Living document tracking proposed features and improvements. Items aren't ordered by priority within each section — see "Suggested implementation order" at the bottom for that.
Status legend: [ ] not started · [~] in progress · [x] done · [?] needs investigation/spike
In-match features. Highest-impact area because the user is actively playing and decisions are time-sensitive.
- Enemy jungle tracker — infers jungler activity from kill/assist/death events + game-time heuristics. Visual chip + TTS on rotation transitions and long absences.
- Wave state advisor — recommendation per minute based on CS diff vs lane opponent: Push prio · roam / Push wave / Hold wave / Last-hit safe / Freeze cerca torre.
- Audio cues / TTS — macOS
say(Samantha en-US) and Windows SAPI (en-US). Toggle in toolbar. Champion-name based for clarity. - Recall optimizer — computes next reachable item from build + current gold. Pulses gold "B Lost Chapter" when affordable. TTS at threshold.
- Enemy item powerspike countdown — extend the existing "Xg to Y" alerts to be richer per enemy: "Jhin 320g to Collector", "Caitlyn 1500g to Wit's End (vs Mel)". Would require fetching OP.GG builds for all 5 enemies (deferred — basic version already works via item-completion alerts).
- Roam/missing tracker — CS-delta inference (<1 cs in 25s + not dead = missing). Shows
⚠ TOP MIA 0:32with live countdown + TTS by champion name. - Death timer prediction — official BRW table by level + post-15min time factor. Shows
💀 MID 28scountdown. - Vision score targets — role-based Gold-elo benchmarks (SUP 1.5/min, JNG 0.9/min, others 0.6/min). Visual chip when <70% of target + TTS reminder when <50% (3min cooldown).
- Real-time recommended build panel — full sequence (boots + 4 core items) with owned/next/future states, conic-gradient progress ring on the next item, gold-needed counter, and "READY" pulse when affordable. Compact 5-slot strip mirrored in the overlay.
- Threat-response suggestion — after 8:00 game time, computes weighted enemy threat (KDA × level × gold-vs-baseline), detects dominant damage type / heavy CC / healing / shielding, and suggests one situational defensive item per role (Maw, Force of Nature, Randuin's, Mercury's, Mortal Reminder, Serpent's Fang…). Skips when user already owns coverage.
- Build alternatives with WR labels — top-3 alternative core paths (≥50 games) sorted by WR, hides the currently-recommended path, shows item icons + WR% + game count.
- Objective spawn windows + TTS — Drake / Voidgrubs / Herald / Baron spawn timers (Season 2026 timings: Drake 5:00, Voidgrubs 8:00 single, Herald 15:00 single, Baron 20:00). Overlay chips when ≤90s with urgent pulse at ≤30s and dashed border indicating last-taken team. TTS at -30s with enemy-jungler context ("Drake spawning in 30 seconds, enemy jungler unseen 50 seconds").
Closes the learning loop. The data is there — we just need richer synthesis.
- AI-powered match review — Claude API call with aggregated stats + timeline + items/runes to generate one personalized paragraph: "Good early CS (+8 vs Gold avg), but lost tempo between 14-18m where your KDA dropped. The pivotal death was 16:32 mid without vision." Cost: ~$0.005 per review with Sonnet. Differentiator vs other trackers.
- Mistake detection — heuristics flagging notable inefficiencies: "died with 1500g unspent at 18:45", "first death 0:42 invade", "no vision contribution after 25:00".
- Single-takeaway lesson — distill the match into one actionable line: "your CS dropped at 14m, focus on wave management".
- Replay marker export — write timestamps to LoL replay files for key moments (deaths, pivotal fights).
- Synergy/comp callouts — strengths and gaps from trait analysis (engage, frontline, peel, scaling, burst). Color-coded list under the damage comp bar.
- Skill matchup for ALL lanes — predicts each ally-vs-enemy lane outcome from power curves with FAVORED/EVEN/UNFAVORED verdicts and early/late deltas.
- Trinket recommendation — yellow / sweeping / blue based on role + invisible threat detection + ranged poke matchup heuristics.
- Build alternatives by style — runes/spells/items pickers now label each option with "Popular" or "Best WR" by comparing pick_rate and win_rate across alternatives.
