TrophyHunter Plans 2018

Planned Features For 2018

We planned a lot of new stuff for 2018. Let me give you an overview of the new features that are planned for 2018.

Season Ranking

We decided to not reset the current ranking, but add a new ranking called season ranking. This one will be set to 0 points for all trophyhunters when season 8 starts. You will gain points in the same way as before with ladder points. You can only gain points for this ranking during season 8. By the end of season 8 the leading players of that ranking will gain some kind of special reward.

The current ranking will now be referred to as all-time ranking. This is the current ranking and will simply continue as usual. This will show the leader board by ladder points across multiple seasons.

Playstyle Comparison

At the end of the current season 7, we introduced the new playstyle system. This system is based on eight attributes and assigns one of 16 playstyles depending on the attributes. At some point in 2018 we want to add a comparison of playstyles with other trophyhunters. You will be able to see how your playstyle differs from another trophyhunter in each attribute.

Adjust Trophies for ARAM

We are not satisfied that some trophies are much easier or harder on ARAM. Even though we think that the main trophy-balancing is based on Summoners Rift, we want to enable you to also gain trophies on ARAM. However, we don’t want it to be much simpler to gain some trophies on ARAM, so we will change some trophy definitions based on the map where you try to achieve them.

In a second step we will also adjust the trophies for Twisted Treeline.

Adjust Trophy Scores

Easy point. Sometime in 2018, we will go over all trophies again and adjust their difficulty according to new data.

Adjust Attributes/Playstyles

We want each attribute to have more or less the same score averaged over all trophyhunters. Also we want to have the playstyles more or less equally distributed. We will check how good we achieved these two goals so far and then adjust if necessary. That will be done by changing the attribute that a certain trophy is assigned to.

TrophyHunter Encyclopedia

So far, we are not satisfied with the state of explanations and help that is provided to new users by the app. TrophyHunter became quite the complex app in the last year and we didn’t keep up with explaining materials around it. We want to change that in 2018 and add an encyclopedia inside the app where you can find all necessary information about trophies, trees, playstyles and whatnot.

Champion/Summoner Statistics

Later in the year, we want to add more information about how specific champions achieve specific trophies. We want you to see what champion is specifically good to achieve a certain trophy.

The second extension regarding statistics is that you will be able to see more statistics about your own performance after the game. We will add some stats like solo-kills and the current progress of your stats that determine trophies where you need to be able to achieve something three times. For example you will see that you already had most kills two games in a row, so if you achieve most kills again, you will gain the trophy the tiger.

Include Discord Chat

We are already working on integrating discord into the app. There will be a TrophyHunter channel and the current chat system will  be connected to the discord channel. We hope this will enable more communication in the TrophyHunter community and you will be able to find other players more easily.

Voting For New Features

We want to enable users to participate in the decision of what features we should include into the app in the future. For this we will probably add a voting mechanism in the app.

Variable App Size

Right now the app has fixed dimensions. On some smaller laptops, however, that is a bit inconvenient. We want to enable different sizes of the app for different use-cases.

Clubs and Clans

Not sure we will be able to add this feature in 2018, but we want to add some club or clan creation at some point. Didn’t think about the details too much, but there would probably be a clan ranking and also the opportunity to challenge and battle other clans.

Other Stuff

We will add other stuff as well that is not planned yet. However, the features above are the things that we definitely want to integrate into the app in 2018.

Other changes include some clean up of our own code that should result in a more stable version of the app.

Let us know if you think there are other cool features that we should integrate in 2018.

November Tree Analysis

The Trees

In November we had the trees of Gnar, Nidalee, Corki, Kog’Maw and Leona.




The Best of November


The following 5 Trophyhunters finished all 5 november trees (random sorting):

Abu Mosah
I MarZ I
I am Brainless

Well done Trophyhunters! 

Top Ten Trophyhunters in Completing Trees

  1. Abu Mosah – 27 trees
  2. Quappa – 25 trees
  3. Blade Of Despair – 18 trees
  4. zakdoekje – 18 trees
  5. NekeTheFlame – 17 trees
  6. The Pentakiller – 17 trees
  7. Darkbeyer – 17 trees
  8. Hîghnrich – 17 trees
  9. zSuicide – 17 trees
  10. Gittvald – 17 trees

Abu Mosah could extend his lead over Quapa to two trees. For place 3, we now have two trophyhunters Blade Of Despair and  zakdoekje, where before we had four hunters sharing that place (NekeTheFlame, Darkbeyer, Blade Of Despair and Мой Ник Спиздели). Other from that we got three new face in the top 10 with Hîghnrich, zSuicide and Gittvald – lets see if they can stay in there.


