Objective atlas
WHAT TO DO AFTER AN INHIBITOR

You broke the base.
How do you finish?

Teams with an inhibitor advantage won 88.5% of the similar situations we analyzed. Here is what separated the clean endings from the 1,644 throws.

THE NEXT DECISION STATE

Commitment first. Resolution second.

The old analysis grouped teams by their next successful milestone. This version identifies the first observable commitment from positions and state changes, then asks whether that attempt converted, was denied, or was abandoned.

FIRST-INHIBITOR COHORT8,253one event per match
→
POSITION-COVERED7,00384.9% classifiable
→
ATTEMPT RESOLVED6,97399.6% of covered states
SELECTED DECISION STATE

Siege attempt · no conversion

At least two attackers remained within 3,500 units of the enemy base, but the team secured no turret, inhibitor, or Nexus milestone in the following 90 seconds.

Cases
198
Eventual win
76.77%
Resolution window
90 sec
Evidence
Inferred
This is an observable commitment proxy, not recovered player intent. Standard Riot timelines do not expose Baron aggro, turret damage, wave health, comms, or explicit target calls.
BREAKDOWN · 12,834 FIRST INHIBITORS

The inhibitor is not one number.

Separate the team that arrived first from the state that got it there, the access event that opened the base, and whether five minutes of super-minion pressure survived contact with the opponent.

MODELED BEFORE → AFTER75% → 79%eventual 85.0%
TAKEN WHILE >3K BEHIND26% → 35%eventual 53.1% · n=675 · ahead >3k ends at 93%
AFTER FULL REVERSAL23.75%the advantage has changed owners
MODELED LIFT+4.8 PPstate model across the first inhibitor
ADVANTAGE PERSISTENCE

What happens after the inhibitor falls

These are retrospective paths, not forecasts available at the moment of destruction.

No counter-inhibitor99.60%
n=7,473
Counter-inhibitor, no net reversal23.65%
n=241
Full inhibitor-state reversal23.75%
n=539
Ended before first respawn97.52%
n=6,811
First inhibitor respawned68.38%
n=1,442
Reading rule: Before / After are model win chances from timeline state around the first inhibitor. Eventual win is the observed finish rate. Neither says the inhibitor alone caused the full swing. Inhibitors stay down for 300 seconds.
01 · READ THE OPENING

Judge the call when it starts.

Look at the first real commitment, not whichever objective the team eventually stumbled into.

02 · SPEED IS PROTECTION

Shorten the window.

Nexus continuations end fastest. Every extra rotation creates another chance for the defense to recover map access.

03 · CHECK IF IT IS REAL

Can your team actually do it?

Waves, respawns, health, cooldowns, and teleport angles decide whether the next play is available.

NOTES

Wins after a push are not the same as good decisions.

Late-game pushes create a trap. A team can attempt a siege, get denied, rotate to Baron, reset, and still finish minutes later. Grouping by the next successful milestone hides those failed or denied calls. The classifier tries to separate the first commitment from the later result, but timelines still miss intent, turret damage, wave health, and comms.

PRIMARY RESULT

After the second inhibitor falls

Raw win rate describes the selected states. Adjusted probability uses grouped out-of-fold models with only pre-decision timeline state. Neither measures failed attempts that timelines cannot label.

First successful continuationCasesRaw winAdjusted win95% intervalEnds ≤3mEnds ≤5mMedian time
Push NexusLive materialization3,17296.5%95.1%92.8–97.4%84.0%92.4%13 sec
Take another inhibitorLive materialization98896.2%96.0%94.4–97.5%74.8%89.8%19 sec
Take BaronLive materialization43192.3%94.3%93.2–95.5%39.0%74.2%81 sec
Disengage / otherLive materialization1,51184.9%87.7%85.8–89.9%65.5%79.4%180 sec
SPEED TO END

Nexus wins the race.

How often each choice ended the game within three minutes after the second inhibitor fell.

Push Nexus84.0%
Take another inhibitor74.8%
Take Baron39.0%
Disengage / other65.5%
PAIRWISE ADJUSTMENT

The intervals do not pick a winner.

A positive value favors the first action. “Not estimable” means the sample is too thin or the win chance was already near certain.

Comparison after two downAdjusted difference95% intervalRemaining loss removedStatus
triple vs Baron+1.7 PP-0.1 to +3.630%not identifiable
triple vs Nexus+0.9 PP-2.0 to +3.519%local effect only
triple vs disengage+8.4 PP5.6 to +11.168%local effect only
Baron vs Nexus-0.8 PP-3.4 to +1.6-16%not identifiable
Baron vs disengage+6.6 PP4.0 to +9.054%local effect only
Nexus vs disengage+7.4 PP4.2 to +10.260%local effect only
Do not read +1.3 PP as “Nexus is worth 1.3 points more than triple inhibitor.”

The interval includes either action being better. The timeline also labels successful conversions, not the decision to try them. A failed Nexus rush can land in disengage / other, which is why unsupported comparisons stay unpublished.

ONE INHIBITOR DOWN

The same pattern starts earlier.

14,302 team-game anchors. Nexus conversion again ends fastest; another inhibitor is the most common map-completion line.

First continuationCasesRaw winAdjusted winEnds ≤3mEnds ≤5m
Push Nexus6,35794.7%93.9%79.6%89.0%
Take another inhibitor3,77295.0%93.0%61.3%82.6%
Take Baron1,13091.0%91.2%25.5%65.2%
Disengage / other3,04366.6%72.2%20.2%39.6%
IN GAME

A hierarchy, not a slogan.

  1. 1
    Can you kill the Nexus before the defense stabilizes?

    If yes, end. The base is the only objective that cannot be traded back.

  2. 2
    Can you safely take the third inhibitor without losing tempo?

    Take it when lethal is false and the third wave is already arriving. It buys maximum lane pressure, but the data does not show an extra final-win premium over Nexus.

  3. 3
    Are respawns, wave state, or low health closing the base window?

    Turn to Baron when it is genuinely secure and useful. The observed Baron cohort ends much more slowly because it is the reset-and-return line.

  4. 4
    Is none of that clean?

    Leave without donating shutdowns. “Continue” is not a strategy if the feasible action disappeared ten seconds ago.

NOTES

Conversion analytics on what timelines can see.

21,996 ranked-solo matches and 6,102 two-inhibitor anchors with a pre-decision snapshot. Models adjust for the usual timeline state: gold, XP, CS, structures, objectives, items, side, patch, and region. Wave health, exact cooldowns, comms, and failed calls are still missing, and those decide whether Nexus was actually open.

When the end is open, take it. When it is not, this dataset does not prove the triple-inhibitor or Baron line was the wrong call.

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