Where Quinn bot laners spend minutes 0–14
Quinn bot laners spent 73.7% of minutes 0–14 in bot lane; other bot laners, weighted to Quinn's mix of groups, spent 79.1%. The largest clear difference is time in bot lane: −5.4 points (−6.0 to −4.8). It is clear (marked below): it stays away from 0 even with 9 areas compared.
Players of every group shown, pooled · patches 16.18–16.20 · EUW · games from 2026-09-10 to 2026-10-21 · 2,061 games · 2,061 player-games · 796 players · 0:00–14:00
- This selection mixes patches: 16.18 (621 games), 16.19 (914 games), 16.20 (526 games).
- All groups pooled: each rank counts with the player-games this data holds, not with how many players the rank has.
- Quinn is compared with other bot laners within each group, and the groups are combined with Quinn's weights, so differences between the groups do not appear as differences between champions.
Filters: All groups · 0–14 · all patches
Less timeMore time
Colours are relative to the busiest squares on this page, and every map on it uses the same scale: the brightest colour marks the busiest few per cent of squares. Hover over a square, or tap it, for its exact share of the time: the square under the pointer and the eight around it, outlined while the pointer is on it. Each square is 234 units across. Bushes are outlined: over a bush, or near one, the figure is the whole bush's time, so its squares need not be added up. Zoom a map with Ctrl + scroll (⌘ + scroll on a Mac), a pinch or a double click or tap, and drag to move a zoomed map; the buttons in its corner zoom in, out and back to the whole map.
The maps on champion pages pool every rank group, also the groups this site does not show, and their squares are 469 units across.
Time in each area
The range in brackets after each figure. It is wider when fewer games or players are behind the figure, and it allows for the same player or game appearing in many rows (two-way clustering by game and by player). To compare two figures, read their difference and its own interval: when that interval excludes 0, chance alone would rarely give a difference that large (the 95% level). Overlapping intervals can still have such a difference. Where a page compares many figures, only the differences marked clear stay away from 0 after allowing for the number compared. On a champion's page, the tick on each bar and the Other line show players on other champions, compared within each group and weighted to that champion's own mix of groups, so that a champion played mostly in one group is not credited with that group's habits.
Share of minutes 0–14 spent in each area. The range in brackets is a 95% interval; the rows add up to 100%.
Other bot laners are compared within each group and weighted by Quinn's share of time in each group: Iron IV 1%, Iron I–III 4%, Bronze 18%, Silver 19%, Gold 20%, Platinum 12%, Emerald 9%, Diamond 8%, Master 8%, Grandmaster <0.5%, Challenger <0.5%, Unranked <0.5%.
A difference is marked clear only when it stays away from 0 even after allowing for the 9 areas compared: each area's difference must clear 99.4% instead of 95%.
Seen by the enemy
The share of the player's alive seconds in which the enemy team could see them, shown with its 95% interval in brackets. Wards, minions, turrets and champions all count as vision. The by-minute line ends at the last minute that still has enough player-games, by the same rule as a whole page.
60.6% (60.1–61.1) of the time they were alive
Show as a table
| Minute | Seen by the enemy | Player-games |
|---|---|---|
| 0 | 11% (10–13) | 2,061 |
| 1 | 89% (87–90) | 2,061 |
| 2 | 79% (77–81) | 2,061 |
| 3 | 70% (67–72) | 2,061 |
| 4 | 67% (65–70) | 2,061 |
| 5 | 69% (66–71) | 2,061 |
| 6 | 63% (60–65) | 2,060 |
| 7 | 60% (58–63) | 2,058 |
| 8 | 61% (59–63) | 2,057 |
| 9 | 59% (57–61) | 2,055 |
| 10 | 57% (55–59) | 2,053 |
| 11 | 56% (54–58) | 2,050 |
| 12 | 54% (52–56) | 2,046 |
| 13 | 52% (50–54) | 2,043 |
| 14 | 55% (53–57) | 2,042 |
| 15 | 54% (52–56) | 2,039 |
| 16 | 53% (51–55) | 2,001 |
| 17 | 51% (49–52) | 1,986 |
| 18 | 49% (47–51) | 1,978 |
| 19 | 49% (47–51) | 1,956 |
| 20 | 47% (46–49) | 1,930 |
| 21 | 48% (46–50) | 1,895 |
| 22 | 46% (44–49) | 1,862 |
| 23 | 45% (43–47) | 1,803 |
| 24 | 46% (43–48) | 1,730 |
| 25 | 45% (43–48) | 1,672 |
| 26 | 46% (44–48) | 1,585 |
| 27 | 45% (42–48) | 1,467 |
| 28 | 47% (44–49) | 1,337 |
| 29 | 45% (42–48) | 1,217 |
| 30 | 47% (44–50) | 1,084 |
| 31 | 47% (43–50) | 958 |
| 32 | 45% (41–49) | 817 |
| 33 | 48% (44–52) | 696 |
| 34 | 48% (43–53) | 567 |
| 35 | 47% (42–52) | 494 |
| 36 | 48% (42–53) | 419 |
| 37 | 46% (40–52) | 344 |
| 38 | 46% (40–53) | 280 |
| 39 | 50% (42–57) | 233 |
| 40 | 46% (37–54) | 185 |
| 41 | 49% (40–59) | 152 |
| 42 | 50% (39–61) | 114 |
| 43 | 55% (42–68) | 87 |
| 44 | 47% (29–65) | 62 |
| 45 | 50% (31–69) | 39 |
| 46 | 39% (22–57) | 31 |
By area
For each area, the share of the player's seconds in that area during which the enemy team could see them, shown with its 95% interval in brackets. Each row has its own denominator: the time spent in that area.
| Area | Seen by the enemy |
|---|---|
| Own base | 0.04% (0.02–0.06) |
| Enemy base | — |
| Top lane | 58.2% (55.4–61.0) |
| Mid lane | 61.1% (59.6–62.7) |
| Bot lane | 70.3% (69.7–70.9) |
| River | 46.6% (45.5–47.8) |
| Own jungle | 30.3% (28.5–32.0) |
| Enemy jungle | 54.7% (52.1–57.3) |
| Outside all zones | — |
Near lanes and teammates
Share of alive time within a distance of a lane or another player. The rows overlap and do not add up to 100%.
Game duration
How long the selected player-games lasted: at each minute, how many of them were still in progress. Games end at different times, so later minutes are measured on fewer, longer games.
At 13:00, 2,043 of 2,061 player-games were still in game.
This site does not show builds or win rates: with 2,061 player-games a win rate is uncertain by about ±2.2 points.