Interactive replay review
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Charge
81%
Crystal
0%
Anchor
0%
Positioning
0%
Defense
0%
Utility
0%
Risk Reward
0%
The melee action happened before the weapon was meaningfully charged during a real engage.
Weapon: WIND_CHARGE · Distance: 3.62 · Cooldown 10%
Ignored off-context melee swing
MeleeThe swing happened outside a live melee exchange and is treated as noise.
Weapon: MACE · Distance: 121.00 · Swing outside live melee context
Ignored low-charge melee noise
ChargeThe low-charge swing happened outside a real engage and does not count against the score.
Weapon: MACE · Distance: 121.00 · Cooldown 1% | Swing outside live melee context
Ignored off-context melee swing
MeleeThe swing happened outside a live melee exchange and is treated as noise.
Weapon: AIR · Distance: 27.46 · Swing outside live melee context
Ignored low-charge melee noise
ChargeThe low-charge swing happened outside a real engage and does not count against the score.
Weapon: AIR · Distance: 27.46 · Cooldown 10% | Swing outside live melee context
Ignored projectile noise
ProjectileThe projectile had no realistic combat target window and is ignored.
Weapon: SPLASH_POTION · Distance: 27.46 · No realistic projectile target window
Contextual potion usage
UtilityPotion usage is tracked, but the replay lacks enough outcome evidence for a hard score.
Weapon: POTION · Opp dmg: 0.00 · hp=20.0 | Potion usage needs surrounding outcome data
Contextual projectile pressure
ProjectileThe shot is treated as zoning, pressure, or low-information space control.
Weapon: SPLASH_POTION · Distance: 24.73
Contextual potion usage
UtilityPotion usage is tracked, but the replay lacks enough outcome evidence for a hard score.
Weapon: POTION · Opp dmg: 0.00 · hp=20.0 | Potion usage needs surrounding outcome data
Contextual shield usage
UtilityShield usage needs more sequence context than the replay currently proves.
Weapon: SHIELD · Self dmg: 0.00 · Shield usage needs surrounding outcome data
Mostly solid with visible mistakes
Strengths
Weaknesses