Benchmarks

What every win-prediction model reports about itself

Every paper and website we know of that publishes a number for its own League of Legends (or MOBA) win predictor. The numbers are theirs, written on one scale; a dash means the source does not report that metric, and we never compute one for it. Each result says when the forecast is made, how its test games were kept apart from training, what it was tested on, and how far we would trust it.

Every source was checked on Sep 22, 2026. Our own numbers, with every curve behind them, are on the accuracy page.

0of 57 published reports give all five metrics for their own model (ours not counted).

The most any report gives for one model: 4 of the five: 4 · 3 of the five: 1 · 2 of the five: 10 · 1 of the five: 36 · none of the five, only other measures: 6.

AUC8 of 57
Log loss7 of 57
Brier9 of 57
Accuracy47 of 57
ECE5 of 57

Numbers

All five are decimals. AUC and accuracy run from 0.5, a coin flip, to 1; log loss, Brier and ECE measure error, so lower is better. A dotted underline means we rewrote how the source printed a number, for example 92.2% as 0.922: hover it to see the original. We never change the number itself.

Predicted

When the forecast is made: before the draft, during it, after the last pick but before the game starts, or during the game. Below it, whether it is for one game or map, or for a whole series. Solo queue and pro are grouped by it, so like sits beside like.

Reliability

  • High: tested on games played after the ones it learned from, at least 1,000 test games, and no known problem.
  • Medium: tested on later games, but fewer of them or an unstated number.
  • Unknown: the source does not say how it tested.
  • Low: a random split, a tiny test, or a known problem.

Flags

  • Red a leak (admitted by the source, or found by us in its code), a score no real game decided, or in-game data.
  • Amber a random split, an unstated split, a small test, or a result far above anything tested on later games. Hover a flag for the reason.

After the draft 15

All ten champions are known and the game has not started. The like-for-like set for our two full-draft models.

Default order: our own rows, then the best-tested first. Click a heading to sort.
Model or settingTested on
KayLoLWebsiteKayLoL /metrics, layer 1: the held-out patchKayLoL · kaylol.gg · 2026-09-09 build (live payload generated 2026-09-23T01:22:01Z) · checked Sep 23, 2026
Notes

A second layer on the same page scores every day's games with a model frozen before that day (1.9M predictions per mode, na1, 2026-08-27 onward) and agrees with these within 0.004 on every metric.

all_info_puuid — full draft, all ten players identifiedAfter the draftOne game0.65540.65390.23120.61050.0036Hightested on later games · 1,164,446 test gamestemporalwhole-patch holdout: trained on patches 16.13-16.16, tested on 16.17, which the model never sawNA ranked solo queue (na1), all tiers; patch 16.17, 2026-08-26 to 09-09; 1,164,446 held-out games, scored on the validation half
KayLoL /metrics, layer 1: the held-out patchall_info_anonymous — full draft, no player identities (champions only)After the draftOne game0.58520.68130.24420.55990.0032Hightested on later games · 1,164,446 test gamestemporalwhole-patch holdout: trained on patches 16.13-16.16, tested on 16.17, which the model never sawNA ranked solo queue (na1), all tiers; patch 16.17, 2026-08-26 to 09-09; 1,164,446 held-out games, scored on the validation half
WebsiteDraftGap vs LoLDraftAI: A Detailed ComparisonLoLDraftAI (no visible byline; site-wide HTML meta author 'looyyd') · loldraftai.com · 2026-04-19 ('April 19, 2026') · checked Sep 22, 2026
Notes

Files published beside the post (exist; not downloaded): https://media.loldraftai.com/blog/draftgap-vs-loldraftai-comparison/predictions.csv.../draftgap-current-patch.json.../draftgap-30-days.json. ECE is described as the 'average gap between stated probability and observed frequency' (bins not stated); no AUC. The post adds: 'The shipped LoLDraftAI product additionally uses side information and fine-grained elo (features DraftGap doesn't have), but they weren't needed to produce this result.' A vendor's comparison against a rival.

+6 more (show every breakdown)
LoLDraftAI (side-agnostic: 'Side-agnostic prediction (no blue/red knowledge), matching DraftGap's side-blind nature')Also reports: 95% bootstrap CIs: log loss (0.6811–0.6846), accuracy (55.34–56.42), Brier (0.2441–0.2458)After the draftOne game0.68290.24490.55880.0088Hightested on later games · 32,750 games in the data, test share not statedtemporal'LoLDraftAI training cutoff at 2026-04-17, 23:25 UTC'32,750 matches: ranked solo/duo, Emerald+ ('DraftGap pulls its data from Lolalytics at tier=emerald_plus'), EUW1 and KR; 'Matches where any (champion, role) cell has fewer than 50 games in DraftGap's current-patch dataset are excluded'; exact dates and patches not stated
PaperDraftRec: Personalized Draft Recommendation for Winning in Multi-Player Online Battle Arena GamesHojoon Lee, Dongyoon Hwang, Hyunseung Kim, Byungkun Lee, Jaegul Choo · WWW 2022 (The ACM Web Conference); arXiv:2204.12750 · 2022-04-27 (arXiv v1, 'Accepted to WWW 2022') · checked Sep 22, 2026
Notes

The Dota 2 rows are the same paper's second dataset (Dota 2 is not this file's game). Generic baselines in the same tables, not listed above: MC (majority class, 'Blue for LOL and Radiant for Dota2') 0.5040 LoL and 0.5180 Dota 2; LR 0.5255 during and 0.5323 after the draft (LoL), 0.5750 and 0.6126 (Dota 2); NN 0.5263 and 0.5335 (LoL), 0.5748 and 0.6108 (Dota 2). After the Dota 2 draft, LR (0.6126) prints above DraftRec (0.6110). Outcome prediction is the paper's secondary task; its main task is champion recommendation. Code and data: github.com/dojeon-ai/DraftRec.

