Table Color Scales
Profile tables no longer tint whole cells. Instead, a scaled number has a thin bar underneath it:
- Bar length shows where the value falls within that column’s range. A longer bar always means a larger number.
- Bar color is the scale’s color at that point in the range.
- Values outside the range are clamped to its nearest end (full bar or empty bar).
Columns not listed on this page (names, dates, links, queue names, etc.) have no bar.
Scales
| Scale |
Colors |
Notes |
| goodbad |
Red → Grey → Green |
Centered. The bar grows left (red) or right (green) from the middle of the range. The bar uses its side’s full color, so a short bar is still clearly red or green. |
| goodokbad |
Red → Yellow → Green |
The colors at both ends are slightly muted (10% padding). |
| greatgoodokbad |
Red → Yellow → Green → Blue |
Bad → average → good → great. |
| lowmedhigh |
Red → Yellow → Blue |
Neutral amounts where “more” is not better or worse. Every lowmedhigh range starts from the high end, so high = red, low = blue. The colors at both ends are slightly muted (10% padding). |
| blood |
Grey → Red |
Zero → high. |
| blue |
Grey → Blue |
Zero → high. |
Notation
Columns are listed as column: scale[first, ..., last].
- The first value gets the scale’s first color, the last value gets its last color, and any values in between are evenly spaced stops.
- A range written from high to low (e.g.
lowmedhigh[max, 0]) runs the colors in reverse. The bar still gets longer as the value increases.
max, min and mean are taken over the rows of that table, so those scales are relative (they depend on your data). Scales with fixed numbers are absolute and are the same for every profile.
- Logarithmic scales place the value by its log₂, so the difference between 1 and 10 looks about as large as the difference between 10 and 100.
Example: total KD: goodbad[0.5, 1, 1.5]
- 0.5 or lower: full bar to the left, red
- 1: no bar (the center)
- 1.5 or higher: full bar to the right, green
Record column
When a table has total games, wins and losses, those columns and the win rate are merged into one Record column (Record Against in “against” tables). Their individual color scales are not used. The Record column has a fixed layout:
- Top line: total games, including the % share if the table has one. When surrender counts exist, the surrender rate is shown on each side (FF on the loss side, GG on the win side).
- Bar: losses grow left from a center divider and wins grow right. Each is labeled with its count and rate.
- Bar length is linear and relative: the count divided by the largest single win or loss count in the table.
- Surrenders are darker segments next to the divider: your team’s surrenders inside the loss bar, the enemy’s surrenders inside the win bar.
- The small buttons under the header sort by games, losses, win rate or wins.
Overview Page
Your way to play
- Record (total games, wins, losses and surrenders, win rate)
- average game duration: lowmedhigh[45:00, 15:00]
- total time spent: lowmedhigh[max, 0]
Your record book (match reports)
- result: Win in green, Loss in red
- team score: blue team’s score in blue, red team’s in red. Your team’s score is underlined.
- performance score: goodbad[-30, 30]
- throw/comeback gold difference: goodbad[-10k, +10k] (the peak gold difference; left when behind, right when ahead)
Friends Page
Your friends / The other side of the lobby
The two tables use the same scales. The first row is you (the baseline) and has no bars.
- Record (total games (% share), total wins, total losses, win rate)
- own average performance score ±SD
- average: goodbad[your average − 1.5, your average + 1.5]
- ±SD: goodbad[your SD + 1.5, your SD − 1.5] (a lower SD is more consistent, so it is green)
- friend’s / enemy’s average performance score ±SD: same scales as the previous column
- average game duration: lowmedhigh[45:00, 15:00]
- total time spent: lowmedhigh[max, 0]
Your friend groups
- Record (total games, total wins, total losses, win rate)
Champions Page
In every champion table, mean is the average over all rows, including role rows.
