VisionDiff
Emerald 2 · SUPPORT
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On the count it is 1-2, but VisionDiff#OCE owns the decisive margin: role-adjusted impact is 3.0 times the gap needed to score at all. We found 14 verified shared ranked games, 70% of the window measured, enough to compare the pair directly.
Emerald 2 · SUPPORT
Emerald 3 · ADC
A matchup is only scored when the gap clears its category-specific threshold.
Compared inside the same 14 shared lobbies. Their win-loss record is identical, so it cannot give either player an edge.
Impact adjusts economy, deaths, participation and output for each player's role.
Each player is measured against their own direct role opponent, never against each other's raw stats.
Compares deep-session drop-offs, revenge queues and performance after losses.
Confirmed collapses require both an early advantage and a measured late decline.
Higher focus wins only when the gap is meaningful; experimenting is not automatically a crime.
The six scored matchups above decide the verdict. This is the full breakdown: every solo-report area compared with role-safe stats. The other 12 stayed even or context-only, so they are collapsed below.
The same focus threshold as the duo scorecard decides the edge; performance versus global baseline remains visible as supporting context.
WaveCollector: SCATTERED | Jinx 25% | best delta +10.9. Champion select is not a personality test and this pool keeps failing it anyway.
End-of-game score and gold are measured against each player's direct role opponent, never ADC CS against support CS.
WaveCollector: GETS GAPPED | score -1.6 | gold -1158, while VisionDiff reads EVEN | score -0.8 | gold -80 in the same matchup type. The gap is not the enemy's fault.
Impact is the cross-role score. Damage, utility and resource conversion remain supporting context.
VisionDiff: 29/100 impact | TEAM PLAYER | +0.5 conversion. The kit shows up. The impact does not.
Gold per minute is divided by the expected value for that role and rank before comparison.
WaveCollector: 450 GPM vs 415 role baseline | grade C. That is free gold walking away every single game.
Deaths cost tempo in every role; the role-adjusted impact score supplies the remaining context.
VisionDiff: 7.5 / game. The fountain has started recognising this account by name.
Main-role share and off-role cost are compared; different roles are never graded on each other's raw stats.
WaveCollector: ADC 80% | OFF ROLE FINE. Whatever the role plan is, VisionDiff's Support 95% | MAIN ROLE FOCUSED is the version that is actually working.
At 7.5 deaths per game, the cleanest fix is simple: after death six, remove one speculative engage or face-check from every objective cycle.
Ten champions in one window is scattering your reps; lock a two-pick core and save the third slot for a proven counter or ban response.
Across 14 shared games, neither player owns a decisive lobby-placement edge. The duo result belongs to the pair.
The pairing holds up. 29% together against 33% and 33% apart - inside normal variance either way.
14 shared ranked games were verified by match ID and teammate identity.
| Date | Result | VisionDiff | Placement | WaveCollector | Placement |
|---|---|---|---|---|---|
| Jul 30 | LOSS | Nautilus3/6/7 | #7 | Kalista4/7/3 | #9 |
| Jul 29 | LOSS | Xerath4/9/10 | #7 | Rammus1/10/13 | #10 |
| Jul 28 | LOSS | Xerath3/15/2 | #10 | Caitlyn1/7/2 | #9 |
| Jul 27 | LOSS | Vel'Koz3/9/8 | #9 | Jhin10/8/7 | #2 |
| Jul 26 | LOSS | Pyke4/7/10 | #6 | Lucian4/8/3 | #9 |
| Jul 25 | WIN | Thresh2/4/22 | #3 | Renekton6/4/10 | #4 |
| Jul 24 | LOSS | Swain1/9/8 | #8 | Jinx3/7/4 | #6 |
| Jul 23 | LOSS | Vel'Koz8/9/11 | #4 | Lucian9/9/9 | #3 |
| Jul 22 | LOSS | Amumu4/12/14 | #9 | Annie10/7/7 | #6 |
| Jul 21 | LOSS | Amumu3/7/1 | #9 | Ziggs1/8/2 | #10 |
| Jul 20 | WIN | Vel'Koz7/1/13 | #2 | Lucian11/3/12 | #2 |
| Jul 19 | WIN | Vel'Koz4/5/21 | #2 | Nocturne5/4/12 | #5 |
| Jul 18 | WIN | Nautilus1/4/11 | #4 | Lucian6/5/4 | #7 |
| Jul 17 | LOSS | Swain3/6/12 | #5 | Lucian9/7/7 | #9 |
Each rule is tied to that player's own evidence. The Living Report checks both accounts again after ten new ranked games each.
7.5 deaths per game in the measured window.
After the sixth death, remove one speculative engage or face-check from every remaining objective cycle.REMATCH CHECK: Finish the next ten games at least one death per game lower.10 champions in the window; Jinx leads at only 25%.
Choose a two-pick core and use the third slot only for a proven counter or ban response.REMATCH CHECK: At least 70% of the rematch games on the two-pick core.Caitlyn vs Kalista on Feb 22: finished 9507 gold behind your direct opponent (1/7/2).
Review the single worst matchup and write one safe default for the first losing trade.REMATCH CHECK: No repeat of the same worst-gap pattern in the next ten games.VisionDiff#OCE: Vel'Koz should be poking from safety, not feeding 7.5 deaths a game like it's a teamfight brawler.
WaveCollector#OCE: Five games on Jinx out of twenty is not a main, that's a hobby with extra queue time.
VisionDiff#OCE, the group chat can stop debating it. The stats picked you.
The original result stays frozen. This tracker counts new ranked games from each player's season totals so the rematch has a real before and after.
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