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The original report stays frozen as your receipt. This lightweight tracker checks what changed since it was generated.
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Every box like this one is a guide note, added only to this sample so you can see what each part is showing. Your report will not have these, it will just be about your own games.
HardstuckMid#OCE
20 ranked games, read minute by minute, all ten players in every lobby. One question: where is the LP actually going?
The three findings worth your attention.
Read the short route in about three minutes, or keep every receipt and chart open for the full dossier.
1 of 10 losses combined strong play from you with multiple struggling teammates; 4 were low-output games of your own.
Open the evidence 02Champion select Yone took 75% of this window.6 champions appeared across the window, with 15 games on the most-played pick.
Open the evidence 03Session discipline Tilt is not the leak in this window.15 sessions were checked across 20 games; the full section separates a real pattern from a bad streak.
Open the evidenceHidden MMR is where your recent games say you actually belong. Rank MMR is what your badge says right now, and when the two disagree it means you are either underranked and due to climb, or holding a rank your recent games have not backed up yet.
It is not your teammates. You lose your lane, then the game.
Zero control wards in 100% of your games. You are contesting a map you cannot see.
The numbers behind the verdict
9 of 10 losses graded as your own poor game. Teammates are not the story.
87.5% win rate when you beat your opponent, 18.2% when you lose to them.
Losing games are already decided by minute 6. Play the first six minutes flat.
Zero control wards across your 11 mid games. Cheapest LP in this report.
Lux wins 55.6% over 117 season games. You played her once and lost.
Yone top: four wins from four. Small sample, best experiment you have.
Loser's queue detector
One loss is a straight team diff. Four are on you, and four more were stomps that grade nobody. The pattern here is your own play, not your queue.
4 of your 10 losses were stomps where the whole team averaged under 2.7. Those say nothing about anyone, so they are left out of the counts below.
Four of your ten losses are on you, and four more were stomps that grade nobody. Your July 24 Yone game, 0/9/2, came with teammates averaging above 5 while you finished last in the lobby - that one is squarely yours. The scoring reads all ten players and cannot prove a hidden matchmaking state, but the bad-team pattern is not in your games. Stop reading teammate scores after a loss.
The one you can actually blame on your team: Syndra, 9/9/5 on Jul 18. You scored 4.9 (6th of 10) while 4 teammates scored under 4.5.
Longest loss streak this window: 2 games. At your 50% win rate, a streak that long is completely normal variance.
No teammate showed up in more than one of these losses.
Every loss is scored from all ten players. Higher scores require strong personal performance alongside repeated poor teammate performances. It cannot prove a hidden matchmaking state, but it can show whether the bad-team pattern is actually present.
This scores every loss using all ten players, not just you, so it can tell a game you lost alone from one your team gave away around you. The burden score only rises when strong personal losses repeatedly overlap with poor teammate scores. Zero is an all-clear result, not missing data.
Season receipts: 201 games of evidence
Everything above reads this window. This block reads every ranked game on your mains this season, and its headline stat has no teammates in it: a solo death is a 1v1 you lost alone, wherever your team was standing.
50% of lanes won, 52% of games won. The lane result and the game result move together on this account: how the head-to-head goes is how the game goes.
Across 201 games that is not variance. Nobody was there when those deaths happened. Whatever the lobby did around you, this column is yours alone.
Everything above reads your recent games; this reads your whole season on the champions you actually play. Solo deaths especially have no teammates involved, so that number is the closest thing in the report to a stat with nowhere to hide.
Where You Actually Are
You are two players: a 9.5 performance score and a 0.9, same champion, two days apart. Wins come with big damage and a top-three finish. Losses come with you last in the lobby. Your MMR is stable in the top 29% of the region, but 17 of your 20 games came against weaker lobbies, so the rank is untested. You farm within 0.2 CS a minute of the region's best Yone players. Mechanics are not holding this account back. The first six minutes are.
G1
G4
G4
G4
S1
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P3
Pool
You benched a 55.6% Lux over 117 games to one-trick Yone. Lux places you 4.4th in a ten-man lobby; Yone places you 5.8th and you win his matchup 40% of the time. Syndra is a tier-1 pick this patch and you lose 56% of 59 games on her, including the July 18 game into Fizz, 9/9/5. Cut Syndra. Lux goes back into mid.
Against the region's top Yone players: CS per minute 7.8 vs their 8.0, control wards 0.0 per game vs 0.2. Those two hold at any rank; win rate and deaths do not, so they are left to the ceiling section below.
Head To Head
Your losing games are already decided by minute 6. Beat your opponent and you win 87.5%. Lose to them and you win 18.2%. You lose that head-to-head 11 times to 8. So the fix is early and small: farm the first six minutes even, skip the level-3 all-in, and put your trinket at the river entrance before the enemy jungler can path to you. You do not need a lead. You need to not be behind.
Diana vs Shyvana on July 24: finished 10060 gold behind the enemy jungler (5/12/11).
