Should I Dodge?

League of Legends Lobby Advisor

League of Legends Champion Select Win Probability

What this does

  1. 1 Capture or upload a champion-select screenshot
  2. 2 Local OCR reads both teams off it
  3. 3 Get a calibrated win probability for your side

No screenshot? You can simulate results by picking the teams manually — build a lobby below and get the same win probability.

See how it works for the full mechanics, including the model's other honest limits.

or paste one with Ctrl+V
Or build a lobby by hand

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

Ally

Enemy

Example lobby — import a screenshot, or build one manually above, to get your own.

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

Top

Malphite
Malphite 51.9% win rate 7.2% pick rate
Sett
Sett 51.7% win rate 7.8% pick rate
Mordekaiser
Mordekaiser 51.7% win rate 7.6% pick rate

Jungle

Wukong
Wukong 52.6% win rate 7.1% pick rate
Cho'Gath
Cho'Gath 52.3% win rate 6.4% pick rate
Warwick
Warwick 52.1% win rate 6.0% pick rate

Mid

Yone
Yone 51.3% win rate 10.6% pick rate
Fizz
Fizz 51.6% win rate 6.1% pick rate
Malzahar
Malzahar 51.4% win rate 6.7% pick rate

Bottom

Jinx
Jinx 52.1% win rate 16.9% pick rate
Tristana
Tristana 50.8% win rate 11.0% pick rate
Caitlyn
Caitlyn 49.6% win rate 19.0% pick rate

Support

Thresh
Thresh 51.6% win rate 12.0% pick rate
Leona
Leona 52.2% win rate 8.6% pick rate
Blitzcrank
Blitzcrank 51.5% win rate 7.3% pick rate

Most Common Bans per Role

Top

Yasuo
Yasuo 23.7% ban rate
Nasus
Nasus 17.7% ban rate
Yone
Yone 17.1% ban rate

Jungle

Shaco
Shaco 26.1% ban rate
Zed
Zed 21.5% ban rate
Master Yi
Master Yi 20.1% ban rate

Mid

Yasuo
Yasuo 23.7% ban rate
Morgana
Morgana 22.3% ban rate
Zed
Zed 21.6% ban rate

Bottom

Caitlyn
Caitlyn 25.8% ban rate
Yasuo
Yasuo 23.7% ban rate
Mel
Mel 17.3% ban rate

Support

Shaco
Shaco 26.0% ban rate
Morgana
Morgana 22.7% ban rate
Pyke
Pyke 18.0% 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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