Q-chain length
Counts contiguous Q routing without pretending every longer chain is better.
- Measured as
- Mean Q casts per deterministic recast chain.
- Training drill
- Map a three-unit route before entering the wave.
CHAMPION LAB · EARLY DATAMeasure Q-chain construction, recast timing, attack transitions, blade setup, ultimate follow-through, and combat movement.
Chain length and recast speed describe routing; verified reset correctness stays unavailable until the AI can reconcile mark and unit state in the replay.
5 players across 5 eligible replays in 1 ranks.
Curves show observed player distributions. Anything the AI could not see in the replay is unavailable, never scored as zero.71 current-rank-linked replays from 29 players; only seven contain sufficient spell opportunities. These are early descriptive distributions, not rank benchmarks.
Nine metrics calculate deterministically. Verified resets, passive uptime, E stun accuracy, and W mitigation remain withheld.
See what matters, when it matters, and one drill to take into your next game.
Counts contiguous Q routing without pretending every longer chain is better.
Shows how quickly eligible dashes are linked.
The gap between blade placements reveals setup rhythm.
A recast alone cannot prove the previous Q correctly consumed a mark or killed its target.
Open live Irelia matchup matrix
Lane ruleDo not route the chain into Counter Strike without a planned exit.
Best windowAfter Counter Strike ends.
WatchChain length · movement
Lane rulePreserve health and passive setup before contesting his empowered window.
Best windowAfter Slice/Dice or empowered stun is spent.
WatchAttack→Q · Q recast
Lane ruleChange E timing and angle rather than feeding predictable parries.
Best windowAfter Riposte is committed.
WatchE blade interval · E→Q
Minions are geometry. Plan entry, damage target, and exit target before the first Q.
See the matching mechanicA fast recast into the wrong unit is worse than a slower deterministic route.
See the matching mechanicR→Q follow-through describes commitment; target value still needs controlled fight context.
See the matching mechanicWe show patterns only after enough real players support them. Early results stay labeled, and missing information stays unavailable.
Every result defines what counts, when it applies, and which actions are excluded.
verified Q resets, passive uptime, E stun accuracy, W mitigation stay unavailable until the replay shows them reliably.