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eStatcast

Death Cost

DCOSTLoLv0.1.0 · baseline · validated 2026-07-16

Computed. 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

→ Rank players by DCOST