Drill Library
Twelve drills, one per Focus Menu card, three cards to a printed page.
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10-Minute CS Drill
Skill Trained
Last-hitting under time pressure
Where
Practice Tool
Duration
10 minutes
Procedure
1) Open Practice Tool, solo lane, no bots. 2) Farm for exactly 10 minutes, no items purchased. 3) Do not recall. Do not use abilities to secure kills you could last-hit normally. 4) At the 10:00 mark, screenshot or note your CS count. 5) Log the number in the tracker's Game Log or Baseline sheet.
Pass Bar
Progression
Once you clear 90 three sessions in a row, move your pass bar to 107 CS at 10:00.
Common Failure
Chasing kills across the wave instead of taking the closest safe minion -- costs more CS than it gains.
Last-Hit Under Tower
Skill Trained
Farming through tower damage without losing HP
Where
Practice Tool
Duration
8 minutes
Procedure
1) Practice Tool, set enemy tower to attack your lane. 2) Push a wave under the enemy tower. 3) Last-hit every minion under tower aggro for 3 full waves. 4) Track how many times tower damage (not the minion) hits you. 5) Repeat until you can clear a full wave under tower with zero tower hits taken.
Pass Bar
Progression
Add a second minion wave overlap (double wave under tower) once the single-wave version is consistent.
Common Failure
Standing still to line up a last-hit instead of stutter-stepping in and out of tower range.
Wave-Freeze Setup
Skill Trained
Manipulating wave state to hold a lane advantage
Where
Practice Tool, 2 bots on lane opponent's side
Duration
10 minutes
Procedure
1) Set up a lane with your minions slightly ahead of the enemy's, near your side of the map. 2) Only last-hit -- do not push the wave forward with extra damage. 3) Hold the freeze point (roughly the midpoint between your tower and the enemy's) for 3 full waves. 4) Note where the freeze breaks and why (a big minion died on the wrong side, you took a harass trade poorly, etc). 5) Reset and repeat until you can hold a freeze for a full 3-wave cycle without it collapsing.
Pass Bar
Progression
Practice freezing while also last-hitting perfectly -- most players can do one or the other at first, not both.
Common Failure
Auto-attacking a minion out of habit and accidentally pushing the wave past the freeze point.
Recall Timing
Skill Trained
Minimizing gold and XP lost to travel time
Where
Normal or Ranked (self-review, not live drill)
Duration
One full game, reviewed after
Procedure
1) Play a normal game as you normally would. 2) After the game, open the match history timeline and note every recall. 3) For each recall, ask: was I recalling with a full wave pushed, or did I leave minions on the table? 4) Count how many recalls happened with under 4 minions' worth of gold banked. 5) Log the count; the goal is to trend that number toward zero over successive games.
Pass Bar
Progression
Once consistent, add: recall only after resetting a wave (last-hitting the current wave before leaving).
Common Failure
Recalling out of boredom or safety rather than because the wave state actually calls for it.
Ward Clock
Skill Trained
Maintaining vision on a fixed cadence instead of reactively
Where
Normal or Ranked
Duration
One full game
Procedure
1) Before the game, decide a ward-refresh cadence (e.g. every time trinket is off cooldown). 2) Set a mental or physical timer cue for that cadence. 3) Every time the cadence hits, place a ward -- even if nothing feels urgent. 4) After the game, check your vision score against your rank's typical range. 5) Note any stretch of the game where you went more than 90 seconds with no active ward nearby.
Pass Bar
Progression
Add control wards on a second, slower cadence once the trinket cadence is automatic.
Common Failure
Only warding when already worried about a gank -- by then it's too late to prevent it.
Death Audit
Skill Trained
Turning every death into a specific, correctable cause
Where
Normal or Ranked (self-review, not live drill)
Duration
5 minutes per game, after playing
Procedure
1) After each death this game, write one sentence: what specifically caused it. 2) Avoid vague causes like "got caught out" -- name the specific decision (missed vision, overextended past minion wave, ignored a missing enemy on the minimap). 3) Group deaths by cause across a full session (10 games). 4) Identify your single most repeated death cause. 5) Pick one fix for that specific cause and hold it for your next 10-game block.
Pass Bar
Progression
Once causes stop repeating, audit deaths for allies too -- learning to read a teammate's death pattern helps positioning around them.
Common Failure
Writing "bad luck" or "unlucky" as a cause -- almost no death is actually unavoidable; find the real decision point.
