How To Review Chase And Greedy Kills Without Blaming The Collapse

TL;DR: Most lead throws start after the fight was already won — someone kept clicking forward into fog, donated a shutdown for one more auto, or turned a numbers advantage into a 1-for-1. Review chase with three questions: what the kill buys, where the stop line is, and what you trade away. Rewind 10–15 seconds after the won skirmish, not just the grey screen. One queue rule that sticks: stop chase at river without vision.

Full guide with checklists and tables: https://skilldiff.ai/blog/how-to-review-chase-and-greedy-kill-mistakes-in-league-of-legends

Fight selection tells you whether to take the fight. Chase discipline tells you when to stop. Solo queue rewards the highlight on the scoreboard; climbing rewards the tower, dragon, or reset that should have come after the pick. When a lead disappears, players often blame the follow-up fight — the real error was usually two seconds of greed after the first kill.

When you review a chase death or a lost objective after a won skirmish, don't start with the skillshot miss. Start with the kill-value line:

  • What did this kill actually buy — plates, vision, an objective timer, or a safe reset?
  • Where was the stop line — river edge, tower range, or the last ward you controlled?
  • What did you trade for one more auto — Flash, ultimate, health, wave, or shutdown safety?
  • Did a numbers advantage become a 1-for-1 because three people chased one low target?
  • Was dragon or Baron under two minutes while you were still running into fog?

Review chase forward, not backward. Ask what the overcommit unlocked for the enemy in the next minute — not only whether you could have flashed out.

The three chase patterns that cost the most LP

  1. The fog chase after a won skirmish. You get a pick, someone is low, and the cursor keeps moving past river into brush. The rest of their team collapses, you lose the follow-up, and dragon goes with it. One deep chase can be variance. Three games with the same overcommit into fog is a habit.

  2. The greedy kill with shutdown or item spike up. You're fed, they're worth 500+, and you Flash for one more auto instead of recalling on a completed item. You die, pay shutdown, and the next fight happens before your spike ever mattered. Review the bounty and back timer on the scoreboard before you commit.

  3. The 1-for-1 when you had numbers. Your team wins a 3v2, then three players chase the same low target while the enemy respawns or rotates. You get the kill and lose two members — net negative tempo. Stopping at the kill and taking the nearest objective usually beats the last 100 HP.

Before you chase, run this check

CheckIf the answer is no
Is the next objective timer over 90 seconds away?Group / set up instead of side-lane hunting
Do you have vision past the river line?Stop at river; take tower, crab, or reset
Would this kill convert into plates, dragon, or a safe recall?Hold Flash and take the free map play
Are you under 1,400 gold with a shutdown on your head?Recall on spike — don't Flash for 300 gold
Does your team still have numbers after the first kill?Stop chasing; convert the advantage

If two or more are bad, stop and convert. Feels passive in the moment. Often the highest-EV decision on the map.

Good vs. bad chase habits

Good chase habits:

  • Stop at river when vision ends
  • Take dragon or tower after the pick instead of hunting the last 100 HP
  • Recall at item spike with bounty up
  • Hold Flash when the kill does not buy map control

Bad chase habits:

  • Follow low HP into fog after a won fight
  • Flash for a kill while shutdown is live
  • Three players chase one target after a numbers win
  • Side-lane fight with dragon under 90 seconds

Many players keep clicking forward because it's what they did in lane phase — not because the mid-game map state supports it.

Queue rules that actually stick

Vague goalSpecific queue rule
Stop throwingStop chase at river without vision
Be less greedyRecall at 1,400 gold with bounty up
Convert leadsTake dragon after the pick instead of chasing into fog
Play for objectivesNo side-lane fight with dragon or Baron under 90 seconds

"Stop throwing" doesn't survive the next losing streak. One specific rule per session does.

How to review one chase throw in 3 minutes

  1. Jump to the moment the lead flipped — lost dragon, lost Baron, or first shutdown death.
  2. Rewind 10–15 seconds to when the fight was already won or the enemy was low.
  3. Mark where your team should have stopped: river, tower range, or when vision ended.
  4. Write one sentence: "I should have ___ after the kill instead of ___."
  5. Run that one queue rule for the next five games.

Full write-up: https://skilldiff.ai/blog/how-to-review-chase-and-greedy-kill-mistakes-in-league-of-legends

If you want a faster pass across several losses, skilldiff can flag repeated overextension patterns so you're not hunting every VOD by hand — still start with the checklist above.

Happy to answer questions in the comments.

Posted Aug 5, 2026, 1:35 PM UTC

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