League of Legends offers a wide variety of different metrics that precisely outline how good are you in a lot of different game aspects. Of course, the most important one that you encounter is your winrate.
It’s the key statistic for everything, the value of which is reflected in our collective struggle for a better personal win-to-lose ratio.
Despite being a good indicator, you can’t determine a player’s quality solely based on his winrate. A persistent question appears – what is a “good” winrate to have, one that could be universally considered as such. Let’s start from scratch.
Your winrate could be 0% or 100%, depending on how much you win or lose your games. Naturally, 50% seems like an optimally balanced ratio in a player’s relative skill group.
For example, if you’re sitting in Gold 3 with a 50% winrate, it could be easily said that Gold 3 is the exact rank where you belong.
Most importantly, we have the hidden MMR (MatchMakingRating). It’s directly dependent on your ability to win games and play well in them to a lesser extent. Because of that, players with low winrates suffer from lower LP gain, making it much harder for them to climb.
Your MMR drops even if you’re at an “optimal” 50% winrate, demanding continuously winning more than losing for it to increase.
Having all that in mind, what could be a “good” winrate, considering all factors involved? Let’s see the statistics per division.
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You’ve probably seen smurf accounts with massive winrates, which accumulated by playing in much lower skill groups (divisions). But, eventually, they all reach their desired rank (Diamond, Master, even Challenger), and their progress stalls when they get matched with the same quality players.
Alternatively, they just occasionally play for the fun of stomping “inferior” players. Even so, you can’t consider smurfs because their winrate wouldn’t be possible to recreate by playing normally.
To find a universal satisfactory answer to the question, let’s analyze the table below.
|Win Rate For Tier||Wins in Tier||Games in Tiers||CS||Gold|
This chart gives us average winrates based on the tier of a player, calculated from millions of games. You can see the exact quantity on the table.
If you wonder where is the Iron division, it’s not included because it’s well below your default MMR, and a lot of summoners intentionally lose their games to get there (thus rigging the whole concept).
The smallest amount of games played is, logically, in the Challenger division, but it still gives us a good grasp of the subject.
The basic stats reveal that players in this division record 1 win per almost 1.2 losses. It might not seem harsh, but it’s a fairly significant difference.
To put things into perspective, let’s say that there is one defeat for each of your victories and another/consecutive loss every fifth game you play.
If you think about that, MMR is dropping even if the win-to-lose ratio is 1:1, which makes the climbing process much more difficult progressively.
With around a 46% winrate and a subpar MMR, you’ll have a hard time grinding your desired divisions, reminded that the more games you play, the harder it gets.
At the first glance, a 2% increase in winrate percentage doesn’t look like that big of a deal.
Surprisingly so, players in this division enjoy a much lower occurrence of the situation described in Bronze, only consecutively losing at the sixteenth game, given that the win/loss ratio in their other games equals 1:1.
If you look closely, that’s a much better state of things than in bronze, especially if you’re new to this game or just starting to try more advanced things. Not ideal, but still an improvement from the previous one.
With the biggest amount of games played after the Silver division, Gold enjoys a solid 49.53% average win-to-lose ratio.
That is a fairly balanced ratio with an almost 1-to-1 win/lose proportion, which means that the players record another loss only per fifty-two matches with an even ratio.
Generally, Gold is the division where most players get seriously stuck, which results in an almost even winrate. It may be enough for some, but an even winrate is not what we want if we’re looking to climb.
Considered by many as a start of the high elo divisions (also as the most toxic one), Platinum, by general League of Legends standards, is certainly not an easy rank to play in.
Being in it places you in the top 12.5% of all players, with the average winrate equaling a near-perfect 50.01%. It’s the first positive winrate in our chart, and quick maths tell us that with that ratio, this time you would gain another victory, but only after two thousand five hundred (2500) games.
However, while it seems stable enough in terms of staying in the division, it shows that the average player in Platinum has issues with consistently producing positive results, getting stalled in the process.
The real hard-stuck division sees an improvement in winrate, but is it enough? Many players say that there is a higher skill difference between Diamond 4 and Diamond 1 players than it is when comparing Diamond 4 and Silver 4.
Most people peak around this elo, and only the very best talents can get through it.
Factually speaking, summoners in this elo gain the “bonus” victory every sixty-seventh game on average, rendering that insufficient if you have larger ambitions regarding your climb of the ladder.
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As the first “Elite” rank, the Master division has a special aura of authority around it. A stepping stone for the ultimate goal, Challenger, boasts a high 53.46% winrate for tier, which is a 3% increase from the previous division.
In the Silver rank section, we’ve seen that even 2% can make a significant difference.
By applying the same calculation, Master players gain an additional victory every sixth to the seventh game, outlining the definition of a healthy, and continuously successful grind.
By all standards, it is a very solid winrate to have in every division, with your MMR ever-improving. Many summoners would be satisfied with that.
The rank everyone dreams about, the Challenger division, carries an enormous amount of prestige for its distinguished players. It also averages a 54.48% tier winrate, establishing a 1:1.2 lose-to-win ratio.
Meaning that on average, for every 5 losses, Challenger players record 6 wins. Personally, I think that it’s a very good number, maintained with consistent performance and results.
While we can say that the average tier winrate is for sure a good outlining metric, individually, the standards of a good ratio vary depending on the number of games played.
Having a 60% winrate with 10 games played is not the same as having the same with, let’s say, 500 games played.
The more matches you play, the better your winrate becomes because it’s much harder to maintain a better ratio throughout hundreds, not even mentioning thousands of games.
Optimally, I’d say that everything north of 52.5% could be considered as a good winrate, gaining an additional victory for every ten games with an even ratio.
A number like 54% or more means that you’re definitely on the good path to consistently ranking up. All things considered, 52.5% is the lowest good winrate, with the natural state of things that the higher it gets, the more impressive it is.
A Word Of Advice
There is a big emphasis on the winrate in the community, with everything revolving around it, but in the end, it is just a statistic produced by your gameplay.
Hone your existing skills, invest your time in mastering the new ones, work on the mental aspects of the game, and you will be rewarded with a higher winrate in no time.