The Focus Menu

Twelve measurable things you could work on. Pick exactly one per block, based on what your baseline shows, run its drill, and hold it until it graduates.

The Focus Menu

The Focus Menu is twelve cards, printed separately in this package, one per card, three to a page. Each card has the identical shape so you learn to read it once: a name, the skill it trains, where you train it (Practice Tool, a Normal game, or in Ranked itself), how long a rep takes, a numbered procedure of no more than five steps, a pass bar, a progression once you clear that bar, and the single most common way players fail the drill.

You are not expected to work through all twelve in order. You are expected to pick one per block based on what Section A3's baseline review actually shows you, work the matching drill until you clear its pass bar, and only then either graduate to the next relevant focus or repeat the block if the number has not moved yet.

Farming Consistency

What It Is Whether you're converting lane time into gold at a rate that matches your rank.
The Number That Proves It CS/min, checked against the Benchmarks table for your rank.
The Drill That Trains It 10-Minute CS Drill
Graduation Bar Land inside or above your rank's CS/min band for 3 straight games before moving on.

Death Cause Control

What It Is Whether your deaths cluster around one repeatable, fixable mistake.
The Number That Proves It Most-repeated death cause across a 10-game block, from the Death Audit.
The Drill That Trains It Death Audit
Graduation Bar Your top death cause drops out of your top 2 causes for a full 10-game block.

Vision Cadence

What It Is Whether you place wards on a rhythm instead of only when you already feel unsafe.
The Number That Proves It Longest gap, in seconds, with zero active wards in your area.
The Drill That Trains It Ward Clock
Graduation Bar No gap over 90 seconds for 3 straight games.

Objective Timer Awareness

What It Is Whether you track and communicate objective spawns before they matter, not after.
The Number That Proves It Objective timers called 30+ seconds early, out of total objectives that spawned.
The Drill That Trains It Objective-Timer Pre-Call
Graduation Bar Call at least 3 of 4 objective spawns early for 3 straight games.

Wave Management

What It Is Whether you can hold a lane advantage by controlling where the wave sits, not just by winning fights.
The Number That Proves It Consecutive waves held at a freeze point without it collapsing.
The Drill That Trains It Wave-Freeze Setup
Graduation Bar Hold a freeze for 3 consecutive waves in Practice Tool, then once in a real game.

Trade Discipline

What It Is Whether you take favorable trades and then actually leave, instead of staying to "finish it."
The Number That Proves It Trades that end in a clean disengage, out of 10 attempted.
The Drill That Trains It Trade-Then-Back Pattern
Graduation Bar 8 of 10 clean disengages in Practice Tool, then applied consistently in a real lane.

Jungle Clear Efficiency

What It Is Whether your opening clear is fast and consistent enough to support ganks on schedule (jungle role only).
The Number That Proves It Your own calibrated clear-time baseline, in minutes:seconds.
The Drill That Trains It Jungle Clear Timing
Graduation Bar Match or beat your own baseline for 3 consecutive Practice Tool runs.

Recall Efficiency

What It Is Whether you're recalling with a wave banked and gold used, not out of boredom or nerves.
The Number That Proves It Low-value recalls per game (recalling with under 4 minions' worth of gold banked).
The Drill That Trains It Recall Timing
Graduation Bar No more than 1 low-value recall per game for 3 straight games.

Minimap Awareness

What It Is Whether checking the minimap is an automatic rhythm rather than a conscious effort.
The Number That Proves It Longest gap, in seconds, without a minimap glance during laning phase.
The Drill That Trains It Minimap-Glance Cadence
Graduation Bar No gap over 15 seconds for a full laning phase, 3 games running.

Comms Discipline

What It Is Whether your in-game chat stays useful (plans, information) instead of becoming a tilt outlet.
The Number That Proves It Complaint-only messages per game, ideally zero.
The Drill That Trains It No-Flame Comms Drill
Graduation Bar Zero complaint-only messages for 5 straight games, including at least one loss.

Post-Game Lesson Extraction

What It Is Whether every game actually teaches you something specific, instead of blurring into the next queue.
The Number That Proves It One-sentence, specific-action lessons logged per game, out of games played.
The Drill That Trains It One-Sentence End-of-Game Lesson
Graduation Bar A logged lesson for every game in a 10-game block, with no exact repeat lesson twice in a row.

Farming Under Pressure

What It Is Whether you keep your CS up even when the enemy is pushing you under tower or all-in range.
The Number That Proves It Tower hits taken per 3-wave under-tower sequence.
The Drill That Trains It Last-Hit Under Tower
Graduation Bar Zero tower hits taken across 3 consecutive under-tower waves in Practice Tool.

Two cards are role-specific by nature: Jungle Clear Efficiency only applies if you play jungle, and Farming Under Pressure matters most for lane roles that get pushed under tower. Everything else applies to every role, though the drill's exact setup may need light adaptation (a support running the CS drill, for example, should treat "no items" as "no items, and expect a lower raw number than a carry role" -- the point is measuring your own improvement, not hitting a lane carry's number).

Every card's pass bar is either a community-sourced practice-tool figure with its source stated inline, or an explicit "calibrate from your own baseline" instruction where no honest community figure exists. Nothing on any card is invented to sound authoritative -- if a card cannot cite where a number came from, it tells you to measure your own instead.

Do not run more than one drill's pass-bar practice per session unless you have genuinely cleared the current block's focus already. Splitting attention across drills is the exact failure mode Section A1's "one thing at a time" principle exists to prevent.

When to Change Focus / Graduation Criteria

Graduate out of a focus and pick a new one when both of these are true: you cleared the matching drill's pass bar in Practice Tool or its equivalent live-game measure, and your block-end average for that focus's number has moved meaningfully from where the block started -- not just on your best game, across the block's average.

If only one of the two is true -- you cleared the drill in isolation but the live-game number has not moved, or the live number moved but you never actually cleared the drill cleanly -- repeat the block. A drill cleared in Practice Tool that does not show up in real games has not actually transferred yet, and that gap is exactly what another block is for.

It is normal, and common, to need two blocks on the same focus before it graduates. Nothing about this program rewards moving fast between focuses -- it rewards a number that actually moved.