NA LCS Stats: Early to Mid Game Proficiency
Overview
This follow-up to the In-Depth Look at Early Game assesses each NA LCS team’s proficiency in the 10-20 minute phase by looking at various statistics, including averages for gold gains, kills, deaths, towers secured, and towers allowed. There are a lot of factors that affect the statistics, such as champion picks and team strategy. With over two months remaining in the season, the conclusions are not meant to be definitive labels but rather early assessments.
Gold Gains
Teams that consistently out-earn opponents in the 10-20 minute phase are considered to be strong in the mid game. Gold is arguably the best indicator of a team’s overall strength in this phase. As you can see from the table below, LMQ, and DIG are the strongest NA teams in this phase. Both teams out-earned opponents by more than 4.00% on average. LMQ, CLG, TSM, and COL held more gold leads at 20 minutes than they did at 10 minutes. C9 and CRS each failed to maintain their 10-minute gold lead in at least one of their games. The stat “Gold Lead Change” does not sum to zero due to ties in gold at 10 minutes.
Gold Lead Changes from 10 to 20 Minutes
The graphic below shows the number of games in which each team held a gold lead at 10 minutes, compared with the number of games in which each team held a gold lead at 20 minutes. Surprisingly, CLG held the gold most leads at 20 minutes (7), yet only has 5 wins thru 3 weeks in the season. CRS had the biggest drop-off, going from 5 leads at 10 minutes to 3 leads at 20 minutes. Overall, CLG, DIG, and LMQ earned the most leads at 20 minutes thru the first three weeks.
Kills and Deaths
The table below shows the average kills and deaths for each team during the 10-20 minute phase. As you can see, DIG, LMQ, and EG have the highest K/D ratios during this phase.
Towers Secured and Allowed
The table below shows the average towers secured and allowed during the 10-20 minute phase. The teams were sorted by the average tower difference. Teams like DIG and C9 secure and allow a lot of turrets to earn their relatively large average tower difference. Whereas teams like CLG and TSM have positive differences, yet secure and allow fewer turrets.
Conclusion
The following table shows the assessments for each team in the three areas. DIG, LMQ, and C9 seem to be the three strongest teams overall in the 10-20 minute phase of games as each of the three teams is average or better in each area.