9.6 vs. 9.7 High-MMR Analysis

I posted a small sample of this a couple weeks ago. This time, it's expanded to 6948 games on Patch 9.6 and 7965 games on Patch 9.7. I kept games if at least 4 players had:

  1. At least one data point of 2700+ MMR from whatismymmr.com on their history graph.

  2. NA/EUW servers.

  3. Played at least 10 games since the beginning of Patch 9.5.

I was pretty lazy and didn't recheck anyone's MMR, so some games that should have been kept were dropped.


I dropped plots into this album alongside my thoughts/interpretations. The main plots people may be interested in are:

  1. 9.6 vs 9.7 game times

  2. 9.6 win-rates by team physical damage %

  3. 9.7 win-rates by team physical damage %

  4. 9.6 vs 9.7 champion win-rates

  5. 9.6 vs 9.7 champion pick-rates

  6. 9.7 Lolalytics vs. 9.7 High-MMR champion win rates

I state this in the album a couple times: When mostly high win-rate champions are banned, the average win-rate for the rest of the roster increases as 50% champions win in every game. I think some of these plots are deceptively favorable towards weaker champions.


ARAM win-loss records for champion classes (as taken from Riot's API, which has some odd assignments like Diana/Rumble/Skarner/Trundle as fighters) below. I treated Gnar/Rakan/Thresh/Urgot as melee champions as their playstyle is much closer to other melees and they can somewhat distort these tables.

Condition9.6 Pick Rate [%]9.6 Win Rate [%]9.7 Pick Rate [%]9.7 Win Rate [%]
Overall100.050.0100.050.0
As blue side50.051.650.053.7
As red side50.048.450.046.3
As melee champions41.948.145.149.2
As ranged champions58.151.454.950.7
As assassin champions7.141.58.346.9
As fighter champions19.448.721.349.5
As mage champions29.151.226.650.0
As marksman champions22.351.322.851.0
As support champions10.452.49.050.4
As tank champions11.849.912.050.8

4-5 melee teams are still rare and still pretty bad.

Composition9.6 Pick Rate [%]9.6 Win Rate [%]9.7 Pick Rate [%]9.7 Win Rate [%]
5M, 0R00.329.200.840.6
4M, 1R05.537.307.645.0
3M, 2R22.045.025.948.3
2M, 3R40.351.538.851.0
1M, 4R26.654.123.052.1
0M, 5R05.253.003.950.4

For reading the next four tables, the upper left to lower right diagonal is each team having an equal number of melee/ranged champions. Lower left is the most unbalanced melee/ranged teams. Pick-rates are low for most entries, but I included these to emphasize that having 1-2 more ranged champions was nowhere near as beneficial on 9.7 as 9.6. Particularly, the [1M, 4R] vs. [3M, 2R] and [2M, 3R] vs. [4M, 1R] team compositions have decent pick-rates and much closer win-rates. Don't draw sweeping conclusions from the first column or last row.

The Melee-Ranged matchups by percentage in 9.6:

|5M, 0R|4M, 1R|3M, 2R|2M, 3R|1M, 4R|0M, 5R :-:|:-:|:-:|:-:|:-:|:-:|:-: 5M, 0R|00.0| - | - | - | - | -
4M, 1R|00.0|00.3| - | - | - | -
3M, 2R|00.2|02.4|04.3| - | - | -
2M, 3R|00.3|04.2|17.3|16.7| - | -
1M, 4R|00.2|03.4|12.6|21.3|06.7| -
0M, 5R|00.0|00.6|02.9|04.1|02.3|00.2

The Melee-Ranged matchups by percentage in 9.7:

|5M, 0R|4M, 1R|3M, 2R|2M, 3R|1M, 4R|0M, 5R :-:|:-:|:-:|:-:|:-:|:-:|:-: 5M, 0R|00.0| - | - | - | - | -
4M, 1R|00.1|00.5| - | - | - | -
3M, 2R|00.3|03.5|06.6| - | - | -
2M, 3R|00.7|06.1|20.2|14.7| - | -
1M, 4R|00.5|03.9|12.4|17.9|04.9| -
0M, 5R|00.1|00.6|02.0|03.3|01.5|00.1

