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Deep Report
Emerald 2
EMERALD 2
Top 9.04% of oc1

tvghostskidd#oc

10 W / 8 L in the last 18 ranked games
ADC MAIN
Signature picks
Seraphine 30 g season 57% WR
Vel'Koz 52 g season 56% WR
Thresh 38 g season 66% WR
MMR Reality Check
Hidden MMR
2165
EMERALD 3
your real MMR
-12 MMR
Rank MMR
2177
EMERALD 2
where Riot puts you
Balanced STABLE · Top 9.04% of oc1
LP GAINS PROJECTION
+21
est. gain
-19
est. loss
48%
break-even WR
BALANCED: MMR and badge agree. LP gains are close to symmetric - win more than you lose and you climb.
~24 games to next division
Riot never exposes true MMR or per-game LP - the hidden MMR and LP figures above are modeled from the average rank of every player in your recent lobbies plus your win rate, the same method our free checker used on 50,000+ lookups. Treat them as a strong estimate, not gospel. Measured: +15 LP since Jul 6 (5 of these games).
2165
peak this window
50%
throw rate (leaky)
Top 9.0%
of the entire ladder
Account Data Hub
RECENT MOMENTUM (18 G)
56% 10 W / 8 L
WR VS SAME-LEVEL LOBBIES71%
Typical lobby: Emerald 2 average · 1 stronger / 7 similar / 10 weaker
W/L MOMENTUM +2 NET
The verdict

Your win rate in the first two games of a session is 72.7 percent and collapses to 28.6 percent from game three onward across 7 games - that gap is the single biggest LP leak in this report.

01Session fatigue is your #1 leak: 72.7% win rate in games 1-2 of a session vs 28.6% from game three on, in sessions that ran as long as 5 games back to back (July 5 and July 6).
02Throw rate sits at 37.5% (LEAKY) and 3 of your 8 measured losses were games you were still ahead at the 15 minute mark.
03Carry paradox: when you're the top damage dealer on your team your win rate is 42.9%, worse than the 63.6% you post when someone else carries. Your damage share is actually higher in losses (18.5%) than wins (16.5%).
04Lane matchup record is fine on paper (9 games won by 500+ gold, 6 lost by 500+ gold) but you're only converting matchup wins into game wins 66.7% of the time - the July 6 Seraphine vs Draven game (4/13/15, finished 7,995 gold behind by the end) is the extreme case.
05Champion pool is not the problem: Seraphine (55.2% vs 52% global) and Vel'Koz (55.8% vs 51% global) both beat their global baseline, so the one-trick approach (66.7% focus rate) is working.
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The teammate question

Loser's queue detector

CLEAR
8
No significant loser's queue indicators detected.
Deterministic teammate math over 18 games with full 10-player data - not vibes.
1.7
teammate KDA in losses
2.9
teammate KDA in wins
11%
games with 2+ feeding teammates
20%
of wins you hard-carried
10%
of wins you got carried
Teammate quality gap: 2.9 KDA in wins vs 1.7 in losses
01 · Career & trajectory

Where you actually stand

ASCENDING

Emerald 2 at 21 LP, real MMR 2156, stable, top 9.36% of oc1. Your season record is 153-149, basically a coin flip, which tells you the ceiling is fine (peak MMR this window equals your current MMR, so you're not sandbagging or tanking) but something in how you play out sessions is eating the value of your individual games.

PEAK THIS SEASONEMERALD 1
S31EMERALD 4
S29EMERALD 4
S25PLATINUM 4
S23GOLD 3
S21SILVER 2
S19PLATINUM 4
S17GOLD 4
The good news is your mechanics and champion select are not the issue. Seraphine and Vel'Koz both outperform their global win rates, your vision is above baseline every game, and your lane matchup record is roughly even. The bad news is everything downstream of a good lane: you throw won positions at a 37.5% rate, your win rate nosedives after two games in a session, and you play worse the more you personally carry. This report is about fixing conversion, not mechanics.
You're also a role-flexer in this window: Seraphine and Vel'Koz both show up at ADC and SUPPORT, plus Thresh, Senna and Nautilus at support. That flexibility isn't hurting your win rate on its own, but it means some of the numbers below are split across two very different jobs, and the per-champion reads should be trusted at the role level, not the champion level.
02 · Session tilt

The session collapse

WOBBLY - 40/100

This is the biggest lead in the report, with one honest caveat up front: win rate in the first two games of a session is 72.7%, and from game three onward it drops to 28.6% - but that game-three-plus figure is only 7 games, so treat it as the strongest pattern to confirm over your next window, not a settled law. Your tilt score is 40 (WOBBLY) and your longest session ran 5 games straight.

