Hi, I’m new, but I love the EFC and recently got into following esports, so I might be able to contribute. It’s almost as data-rich as footy. Apologies in advance for formatting.
In the centre section:
Kills/Deaths/Assists are in white.
Someone on 5/0/2 has killed 5 enemy champions (struck the final blow,) died 0 times themselves, and has assisted their teammates in killing another 2 enemy champions (ie this player has got some damage down onto the enemy champions, but it’s been one of their allies who has dealt the final blow.) If the team has a total of 7 kills for the game, then this champion with 5 kills + 2 assists (5+2=7) has had 100% “Kill Participation” (KP.) Basically they’ve been in everything. This champion is having a good game. Conversely, a player with a KDA of 0/4/0 means this player has had 0 kills, they’ve died 4 times, and hasn’t helped their team at all with assists. This player is having a very bad game.
The yellow numbers are the creep score (how many minions\jungle monsters the player has killed.) Killing minions\monsters gives both experience (go through levels; learn new abilities, get better stats, get stronger,) and gold (used to buy items back at base to become stronger\do more stuff.) In the early game when players stay in their lanes you can see if one player is on creep score (CS) of 50, and their opposite number is on a CS of 100, then you’re reasonably sure that the one on 100CS is “winning the lane,” and will be stronger than their opposite number in a 1v1. That said, the champion on 50CS could still be doing well, if the reason they’ve left the lane and given up CS is because they’ve (successfully) gone to participate in ganks, or taken turret plates, or other objectives like dragons\Rift Herald. These other activities also generate xp and gold, and have the added advantage of disadvantaging the other team. The relevance of the CS difference between 2 players can also be skewed if one of the player has chosen the Kleptomancy rune, or has certain items in their inventory that make killing minions less of a priority, as xp\gold can be gained in other ways. So yeah, CS difference can be an indicator of how well one player is doing against their opposite number, but it’s not the only indication, and it may not even be correct. Also, some champions are geared to winning via a high CS. Others make their contributions in other ways, and can be just as damaging with a lower CS. It’s like when asking “who’s winning?,” it depends by what metric. Gold difference? Kill difference? How many (and which kind of) dragons taken? # (and position) of towers taken? One team could be down 0-3 in towers, so by that metric they’re losing, but if they’ve just taken the Baron and have Baron Buff on all 5 members, then they’re arguably winning. Re the CS being like AFL Fantasy points; it can be an indicator, sure, but it’s not the only indicator, and can be plain wrong. In Ess V Sydney 2018, Michael Hurley was arguably BOG for us because he shutdown Franklin (both of Franklin’s goals were the result of bad umpiring) but Hurley only got an AF score of 38.
Sometimes a yellow number will appear above the KDA. This is a game-generated bounty, which appears above an individual player if that player is doing really well in terms of KDA or creep score. If a player from the other team kills a player with a bounty, then in addition to the regular kill gold, they also get the additional bounty gold. If that player is behind at the time, the bounty gold (sometimes called “shutdown” gold) can help get them back into the game. If alternately they’re already ahead, the bounty gold can snowball them even more.
The little icons are the items the player has bought. Sometimes these items go dark. This is because the item has an ability, which the player has just used, and the item is on cooldown before it can be used again.
Sometimes the item icons are replaced for a few seconds by the observer (usually at the request of the casters, (commentators,)) with two numbers in a XXXX(YYYYY) format. This is the gold the player has in their pocket right now (XXXX,) and the total gold the player has earned over the course of the game ((YYYYY.)) Usually it’s used to show how far ahead (or behind) on gold (and therefore items) one player (or team) is compared to another. It’s also used to show that “after that team fight, playerX has $$$$ in his pocket right now, he should really return to base and shop for some items.”
In the far left:
The stats for the player currently being followed by the observer camera. Includes, health, mana (or something else, if that champion doesn’t use mana, eg Yasuo has “Flow,” instead of mana, which he builds as he moves, and once it reaches 100%, he gains a brief shield after taking damage from an enemy champion,) and experience (progress toward next level.) These are the green, blue (assuming mana,) and purple bars. To the right of that there are some individual stats for that champion (attack damage, ability power, attack speed (#of basic attacks per second,) movement speed, armour (protects against physical damage,) magic resist (protects against magic damage.)) Under that are 7 icons indicating availability of that player’s passive + abilities + summoner spells. If they’re dark then they might be on cooldown because they’ve just been used, or they might be silenced\stunned and unable to use them etc. At the top of that section are icons showing if any spells\buffs\nerfs etc that are currently affecting that selected champion.