The Melee-Ranged win rates for the team with more ranged champions in 9.6:

|5M, 0R|4M, 1R|3M, 2R|2M, 3R|1M, 4R|0M, 5R :-:|:-:|:-:|:-:|:-:|:-:|:-: 5M, 0R| - | - | - | - | - | -
4M, 1R|00.0| - | - | - | - | -
3M, 2R|69.2|55.6| - | - | - | -
2M, 3R|63.2|66.6|54.1| - | - | -
1M, 4R|85.7|64.8|61.2|51.1| - | -
0M, 5R|100.0|62.5|58.1|48.8|51.9| -

The Melee-Ranged win rates for the team with more ranged champions in 9.7:

|5M, 0R|4M, 1R|3M, 2R|2M, 3R|1M, 4R|0M, 5R :-:|:-:|:-:|:-:|:-:|:-:|:-: 5M, 0R| - | - | - | - | - | -
4M, 1R|75.0| - | - | - | - | -
3M, 2R|54.5|50.2| - | - | - | -
2M, 3R|54.5|57.7|53.6| - | - | -
1M, 4R|69.0|57.7|51.6|52.0| - | -
0M, 5R|50.0|50.0|49.4|51.9|48.7| -


I pulled some data for Mariner's Vengeance that's not really applicable anymore. Apparently Pyke players kept buying it before losing while Darius players kept buying it and winning. Sorted by champions with the most purchases of Mariner's Vengeance.

Champion9.7 Purchases9.7 Win Rate [%]
Master Yi15655.1
Pyke14338.5
Wukong8351.8
Darius8264.6
Zed7847.4
Yasuo7450.0
Lee Sin7255.6
Irelia7153.5
Talon6747.8
Tryndamere6550.8

I also checked some Runes data, but this is getting kinda long so I'll sum it up as:

  1. Coup de Grace is way more popular than I expected. I strongly prefer Legend: Tenacity when taking Precision secondary as it gives the option to tenacity-stack against certain team comps.

  2. Scorch is still more popular though a noticeable amount swapped to Gathering Storm between 9.6 and 9.7.

  3. Demolish is less popular than I expected relative to Font of Life. It's one lane with 4 turrets...

Posted Apr 17, 2019, 7:39 PM UTC

137
zeinterrupter•

It's really interesting, really like the champion class chart, every single class got closer to 50% winrate, that is pretty amazing for such a chaotic gamemode and i think i read it right that games are also shorter, seems like more games get to 3 items but then fades out from there into less games. I for one liked longer games and giving late game champs more of a chance but it's alright either way.

Thanks a bunch for collecting all this data, i'm sure u/riot_mort has tons of data already but it's prob nice for him seeing someone also very interested in this.

2
WaveCore•

It might be because Font of Life’s power is more hidden, but Demolish is just too amazing to pass up imo. Especially because ARAM players tend to ignore objectives in favor of kills. I’ll regularly have around 5k damage to towers as the tank. Many of my wins are the result of a fast break and had i not accumulated as much tower damage as I did, would not have won the game

1
SometimesMainSupportOP[NA] JetFavre•

I thought Font was a little better when runes were reworked, but Demolish has been buffed 2 or 3 times since then. It's stupidly strong for pushing now.

1
Chrolikai•

I find it really interesting that blue side WR went up with all the poke champs getting banned out as much as they were. Was this related to it being harder to see spooky boot users being able to sneak in easie? I wouldnt have expected that big a difference based on the changes.

1
SometimesMainSupportOP[NA] JetFavre•

The 9.6 WR for blue side was lower than other times I've checked (8.24, 9.1, 9.5). Quickly checking my games from 2018/2019 on legends.ai gives a blue side WR 4.3% higher than red side.

Spooky boots weren't that popular in higher MMRs as most melee users stuck with mercs/tabis to counter cc or multiple ADCs.

1
[deleted]•

[deleted]

1
fe2o3x•

While I respect the time you put into this album, the sample size is too low (7965 total games with 10 champions per game / 143 champions with maybe 7% pick rate per champion = 38 games per champion on average) for me to bother with it.

1
SometimesMainSupportOP[NA] JetFavre•

To correct your math, 7965 * 10 / 143 = 557. 10/143 is the same as multiplying by 0.07 as both represent the pick rate.

2