- Ward placement preview — text-based timeline tips per role and enemy jungler archetype (ganker/farmer/invader). Map-based visual deferred — diminishing returns vs effort.
- Daily summary — games played, W/L, winrate, streak, LP net, best KDA of the day, total time played. Shown at the top of lobby.
- Champion-specific improvement — for top 3 most-played champions (≥3 games), compares KDA/CS-min/Gold-min/WR against the user's overall baseline with color-coded deltas.
- Tilt gate — after 3+ ranked losses in <2h, soft banner with personal historic post-streak winrate.
- Game time tracker — total time played today shown in daily summary, colored yellow above 3h, red above 5h with "consider a break" hint.
- [?] Ban frequency tracker — "you should ban X based on your loss patterns". Deferred: requires backend changes (match_history doesn't currently store enemy champion IDs; we'd need to fetch participants per past match — 5-50 extra HTTP calls on initial load). Could revisit if local data proves insufficient.
- System notifications — native notifications for ready check, key in-game events.
- Discord integration — share match results, LP changes.
- Stats over time — charts of key metrics across weeks/months.
- Multi-account support — LP history and per-account state are bucketed by Riot puuid in the persisted config. Auto-switches when the LoL client logs in as a different account; legacy single-account configs are migrated transparently on first connect. No UI changes — accounts share toggles (auto-apply, TTS) but get their own LP history / daily summary / champion baselines.
- Customizable dashboard — let users hide/show widgets.
- Themes — light theme, custom accent colors.
- Auto-mute LoL on app focus — mute game audio when checking the app.
- Settings export/import — share configs.
- Cloud sync — back up LP history and settings.
These are my opinion on the highest leverage next steps:
- Live game suite — enemy jungle tracker, wave advisor, audio cues, recall optimizer, item spike countdown. They share a common foundation (Live Client Data + overlay/audio output) and compound: each one reinforces the others.
- AI-powered match review — single highest differentiator. No competitor offers contextual per-match analysis. Once the prompt + caching pipeline is in place it unlocks more AI-driven features later (champ select advice, build review, etc.).
- Daily summary in lobby — small effort, high engagement payoff.
- Multi-account support — persisted LP history bucketed by Riot puuid; auto-switches on account change; legacy single-account configs migrate transparently on first connect
- Adaptive live build engine — full real-time recommended build panel with progress ring + threat-response situational suggestion + 3-path alternatives with WR labels, plus compact mirror in the overlay
- Objective spawn windows — Season 2026 timings (Drake / Voidgrubs / Herald / Baron) with overlay chips, last-taken team indicator, and TTS alert at -30s with enemy-jungler context
- Roster sync — Yunara + Zaahen — added missing 2025 champions to power curves and trait sets (Zaahen → healers/engage/burst/hard-CC; Yunara → scaling); Data Dragon fallback bumped to 16.9.1
- Lobby + Profile suite — daily summary, tilt gate, champion-specific improvement (vs personal baseline), game time threshold warnings
- Champ select polish — comp callouts (engage / frontline / peel / scaling / burst), all-lanes matchup predictions, trinket recommendation, build alternatives style labels (Popular / Best WR), ward placement tips per role + jungler archetype
- English localization — translated all level plan strings (champ select + overlay) and TTS messages from Spanish to English for app-wide consistency
- Live coaching engine — full live-game suite shipped (MIA tracker, death timer, recall optimizer, wave advisor, jungle tracker, vision targets) with TTS audio cues on macOS/Windows
- Level-by-level plan in champ select (timeline + actions + spike highlights, 18 levels, 172 champ coverage)
- Compact 5-level plan in overlay (current + next 4)
- Localized spell name fix (Ignite/Prender via internal key matching)
- Ally summoner spell display in live game
- Live game players sorted by position (top → jng → mid → bot → sup)
- WR fallback estimation for matchups OP.GG doesn't cover (uses power curves)
- Counter merge fix — real OP.GG matchup WRs no longer overwritten by derived "beatability" data
- Mode gating for level plan (hidden in ARAM)
- Missing AP champions added to damage composition (Mel, Aurora, Hwei, etc.)