Coach Roast

How I grade

Every number in your file comes from arithmetic. Not vibes, not a language model's imagination — arithmetic. A calculator chews through your match history, decides what's true, and hands me the results. The AI's only job is making my commentary sound like me instead of a spreadsheet. If the math didn't find it, I don't say it. I've got guards that throw out any line where the AI tries to invent a number. It's on a short leash. I hold the leash.

Where the numbers come from

You give me a Riot ID. I pull your match history from Riot's official API — up to your last 200 games, remembered in your own browser, not on my desk. Here's the part everyone misses: I don't compare you to some global average of players you've never met. I compare you to your own lobbies — the seven other boards that were actually in your games. When I say you play Karma worse than the room, I mean the room you were literally in. No excuses about “my elo is different.” It's YOUR elo. That's the point.

Comp tier labels come from TFTAcademy's community tier list, refreshed weekly. Unit, trait and item names come from Community Dragon. Augments? I don't touch them. Riot's rules say no augment stats, so there are none — not hidden, none. The math never computes them.

The grade

Your letter is your average placement across the file. Lower is better — this is placement, not a test score.

Grade thresholds average placement across your file

GradeAvg placement
A3.9 or better
B4.0 – 4.2
C4.3 – 4.5
D4.6 – 4.8
Fworse than 4.8

The + and − come from your recent form — not the letter itself.

The + and − come from your recent form: I split your recent games in half and compare the newer half to the older half. Newer half better by more than 0.3 places → you get the plus. Worse by more than 0.3 → the minus. Anything between is flat, and flat gets nothing, because nothing is what it earned.

The stamps

Four stamps, four rules, zero mystery:

Order matters: I check tilt first. A tilting player gets RE-WATCH THE TAPE even with a 3.1 average that would otherwise clear CLEARED TO CLIMB — the tape check runs before the average does, every time. Trending the wrong way outranks a good number.

“Edge” — the word that runs this place

Edge = your average placement on a comp, minus what the rest of your lobbies averaged on the same comp. Negative is good — it means you finish ahead of the room when you both play the same thing. Green numbers in the comps table are negative edges. A +1.13 edge on Brawler means you run the same comp 1.13 places worse than the people you queue against. That's not the comp's fault. The comp works fine. For them.

Why I stay quiet sometimes

The easiest way to sound smart is to yell about everything. I don't, and here's the machinery that stops me:

The badges

The two leak badges are pure arithmetic: every problem gets an impact score, worst two get the badges. Whether a leak is brand new or older than my moustache, you'll see that in the report card when you come back — the badges only care what it costs.

The whiteboard, decoded

The fundamentals chips, in plain language, with the line where green turns red:

Fundamentals chips where green turns red

ChipWhat it means
avg gold leftGold still in your pocket when you died. 22+ is hoarding.
tilt after lossHow much worse your next game runs after a bottom-4 vs after a top-4. Over +0.5 places and your mental is a line item.
contest taxPlacement you pay when you force a line someone else in the lobby is also playing. Over +0.3 and you're donating.
late-session driftHow much worse you get as a session drags. Over +0.5, log off sooner.
unslammed lateShare of games where you sat on completed-item components late instead of slamming. 25%+ is greed.
dead-trait gamesGames where units on your final board activated nothing. 15%+ means you're fielding decorations.
pure-item leanYour average placement on AP-only boards vs AD-only boards. Not good or bad — it's a mirror.
items/gameCompleted items per game. Context for everything above.

Carries, tanks, items — the fine print

A unit only counts as your carry in games where it held three completed items — I grade commitment, not cameos. Tanks are the frontline you actually itemized. Item numbers are the average placement of games where your carry held that item. Thief's Gloves games don't count toward the holder's item stats (the gloves pick, not you). And the AP/AD/tank labels on items come from a hand-curated table — a human sorted all 212, because the game's own data lies about hybrids.

The report card

Come back after 10+ new games and the file re-grades itself: every problem from last time gets stamped FIXED, IMPROVING, IGNORED, or WORSE, by comparing the number then to the number now. FIXED is an A. IGNORED is a D — worse than trying and failing, because at least failure means you showed up.

What I will never do

No augment win-rates (Riot's rules, and I follow them). No invented numbers — the AI gets its lines checked against the math before you see them, and lines that don't match get replaced. No pretending the AI did the analysis — it's a typewriter with opinions, and the opinions get overruled. And nothing you enter here touches a server of mine, because I don't have one. The file stays in your browser. Clear your data and it's like you never walked into my office. Some players consider that a feature.

— every threshold on this page is the one the code actually runs. When the code changes, this page changes. That's the deal.