This distinction is important to make because it’s likely that something that may help a Low Elo player climb is too basic for a High Elo player, and something that may help a High Elo player climb can have a negligible effect in Low Elo due to major mistakes in the fundamentals. Low Elo refers to players that are still focusing on learning the fundamentals of the game, while High Elo players are much more affected by additional factors such as the current meta. Rather than being strict definitions, these terms are more often used to give a general estimate of skill level. Note that Iron Tier did not exist during season 8.īecause of this, Bronze up to low Gold is often referred to as “Low Elo”, while Diamond+ is often referred to as “High Elo”. This behaviour can also still be seen in the distribution for the current ranked Season (Figure 1):įigure 1 – Ranked Distribution across tiers for Season 9, data from League of Graphs1 on May 16th, 2019. ![]() On the LOL ladder, tiers are not equally populated and the graph is heavily right skewed, with the majority of players being in Bronze to Gold. Tiers give a general standing of where a player lies relative to the rest of the population, and divisions give a more granular relation of players within a tier. Divisions ranged from 5 (V) to 1 (I), often being denoted in Roman numerals, with 1 being the highest and 5 the lowest (not applicable to divisions above Diamond). In Season 8, the tiers were, in increasing order, Bronze, Silver, Gold, Platinum, Diamond, Master, and Challenger. In League of Legends, ranks are assigned through both a tier and a division. This study is based on 2018 Season 8 ranked data from the North American Server. We wanted to answer the question of how likely people are to climb based on their division and what factors are common amongst those who actually climbed. The goal of this study was to investigate how players in LOL traditionally climb and understand the role that Mobalytics plays in helping people climb. The initial motivation behind Mobalytics was to create a tool to help all players improve by assessing their strengths and weaknesses, and then giving them guidance on how to progress. Many players complain about being stuck in a specific tier and not being able to climb higher. Over 10 million players play League of Legends (LOL) competitively with a desire to climb the ranked ladder. ![]() We also split our Mobalytics users into groups based on how much they had used Mobalytics over the user’s lifetime and found that frequent Mobalytics users were 17.8% more likely to climb than less occasional Mobalytics users, and 42.6% more likely when compared to all NA ranked players. This was consistent from Bronze to Diamond with the highest percentage increase in Bronze at 33.1%, and the lowest in Platinum at 23.0%. ![]() We found that 53.7% of Mobalytics users climbed at least one division, whereas 42.3% of non-Mobalytics users climbed at least one division, showing that Mobalytics users are 27.0% more likely to climb than non-Mobalytics users. On the NA server, we analyzed how 110,426 Mobalytics users and 1,613,396 non-Mobalytics users climbed over the ranked time period between and November 13, 2018. We supplemented this data with Mobalytics usage data to get a better understanding of how ranked players improve and what impact Mobalytics has on progression. Through continuously tracking of millions of League of Legends players, we built a database to investigate ranked progression. The League of Legends API provides a wide range of game and player information, including data on current ranked statistics.
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