DraftRec — LoL, after the draft (all ten champions selected)Also reports: MAE 0.4826 (accuracy and MAE both starred: p<0.01)After the draftOne game0.5618Hightested on later games · about 27,989 test gamestemporalLast 10% by time of 279,893 LoL matches collected through the Riot Games API: (62,466 players); region and queue not stated; test-set size not stated
DraftRec: Personalized Draft Recommendation for Winning in Multi-Player Online Battle Arena GamesDraftRec-no-history — LoL, after the draft (all ten champions selected)Also reports: MAE 0.4893After the draftOne game0.5432Hightested on later games · about 27,989 test gamestemporalLast 10% by time of 279,893 LoL matches collected through the Riot Games API: (62,466 players); region and queue not stated; test-set size not stated
WebsiteLoLTheory vs LoLDraftAI: A Detailed ComparisonLoLDraftAI (no visible byline; site-wide HTML meta author 'looyyd') · loldraftai.com · 2026-04-19 ('April 19, 2026') · checked Sep 22, 2026
Notes

Per-match predictions published: https://media.loldraftai.com/blog/loltheory-vs-loldraftai-comparison/predictions.csv (exists; not downloaded). 'Parenthetical ranges are 95% bootstrap confidence intervals'. The ECE bin count is not stated; no AUC is reported. The post describes LoLTheory as, 'primarily an Overwolf overlay app (~166,000 downloads)', and notes. Headline: 'On every one of these, LoLDraftAI beats LoLTheory.' A vendor's comparison against a rival, not an independent evaluation.

+6 more (show every breakdown)
LoLDraftAI (side-agnostic mode)Also reports: 95% bootstrap CIs: log loss (0.6807–0.6842), accuracy (55.37–56.43), Brier (0.2439–0.2456)After the draftOne game0.68240.24470.55900.0100Hightested on later games · 32,930 games in the data, test share not statedtemporal'LoLDraftAI training cutoff at 2026-04-17, 23:25 UTC — the latest game timestamp in the model's training data'; 'Eval set = matches played after both cutoffs.'32,930 matches; 'Eval set = matches played after both cutoffs'; exact dates and patches of the matches not stated (LoLTheory 'queried live on patch 16.8.1 during April 2026')
PaperOnline Game Outcome Prediction Model Using Weighted-Based Feature ApproachM. Asyhraf Zamir Zamri, Nurul Aswa Omar, Isredza Rahmi A. Hamid · Fusion: Practice and Applications, Vol. 15, No. 2, pp. 132-144 (2024) · 2024 (received 2023-08-12, revised 2023-12-25, accepted 2024-04-15) · checked Sep 22, 2026
Notes

Sample counts disagree inside the paper (4,552 NA + 12,458 LAN; '12,458 samples... from Gonzalez'; 'a dataset of 28000 samples'). Each feature becomes a 1/0 'dominance' value ('If team A's performance is better than team B's for a feature, assign a value of 1; otherwise, assign 0'), and the text also says 'The feature's value indicator is a binary value of 1 if the blue team won and 0 if the blue team did not win'. The weights are computed from counts of 'data classified as 1' and 'data classified as 0' over the whole dataset, and the paper does not state that the 'class avg' and 'class med' accuracies are scored against the real match outcome; pregame is therefore 'unclear'. The paper frames the model for 'Solo Queue Ranked Match (SQRM)' but does not name its data's queue. F-measure values print between 4.0000 and 5.0160. Table 1's accuracy column is misaligned with the text (the text gives Lee et al. 62.26% at 5 minutes and 73% at 15, Silva et al. 63.91% and 83.54%, Ani et al. over 90%, Do et al. 75.10%, Gonzalez 82-90.48%); the cross-reports follow the text.

+4 more (show every breakdown)
weighted-based feature predictor with Naïve Bayes and Support Vector Machine (WEKA BayesNet and SMO)Also reports: ConclusionAfter the draftOne game>0.97Lownot tested on later games · 4,552 games in the data, test share not statedRandom splitFar above the restrandom(WEKA, Section 3.1)NA and LAN matches: (Gonzalez); Section 3.1 says 12,458 samples from Gonzalez were used, and Section 3.2 'a dataset of 28000 samples' partitioned into sizes 1000 to 7000 (results also shown at 12458); queue, tier and dates not stated
PaperPlayer Skill Decomposition in Multiplayer Online Battle ArenasZhengxing Chen, Yizhou Sun, Magy Seif El-Nasr, Truong-Huy D. Nguyen · 2016 Meaningful Play Conference; arXiv:1702.06253 · 2017-02-21 (arXiv v1) · checked Sep 22, 2026
Notes

The Dota 2 rows are the same paper's second dataset. Majority-class baseline (BL-MC): 53.22% ± 0.16% LoL, 52.65% ± 0.12% Dota 2.. The weights are learned from match outcomes, so under 10-fold CV a player's weight is fit on that player's other matches, earlier and later. The paper's significance rule: mean1 − mean2 > 2(std1 + std2).

