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Amberstone

A local, real-time coaching companion for League of Legends and Teamfight Tactics.

CI Docs guards

It watches the game you are actually in, does the item and damage math locally, and turns that into short, situation-specific advice on a dashboard and an in-game overlay.

Personal project, published as source, not packaged for general use. It is readable as a reference, not installable as a product - see Limitations.

Contents

What makes it different why the math runs before the model, and what that buys
What it does the features, and the modes they run in
How it works the pipeline in one diagram, plus the port map
Daemon Slayer build engine the technical centerpiece, and the part most worth reading
Limitations what it cannot do, stated before you read further
Where it runs the single-machine deployment
Status what is finished and where open work is tracked
How the work gets done the headless lanes that maintain it, and why one item per cycle
Data sources and credits the public projects the game data comes from
Documentation map every other document, and who each is written for

What makes it different

Most build advice is a popularity contest: an item is recommended because many players bought it in many games. This project takes the other route.

  • The math runs first, locally. A build engine scores champion x item x target combinations from real game numbers - damage per second, effective HP, ability burst, healing throughput - and the AI coach reasons over that output rather than guessing. An item suggestion reflects your actual matchup, not a tier list.
  • No win-rate scraping. Nothing here aggregates other players' win rates. Recommendations come from computed quantities, which is also why the engine can answer for matchups too rare to have a sample size.
  • Your own history, not a tracker's. Matches land in a local SQLite archive with full timeline data, so champion-select advice reads history you own.
  • Offline at request time. The engine makes no network calls and has no per-query cost, so it can be asked thousands of questions per game.

What it does

  • Keeps a running picture of the match from Riot's local data feed - gold, level, KDA, items on both teams - polled about once a second, and turns it into situation-specific tips.
  • Reads the screen with OCR first; an AI vision model is escalated only for what OCR misses.
  • Suggests picks in champion select from your own match history filtered by the enemy team's composition; ban and counter hints come from the engine's deterministic 1v1 math.
  • Writes runes into the client automatically.

Modes: Summoner's Rift, ARAM (including its event variants), Arena, and Teamfight Tactics. A fifth path covers Riot's rotating game modes - URF, One for All, Nexus Blitz and their siblings - which is wired and enabled but only exercised when Riot actually rotates one of them in.


How it works

A Python service polls the game client's local data feed about once a second. The build engine answers first with local math, and its output is injected into every AI coaching call; the coach fires on a cadence - about every 8 seconds, or immediately on kill and health swings. Results render on a locally served web dashboard and an in-game overlay. A vision server sits to the side, turning screen captures into data through tiered OCR with AI-vision escalation.

game client
    |
    v
local reader (polls about once a second)
    |
    v
build engine math first -> AI coach reasons over the math's output
    |
    v
dashboard + in-game overlay

vision server on the side: screen capture -> OCR -> AI vision only on a miss
Port Service
:8888 Web dashboard (HTTPS)
:8889 Vision server
:8890 Agents supervisor (proxied by the dashboard)
:8891 Agents WS relay
:8895 Mission Control (its own process, so a dashboard restart cannot take the control plane with it)
:8860 Daemon Slayer build engine
:8861 Daemon Slayer match-history MCP server
:2999 Riot Live Client API (the game client's own feed)

Daemon Slayer build engine

The technical centerpiece, and the part most worth reading. It models the full champion roster and every item the shop actually offers in the modes it scores - including the mode-specific pools - and picks one of seven scoring modes automatically from the champion's role:

Role What it optimizes
Carry (ADC) Auto-attack damage per second
Tank Effective HP against the enemy team's damage mix
Bruiser A per-champion blend of damage and durability
Mage Ability damage at the champion's cast cadence
Assassin Total burst inside a combo window
Enchanter Healing and shielding throughput
On-hit (AP) Ability damage plus on-hit auto damage combined into one score

Champions do not fit one formula, so a registry of per-champion mechanic overrides handles the unusual kits - form swaps, recast windows, resource bars, revives - and covers most of the roster.

The engine's live counts are reported by its own /health endpoint rather than restated here, so they cannot go stale in prose.

The engine is self-contained and readable on its own: the scoring code, its per-champion registries and its test suite all live under agents/daemon_slayer/, and the depth reference is docs/DAEMON_SLAYER.md.


Limitations

Worth stating plainly before you read further:

  • Windows only, one machine. The game, the coach, the dashboard and the overlay all run on the same PC. There is no hosted version and no installer.
  • Bring your own API key. The AI coaching and vision paths call a third-party model API; without a key those paths stay off and the local math still works.
  • Riot's API limits what is knowable. Some event modes return no match history through the public API, and some in-game state has no API at all - which is exactly why the vision path exists.
  • Not affiliated with Riot Games. See the disclaimer below.

Where it runs

One Windows PC runs the game and the coach together. A Python service runs under a supervisor and serves the dashboard over local HTTPS to a browser, plus an Electron overlay for in-game display. Operational procedures live in docs/OPERATIONS.md.

Status

The coaching loop is functionally complete across the modes it covers; the build engine and champion-select advice cover the League modes, and TFT uses the vision and coaching paths. Open work is tracked in ROADMAP.md, with the longer-horizon queue in BACKLOG.md.


How the work gets done

Maintenance runs as mutually exclusive headless lanes - one holder at a time, each in its own git worktree, so nothing edits the checkout a person is reading. A lane is a single claude -p worker fed a tracked prompt document, and Mission Control fires them and shows their state.

Two of the lanes are a pair. Research files work items that carry an id, cited file:line evidence and an acceptance check; the queue lane drains them one item per cycle. The worker does exactly one item and exits, and a driver re-fires it - so a crash loses one item rather than a night's work, and each item arrives as its own reviewable commit.

The prompts live in tools/ and are readable on their own. Each carries its lane's operating rules, the traps that lane has already measured, and the anti-patterns it has already paid for.


Data sources and credits

Game data comes from public sources, and they deserve naming:

  • Riot Data Dragon - champion, item and rune data
  • CommunityDragon - supplementary and pre-release game data
  • Meraki Analytics - structured item and champion stat extracts
  • The League of Legends Wiki - mechanic reference for kits the structured data does not describe
  • Riot APIs - Match-V5 for match history, and the Live Client API the game client serves locally during a match

Documentation map

For readers:

For anyone reporting or contributing:

For maintenance and coding agents:


Amberstone is not endorsed by Riot Games and does not reflect the views or opinions of Riot Games or anyone officially involved in producing or managing Riot Games properties. League of Legends and Riot Games are trademarks or registered trademarks of Riot Games, Inc.

Source code and authored documentation are licensed under the Apache License 2.0 - see LICENSE. That licence does NOT extend to the third-party-sourced data files under data/, which stay governed by their own upstream terms; NOTICE records them source by source. Nothing here grants a right to redistribute that data.

About

Live League of Legends and TFT coaching that does the item and damage math locally before it asks a model anything. Daemon Slayer, the deterministic build engine inside it, scores 706 items across 173 champions; the LLM only narrates what the arithmetic already decided.

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