Q-stack completion
Measures how often a started Q sequence reaches Q3 before the chain expires.
- Measured as
- Completed Q3 stacks divided by eligible Q1 starts.
- Training drill
- Review abandoned stacks and label access, reset, or planning failure.
CHAMPION LAB · EARLY DATASeparate Q-stack construction, attack weaving, E setup, ultimate follow-through, and combat movement from the outcomes they happen to produce.
Build time, release delay, and E-assisted commitment are scored separately so patience is not penalized.
44 players across 102 eligible replays in 3 ranks.
Curves show observed player distributions. Anything the AI could not see in the replay is unavailable, never scored as zero.560 AI-watched replays from 118 rank-resolved players; 46 have the required spell evidence. All curves remain preliminary.
Ten deterministic scores calculate. E mark damage, return safety, W shielding, and R target value remain unavailable.
See what matters, when it matters, and one drill to take into your next game.
Measures how often a started Q sequence reaches Q3 before the chain expires.
Captures the input transition between an attack and the next Q.
E→Q3 and E→R describe chosen sequences, not whether the engage was correct.
Whether the snapback was safe requires damage and state around the return point.
Lane rulePreserve lateral movement and avoid telegraphing Q3 through E.
Best windowAfter Charm misses.
WatchQ3 delay · E commitment
Lane ruleE return position can be punished by prepared control.
Best windowAfter Scatter the Weak is spent.
WatchE→Q3 · return safety
Lane ruleTrack shroud timing before committing a fixed-duration E window.
Best windowWhen shroud is unavailable or her exit is known.
WatchQ-stack completion · E→R
A held Q3 can create space without being cast immediately; read build time and release delay together.
See the matching mechanicThe return point is part of the engage. A fast combo with a losing return is not clean execution.
See the matching mechanicQ3→R frequency is contextual. The pack reports opportunity use without assuming every knock-up deserves R.
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.
E mark damage, E return safety, W shield value, R target value stay unavailable until the replay shows them reliably.