+3 more (show every breakdown)
LR-P-C-PC (player + champion + player-champion weights)Also reports: ± 0.16% (std over 10 folds)After the draftOne game0.6024Lownot tested on later games · 231,212 games in the data, test share not statedRandom splitrandom10-fold CV over 231,212 unique ranked matches played in 2015 by 972 seed players of the top two tiers (Challenger and Master) on the North America server, through the official Riot API (93,098 players, 129 champions); the paper studies '5-vs-5 ranked matches of solo queue'
PaperUsing Machine Learning to Predict Game Outcomes Based on Player-Champion Experience in League of LegendsTiffany D. Do, Seong Ioi Wang, Dylan S. Yu, Matthew G. McMillian, Ryan P. McMahan · FDG 2021 (16th International Conference on the Foundations of Digital Games); arXiv:2108.02799 · 2021-08-05 (arXiv v1); FDG '21, August 3-6, 2021 · checked Sep 22, 2026
Notes

Features as defined in the paper: champion mastery points ('lifetime experience'), player-champion win rate, season games on the champion, and ranked games on the champion within the last 20. The paper does not say whether the season aggregates were read before each match or at collection time. Other models in Table 1: RF 74.7%, SVC 74.3%, kNN 72.7% (kNN uses only 'the team's average win rate'). The authors prefer the DNN over GBOOST because GBOOST's standard error is much larger.

Deep neural network (5 dense layers)Also reports: ± 1.2% (95% CI); std. dev. 1.9%; std. error 0.60%After the draftOne game0.751Lownot tested on later games · 5,000 games in the data, test share not statedRandom splitFar above the restrandom5,000 unique ranked matches from the North American server, 2020, ranks Iron to Diamond, pulled through the Riot API ; Table 1 gives each model's mean accuracy with a 95% CI, and the paper does not say whether that is the 10-fold mean or the 1,000-match test set
Using Machine Learning to Predict Game Outcomes Based on Player-Champion Experience in League of LegendsGradient boosting (GBOOST)Also reports: ± 1.19% (95% CI); std. dev. 5.25%; std. error 1.66%After the draftOne game0.754Lownot tested on later games · 5,000 games in the data, test share not statedRandom splitFar above the restrandom5,000 unique ranked matches from the North American server, 2020, ranks Iron to Diamond, pulled through the Riot API ; Table 1 gives each model's mean accuracy with a 95% CI, and the paper does not say whether that is the 10-fold mean or the 1,000-match test set
WebsiteiTero vs LoLDraftAI: A Detailed ComparisonLoLDraftAI (no visible byline; site-wide HTML meta author 'looyyd') · loldraftai.com · 2026-04-19 ('April 19, 2026') · checked Sep 22, 2026
Notes

Full tournament data published as drafts_scored.jsonl (exists; not downloaded). The post infers iTero's model ('consistent with a gradient-boosted tree ensemble over lolalytics-style aggregates') from 'its API response signature'; that is a rival's inference, not iTero's statement. Its feature table says iTero offers 'per-candidate score only; no team WR', which is why no calibrated metric could be scored for iTero. No real match outcomes are involved, so none of these numbers is a forecast score.

LoLDraftAI (as drafter) — judge: DraftGap (third-party)Also reports: LoLDraftAI win rate 55.0% (45.0–65.0); Mean WR margin (LoLDraftAI) +0.6% (−1.0 to +2.2)After the draftOne gameLownot tested on later games · 100 games in the data, test share not stated · known problemNo game resultsNo held-out testSmall testno held-out testnone: no games are played; 100 synthetic greedy drafts are scored by a judge model's predicted win rate100 head-to-head greedy drafts; patch and date not stated
iTero vs LoLDraftAI: A Detailed ComparisonLoLDraftAI (as drafter) — judge: LoLDraftAI's own win-probability head (flagged non-independent)Also reports: LoLDraftAI win rate 93.0% (88.0–98.0); Mean WR margin (LoLDraftAI) +13.2% (+11.6 to +14.9)After the draftOne gameLownot tested on later games · 100 games in the data, test share not stated · known problemNo game resultsNo held-out testSmall testno held-out testnone: the judge is the same model that drafted ('LoLDraftAI judging drafts it itself picked is textbook circular')the same 100 drafts
iTero vs LoLDraftAI: A Detailed ComparisonLoLDraftAI (predicted gold at 15 min) against the two judges' disagreement — judge disagreement analysisAlso reports: Pearson r = +0.59 (n = 100); Mean |LoLDraftAI − DraftGap| by predicted gold@15 quartile: Q1 32 – 497 g (n 25) 10.4 pp; Q2 497 – 1,108 g (25) 13.3 pp; Q3 1,108 – 2,162 g (25) 12.6 pp; Q4 2,162 – 4,882 g (25) 14.8 ppAfter the draftOne gameLownot tested on later games · 100 games in the data, test share not stated · known problemNo game resultsNo held-out testSmall testno held-out testnonethe same 100 drafts
Website【LoL】AIがドラフト前にプレイヤー情報だけで76.7%の精度で勝敗予測的中 – MMRは本当に機能しているのか? (lolninja.net report of the Reddit post 'AI can predict the winner of 76.7% of your games before draft even begins! Is the MMR system broken?')いちずなイブリン (lolninja.net), reporting a Reddit user's post · lolninja.net · 2025-04-23 ('2025.04.23') · checked Sep 22, 2026
Notes

Secondary source: it relays the Reddit post https://www.reddit.com/r/leagueoflegends/comments/1k5hmlf/ai_can_predict_the_winner_of_767_of_your_games/ (not read; Reddit is unreachable to the fetcher). pregame is 'unclear' because the rank feature is taken after the games were played.

