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Metric glossary

Every proprietary metric ships with public documentation: what it measures in plain language, the formal definition, required inputs, minimum samples, the model behind it, and its known limitations. A metric without documentation doesn't ship. A published definition is not the same as an available metric: each entry states whether the pipeline actually computes it, and only metrics marked computed can appear as leaderboard columns or carry percentiles.

17 metrics

League of Legends

17 metrics
Gold Differential Over ExpectationGD@14+

Gold lead at 14 minutes over the opposing player in the same role — early-game pressure measured against the direct matchup.

value added · v0.1.0 · computedLoL
Objective Probability AddedOBJ+

Win-probability swing from objectives this player's team secured while they were alive and nearby — dragons, heralds, barons, towers.

value added · v0.1.0 · computedLoL
Vision ValueVIS

Ward output weighted by risk and denial: control wards, sweeps, and wards placed deep in enemy territory.

rate · v0.1.0 · computedLoL
Damage Share Over Gold ShareDMG%+

Team damage share minus team gold share — output relative to resources consumed.

value added · v0.1.0 · computedLoL
Death CostDCOST

Win probability surrendered through deaths, weighted by game phase and shutdown gold handed over.

rate · v0.1.0 · computedLoL
Kill ParticipationKP%

Share of the team's kills the player took part in (kill or assist).

percentage · v0.1.0 · computed · experimentalLoL
First Blood InvolvementFB%

Share of games where the player secured or assisted the game's first kill.

percentage · v0.1.0 · computed · experimentalLoL
Gold ShareG%

Share of the team's gold the player holds at game end — the resource allocation fingerprint.

percentage · v0.1.0 · computed · experimentalLoL
Team Gold Lead at 10GL@10

Team gold differential at the ten-minute snapshot — the cleanest early-game scoreboard.

rate · v0.1.0 · computed · experimentalLoL
Neutral Objective ShareOBJ%

Share of dragons, heralds, grubs, and barons secured across the window.

percentage · v0.1.0 · computed · experimentalLoL
Objective Steal RateSTL%

Share of the opponent-controlled objectives your team stole at the last moment.

percentage · v0.1.0 · definition onlyLoL
Tower ShareTWR%

Share of towers destroyed across the window's games.

percentage · v0.1.0 · computed · experimentalLoL
Wards Cleared per MinuteWC/m

Enemy vision removed per minute — the denial half of the vision game.

rate · v0.1.0 · computed · experimentalLoL
Control Ward ShareCW%

Share of a player's placed wards that are control wards — investment in permanent vision.

percentage · v0.1.0 · computed · experimentalLoL
Teamfights per GameTF/g

How often this team's games erupt into multi-kill fights — a pace fingerprint.

rate · v0.1.0 · computed · experimentalLoL
Teamfight Win ShareTFW%

Share of detected teamfights won on kill differential.

percentage · v0.1.0 · computed · experimentalLoL
Early Deaths per GameED/g

Deaths before ten minutes — the laning-phase discipline number.

rate · v0.1.0 · computed · experimentalLoL
Metric glossary · eStatcast