The high-repetition habits: mana, regen, treads, courier, and unit control.
Mechanics are the most over-blamed part of most players' games and occasionally the real one. Missed abilities, spells cast into magic immunity, an item never used in the fight it was bought for — these are visible in the replay and countable.
Execution also degrades under pressure in ways that are worth knowing about. The same player who lands the ability in a won fight misses it in a close one, and that's a practice problem rather than a knowledge problem.
The item that counters their carry only counters them if it comes out. An unused active in a lost fight is a common and very fixable finding.
We count ability hits and misses where the replay makes it unambiguous, abilities cast into immunity, and items bought for a fight that were never activated in one.
| Metric | Better when | |
|---|---|---|
| Fights entered without mana | lower | HEADLINE |
| Time at full mana | lower | |
| Kit used in fights | higher | |
| Regen wasted | lower | |
| Couriers killed | higher |
When a report's main finding lands in mechanics & upkeep, 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.