A self-review view for the League Next client

UX case study · September 2026 · Solo · Figma · one day

A look at a gap I think exists in how players see their own growth, and one way it might be closed.

The single strongest experience League provides to me is development and growth of skill, more so than ranked grind and LP. For most players, these are synonymous, which is why so many use third party overlays and applications. This is a design exercise in implementing the analytical side of the data the API exposes into League Next, and not implementing the real time decision making data. The League client already shows me most of the numbers third part applications do. It shows them one game at a time, at the end of the match, on a scoreboard next to nine other people. I think that's a hard moment and a hard framing to learn from, and part of why players who want to improve go outside the client, into tools Riot has been drawing tighter lines around. League Next is rebuilding the client as part of the game, which seemed like the right time to ask where a player's own personal skill growth could live in it. This is one answer: a Review view in the profile, reached through a single line on the post-game screen, that compares you to your own recent games first, your rank second, and your teammates never. It's a proposal, not a verdict. The first thing I'd want to know is whether it helps at all: whether players who open it move the stat they're looking at over their next twenty games, and whether opening it after a loss makes anything worse.

What I don't know

Wireframe of the Review view: role selector, three stat cards for the selected role, one marked as the focus
The Review view. Your role first, three numbers the client already tracks, one marked as the thing that moved.

1. What the client already shows

I went through every place I could find where the client shows me a number about my own play.

WhereWhatWhenCompared to
Post-game scoreboardKills, deaths, assists, CS, gold, damage, vision score, kill participation, wardsRight after the matchThe other nine players
Post-game graphsGold, experience, and damage over the course of the gameRight after the matchBoth teams
Match historyThe same scoreboard, per game, going back weeksWhenever you open itThe other nine players, one game at a time
ChallengesLifetime progress toward tiers across categoriesWhenever you open itTier thresholds
EternalsPer-champion counters with milestones and personal bests, sold per championLoading screen, champion pageYour own milestones, shown to everyone in the lobby

Everything I found is either a single game or a lifetime total. Nothing sits in between. There's no view of my last twenty games on Thresh, no trend, no way to tell whether the thing I've been working on is working. The numbers exist. My read is that they're shown at the wrong moment, at the wrong scale, and against the wrong people. The rest of this page tries to make that case rather than assume it.

Screenshot of the current post-game scoreboard
Post-game today: the right numbers, thirty seconds after a loss, lined up against nine strangers.

Which is why I think third party applications and overlays are so popular. I, and most people I play with, use a second monitor and/or an in game overlay to fill in information gaps.

Screenshot of the current match history or Challenges screen
Match history: the same scoreboard again, one game at a time, no line connecting them.

2. Why now

Riot announced in December 2025 that most of the League team is working toward 2027: a new client fully integrated with the game instead of a separate application, a visual overhaul of Summoner's Rift, changes to runes and pre-game choices, and an overhaul of the new player experience. The client reveal is still pending. That made it seem less useful to ask whether a stats view belongs in the current client than to ask what belongs in one being rebuilt from scratch, where post-game and profile are the same application as the match.

I also think self-review and onboarding might be one surface at two skill levels: a view that tells a Plat support his vision is trending down could be the same view that tells a new player what to try next game. I'm less sure of that than of anything else here, and it's not something I've designed for below.

3. Constraints

Riot has already said, in public, what it thinks belongs in a tool like this. Its third-party policy allows features that help you review and improve your own play and restricts features that surface hidden information about opponents: enemy ultimate timers were banned in March 2025, and summoner names are obfuscated in ranked champion select. In May 2025 it prohibited third-party ads in overlays, loading screens, and the Riot Client, and required that tools not mimic Riot's UI, alter objectives, or remove decision-making from the player. I took those as my constraints too.

I added four of my own.

Only numbers the client already shows. I'm not inventing a stat. I'm moving the ones that exist to a different moment.

Only you can see it. Nothing in this view is visible to teammates or opponents. It's opt-in and it can be turned off.

You first, your rank second, your teammates never. The primary comparison is your own last twenty games. Your rank's typical range is shown as muted context. That range is a data-science dependency, and the design has to work without it.

No advice. The view shows the gap. What to do about it is the player's decision. A coaching feature would be a different and harder problem, and it's close to the kind of thing Riot's policy is wary of.

