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MOBA
League of Legends
Development“The map speaks in cooldowns. Now you hear it.”
The League module surfaces state the client hides — enemy cooldowns, warded fog, camp timers — and adds a skillshot prediction + dodge stack tuned per-champion. Everything is server-driven; patch day is not your problem.
This module is under active development. Every feature listed below is a live snapshot of what’s currently in source — the page updates automatically on every deploy. Keys publish in the store the moment the module clears validation.
What the module does for the player.
Every category below is a live snapshot of what’s currently in source — each collapsible section holds the exact features, capability limits, and configurable knobs that ship with the module right now. The list updates automatically on every deploy.
Skillshot control
4 features
Prediction outgoing, dodge incoming.
- Skillshot prediction (outgoing) — enemy-velocity + latency-compensated cast cursor, per-champion tuning
- Skillshot dodge (incoming) — time-to-impact readout, auto-dodge with configurable reaction threshold (50–250ms)
- Auto-attack cancel timing helper for perfect orbwalk cadence
- Point-and-click cast optimiser (Q/W/E/R rebindable to smart-target)
Vision
5 features
The fog stops being fog.
- Ward reveal — every enemy ward in vision range, per-type distinguished (pink / control / trinket)
- Jungle-camp respawn timers always visible on the minimap
- Enemy last-seen tracker with position-confidence heatmap over time
- Objective countdowns — dragon / herald / baron / atakhan in one HUD
- Bush-check indicator (are you visible from any ward right now?)
Cooldown tracking
5 features
Every enemy toolkit as a checklist.
- Summoner-spell timers — flash / tp / ignite / cleanse / heal / smite / barrier
- Ultimate-ready indicator per enemy champion
- Item-cooldown tracker — Zhonya / Stopwatch / GA / Shieldbow / Randuin / Deadman
- Passive-effect status — conqueror stacks / phase rush / dark harvest / grasp / lethal tempo
- Enemy jungler position + cooldown predictor
Combat automation
5 features
Reflex-tier reactions on tap.
- Auto-Zhonya at configurable HP threshold
- Auto-heal / auto-barrier / auto-cleanse on threshold
- Orbwalker with attack-move + safe-kite + last-hit-only modes
- Turret-aggro next-target predictor
- Auto-flash on lethal-damage prediction (configurable per-champion)
Economy / macro
4 features
Gold decisions collapse to one hint.
- Optimal next-buy suggestion given current gold + game state
- CS-per-minute meter with role-tier benchmark
- Ward-refund timer so you never waste sightstones
- Recall-window advisor (safe recalls only)
Configuration surface
4 features
Per-champion. Cloud-synced.
- Per-champion profiles auto-load on select
- Cloud-synced across every session and every account under the operator
- Global hotkeys rebindable per feature
- Every feature independently toggleable mid-game
League of Legends
Skillshot & Orbwalk 5 features
Adapter ships orbwalk + ability_predict mechanics with actions perfect_orb, windup_cancel, cast_windup_bypass, ult_timing_abuse and Combat.PredictImpact; marketing leads with 'Skillshot prediction outgoing, dodge incoming, per-champion tuning'.
Vision & Map Awareness 6 features
vision mechanic writes fogRadiusOverride + visibleUnitsMask + wardCount, actions fog_override, ward_reveal, extend_vision, stealth_detect, enhanced_fog_orb_combo — marketing calls the whole tab 'The fog stops being fog.'.
Enemy Cooldown Board 5 features
summoner_timing champ_state (ult ready), item_active (Zhonya windows), ability_predict (per-slot CDs)— this is the module's headline 'every enemy toolkit as a checklist'.
Combat Automation 5 features
item_active zhonya_instant / zhonya_dupe_combo, summoner_timing flash/heal write, orbwalk perfect_orb / kiting_combo — marketing calls it 'reflex-tier reactions on tap'.
Economy & Macro 5 features
minion_wave last_hit_window + item_active dupe + backend --mech-params economy hooks — marketing pitches 'Gold decisions collapse to one hint'.
Champion Profiles & Hotkeys 4 features
Marketing 'Per-champion. Cloud-synced.' — profile gating in the adapter runs before the ctx is handed to features; every mechanic id is toggleable by token.
Hextech HUD & Overlay 5 features
IRenderProvider is the only in-game paint surface — this category is where the operator dials how loud the hextech theme gets, and how the cooldown/objective HUD actually renders.