Death Cost
DCOSTLoLv0.1.0 · baseline · validated 2026-07-16Computed. The pipeline computes this metric and its values are ranked.
What it measures
Win probability surrendered through deaths, weighted by game phase and shutdown gold handed over.
Formal definition
Per death: 0.02 + 0.01 × (minute ÷ 10) + 0.005 × (bounty ÷ 300). Summed per game.
Inputs
- champion kill events (as victim)
- bounty amounts
- timestamps
Exclusions
None beyond the standard confidence floor.
Sample & population
- Minimum sample
- 8 games
- Baseline population
- Same-role players in the same window
- Direction
- lower better
- Unit
- prob/game
Percentile interpretation
Lower is better — discipline under leads shows up here.
Confidence = source confidence × model confidence. Values from baseline models are capped at 0.7. Below-minimum samples display the value grayed out with no percentile.
Example
A 900-bounty death at 32 minutes costs ≈ 0.067; a lane trade death at 6 minutes ≈ 0.026.
Known limitations
- Static weights in v0; not conditioned on map state
Change log
- v0.1.0 · 2026-07-16Initial baseline release