4. Why this might not exist yet, and where it could live

Three guesses, not claims. Tone: Riot avoids telling players they're bad, rightfully so, since bad is purely relative. A stats view framed the wrong way does exactly that. Ecosystem: Riot deliberately enables third-party tools through a public API, and letting them carry this keeps the client lean. Vessel: the current client may never have been the right place for it. If the third is true, League Next answers it. The framing rule is my attempt at the first. On the second, I'll take a position: the core loop of seeing your own trend belongs in-client, in Riot's tone and under Riot's policy, and the depth can stay outside.

Where it could liveForAgainst
Post-game, as a new tabThe traffic and the emotion are hereA hard moment for comparison; the screen is already dense
Profile, as a new viewReflection happens here; it persistsFew people open the profile; out of sight
Champion pageThe natural home for per-champion numbersSplits the picture by champion before you see the whole

My pick is profile as the home, with one line on the post-game screen as the only door. Post-game has the traffic and the emotion, which is exactly why I don't think the view should live there. The profile is where reflection happens, which is exactly why it needs a door from post-game or nobody finds it. The post-game screen itself doesn't change. Open-rate data could talk me out of this

Flow diagram: match ends, post-game screen unchanged, one line with open or dismiss, Review view in profile, back to play
The flow. The post-game line is the only interruption, and it can be dismissed.

5. The design

Role first, because the same number means different things by role. Three stats per role, chosen from what the client already shows, each with its twenty-game average, a small line of the last twenty games, and the change from the twenty before that. One card is marked as the focus: whichever stat moved most, in either direction. Not on this screen: LP, win rate, or anyone else's numbers. Your rank only appears as the shaded band on the focus card.

Wireframe of a single focus card: one sentence stating the trend, a twenty-game line, a shaded band for the rank's typical range, a hide control
The focus card. One sentence, one line, one shaded band for context. No grade, no advice.

The sentence at the top is what the card is for: "Your vision score per minute over your last twenty games: 1.6, up from 1.3." The line under it is those twenty games. The shaded band is the typical range for your rank and role, and it's deliberately unlabeled beyond that. It's meant as context, not a grade, and it's the one element that depends on data science; if the baseline isn't ready, the band isn't drawn and the card still works. A player can hide any stat. Nothing on the card tells them what to do.

One line, because the post-game screen is already the densest screen in the client and, I think, a hard moment to be told anything. The line names one stat from this game against your recent average and offers the door. Dismiss it and it's gone. Nothing on the post-game screen moves.

6. Tradeoffs and what I'd test

Which stats show per role is a game-design decision, not a UX one. Vision score means something different for a support and a jungler; kill participation punishes a split pusher for doing their job. I picked three per role for the wireframes and I'd expect that list to change the first time someone from the balance team looks at it. Cohort baselines are a data-science dependency, and the design assumes they might not exist at launch. I'd also expect someone who lays out screens for a living to see problems with these that I don't.

The framing rule reduces the damage of seeing a bad number. It doesn't eliminate it. A player opening this thirty seconds after a loss is the case I'd watch most closely. And the pull toward "just show more" is the thing that turns a review view into a second scoreboard; three stats per role is a discipline, not a limit of the layout.

Measures: how many players open it at all; whether players who get it move the focus stat over their next twenty games compared with a holdout group who don't; and dodge or report rates after viewing post-loss against baseline. The first A/B I'd run is trend-first against cohort-first framing on the focus card.

7. What I cut

An in game overlay. That's the asymmetry zone, and it isn't the client. Teammate and opponent stats, which are the flame vector and run against the direction Riot's policy has been moving. Advice, for the reasons above. A champion drill-in, for now; it's the obvious next screen, but it splits the picture by champion before the player sees the whole, and the overview has to earn its place first. A settings screen, because one sentence covers it: only you can see this, and you can turn it off.

8. If this were real

Before building anything: interviews with players who use overlays and players who tried them and quit, a data-science partner for the baselines, and game design to pick the per-role stats. Stage it opt-in, one role, one metric set. Kill it if the players who open it don't move the number, or if opening it after a loss makes people leave. And I'd expect whatever shipped, if anything did, to look different from these wireframes.

If the gap doesn't exist, or exists for reasons I've missed, that's the more useful thing for me to learn.

Sources

Riot Developer Portal, third-party application policies. Riot Games, League of Legends 2027 announcement, December 2025. Riot Games, third-party policy updates, March and May 2025.