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.
League of Legends
17 metricsGold lead at 14 minutes over the opposing player in the same role — early-game pressure measured against the direct matchup.
Win-probability swing from objectives this player's team secured while they were alive and nearby — dragons, heralds, barons, towers.
Ward output weighted by risk and denial: control wards, sweeps, and wards placed deep in enemy territory.
Team damage share minus team gold share — output relative to resources consumed.
Win probability surrendered through deaths, weighted by game phase and shutdown gold handed over.
Share of the team's kills the player took part in (kill or assist).
Share of games where the player secured or assisted the game's first kill.
Share of the team's gold the player holds at game end — the resource allocation fingerprint.
Team gold differential at the ten-minute snapshot — the cleanest early-game scoreboard.
Share of dragons, heralds, grubs, and barons secured across the window.
Share of the opponent-controlled objectives your team stole at the last moment.
Share of towers destroyed across the window's games.
Enemy vision removed per minute — the denial half of the vision game.
Share of a player's placed wards that are control wards — investment in permanent vision.
How often this team's games erupt into multi-kill fights — a pace fingerprint.
Share of detected teamfights won on kill differential.
Deaths before ten minutes — the laning-phase discipline number.