Reddit poster's neural net, rank + draftAfter the draftOne game0.747Lowsplit not stated · 21,000 games in the data, test share not stated · known problemLeak admittedSplit not statednot stated'80/10/10分割' (an 80/10/10 split); whether random, temporal or by player is not statedabout 21,000 matches after cleaning (15,000 solo queue, 2,000 flex, 4,000 normal draft) from about 30,000 collected; players 'randomly' gathered from Gold/Platinum; NA; patch 15.7; test-set size not stated
【LoL】AIがドラフト前にプレイヤー情報だけで76.7%の精度で勝敗予測的中 – MMRは本当に機能しているのか? (lolninja.net report of the Reddit post 'AI can predict the winner of 76.7% of your games before draft even begins! Is the MMR system broken?')Reddit poster's neural net, draft onlyAfter the draftOne game0.528Unknownsplit not stated · 21,000 games in the data, test share not statedSplit not statednot stated'80/10/10分割' (an 80/10/10 split); whether random, temporal or by player is not statedabout 21,000 matches after cleaning (15,000 solo queue, 2,000 flex, 4,000 normal draft) from about 30,000 collected; players 'randomly' gathered from Gold/Platinum; NA; patch 15.7; test-set size not stated
WebsiteBugfix and Correction of Reddit Post Accuracy Claims (blog index title: 'Correction: Reddit Post Accuracy Claims')LoLDraftAI (first person, no visible byline; site-wide HTML meta author 'looyyd') · loldraftai.com · 2025-04-07 ('April 7, 2025') · checked Sep 22, 2026
Notes

Retracted Reddit post: https://www.reddit.com/r/leagueoflegends/comments/1joumtm/i_made_an_ai_model_that_predicts_62_of_ranked/ (not read; Reddit is unreachable to the fetcher). The author thanks '/u/Impossible_Concert88 for trying to verify the accuracy claims' and writes: Queue: the post says 'ranked' (from the Reddit title) without naming solo/duo; level set to solo queue on that basis.

+2 more (show every breakdown)
LoLDraftAI, fixed model uploaded April 4, 2025Also reports: 'around 55% (as of April 4 2025)'After the draftOne game0.55Unknownsplit not stated · test size not statedSplit not statednot statednot stated (validation set after the duplication fix; construction not described)not stated
WebsiteHow it Works: LoLDraftAILoLDraftAI (no visible byline; site-wide HTML meta author 'looyyd') · loldraftai.com · 2025-09-04 ('September 4, 2025') · checked Sep 22, 2026
Notes

Training logs linked from the post (not opened here): solo queue https://wandb.ai/loyd-team/draftking/runs/jy5hf0bv?panelDisplayName=val_win_prediction_accuracy&panelSectionName=Charts; pro play https://wandb.ai/loyd-team/draftking-pro-finetune/runs/jg3ls0xp?panelDisplayName=val_pro_win_prediction_accuracy&panelSectionName=Charts. 'We mask randomly because the riot data doesn't have information about the original pick order'... 'the model is not aware of "blind pickability".' The page header 'Last model update: September 19 on patch 16.18' is the site-wide banner for the current model, not the one the post describes.

+1 more (show every breakdown)
LoLDraftAI solo queue and pro play models (the training-log links point to the May 2025 model)After the draftOne game0.56Unknownsplit not stated · test size not statedSplit not statednot stated'on random drafts they have not been trained on' — read from 'the training logs' (Weights & Biases panels val_win_prediction_accuracy / val_pro_win_prediction_accuracy); how the held-out drafts were separated is not statednot stated (held-out drafts from the training runs; no dates, regions, elo range or n)
WebsiteLoLDraftAI homepage: headline stat block and FAQ 'How accurate is the model?'LoLDraftAI (site-wide HTML meta author 'looyyd') · loldraftai.com · not stated; page stamped 'Patch 16.18 · Updated September 19' and 'Last model update: September 19 on patch 16.18' · checked Sep 22, 2026
Notes

FAQ answer in full: No test set, split, n, curve or ECE is given anywhere on the page. The landing page also shows 'Outperforms DraftGap · Outperforms iTero · Outperforms LoLTheory' badges and a 'Side by side' table whose 'Calibrated win %' row gives LoLDraftAI a check and DraftGap, iTero and LoLTheory a '?'; no metric is attached, so no cross-report is recorded. 'Read the full breakdowns' links to the three comparison posts. Other page claims: 'Re-trained weekly', and.

+1 more (show every breakdown)
LoLDraftAI (draft only)Also reports: Calibrated · 55% means 55%After the draftOne game0.567Unknownsplit not stated · test size not statedSplit not statednot statednot statednot stated (the page says 'Silver to Challenger' and 'Trained on millions of ranked games' but gives no test set, dates, region or n for the 56.7%)
LoLDraftAI homepage: headline stat block and FAQ 'How accurate is the model?'LoLDraftAI with runesAfter the draftOne game0.577Unknownsplit not stated · test size not statedSplit not statednot statednot statednot stated
PaperPredicting League of Legends Match Outcomes Through Machine Learning Models Using Past Match Player PerformanceChaim Joseph A. Cordova, Carl Victor A. Villaceran, Christine F. Peña · 2024 IEEE International Conference on Computing (ICOCO) · 2024-12-12 · checked Sep 22, 2026
Notes

. The abstract does not say how the data were split or whether the win rates exclude the predicted match. Queue not named ('ranked matches').

