A build-and-counter companion for Predecessor. It turns each hero's kit math and real match data into builds, lane counters, and coaching — and labels every number honestly so you know what's measured and what's still a model.
A simulator scores every viable item set against your kit's ability ratios, cooldowns, and the current patch's gold economy — then ranks them for burst, sustained fights, survivability, and the other things that actually win lanes. That's the Sim Build: a kit-math second opinion that doesn't care what's popular.
Alongside it, Meta Builds show what the field actually wins with — the item sets real players are taking this patch and their win rates. Two opinions: what the math likes, and what the data shows.
The sim plays out a fight on paper from each kit's real numbers, then scores the build for the engagements its kit wants to win.
For a given build it reads:
It then scores that build for each engagement type: one-combo burst vs a squishy, teamfight AoE, skirmish uptime (a 10-second rotation), extended fights (20 seconds vs a bruiser), sustained auto DPS, effective HP vs physical and vs magical damage, and for supports heal/shield output, enchant/peel utility, and drain sustain. Each hero's build is the one that best fits the engagements its kit wants to win.
It's a stat-and-damage model, not a full combat AI — so it's honest about its edges:
That's why every combat number is THEORY until calibration, and why we always show the field's real win rates and builds next to the sim's opinion.
Some combat constants — the armor/mitigation formula, ability haste, the crit multiplier, the attack-speed cap — haven't been measured directly in-game yet. Anything that rests on them is labeled THEORY until it's confirmed in practice mode.
We never fill an unverified number with a guess. If we're not sure, we say so and lean on the field data instead. Honesty about uncertainty is the whole point.
Play rates and win-rate deltas come from thousands of current-patch matches via Omeda Studios' official public API (through omeda.city).
Win rates are pulled toward the average for small samples, so a hero with a handful of games can't fluke its way to the top of a list.
Evidence deltas (an item's win-rate swing) are comparative, not absolute — they carry finished-inventory bias, so read them as "better than the alternative here," not as a guarantee.
The explanations, item reasoning, and coaching are written and then machine-checked: every number a sentence cites has to exist in its source data, and an independent reviewer passes back over the copy for anything misleading. Lines that can't be backed up get cut.