← THE METHOD
Itemization

Am I building the right things, at the right time?

What you build, when it lands, and whether it answered what the enemy was doing.

What good looks like

Most itemisation mistakes aren't picking a bad item — they're picking a fine item late. A timing is a promise about when your hero becomes dangerous, and a build that arrives two minutes after the window has closed is a build that did nothing.

The other half is reactivity. The enemy draft tells you what you need, and so does the way the game has actually gone; a build that would have been correct against a different five is a build you chose not to think about.

The mistake

Committing to the build you planned in the draft

You picked your items before you knew how the game would go. Fifteen minutes in, you know things you didn't — and carrying on with the original plan ignores all of them.

What we measure

We check your key item timings against the same hero at your bracket, and flag the situational items the enemy composition called for that never appeared.

MetricBetter when
BKB delay vs affordablelowerHEADLINE
Net worthhigher

How this gets graded

When a report's main finding lands in itemization, its assignment binds to one of the metrics above. Every game you play afterwards is scored against that number — free games included — and the assignment stays open until it moves. How it works has the full loop.

Read a real report

The other areas