I'm confused about how Elo could work properly in a game such as League. The Elo rating system was originally developed for 1 versus 1 chess games as I understand it. So, how could it properly show you your skill level in a game where your victory or defeat hangs on the additional requirement of the skill levels of people other than just you and your opponent? (Meaning that the skill levels of the team mates matter as well.)
League-of-legends – Is the Elo system in League of Legends accurate
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1) As far as I can remember, "Solo" queue actually lets you queue up to a team of two. This may have changed. Unfortunately, Solo Queue is just that - you and some strangers - and if you want an easy strategy to climb the solo queue ladder, there isn't one. You're largely at the whim of the matchmaker, so the best you can hope for is to carry a team, perhaps by playing a ganking jungler such as Rammus, Shaco, or Nocturne.
The current metagame theory is that teams with a jungler > teams without, so by playing a strong jungler (assuming you aren't overestimating your skill) will give you the best odds, as an early game lead can be hard to overcome.
2) Queue dodging in a ranked game no longer reduces your ELO, but it does prevent you from queuing for ranked games for a substantial amount of time. If you want to raise your ELO, you need to play games, and you can't do that if you constantly queue dodge.
At this point in time you can play on a different server without having to redownload lol you simply need to check the server you want over here [image 1]. However if you want to use your account NA or which ever server you are on that will cost you money but "IF" you started playing on the NA server before the European servers were made available then you have one free transfer that you may redeem by going to the support.leagueoflegends.com website and submitting a support request explaining you are a pre 2010 player and you want to move you're account from NA to EUW or EUNE etc this option again is for players who played league of legends before 1st June 2010 and it is also only redeemable for player who want to move from NA to a European server. Now if you are not a player who meets those requirements you still can move you're account at the cost of 2.6k or 2600 Riot points which you can get for $20 or euros 20 (3600 Riot Points). You may purchase riot points here [Image 2] after you have purchased you're riot points you have to go here [Image 3] to start the process. Another thing I would like to add, switching you're lol Client between servers will require an update this update will be roughly 500 MB depending on when you did you're last update the earlier you're update the smaller the file will be and after you have switched it will not cost any extra data so the process will last seconds to a few short minute (slower computers), if there is a League of legends update you will have to use about 10mb on which ever server you did not do an update for e.g you update to 4.8 patch on you're NA account then switch to you're EUW server this will cost about 10-15mb IF you have already update switched server previously. Hope this helped leave a comment for any more information:) Image 1. Image 2 Image 3
Ok One last bit of information I would like to add "IF" you meet the criteria mentioned above for a free transfer YOU can merge you're NA account to you're EUW( the account you created after euw was released this is again only if you meet the requirements for a free transfer) the process takes a lot of time though and again you have to go to the support.leagueoflegends.com websites to do this you will be asked to verify ownership to both accounts and this is only done for players who are veterinarians to the game you also need to have the majority of you're games from a European IP. The subject for you're support request needs to be "Account Merge Request". The rules for a merger I very very strict on account to how laborious it is(so riot staff says) so make sure you meet every requirement if you do not you will not qualify. Account mergers can not be bought as well so don't even try looking for the option. one last thing not all you're data will be merged what is focused are:
Your summoner level
Your purchased content
You’ll be compensated for content you unlocked on both accounts
Your IP and RP totals
Your competitive season rewards
You will not be able to transfer you're: Your stats Your MMR Your rune and mastery presets Your honor score Previous and unused referrals Your justice review rating Your friends list For more information regarding both the account merger and account bit.ly/1oZ4G7h for more detailed information or to post more questions
Best Answer
Statistically, an Elo rating model can be extended to accurately model the skill of players in teams of any size.
The reason for this is that of the n players who are pulled into your game, (n/2) are on the other team and (n/2)-1 are on your team. In LoL, for example, your 5 opponents and 4 allies are chosen from the same pool of players. Between different games (assuming solo matchmaking, not necessarily a given), you are the only thing that remains constant. Over time, your contribution can thus be measured relative to others, and your Elo rating will fluctuate accordingly. The larger the size of teams, larger too is the number of games required to evaluate a player properly.
It's usually best to think of a rating as a confidence interval, and good team matchmaking systems treat it this way. For example, if your rating is 1600 and you have only a few games played, your real Elo range may be between 1200 and 2000. If your rating is 1650 and you've played thousands of games, your real Elo range may be between 1625 and 1675.
All any rating system can do is give an approximation of your skill level relative to others. It can be manipulated by playing with friends who have inaccurately rated accounts, smurfing, or just by throwing games. Nonetheless, it is the basis of virtually every rating system because the principles behind it are valid.
I know in the past LoL has modified players' Elo ratings using things other than Win/Loss and may still do so. Any time this is true it lowers the accuracy of the rating system and is conceptually terrible. This ironically goes against the logic Riot laid out in their original explanation of matchmaking here. As the link above correctly states: