Objective atlas RANKED TIMELINE STUDY · baron-conversion-v1.2

What happens after a team takes Baron?

Follow the capturing team from its pre-Baron position through the first fight, three-minute structure conversion, five-minute economy, and final result.

OBSERVED FINAL WIN79.8%

Among eligible teams after their first Baron capture. 95% interval 79.0%–80.6%.

MODELED STATE BEFORE65.1%

Out-of-sample state probability before the capture.

IMMEDIATE STATE MOVEMENT+3.5 PP

Predictive state change across 8,881 model-eligible captures.

MODELED STATE AFTER68.6%

Out-of-sample state probability after the transition.

THE CONVERSION GAP

A clean Baron is a different game from a leaking one.

“Conversion” here means finishing the match with a win, not merely taking a tower.

41.4% of eligible captures are clean conversions and finish with a win 87.7% of the time. When doing Baron, focus first on a deathless exit, then a structure within three minutes while keeping gold movement positive. The remaining 58.6% win 70.8%; their excess win chance above 50% is 44.8% lower. Therefore, when contesting a secured Baron, focus on forcing buff-holder deaths, denying the first structure, and stopping the capturer’s gold state from improving.

CLEAN CONVERSION41.4%

of eligible captures · 3,531 cases

87.7% final win
EVERYTHING ELSE58.6%

of eligible captures · 5,007 cases

70.8% final win
EXCESS WIN CHANCE LOST44.8%

Reduction in the win rate above 50%, clean group versus remainder.

+16.9 PP absolute gap
WHEN TAKING BARON

Protect the exit first: avoid a capturing-team death in the first minute, then turn the buff into at least one structure by three minutes without letting the gold state stall.

WHEN CONTESTING AFTER CAPTURE

The observed pressure points are the inverse: force buff-holder deaths, deny the first three-minute structure, and flatten or reverse the capturing team’s gold movement. These are associations, not proof that any one intervention causes the result.

STARTING POSITION

Baron matters differently depending on the state you bring into the pit.

Starting stateNPre-statePost-stateMovementFinal win
20-24m6,15968.9%72.0%+3.1 PP81.3%
25-29m2,02665.2%68.7%+3.5 PP78.9%
30-34m55152.5%56.9%+4.4 PP69.2%
35-39m12645.0%50.6%+5.7 PP67.0%

Out-of-sample, match-grouped model with isotonic calibration. These are predictive state movements, not randomized treatment effects.

CONVERSION CLOCK

Value either becomes permanent or leaks away.

Economy uses complete minute snapshots. Kills, structures, inhibitors, and subsequent objectives use exact event timestamps.

+1 MIN89.7% snapshot coverage · 9,033 event-window cases
+1,958g

mean gold-difference change

Structure
32.2%
Inhibitor
5.4%
Next objective
7.8%
Game ended
4.4%
Capturer deaths
0.9
Opponent deaths
1.4
Mean snapshot lag: 29.3s · exact-death coverage 100.0%
+3 MIN62.1% snapshot coverage · 9,133 event-window cases
+2,340g

mean gold-difference change

Structure
82.7%
Inhibitor
43.8%
Next objective
28.5%
Game ended
34.5%
Capturer deaths
2.66
Opponent deaths
4.32
Mean snapshot lag: 29s · exact-death coverage 100.0%
+5 MIN44.7% snapshot coverage · 9,249 event-window cases
+2,046g

mean gold-difference change

Structure
88.6%
Inhibitor
57.4%
Next objective
41.3%
Game ended
53.5%
Capturer deaths
3.87
Opponent deaths
6.1
Mean snapshot lag: 29s · exact-death coverage 100.0%
FirstStructure1.2m

median · 8,854 observed

IQR 0.8–1.8m
FirstInhibitor2.4m

median · 7,225 observed

IQR 1.5–4.6m
NextObjective2.7m

median · 4,948 observed

IQR 1.4–4.3m
GameEnd4.8m

median · 9,628 observed

IQR 2.4–8.3m
CONVERSION FAILURES

How a secured Baron falls apart, and what it usually costs.

These are overlapping observed patterns, not mutually exclusive causes. “Clean conversion” is the comparison case; every other row describes a specific way value leaked after capture.

Observed patternFrequencyFinal winvs clean3m gold Δ3m inhibitorEnded by 3m
Clean Conversion

No capturing-team death within 60 seconds, at least one structure by three minutes, and either a positive gold-difference change or a game end.

