Practice · 60-minute cards
One hour, one focus, one short review.
Each card splits an hour into timed blocks. Minutes are clock time from the moment everyone is in the lobby. The drills use tools already inside each game; nothing to install.
- 0–10Deathmatch on the map you chose. One goal: stop moving before each shot.
- 10–25Private match without bots. Walk the map and agree names for eight spots. Write them down.
- 25–55One Wingman or Competitive match. After each lost round, one sentence each: what killed us.
- 55–60Pick a single focus for the next session: one grenade, one position or one buy rule.
- 0–10The Range: each player runs their agent's abilities on the practice targets.
- 10–25Team Deathmatch to warm up aim. Note which enemy abilities caught you out.
- 25–50Two Swiftplay matches with fixed roles: one Controller, one Initiator, one Sentinel, two Duelists.
- 50–60Swap one agent if a role felt empty; keep the others for next time.
- 0–15Demo Hero mode: each player tries one hero's spells, then last-hits creeps for five minutes.
- 15–40One Turbo match, each player on a fixed position: carry, mid, offlane and two supports.
- 40–55Open the post-game net worth graph together and find the minute your team fell behind.
- 55–60Choose one hero per player for the next session.
- 0–10Practice Tool: each player tests two champions and their four abilities.
- 10–35One ARAM. Afterwards, name the enemy champion that was hardest to fight.
- 35–60One Co-op vs AI match on Summoner's Rift with fixed roles; the jungler calls when to take Dragon.
- 0–10Free Play: each player drives to the ball and touches it on the ground, then off a wall.
- 10–20Kickoff practice. Agree who goes for the ball and who waits back.
- 20–50Five matches, private or online. After each goal conceded, name who was last back.
- 50–60Choose one mechanic per player for next time: a half-flip, a wall touch or a fast kickoff.
Set the stopping point first. The cards end at 60 minutes on purpose; a second card is a new decision.
Play safe →