Gradient Boosting, Logistic Regression and Deep Neural Networks (reported together)After the draftOne game0.975Unknownsplit not stated · 11,000 games in the data, test share not statedSplit not statedFar above the restnot statednot stated in the abstract'over 11,000 ranked matches' (abstract); source, region, tier and dates not stated
PaperScalable Psychological Momentum Forecasting in EsportsAlfonso White, Daniela M. Romano · SUM '20 (State-based User Modelling) workshop at WSDM 2020; arXiv:2001.11274 · 2020-01-30 (arXiv v1; v2 2020-02-15); SUM '20, February 3-7, 2020 · checked Sep 22, 2026
Notes

Other Table 3 rows (test %): post-draft AutoLog+Rolling+LR 72.0, AutoLog+LR 71.8, Loginit+Rolling+(momentum)+LR 70.8, Rolling+(momentum)+LR 68.8, LR baseline 68.3; pre-draft teams AutoLog+Rolling+LR 65.6, AutoLog+LR 65.1, LR baseline 62.3, MTL+RNN 61.6; pre-draft solo AutoLog+Rolling+LR 54.03, AutoLog+LR 53.59, LR baseline 53.38, AutoLog+MTL-TL+RNN 52.48, AutoLog+RNN 52.38. Participant profiles were loaded from op.gg 'Once a valid match is found' (season totals and up to the last 20 games); the paper does not say they exclude the target match. Stated limitation.

+1 more (show every breakdown)
AutoLog+Rolling+(momentum)+LR (post-draft)Also reports: train accuracy 73.6%; train n 70,194After the draftOne game0.721Unknownsplit not stated · 10,000 test gamesSplit not statednot stated10,000 test matches out of 87,743 collected 'from February 5th to September 20th of 2019' (86.4% Solo/Duo queue, 13.6% Flex; 517,269 unique summoners), crawled through the Riot Games API with op.gg profile summaries and champion.gg / op.gg averages; region not stated; how the 10,000 were drawn is not stated
PaperStrategic Feature Selection for Draft Prediction in League of LegendsManaschai Aonon, Ponguthai Samrankhong, Teerawat Kamnardsiri · 2026 Joint International Conference on Digital Arts, Media and Technology with ECTI Northern Section Conference (ECTI DAMT & NCON) · 2026-02-04 · checked Sep 22, 2026
Notes

Feature importance per the abstract: meta strength 26.3%, team synergy 24.8%, counter-matchups 20.6%, runes and spells 6.7% combined.

LightGBM (best of 20 algorithms)Also reports: 'minimal generalization gap (0.27%)'After the draftOne game0.9220.831Unknownsplit not stated · 86,556 games in the data, test share not statedSplit not statedFar above the restnot statednot stated in the abstract (it reports 'test accuracy')'86,556 high-level matches' (abstract); source, region and dates not stated

During the draft 5

Some picks are still hidden. Where our three draft-time models sit.

Default order: our own rows, then the best-tested first. Click a heading to sort.
Model or settingTested on
KayLoLWebsiteKayLoL /metrics, layer 1: the held-out patchKayLoL · kaylol.gg · 2026-09-09 build (live payload generated 2026-09-23T01:22:01Z) · checked Sep 23, 2026
Notes

A second layer on the same page scores every day's games with a model frozen before that day (1.9M predictions per mode, na1, 2026-08-27 onward) and agrees with these within 0.004 on every metric.

draft_all_puuid — mid-draft, all ten players identified (clash / organised draft)During the draftOne game0.63450.66350.23570.59500.0035Hightested on later games · 1,164,446 test gamestemporalwhole-patch holdout: trained on patches 16.13-16.16, tested on 16.17, which the model never sawNA ranked solo queue (na1), all tiers; patch 16.17, 2026-08-26 to 09-09; 1,164,446 held-out games, scored on the validation half
KayLoL /metrics, layer 1: the held-out patchdraft_puuid — mid-draft, own identity plus revealed picks (solo-queue champion select)During the draftOne game0.56420.68640.24670.54460.0041Hightested on later games · 1,164,446 test gamestemporalwhole-patch holdout: trained on patches 16.13-16.16, tested on 16.17, which the model never sawNA ranked solo queue (na1), all tiers; patch 16.17, 2026-08-26 to 09-09; 1,164,446 held-out games, scored on the validation half
KayLoL /metrics, layer 1: the held-out patchdraft_anonymous — mid-draft, no identitiesDuring the draftOne game0.54950.68880.24790.53310.0042Hightested on later games · 1,164,446 test gamestemporalwhole-patch holdout: trained on patches 16.13-16.16, tested on 16.17, which the model never sawNA ranked solo queue (na1), all tiers; patch 16.17, 2026-08-26 to 09-09; 1,164,446 held-out games, scored on the validation half
PaperDraftRec: Personalized Draft Recommendation for Winning in Multi-Player Online Battle Arena GamesHojoon Lee, Dongyoon Hwang, Hyunseung Kim, Byungkun Lee, Jaegul Choo · WWW 2022 (The ACM Web Conference); arXiv:2204.12750 · 2022-04-27 (arXiv v1, 'Accepted to WWW 2022') · checked Sep 22, 2026
Notes

The Dota 2 rows are the same paper's second dataset (Dota 2 is not this file's game). Generic baselines in the same tables, not listed above: MC (majority class, 'Blue for LOL and Radiant for Dota2') 0.5040 LoL and 0.5180 Dota 2; LR 0.5255 during and 0.5323 after the draft (LoL), 0.5750 and 0.6126 (Dota 2); NN 0.5263 and 0.5335 (LoL), 0.5748 and 0.6108 (Dota 2). After the Dota 2 draft, LR (0.6126) prints above DraftRec (0.6110). Outcome prediction is the paper's secondary task; its main task is champion recommendation. Code and data: github.com/dojeon-ai/DraftRec.

