Reading your LoL in-house stats — the hex chart and the numbers
Updated: September 14, 2026
What the combat, growth, vision, survival, champ pool and kill-participation hexagon actually means, plus how to read gold diff, vision score and time spent dead.
Match the comparison conditions first
Select the same group, game mode and season, then check game count and usual role. Comparing different roles or game lengths through a single number can confuse playing conditions with performance. The numbers below are illustrative examples, not findings from a real group.
Is a 100% win rate always the better record
A player with two wins in two games has a 100% win rate; a player with 55 wins in 100 games has 55%. If both lose their next game, their rates become 2 ÷ 3 = 66.7% and 55 ÷ 101 = 54.5%. One result moves the smaller sample much more.
Read game count alongside win rate. Even large samples do not directly measure individual skill when teammates, opponents and roles differ. A high duo win rate is a starting point for reviewing those games, rather than proof that the pairing caused the wins.
KDA: averaging ratios differs from combining totals
Suppose one game ends with 2 kills, 1 death and 0 assists, and another with 0 kills, 9 deaths and 8 assists. Combined KDA is (2 total kills + 8 total assists) ÷ 10 total deaths = 1.00. Averaging the individual ratios of 2.00 and about 0.89 gives about 1.44 instead.
ONNJ calculates cumulative player KDA from total kills, assists and deaths. Do not compare it with a simple average of game KDAs. This example contains deaths; check the separate display convention for deathless games. High KDA alone does not establish objective contribution or impact on winning.
Read CS and final gold in the context of time
In a single game, 150 CS over 30 minutes is 5 CS per minute, while 180 over 40 minutes is 4.5. The second game has more total CS, but the first has a higher rate in this example. Match roles and game conditions before comparing growth.
Final gold and level differences describe the end of the game. Later fights, farming and objectives all contribute, so a positive final difference does not establish an early lane win. Check records or the replay from that stage to assess an early advantage.
Use the radar chart to form questions
The radar chart compresses several metrics into a summary. Check the group comparison baseline and selected records first. A larger axis does not imply the same skill across groups, and a balanced shape does not establish competence in every role.
A small shape does not establish that a player has few games; check game count separately. If the vision axis is low, compare records for the same role and examine where and when wards were placed. A score alone cannot show whether the team had the vision it needed.
Choose one action to review next time
If deaths are frequent, check their timing and the objectives lost afterwards as well as the count. Time spent dead indicates delayed returns to play; it does not by itself identify whose decision was wrong.
Select comparable games, find recurring situations and choose one action to review next time, such as completing a recall and vision setup before a major objective. Use the next records and replay to check whether the action changed. One win or loss does not establish its effect.
Written and maintained by the ONNJ team
This guide is written and maintained by the team that develops and runs ONNJ.
If you find an error or the guide differs from the current interface, please let us know by email.
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