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Squad Diff

How it works

Squad Diff keeps the receipts for a League friend group. Here is exactly what it counts, how often it updates and when it speaks up in Discord. The numbers are the ones the site really uses.

Squads and what counts

A squad is a group of friends whose Riot accounts are tracked together. Anyone with a squad's link can look at it, and public squads are listed on the home page. It takes a Squad Diff login, through Discord, to make a squad or manage one. A squad holds up to 25 players, and one person can own 3. The owner can name co-admins, who manage everything except deleting the squad, handing it over and picking admins.

Only ranked games count: Solo/Duo and Flex. Other queues are never fetched. Games go back 365 days. Stats and titles are shown for a period you pick: last 7 days, last 30 days, this year. Days, weeks and the new year follow Europe/Oslo time, so a late-night game stays on its own date.

If you play on more than one account, you can merge them in a squad. On player pages, the Team tab and the squad totals they count as one player. The leaderboard, the stats and the titles keep them apart.

How often it updates

Every 20 minutes, Squad Diff asks Riot for each tracked player's new games and rank. Players with no game for 7 days are checked once a day instead, and a squad nobody has opened for 30 days rests until someone does. After a sync the first visit may still show the old numbers; reload once.

A new player's past games arrive over several syncs, up to 365 days back. Until they are all in, totals are still growing, and the site says so. Discord stays quiet about title changes until everyone's games for the year are in.

A player's Riot ID and icon are fetched again every 24 hours. For the first 24 hours after you verify an account that is every 1 hour, because the verification icon is about to be changed back. Changed your name or icon and can't wait? Press Refresh my profile on your profile page. Each account can be refreshed once a minute.

Verifying your Riot account

Verifying proves an account is yours, so you can leave a squad, be picked as an admin, merge accounts and get pinged about your titles. Nobody can claim an account somebody else has verified.

  1. Log in with Discord, then open your profile and enter your Riot ID and region.
  2. Squad Diff names one of the starter profile icons every account owns.
  3. Set that icon in the League client. You have 1 hour.
  4. Squad Diff checks with Riot while the page is open, and keeps checking in the background, so you can close the page. It can take a few minutes for Riot to show the new icon.
  5. Once it matches, the account is linked. Set your own icon back whenever you like. The first account you link is your main; you can switch. You can link up to 10.

Stats and titles

A stat is a single-game record: one match can answer it, like most kills. The board lists the best games; the same value as shown is a tie, and the tie goes to whoever got there first. Games where Riot didn't report the number are left off, and a few stats skip remakes and early surrenders (their rule says so).

A title needs a whole period: totals, streaks, rates and habits. It goes to whoever is first right now and changes hands when someone overtakes them. It isn't a milestone you unlock. Players level on a value share the place. The top 3 places are shown, and everyone tied for the last one.

Most titles count totals over the period. Where it tells a different story, there is a per-game twin right after it, built on a rate or a share. It needs at least 5 games, so someone who plays a handful of games can still win one; on a tie, more games wins. Averages and shares that aren't per-game titles need 10 games. A squad owner can switch individual titles off for their squad.

What Discord posts, and when

A squad owner or co-admin can connect a Discord channel. After that Squad Diff posts two kinds of things, and either can be switched off:

  • Live news, checked after each sync: a new stat record, and a title changing hands. A record has to be strictly better than the old one, set by a recent game; a tie is not news.
  • The weekly report, Monday 10:00 (Europe/Oslo): last week, Monday to Sunday, with five fixed stats and up to six of the week's titles, each with its value.

Why a title doesn't post the moment it changes

Close titles can flip back and forth after a single game. So a new holder is only announced after holding it for 6 hours. If the title goes back first, nothing is posted. The same title is posted at most once every 24 hours. That means real news can arrive up to 6 hours late, and a lead lost and won back the same evening never posts.

When it stays quiet

  • Right after connecting, at New Year, or when a player joins or leaves: that sets a new starting point instead.
  • While a player's history is still coming in, and for old games that turn up late.
  • When a stat or title's rule changes: that is a rule change, not news.
  • For news that couldn't be sent within 24 hours: after an outage it stays unsent.

Titles can ping you: switch on “Ping me when I take or lose a title” on your profile, with a verified account. Records never ping.