The Distribution

Overall 2408 Trophyhunters played at least one game during november (almost same as in october 2431). The distribution of the number of achieved trees looks like this:

november trees finished.png

Only 5 Trophyhunter could finish all trees – that’s  the dark blue slice which can hardly be seen ;). Last month we had 14 summoners who could finish all trees.

The hardest tree was Leonas tree and the easiest was Nidalees. Below you can see how often each of the trees has been achieved:novemberTreeDist.png


Trophyhunter Playstyles

Hey Trophyhunters,

finally we finished the new playstyle analysis in the Trophyhunter app. It took a while, but now it’s there. Here I will explain you how it works.



We defined eight attributes. When you play a game and gain trophies, you will gather points for these attributes. Each trophy will have an attribute assigned it and when you achieve that trophy, you will gain points for the associated attribute.

The assigned attribute of a trophy will be based on logical fit (heal trophies have cooperation attribute) and overall balance so that all attributes get around the same amount of points on average of all trophyhunters.

Let’s take the trophy Assassins Creed for example.


This trophy is Hard, which means that it is worth 16 points. The assigned attribute of that trophy is Lethality. If you gain this trophy in a game, you will gain 16 points for the lethality attribute. The points of the lethality attribute will be referred to as lethality-points.

List of Attributes:


Your ability to set up vision and your ability to lead your team and thus achieve team-trophies.


Your ability to be deadly to enemy champions. Succeed in dueling and assassinations.


Your ability to use crowd control on enemy champions and deal a lot of raw damage.



Your ability to secure objectives. Destroy turrets or inhibitors, secure dragons and barons.



Your ability to empower your teammates. Assissting, healing and shielding.



Your ability to tank damage and survive.



Your ability to make yourself fed. Get gold, kills, farm.



Your ability to be successful in teamfights. Playmaking in fights.


As a trophyhunter, you will have a score for each playstyle. The playstyle with the maximum score will then be assigned to you. The score for each playstyle depends on the primary and secondary attributes of that playstyle. Each playstyle has a primary and three secondary attributes.

Lets take The Bear for example:


primary Attribute: combat

secondary attributes: robustness, lethality, power

Your score for this playstyle will be computed as:

SCORE_TheBear = 3 x combat-points+ robustness-points+ lethality-points+ power-points

In this fashion we get scores for each of the playstyles and the playstyle with the highest score will be your assigned playstyle.

Will the points for the attributes grow indefinitely?

Nope. After each game the points for each attribute will be multiplied with 0.95 before the new points from the recent match are added.


For example:

You have 100 combat-points before your last match. Now in this match the trophies you achieved give you 20 combat-points. Your new combat-points will be calculated as follows:

COMBAT_POINTS = 100 * 0.95 + 20 = 115

So after this match you will have 115 combat-points. This will have the effect that your attribute points will overall grow less the more games you have played.

List of Playstyles:

bear-head.pngThe Bear

primary: Combat

Secondary: Robustness, Lethality, Power

The bear is a power in every combat. This player feels most comfortable among the height of a fierce fight. Killing and dealing damage while being able to survive – that’s what this game is about. Wards? Don’t deal damage. Turrets and Dragons? Boring opponents.

bull.pngThe Bull

primary: Power

Secondary: Robustness, Combat, Capability

The bull succeeds in dealing a lot of damage and applying crowd control. This player is hard to take down eventhough his damage can’t be left unanswered. Trying to outsmart a bull is most of the time a better choice than trying to run into him head vs head.

eagle-emblem.pngThe Eagle

primary: Capability

Secondary: Lethality, Combat, Wisdom

The eagle is a calculated force. This player always finds a way to become fed on the rift and knows about the importance of farm. Once he gets fed, he is a lethal killer and a strong fighter in teamfights. It is difficult to surprise an eagle because he has superior vision from his position.

elephant-head.pngThe Elephant

primary: Wisdom

Secondary: Robustness, Power, Cooperation

The elephant is a wise entity on the rift who can lead his team. Its key to success is using his robustness and raw power to enable his teammates. You can feel a lot more save if you have an elephant in your team.

fox-head.pngThe Fox

primary: Cunning

Secondary: Lethality, Capability, Wisdom

The fox is the smartest player on the rift. The foxes moves can be lethal, but it is never just the kill but some objective that is in the mind of the fox. Fight when you are strong, trade when you are behind.

gorilla.pngThe Gorilla

primary: Power

Secondary: Cunning, Combat, Cooperation

The gorilla is full of power. This player will never miss a fight and knows how to cooperate with others in and out of combat to achieve the important objectives.

