POST-FIGHT DECISION LAB · REAL MATCH DATA

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.

THE READ

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
INSPECT DECISIONS BY RANK
DECISION PAYOFF

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.

DecisionFrequencyRaw winAdjusted winStructure
Use the wave on a structure4,818 decisions · 49.9%
76.6%raw final win
72.6%69.6%–75.1%
81.5%structure · 120s
Take a jungle objective3,115 decisions · 32.2%
73.6%raw final win
73.9%72.2%–75.7%
51.2%structure · 120s
Reset and spend1,667 decisions · 17.3%
53.4%raw final win
60.2%58.5%–61.8%
17.5%structure · 120s
Take income or continue pressure0 decisions · 0.0%
Withheldraw final win
Withheldlow sample
Withheldstructure · 120s
End through the Nexus60 decisions · 0.6%
74.1%raw final win
Withheldmodel held
98.3%structure · 120s
DECISION RULE SUPPORTED BY THIS COHORTConvert now; choose the asset by map state.

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.

RANK BEHAVIOR

All rank-resolved fights

9,660 eligible decisions · share of choices and observed outcomes

Use the wave on a structure4,81849.9% chose it · 76.6% raw win · 81.5% structure
Take a jungle objective3,11532.2% chose it · 73.6% raw win · 51.2% structure
Reset and spend1,66717.3% chose it · 53.4% raw win · 17.5% structure
Take income or continue pressure00.0% chose it · Withheld raw win · Withheld structure
End through the Nexus600.6% chose it · 74.1% raw win · 98.3% structure
TEAM-RELATIVE FIGHT CONVERSION EXPLORER

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.

GAME TIME · 0:00–60:59
Dragon / Elder
Baron
TOWER STATEClick a tower on the map to cycle Any → Destroyed → Intact. Every map value and next-two-minute outcome will use that exact structure state.
YOUR BASE
ENEMY BASE
YOUR TOP SIDE
YOUR BOT SIDE
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lower win expectation little movement higher win expectationColor is signed pre/post state movement; no location baseline is subtracted.
WHAT HAPPENED NEXT · IN THE NEXT TWO MINUTES

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.

MEASUREMENT CONTRACT

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.
Return to the teamfight study