What are you fighting for?
This is the actual decision cohort: 9,660 won fights where the team and wave could reach a standing structure before the defense stabilized. We compare the first choice and its adjusted final-win expectation.
Wave and neutral are a statistical tie.
The interval crosses zero. The data does not support a universal “always push” or “always take objective” rule in comparable open windows. Both conversion lines separate sharply from giving the window up to reset.
- Push structure vs reset
- +12.4 pp
- Neutral objective vs reset
- +13.7 pp
- Wave's extra gold swing vs neutral · 120s
- +386.1g
- Wave's extra structure conversion vs neutral
- +30.3 pp
What each choice bought.
The adjusted column controls for pre-fight state, fight severity, rank context, map region, and estimated arrival window. Pairwise impact is published only where observed choices overlap.
Wave and neutral have indistinguishable adjusted final-win expectations. Resetting in the same class of state is associated with a materially lower expectation. This is an adjusted association, not a causal command.
All rank-resolved fights
9,660 eligible decisions · share of choices and observed outcomes
Where does the advantage go?
Every event is rotated into one perspective: your base is always bottom-left and the enemy base is top-right. Color shows the realized change in estimated game state after the fight. Filter the map, then inspect what teams actually converted within 120 seconds.
Conversions from the filtered fights
“Near-even” means a death margin of zero or one. Objective state is reconstructed from observed spawn, capture and respawn timing. Tower state is reconstructed from the destruction milestones observed before each fight. Each 5×5 cell is a 3,000-by-3,000-unit regional average; reset, chase, map pressure and no-conversion outcomes are inferred only when no captured milestone resolves the first action. “All fights” adjusts final outcomes only for the pre-fight state model; it is not a causal estimate of choosing that location. Filtered cells are descriptive and require at least 20observations; they are not causal location estimates.
The count is only the denominator.
- fight Location
- Median x/z coordinate of champion deaths in the clustered fight; spread is retained as an uncertainty measure.
- opportunity Window
- Estimated defender-ready time minus the later of team and wave arrival. Open requires at least five seconds; narrow is five to thirteen seconds short.
- team Arrival
- Straight-line lower-bound travel time from fight centroid to the next standing enemy lane structure using a 390-unit team movement-speed proxy.
- wave Arrival
- Reconstructed scheduled allied-wave arrival from lane path distance, a 30-second spawn cadence, and 325-unit movement-speed proxy. It is not labeled as an observed minion track.
- wave Conversion
- The first consequential action is a tower or inhibitor take. Nexus endings are terminal descriptions and are never pooled into wave-conversion impact.