Results & combat
Your champions: results & combat
- Record (total games, wins, losses, win rate)
- total KDA: goodokbad[mean − 1, mean + 1]
- average KDA ±SD
- average KDA: goodokbad[mean − 1.5, mean + 1.5]
- ±SD: goodokbad[mean SD + 1.5, mean SD − 1.5]
- per game K / D / A: no bar (the sort buttons sort by kills, deaths or assists)
- total KD: goodbad[0.5, 1, 1.5]
- average KD: goodokbad[max(mean − 1, 0), mean + 1]
- average KP: goodbad[25%, 65%]
- first blood rate: blood[0%, 20%]
- triple / quadra / penta kills: blood[0, 1, max] (each column uses its own max, at least 1)
- average game duration: lowmedhigh[45:00, 15:00]
Your champions: economy & impact
- Record (total games, wins, losses, win rate)
- total cs / min: greatgoodokbad[1, 3.5, 5.5, 7]
- total cs (average per game): lowmedhigh[max, 0]
- average vision score / hour: greatgoodokbad[20, 50, 85, 125]
- average wards placed: lowmedhigh[max, 0]
- average gold / min: lowmedhigh[max, min]
- team damage %, team champion damage %, team objective damage %, team absorbed damage %, team gold share %: goodbad[10%, 20%, 30%]
- total ally damage shielded/healed: lowmedhigh[max, 0]
- team dragons: greatgoodokbad[0, 1.5, 2.25, 3]
- team barons: greatgoodokbad[0.2, 0.4, 0.6, 0.8]
Your champions: lifetime totals
- Record (total games, wins, losses, win rate)
- sum cs, sum vision score, sum wards placed: lowmedhigh[max, 0]
- D, F: lowmedhigh[max, 0] (one shared max for both summoner spells)
- Q, W, E, R: lowmedhigh[max, 0] (one shared max for all four abilities)
- sum damage, sum champion damage, sum objective damage, sum absorbed damage, sum ally damage shielded/healed: lowmedhigh[max, 0]
- sum time played: lowmedhigh[max, 0]
Team & matchups
When your team has a champion / When teammates play a champion
- Record (total games, wins, losses, win rate)
Your opposition
The enemy columns are colored from the enemy champion’s point of view, so green means that champion does well against you.
- Record Against (total games, wins against, losses against, win rate against)
- enemy total KDA: goodokbad[mean − 1, mean + 1]
- enemy average KDA: goodokbad[mean − 1.5, mean + 1.5]
- enemy total KD: goodbad[0.5, 1, 1.5]
- enemy average KD: goodokbad[max(mean − 1, 0), mean + 1]
- enemy average KP: goodbad[25%, 65%]
- Enemy FB%: blood[0%, 20%]
- enemy total cs / min: greatgoodokbad[1, 3.5, 5.5, 7]
- enemy average gold / min: lowmedhigh[max, min]
- ally team bans: blood[0, max]
Choose a champion to see its table. The first table’s columns start with “enemy”, the second’s don’t. Otherwise they have the same scales, calculated per table.
- Record / Record Against (total games, wins, losses, win rate)
- total KDA: goodokbad[mean − 1, mean + 1]
- average KDA: goodokbad[mean − 1.5, mean + 1.5]
- per game K / D / A: no bar
- total KD: goodbad[0.5, 1, 1.5]
- average KD: goodokbad[max(mean − 1, 0), mean + 1]
- average KP: goodbad[25%, 65%]
- first blood rate / Enemy FB%: blood[0%, 20%]
- total cs / min: greatgoodokbad[1, 3.5, 5.5, 7]
- average vs / hour: greatgoodokbad[20, 50, 85, 125]
- average gold / min: lowmedhigh[max, min]
- team damage %, team champion damage %, team objective damage %, team absorbed damage %, team gold share %: goodbad[10%, 20%, 30%]
Relationships
My champion’s popping off! / My champion’s trolling me.
- ally winrate: goodbad[35%, 65%]
- enemy winrate: goodbad[35%, 65%]
- delta: goodbad[-40%, +40%]
I like killing…
- kills against: blood[0, max]
- total games: lowmedhigh[max, min]
- kills per game: blood[0, max]
I keep getting killed by…
- deaths against: blue[0, max]
- total games: lowmedhigh[max, min]
- deaths per game: blue[0, max]
Items Page
The same scales apply to every item table: your most-built items, your highest win-rate items, your team’s items, your teammates’ items and Kryptonite (enemy items).
- # of appearances: logarithmic, lowmedhigh[max, min]
- Record / Record Against (total games, wins, losses, win rate)
Heat maps
Grids on the Trends, Activity and Locations pages color the whole cell instead of drawing a bar. Hover or focus a cell to see its exact value. Each grid shows its color ramp next to it.
- Counts (Activity: “A year of showing up” and the hourly games grid; Locations: the exact counts grid): transparent → light blue , from 0 to the grid’s largest value. Uses a square-root scale, so small counts are still visible.
- Win rate by weekday & hour (Activity): red at 40% or lower → white at 50% → green at 60% or higher.
- Win rate by gold difference and game minute (Trends: “A lead is never the whole story”): red at 0% → orange at 15% → white at 50% → yellow-green at 85% → green at 100%.