Interactive replay review
Charts load when this section approaches the viewport.
Charge
38%
Crystal
0%
Anchor
0%
Positioning
0%
Defense
0%
Utility
100%
Risk Reward
100%
Multiple low-charge attempts kept wasting real conversion windows.
Weapon: COBWEB · Distance: 3.42 · Self dmg: 2.07 · Opp dmg: 0.00 · Cooldown 10% | Repeated pattern
Repeated low-charge miss pattern
ChargeMultiple low-charge attempts kept wasting real conversion windows.
Weapon: DIAMOND_AXE · Distance: 2.88 · Self dmg: 2.07 · Opp dmg: 0.00 · Cooldown 3% | Repeated pattern
Low-charge melee miss in engage
ChargeThe melee action spent a real engage window before the weapon was usefully charged.
Weapon: DIAMOND_AXE · Distance: 3.05 · Self dmg: 2.07 · Opp dmg: 0.00 · Cooldown 4%
Clean melee conversion
MeleeThe swing converted into a meaningful melee hit.
Weapon: DIAMOND_SWORD · Distance: 0.80 · Self dmg: 0.00 · Opp dmg: 2.07 · Under threat | Punish window | Outcome-backed sequence
Useful shield defense
UtilityThe shield absorbed pressure without immediate punishment.
Weapon: SHIELD · Distance: 2.31 · Self dmg: 0.00 · Opp dmg: 2.07
Clean melee conversion
MeleeThe swing converted into a meaningful melee hit.
Weapon: TOTEM_OF_UNDYING · Distance: 1.25 · Self dmg: 0.00 · Opp dmg: 0.68 · Under threat | Punish window | Outcome-backed sequence
High-risk defensive value
Risk RewardThe replay shows measurable value in a high-risk context.
Weapon: SHIELD · DIAMOND_SMP
Clean melee conversion
MeleeThe swing converted into a meaningful melee hit.
Weapon: DIAMOND_SWORD · Distance: 2.23 · Self dmg: 2.07 · Opp dmg: 2.13 · Under threat | Punish window | Outcome-backed sequence
Repeated low-charge miss pattern
ChargeMultiple low-charge attempts kept wasting real conversion windows.
Weapon: DIAMOND_AXE · Distance: 1.13 · Self dmg: 1.15 · Opp dmg: 0.00 · Cooldown 3% | Repeated pattern
High-risk defensive value
Risk RewardThe replay shows measurable value in a high-risk context.
Weapon: TOTEM_OF_UNDYING · DIAMOND_SMP
Mixed execution across the match
Strengths
Weaknesses