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Reading a Loss: The 20 Minute Post-Match Review Checklist

The numbers to read before the VOD, the four moments worth rewatching, and one single goal for the next series.

September 22, 2026/4 min read

The classic review looks like this: an hour of VOD, everyone explaining why it was not their fault, everybody leaving tired, and the team losing in exactly the same way the following week.

The problem is not the time spent. It is the order of the questions. A review that starts by opening the video is looking for someone to blame. A review that starts with the numbers is looking for a cause.

Here is a three step method, twenty minutes total, usable after a scrim block as well as after an official match.

Chapter 01

The twenty minute rule

A long review is not a thorough review, it is a diluted one. After forty minutes attention has dropped, players are defending themselves instead of listening, and corrections pile up with no hierarchy. Five improvement areas announced the same evening means zero areas applied the next day.

The rule is simple: one series equals one correction. Not three. The rest waits for next week, and will be clearer anyway once the first point is fixed.

Second rule, non negotiable: no review within the hour following the loss. While it is hot, nobody analyses, everybody justifies.

Chapter 02

Step 1 (5 min): the numbers before the VOD

Before opening any video, look at the series data. The goal is not to judge, it is to form a hypothesis about what went wrong.

  • Gold difference at minute 15: it tells you whether the game was already tilted coming out of lane, or lost afterwards.
  • First objectives: first dragon, first herald, first tower. An objective lost early is usually a coordination problem, not a mechanical one.
  • Vision score, per player and per role: the most frequent cause behind deaths that look inexplicable.
  • Death distribution by game phase: early, mid, late. Three very different profiles, three very different corrections.

Out of those numbers comes one sentence, and only one, along the lines of: we come out of lane even but we consistently lose control between minute 15 and minute 25. That is your hypothesis. Without it, the next step is just watching random kills.

Chapter 03

Step 2 (10 min): the only four moments to rewatch

A full game contains hundreds of decisions. Four of them explain the vast majority of losses.

  • The first unexpected death: the one nobody saw coming. It reveals an information problem, not an execution problem.
  • The first objective lost: who was where, and why the team was not ready.
  • The moment the gold lead flips: the real breaking point of the game, often far from the moment the team felt it was losing.
  • The last teamfight before the loss: less for the fight itself than for the decision to take it.

The right question to ask about each moment

Do not ask why did you do that. That question invites a justification, and a justification is what you will get. Ask instead: why were you there at that moment, and what did you expect to happen?

The difference is enormous. The first question hunts for an individual mistake. The second one lays out the information the player actually had, and nine times out of ten it shows the problem came from the call, the vision or the plan, not the player.

Chapter 04

Step 3 (5 min): one single goal for the next series

The review ends with one sentence, written somewhere the whole team can see it. That goal has to be measurable: if you cannot verify it was met after the next series, it is not a goal.

Communicate better

Measurable goal
Call out enemy summoners used, every time

Pay more attention to vision

Measurable goal
Support vision score above 35 at minute 20

Play objectives better

Measurable goal
Grouped 30 seconds before every dragon

Die less

Measurable goal
Zero solo deaths in side lane after minute 20

At the start of the next review, the first thing to look at is that goal. Met or not met. That is what turns a series of reviews into actual progress rather than a list of independent observations.

Chapter 05

What ruins a review

  • Running it while hot, in the minutes following the loss.
  • Letting the player concerned speak first: he defends himself, and the rest of the team switches into courtroom mode.
  • Covering five problems in one evening.
  • Only reviewing losses: wins hide exactly the same mistakes, behind a scoreline that makes them invisible.
  • Reviewing without data, purely from memory. The memory of a game is always organised around the deaths that stood out, not around the causes.

Apply the exact same checklist to wins. A team that wins 2-0 after losing map control for twenty minutes has a problem, and that is the best possible moment to talk about it: nobody is on the defensive.

Chapter 06

The review sheet, copy it as is

Date and opponent

To fill in
Series of 12/03 against X, 1-2

Key numbers

To fill in
Gold at 15: +200, +1100, -300

Hypothesis

To fill in
Control lost between minute 15 and 25

Moments rewatched

To fill in
Jungler death at 17 min, dragon lost at 21 min

Goal taken away

To fill in
Grouped 30 s before every dragon

Met next time?

To fill in
To fill in at the next review

Six lines, two minutes to fill in, and a history that becomes usable after a month. That document, not the VOD, is what shows the team it is improving.

Chapter 07

Winning back the five minutes of step 1

The painful part of this method is gathering the numbers. Collecting them game by game across several sites often takes longer than the review itself, and that is exactly why most teams skip step 1 and open the VOD directly.

On HexCore that data is already aggregated per series and per player: gold difference at minute 15, objectives, vision, deaths by game phase, with the full history of previous series. Step 1 goes from fifteen minutes of collection to three minutes of reading, and that is usually the difference between a team that reviews and a team that intends to review.

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