Top 10 1v2 Champions

Today I analyzed 50000 TrophyHunter games (Summoners Rift only) to see what champion has the best Lone Wolf trophy rate. You obtain this trophy when you get a doublekill with no assists.


Here are the Top 10:

10. Tryndamere, 11.5%


Rank 10 goes to the barbarian king. I can imagine many squishy duos wanting to kill a Tryndamere and disrespecting his ultimate. No surprise he makes top 10.

9. Aatrox, 11.5%


Just very slightly more 1v2 kills for Aatrox players. I didn’t have him on my list – I never see him! That’s probably why people underestimate him and he gets his 1v2’s.

8. Fiora, 13.4%


Now this one is no surprise for me. I even succeeded a 1v2 myself as a Fiora! You are naturally alone on a sidelane and at a certain point the jungler + topsider don’t pose enough threat for you anymore.

7. Heimerdinger, 13.9%


I know this as a toplaner … your jungler comes to gank you. You both go in to kill the brain yordle, but he just places his ult turret and goes into zhonyas while u stand there staring at his turret.

6. Nasus, 14.4%


It’s all about those stacks, baby! 1v2 is an easy task for the dawg champ.

5. Darius, 15.9%


When I lane vs Darius I always wonder if I should tell my jungler not to gank my lane. 1v2 kills happen too often with this lane bully.

4. Master Yi, 19.7%


How? He is a jungler – he shouldn’t even be alone running around the map. I guess he is just killing people too fast to give any assists.

3. Yasuo, 21.2%


Dying 2v1 vs a Yasuo is the worst feeling ever. You know Dragonslayer666 will feel so good about his outplay and he probably has the right to do so …

2. Illaoi, 24.2%


This champion is build for a 1v2. Super strong aoe damage and great healing. Sometimes I feel like Illaoi wins more 1v2’s than she is losing. Always amazing.

1. Katarina, 25.5%


And the number one is the blades lady! I’m sure most of her 1v2 kills aren’t really 1v2’s but rather 1v5’s. Well done, Sinister Blade, I tip my hat.

Five Evil LoL Tricks To Win More Games

Today I gathered these 5 evil tricks in League of Legends for you. Join the dark side and start using these tricks – you will definitely win more games.

5. Thresh Lantern Block

lantern.pngThresh is a great support for many reasons, but one of his strongest traits is his ability to save his teammates from seemingly hopeless situations. However, you can use many things to keep your enemies from actually taking the thresh lantern. The easiest ways are:

(i) place wards on the lantern,

(ii) stand on the lantern,

(iii) place pets or zz’rots on the lantern.

Each of these will make your opponents attack the ward/champion/pet instead of taking the trip to safety. Little extra: This somewhat works against Bard journeys too.

4. Relic Top Lane


Yea, I know – it sounds weird, but let me elucidate. This is not good in all match-ups, but if you have, let’s say Maokai vs Poppy on topside, who will just hit each other again and again without ever really being able to kill one another, then there are a lot of really good arguments for top side relic:

  • You gain an additional 10 gold per auto attack because of the bandit passive. Two auto attacks ~ 1 cs.
  • When your jungler ganks or you gank another lane you can proc the relic and thus increase total team gold and giving some sustain.
  • You get some passive gold.
  • The finished item is extremely cost efficient. For 2200 gold you get a gold generating item with
    • 450 Hp + 340 Hp shield – which is quite comparable to ~800 Hp,
    • 10% cooldown reduction,
    • 100% base health regen,
    • 10% max health shield for you and a teammate.

Of course you will be a bit weaker in the first few levels, since relic shield is not as gold efficient from start. But – from midgame on, this relic will pay off huge.

3. Ward Baiting


You wanna trap the enemy waiting in some brush but they don’t fall for it? Place Wards! Noone in Solo Queue is buying pinkies, but when it comes to killing wards – no risk is too huge. For some strange reason, people are obsessed with killing wards. They will even lose xp and gold on lane to kill wards. Especially if someone already has 2 hits or so on a ward – they will never stop hitting it. Just give your opponents more things to clear and they will follow you anywhere!

2. Teamfight Warding


Place wards in important teamfights! Actually – place everything you have: normal wards, control wards, zz’rots and pets. Many adc’s just run around teamfights with standard attack move. Doing that they will often just attack the wards you just placed. Remember that an adc can easily do 500 damage or more with a single auto attack. If your ward just eats one auto, it is as valuable as a small item.

Even if people do not attack move run, they will sometimes right click on your ward and instead of running to a good position, they will stand still and attack the ward. It has so much value, that you should definitely place all you have in important fights.

1. Use Elixiers

Many players don’t ever use elixirs until the very moment they are full build – and even then they often forget it. However, elixirs are very efficient items from midgame onwards. Of course they only last for 180 seconds, so you cannot buy them all the time, but if you think an important fight is about to come soon, then better buy an elixir!


Elixir of Iron is awesome on tanks. Most tanks are strong on two items and don’t need further items as much as other classes, so you can afford to delay your item build a bit.

The Elixir of Iron has all you need. Some flat Hp is nice, but the other stuff is even better. 25% Tenacity is really valuable in teamfights for you, since you want to soak the opponents spells anyway. Furthermore giving 15% movement speed to allies in a path behind you is amazing. It’s hard to imagine a teamfight where 500 gold for this elixir doesn’t pay off.


Elixir of Sorcery is nice, but probably not as strong as Elixir of Iron. You can use this item early if you don’t scale as well as your opponent and want to force an all-in soon.

50 Ap is strong, the 15 mana regen however depend. If you don’t have a lot of mana regeneration at this point, this is very valuable, otherwise it’s a bit wasted. The Sorcery passive is strong during mid game and helps if you need to push turrets.


Elixir of Wrath is a two edged sword. It gives nice stats for an adc, however, most adcs scale really well with items, so you do not want to delay them even a bit. In the very late game you must not miss this buy on an adc, but during the mid game I think this elixir is a better fit on Ad bruisers.

The flat 30 Ad are really good in the mid game and the Bloodlust passive is especially strong in a 1v1 and during laning phase. This item gives a super strong 1v1 boost in the mid game.

What else?

If you wanna know what else you can do to improve your win rate, check out my last post about how I use the TrophyHunter overlay to win more games: How I Use The TrophyHunter Overlay

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.


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.