The numbers in one place

RuleValueWhat it means
Sync20 minutesHow often every tracked player's new games and rank are fetched from Riot.
History365 daysHow far back a player's games are fetched. It fills in over several syncs, so a new player's totals grow for a while.
Profile refresh24 hoursA player's Riot ID and icon are fetched again at most this often.
Profile refresh after verifying1 hourFor the first 24 hours after an account is verified the profile is refreshed this often, because the verification icon is about to be changed back.
Refresh my profile1 minuteThe button on your profile page. One account can be refreshed at most this often, however many times you press it.
Inactive players7 daysA player with no game for this long is synced once a day instead of every 20 minutes.
Dormant squads30 daysA squad nobody has opened for this long stops being synced until someone opens it again.
Verification window1 hourHow long you have to set the icon we name before the verification expires and you start again.
Minimum for averages10 gamesAverages and shares over a player's games need at least this many games in the period.
Minimum for per-game titles5 gamesPer-game titles (rates and shares) need at least this many games, so someone who plays a handful of games can still win one.
Minimum streak2Streak titles need at least this many in a row.
Places shown per title3Everyone tied for the last of these places is shown too.
Settle rule6 hoursA new title holder is posted to Discord only after holding the title this long. If the title goes back first, nothing is posted.
Title cooldown24 hoursThe same title is posted at most once in this time.
Discord news expires24 hoursA post that couldn't be sent within this time is dropped rather than sent late.
Weekly reportMonday 10:00 (Europe/Oslo)Covers the week before, Monday to Sunday in the same time zone.
Squad size25 playersThe most players on one squad's roster.
Squads per owner3The most squads one person can own.
Linked accounts10The most Riot accounts (main and smurfs) one person can verify.

Every stat

Single-game records, as they appear on the Stats tab.

Combat

Most Kills
Most kills in a single game.
Most Deaths
Most deaths in a single game.
Most Assists
Most assists in a single game.
Biggest Killing Spree
Most kills in a row without dying.
Best KDA
(Kills + assists) / deaths, deathless = kills + assists.
Most Solo Kills
Most kills without any help from teammates.
Most Takedowns
Most kills plus assists in a single game.
Highest Kills per Minute
Most kills per minute of game time. Games under 15 minutes are remakes or early surrenders and don't count.
Highest Kill Participation
Biggest share of the team's kills taken part in.

Damage

Most Damage
Most damage dealt to champions.
Best Loss
Hardest carry in a loss: (kills + assists) / (deaths + 1) × damage, with at least 10 kills and assists.
Most Turret Damage
Most damage dealt to turrets.
Most Damage Taken
Most damage soaked up in a game.
Highest Damage per Minute
Most damage to champions per minute of game time.
Most Rune Damage
Most damage from a keystone rune, like Electrocute or Arcane Comet.

Farming & gold

Highest Gold
Most gold earned in a game.
Most CS
Most minions and monsters killed.
Most CS at 10
Most minions and monsters killed by 10:00.
Highest CS diff at 10
Biggest CS lead over the lane opponent (the enemy in the same position) at 10:00.
Biggest CS Lead
Biggest CS lead over the lane opponent.
Highest Gold per Minute
Most gold earned per minute of game time.
Highest CS per Minute
Most minions and monsters killed per minute.

Vision & support

Best Vision
Highest vision score.
Highest CC Score
Longest total time spent crowd controlling enemies.
Most Healing & Shielding
Healing and shielding done on teammates.
Fastest Support Quest
Quickest finished support item quest.
Highest Vision per Minute
Best vision score per minute of game time.

Games

Longest Game
Longest game played.
Fastest Win
Shortest win. Games under 15 minutes are remakes or early surrenders and don't count.
Most Pings
Most pings in a single game, all ping types together.
Most Time Dead
Longest total time spent dead in a game.

Mechanics

Most Skillshots Dodged
Most enemy skillshots dodged in a single game.
Most Skillshots Hit
Most skillshots landed on enemy champions in a single game.

Jungle

Most Enemy Camps Taken
Most monsters killed in the enemy's jungle in a single game as the jungler.
Most Epic Monsters Killed
Most dragons, barons and heralds last-hit in a single game as the jungler. Void grubs don't count.
Most Ganks
Most kills on laners early in the game as the jungler, as counted by Riot.
Fastest Jungle Item
Quickest fully evolved jungle pet as the jungler.

Every title

Awarded over the period you pick, as they appear on the Titles tab. The full rule is under each name.

