Five motivated players, a Discord server created on a Sunday night, and six weeks later only two are left. That is the most common path for an amateur team, and it has almost nothing to do with skill level.
In most cases the team dies because the five players were not aiming at the same thing, and nobody ever said it out loud. One wanted to mess around for two hours on Thursday, another wanted to reach an ERL open ladder. Both were right, just not in the same team.
This guide starts there. You pick an ambition first, and everything else follows from it: who to recruit, how often to play, which rules to set. Every section below is broken down for the three most common profiles.
Set your ambition before you recruit anyone
This is the only decision that really matters, and it is the one almost nobody makes explicitly. Three profiles cover the vast majority of amateur teams.
- Casual team: you play together because you enjoy playing together. One slot a week, no pressure, results are not the point.
- Tournament team: you want to win matches and enter open cups. Two slots a week, plus competition weekends.
- Competitive team: you are aiming at a circuit, an ERL open ladder, a ranking. Four slots, a staff, and measured progress.
| Profile | Nights / week | Session length | Staff | Commitment |
|---|---|---|---|---|
| Casual team | 1 | 2 to 3 h | None | Attendance welcome |
| Tournament team | 2 + cup weekends | 3 h | A manager | Attendance expected |
| Competitive team | 4 | 3 to 4 h | Manager, coach, analyst | Attendance committed |
Casual team
- Nights / week
- 1
- Session length
- 2 to 3 h
- Staff
- None
- Commitment
- Attendance welcome
Tournament team
- Nights / week
- 2 + cup weekends
- Session length
- 3 h
- Staff
- A manager
- Commitment
- Attendance expected
Competitive team
- Nights / week
- 4
- Session length
- 3 to 4 h
- Staff
- Manager, coach, analyst
- Commitment
- Attendance committed
The one truly fatal mistake is recruiting before you have decided. A player who joined for fun will leave a team that practices four nights a week within a month, and he will be right to. The opposite is just as true: a player who wants to improve fast will burn out in a team that never reviews its losses.
Write your ambition down in one sentence and keep it around. You will need it three times: in your recruitment post, in your rules, and the day someone wants to change the schedule.
Who to recruit, depending on your ambition
Rank is the most visible criterion and the least useful one. What actually predicts whether a team survives is schedule compatibility and the ability to take a remark.
- Casual team: recruit people you want to spend three hours with. Stay within about two divisions, beyond that half the roster is bored and the other half is carried.
- Tournament team: consistent ranks, two or three solid champions per player, and above all a weekend availability you verified before saying yes. A player who can never play on Saturday is not a tournament player.
- Competitive team: a wide pool, the ability to take criticism without shutting down, and a substitute identified on day one. A team of exactly five stops at the first unavailability.
The roles nobody thinks to fill
Everybody recruits five players. Almost nobody recruits the roles that hold the structure together, even though they are far easier to find.
- The manager handles the calendar, tournament sign-ups and absences. Needed from the tournament level onward, and usually absorbed by the captain by default, at the expense of his own play.
- The coach prepares drafts and runs reviews. Needed at the competitive level. Below that, a player willing to hold the role one hour a week is plenty.
- The analyst looks at the data and prepares opponents. A luxury at the tournament level, a real position at the competitive level.
Shotcalling is not a position, it is a responsibility
A team with no designated shotcaller makes its decisions as a group of five, which means it does not make them. Assign the role explicitly, whatever your ambition, and say who breaks a tie when two calls contradict each other. It is not necessarily the best player, it is the one whose voice stays steady when the game goes badly.
Where to find players
- Community Discord servers and LFT channels: the fastest channel, and the one where quality varies the most.
- Regional communities and tournament organiser servers: less volume, but players already used to a competitive format.
- Open tournaments: the best source for a competitive team. You recruit people you have watched play, not a rank on a profile.
- Your own soloQ circle: badly underrated. Duos that have held together for months are already half a team.
The recruitment post that gets useful answers fits in five lines, and it filters out most bad candidates before the first message even arrives.
- The ambition, in one sentence, the one you wrote in step 1.
- The exact schedule: which nights, how long, starting when.
- Open positions and target level, with no sugar coating.
- What you offer: a coach, regular scrims, a tournament calendar, a weekly review.
- How to apply, and what you expect in the message.
Test before you commit. Two games for a casual team, three scrims for a tournament team, a full week for a competitive team. A soloQ tryout proves nothing about playing in a team, and often proves the opposite.
The schedule each level actually demands
- Casual team: one fixed slot, two to three hours, no attendance requirement. A substitute improvised on the night is perfectly fine.
- Tournament team: two fixed slots, plus a short review after the losses that matter. Attendance is expected, absences are announced ahead.
