LoL Team Comp Analyzer/Builder
Patch …Suggested ban Gold
Suggested pick
Bans
Lane by lane
Comp shape
Questions
How do I analyze a League of Legends team comp?
Fill in both teams above. The analyzer compares every lane using head to head win rates from ranked games, then scores each side on crowd control, frontline, damage type and durability so you can see which comp is built to do what.
Which champion should I ban?
Pick your division at the top and the suggested bans update to match it. The same champion can be a must ban in Gold and nearly free in Diamond, so a single ban list for every division is worth less than it looks.
Can I still look up the players in my game?
No, and no tool can. Riot hides names in ranked champion select and switched off the API that let third party sites read a live game. This analyzer reads champions instead, which is the part that's still on screen and the part a draft actually turns on.
How do you decide what counts as crowd control?
It's counted from the game files rather than typed by hand. An ability counts only when it carries the game's own hard crowd control tag, so stuns, roots and knockups count and slows don't.
How is the chance of winning worked out?
It combines your lane matchups and nothing else. Lanes are averaged in log odds rather than added up, because one team snowballing decides several lanes at once, so five good matchups aren't five independent coin flips. Off-role picks pull it down twice over: the lane itself is measured against what those picks really win, which is 43% for a champion played in a lane under 1% of the time, and a draft carrying several of them takes a further hit because a team that has given up three lanes has given up more than three lanes. It reads modest on purpose: predicting a game from its draft alone tops out in the middle fifties for accuracy, so anything claiming to know more than that from five champion names is claiming something nobody has shown.
Is my team better early or late?
The chance of winning splits into two: how the same draft has done in games that ended under 22 minutes, and in games that ran past 32. Every game the collector reads is bucketed by how long it lasted, so each champion in a lane has its own record at both ends, and the split is your five averaged against theirs. It is deliberately not called a scaling rating: a team that is already winning ends the game sooner, so part of a strong early number is the rest of that team rather than the champion. Most drafts move a point or two either way, and only a lopsided one moves five or six.
Where do the win rates come from?
Ranked solo queue games, counted here rather than taken from somebody else's page. Every number shows how many games it came from, and a matchup we haven't seen enough of says so instead of showing a percentage you shouldn't act on.
Is it free?
Yes, and there is nothing to download. No install, no account, no login and no client add-on: it is a web page, so it opens on a phone next to you while you draft.
Champions only. This page never asks for, sends or stores a summoner name, a Riot ID or anything that identifies a player. Champion select hides names, and reading a draft doesn't need them.