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Records

Side and surrender rates, first-objective impact, and single-game records for All regions, patch 26.17. Anything with too few games is left out, and so is anything a mode does not have.

Summoner's Rift

Sides

Blue 48.3% vs Red 51.7%400,967 games

Surrender

28.0% of games end in a surrender400,967 games

By queue

Normal Draft
Blue 44.6% vs Red 55.4%36,336 games
surrender rate 43.6% · 36,336 games
Ranked Solo/Duo
Blue 49.4% vs Red 50.6%299,829 games
surrender rate 26.1% · 299,829 games
Ranked Flex
Blue 45.4% vs Red 54.6%57,503 games
surrender rate 28.0% · 57,503 games
Swiftplay
Blue 44.1% vs Red 55.9%7,299 games
surrender rate 25.6% · 7,299 games

First-objective impact

How often a team takes it first, and how that correlates with winning
First-objective impact: how often a team takes each objective first, and its win rate with and without it
ObjectiveTaken firstWin withWin withoutGap
First blood400,967 games50.0%56.8%43.2%+13.6
First dragon400,967 games49.5%62.2%38.0%+24.2
First herald400,967 games40.4%66.2%39.0%+27.2
First voidgrubs400,967 games48.6%55.5%44.8%+10.7
First baron400,967 games36.3%79.9%33.0%+46.9
First tower400,967 games49.4%69.2%31.2%+38.0
First inhibitor400,967 games41.5%90.0%21.6%+68.4

Gap is win rate with the objective minus win rate without it, in percentage points. A side with too few games of its own is left out. Correlation, not causation: strong teams take objectives and win.

ARAM

Sides

Blue 50.2% vs Red 49.8%7,153 games

Surrender

21.6% of games end in a surrender7,153 games

First-objective impact

How often a team takes it first, and how that correlates with winning
First-objective impact: how often a team takes each objective first, and its win rate with and without it
ObjectiveTaken firstWin withWin withoutGap
First blood7,153 games50.0%55.1%44.9%+10.2
First tower7,153 games49.5%70.8%29.6%+41.2
First inhibitor7,153 games46.7%83.6%20.5%+63.1

Gap is win rate with the objective minus win rate without it, in percentage points. A side with too few games of its own is left out. Correlation, not causation: strong teams take objectives and win.

Arena

Every block needs enough games behind it: a region, patch, objective, or record with too few games is left out.