Yone mid (11 g): 7.6 CS/min, 5.6 deaths, rated WINS LANE. Yone top (4 g): 8.4 CS/min, 6.8 deaths, rated WINS LANE.
This is where you find out if you are losing the lane or losing the map. If your win rate when ahead is high but you rarely get there, work on the laning phase; if you get ahead often and still lose the game, the leak is everything that happens after.
What You Convert, Not What You Deal
You take 30.7% of your team's damage in wins and 22.7% in losses. That gap is mostly the scoreboard talking: everyone deals more when the game is going their way, so it is a readout of how the game went rather than a lever you pull. What is yours is the conversion. On Yone you turn gold into damage at a rate that holds up against the region's best on him, which is why the fix in this report is upstream of teamfights, in the first six minutes.
TOP TEAM DAMAGE
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Mid vs Top
Yone top has won all four games; Yone mid is 54.5% over eleven. Four games is a lead, not a law, and it is the best experiment in this report. Your two cleanest games of the window were both top: 17/3/9 into Galio, 8/2/4 into Dr. Mundo. Play ten more Yone top games before you decide.
The Caitlyn, Diana and support Lux one-offs all lost and all scored under 4.5. Stop taking them.
Cleared checks
These were measured against your own games and came back clean, so they are not where your LP is going. Open any row for the full read and the numbers behind it.
Objectives And Vision
You bought zero control wards across your eleven mid games. Your wins take 9.1 towers, your losses 2.8. You cannot pressure a map you cannot see, and you cannot deny a dragon setup you never spotted. Buy a control ward on every back after 10 minutes. Two a game minimum. This is the cheapest LP in the report.
6 wards a game against a role baseline of 10.
Zero control wards in every single game this window. Free value left on the table.
Combat, vision & economy
Yone vs the meta build
The best Yone in OCE
Your last 15 Yone games, set against the top 10 OCE players on the champion, led by LC Focus (Challenger). Same champion, best in the region. They are several tiers above you, so only the habits below are scored.
Closing speed & game length
Wins average 26 minutes, losses 26.
The Plan
Play the first six minutes for even farm. Your losing games are already decided by minute 6, and you win 18.2% once you are behind the head-to-head.
Buy two control wards every game. You bought zero across eleven mid games and place 5.9 wards against a 10-ward baseline for the role.
Play ten more Yone top games. Four wins from four there against 54.5% over eleven in mid; ten games settles it.
Put Lux back in mid and delete Syndra. Lux 55.6% over 117 games, Syndra 44.1% over 59.
Stop filling on Caitlyn, Diana and support Lux. All three lost and all three scored under 4.5.
Ban Vex whenever you plan to play Yone. She beats Yone 57%; you have not been matched into her yet.
Every item here traces back to a number that flagged it earlier in the report, ranked by how much it is costing you. Run another report after about ten more games and check whether those numbers actually moved.
Zero control wards in 100% of your games. You are contesting a map you cannot see.
0.9 solo deaths a game over 201 games. Nobody was there to grief you. That was a 1v1 and you took it.
You own a 55.6% champion with 117 games behind it and queued something else all window. The hardest part of this climb is already solved and you keep reopening the problem.
This is the fun part, and it is earned: everything said here is pulled from the stats you just read above it, not made up for a laugh.
What the plan above is worth
Here is the number the plan above is trying to move. Your window is 10-10, and at that rate the ladder does the arithmetic below. No single habit in this report is worth a whole game on its own, so this is not a list you can shortcut. It is the distance, and the plan above is how you close it.
At this rate Platinum 2 is about 91 games away, and that number assumes nothing changes. What this section can price is your picks, your session length and how fast you requeue, and none of those is the thing holding you here. The rest of the plan is where the number moves.
The ceiling here is Platinum 2, taken from the strength of the lobbies you actually played and never set below your own peak this season. The projection is not allowed past it. Game counts assume your current LP gains hold; they move as your MMR does.
This is the only forward-looking section in the report, and it is built entirely from games you already played: the same window, recounted with the leaks fixed at the rate your own splits imply. The ceiling is not a guess either - it is where the strength of your lobbies says you belong, and the projection is not allowed past it, because past that point you have to get better rather than just stop leaking.
Match history: every game in this report
Recount your own window
Same 20 games as the ledger above. Move the slider or drop a champion and the record, win rate and LP recount live. Nothing here is a prediction, it is the same games counted a different way.
Answers "what if I logged off after 3 games, every session, this whole window."
Tap a champion to see the window without it. Tap again to bring it back.
Greyed bars are under 3 games at that position - not enough of a sample to call a pattern. This is the curve the slider above is cutting into.
Yours goes exactly this deep.
Every number above came from one real account. Your report reads the same ranked history — minute-by-minute games, all ten players in every lobby.
All 17 sections above, on your account
Champion pool, tilt, throw & macro audits
The fix plan + the roast
Still blaming your duo?
Put both accounts on the same scoreboard. Six role-aware matchups, verified shared games, and one answer on who is holding the pair back.