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IX · Impactexcerpt
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An algorithmic coach entirely coded by humans, guaranteed AI-free.A complete dashboard to understand everything

Jungle Clear isn't endorsed by Riot Games and doesn't reflect the views or opinions of Riot Games or anyone officially involved in producing or managing Riot Games properties. Riot Games, and all associated properties are trademarks or registered trademarks of Riot Games, Inc.

Interactive preview
III · Why us

Why
us?

1

Beyond the stats

Because we don't answer the same need as stats sites. Sites like OP.GG or League of Graphs are great for quickly checking your performance, your champions, your builds, your history or the meta trends. On our side, we work on a different part of improvement: understanding your game. Where stats give you the big picture, our analysis leans on the replay to help you understand your decisions, your key mistakes and the moments that actually shaped the game.

2

A review mindset

Because we take after the logic of a coach's review. A human coach is still the reference for personalized, nuanced and interactive analysis. Our goal isn't to replace them, but to make part of that process more accessible day to day: watch the game, spot the turning points, analyze pathing, ganks, key deaths, objectives and macro choices. The idea is to give you structured feedback you can use as soon as your next games.

3

Regular & affordable

Because we make regular analysis more affordable. Having a human coach review every game can get expensive fast, especially if you want to improve over time. Our solution sits between classic stats and one-on-one coaching: a detailed analysis of your games, available regularly. That way you can spot your recurring mistakes, track your progress and keep human coaching for when you want deeper support.

V · The journal

The notebook, essays & takes.

June 13, 2026

The roadmap

Hello everyone,

I'd like to share with you how I envision the upcoming improvements to the site.

Right now, what's mainly coded is nicely displayed statistics, though there's plenty of room to improve them, particularly to make the visual readability easier. This gives players access to new data that doesn't exist on other sites, but it's still up to them to do the analytical work, even if the scores already go a long way toward guiding that step.

The current step is therefore to finish the 'statistics' panel and the other categories that are currently displayed as a simple table. I'd like to take the time to render them as more visual panels, like 'impact' or 'ganks'. The goal is not to be reading an Excel spreadsheet (well... maybe a little). Each 'category' takes roughly 1 to 3 weeks to build, depending on what I add along the way and the difficulties I run into.

After that, I'll have a choice to make: either I finish the 'timeline', or I work on the 'synthesis'.

What is the timeline? It's a 'page' that presents a Riot-style timeline where you can click on a key event: a death, a drake kill, a teamfight, a decisive macro moment. A text is generated so the player can understand the stakes, the risks, and why or how that was a debatable choice (or, on the contrary, a good one). Long generated texts are complex because they require weaving together a lot of variables, and the more variables you add, the more sentence fragments you multiply and the more combinations you have to handle.

Alternatively, I could work on the 'synthesis' (which is my personal favorite). It would be a third analysis 'page' (alongside 'statistics' and 'timeline') containing... a synthesis: the player's strengths and weaknesses, natural-language explanations of the flaws, and suggested exercises to improve in future games, that kind of thing. It feels more accessible and, well, more entertaining to code for me. It'll probably take about 3 months of work, but that's... my problem, and my pleasure :)

Honestly, what I'd really love to tackle after all that is probably the multi-game profile. We aggregate the games you submit for analysis and shine a light on your strengths, your weaknesses, recurring mistakes, and so on. For example, I've analyzed some of my own games alongside those of Agurin (a top jungle challenger), and the differences are OBVIOUS just from looking at the stats: I gank more often, often better, sometimes worse, but he has a monstrous consistency that makes him extremely reliable from one game to the next. I know what I need to work on: making my jungle clears more consistent, stopping myself from forcing the first drake, and ganking a little less. I need to prioritize respawning my jungle camps rather than giving in to my urge to chase kills.

Also, a glossary is in progress, but I haven't really had time to write the cards inside it yet. Woopsie.

By Stitry
VI · The roadmap

Where we are, where we're going.

We ship today, we iterate tomorrow. Here is the current front line and the course ahead.

