A lead has to turn into damage on someone who matters
A carry ahead by two items has one job in a teamfight: deal that advantage to a champion whose death changes the fight. The tank in front of you is the champion whose death changes the fight least, and it is the champion you are most often hitting, because it is the one in range.
The coach sees it in the match record as damage share: a player who won lane and dealt 12 to 19 percent of the team's damage across several games is not losing fights on mechanics. The damage is landing on the wrong targets.
What it looks like in your footage
- Every auto-attack on the frontline. Through the fight, the player's target is the tank or the bruiser at the front, while the enemy carry sits in range behind them.
- The target does not die. The frames show the tank's health bar barely moving and the fight lost on the other side.
- Switching targets too late. The player finally turns to the enemy carry when they are already out of range or already dead to an ally.
- Standing to hit the wrong target. Positioning in fight and target selection overlap here: the player takes a risky position to reach a target that was not worth reaching.
Why the tank gets hit
The tank is in range. The carry is not. Reaching the carry means moving, and moving means the reach question from positioning: who can get to me if I step there. So players stay where it is safe and hit what is there, which is the champion whose job is to be hit.
There is also a bias toward the champion that is threatening you. A diver on your face draws every auto-attack, even when an ally is already handling them and your damage is better spent elsewhere.
The one change
Two halves: a target chosen before the chaos, and a standing rule for the chaos itself. The word "reach" ties this to positioning: value is what you hit, reach is where you stand to hit it.
A drill for your next five games
Before every fight, say the name of the enemy you want dead. Then, in the fight, notice whether your auto-attacks are going to that champion or to whoever is closest. Nothing else. After five games, look at your damage share in the reviews. It should move up before your kills do, because the damage goes to targets that die later in the fight rather than to a tank that never does.
How the coach catches it
Leaguio Coach tags target selection when the match record shows low damage share from a player with a lane lead, and the footage of the fights shows the player's target through the fight was the frontline while higher-value targets were in range. The storyboard shows the fight frames with the player's target marked, and the text gives the damage share and the role score. Across games, the synthesis looks for the share staying low despite leads, which is how "lead never converts to damage" becomes a named pattern.