73%
GAMES 1-2
29%
GAME 3+
25%
AFTER A WIN
100%
AFTER A LOSS
Look at the actual sessions. July 6 (session 5) ran five games in this order: Nautilus support loss, Senna support win (9.1 performance score, best game of the window), Vel'Koz support loss, Vel'Koz ADC win, then a Seraphine ADC loss to close it out at 4/13/15. July 5 (session 4) also ran five: Mel ADC loss, then Seraphine win, loss, win, loss - flipping result every single game with no stretch of stability.
Separately: your win rate after a win is only 37.5%, while your win rate after a loss is 100%, and your two revenge-queues (re-queuing under 10 minutes after a loss) also both went 100%. You are not the player who tilts after losing - you're the player who gets complacent after winning and keeps clicking find match. The fix is not 'take a break when you're mad', it's 'take a break when you're up.'
03 · Throw detection

Closing out leads

LEAKY

Throw rate across your 18 analyzed games is 37.5%, flagged LEAKY, and 3 of your 8 measured losses were games where you were still ahead at the 15 minute mark. You do have 3 comeback wins in the same sample, so you're not fragile when behind - you're specifically bad at protecting a lead once you have one.

50%
of losses were ahead at 15 (4/8)
3
comeback wins from behind
18
games analyzed minute by minute
7.0
deaths per game when ahead at 15
6.9
deaths per game when even or behind
LOSSES FLIP AROUND MINUTE 16: your losing games peaked and started declining in the mid-game dragon windows (14-20 min). That is where the next fight or objective call decides the game - plan that window before it arrives.
That matches the phase data: your early performance score averages 5.04 and your late score averages 5.46, labeled FLAT. You're not falling off a cliff late, you're just not turning an early edge into a bigger one, which is the profile of a player who keeps skirmishing for kills instead of converting to objectives once ahead.
Fix: once you're up 500+ gold on your direct opponent (you hit that in 9 of 18 games), your next decision point should default to vision and objective setup, not another 50/50 fight. Track it for two weeks: every game where you're ahead at 15, write down whether your next play was a rotation or objective setup versus a solo skirmish, and get that split to at least 2-to-1 in favor of rotating.
04 · Carry profile

Stop trying to be the hero

TEAM PLAYER

Your average team damage share is 17.4%, unremarkable on its own, but split by result it's backwards: 16.5% in wins, 18.5% in losses. Your win rate when you're the top damage dealer on your team is 42.9%, worse than the 63.6% you get when someone else carries. You've only been literal top damage twice in this sample, but lobby MVP by performance score five times, so your individual play is fine - it's the games where you feel like you need to do everything yourself that go worse.

17.8%
of team damage (17% in wins, 19% in losses)
55%
kill participation · 4 lobby MVPs
11.7k
healing + shielding given to allies, per game
47s
enemy time spent CC'd, per game
50%
WIN RATE WHEN YOU TOP TEAM DAMAGE
60%
WIN RATE WHEN YOU ENABLE INSTEAD
Your kill participation averages 56.9% and death share 19.5%, both reasonable for the role. The read here is not 'play worse', it's 'stop overextending to chase damage numbers when your team is already winning fights around you.' The Senna support game on July 6 (2/3/27, 74.4% kill participation, only 15.7% damage share, +4,365 gold vs opponent) is your best template: low personal damage, high participation, huge lead. That's the shape that wins for you, not the 27.2% damage share Seraphine game on July 5 that still only finished a win by 120 gold vs your opponent.
05 · Lane battles

Lane matchup vs game outcome

EVEN

Your head-to-head vs the direct lane opponent is genuinely even: average gold diff -178, average score diff +0.7, and you finish 500+ gold ahead in 9 games against 6 where you finish 500+ behind. When you win that matchup your team wins the game 66.7% of the time; when you lose it your team wins only 33.3% of the time. That 2-to-1 split isn't the blowout a plus-500 gold lead should produce.

