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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.

Feature enumeration

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

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'.

Skillshot prediction (outgoing)

Latency-compensated cast cursor that leads enemy velocity per champion — feeds castPos writes so QWERs land where the enemy will be, not where they were.

Skillshot dodge (incoming)

Reads projectile velocity + missile speed.ProjectileCount and issues a sidestep the moment time-to-impact drops under your reaction threshold.

550units
Orbwalk cadence helper

Uses LoLOrbwalkState.attackWindup / attackBackswing / timeUntilNextAttack to fire the frame the AA commits, then move-cancels the backswing — the windup_cancel action, exposed to your hands.

Smart-target cast optimiser

Rebinds Q/W/E/R from point-and-click to smart-cast against the priority target — same slot bytes, better target selection.

Ultimate landing predictor

For channeled / global ults: hooks ability_predict.castPos writes to the PredictImpact result, and shows the projected land zone before you commit R.

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.'.

Fog-of-war reveal

Writes an override fog radius into the VisionManager so enemy positions render through fog inside your chosen bubble — the fog_override action, made a slider.

Ward reveal

Reads VisionManager.wardCount and paints every enemy ward on-screen with its type — Stealth, Control (pink), Farsight blue, Zombie — each a distinct hextech marker.

Jungle camp respawn timers

Sticks a cooldown pip on the minimap for every camp, using Environment.GetClientTime deltas since the last death event surfaced in the vision mask.

Objective countdown board

Dragon / Herald / Baron / Atakhan spawn+alive timers pinned in one HUD strip — server-clock aligned, so patches don't shift it.

Enemy last-seen heatmap

Position-confidence decay overlay — every enemy the fog swallowed leaves a fading warm-tone footprint that cools over the half-life you set.

Bush-check indicator

Runs the ward-source lookup in reverse: are you currently visible to any enemy vision source? Border pulses when you cross the line.

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'.

Summoner-spell timers

Cooldown pips under each enemy portrait — Flash / TP / Ignite / Cleanse / Heal / Smite / Barrier — start-on-cast, adjusted for Ionian Boots / Cosmic Insight.

Ultimate-ready indicator

Reads champ_state.flags for the ultActive / ultReady bit per enemy and lights their portrait border the instant R comes up.

Item cooldown tracker

Watches item_active state (dupeReady / zhonyaWindow flags)plus static item CDs — Zhonya, Stopwatch, GA, Shieldbow, Randuin, Deadman, Locket.

Passive & rune status

Stacks and procs surfaced from buffManager reads — Conqueror stacks, Dark Harvest souls, Grasp charge, Lethal Tempo timer, Phase Rush window.

Enemy jungler position + CD predictor

Combines the last-seen heatmap, camp respawn model and Smite timer to draw a plausible jungler cone on the minimap.

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'.

Auto-Zhonya at HP threshold

Triggers the zhonya_instant action inside the item_active zhonyaWindow when HP crosses the threshold — optionally requires an incoming lethal prediction so it doesn't fire off a poke.

Auto-heal / barrier / cleanse

Same HP-and-context guard, wired to the summoner_timing writes for D or F depending on which spell you have.

Orbwalker

The kiting_combo action wired to a hotkey with real modes — combo, harass, waveclear, last-hit-only, freeze-lane.

Turret-aggro next-target predictor

Reads minion_wave state and highlights which minion the tower is about to hit next so you don't eat a shot for a CS.

Auto-flash on predicted lethal

PredictImpact + incoming-projectile aggregator; if predicted damage exceeds current HP by the margin you allow, fire F in the safest direction.

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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'.

Optimal next-buy suggestion

Given current gold, build path and game state, surfaces one item + one component to buy back — updates live as you last-hit.

CS-per-minute meter

Live CS/min with a benchmark bar for the rank you target — colour flips gold once you clear the tier.

Ward-refund timer

Never lets a Warding Trinket / Sightstone charge sit capped — pings when the next charge is about to be wasted.

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Recall-window advisor

Weighs enemy MIA, wave state, jungler predictor and summoner CDs; only shows the recall arrow when the confidence gate is met.

Last-hit assist

minion_wave last_hit_window driver — either shows the perfect-timing bar under each minion or auto-fires the AA at the calculated frame.

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.

Per-champion profiles

The moment you lock in, the correct dodge threshold / orbwalk cadence / rune tracking preset loads — one profile per champion, versioned per patch.

Cloud sync

Settings + hotkeys + macros roll across every account and every rig under the operator token — nothing to re-key on a smurf.

Global hotkeys

Master toggle, panic-disable and radar toggle live outside per-feature bindings so a single key kills every visible surface if a friend walks up.

Mid-game per-feature toggle

A radial hex-wheel (hold key)lists every feature as its own hextech gem — flip any of them without ever alt-tabbing.

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.

Ornament density

Global dial for corner brackets, capstone gems and honeycomb watermark — 0% is combat-clean, 100% is champion-select ceremonial.

Champion portrait hex frames

The right-column cooldown board uses hex-cut avatars with a gold ring that glows cyan when the ult is up — this is where you tune the gold and glow.

Minimap overlay style

Density preset for ward icons, camp pips and jungler cones on the minimap — 'clean' hides everything you don't have to see; 'dev' shows raw values.

Screen-edge tactical alerts

Jungle-gank, enemy-ult-ready and lethal-incoming events fire a hextech shard pulse on the appropriate screen edge — tune the language.

Colour-blind & contrast

Remaps the cyan-teal 'active' state and the red 'danger' state to a colour-safe pair without touching the gold ornament layer.

TAB cycle · SPACE toggleESC closespec: lol.json · T-4000