- Competitive team: four slots, scrims in blocks of three games, a systematic review, and draft preparation before every official match.
What all three have in common is that the slots are fixed. Teams that plan by feel, asking in voice chat who is around tonight, die at every level. It is not a question of seriousness, it is a question of mental load: deciding every week costs more than playing.
The rules to set on day one
Three rules are universal, casual teams included.
- Time slots are fixed and announced in advance.
- Absences are flagged, with a clear notice period per profile.
- Someone breaks ties, and everyone knows who.
At the tournament level, two rules get added: commitment to cup dates once the entry is confirmed, and the no-review-while-hot rule. No review, no blame within the hour following a loss. That single rule saves more teams than any tactical drill.
At the competitive level, you also need written season goals, roster change conditions known in advance, and staff roles with separated responsibilities. Nobody should discover the benching criteria on the day they are benched.
The classic mistake is writing a three page rulebook for a team that plays on Thursday night. Nobody will read it, and the first person to invoke it will look like a tyrant. The number of rules follows the ambition, exactly like the schedule.
The first thirty days
| Week | Casual team | Tournament team | Competitive team |
|---|---|---|---|
| 1 | Slot set, first games together | Full roster, shared calendar | Full roster and staff, written goals |
| 2 | Same slot, no changes | First scrims, champion pools listed | Regular scrims, pools mapped out |
| 3 | A first community tournament to see | First open cup | First full draft review |
| 4 | Check in: are we having fun? | Check in: does the schedule hold? | Check in: season goals adjusted |
1
- Casual team
- Slot set, first games together
- Tournament team
- Full roster, shared calendar
- Competitive team
- Full roster and staff, written goals
2
- Casual team
- Same slot, no changes
- Tournament team
- First scrims, champion pools listed
- Competitive team
- Regular scrims, pools mapped out
3
- Casual team
- A first community tournament to see
- Tournament team
- First open cup
- Competitive team
- First full draft review
4
- Casual team
- Check in: are we having fun?
- Tournament team
- Check in: does the schedule hold?
- Competitive team
- Check in: season goals adjusted
The week four check in is not optional. It is the moment a team verifies that its stated ambition matches what it actually lives. If the gap is too wide, changing the ambition beats losing the roster.
Why HexCore works at every level of ambition
Most teams start with a Discord and a spreadsheet, then switch tools the day they get serious, which means losing their entire history at the worst possible moment. HexCore is built the other way around: you do not change tools when your ambition grows, you simply unlock the part you now need.
If you play for fun
You get a clean roster, a profile for every player, and above all the statistics that are fun to pull up in voice chat: who dies the most, who has the worst vision score, who is carrying the longest losing streak on their favourite champion. The series history comes back out every session. No configuration, no constraints.
If you play tournaments
The shared calendar and player availability replace the Tuesday night round of direct messages. Champion pools tell the team what it actually knows how to play, and the series history lets you prepare an opponent you have already faced instead of rediscovering them.
If you are aiming at competition
Draft preparation and compositions become the centre of the week, impact statistics filter by player and by role to frame your reviews, and staff roles get their own permissions. The coach sees what he needs, the manager runs the calendar, nobody steps on anybody.
| Feature | Casual | Tournament | Competitive |
|---|---|---|---|
| Roster and player profiles | ✓ | ✓ | ✓ |
| Statistics and series history | ✓ | ✓ | ✓ |
| Calendar and availability | - | ✓ | ✓ |
| Champion pools | - | ✓ | ✓ |
| Compositions and draft preparation | - | - | ✓ |
| Staff roles and separated permissions | - | - | ✓ |
Roster and player profiles
- Casual
- ✓
- Tournament
- ✓
- Competitive
- ✓
Statistics and series history
- Casual
- ✓
- Tournament
- ✓
- Competitive
- ✓
Calendar and availability
- Casual
- -
- Tournament
- ✓
- Competitive
- ✓
Champion pools
- Casual
- -
- Tournament
- ✓
- Competitive
- ✓
Compositions and draft preparation
- Casual
- -
- Tournament
- -
- Competitive
- ✓
Staff roles and separated permissions
- Casual
- -
- Tournament
- -
- Competitive
- ✓
Everything starts free, and the advanced features wait until your team actually needs them. Same principle as the rules: structure follows ambition, it does not come first.
In short
- Pick your ambition and write it in one sentence before recruiting anyone.
- Put the exact schedule in the recruitment post, not after.
- Assign shotcalling explicitly, and say who breaks ties.
- Recruit a manager before recruiting a sixth player.
- Set three rules minimum: fixed slots, absence policy, final call.
- Ban reviewing while hot from day one.
- Try out new players in scrims, never in soloQ.
- Run an honest check in after a month and adjust the ambition, not the players.