WR AHEAD
62%
WR BEHIND
33%
MATCHUPS
8–6
AVG GOLD
-121g
AVG LEVEL
+0.3
WORST GAP: Seraphine vs Draven on July 6: finished 7995 gold behind your direct opponent (4/13/15).
The clearest example of a lane win not saving the game is the July 6 Seraphine vs Draven game: you finished 4/13/15 and 7,995 gold behind your direct opponent by the final tally, the worst gap in the sample. As ADC specifically, your laning verdict across 9 Seraphine games is EVEN at 6.7 cs/min with 6.8 deaths per game - the deaths are the leak, not the farm. As support, 3 Seraphine games show LOSES_LANE with 7.0 deaths per game despite a 66.7% win rate, meaning you're winning those games in spite of lane, not because of it.
Bottom line: your lane phase is not the problem, your death count after you're already ahead is. Tighten trades once you've banked a 500+ gold lead instead of continuing to fight for more.
06 · Champion pool

Champion pool and meta fit

BEATS GLOBAL

You're a one-trick on Seraphine (66.7% focus, 12 of your last 18 games) backed by Vel'Koz as a secondary. Both beat their global baseline: Seraphine 55.2% vs 52% global (delta +3.2, meta tier 1), Vel'Koz 55.8% vs 51% global (delta +4.8, meta tier 3). You are not fighting the meta, you're playing a tier 1 pick better than average.

Champion impact · how each pick moves your win rate vs the ladder
Thresh
38 g season
+14
T1
Cho'Gath
18 g season
+11
T4
Vel'Koz
52 g season
+5
T3
Seraphine
30 g season
+5
T1
Elise
22 g season
+4
T4
Maokai
15 g season
-3
T4
Meta picks you don't playJinx T1 · 52%Ashe T2 · 51%Tristana T2 · 51%Jhin T2 · 50%
Only one thing worth flagging: Jinx is tier 1 at 52% global win rate and you haven't touched her this window. Not urgent since Seraphine is working, just worth having as a ban-dodge option.
07 · Macro & objectives

Objectives and vision

Objective control tracks cleanly with your wins: 2.9 dragons and 0.8 barons in wins vs 2.0 dragons and 0.4 barons in losses, and a brutal tower gap, 9 towers in wins vs 3.5 in losses. Early objective count is also ahead in wins, 2.3 vs 1.5, with an average objective differential of -7.6 in your losses. This is as much a symptom of losing as a cause, but the tower gap especially says your losses are not close - once the game tips, it snowballs.

9.1 / 3.1
towers, wins vs losses
3.0 / 2.2
dragons
1.0 / 0.4
barons
2.4 / 1.5
herald + grubs
Vision is fine, one sentence: you average 21.5 wards and 4.3 control wards per game against a role baseline of 10, with almost no difference between wins (21.9) and losses (21.0). Not a lever here.
The window

Last 18 games

10 W · 8 L
SOLID W
SOLID W
FINE W
ROUGH L
SOLID W
FINE L
CARRY W
FINE L
ROUGH L
CARRY W
ROUGH L
ROUGH W
ROUGH L
CARRY W
ROUGH W
SOLID L
FINE W
ROUGH L
Seraphine 7 W 4 LVel'Koz 1 W 1 LZiggs 0 W 1 LSenna 1 W 0 L
1 L
current streak
2 L
worst run this window
CAUTION Tilt score 40. One more loss, log off.
Fundamentals

