7 min read
The most common ADC self-evaluation mistake is "my KDA was clean, so I played well." The job description for an ADC is sustained damage in teamfights — not survival. A 4/2/8 game where the team won despite you doing 14% damage share is not a game you should claim credit for. Here are four metrics that evaluate ADC positioning without leaning on KDA.
Your share of your team's champion damage. ADC target is 28–35%.
Below 22%: you weren't in attack range during fights. Probably too far back, or you didn't reach the fight at all.
22–28%: room to step up. Safe but middling.
28–35%: healthy.
Over 35%: aggressive — check your death count.
ADC is a role where damage dealt should exceed damage taken. Healthy ratio is 0.7–1.0.
Above 1.5: you're absorbing too much focus — positioned too forward, or your front line isn't doing its job. Below 0.4: you're too far back to be focused, which usually means you're also too far back to deal damage. "Safe but irrelevant."
Total damage you negated through shields, healing, and defensive items. Low mitigation + high damage share = a clean game where you weren't even contested.High mitigation + low damage share means you were the focus target and couldn't answer back — reconsider items or positioning.
The JSON shows summoner cooldowns indirectly, but you can ask the AI "based on summoner usage and death timestamps, was my flash management offensive or defensive?" and get a reasonable read.
The default ADC flash philosophy is save it to live. Burning flash offensively before 10 minutes is high-risk. After 15 you can consider it, but the bar is "does this guarantee a kill or save a teammate?" — not "maybe I get the kill."
Ideal ADC position is the maximum range of your auto-attack, just outside the enemy carry's. You attack; you don't get attacked.
Reality intervenes — engages, assassins, mispositioned supports. So the moment your front line breaks, you need a decision tree: half-step back, shield, flash-ready, disengage. The metrics above tell you, after the game, how often that decision was correct.
Jinx, Caitlyn: long range. You should be hitting from the very back of your team. Damage-taken ratio in the 0.5–0.8 range is healthy.
Samira, Kai'Sa: mid-to-short. Damage-taken ratio drifts to 1.0–1.3. You need shielding and healing values to compensate.
Vayne, Kalista: mobility-driven. Even with low KDA, high damage share alone is a successful game.
For ADC self-review, this single line works well:
Ignore KDA. From damage share, damage-taken / damage-dealt ratio, and self-mitigated damage, classify my positioning as "too aggressive," "too passive," or "correct."
Forcing the AI off KDA produces the evaluation an ADC actually needs — whether you achieved the "sustained damage while surviving" balance the role demands.