• v3.6.0 a168d2dbce

    v3.6.0
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    joeyr released this 2026-07-26 22:41:22 -05:00 | 35 commits to main since this release

    Added

    Champion damage-type splits on the board and the scouting report. Every drafted champion now carries a physical / magic / true bar, and each team carries a weighted rollup that names the call — "Mostly AD → build armor".

    The numbers come from the nightly crawler in lol-companion-data, which has been publishing them for a while with nothing on this side reading them. The app now fetches the published aggregate at runtime, strict-parses it against a mirrored copy of the producer schema, and caches the last good copy under userData so it survives a failed fetch, an offline session, or a cold start. No Riot key and no League client are needed — the splits are ready before the client is even up.

    The rollup weights each champion by its role share of team damage, using the weights the artifact ships. A flat mean would count a support magic split as heavily as the ADC, and the resulting armor-vs-MR call would be wrong for exactly the players relying on it. Both teams are rolled up separately on both surfaces, and a rollup covering only part of a team says so rather than implying full coverage.

    Per-champion splits are read at the lane the champion is shown in, so re-assigning an enemy lane on the board re-reads their split for that lane. A role bucket is only preferred over the champion overall average once it has enough games behind it, since the producer deliberately publishes buckets as thin as a single game; a thin split is marked with * rather than hidden, and a champion the crawler has never seen shows no bar at all rather than a zeroed one.

    A patch mismatch is treated as expected, not as an error: the crawler needs a night of games on a new patch before it can publish for it, so on patch-drop day the previous patch aggregate is shown and labelled rather than blanked.

    Notes

    • Read-only against the League Client (LCU) — never writes to the client.
    • The in-game overlays on-screen render has not yet been verified in a live match.
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