Dreamhack Team Analysis

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Frank Mardel

Senior Member

07-19-2011

This is part 2 of my in depth Dreamhack weekend analysis..... Looking at average statistics of team compositions. Also, a W/L ratio table of the teams that participated was thrown in since i had the data already.

Conclusions:
1) Dps (melee) class champ appears underrepresented compared to # of champs that fit this role that Riot has made availible.
2) Range (AD) appears to be the most pivotal role as top pushers with an average 6 MpM and roughly +3 kills and -2 death differential between the winners and losers of a match.

Here's the basics... 28 games played between 8 teams (5 main players & 1 backup) for the Dreamhack weekend. 27 of those games had bans shown/officially announced (Xan v TSM bans were missed for some reason). So this led to 280 champs played and 162 documented champ bans between a max of 48 players.

Explanation of Headers:
Champ Type = Based solely on majority of item type purchased (i.e. Ali with 3 of 5 items geared towards AP items is counted as AP & not tank)
Per Team = Average # of the Champ Type per team
Kills = Average Kills/Game
Deaths = Average Deaths/Game
Assists = Average Assists/Game
GpM (Gold per Minute) = Average [(Gold/Game)/(Time/Game)] -- Time rounded to minutes
MpM (Minions per minute) = Average [(Minions/Game)/(Time/Game)]
*Note: The Delta graph just shows the difference in these stats between the average losing team & average winning team

Code:
                              Average Team			
Champ Type  Per Team   GpM   MpM   Kills   Deaths   Assists
AP             1.6     289    5      4        3        6 
Tank           1.2     264    3      2        3        8
Range          1.0     315    6      4 	      3        4
Sup            0.9     203    1      1        3        8 
DPS            0.3     268    4      3        3        5
Code:
                Average Team Delta (Winner - Loser)				
Champ Type  Per Team   GpM   MpM   Kills   Deaths   Assists
AP              0       79    1     2.4     -2.1       4.1
Tank            0       44    0     1.0     -1.9       5.0
Range           0       66    0     3.3	    -1.9       3.9
Sup             0       49    0     0.3     -1.9       7.3
DPS             0        3    0     0.4     -1.4       2.5
Code:
                          Games	
Team             Played   Won   Win %
FnaticMSI          11      8     73%
AAA                12      7     58%
TSM                 9      5     56%
CLG                 6      3     50%
Epik Gaming         7      3     43%
Team Pacific        3      0      0%
Gamed!de            5      1     20%
Xan                 3      1     33%


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Sir JamSession

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Senior Member

07-21-2011

Hey this is pretty cool, thanks!


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mingoooo

Senior Member

07-21-2011

"in-depth" luls


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OmegaB

Senior Member

07-21-2011

Nerd


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Frank Mardel

Senior Member

07-22-2011

Plz post link to more in-depth analysis of the team structures (seriously who else calculated GpM and MpM?) or post what you would consider 'in depth' and i'll be sure to go into more detail next season.

Yes, very big nerd.... did this in my spare time cause messing w/large data sets is fun for me..... apparently more so than playing the actual game.


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MintiFresh

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Senior Member

07-22-2011

it's not surprising that melee dps is extremely under-represented. if it doesn't fit the meta it's pretty much considered non-viable, which is what I wish riot would at least attempt to fix.

long story short: melee champions in general that are not a tank, support or strong jungler need to have better sustain or just plain be naturally more tanky in lanes to cope with the much easier harass ability and farming ability of ranged DPS champions.


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Frank Mardel

Senior Member

07-24-2011

shameless bump


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Frank Mardel

Senior Member

07-25-2011

bump


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Frank Mardel

Senior Member

07-26-2011

bump


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Frank Mardel

Senior Member

07-27-2011

bump


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