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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
Hidden MMR 1,861 versus rank MMR 1,882: -21.
Season record: 120W 115L (51% over 235 games).
Analyzed window: 10W 10L (50% across the last 20).
Typical lobby: Gold 1 average; lobby verdict: untested.
Rank history: 1,861 now, peak 1,861, direction stable.
Lead audit: 0 of 9 losses were ahead at 15; 0 showed a confirmed late collapse.
Session audit: 15 sittings measured; disciplined (0/100).
Champion pool: 6 picks; Yone was most played in 15 games.
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.
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.
Ranked career & climb
Your account covers 11 ranked seasons. The current rank is Platinum 3; the highest recorded season tier is Platinum, and lately you've been falling.
This season contains 235 games at 51% win rate. The last 20 are shown separately so short-term form is never confused with the full season.
G1
G4
G4
G4
S1
S2
S2
P3
Champion pool shape
You played 6 champions in this window. Yone led with 15 games (75% of the sample), classed as one trick.
Your larger season champion samples are labelled separately from recent samples and compared with current role baselines.
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.
Lane battles
Across 20 comparable games, your average end-of-game gold difference versus the direct lane opponent was -140.
This is a full-game head-to-head outcome, not a claim that the entire difference happened during lane phase.
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.
Carry profile
Across 20 full-data games you produced 26.7% of team damage from 21.3% of team gold. Damage share minus gold share was +5.4 percentage points.
Wins and losses are split below, alongside top-damage games, MVPs, utility and kill participation where available.
TOP TEAM DAMAGE
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Role split
Your most-played position was MID in 12 of 20 role-known games (60%).
Each observed role keeps its own games, win rate, performance score and deaths so small off-role samples are visible rather than overclaimed.
Session timing & requeue pattern
The window forms 15 sessions averaging 1.3 games. Fresh games, deep-session games, after-win and after-loss results are split below instead of being collapsed into one win rate.
Observed requeue gaps include matchmaking and champion select, so they are timing evidence rather than a claim about the exact second you pressed Queue.
This splits your results by when you played them: fresh versus deep into a session, right after a win versus right after a loss. If one of those splits falls off hard, that is a real stopping point measured from your own games, not generic advice.
Holding leads & throws
We checked 18 games and 9 losses for early leads and confirmed late decline. The result is clean, with 0 confirmed collapses.
Every flagged game keeps its timeline below, including the 15-minute score and where the decline appeared.
Your losing games peak and start declining inside the laning phase. That's where the next fight or objective call decides the game, so plan that window before it arrives.
This checks every loss for whether you were actually ahead at the 15 minute mark and still lost it. A high rate here means games are being lost after they were already winnable, a different problem than losing from behind.
Objective control
Objective totals were available for 20 games. Wins averaged 2.6 dragons, 0.7 barons and 9.1 towers.
Losses are shown beside them, including early objectives and the average objective gap, so the verdict stays attached to the actual team results.
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.
Ban discipline
Vex beats your Yone 57% of the time. Faced 0 times in your 15 Yone games; your team banned it 0 times.
Closing speed & game length
Wins average 26 minutes, losses 26.
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.