+1 more (show every breakdown)
DraftRec (LoL, during the draft)Also reports: MAE 0.4842 (accuracy and MAE both starred: p<0.01)During the draftOne game0.5535Hightested on later games · about 27,989 test gamestemporalLast 10% by time of 279,893 LoL matches collected through the Riot Games API: (62,466 players); region and queue not stated; test-set size not stated
Website+4% to +7%: How Much the Top Suggestion Helps, by Counterpick SkillLoLDraftAI (no visible byline; site-wide HTML meta author 'looyyd') · loldraftai.com · 2026-04-28 ('April 28, 2026') · checked Sep 22, 2026
Notes

'This is model-predicted lift, not measured outcomes' — the model scores its own suggestions; no game result enters these numbers. Naive baseline: 'uniformly at random among the revealed slots'; strongest-visible. The model 'implicitly assume[s] the opponent's downstream picks don't change in response to ours'. Only Bottom and Utility (roles) and Silver and Master+ (elo) are broken out in the text; no overall average is printed. This study is the source of the homepage's '+4–7%'.

+11 more (show every breakdown)
LoLDraftAI top suggestion (model-predicted lift, self-scored) — pick 1 (Blue, 0 visible picks)Also reports: lift vs naive baseline +3.0%; lift vs strongest-visible baseline +3.0%During the draftOne gameLowsplit not stated · 10,000 games in the data, test share not stated · known problemNo game resultsSplit not statednot statedhow that test set was held out is not stated10,000 ranked games
+4% to +7%: How Much the Top Suggestion Helps, by Counterpick SkillLoLDraftAI top suggestion (model-predicted lift, self-scored) — pick 2 (Red, 1 visible picks)Also reports: lift vs naive baseline +3.8%; lift vs strongest-visible baseline +3.8%During the draftOne gameLowsplit not stated · 10,000 games in the data, test share not stated · known problemNo game resultsSplit not statednot statedhow that test set was held out is not stated10,000 ranked games
+4% to +7%: How Much the Top Suggestion Helps, by Counterpick SkillLoLDraftAI top suggestion (model-predicted lift, self-scored) — pick 3 (Red, 2 visible picks)Also reports: lift vs naive baseline +4.1%; lift vs strongest-visible baseline +3.5%During the draftOne gameLowsplit not stated · 10,000 games in the data, test share not stated · known problemNo game resultsSplit not statednot statedhow that test set was held out is not stated10,000 ranked games
CodeLeagueOfPredictions: Predictive Analytics for League of Legendsaliciusschroeder (GitHub) · GitHub · README undated; repo created 2023-05-17, last push 2024-10-15 (GitHub API) · checked Sep 22, 2026
Notes

Level set to solo queue from 'ranked games in silver elo' (queue not named). 'still in the experimental phase'. Code not audited here; whether any input leaks the outcome is not answerable from the README.

LeagueOfPredictions modelDuring the draftOne game0.879Unknownsplit not stated · 300,000 games in the data, test share not statedSplit not statedFar above the restnot statednot stated (README names train.py and validate.py but no protocol)not stated beyond 'trained the model on 300,000 datasets' and 'ranked games in silver elo'; region, queue, patch and dates not stated
WebsiteWhat's the Best League of Legends Draft AI?Winrate (winrate.gg; no named author) · winrate.gg · 2026-04-28 ('April 28, 2026') · checked Sep 22, 2026
Notes

'This is a correlation, not a causal experiment. We didn't tell anyone to follow the recommendation.' 'That's a 5.4-point spread between top and bottom' (Top 10). DraftGap left out ('static aggregate stats... rather than a learned model'); LoLTheory left out ('LoLDraftAI published a head-to-head where they outperformed it'). The article describes iTero's model as 'gradient-boosted trees with linear models'. Only the anonymous winrate.gg model was tested; the personalized model (~40 more features) was not. The realized win rate is not an accuracy, so the five metric fields are null.

Our check: The article does not say whether the statistics behind winrate.gg's own suggestions excluded the 12 hours of games being tested.