horse-head.pngThe Horse

primary: Cooperation

Secondary: Robustness, Power, Wisdom

The horse is a strong teamplayer. This player enables, assists and leads the team. Initiating a fight can be more important than dealing the damage and saving a life can be worth more than securing a kill.

lion.pngThe Lion

primary: Combat

Secondary: Wisdom, Capability, Cooperation

The lion is the king on the rift. This player knows how to choose the right fight and cooperate with teammates to gain victory. The lion will also find ways to be fed when the fights start.

owl.pngThe Owl

primary: Wisdom

Secondary: Capability, Cunning, Lethality

The owl is the most intelligent player on the rift. This player knows about the importance of vision and leadership. Most fights are over before they even start. Setting up a fight through vision and leadership is the important part.

rhinoceros-horn.pngThe Rhino

primary: Robustness

Secondary: Combat, Power, Cooperation

The rhino has a thick skin. You always want this player in your team. You can stand behind the rhino and – for the love of god – there is not much standing in its way when it is full charging at someone.

gold-scarab.pngThe Scarab

primary: Cunning

Secondary: Robustness, Capability, Power

The scarab is a mysterious ancient being. This player will focus on objectives and farming more than on fighting. Even though not the deadliest, you will have a hard time killing a scarab and even if you do, it can feel like you lost much more on other parts of the map.

scorpion.pngThe Scorpion

primary: Robustness

Secondary: Capability, Lethality, Cunning

The scorpion is small but has an extremely tough armor. This player is hard to take down even though the scorpion can easily hit a lethal strike. If you want to fight a scorpion, you want to bring some friends, because scorpions don’t group often.

shark-jaws.pngThe Shark

primary: Lethality

Secondary: Robustness, Capability, Power

The shark is a killer. This player is more often than not a fed nightmare that you hardly dare fight 3v1. The smell of blood will always trigger a shark and can be abused, however, you should never underestimate a hungry shark.

snake.pngThe Snake

primary: Capability

Secondary: Robustness, Lethality, Power

The snake is a dangerous opponent. This player will find ways to gain gold and use it to output damage. The snake is lethal when ahead and careful when put behind.

tiger.pngThe Tiger

primary: Lethality

Secondary: Combat, Wisdom, Capability

The tiger is a smart killing machine. This player will find opportunities for easy prey through his vision and hunter intuition. You never wanna face a fed tiger alone.

wolf-head.pngThe Wolf

primary: Cooperation

Secondary: Cunning, Lethality, Combat

The wolf might not be the strongest 1v1 fighter, but when grouped, wolves are most deadly. relentless in fights and smart in global moves. The wolf wins by grouping and fighting, killing and securing objectives together.

October Trees Analysis

The Trees

In November we had the trees of Fiora, Shaco, Taliyah, Draven and Morgana.



The Distribution

Overall 2431 Trophyhunters played at least one game during october. The distribution of the number of achieved trees looks like this:


14 Trophyhunter or 0.0057% could finish all trees – that’s  the dark blue slice which can hardly be seen ;).

The hardest tree was Morganas tree and the easiest was Shacos. Below you can see how often each of the trees has been achieved:octoberTreesDist2.png



The Best of October


The following 14 Trophyhunters finished all 5 october trees (random sorting):

Abu Mosah
Xayah luvs Rakan
LaBiche FreaZz
Croatian Support
Sucks To Be Me

Well done Trophyhunters! 

Top Ten Trophyhunters in Completing Trees

  1. Abu Mosah – 22 trees
  2. Quappa – 21 trees
  3. NekeTheFlame – 15 trees
  4. Darkbeyer – 15 trees
  5. Blade Of Despair – 15 trees
  6. Мой Ник Спиздели – 15 trees
  7. Lady Eve – 14 trees
  8. Valanáro – 14 trees
  9. Vastayan Fetish – 14 trees
  10. TheRedShadow9,
    The Pentakiller,
    Sir Fortune,
    MASTURB8R – all 13 trees.

For now Abu Mosah and Quappa are the clear leaders of this scoreboard (both finished 5 trees again). It will be interesting to see if anyone else can keep up with their pace.

What else?

We are working on the new playstyle feature as well as an update to the new pre-season. Remember we have to change everything related to runes and masteries. Will keep you up to date.

Faker vs Tropyhunter – Analysis

What if Faker was a Trophyhunter? Well, I downloaded the last 239 solo-queue games of faker, calculated the trophies he would have achieved and compared the results to the average Trophyhunter. The average Trophyhunter probability is calculated from 9261 random TrophyHunter games where the Trophyhunter played on a solo-lane. The following is a collection of the most interesting differences between Faker and our Trophyhunters.

