Real replay actions Compared by current rank Missing evidence stays unavailable Three priorities, not thirty
RIVEN MECHANICS
See what better Riven players do differently.
Compare timing, weaving, movement, and passive use across ranked players. Open any metric to see exactly what it counts.
fast q
Completed three-Q chain duration
What it measures
Elapsed time from Q1 to Q3 across completed chains, including intentional Q extension. Lower is not automatically better.
Why it matters
Less elapsed time can increase action density and reduce reaction windows. Faster is useful only when the surrounding target and safety state make the action correct.
IRON2.24sn=10 · 35 eligible games · early sample
BRONZE2.26sn=13 · 35 eligible games · early sample
SILVER2.85sn=14 · 37 eligible games · early sample
GOLD2.67sn=16 · 44 eligible games · early sample
PLATINUM2.57sn=9 · 20 eligible games · early sample
EMERALD3.46sn=7 · 33 eligible games · early sample
DIAMOND3.35sn=12 · 39 eligible games · early sample
MASTER3.89sn=25 · 85 eligible games · early sample
GRANDMASTER4.11sn=7 · 34 eligible games · early sample
CHALLENGER4.16sn=8 · 33 eligible games · early sample
Observed medians run from 2.24s in iron to 4.16s in challenger.
121 players across 395 eligible replays in 10 ranks.
Curves show observed player distributions. Anything the AI could not see in the replay is unavailable, never scored as zero.
RIVEN MECHANICS BY RANK
Q chains, resets, weaving, movement, and passive use.
Based on 1,343 reviewed replays from 182 rank-verified Riven players. These are patterns, not proof that one mechanic causes a player to climb.
Your metrics
0/13
Players
182
Player-games
1,343
How each Riven mechanic is counted
Every value comes from timestamped replay actions. Choose a mechanic to compare ranked players. Shield value and R2 margin stay unavailable until Manalytics can see them reliably.
PATCH 16.17 · RIVEN TOP
See where every rank stacks up.
Real player-level distributions from 604 ranked games across 81 verified Riven top players. Each player contributes one multi-game average, preventing prolific players from dominating the curves.
The curves show how real player averages are distributed. Extreme values are trimmed from the chart edges for readability, but every player still counts in the rank averages below.
ECONOMY INTELLIGENCE
Resources earned by verified same-patch Riven top players.
Replay Timeline Unavailable
Metric
IRON3p · 28g
BRONZE4p · 5g
SILVER6p · 48g
GOLD15p · 152g
PLATINUM7p · 73g
EMERALD3p · 91g
DIAMOND12p · 82g
MASTER16p · 40g
GRANDMASTER7p · 28g
CHALLENGER8p · 57g
Gold per minuteTimeline
309
329
388
416
412
438
420
413
436
548
CS per minuteTimeline
5.12
5.51
6.92
6.81
6.57
7.36
7.08
7.14
7.29
7.99
What is includedPatch 16.17 ranked-solo Riven TOP games; verified participant rank; games over five minutes. Values are calculated per player first, then averaged within tier. Timeline-only and AI-watched replay games contribute only to metrics their evidence supports.
Every curve above is defined.
Each metric states its numerator, denominator, exclusions, and the replay evidence it needs before it is published.
The parts of Riven execution we can actually inspect.
01Observed metric
Fast Q execution
Measure each Q → attack gap, movement-command timing, target continuity, and the complete three-Q cycle. Speed only counts when the attack lands.
Measured as
Q–AA gap and cycle time
Training drill
Five clean three-Q cycles on one target; reset after every missed auto.
02Observed metric
Auto weaving
Every eligible gap is classified as completed, late, cancelled, or missing. This separates useful speed from damage thrown away.
Measured as
Eligible autos converted
Training drill
Aim for ≥90% eligible autos converted across five games.
03Coverage gated
Runic Blade economy
Track stacks generated, consumed, overwritten, and expired. The AI must reliably see the buff and empowered attack in the replay before this score is published.
Measured as
Passive damage realized
Training drill
Review each overwrite and name the attack window you skipped.
04Expert teaching
Double-cast control
Evaluate the sequence as a purposeful burst pattern—not as a party trick. Target access, follow-up, and exit state determine whether it was correct.
Measured as
Validated sequence + idle time
Training drill
Practice E → WQ and E → R-WQ at three different cursor distances.
05Coverage gated
E shield timing
A useful shield absorbs committed damage or enables a favorable action. Shield value remains unavailable when the AI cannot clearly see shield state in the replay.
Measured as
Prevented damage and timing
Training drill
Before each E, classify it: absorb, access, disengage, or waste.
06Expert + observed
Blade of the Exile
R1 should increase the value of the upcoming window. R2 is judged by execute opportunity, hit quality, delay, and overkill—not kill count alone.
Measured as
R1 lead time and R2 margin
Training drill
Pause at every R1 and state the window it purchased.
MATCHUP INTELLIGENCE
What changes—and which metric exposes it.
VS
Darius
Volatile
Lane ruleShort entries; never donate the extended return trade.
Best windowPunish missed outer Q or E. Preserve a disengage charge.
Watchretaliation exposure · Q used for exit · post-trade HP
VS
Renekton
Discipline
Lane ruleRespect rage and separate survival from contesting every minion.
Best windowTrade after empowered cooldowns and when the wave protects your exit.
Watchcannon defense · E timing · deaths from avoidable lane state
VS
Garen
Tempo
Lane ruleBreak passive safely and avoid spending the full kit into W.
Best windowTake compact trades after W or when Q is unavailable.
Lane ruleDo not confuse harmless contact with a winning trade.
Best windowManage mana, wave position, and R threat before committing.
Watchhealth-adjusted trade value · recall quality · R2 conversion
BUILD DECISIONS
Buy for the game in front of you.
DEFAULT START
Conqueror · fighter core
Best when Riven can stay in range for repeated spell rotations. Change course when the lane denies long trades or the enemy team demands an earlier defensive item.
Coaching guidance · check the current patchASK BEFORE BUYING
What does this purchase let you do?
Your item should help you reach a target, survive, pressure side lane, hit a burst threshold, or cast more often. Popularity alone is not a reason to buy it.
Game-plan guidanceEARLY DATA
Build results need more games
We will publish item comparisons after there are enough similar games by matchup, rank, patch, role, and game state.
Not enough evidence yet
GAME PLAN
Use the mechanic for the right play.
Playing from behind
The goal is to stop negative momentum, not immediately erase the deficit. Protect the next guaranteed resource, reduce isolated exposure, and make your next spend before contesting.
Convert pressure into denied options: controlled wave, safe plate window, invade timing, or reset. A lead is not permission to take every available fight.