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.
Hero kits, item stats and play rates come from the current patch's game data and thousands of current-patch matches via pred.gg.
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.