Combat & vision profile

VISION GOOD
3.03
KDA across the window
6.9
deaths per game
20%
share of team deaths (20% = even)
4.8
CS per minute
21.2
wards per game (role baseline 10)
4.2
control wards per game
Economy breakdown
440g
gold/min (rank avg 415g)
-1,932g
death cost per game (gold + tempo)
C
impact · 50 / 100
That death cost is the quiet leak: every death stalls your income, resets your wave, and hands away map control while you walk back.
Your setup vs the optimal build · Seraphine
Seraphine ADC · Tier 1 · 52% global win rate · measured over your 11 games
The meta build
Runes
Arcane CometSorcery + Precision
Skill order
QEW
Spells
FlashTeleport
Boots
Ionian Boots of Lucidity
Your setup · 2 of 3 core items
You run Arcane Comet (82% of games), the meta keystone
You take Teleport + Flash, the meta spells
Seraph's Embrace 64%
Imperial Mandate 45%
Rylai's Crystal Scepter 27%
You often build instead: Blackfire Torch, Rabadon's Deathcap, Refillable Potion
Favored intoVarus 58%Caitlyn 57%Lucian 57%
Hardest matchupsSyndra 51% vs youXerath 51% vs you (you went 0W 1L this window)
Your setup vs the optimal build · Vel'Koz
Vel'Koz ADC · Tier 3 · 51% global win rate · measured over your 2 games
The meta build
Runes
Arcane CometSorcery + Precision
Skill order
QWE
Spells
FlashTeleport
Boots
Sorcerer's Shoes
Your setup · 2 of 3 core items
You run Arcane Comet (100% of games), the meta keystone
You take Teleport + Flash, the meta spells
Luden's Echo 50%
Shadowflame 0%
Rabadon's Deathcap 50%
You often build instead: Zhonya's Hourglass
Favored intoDraven 60%Nilah 58%Aphelios 57%
Hardest matchupsZiggs 55% vs youAurelion Sol 55% vs youSeraphine 54% vs you
Two week plan
  1. Hard cap your sessions at 2 games. Your win rate is 72.7% in games 1-2 and 28.6% from game three on across 7 games - if you win game 2, log off or take a 20+ minute break before queueing again.
  2. When you're up 500+ gold on your lane opponent (happened in 9 of your last 18 games), your next play is vision or objective setup, not another skirmish. Log your decision each time this happens for two weeks and aim to cut the 37.5% throw rate in half.
  3. Stop chasing damage share when your team is already ahead. Your win rate when you're top damage is 42.9% vs 63.6% when you're not - target kill participation and safety over damage numbers once your team has a lead, the way you did in the July 6 Senna game (74.4% kill participation, 15.7% damage share, win).
  4. Treat a win as the danger zone, not the safe zone. Your post-win win rate is 37.5%, worse than your post-loss win rate of 100%. Force a break after wins specifically, not after losses.
  5. On Seraphine ADC, your death count (6.8 per game) is the leak, not your farm (6.7 cs/min, which is fine). After you've built a lead, tighten your trading range instead of continuing to fight for kills you don't need.
The review loop: once you have played about 10 more ranked games (half a fresh window, usually a week or two), run another report and put the numbers side by side. The session win rates, throw rate and death counts above are your baseline - if they moved, the plan worked. If they did not, the next report will say so to your face.
The roast
You're basically running two accounts in one queue: the 72.7% win rate player from games 1-2 of a session, and the 28.6% player who shows up for game three and beyond. Your MMR isn't stuck because you're bad at League, it's stuck because you won't log off after a good game.
The ledger: every game in this report
DateSittingChampionRoleResultKDAScoreLobby rankDmg shareGold vs lanerMin
Jul 11 s6 g2 Ziggs vs Caitlyn ADC L 3/4/3 4.3 #6 30% -648 26
Jul 11 s6 g1 Seraphine vs Ezreal ADC W 7/11/15 5.2 #5 20% +239 36
Jul 7 s5 g3 Seraphine vs Swain SUPPORT L 5/9/27 6.6 #2 17% +445 39
Jul 7 s5 g2 Seraphine vs Mel ADC W 2/7/12 4.7 #6 18% -4,662 28
Jul 7 s5 g1 Seraphine vs Neeko SUPPORT W 4/5/31 8.0 #2 13% +3,143 42
Jul 6 s4 g5 Seraphine vs Draven ADC L 4/13/15 4.2 #8 19% -7,995 32
Jul 6 s4 g4 Vel'Koz vs Twitch ADC W 5/10/13 4.8 #8 16% +1,326 34
Jul 6 s4 g3 Vel'Koz vs Poppy SUPPORT L 4/6/9 4.0 #7 23% +541 28
Jul 6 s4 g2 Senna vs Braum SUPPORT W 2/3/27 9.1 #1 16% +4,365 35
Jul 6 s4 g1 Nautilus vs Zaahen SUPPORT L 1/6/7 4.2 #10 14% -1,927 20
Jul 5 s3 g5 Seraphine vs Senna ADC L 7/9/14 5.9 #4 24% +1,939 35
Jul 5 s3 g4 Seraphine vs Tristana ADC W 11/5/14 8.8 #1 27% +120 27
Jul 5 s3 g3 Seraphine vs Xerath ADC L 3/3/22 5.9 #1 14% +1,356 40
Jul 5 s3 g2 Seraphine vs Ashe ADC W 4/6/19 6.7 #2 16% -319 31
Jul 5 s3 g1 Mel vs Senna ADC L 5/8/5 2.8 #9 14% -3,447 38
Jul 4 s2 g2 Thresh vs Nautilus SUPPORT W 2/5/20 5.8 #2 8% +1,912 30
Jul 4 s2 g1 Seraphine vs Shaco SUPPORT W 6/7/20 7.3 #3 14% -718 28
Jul 4 s1 g1 Seraphine vs Senna ADC W 11/8/20 6.5 #1 20% +2,146 43
That was the whole report. Yours goes exactly this deep.

Every number above came from one real account. Your report reads your own last 20 ranked games minute by minute, every season you have played, and all ten players in each lobby.

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