Frequency41.4%3,531 cases
Final win87.7%
Versus cleanReference
3m gold change+3,974g
Inhibitor by 3m59.7%
Game ended by 3m39.5%
Lost Exit Fight

The capturing team suffers more deaths than its opponent within 60 seconds.

Frequency21.8%1,862 cases
Final win57.8%
Versus clean-29.9 PP
3m gold change+424g
Inhibitor by 3m19.4%
Game ended by 3m14.4%
No Structure By Three Minutes

No tower, inhibitor, or Nexus structure is taken within three minutes.

Frequency17.5%1,490 cases
Final win55.8%
Versus clean-32 PP
3m gold change+46g
Inhibitor by 3m0.0%
Game ended by 3m25.8%
Economy Flat Or Worse

The capturing team's gold difference is unchanged or worse at the three-minute snapshot.

Frequency14.6%1,247 cases
Final win51.6%
Versus clean-36.1 PP
3m gold change-1,610g
Inhibitor by 3m13.2%
Game ended by 3m0.0%
Compound Collapse

The team loses the 60-second exit fight, takes no structure, and has an unchanged or worse gold difference after three minutes.

Frequency4.3%366 cases
Final win42.9%
Versus clean-44.8 PP
3m gold change-2,128g
Inhibitor by 3m0.0%
Game ended by 3m0.0%

Frequency uses captures with complete 60-second and three-minute event windows. Gold consequences use the first complete snapshot after three minutes and report coverage in the publication.

THE EXIT FIGHT

The first deaths after capture predict whether Baron converts or reverses.

No fight22.6% of captures

Neither team records a death during the selected window.

80.6%final win2,040 observed cases
3m gold change
+2,815g
Structure by 3m
84.4%
Inhibitor by 3m
45.0%
Game ended by 3m
33.0%
63.8% three-minute gold coverage
Flawless fight win27.0% of captures

The capturing team kills at least one opponent without losing anyone.

88.6%final win2,437 observed cases
3m gold change
+3,730g
Structure by 3m
90.7%
Inhibitor by 3m
56.7%
Game ended by 3m
43.2%
53.6% three-minute gold coverage
Positive trade18.2% of captures

Both teams lose players, but the capturing team kills more opponents than it loses.

86.6%final win1,648 observed cases
3m gold change
+3,152g
Structure by 3m
89.8%
Inhibitor by 3m
49.7%
Game ended by 3m
31.8%
63.3% three-minute gold coverage
Even trade10.6% of captures

Both teams record the same non-zero number of deaths.

76.3%final win960 observed cases
3m gold change
+2,026g
Structure by 3m
81.4%
Inhibitor by 3m
35.4%
Game ended by 3m
18.9%
76.4% three-minute gold coverage
Lost one net kill12.2% of captures

The capturing team suffers one more death than the opponent.

68.0%final win1,106 observed cases
3m gold change
+1,304g
Structure by 3m
73.5%
Inhibitor by 3m
25.7%
Game ended by 3m
15.4%
80.0% three-minute gold coverage
Exit collapse9.3% of captures

The capturing team suffers at least two more deaths than the opponent.

46.2%final win842 observed cases
3m gold change
-676g
Structure by 3m
54.3%
Inhibitor by 3m
11.3%
Game ended by 3m
13.2%
84.1% three-minute gold coverage
STEAL, CONTEST, OR CONCEDE?

The denominator matters more than the highlight.

A successful steal is observable in a completed capture. A steal success rate requires every failed attempt too. This corpus does not yet identify those opportunities reliably, so no strategy receives a made-up percentage.

Organized contestRATE NOT PUBLISHED

All qualified five-player or partial-team contests, whether they secure Baron or fail.

Best evaluated against denial, fight, and eventual game-state outcomes—not Baron ownership alone.
One-person steal attemptRATE NOT PUBLISHED

Every attempt where exactly one champion enters contest range while teammates remain disengaged, including misses and deaths.

Must count the solo entries that miss, die, or force a disengage, not just the steals seen in the capture log.
Suicide steal attemptRATE NOT PUBLISHED

Every one-person attempt plus a predeclared post-attempt death or escape window, not successful steals alone.

A subset of one-person attempts; it also needs an explicit survival window and the value of the life traded.
Forced-off takeoverRATE NOT PUBLISHED

Every start where the first team disengages and the opposing team either captures or fails to finish.

Requires health-path and disengagement detection to distinguish a takeover from a fresh start.
Concede and cross-map tradeRATE NOT PUBLISHED

All Baron opportunities where the defending team concedes, including the cross-map value actually gained.