+1 more (show every breakdown)
Winrate anonymous draft model (GBDT, 58 features) — Top 1Also reports: realized win rate when the actual pick was in the tool's Top 1: 58.7% (n 300)During the draftOne gameUnknownsplit not stated · 20,000 games in the data, test share not statedSplit not statednot statedTest games are the ranked games of the 12 hours before the query ('match_timestamp >= toUnixTimestamp64Milli(now64 - INTERVAL 12 HOUR)'); the article does not say whether winrate.gg's model or its champion aggregates had already seen those games20,000 'real ranked solo-queue games (queue 420)', 'Gold tier and above', 'Recent live patches', both teams' five roles assigned, from the 12 hours before the query ('ORDER BY sipHash64(match_id) LIMIT 20000'); one champion erased per game, nine visible; region not stated; 'n is the number of games where the actual pick was in the site's Top K'
What's the Best League of Legends Draft AI?Winrate anonymous draft model (GBDT, 58 features) — Top 3Also reports: realized win rate when the actual pick was in the tool's Top 3: 56.0% (n 1,131)During the draftOne gameUnknownsplit not stated · 20,000 games in the data, test share not statedSplit not statednot statedTest games are the ranked games of the 12 hours before the query ('match_timestamp >= toUnixTimestamp64Milli(now64 - INTERVAL 12 HOUR)'); the article does not say whether winrate.gg's model or its champion aggregates had already seen those games20,000 'real ranked solo-queue games (queue 420)', 'Gold tier and above', 'Recent live patches', both teams' five roles assigned, from the 12 hours before the query ('ORDER BY sipHash64(match_id) LIMIT 20000'); one champion erased per game, nine visible; region not stated; 'n is the number of games where the actual pick was in the site's Top K'
What's the Best League of Legends Draft AI?Winrate anonymous draft model (GBDT, 58 features) — Top 5Also reports: realized win rate when the actual pick was in the tool's Top 5: 55.2% (n 2,004)During the draftOne gameUnknownsplit not stated · 20,000 games in the data, test share not statedSplit not statednot statedTest games are the ranked games of the 12 hours before the query ('match_timestamp >= toUnixTimestamp64Milli(now64 - INTERVAL 12 HOUR)'); the article does not say whether winrate.gg's model or its champion aggregates had already seen those games20,000 'real ranked solo-queue games (queue 420)', 'Gold tier and above', 'Recent live patches', both teams' five roles assigned, from the 12 hours before the query ('ORDER BY sipHash64(match_id) LIMIT 20000'); one champion erased per game, nine visible; region not stated; 'n is the number of games where the actual pick was in the site's Top K'

Before the draft 3

The players are known, the champions are not.

Default order: our own rows, then the best-tested first. Click a heading to sort.
Model or settingTested on
Website【LoL】AIがドラフト前にプレイヤー情報だけで76.7%の精度で勝敗予測的中 – MMRは本当に機能しているのか? (lolninja.net report of the Reddit post 'AI can predict the winner of 76.7% of your games before draft even begins! Is the MMR system broken?')いちずなイブリン (lolninja.net), reporting a Reddit user's post · lolninja.net · 2025-04-23 ('2025.04.23') · checked Sep 22, 2026
Notes

Secondary source: it relays the Reddit post https://www.reddit.com/r/leagueoflegends/comments/1k5hmlf/ai_can_predict_the_winner_of_767_of_your_games/ (not read; Reddit is unreachable to the fetcher). pregame is 'unclear' because the rank feature is taken after the games were played.

Reddit poster's neural net, rank onlyBefore the draftOne game0.767Lowsplit not stated · 21,000 games in the data, test share not stated · known problemLeak admittedSplit not statedFar above the restnot stated'80/10/10分割' (an 80/10/10 split); whether random, temporal or by player is not statedabout 21,000 matches after cleaning (15,000 solo queue, 2,000 flex, 4,000 normal draft) from about 30,000 collected; players 'randomly' gathered from Gold/Platinum; NA; patch 15.7; test-set size not stated
Codeleague_winrate_model ('Source code for Reddit post')ksavino1 (GitHub) · GitHub · 2025-04-22 (repo created; last push 2025-06-07, GitHub API) · checked Sep 22, 2026
Notes

README... Found via the lolninja.net article's code link; one fetch only, not chased further. The two players' profile links in the README are left out here.

rank-based model from the Reddit post — re-check on fresh games with rank at game timeAlso reports: 23/30 right; one tailed p = 0.002611Before the draftOne gameUnknownsplit not stated · test size not statedSplit not statednot statedfresh games scored with op.gg ranks 'at time the game happened, not current ranks'; relation to the training data not stated30 solo/duo games of two players
PaperScalable Psychological Momentum Forecasting in EsportsAlfonso White, Daniela M. Romano · SUM '20 (State-based User Modelling) workshop at WSDM 2020; arXiv:2001.11274 · 2020-01-30 (arXiv v1; v2 2020-02-15); SUM '20, February 3-7, 2020 · checked Sep 22, 2026
Notes

Other Table 3 rows (test %): post-draft AutoLog+Rolling+LR 72.0, AutoLog+LR 71.8, Loginit+Rolling+(momentum)+LR 70.8, Rolling+(momentum)+LR 68.8, LR baseline 68.3; pre-draft teams AutoLog+Rolling+LR 65.6, AutoLog+LR 65.1, LR baseline 62.3, MTL+RNN 61.6; pre-draft solo AutoLog+Rolling+LR 54.03, AutoLog+LR 53.59, LR baseline 53.38, AutoLog+MTL-TL+RNN 52.48, AutoLog+RNN 52.38. Participant profiles were loaded from op.gg 'Once a valid match is found' (season totals and up to the last 20 games); the paper does not say they exclude the target match. Stated limitation.