Trophies that Faker achieves much more often than the average Trophyhunter

dripping-honey (1).png

Sweet Honey

Have 180 cs at 20 minutes (Faker: 8%, Av.: 0.29%)

Faker is a great farmer. He is almost 30 times more likely to achieve this trophy, which shows how important the basics are.



kill 12 wards (Faker: 2.93%, Av.: 0.04%)

Faker plays around vision. Clearing vision will help your jungler to gank and will help you set up traps in the dark. Faker achieves this trophy an astonishing 73 times more otfen than the normal Trophyhunter.



One of your teammates has most kills and assists in game. You assisted him 3 kills pre 10 minutes. (Faker: 1.26%, Av.: 0.09%)

Faker is 14 times more likely to achieve this trophy. Sometimes it is better not to take the kill for yourself but give it to the right champions – not only as a support. Faker often plays something like Lulu or Karma mid, so he knows kills on his teammates might be more useful.


The Hound

Set up others to carry. Achieve 5 assists pre 10 minutes. (Faker: 0.42%, Av.: 0.05%)

Faker gets this ~ 8 times more often. This is very similar to the Nurturing trophy. Help your teammates and they will pay you back.


Unlock The Beast

Score two kills in the 40 seconds before your team takes baron nashor. (Faker: 4.6%, Av.: 1.13%)

Always think what you can do with an advantage. Try to get an objective with it. Faker shows that he can enable his team to get a baron more often than other players.

Trophies that Faker achieves less often than the average Trophyhunter


Assassins Creed

Achieve seven solo kills (no assists). (Faker: 1.26%, Av.: 9.2%)

Wow! I didn’t expect that. Faker – the greatest midlaner of all times – doesn’t achieve as many solo-kills as the average-joe sololaner. However, if you think about it – this is probably due to his stronger level of lane opponents where solo-kills are less likely in general. Also – Faker plays a lot more with his team and wants to find his advantages there.


The Zombie

Score at least two kills being dead (ten seconds after death). (Faker: 0.42%, Av.: 2.66%)

Faker doesn’t play enough Teemo? 🙂



You and a teammate score three kills with no other assist and no more than ten seconds between two kills. (Faker: 0.42%, Av.: 2.54%)

This is basically winning a 2v3. Probably Faker avoids situations like that in the first place instead of relying on an outplay.


Demolition Pear

Take down at least 5 turrets. (Faker: 0.42%, Av.: 2.26%)

Not so sure about this one. Probably in higher elo taking down turrets is done more  likely by the adc in a team effort or by some splitpusher and not by the midlaner.



Score at least 20 kills. (Faker: 0.84%, Av.: 3.88%)

This is also interesting. If you think Faker in solo-queue is the always fed uber-player who runs around and kills everyone – you are wrong. It seems to become clear that his strength is much more in facilitating his teammates instead of being fed himself.

So far for the trophies. Once the new playstyle system is out, I will add Fakers playstyle too so you can compare your own playstyle to his.


September Tree Statistics

Still working on the new playstyle feature. However, meanwhile some statistics regarding the september trees:


The Trees

In September we hade the trees of Cho’Gath, Warwick, Zed, Tristana and Alistar.



The Distribution

Overall 1403 Trophyhunters finished at least one tree (I couldn’t finish any xD ). The distribution looks like this:


Unfortunately I cannot give you the number of how many Trophyhunters were active at least once during September, but maybe next time I can. But I can tell you that still most Trophyhunters couldnt finish any tree.

The hardest tree was Warwicks tree and the easiest was Cho’Gaths. Below you can see how often each of the trees has been achieved:


This result might in part be explained due to a mistake in the Key trophy of Warwicks tree BloodThirst, which had an error and couldn’t be achieved in the first week or so.



The Best of September


The following 29 Trophyhunters finished all 5 september trees (random sorting):

“TFG Mythic”,
“Abu Mosah”,
“XeloreX Gaming”,
“Мой Ник Спиздели”,
“Frost pogo”,

Well done Trophyhunters! 

I wanted to add one more thing here until we extend the app to sort the ranking for completed trees:



Top Ten Trophyhunters in Completing Trees


  1. Abu Mosah – 17 trees
  2. Quappa – 16 trees
  3. Lady Eve  – 14 trees
  4. Valanáro – 14 trees
  5. NekeTheFlame – 12 trees
  6. Vastayan Fetish – 12 trees
  7. Crytien – 12 trees
  8. Darkbeyer – 12 trees
  9. Sir Fortune – 12 trees
  10. The Pentakiller, Blade Of Despair, メンタルマスター, ZeroFace001, YaoiS3npai, GTA MONSTER, Мой Ник Спиздели – all 11 trees.

