
MOBA Warmup Gym
You queue for a game. Three minutes of dead time. Maybe five. Champ select — 45 more seconds. Loading screen, another 30–60.
That's up to 6 minutes per game cycle. Most of it wasted.
MOBA Warmup Gym fills it.
Open a tab. The drill starts in under 3 seconds. Queue pops? Tab away — it auto-pauses. Play your game. Come back next queue. Continue.
No launcher · No install · No account · Just a browser tab
What is it?
A free mechanical training tool for League of Legends players. Built around one insight: the dead time inside your game cycle is already there — it just needs to be filled with something useful. Every drill is designed to be interrupted. That's not a bug — it's the whole point.
— Modes —
The core drill. One full wave per side, auto-attack only.
Real LoL mechanics: windup animation, recovery frames, movement cancel, target priority. The HP bar shifts to gold when a minion is ready to kill — train your eyes to read it.
Mode A with an enemy bot ADC that harasses you. The bot telegraphs attacks with a windup animation — move while it casts, or take damage.
Trains the fundamental ADC rhythm: auto → step → auto → step under real pressure.
An endless arena built for your loading screen. Stand at the center of a circular hex-tile floor. Minions stream in from four corners. Fire your Q skillshot and auto-attack while the floor collapses tile by tile underneath you.
The twist: minions don't hurt you — the floor does. You're juggling last-hits and repositioning off falling tiles at the same time.
The first decision + execution hybrid. Junglers don't lose because of bad aim — they lose because they misread the map or executed the right call at the wrong time. This mode trains both.
Reading phase: A scenario plays out on an animated minimap — enemy jungler moves, objectives pulse, lane states update. No walls of text.
Decision phase: Drag your champion token to where you want to go. The decision is the movement — same spatial gesture as real LoL.
Execution phase: Time your smite. Monster HP descends through red → yellow → green. Wait for green, then fire.
Scenarios seeded from your last game — if you lost 3 drakes, next session weights drake scenarios +40%
The second decision + execution hybrid. Supports don't fail because of bad hook aim — they fail because they don't know when or where to control vision, and don't recognize engage windows before they close.
Vision phase: Full-map minimap with ward states, objective timers, enemy support position, and your trinket/control ward charges. Drag ward tokens to the correct spots.
Engage phase: Recognize the window before it closes. A CC timing mini-game — press the key when the target enters your engage range, not a frame late.
Passive in-game coaching that runs silently during your match. Role-specific mindset cards surface when a meaningful game state changes — a tower falls, a death streak hits, an objective window opens.
Each card reads in under 5 seconds. Auto-fades in 7. Click anywhere to dismiss. Answers one question: what does your champion do, in your situation, to maximize your individual impact?
Layer 2: Clipo AI — persistent memory coach (Claude API, coming in v2). Remembers your last 20 games per role and celebrates real improvement with exact numbers.
Live counter-pick suggestions during champ select. Reads the enemy draft as picks lock in and surfaces up to 3 counter suggestions for your role — each with the mechanical reason, not just a win-rate.
— How it fits your game cycle —
| MOMENT | DURATION | WHAT RUNS |
|---|---|---|
| In queue | Up to 5 min | Last Hit / ADC Kite — full session (Jungle / Support in beta) |
| Champ select | 30–45 s | Pick Advisor + micro-session (2–3 scenarios) |
| Loading screen | 30–60 s | Loading Frenzy — tab back the moment the game starts |
| In game | Full match | Game Mindset — passive overlay, no interaction needed |
— Why not the Practice Tool? —
| MOBA WARMUP | PRACTICE TOOL | |
|---|---|---|
| Time to first minion | < 3 seconds | 30–60 seconds |
| Interruptible | Auto-pauses on tab switch | Must abandon the game |
| Context-aware | Seeded from your last game | Generic |
| Platform | Browser tab / Overwolf overlay | Full LoL client |
| Setup cost | Zero | Heavy |
Free. No install required (v1).
v1 runs in any modern browser — Chrome, Firefox, Edge. WebGL, ~48 MB download — loads in a few seconds on a decent connection.
v2 is an Overwolf app (in development) — overlay that auto-launches based on your game state, with Game Mindset and Pick Advisor.
No paywalls · No ads · No tracking beyond basic analytics
Status
Active development. The core — Last Hit, ADC Kite and Loading Frenzy — is polished and live in v1. Jungle Mode and Support Mode are playable in beta. Game Mindset and Pick Advisor are built and in Overwolf testing (v2).
Feedback very welcome — especially: does the last-hit drill feel like real LoL?
Made by Roi · OBSCURO
| Published | 1 day ago |
| Status | In development |
| Platforms | HTML5 |
| Author | OBSCURO |
| Genre | Simulation, Strategy |
| Tags | Arcade, Brain Training, Female Protagonist, Short, Singleplayer |
| Content | No generative AI was used |





