buys it. Late items are bought by stronger players, who place better whatever they buy.
tier value = item's result
− result of players at the same
purchase number and similar rankOn the Legendary list, Better early and Better late compare the same item bought early and bought late.
What changed since last patch
A champion appears only if its Avg Placement moved by more than chance explains. Most patches have zero to four.
shown if |avg now − avg before| > 3 × SE
SE = 1.71 × √(1 ÷ games now
+ 1 ÷ games before)Combos, Team Comps, Anvil Run
- Combos: two items or augments taken by the same player in the same game. Needs 5 games.
- Team Comps: the three classes of a team (e.g. Tank + Mage + Marksman), counted on every team of every match. Needs 20 teams.
- Anvil Run: games finished with stat anvils only, no items bought.
Leaderboard and MMR
Our own rating, not Riot's: Riot doesn't expose Arena MMR. It ranks you among the players we track.
- Everyone starts at 25. All six placements move it, not just the top half.
- A team's strength is the sum of its three players.
- Beating stronger teams is worth more. Winning with stronger teammates is worth less.
- The fewer games we have on you, the more each one moves you.
team strength = MMR₁ + MMR₂ + MMR₃
expected = odds of that placement,
given the 6 team strengths
MMR change ∝ (result − expected)
× your uncertaintyTeammates MMR and Opponents MMR are the average MMR of your 2 teammates and of the 15 other players, over all your tracked games.
A rank appears after 5 tracked games.
Challenger top 10 Grandmaster next 15 Master top 1% then, of everyone left: Diamond 4% · Emerald 13% · Platinum 18% Gold 24% · Silver 21% · Bronze 16% Iron 3%
Tips
Tips content coming soon.