Currently

Game impact

Shipped

Your impact score on the key moments: presence, game reading, efficiency. A measure of what you truly weigh, round after round.

Pathing analysis

Shipped

A breakdown of your first clears: time lost, actions landed, gap created versus the opponent, plus the strengths & weaknesses synthesis of your early.

Game replay viewer

Shipped

Step-by-step replay of your game with timestamped key events, vision cycles and team positioning. You replay the match with a coach's eye.

Gank analysis

In progress

A full breakdown of your ganks: success, lanes targeted, harvest, conditions, timing. Everything that turns a rotation into an edge.

Strengths & weaknesses coming

Objective analysis

In progress

Objective score and detailed ledger: drakes, herald, baron, secured or conceded, with smite and prep reads.

Strengths & weaknesses coming

Unique statistics

In progress

Death rate in ganks, invades, ally defenses. Time spent weakside vs strongside, clear time, pathing efficiency. Metrics you won't find anywhere else.

Death analysis

In progress

Every death broken down: tactical context, trigger decision, possible alternative. Not a scoreboard, a real macro post-mortem.

You are here
Flowing
  • ·Interface refinements
  • ·Wording and translation fixes
  • ·Adjustments from your feedback
  • ·Site improvements
Major milestones ahead
I

Capitalization window

after the edge

After a kill, an objective or an enemy mistake: the right next move, the pressure to keep, the window's timing. Turn the edge into a snowball.

II

Fight analysis

visual

A graphic mini-breakdown of each fight with key moments marked. A visual aid to decode every engagement at a glance.

III

Key moments

beyond deaths

Some plays carry major impact. We point out the invisible turning points: the ones that don't necessarily end in a kill but cost you the game.

IV

Multi-game profile

trends

Your recurring patterns analyzed across dozens of games. Strengths to build on, weaknesses to fix, progress tracked week after week.

V

Macro positioning

isolation

Distance to team relative to game state, risk level taken, overextend moments. Where you stand when you win, and when you lose.

VI

Other roles, folded in

by preference order

Top, mid, adc, support: roles added by preference order, based on your votes. Macro reading tuned to each role, no micro-analysis. The levers, not the combos.

VII

New languages

spanish, chinese, korean

Support for new languages to open the atlas to new communities. We prioritize the regions with the largest speaker base.

VIII

Partnerships

influencers and pro coaches

Collaborations with influencers and professional coaches. Their feedback sharpens the algorithm, their audience discovers the atlas.

VII · Who we are

Humans,
not an AI.

1

Iterated game after game

It all started with a jungler who has been passionate since the game's beta, who reached Diamond but stagnated for a long time and wanted to better understand his own games. By analyzing his replays over and over, he had the idea for a simpler, clearer and more accessible tool to help players spot their real mistakes and improve more efficiently. Because between what you think you misplayed and what actually loses you the game, there's often a huge gap.

2

Measured, reproducible

Above all, this is the project of one passionate player, working alone, moving forward step by step, who wants to offer junglers the best analysis possible. The goal isn't to replace human coaching, but to make analysis more accessible, clearer and more regular, at a reasonable price. After every game, you get a structured read of your mistakes, your key decisions and your areas for improvement.

3

Written by humans

What guides me is a very hands-on approach. To avoid generic advice, I chose to work without generative AI for game analysis: I watch the replays, produce my own data, then cross-reference it with statistical and macro analysis. The goal is to give you feedback grounded in what actually happens in your games, to help you, too, become better.

Pricing
IX · Frequently asked

Still unsure? Read this.

No. Our analysis is a deterministic algorithm written by human coaches. No LLM, no chatbot. The rules are explicit and auditable.
X · Contact us

A word beats a bug.

A question, feedback, a partnership. Write us, we read everything.

Reach us directly
Or by email
contact@jungleclear.com

Jungle Clear isn't endorsed by Riot Games and doesn't reflect the views or opinions of Riot Games or anyone officially involved in producing or managing Riot Games properties. Riot Games, and all associated properties are trademarks or registered trademarks of Riot Games, Inc.

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