Research

Is loser’s queue real?

What we measured

Loser’s queue is the belief that after a winning streak the matchmaker hands you weaker teammates to drag you back to 50%. If it were real, it would leave a mark in the games: players on a win streak would lose their next game more often than their form predicts, and their teammates would rate below their opponents.

Streaks carry on. They don’t flip.

If there were a loser’s queue, the win-streak groups would fall below 50%. They rise instead: from 50.4% after one win to 53.0% after five or more. On the losing side the rate barely moves until five losses in a row, where it drops to 48.4%.

47%48%49%50%51%52%53%54%5+432112345+48.4%53.0%← losses in a rowwins in a row →
Bars start at 50%, a coin flip, and show how far above or below it each group finished. The whisker is the 95% interval; the dot is what the players-only model expected. Every number is also in the table below.
Going inPlayer-gamesWon the next game (95% interval)Model expected
After 5 or more losses in a row36,97448.4% (47.8%48.9%)48.2%
After 4 losses in a row60,70549.6% (49.2%50.0%)49.1%
After 3 losses in a row165,70549.4% (49.2%49.7%)49.3%
After 2 losses in a row463,37049.7% (49.6%49.9%)49.5%
After a loss1,305,36049.7% (49.7%49.8%)49.8%
After a win1,304,53550.4% (50.3%50.4%)50.3%
After 2 wins in a row484,57050.7% (50.6%50.9%)50.8%
After 3 wins in a row182,08551.1% (50.9%51.3%)51.3%
After 4 wins in a row69,33851.4% (51.0%51.8%)51.8%
After 5 or more wins in a row44,61953.0% (52.5%53.4%)53.2%

The simplest explanation: a player on a win streak is often better than their current rank and keeps winning until the rank catches up, and a player on a long losing streak is, for now, playing worse.

The model saw it coming

In every streak group the actual result lands within half a point of the model’s prediction. The model knows nothing about any punishment. It only knows the players’ recent form and ranks, and that is enough to explain the outcomes. No hidden mechanism is needed.

Your teammates don’t get worse after a win streak

We compared the average rating of a player’s four teammates with the five opponents’, leaving the player out. After five or more wins the teammates rate slightly above the opponents (+0.126 on our rating scale); after five or more losses, slightly below (-0.061). Both gaps are tiny, and neither goes the way loser’s queue claims.

So what does put you on the weaker team?

For every player-game we measured two things: how often the player’s team started as the underdog (under 50% before champion select), and how much of that came from the matchmaker: the teammates’ average rating against the opponents’, not counting the player.

Going inPlayer-gamesWonTeam was the underdogTeammates − opponents
Five or more losses in a row36,97448.4%54.3%-0.061
Five or more wins in a row44,61953.0%40.0%+0.126
Autofilled804,24049.1%54.5%-0.007
Not autofilled4,834,15050.1%49.2%+0.001
Rated furthest above their lobby (top fifth)1,127,67849.8%52.6%-0.080
Rated furthest below their lobby (bottom fifth)1,127,67850.0%48.2%+0.077
One win from promotion (90–99 LP)420,75050.1%49.8%+0.004
One loss from demotion (0–9 LP)669,67450.0%50.1%-0.001
LP falling fastest over the last 10 games (bottom fifth)237,71850.8%47.3%-0.004
LP rising fastest over the last 10 games (top fifth)238,00750.6%48.2%+0.037
First game of a session2,255,77849.8%51.4%-0.007
11th game of a session or later77,69649.9%48.1%+0.022
Requeued within 3–10 minutes2,343,18750.2%49.2%+0.004
Requeued after 2 hours or more647,39150.1%50.3%+0.005

Player by player

We looked at the 194,935 players with 10 or more games that week. The share of games in which a player’s team started as the underdog ranged from 31.6% to 68.4% (10th to 90th percentile): more spread than luck alone produces, and it mostly follows the player’s own form. A player’s actual win rate in the first half of their week predicted the second half almost not at all. Over one week, luck dominates.

Other things we found

Favourite’s chance before champion selectShare of gamesModel saidFavourite won (95% interval)
50–55%50.4%52.4%52.4% (52.2%52.6%)
55–60%28.4%57.2%57.1% (56.8%57.3%)
60–65%12.4%62.1%62.5% (62.2%62.9%)
65–70%5.0%67.2%67.8% (67.2%68.3%)
70% or more3.8%76.2%76.4% (75.8%76.9%)
RankGamesGames with a favourite at 60% or more
Iron29,38354.8%
Bronze66,13439.0%
Silver107,87328.3%
Gold126,97917.5%
Platinum110,18410.7%
Emerald72,39911.1%
Diamond30,5369.4%
Master18,81311.2%

How good is the model?

The players-only model beside three simpler forecasts, on the same 563,839 test games, in the five measures we report for every model (the accuracy page explains each).

ForecastAUCLog lossBrierAccuracyECE
Players-only model (this study)0.59760.67620.24180.56650.0020
Visible LP gap alone0.52260.69280.24980.51780.0050
Our rating gap alone0.50230.69320.25000.49740.0030
No information (the average)0.50000.69320.25000.49940.0030

Our own rating gap alone predicts almost nothing (AUC 0.5023): by that rating, the matchmaker balances the two teams nearly perfectly. What the model adds is recent form; the last 7 days carry about half of what it knows.

What this can’t tell you

Got a question like this one? Ask it on the research page. The most-voted questions our data can answer become the next studies.