Must value towers, inhibitors, dragons, waves, and gold gained while Baron is conceded.
What can be compared now

The post-capture branches above show what happens after ownership is known. They cannot answer whether sending one player was better than contesting as a team, because failed attempts and the alternative actions are missing. That comparison will publish only after the AI’s attempt detection passes the page’s stated precision, recall, labeling, and opportunity gates.

STATE DEPENDENCE

The same capture lands in different games.

StateNFinal win3m gold Δ3m structure
20-24m6,57281.7%+2,400g84.0%
25-29m2,23576.8%+2,146g79.8%
30-34m64173.9%+2,374g80.9%
35-39m15367.3%+1,919g77.9%
COMPOSITION

Which roster profiles convert pressure?

Official champion tags are patch-versioned. Adjusted lift compares each profile with the expected result for its capture minute, pre-Baron gold band, dragon score, and patch.

Official tag profileNFinal winAdjusted lift3m gold Δ3m structure
Assassin=13,53880.1% 78.8%–81.4%+1.2 PP+2,447g83.6%
Assassin>=24,95479.5% 78.3%–80.6%-1.1 PP+2,297g82.4%
Fighter=13,35480.7% 79.4%–82.0%+0.7 PP+2,433g83.4%
Fighter>=25,71279.1% 78.0%–80.1%-0.4 PP+2,257g82.2%
Mage=12,23679.8% 78.1%–81.5%-0.4 PP+2,319g82.7%
Mage>=27,16379.7% 78.8%–80.6%+0.2 PP+2,357g82.7%
Marksman=15,85080.3% 79.3%–81.3%+0.7 PP+2,341g82.6%
Marksman>=22,15779.3% 77.6%–81.0%-0.9 PP+2,306g81.7%
Support=16,06980.4% 79.4%–81.4%+0.3 PP+2,340g82.9%
Support>=22,22879.1% 77.4%–80.8%+0.3 PP+2,376g82.3%
Tank=14,41479.0% 77.8%–80.2%-0.6 PP+2,366g82.4%
Tank>=23,08579.6% 78.2%–81.1%+0.3 PP+2,333g83.0%

Data Dragon content hash · 66db52223a150af1. Strategic archetypes are withheld until their champion assignments have a reviewed, versioned rulebook.

NOTES

How the numbers are built

Definitions

Capture. A team's first observed BARON_NASHOR kill in the official Riot timeline.

Baseline. Last complete team snapshot at or before capture, no more than 60 seconds old.

Horizon. First complete snapshot at or after the target, no more than 60 seconds late.

Events. Kills, structures, and objectives use their exact observed timestamps.

Interpretation. Observed and predictive association; not an isolated causal effect.

CompositionAdjustment. Direct standardization by capture-minute band, pre-capture gold band, dragon score, and patch; multi-label official tags.

Conversion-gap calculation

Clean conversion requires no capturing-team death within 60 seconds, at least one structure by three minutes, and either positive three-minute gold movement or a game end. The remainder is every other eligible capture. “Excess win chance” is final win rate minus 50%; the displayed reduction is (clean excess − remainder excess) ÷ clean excess.

Population

Queue 420; patches 15.11, 15.14, 15.15, 15.16, 15.17, 15.18, 15.20, 15.23, 16.1, 16.10, 16.11, 16.12, 16.13, 16.14, 16.15, 16.16, 16.17, 16.2, 16.5, 16.6, 16.7, 16.8, 16.9; regions EUW1, KR, NA1.

Coverage

Subgroups below 100 observations are hidden. Exact death-event coverage is 100.0%.

What is not estimated

A numerical “start Baron versus do not start,” organized-contest, one-person-steal, or suicide-steal effect is not published until the AI’s replay-level detection is solid. Completed captures alone cannot supply the failed-attempt denominator.

START-CALL OUTCOMES · 1,340 COMMITTED ATTEMPTS

Starting Baron works about half the time. The exit decides whether it was worth it.

Watching replays, our AI found 2,548 stretches where players hit Baron. 1,208 were brief taps, scouting hits, or low-commitment probes, so they are not counted as Baron calls. The results below follow the remaining 1,340 committed attempts through ownership, the immediate fight, and the final result.

THE STARTER GETS BARON51.1%

685 attempts

The team that began the attempt finishes Baron before being forced off.

81.5% starter final win rate
NOBODY GETS BARON43.1%

578 attempts

The starting team disengages and no Baron capture follows within the episode.

