No champion should have over 52% winrate, here is why:

Bobloser3555··3 votes·877 views

If you really think about it one champ only has a 10% influence on the game because he is 1/10 of the game. So if they have a 52%+ winrate it actually means he would be about 60%+ winrate if you take it as 1v1 which makes the other champs have 40% winrate on average.

Think about how op that is! Mathematically speaking no champ should have over 52% winrate, ever if you want to keep this game balanced.

3 Comments

Jmman1 votes

What don't break out math... they wouldn't like you.....

Sure there is a lot of other things like pick rate and what not. But this is a great way to determine a champs strength.

Because I low play rate and high win rate might be stated as Fiddle 53% win rate and .6% play rate mid was because be counter zed and other assassins. He has a 65% change to win if you pick him into a counter.

Now is a champ has a 20% play rate and 53% win rate then they are likely to have a 65% win rate against most champs in that position.

A lot of people might make the comments that win rates don't tell the whole story. And they are correct. However, using math as a Quantifying base and then looking at the non-quantifying (not number based) issues to come to a round balance decision.

Math first, then Feelings.

nice post

[slayer-pantheon-thumbs]

WalkingInACircle1 votes

Numbers... do not work like that.

Kai Guy1 votes

League is a moba and Mobas are not balanced. Its just not how the game functions. The individual kit differences create skill floors and ceilings. To assume that any champion at any give point of the match = 10% influence on the games outcome is a mistake. A Nasus and Veigar with low stacks and items are less able to influence outcomes then several of stronger early game champions yet Late game they out scale many of those same champions and provide a much higher influence on the outcome.

You have to consider the impact player skill makes on champions viability, you have to consider what the meta looks like, and you need to be comfortable to live with the fact mobas are never going to be balanced on paper as something will always stand out as long as kits are not identical. Balance is created by giving players the same options, not by having the options given being set to the same power. Game health is decided by If players have access to the right tools, that they have multiple options that are viable and useful. Your treating it like all the tools are the same when you assume 10% per champion per player, this is not the case. A claw hammer is more versatile of a tool then a sledge hammer, working in tight spaces its superior, pulling nails, superior, but when it comes to knocking down a wall the sledge shines.

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