Method
Leaguealyzer turns each game's minute-by-minute timeline into scores you can compare across games, then looks for the patterns that decide your wins and losses.
Riot's match timeline records every player's gold, CS, experience and position once a minute, plus every kill, ward, objective and tower. We split that timeline at 14:00 (when tower plates fall and laning usually ends) and 25:00 (when Baron-centred late game takes over). Only Summoner's Rift games of 15 minutes or longer are analyzed; remakes, ARAM and Arena are skipped.
Every measurement is compared with a target for your role and phase, based on what strong (roughly Diamond and above) players achieve. 50 means on target. Each step of the “spread” above or below the target moves the score 50 points, capped at 0 and 100. So a score of 75 means you're clearly better than the target, and 25 means clearly worse. Your role is the one you played most often in the games being analyzed.
These targets are deliberately simple reference points rather than exact averages for any one rank. Think of them as “what a strong player in this role usually manages”.
The analyzer combines your per-game scores (from the last 20, 50, 100 or all stored games) to produce findings:
Opening a finding shows how much it actually affects your results, for example the difference in win rate between games where you hit the target and games where you didn't. It also gives timed, in-game actions and a practice drill. If a weakness barely changes your win rate, the analyzer says so, so you can focus on what matters.
When you look up a player, Leaguealyzer downloads their recent games from the Riot API in the background and stores them. Pressing Refresh only downloads games played since the last update, and Load 100 older games reaches further back for long-term trends. This keeps pages fast and keeps our use of Riot's API to a minimum.
Questions about the method? See the FAQ.