Big moments

Pentakill King
Counts the pentakills each player got (five enemy champions killed in quick succession) and adds them up over the selected period. The numbers are exactly what Riot reports for each game. Only players with at least one pentakill appear.
Quadrakill Master
Counts the quadrakills (four kills in quick succession) each player got over the selected period, as Riot reports them. A pentakill usually passes through a quadra on the way, so Riot may count both. Only players with at least one appear.
Triple Kill Threat
Counts the triple kills (three kills in quick succession) each player got over the selected period, as Riot reports them. Only players with at least one triple kill appear.
First Blood Hunter
How many games a player drew first blood, meaning they got the first kill of the match. Ranked by the total over the selected period; players with none don't appear.
Opening Act
The share of a player's games where they drew first blood, so a few games with an early kill can beat a long season of them. Only games where Riot reported first blood count, a player needs at least 5 of them, and on a tie whoever played more games wins.
Deathless Wins
How many wins a player finished with zero deaths. Only wins count, and players with none don't appear.
Untouchable
A perfect game is a win where the other team got nothing at all: nobody on the team died, no tower or inhibitor fell, and the enemy took no dragon, baron, herald, Atakhan or void grubs. Counted from Riot's team totals for each game and added up over the selected period. Older games count once they have been re-read; players with none don't appear.

Grind & habits

Longest Win Streak
The longest run of wins in a row, counting every stored game in the order it was played. At least 2 in a row is needed, and the period you pick decides which games are counted.
Best Day
The most wins a player got within one calendar day, using Europe/Oslo time so a late night stays on one date. At least 2 wins in a day are needed, and the date of the best day is shown.
Binge Player
The most games a player played in one calendar day, wins and losses together, using Europe/Oslo time. At least 4 games in a day are needed, and the date of the heaviest day is shown.
Daily Grind
The longest run of days in a row on which a player played at least one game, so playing every day for a week is a 7-day streak. It uses Europe/Oslo time so a late-night game stays on its own date. At least 2 days in a row are needed, and the period you pick decides which games are counted. The dates of the streak are shown.
Night Owl
How many games a player started between midnight and 5am in Europe/Oslo time. At least 3 night games are needed, and it shows how big a share of their games that is.
Early Bird
How many games a player started between 5 and 10 in the morning, Europe/Oslo time: the other end of the day from Night Owl. At least 3 morning games are needed, and it shows how big a share of their games that is.
Weekend Warrior
The share of a player's games started on a Saturday or Sunday, Europe/Oslo time, so a Friday game after midnight counts as Saturday. A player needs at least 5 games, and on a tie whoever played more games wins.

Skills

Solo Killer
The most solo kills added up over all games, meaning kills where no teammate was involved. Only games where Riot reported the stat are counted, and the average per game is shown for context.
Duelist
The average number of solo kills per game, kills made without any help from teammates. It rewards how often a player wins their fights rather than how much they play. Only games where Riot reported the stat count, a player needs at least 5 of them, and on a tie whoever played more games wins.
Objective Thief
The most objectives stolen from the enemy team, such as a Baron or Dragon taken right before they could finish it, added up over all games. Only games where Riot reported the stat are counted.
Guardian Angel
The most times a teammate was saved from dying by a heal or shield from this player, added up over all games. Only games where Riot reported the stat are counted.
Neo
The average number of enemy skillshots a player dodged per game, as Riot counts them. Only games where Riot reported the stat count, a player needs at least 5 of them, and on a tie whoever played more games wins.
Sharpshooter
The average number of skillshots a player landed on enemy champions per game, as Riot counts them. Only games where Riot reported the stat count, a player needs at least 5 of them, and on a tie whoever played more games wins.
Rune Master
The average damage a player's keystone rune dealt per game: Electrocute, Arcane Comet, Dark Harvest, Grasp and the other keystones that deal damage. Only games with one of those keystones count, so a game on Conqueror or Guardian doesn't pull the average down. A player needs at least 5 such games, and on a tie whoever played more of them wins.
Flame Horizon
Counts the games where a player got at least 100 more CS than their lane opponent at some point, the classic flame horizon. Riot's biggest CS lead in each game is used. Only games where Riot reported the stat count, and players with none don't appear.

