Patch 16.13, measured
Nothing on patch 16.13 moved by more than its own range
69,615 recorded games on patch 16.13, counted up to . 6 items changed in this patch and every one of them was measured. Patch 16.13 is not the live patch. The live one is patch 16.14.
stamp final recorded games 69,615 items measured 6 moved 0 too close 2 not enough games 4 window either side 10 days recomputed
Every item changed in patch 16.13, measured
Change in wins per 100 games: games containing the item after the boundary against the same read before it. Every figure is Measured. The champion chips show who finishes the item on patch 16.14, the patch the item pages are built for. 108,616 ranked games from EUW, Korea and NA, found by following Diamond players and the people they play with.
Kraken Slayer
games after the patch against the same games before it
46 games on the thinner side of the boundary, 10 days each way. The range covers zero, so this could have gone either way.
Hextech Rocketbelt
games after the patch against the same games before it
76 games on the thinner side of the boundary, 10 days each way. The range covers zero, so this could have gone either way.
Protoplasm Harness
games after the patch against the same games before it
18 games on the thinner side of the boundary, 10 days each way. One side of the patch boundary is too thin to read.
Navori Flickerblade
games after the patch against the same games before it
19 games on the thinner side of the boundary, 10 days each way. One side of the patch boundary is too thin to read.
Phantom Dancer
games after the patch against the same games before it
16 games on the thinner side of the boundary, 10 days each way. One side of the patch boundary is too thin to read.
Rapid Firecannon
games after the patch against the same games before it
20 games on the thinner side of the boundary, 10 days each way. One side of the patch boundary is too thin to read.
Patch 16.13 changed 6 items and not one of them moved by more than its own range in our games. That is a result, not a gap: a change can be real in the code and too small to see in 69,615 games.
The champions of patch 16.1310 of 536
The highest scored champion and role pairs measured on this patch, as the record stood when it was scored. Win impact is games won per 100 played, against the average pick in the same role on the same patch, and every figure is Pooled.
A pair needs 30 recorded games before it is scored.
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 16.13. Counted up to .
How to read the report cards
Three verdicts, and each one means something different about the cards above.
This is not the same measurement as an item win rate. A win rate counts finished builds at the end of the game and quietly drops everybody who bought the item and lost early. A before-and-after read drops nobody, because the same kind of player sits on both sides of the boundary.
Nothing on this patch moved by more than its own range: no card carries the beats verdict.
2 items came out too close to call. Each of those ranges covers zero, so we cannot say which way the item went. That is not a broken measurement. It means the change was smaller than what 69,615 recorded games can see, and a site that printed a direction there would be printing the middle of a range as if it were a finding.
4 reports could not resolve: one side of the patch boundary carries too few games to read. They keep their cards and their wide ranges, because a report that cannot resolve says something true about our coverage, and the wide range is what that looks like when you print it honestly. They fill in as the crawler records more games; nothing about the item has to change for one of them to become a real answer.
A report resolves when both sides of the boundary carry enough games. When one side is thin the report still prints, with its wide range and the word not enough games, because the thin side is a fact about our crawl and not about the item.
Read the range before the middle number. A change of half a win per 100 games with a range from minus one to plus two has not been measured, it has been guessed at, and the range is how you can tell.
How this patch was measured
The short version. The cards above say which part of this they came from.
Riot ships a patch on a known date. We take the recorded games in a window either side of that date, split them by whether the game contained the changed item, and count wins. The difference between the two sides is the effect, and it is printed in wins per 100 games because that is a unit a player can act on.
The trick is that the two sides are otherwise the same. Same queue, same rank band, same regions, largely the same players, and only days apart. That is what a before-and-after read buys you over a win rate: nobody is quietly dropped from one side.
What the two game counts mean
The games inside each estimate are every game in both windows added together. The thinner side line under it is the smaller of the two windows on its own. They can be far apart: a report can stand on twelve thousand games in total with eighteen on the thin side, and it is the eighteen that decides whether the report resolves.
When either side falls short, the report prints its wide range and says not enough games. It is not removed and it is not rounded into looking certain.
What this page does not measure
Champion changes have no boundary report here. The before-and-after pipeline runs on items, so a champion buff or nerf has no card yet, and inventing one from a win rate swing would be exactly the mistake this page exists to avoid. The champions section above is the tier list's own measurement on this patch, which is a ranking, not a before-and-after read.
Riot's own patch notes are not reproduced here either. This page says what our games did after the patch, which is a different question from what the notes said would happen.
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