Know every fight before you take it.
A transparent overlay for League of Legends that shows max-combo damage, lethality, and time-to-kill for every champion in your match — so you stop guessing trades.
Download for Windows →
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What you'll see in your matches
Four problems Lethal Intel solves while you play.
Don't get one-shot
Spot the kill before you walk into it.
Every enemy's max-combo damage is checked against your live HP. The moment any one of them can finish you in a single rotation, the red LETHAL badge fires. No mid-fight math, no surprise burst.
Enemy threat
AatroxL11
2,043
→
1,612
LETHAL
AkaliL11
1,486
→
912
61%
Kog'MawL10
810
→
488
32%
Punish their cooldowns
Trade when their spells are down — not when they aren't.
The In Lane tab focuses on your direct matchup: the same Deliverable / Intake trade row, plus a live cooldown table for every spell your opponent has. Real per-rank cooldowns scraped from up-to-date patch data — so when you see Aatrox Q is on a 14s cycle at rank 1, that's the actual number, not a guess.
In lane — Top vs Aatrox
AatroxL7
820
1,140
Aatrox L7 — cooldowns
QThe Darkin Blade
R4
8.0s
WInfernal Chains
R1
20.0s
EUmbral Dash
R1
9.0s
RWorld Ender
R1
120.0s
Win the trade
Decide every 1v1 at a glance.
Personal mode puts your damage to each enemy side-by-side with their damage to you. The cells are color-graded by how much HP each combo eats: green is a free trade, red is a trade you lose. Stop poking when intake goes orange.
Enemy
Deliverable
Intake
AatroxL11
1,180
1,612
AkaliL11
1,240
912
Kog'MawL10
680
488
Pick the right target
See who your team can collapse on.
Team Pressure shows what each ally can deliver and how many enemies they can solo-kill from full HP. If three teammates can each one-shot the enemy ADC, that's your engage — not the 4k-HP tank everyone keeps tickling.
Team pressure
★ CaitlynL11
1,420
☠ 2 · Lulu → Soraka
SettL11
1,820
☠ 3 · Lulu → Soraka → Caitlyn
AkaliL11
1,486
☠ 2 · Soraka → Lulu
VladimirL12
1,260
☠ 1 · Lulu
Plan trades by the second
Know exactly how long you have.
The combo numbers tell you what a single burst does. But fights last longer than one rotation. Flip on Details to see combo execution time, cooldown-aware sustained DPS, and the seconds it actually takes to bring a target down — autos included.
Enemy threat — details on
VladimirL13
1,260
→
820
52%
ttk-to-you: 5.0s combo → 18.4s TTK
AkaliL11
1,486
→
912
61%
ttk-to-you: 2.1s combo → 7.3s TTK
Install
Windows only for now. macOS support is on the roadmap.
- Hit the Download button at the top.
- Open the installer. Windows SmartScreen will warn you it's from an unknown publisher — click More info → Run anyway. We're not yet code-signed; that costs hundreds per year and we're keeping this free.
- Launch Lethal Intel before or during a match. The overlay sits transparently on top of the client and auto-detects when a game is in progress.
- Toggle the ⏱ button in the header for combo timing details, the ⓘ button to see which spells fed each estimate.
How damage is calculated
Read this before you trust a number too literally.
The headline number is a max-combo estimate
Every damage figure assumes the full burst rotation lands cleanly: every spell hits, every passive procs (sweet spots, on-hit marks, stacks), the ult is up, and crit auto-attacks roll their expected value. Real fights deliver less — when an enemy reads as 1,600 mitigated damage, treat it as the ceiling, not the average.
The math: combo damage = sum of each spell's base + AP / AD / bonus-AD scaling, plus modifier passives (% target-HP scalings like Vladimir E, ult damage amps like Aatrox R, empowered-cast chains like Aatrox Q1/Q2/Q3). Auto-attacks use expected AD = AD × (1 + crit_chance × (crit_damage − 1)). Mitigation applies per damage type (armor for physical, MR for magic, true damage ignores both). Time-to-kill adds sustained autos after the burst, accounting for each spell's cooldown.
What's real vs. what's estimated
Riot's Live Client only exposes the active player's stats in real time. For everyone else — including your allies — the overlay estimates AD, AP, HP, armor, and MR from base stats + visible items.
- Your stats: real (AD, AP, HP, pen, crit, attack speed, your keystone rune).
- Everyone else's stats: estimated from base stats + the items they have purchased.
- Enemy current HP: not exposed by the game — we use estimated max HP for lethality flags. The "LETHAL" badge for an enemy targeting you uses your real current HP.
- Enemy runes: not exposed — we pick the most-common keystone per champion (Conqueror for bruisers, Lethal Tempo for ADCs, Electrocute for assassins, etc.).
- Ability ranks on enemies: estimated from a Q-max-first heuristic. If they're W-max, the numbers will be off.
What we deliberately don't model
- Shields, heals, sustain. Brief bursts read accurately; drawn-out trades read pessimistically because Sona R, Soraka W, Aatrox passive heal, and lifesteal are all invisible to the math.
- Ability haste / cooldown reduction. Cooldowns shown are pre-haste, max-rank values. A 40% haste build re-rotates much faster than the TTK number suggests.
- Conditional empowerments tied to short-lived buffs (Renekton Fury, Riven Q3 sweet spot, Yasuo Q3 tornado bonus, Sett W grit conversion). We pick a representative case — usually the highest-damage one — and don't try to track the state machine.
- Active item passives (Hextech Rocketbelt, Stridebreaker, Goredrinker, Eclipse procs). Items contribute their flat stats but not their conditional triggers.
- Some champions are auto-parsed, not hand-curated — about 65 of 172 champions. Complex kits (Aphelios's 5 weapons, Udyr's stances, multi-hit ults, stack-counting passives) will be underestimated. Hand-curated champions cover all the high-pickrate cases.
- Anti-cheat / spectator delay. The Live Client returns data on a tick; we poll once per second. Fast burst sequences may flash through faster than the overlay refreshes.
When the numbers are most reliable
- Burst champions vs. squishies — Zed, Veigar, Annie, Lux. Single-rotation kills, no sustain, math is tight.
- Lethality checks against you — your HP is real, so the LETHAL flag for "Aatrox can one-shot you" is honest within the modelled-damage limits.
- Lane trade comparisons at fixed item milestones — both sides use the same estimation method, so the relative trade ratio is meaningful even if the absolutes drift.
When to take numbers with a grain of salt
- Drawn-out skirmishes involving healers, shielders, or any champion with significant sustain.
- Late-game with high CDR — re-rotation cadence makes burst-number comparisons less useful than DPS.
- Auto-parsed champions with complex kits (visible in-app as
_autoGenerated: true in champion data). They under-count significantly.
- Right after a patch — base stats and item values may be a day or two behind the live game until we refresh.