3.-4. and 5.-9. are shared places and the order is randomly created by our database query ;).

TrophyHunter: Playstyle Analysis I

It’s been some time since our first release of a playstyle analysis section in TrophyHunter. Our goal back then was to analyse a summoners playstyle and assign one of 16 characters that describe the player. We based that analysis on these four characteristics:

  • aggression/defense,
  • earlygame/lategame,
  • soloplayer/teamplayer and
  • risk-taker/risk-avoider.

We created threshholds for each of these parameters so everyone was evaluated as aggressive or defensive, as risk-taker or risk-avoider. Combining these four parameters we get 16 possible combinations. Each combination then resolves to one defined playstyle. It looks like this in the app:


An interesting question now is how these playstyles are distributed among the players. Below is a picture showing the distribution of the 16 playstyles:

playstyle distribution 1.png

As you can see the playstyles are very unequally distributed. There are four main playstyles that amount to 3/4 of all players. Then there are 4 minor playstyles and the rest is almost non-existent.

The interesting thing about it is that each of the four characteristics in itself is balanced so that approximately half are risk-takers and the other half risk-avoiders. The problem is that the characteristics are highly correlated between each other. In our case – a risk-taker was almost always also a teamplayer and an aggressor. That is of course very bad design because the amount of achievable playstyles was heavily reduced like that.


What is the new approach?

We decided to change two things. First of all the playstyles should be more defining of the players main characteristic. If the player is ultra aggressive then this should be the defining attribute for the players playstyle. In the old system it didn’t matter if you were ultra aggressive or just slightly aggressive. The new system will have each playstyle character have a main attribute that mostly describes the summoners playstyle.

The second thing we wanted to change is that the player should have more clarity of how his playstyle is calculated. Especially if you think that the playstyle that we computed doesn’t fit your real playstyle, you can now at least understand how we came up with it.

So what do we do?

Luckily we have a huge trophy system already in place. Why not use it here? We do!

But first of all, let me give you the new attributes that we came up with:

  • Lethality
    • special kills, target selection.
  • Wisdom
    • vision game, leadership (team achievements), kill participation.
  • Combat
    • playmaking in fights. Usually trophies where it is not important that you are the one getting the kill.
  • Capability
    • your ability to make yourself fed in raw stats: farming, kills, gold, xp.
  • Power
    • raw damage numbers, crowd control, kill streaks.
  • Robustness
    • defensive abilities: few deaths, tanking damage, kda.
  • Cooperation
    • enchanting others: assists, heals.
  • Cunning
    • objective focus: turrets, baron & drakes.


Some attributes may seem to overlap a bit like lethality, combat and power, but we had to find  a way to deal with the high amount of trophies rewarding kills in some way. If we put all of the kill-trophies into the same attribute then that attribute would have the highest score for almost all trophy hunters. So we decided to split the kills into the categories described above. Lethality: trophies where you made some sort of play to get a kill, combat: trophies where you made a play leading to kills (you don’t need to be the killer), power/capability: raw kill stats.

Each trophy will give you points for one attribute depending on its difficulty. For example the trophy The Elephant (Don’t die for 20 minutes) will give you points for the robustness attribute. The trophy Key Targets (kill the target with the most gold at that point in time three times) will give you points for the lethality attribute.

We will also keep the playstyle characters from before. Each of these 16 characters will have one primary attribute and three minor attributes. For example The Owl will have wisdom as a primary attribute and the three secondary attributes intelligence, cunning and lethality.

We now calculate the sum of the points that you have in the secondary attributes plus three times the points that you have in the primary attribute. The result will tell how good this playstyle fits you. We do this for every playstyle character and the one with the most points will be assigned to you. I will add an example once we go online with this stuff.


Some more details ( for math addicts)

The points for each attribute will have asort of decay, so your playstyle will remain flexible. Each time you played a game, the old score for that attribute will be multiplied by 0.95 before the new points will be added. This means that a game that you played 13 games earlier will have only half the influence as the current one. A game that was played 25 games ago has approximately 27% as much impact as the current one and a game 50 games ago only has approximately 8% impact compared to the current one.


Trophy points will be adjusted as well

When balancing this new playstyle system, it became obvious that the current points given for a trophy were not balanced well. The difference in points didn’t properly reflect the difficulty in trophies. I will get into that in the next post.

Expect these new playstyle changes to go online around the end of this month.