37.5% starter final win rate
THE OTHER TEAM GETS BARON5.7%

77 attempts

The opponent steals Baron or takes over the attempt after the starter is forced away.

61.0% opponent final win rate

These final win rates describe the whole game state around each path. They do not mean Baron alone caused the difference.

IF YOU SECURE BARON

Getting the buff is not the finish line. Leaving the pit cleanly is.

The same Baron capture leads to very different games depending on the kills and deaths immediately around it.

Win the fight too

Your team gets Baron and finishes the immediate fight ahead in kills.

90.2%221 wins in 245 games
Leave without a kill deficit

Your team gets Baron and the immediate kill exchange is even.

81.1%270 wins in 333 games
Lose one net kill

Your team gets Baron but loses one more player than the opponent.

70.8%46 wins in 65 games
Lose two or more net kills

Your team gets Baron but the exit fight removes much of the advantage.

50.0%21 wins in 42 games
What to focus on after the secure

Stop treating the objective notification as success. Preserve buff holders and disengage unless the post-Baron fight is clearly favorable: the observed final win rate falls from 90.2% after a positive fight to 50.0% after losing two or more net kills.

IF THE START FAILS

A failed Baron call can still be salvaged, but only if the fight pays for it.

These rows include committed starts where neither side secured Baron during the detected episode.

No Baron, but win the fight

The starter leaves without Baron but kills more opponents than it loses.

57.0%110 wins in 193 games
No Baron and an even fight

Nobody secures Baron and neither team gains a net kill advantage.

39.2%40 wins in 102 games
No Baron, down one kill

The starter abandons Baron and loses one net kill.

31.0%27 wins in 87 games
No Baron, down two or more

The starter gets neither Baron nor the fight.

20.4%40 wins in 196 games
What defenders should force

You do not have to steal Baron to punish the call. Forcing the starter off while winning by two or more net kills leaves the starting team winning only 20.4% of these games. Even forcing an abort with no kill advantage drops that observed rate to 39.2%.

CONTEST OR SEND ONE?

Organized contests reached Baron far more often than solo attempts.

“Success” below means the defending team actually took Baron. It does not include merely forcing the starter away.

ORGANIZED CONTEST38 of 87defending team secured Baron · 43.7%

When it worked, the defending team won 23 of 38 games (60.5%). When it failed, it won 12 of 49 (24.5%).

ONE-PERSON ATTEMPT15 of 92solo entrant secured Baron · 16.3%

When it worked, the defending team won 10 of 15 games (66.7%). When it failed, it won 24 of 77 (31.2%).

SUICIDE-STEAL ATTEMPT4 of 26entrant secured Baron · 15.4%

The sample is only 26 attempts. Of the 22 misses, the defending team won 4 games (18.2%). Treat this as a small observed branch, not a universal strategy rate.

Practical reading

In this corpus, sending one player produced far fewer Baron secures than contesting with multiple players. That does not prove a multi-player contest is always correct: team strength, vision, position, and the cross-map trade are not controlled in this comparison.

How these attempts and labels were counted

Committed attempt. A Baron capture always counts. Without a capture, at least three starting-team champions must be seen attacking Baron across at least eight seconds.

Brief contact excluded. 1,208 of 2,548 observed episodes did not clear that bar. They may be accidental attacks, scouting abilities, brief leashes, or deliberate probes; the replay alone cannot identify intent.

“No opponent Baron attacks.” In 1,161 attempts, no opponent was seen directly hitting Baron. The starter secured 583 of them (50.2%). This is not the same as an uncontested pit: opponents may still be nearby, threatening, fighting, or forcing a disengage.

Detector limitation. The underlying attacks, damage, captures, deaths, and final results are observed data. Episode boundaries and intent labels are rules applied to what the AI saw in the replay and have not yet been checked against an independently hand-labeled sample.

Uncertainty. The primary 583 of 1,161 secure rate has a 95% sampling interval of 47.3%–53.1%. Sampling uncertainty does not include detector error.

2+ starters for 5+ seconds35.1%1,847 attempts under this alternative rule
2+ starters for 8+ seconds38.9%1,684 attempts under this alternative rule
3+ starters for 5+ seconds47.1%1,417 attempts under this alternative rule
3+ starters for 8+ seconds50.2%1,340 attempts under this alternative rule
3+ starters for 10+ seconds52.0%1,299 attempts under this alternative rule
4+ starters for 8+ seconds68.4%1,020 attempts under this alternative rule