+1 more (show every breakdown)
AutoLog+Rolling+(momentum)+LR — pre-draft, teamsAlso reports: train accuracy 66.8%; train n 70,194Before the draftOne game0.657Unknownsplit not stated · 10,000 test gamesSplit not statednot stated10,000 test matches out of 87,743 collected 'from February 5th to September 20th of 2019' (86.4% Solo/Duo queue, 13.6% Flex; 517,269 unique summoners), crawled through the Riot Games API with op.gg profile summaries and champion.gg / op.gg averages; region not stated; how the 10,000 were drawn is not stated
Scalable Psychological Momentum Forecasting in EsportsAutoLog+MTL+RNN — pre-draft, teamsAlso reports: train accuracy 64.5%; train n 70,194Before the draftOne game0.644Unknownsplit not stated · 10,000 test gamesSplit not statednot stated10,000 test matches out of 87,743 collected 'from February 5th to September 20th of 2019' (86.4% Solo/Duo queue, 13.6% Flex; 517,269 unique summoners), crawled through the Riot Games API with op.gg profile summaries and champion.gg / op.gg averages; region not stated; how the 10,000 were drawn is not stated
Scalable Psychological Momentum Forecasting in EsportsAutoLog+Rolling+(momentum)+RNN — pre-draft, single player in queueAlso reports: train accuracy 54.36%; train n 701,940Before the draftOne game0.5430Unknownsplit not stated · test size not statedSplit not statednot statedSingle-player samples from the 701,940 individual match histories, 'within the same folds', of the same 2019 collection; test size not stated

Show a win chance, publish no test

Tools that show a win percentage but, as far as we could find, publish no evaluation of it.

  • How the Draft Model Works (winrate.gg)Publishes no accuracy, AUC, log loss, Brier or calibration figure for its own win model (checked 2026-09-22; also the homepage, the articles index and 'Measuring What Matters: From Stats to Win Probability', 2026-02-04, which has none). Training; 'we don't have the actual pick order'. The only evaluation winrate.gg publishes is the 2026-04-28 recommender benchmark (winrate-gg-draft-ai-benchmark-2026-04).
  • Global Power Rankings 2026 page and the Worlds 2025 primer's GPR changesNo accuracy, Brier or log loss is published for the revised system (checked 2026-09-22 on the 2026 GPR page and https://lolesports.com/en-US/news/worlds-2025-primer). The primer: 'daily updates rolling out after each match day' and. The 2026 page's 'More Info' link goes to the 2024 dev diary, whose 65% describes the earlier 80/20 system. Agrees with sources.md and benchmarks.md.
  • LoL: Can Solo Queue data be used for Professional playNo accuracy, AUC, log loss or Brier for any iTero model: the post says its model became 'significantly more accurate' with solo-queue data and is 'evaluated on how accurately it predicts future games', without a number (checked 2026-09-22).
  • iTero homepagePublishes no accuracy or evaluation claim for its own model (checked 2026-09-22). The page shows '+1,000,000 Downloads', '4.4 Ratings' and user testimonials (e.g. 'My winrate has improved to 65% in 105 games'), which are user anecdotes, not an evaluation. iTero is measured only by rivals: loldraftai-vs-itero-2026-04 and winrate-gg-draft-ai-benchmark-2026-04.
  • PropsBot.AI: track record and LoL predictions pageNon-MOBA figures on the track-record page, recorded here only as context: NFL '13.7% ROI on 8,210 graded NFL picks' (56.9% win rate) and '73.2% win rate on 20,222 graded NFL picks' (−2.0% ROI); NBA '25.9% ROI on 81,410 graded NBA picks' (47.1% win rate); MLB 'Brier 0.1903 vs Vegas 0.1947'. Logging: Shows no LoL win % record and publishes no LoL evaluation (checked 2026-09-22).
  • sport.gg: League of Legends predictionsShows win probabilities but publishes no track record, accuracy, Brier or log loss (checked 2026-09-22). It states a calibration goal and that 'For best-of-five series, probabilities are tighter than best-of-one matches'. Matches comparison-protocol.md §8b.
  • DraftGap (GitHub README and draftgap.com)Publishes no evaluation of itself (checked 2026-09-22): the README is seven lines with no metric, the repository holds no other documentation besides AGENTS.md, and draftgap.com returned only a title to the fetcher. Its formula produces a draft win rate, which LoLDraftAI scored in loldraftai-vs-draftgap-2026-04 (the only published evaluation of DraftGap).
  • LoLTheory (loltheory.gg)Publishes no evaluation of itself on its site (checked 2026-09-22): the homepage shows '90K+ downloads' and no accuracy, calibration or model-documentation link, and no draft win % on the page read. LoLDraftAI's comparison post says LoLTheory's developer ('Griffin') stated a '54–56% range' on Reddit; recorded as a cross-report in loldraftai-vs-loltheory-2026-04, not verified (Reddit not read).
  • LOL Brain (lol-brain.com)Shows a win % but publishes no evaluation (checked 2026-09-22); the draft calculator on the page displays a sample 'Win Probability' of 54% against 46%.
  • Smartpick (smartpick.gg)Publishes no evaluation (checked 2026-09-22); the page read showed no win % either, only the slogan 'Smarter picks, stronger drafts, higher win rates'.
  • Draft Genius (draftgenius.lol)Shows a win % but publishes no evaluation (checked 2026-09-22); the page displays a draft win-probability bar ('50.0 Ally' / '50.0 Enemy' in the empty state).
  • Baron Buff (baronbuff.com)Publishes no evaluation (checked 2026-09-22); the page read does not show a draft win %.
  • DraftForge (draftforge.gg)Publishes no evaluation (checked 2026-09-22); the page read does not show a draft win %, and its only quantified claim is the 200,000+ pairs it draws on.
  • Drafter.one ('The First League of Legends Drafting Game'; model 'DrafterEye')drafter.one and drafter.one/game return only a title to the fetcher. A search-engine summary (secondary, unverified, apparently from the product's X account @Drafter_GG) says 'Drafter's algorithm achieved a 71% prediction rate during the knock out stage' and '71% prediction on Worlds games (5/7)'; the 2026-09-11 survey logged the same '71% prediction rate' as a search snippet. Not recorded as a metric until read at the source.