R RIVEN INTELLIGENCE · BETA

Every cancel.
Every stack.
Measured.

Not a build page with a coaching paragraph attached. A complete Riven system that connects mechanics, matchups, strategy, and your exact replay evidence.

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Packet-backed when available Rank-aware comparisons Missing evidence stays unavailable Three priorities, not thirty
SAMPLE SCORECARD

A score that explains itself.

Every number carries its cohort, coverage, confidence, applicability, and the replay moments that produced it.

RIVEN SCORE78Top 26% of comparable players
92ndFast Q executionDiamond cohort
71%Passive realizedCoverage verified
82%Eligible autosTarget ≥90%
4.2CS lost / 102.1 above target
PRIORITY 01 · HIGH IMPACT

Finish the auto before Q2.

You abandon 18% of eligible attacks in short trades. At your matchup frequency, reaching 90% conversion is the clearest current opportunity.

Target≥90% over 5 games
RANKED RIVEN BENCHMARKS

Ranked data only.

This showcase publishes averages only from Riven participants with verified, same-patch ladder evidence. Unranked and unresolved games are excluded.

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No validated ranked Riven cohort is publishable yet. The ladder ingestion service is running, but none of its current verified records contain the Riven participant. No unranked averages or synthetic rank values are shown here.

MICRO INTELLIGENCE

Inputs, sequencing, and movement inside the combo.

Packet Timeline Unavailable
MetricEvidence requiredRanked benchmark Your report
Three-Q cyclePacketQ-cast sequenceCollecting0 validated Riven samplesMeasure mine
Auto after QPacketAttack + spell packetsCollecting0 validated Riven samplesMeasure mine
Mean combo action gapPacketTimestamped combat actionsCollecting0 validated Riven samplesMeasure mine
Movement between actionsPacketMovement + combat actionsCollecting0 validated Riven samplesMeasure mine
Cancelled eligible attacksGatedVerified attack-stop packetsCollecting0 validated Riven samplesMeasure mine
Publication ruleA tier appears only after the Riven participant has same-patch rank evidence and the cohort clears the minimum sample and stability gates. Until then, it stays unpublished.
Your percentile is only the beginning.

Get failed examples, exact replay windows, matchup context, and three priorities with measurable targets.

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THE RIVEN KNOWLEDGE SYSTEM

Mechanics connected to decisions.

Expert teaching is useful. Data is useful. We label which one you are reading instead of blending them into certainty.

MECHANICS LIBRARY

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. Packet coverage must identify the buff and empowered attack 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 shield-state packets are unresolved.

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.

Watchtrade duration · passive stacks realized · cooldown efficiency

VS

Fiora

Spacing

Lane ruleChange Q3 and W timing; predictable CC is a liability.

Best windowPressure after parry while protecting the retreat line.

Watchtarget continuity · CC bait success · vital exposure

VS

Jayce

Access

Lane ruleHealth is the resource that buys your all-in window.

Best windowUse wave geometry and punish ranged cooldown commitment.

WatchCS opportunity conversion · poke absorbed · first-impact timing

VS

Malphite

Patience

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

Context before win rate.

DEFAULT FOUNDATION

Conqueror · fighter core

For extended access and repeat spell rotations. The recommendation changes when the lane denies sustained contact or the enemy composition demands an earlier defensive breakpoint.

Expert teaching · current patch requires revalidation
SITUATIONAL QUESTION

What does this purchase let you do?

Every item should answer access, survival, side-lane pressure, burst threshold, or cooldown availability. If it answers none, raw popularity is not enough.

Strategy framework · not a win-rate claim
COMING FROM CORPUS

Build-path outcome controls

Item conclusions will control for matchup, rank, game state, patch, role, and player baseline before receiving an empirical label.

Research specification · insufficient evidence
GAME-STATE STRATEGY

Execution has to serve the map.

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.

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Playing ahead

Convert pressure into denied options: controlled wave, safe plate window, invade timing, or reset. A lead is not permission to take every available fight.

Connect this to my games

Side lane

Track who can answer, what objective spawns, and whether your mobility is buying pressure or merely moving you farther from impact.

Connect this to my games

Teamfights

Judge entry by time to first impact, CC received before impact, target access, combo completion, and whether an exit still exists.

Connect this to my games
EVIDENCE, NOT THEATER

We publish what the replay supports.

Metrics define their numerator, denominator, exclusions, minimum coverage, confidence, and evidence windows. Population claims report effect size, uncertainty, sample size, and patch stability—and remain predictive, not causal.

Empirically validated Directly observed Expert teaching Insufficient evidence
Versioned pack

Riven definitions update independently of the decoder and retain their publication history.

Comparable cohorts

Your percentile uses relevant rank, matchup, patch, and role context when sample size permits.

Exact provenance

Findings link back to their source matches and precise replay windows.

START WITH YOUR OWN GAMES

Your next improvement should be measurable.

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