Play style

Mr. Consistent
The lowest average number of deaths per game. A player needs at least 10 games in the period, so a short lucky run can't take the title.
Jack of All Trades
The number of different champions a player has played. A player needs at least 10 games in the period, and their game count is shown for context.
Flex Player
The number of different roles a player has played, counting a role only when they have at least 3 games in it. At least 2 roles are needed, and players with as many roles share the place.
One-Trick Pony
The biggest share of a player's games spent on a single champion, for example 60% of games on one champion. A player needs at least 10 games in the period.
Champion Slayer
The most kills a player has racked up on one champion, added up over all their games on it. Only their best champion counts, and the champion and number of games on it are shown for context.
Rune Collector
How many different keystone runes a player has taken over the period, so someone who switches between Electrocute, Comet and Aery beats someone who always picks the same one. At least 2 different keystones are needed, and the number of games is shown for context.
Vision King
The average vision score per game: wards placed, wards cleared and the time they gave the team sight. A player needs at least 5 games, and on a tie whoever played more games wins.
Damage Sponge
The average damage taken per game, the tank's title: the player who soaks up the most for the team. Only games where Riot reported the stat count, a player needs at least 5 of them, and on a tie whoever played more games wins.
Full Build
Counts the games a player ended with all six item slots holding a completed item or upgraded boots, added up over the selected period. Components, starter items and empty slots break the build, and the trinket doesn't count. Only games with item data count, and the number of them is shown for context.

Jungle

Dragon Slayer
Counts the dragons (elder included), barons and rift heralds a player got the last hit on in games where they were the jungler, added up over the selected period. Void grubs don't count, since there are six of them every game. Only jungle games where the stat was collected count.
Scuttle Snatcher
Counts the scuttle crabs a player killed in games where they were the jungler, added up over the selected period. Crabs taken in other roles don't count. The average per jungle game is shown for context.
Home Invader
Counts the monsters a player killed in the enemy's jungle in games where they were the jungler, added up over the selected period. Camps taken in other roles don't count. The average per jungle game is shown for context.
Smite Diff
Adds up the dragons, barons, heralds and other epic monsters the enemy team stole in games where the player was the jungler, as Riot credits each steal, over the selected period. Steals in other roles don't count, since the smite wasn't theirs to lose. Older games count once they have been re-read; players with none don't appear.

Squad

Partners in Crime
Looks at every pair of players from the league who ended up on the same team, and finds the pair who have played the most games together, win or lose. At least 2 games together are needed, and their win rate together is shown for context. Two players in the same game on opposite teams don't count.
Dynamic Duo
Looks at every pair of players from the league who ended up on the same team, and finds the pair with the highest win rate together. A pair needs at least 5 games together, and on a tie the pair with more games together takes it. Two players in the same game on opposite teams don't count.
Cursed Duo
Looks at every pair of players from the league who ended up on the same team, and finds the pair with the lowest win rate together. A pair needs at least 5 games together, and on a tie the pair with more games together takes it. Two players in the same game on opposite teams don't count. Strictly in good fun: maybe just queue apart for a bit.

Just for fun

Unluckiest
The longest run of losses in a row, counting games in the order they were played. At least 2 in a row is needed. It's a friendly title: everybody has had a bad run.
Tilt Master
Looks at the game right after each loss and measures how often the player wins it. The lowest win rate takes the title. A player needs at least 10 such games, so it only counts people with enough history.
Bounce Back
The same measure as Tilt Master from the other side: the highest win rate in the game right after a loss. A player needs at least 10 such games in the period to qualify.
The Int Award
The lowest KDA, calculated as (kills + assists) divided by deaths across all of a player's games. A player needs at least 10 games. It's strictly a joke, so wear it with pride.
Kamikaze
The highest average number of deaths per game, the other side of Mr. Consistent. A player needs at least 5 games, and on a tie whoever played more games wins. All in good fun.
Ping Warrior
The most pings, with every kind of ping added together. Only games where Riot reported pings are counted, and the average per game is shown for context.
Ping Spammer
The average number of pings per game, every kind of ping added together. Ping Warrior counts the total; this one is about intensity. Only games where Riot reported pings count, a player needs at least 5 of them, and on a tie whoever played more games wins.
The Colorblind
The most total time spent dead, added up from the death timers in every game. The average minutes dead per game is shown for context.
Spectator Mode
The share of a player's total game time spent waiting to respawn, for example 20% means a fifth of every game on the grey screen. Only games where Riot reported the stat count, a player needs at least 5 of them, and on a tie whoever played more games wins.