What do you consider a good winrate?
Someone told me 52% winrate with a champion on 300+ games is bad.
I'm currently on 53% winrate with my main champ on 380 Ranked Soloduo matches.
Is this good, bad, average or what do you consider a good winrate?
Someone told me 52% winrate with a champion on 300+ games is bad.
I'm currently on 53% winrate with my main champ on 380 Ranked Soloduo matches.
Is this good, bad, average or what do you consider a good winrate?
Technically, anything above 50% is good, 51% is all you need to advance elos, it will be hard, but you will eventually rise.
i thin personally anything under 70 is terrible
i thin personally anything under 70 is terrible
if you don't have 100% wr don't even play the game
3% - good (not very good, but average)
40%- you are a god, undiscovered talent in the pro scene yet
50%+ quit using scripts we all know you cheating, it's not cool
50 bad. 50-55 average to good depending on main position/champ. 55+ great. Kind of what I look for or judge when I look at op.gg
I’m sure this is different depending on elo as well. I’d say if you are winning over 50% of your games you’re fine, people are just trolling/tilting you.
50%+ in match MMR averages of Diamond or higher.
If you're above 50%, you win more games than you lose. That's good enough for me. The average athlete in any competitive steam sport gonna sit around 50% no matter how good they are (unless it's Michael Jordan or pretty much anyone lucky enough to be his teammate). I consider anything from 52% up to be pretty good.
In League in particular, simple mathematics dictate that once you find your elo, you're gonna hang around 50%. If you were doing better than that, you'd be moving up; if you were doing worse, you'd be moving down. Thus, eventually, everyone gets to a point where they've hit their skill level and they even off to 50%.
Are we talking about player or champion win rates?
If we are are talking about players, the expectation is for everyone to have an exactly 50% winrate. If any given person's winrate deviates from that at all, that means there is a matchmaking problem that needs to be fixed. Generally that problem is that their mmr fell above/below their skill level, and the fix is that they are now in matches with people they are better/worse than, causing them to win/lose until their mmr is back where it belongs.
To speak more plainly, only a 50% winrate is good. Every other number is bad. If you have a 40% winrate, that is a bad thing. If you have a 60% winrate, that is a bad thing. 30%, bad. 70%, bad. Only 50% is good and that's the winrate everyone should want, because that's the winrate that means you get balanced matches with your equals.
[{quoted}](name=Teh Song,realm=NA,application-id=3ErqAdtq,discussion-id=cJKzzWkz,comment-id=0006,timestamp=2019-07-16T11:24:24.843+0000)
Are we talking about player or champion win rates?
If we are are talking about players, the expectation is for everyone to have an exactly 50% winrate. If any given person's winrate deviates from that at all, that means there is a matchmaking problem that needs to be fixed. Generally that problem is that their mmr fell above/below their skill level, and the fix is that they are now in matches with people they are better/worse than, causing them to win/lose until their mmr is back where it belongs.
To speak more plainly, only a 50% winrate is good. Every other number is bad. If you have a 40% winrate, that is a bad thing. If you have a 60% winrate, that is a bad thing. 30%, bad. 70%, bad. Only 50% is good and that's the winrate everyone should want, because that's the winrate that means you get balanced matches with your equals.
i meant champ winrate
[{quoted}](name=Linda de Mol,realm=EUW,application-id=3ErqAdtq,discussion-id=cJKzzWkz,comment-id=00060000,timestamp=2019-07-16T11:29:11.882+0000)
i meant champ winrate
Champion winrate as a general stat persisting across all players. In that case it depends on the champion.
The immediate notion is that they should all be equally viable and balanced, and should therefore have 50% winrates. However, one must account for the stategic element of counters. Some champions are meant to beat and be beat by certain others.
For example, the new Renekton should have a moderately low pick rate and a high win rate, because he should be being used as a counter to shield heavy champions like Kench. So theoretically he would only be picked when those other champions are also picked, and generally win those matches. On the flip side, if Renekton is taken in a match where none of the enemies are shield heavy, he should generally lose because without shields to counter his kit is lacking. But that doesn't balance out his winrate because he shouldn't be being picked in those matches.
[{quoted}](name=Teh Song,realm=NA,application-id=3ErqAdtq,discussion-id=cJKzzWkz,comment-id=000600000000,timestamp=2019-07-16T12:22:15.976+0000)
Champion winrate as a general stat persisting across all players. In that case it depends on the champion.
The immediate notion is that they should all be equally viable and balanced, and should therefore have 50% winrates. However, one must account for the stategic element of counters. Some champions are meant to beat and be beat by certain others.
For example, the new Renekton should have a moderately low pick rate and a high win rate, because he should be being used as a counter to shield heavy champions like Kench. So theoretically he would only be picked when those other champions are also picked, and generally win those matches. On the flip side, if Renekton is taken in a match where none of the enemies are shield heavy, he should generally lose because without shields to counter his kit is lacking. But that doesn't balance out his winrate because he shouldn't be being picked in those matches.
and what about velkoz?
[{quoted}](name=Linda de Mol,realm=EUW,application-id=3ErqAdtq,discussion-id=cJKzzWkz,comment-id=0006000000000000,timestamp=2019-07-16T12:29:14.320+0000)
and what about velkoz?
As far as I personally remember right now Vel doesn't have any counters and isn't one, so in theory he should have an average pick rate and 50% winrate. Doesn't mean he doesn't have or isn't a counter though, I just don't happen to remember him as such at this moment.
Mind you it's not just about the given champion, but also the overall team comp. Vel himself may not have a direct counter but still falls into the pattern of what ap mages beat and what beats ap mages, so if your team was 5 Vel's you'll be losing to mr teams.
win rates literally do not matter.
52% at 300 is good/fine. The lower amount of games it should be higher to be 'good'.
There are no specific metrics but being up like 12+ games in wins is a good place in many situations until you are nearing like 1000 games... then you should be like 30+ in wins or so.
Also I wouldnt listen to others flaming about w.e. Most league players are very immature and would complain about anything given the chance.
how do people on this board take themselves seriously trying to argue about win rates and then turn around and disregard field data that is in opposition of the win rates matter argument? surely apdo should be balancing league of legends with his 70% win rates
Anything above 50% is good, the important question is not how much above 50% you should be, it's whether the result is actually accurate and representative.
If you are at 53% over 20 games, it doesn't mean much, it could just be luck. If you are at 53% over 300+ games, it's already much more solid, but it suggest that you are relatively close to your peak.
And anyway, you cannot maintain excellent winrates (say, 60+%) for extended period of time. If you win that much for long, you will climb, get matched in harder games, and start to lose more.
This is totally not scientific or anything, but here is a rough guideline I use.
Then again, you can always just get to a breakthrough in your skills and suddenly jump, but that's not something you will be able to guess with stats.