Data methodology.
Lock Lab labels the population, time window, and minimum sample behind its statistics. We do not replace missing data with invented values.
Match reports
Scoreboards use stored public match metadata. Exact build order is reconstructed from each player's recorded item events and purchase timestamps; sale timestamps remain visible. If those events are absent, the report says purchase data is unavailable.
Hero and item statistics
Build and tier pages use the rank and patch filters shown on the page. Adjusted item win rates compare performance within the selected population and should be interpreted with pick rate and sample size, not as proof that an item alone caused a win.
Item Pulse
Every item page uses current-patch ranked records from all ranks. Overall pick rate is the share of eligible ranked player-match records containing the item; purchase time is the recorded in-game purchase timestamp. Change values compare the latest window with an equal-length prior window. When a patch is less than seven days old, that comparison uses the immediately preceding pre-patch window and is labeled Patch Change.
Most Popular Heroes is ordered by recorded purchases from that same all-ranks sample. Hero pick rate compares those purchases with that hero's eligible matches, while adjusted win rate moves the observed item result relative to the hero's own all-ranks baseline. These are descriptive associations, not proof that buying an item causes a win.
Counters and confidence
Counter tables use completed match outcomes and minimum sample thresholds. We omit lane-opponent claims when reliable lane assignment is unavailable. Small or incomplete samples are excluded or labeled rather than promoted as confident recommendations.
Freshness and corrections
Live pages show their refresh time. Provider indexing can be delayed, so recent matches and public identities may appear later. Corrections or questions can be sent to hello@locklab.gg.
