This breakdown is brought to you by Monkey Knife Fight. Attention new users, be sure to claim your 100% Instant Deposit Match up to $100 by using promo code FACTOR. New sign-ups will also receive a free $5 game. In addition to esports, Monkey Knife Fight also offers Player Prop Parlays for NFL, NBA, College Football, MLB, PGA, UFC, NHL, NASCAR, WNBA, and Soccer.
This is our bread and butter term. We actually break it down in more depth here.
But how do we actually create those stats? It flows like this: pro game data gets filtered by feature weights (think of these as key functions of every role). Feature weights flow into ratings for each game in real time (like who won and lost, how many times folks died, that kind of thing). These updated ratings will flow into the most up-to-date rankings for players and teams.
An example of POWR? Fudge does great in a game as Sett where Cloud 9 played against Evil Geniuses. He gets a fantastic first blood solo kill against Impact and maintains a higher CS than him all game. But Cloud 9 actually loses the game. How Fudge is reviewed, then, takes into consideration his KDA, movement through the map, teamfight presence, dragon kill participation, and much more. It can sound complicated, but is ultimately a simple and effective term!
This term refers to times when players are killed on the rift and no tactical advantage was gained.
It’s an important concept at Factor because it helps inform POWR ratings of players – more isolated deaths might look like lower wins across the board, or could be a caveat to an otherwise strong team showing.
An example of isolated death? In the first minute of the game, Beryl goes to place a deep ward at the red buff on the side of the opponent. Before he can even place the ward, though, he’s CC-locked and killed. Then the minions arrive in lane and the laning phase begins. It’s those classic really unfortunate plays that don’t do the thing the player wanted them to do and they died.
This is an easy one to wrap your head around. When a player encounters another player alone on the rift and kills them all on their own. Alone here means without another champion from either team interacting with the fight, as a solo kill could still happen around, say, minions or a jungle camp.
This is an important stat as it relates pretty closely to isolated deaths (LINK). Whereas isolated deaths can showcase why a player might be receiving a consistently low POWR Index, solo kills do the exact opposite. Think of Impact playing as Renekton just a few weeks ago, scoring kills on his own against Diginitas’ FakeGod on Volibear. Pretty brutal, and it showcases Impact’s talent in the top lane.
An example of a solo kill? Garen is doing his split push thing, as he is wont to do. The enemy jungle Lee Sin sneaks up from behind and lands his full rotation and kicks Garen under his tower. Therefore the kill that Lee Sin gets on Garen is an unassisted, solo kill.
Recall stats can be a bit more subtle than they seem. What we mean here is to demonstrate how often a player recalls to their base calculated per game, across all games, per role, and so on. Basically we can look at the frequency of recalling and how that relates to POWR Indexes, and ultimately toward winning games.
This is important for a number of reasons – it helps us understand the ever-evolving tempo of the game. One example is in thinking about analysis around rotations after first and second recalls for support players, a fairly common scenario for pro players. When Vulcan body blocks for Zven as Nautilus in those first few minutes, he’s going to take the L and recall before his buddy. That matters.
What’s an example of a recall stat? If the MAD Lions are playing against SK and Carzzy is going crazy (see what I did there?) and bullying Rekkless, he’s might have to recall a bit more than he would hope to. The experience he’ll lose in lane is important, but it’s also important as it directly compares to Carzzy. To examine both of these players and the amount of time they spend recalling, often behind a turret or in a bush away from minion experience, is to understand more deeply the outcome of the game – whether it be a win or a loss for MAD Lions or SK.