Leaderboard
Assign mission
What the fields mean
- VOD moment
- Seen in a scrim or official game replay.
- Scouting point
- Comes from opponent prep: draft, level 1 setup, their habits.
- KPI gap
- A number is below target, like CS at 15 or deaths before 14 minutes.
- Mental and culture
- About tilt, comms or team behavior.
- Recurring pattern
- Created from the Patterns tab after the same pattern kept happening.
- Done
- The full mission was completed. Counts as one successful attempt.
- Not done
- Not completed. Counts as a failed attempt and the mission stays open.
- Undo last
- Removes the last result, in case you clicked by mistake.
- Not done twice in a row
- Take the blocker to a 1:1.
- Limit
- Each player has a limit of open missions (3 by default, change it in Settings).
Missions board
Missions done over time
Individual charts
History
Recurring patterns
Recent patterns
Patterns over time
Pattern library
Attendance sessions
Check-in calendar
Average mood over time
Sleep quality over time
Add note
Notes
Notes over time
Links
What the stats mean
Rank, division and LP
League of Legends ranked Solo Queue places players into tiers (Iron, Bronze, Silver, Gold, Platinum, Emerald, Diamond, Master, Grandmaster, Challenger). Iron to Diamond are split into four divisions each, IV being the lowest and I the highest. Master and above have no divisions. LP (League Points) measures progress within a division or tier: reach 100 to be promoted. Winning typically grants LP and losing takes it away.
CS/min
Creep score per minute: the player's total minions and jungle monsters killed, divided by the game's length in minutes. It is the standard measure of farming efficiency — higher generally means a stronger economy, though the right target varies by role (a support will naturally sit much lower than a mid laner).
Vision score
Riot's single number for a player's contribution to map vision: placing and clearing wards, and using control wards. It rewards both sides of vision play, not just placing wards, and tends to matter most for supports and junglers, though every role benefits from staying above a sensible floor.
Wards placed / Wards killed
How many wards a player puts down, and how many enemy wards they clear, averaged per game. Shown separately from Vision score so you can tell whether low vision comes from not warding enough or not clearing enough.
Time spent dead
Average seconds per game a player spends dead and unable to act. A useful check alongside Deaths: two players with the same death count can lose very different amounts of time to respawn timers, especially later in the game.
Damage taken
Average damage a player soaks up per game. Expected to be high for frontline roles (top, some junglers) and a useful read on whether they're tanking fights; a squishy role taking a lot of damage can be a sign of bad positioning instead.
Vision score/min, Damage/min
Vision score and damage, each divided by the game's length. Fairer to compare across games of very different lengths than the raw per-game totals.
Control wards placed
Just the control wards (the purple ones that reveal other wards), separate from the general Wards placed count.
Max CS advantage
The biggest CS lead a player ever held over their lane opponent at any single point in the game — their best moment, not a fixed-minute snapshot like the @15 diff above.
Solo kills / Early takedowns
Solo kills: how often a player kills an enemy alone, no help needed. Early takedowns: kills or assists picked up in the game's early minutes (Riot's own window for this one, not something we set).
"In game" on the SoloQ Games board
Whether a player was in an active ranked game at the moment of the last sync. It is a snapshot, not a live indicator — it will not update again until the next sync.
CS / Gold / XP diff @15
How far ahead or behind a player is at the 15-minute mark compared to the opponent in the same role, on the same side of the map. Positive means winning the lane. Only counted on games that actually reached 15 minutes and where a same-role opponent could be identified — the "Last sync" line says how many games that ended up being.
Sync from Riot
Staff can pull a player's current rank and these averages across their last 10 ranked Solo Queue games. Syncing again on the same day replaces that day's numbers; syncing on a different day adds a new point, so the KPI chart builds a real trend over time.