Should I Dodge?

League of Legends Lobby Advisor

League of Legends Champion Select Win Probability

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    Pick champions for either side and calculate the win probability — no screenshot needed. You don't need all ten to get a read.

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    Best and Most Popular Champions - Ban and Picks Suggestions All tiers

    Top

    Teemo
    Teemo 51.6% win rate 7.0% pick rate
    Sett
    Sett 51.3% win rate 8.6% pick rate
    Garen
    Garen 51.5% win rate 7.7% pick rate

    Jungle

    Cho'Gath
    Cho'Gath 52.6% win rate 5.9% pick rate
    Wukong
    Wukong 52.5% win rate 6.1% pick rate
    Briar
    Briar 52.6% win rate 5.5% pick rate

    Mid

    Yasuo
    Yasuo 50.9% win rate 11.6% pick rate
    Fizz
    Fizz 51.8% win rate 6.2% pick rate
    Malzahar
    Malzahar 51.6% win rate 6.8% pick rate

    Bottom

    Miss Fortune
    Miss Fortune 51.8% win rate 15.9% pick rate
    Jinx
    Jinx 50.9% win rate 14.2% pick rate
    Kai'Sa
    Kai'Sa 50.0% win rate 18.6% pick rate

    Support

    Leona
    Leona 52.0% win rate 9.2% pick rate
    Thresh
    Thresh 51.1% win rate 11.5% pick rate
    Seraphine
    Seraphine 50.9% win rate 9.7% pick rate

    Most Common Bans per Role

    Top

    Yasuo
    Yasuo 26.6% ban rate
    Yone
    Yone 17.7% ban rate
    Teemo
    Teemo 17.1% ban rate

    Jungle

    Shaco
    Shaco 26.5% ban rate
    Master Yi
    Master Yi 22.1% ban rate
    Zed
    Zed 21.5% ban rate

    Mid

    Yasuo
    Yasuo 26.6% ban rate
    Morgana
    Morgana 23.9% ban rate
    Locke
    Locke 21.8% ban rate

    Bottom

    Yasuo
    Yasuo 26.6% ban rate
    Caitlyn
    Caitlyn 26.1% ban rate
    Mel
    Mel 14.7% ban rate

    Support

    Shaco
    Shaco 26.5% ban rate
    Morgana
    Morgana 24.0% ban rate
    Pyke
    Pyke 17.2% ban rate

    * Enemy roles are a guess — champ select never labels them. Each one is inferred by matching the champion's role distribution from aggregate ranked-match data across the five lanes, picking the combination that's jointly most likely rather than each champion's best lane independently.

    Understanding your result

    What the screenshot actually gives it

    Should I Dodge reads a champion-select screenshot with a local OCR engine (Tesseract) running on the same server that renders this page; nothing about the image goes anywhere else. It picks the ten champion names off both teams, and it works out roles too: your own team's lanes are read directly off your side of the screen, while the enemy side, which champ select never labels, gets inferred from each champion's typical role distribution rather than guessed lane by lane. The full mechanics — OCR, role inference, and the win-probability model itself — are covered in how it works.

    Reading the five bands

    Every champion's win rate becomes a log-odds contribution; your team's contributions are summed, the enemy's are subtracted, and the net figure turns into a single win probability. That percentage alone doesn't say much — a bare 54% could be a striking result or a completely ordinary one, and there's no way to tell which just by looking at it. So the app doesn't stop at the number. It sorts the probability into one of five bands — really low, low, neutral, high, really high — using a spread measured separately for each rank, Iron through Challenger. The bands are calibrated per tier rather than against a flat 50%, because how far win-probability readings normally drift from 50% is genuinely different rank to rank: Diamond's readings cluster tightly, Challenger's scatter nearly three times as wide, and why tier affects win rates goes through the full breakdown of that spread and what plausibly explains it, and what doesn't.

    A worked example

    Say a Gold lobby comes back at 55% for your side. Gold's measured spread puts that reading a little under one standard deviation above 50%, which sorts it into the high band: a genuinely favourable draft, but one tier short of really high, which is reserved for readings rare enough to show up in only about 1 in 15 lobbies. The same 55% in a Challenger lobby, where readings ordinarily scatter across a much wider range, would land inside neutral instead — unremarkable there. That's the whole reason the bands exist per tier: the number 55% means something different depending on where it's measured, and a flat threshold would be lying about that. Take "high" as a nudge that the picks favour you, not a guarantee that the game does.

    What the model doesn't know

    It works from aggregate champion win rates alone, which means it has no idea about player skill, champion mastery, individual matchups, team synergy, or the order picks happened in. A team that drafted its way into a rough individual matchup can still read as "low," because the model only ever sees the champions, never the matchup between them; aggregate vs matchup win rates and reading a losing draft both go into what that gap looks like in practice.

    A partial lobby doesn't get a tighter reading either. If champion select is still going, or OCR couldn't match a pick or two, the calculator scores whatever it has rather than waiting — but it widens that tier's bands rather than narrowing them. Fewer picks locked in is weaker evidence, not stronger, so a six-champion reading needs to drift further from 50% before it earns a "really low" or "really high" label than a full ten-champion one does. See when to dodge for how a reading like this fits into an actual decision.

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