In a recent discussion with friends we were discussing win-rates in a video game. One person suggested it made sense that every champion could have a less than 50% win rate, while another suggested this was impossible because every loss suffered for a champion would result in a win for another.
In practice it seems highly unlikely to ever have a <50% win rate for every character in a team based game like a MOBA, however we weren't able to come to the an answer and none of us are good enough at statistics for a definitive answer.
Some constraints and details to consider given the ruleset of a MOBA like League of Legends:
- Win rate is defined as the percentage of games won for a specific character.
- Every game has an equal number of winning and losing players (5 on each side). I would prefer to disregard scenarios in which a player leaves in which case there would be 4 on one side and 5 on the other.
- Each player will select the character they play before the game begins from a list of characters. This list is larger than 10 so their will be characters whose win rates are not affected if they do not appear in a game.
- Players are unable to switch characters mid game.
- Each character may appear once on each team, which means their are a minimum of 5 characters and a maximum of 10 appearing in each game.
- If a character is on both teams in a game the result would count as both a loss and a win for that character, otherwise if the character is "unmirrored" it would only be a win or a loss depending on the result.
- Draws are not allowed, or at least do not affect win rates.