Trainer
Decision drills on a real board. You make the call, you get scored, you read why. Missed drills come back after 1, 3 and 7 days until they stick.

Daily 10
Ten mixed drills: anything due for review first, then weighted toward your weakest categories.
Tactics puzzles
One board, one best move. Positioning, scouting and item puzzles with real champions of the live set and generic archetypes, graded by rank from Iron to Master+. Start at your rank and climb.
Open the ladder26 puzzles on the ladder. They also show up in the category drills and the Daily 10.
Interest, the 50-gold floor, when breaking it is correct and when it is a leak.
Standard level timings, when to deviate, and why levelling and rolling in the same round is usually wrong.
Evaluate an augment against what you can actually build, your econ plan and your HP.
Slam or hold, who carries the tank item, when an emblem redirects the game.
Frontline and backline defaults, spread versus clump, counter-positioning against the lobby's threats.
Read contest early and abandon a line before it costs you the game.
Pick the item you need to slam, not the fourth component.
What to look at, when, and what to change because of it.
HP as a resource: when to greed and when to stabilise.
Cap the board, play for the placement you can actually reach.
Progress is stored in this browser only.
