Where you go between fights, and whether the walk paid for itself.
Good movement is mostly about the cost of being somewhere. Every rotation gives something up, and the players who move well are the ones whose rotations reliably buy more than they cost — not the ones who rotate most.
Answering the map matters more than initiating on it. A teleport that arrives for a fight your team started is worth several rotations you chose yourself, and not answering is one of the quietest ways to lose a game you were personally doing fine in.
Your team commits somewhere, you have a teleport available, and you keep farming. The fight was five-on-four before you decided anything.
We track how often a map call went unanswered while you had a teleport up, how much of the game you spent with no measurable purpose, and how far into enemy ground you tend to drift.
| Metric | Better when | |
|---|---|---|
| Idle map time | lower | HEADLINE |
| Smokes that landed | higher | |
| Bounty runes taken | higher | |
| Runes picked up | higher | |
| Wisdom runes taken | higher |
When a report's main finding lands in map movement & rotations, 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.