← Back

How scoring works

A vision model only reads your screenshot. The pick itself comes from a fixed scoring model: eight weighted factors — nine if you asked for a carry pick — plain arithmetic, no randomness. The same board and the same mode always produce the same champion, and every sentence you are shown is generated by the factor that earned it.

Where the AI stops

Reads the screen

Vision model

Champion names, your lane, the bans. It never gets asked what to play.

Decides the pick

Scoring engine

12 traits8–9 factors × weightstanh% fit

What it is given

The factors

Each one rates a champion from 0 to 100, where 50 means “this factor has no opinion” — which is also what it returns when the board is too unread to say anything. That is why a half-read screenshot degrades instead of guessing. The weights shown are team mode’s, live right now and tuned without a deploy; the carry-mode figure is beside it wherever the two differ.

Where the % fit comes from

The ratings become one number by weighted average, then get stretched onto a scale a human can read:

raw = Σ (rating × weight) / Σ weight
fit = 50 + 49 × tanh((raw − 0.5) × 9)
19950plain average90%63%0.300.500.70raw weighted score (0.50 = every factor neutral)displayed % fit
The example board scores 0.63 raw. Uncalibrated that reads 63%, and a mediocre pick on the same board would read 55% — eight points apart, on a scale of a hundred. The curve spends the whole 1–99 range on that narrow band instead, reading the same board as 90%. It is strictly increasing, so stretching the axis never reorders the champions, and asymptotic, so a fit never reaches 0% or 100%.

The stretch is there because most factors are neutral in most games, so the raw scores of every candidate crowd together just above 0.5 — a percentage taken straight from them would tell you nothing.

The pick and the alternatives

Every candidate is scored, sorted by fit — ties broken alphabetically, so the answer never flickers — and the top of the list is your pick. The next 9 become the alternatives, labelled by how much fit you give up by taking one instead: within 2 points is strong, 4 is medium, 7 is neutral, further behind is weak.

The gap is used rather than the raw number on purpose, because a fit is not comparable between two screenshots — see below. “What am I losing if I take this instead?” always is.

The reasons under the pick are the factors that had something to say, ranked by how far each one actually moved the number. “Why this pick?” shows the same factors as a breakdown, so the explanation is a view of the maths and never separate copy.

The two modes

The toggle above the drop zone picks which question the model is answering. It is not a filter or a display setting: it changes the weights, and carry mode adds a ninth factor that team mode does not compute at all. The same board can honestly produce two different champions.

Team · default

“What does this draft need?”

The model as it has always been. It fills the hole in your composition — the engage nobody brought, the damage type you are missing, the body that has to stand in front — and weighs your lane as one term among many.

Carry

“What beats the player opposite me?”

The lane becomes the argument. Composition still counts — a champion that contributes nothing after twenty minutes is still a bad pick — but at roughly half the weight, and the lane duel outweighs everything except whether you can be played in the role at all.

What carry mode does to the weights

FactorTeamCarry
Role fit×1.30×1.30
Enemy matchup×1.15×1.38
Team synergy×1.00×0.45
Damage balance×0.95×0.47
Lane win rate×0.90×2.70
First pick×0.90×0.90
Frontline×0.85×0.38
Scaling×0.70×0.59
Objectives×0.40×0.20
Lane counter—×1.45

Role fit is untouched in both. Carry mode is about winning your lane, and putting you on a champion nobody plays there is not a way to win it.

How the lane counter is scored

Only in carry mode, and the heaviest factor there at ×1.45. Two halves, added.

1. Is this a lane-winning champion at all?

Half early game, because that is what winning a lane is. Then whichever of poke or engage is higher — a champion needs one way to take a trade, not both — plus mobility to take those trades and live, and a little scaling, because a lane you win is only worth winning if you can close the game out.

This is not the same question as role fit, which asks whether anybody picks the champion in your lane. This asks whether it wins there once picked.

2. Does it beat the champion opposite you?

Champion select never tells us who is standing in which lane, so every enemy whose role list contains yours is treated as a possible opponent and weighted by how much of a mid laner they really are. If two of them qualify, the duel is averaged rather than summed — two suspects are still one lane, and an ambiguous read must not score twice as hard as a clear one.

  • TempoYour early game against theirs. The heaviest term, because it is the one that decides a lane rather than a teamfight.
  • PokeYour chip damage against theirs — scaled down by how mobile they are, since poke only lands on someone who cannot step out of it.
  • All-inYour engage against their escape: whether committing onto them sticks.
  • Anti-tankDamage that scales on their health, counted only to the extent they are actually durable. Near zero against a squishy opponent, which is correct.
  • SafetyYour durability or mobility against their all-in — and only when they have one. Being slippery opposite a passive laner is wasted, not a liability.

Beating two of the champions who might be in your lane scores higher than beating one, because both duels are counted. That is the case the mode exists for: a pick that is good into everything the enemy could still put in front of you is a better carry pick than one that is good into a coin flip.

Where the win rates come in

Both halves also read measured win rates, aggregated from 0 ranked games through Riot’s own match API: how often a champion wins in your lane, and how often it wins there against that specific opponent. Both are pulled toward an even 50% by how little we saw of them, so a matchup observed a handful of times barely moves the number. They are added to the trait terms above rather than replacing them — the traits say why a champion should win a lane, the win rate says whether it does, and when the two disagree the model correctly stops making a strong claim either way.

So carry mode is, today, an argument from judgement — the same authored traits the other eight factors read, asked a sharper question. That is worth knowing before you trust it over your own read of the matchup.

What it does not know

A 👍 or 👎 on a recommendation is how this gets better — it is measured against real drafts, not against a benchmark we invented.