Minimap-Glance Cadence
Skill Trained
Building the habit of checking the minimap on a fixed rhythm
Where
Practice Tool or Normal
Duration
10 minutes
Procedure
1) Pick a fixed glance cadence (e.g. every time you last-hit a minion, or every 8-10 seconds). 2) Play a lane phase consciously counting your glances against that cadence. 3) Note any stretch where you went more than 15 seconds without glancing. 4) In Practice Tool, have a friend or second client move a bot around the map and see how fast you notice. 5) Repeat until glancing feels automatic rather than a conscious checklist item.
Pass Bar
Progression
Extend the cadence requirement into mid-game teamfight positioning, where the cost of missing a glance is much higher.
Common Failure
Glancing at the minimap but not actually processing what changed -- the habit needs to end in a decision, not just a look.
Jungle Clear Timing
Skill Trained
Consistent, efficient jungle pathing
Where
Practice Tool
Duration
10 minutes
Procedure
1) Run your standard opening clear in Practice Tool with a stopwatch running. 2) Note the exact time your first full clear finishes. 3) Run it again, this time trying to shave time by tightening pathing (fewer wasted steps between camps). 4) Do this 3 times and take your best clean clear as your calibration baseline -- there is no universal target, only your own baseline. 5) Log your baseline in the tracker and compare future clears against it, not against a number you didn't measure yourself.
Pass Bar
Progression
Once your clear time is stable, add a scripted gank attempt at a fixed timing (e.g. first back-to-back camp finished) and measure how often you're actually there on time.
Common Failure
Comparing your clear time to a pro player's without accounting for a different champion, route, or rune setup.
Trade-Then-Back Pattern
Skill Trained
Taking a favorable trade and disengaging before it turns unfavorable
Where
Practice Tool, 1 bot on lane opponent's side
Duration
10 minutes
Procedure
1) Set up a lane trade scenario against a bot at a level and item state you choose. 2) Initiate a trade you believe is favorable (based on ability cooldowns and range). 3) Immediately after landing your trade, back off out of the bot's attack range rather than continuing to fight. 4) Repeat 10 times, noting how many times you successfully disengaged before taking unnecessary damage back. 5) Review any trade where you "won" the damage exchange but still ended up low, and identify what kept you in range too long.
Pass Bar
Progression
Once consistent against a stationary bot, practice the same pattern with a wave present, which changes your positioning options.
Common Failure
Landing the trade and then staying to auto-attack "one more time," which is exactly when the return hit lands.
Objective-Timer Pre-Call
Skill Trained
Tracking and communicating objective spawn timers proactively
Where
Normal or Ranked
Duration
One full game
Procedure
1) Track your team's major objective spawn timers (the epic jungle monsters) mentally or via a tracking tool through the game. 2) 30 seconds before each objective spawns, say the timer out loud (or type it) to your team. 3) Note whether you actually called it every time an objective was coming up. 4) After the game, count how many objective spawns you called versus missed. 5) If you missed any, note what you were doing instead (usually: tunneled on lane, not glancing at the clock).
Pass Bar
Progression
Add calling enemy jungler pathing predictions alongside objective timers once the base habit is automatic.
Common Failure
Calling the timer only when the objective is already up, which gives teammates no time to actually rotate.
No-Flame Comms Drill
Skill Trained
Keeping communication useful under tilt instead of venting
Where
Normal or Ranked
Duration
One full game
Procedure
1) Before the game, decide on one rule: every message you type must contain either a plan or information, never a complaint about a teammate. 2) Play the game normally, holding the rule even when something goes wrong. 3) After the game, reread your own chat log if available. 4) Flag any message that was a complaint rather than information or a plan. 5) Log whether you held the rule for the full game -- this is a pass/fail habit check, not a graded skill.
Pass Bar
Progression
Extend the rule to voice comms with friends once it's automatic in text chat.
Common Failure
Typing a complaint and then immediately typing something useful afterward -- the complaint still went out; the fix is not typing it at all.
One-Sentence End-of-Game Lesson
Skill Trained
Extracting one specific, actionable lesson from every game instead of zero
Where
Any game, reviewed within 5 minutes of it ending
Duration
2 minutes
Procedure
1) Within 5 minutes of the game ending, before queueing again, stop. 2) Write exactly one sentence: the single most important thing you'd do differently next time. 3) The sentence must name a specific action, not a feeling ("ward the river bush at 14:00," not "play safer"). 4) Log it in the Game Log's one-sentence-lesson column. 5) Do not queue the next game until this sentence is written.
Pass Bar
Progression
At each block review, reread your last 10 lessons and check whether the same lesson is repeating -- a repeat means the lesson didn't actually change your play.
Common Failure
Queueing immediately into the next game because a loss feels urgent to fix right now -- this is exactly the tilt pattern the review step exists to interrupt.