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Hextech Rocketbelt

2,650 gold. It gives 60 ability power and 350 health. Finished in 7,382 recorded games on patch 16.14.

Cost
2,650 gold from the shop
Games
7,382 finished it
Builds
153 contain it
Pairs
49 champion and role
Middle buy
13:43 on the game clock
Patch
16.14 shop version 16.14.1

Games and builds count finished builds on patch 16.14; the middle buy time is stamped at the moment of purchase, from 1,271 recorded buys.

Patch 16.14 · item shop version 16.14.1

Sylas jungle finishes Hextech Rocketbelt more than any other champion and role on patch 16.14

1,608 of the 7,382 recorded games that finished it.

Hextech Rocketbelt costs 2,650 gold and gives 60 ability power and 350 health. 153 different finished builds on patch 16.14 contain it, across 49 champion and role pairs, and 7,382 recorded games sit behind those builds. Sylas jungle finishes it in more of them than any other champion and role.

The middle purchase of it lands at 13:43 on the game clock, and half of the 1,271 recorded purchases fall between 10:50 and 18:05.

Patch 16.14 changed Hextech Rocketbelt, so we measured it: the win rate of games with this item after the patch against the same games before it, in wins per 100 games. The range covers zero, so this could have gone either way. The full report is further down this page and on the patch 16.14 page.

There is no win rate anywhere on this page, on purpose. The method note says why.

These numbers come from 108,616 ranked games we recorded on EUW, Korea and NA, found by following Diamond players and the people they play with. That is not every rank and it is not every region. Everything on this page is patch 16.14. Counted up to .

What Hextech Rocketbelt gives

Riot's shop numbers, from Data Dragon 16.14.1. Each bar runs to the most of that stat any measured item on this patch gives, cost to the dearest. Nothing here is measured by us.

cost
2,650 gold
ability power
60
health
350

Who finishes Hextech Rocketbelt

37 champion and role pairs cleared 30 recorded games with it, across jungle, mid, bot, top and support. The bar on each chip is that pair's share of this item's own recorded games: a count, never a win rate.

25 champion and role pairs more cleared the floor, 1,819 games between them; the twelve chips above carry the most games. 12 champion and role pairs finished it in under 30 recorded games each and are left out of the chips, 208 games between them. They are still counted in the item total above. The share counts finished builds. It is not a win rate and the chips are not sorted by one.

What players finish with Hextech Rocketbelt

Items that turned up in the same finished build, counted. Riot's data here ships no recipe list, so this is what players bought together, never a build path.

The share is how many of Hextech Rocketbelt's own 7,382 recorded games also finished that item, so it can never pass 100%. 6 more items appeared beside it in under 30 games each and are left out. Counted, not looked up: it is what players bought together, and it is not a recipe.

When Hextech Rocketbelt gets bought

Stamped at the moment of the buy, so how the game ended cannot move it.

all recorded buys
13:43
bought while ahead on gold
14:41
bought while not ahead
13:14

1,271 recorded buys: 524 ahead on gold, 747 not ahead. Ahead means a lead of at least 1,000 gold at the buy. Bars run to 40:00 on the game clock; half of all buys fall between 10:50 and 18:05.

These are every recorded buy of Hextech Rocketbelt, not just the first one in a game, so the middle time sits later than the time you would first build it. The two rows underneath split the same buys by whether the buyer was ahead on gold when they bought.

What patch 16.14 changed

The one measurement here that a win rate cannot fake.

Hextech Rocketbelt

games after the patch against the same games before it

too close
+0.38 wins per 100 games(range -0.33 to 1.09) 85,554 games Measured the range covers zero, so this could go either way

28,390 games on the thinner side of the boundary, 10 days each way. The range covers zero, so this could have gone either way. The full report is on the patch 16.14 page.

How this page is counted

Short version here. Every number above says which of these it came from.

Games come from finished builds: each recorded player lands in exactly one finished item set, so the buyers chips add up without counting anybody twice. We keep the most common finished builds per champion and role, so the total is a lower bound. How items are counted.

Why there is no win rate on this page

A finished item set is read at the end of the game. A player who bought Hextech Rocketbelt and lost the game at twenty minutes never finished it, so they are not in these rows. Every player who is in them survived long enough to finish a 2,650 gold item. That makes the win rate of the pool high for reasons that have nothing to do with the item, and worse, we cannot say by how much.

Every other site prints that number anyway. We print the games, the timing at the buy, and the before-and-after comparison when there is one, and we say when we have nothing.

Recomputed . Item art and shop numbers from Data Dragon 16.14.1.

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