The tilt check, explained
"Tilt" is when frustration starts costing you games. You queue again straight after a loss, play worse, lose again, and the cycle feeds itself. Lunar's tilt check tries to spot that pattern from your matches rather than your mood, and tells you plainly when a break would probably help.
The check runs on your current play session. It adds up three kinds of signal into a score from 0 to 100, and the score sets your level.
| Score | Level |
|---|---|
| 0–24 | Cool |
| 25–49 | Warming up |
| 50–69 | Heating up |
| 70+ | Tilted |
Signal 1: the losing streak
Only the losses at the end of the session count. A streak that you've already broken with a win no longer matters.
| Losses in a row | Points |
|---|---|
| 2 | 10 |
| 3 | 30 |
| 4 | 40 |
| 5 or more | 50 |
The jump from two to three losses is deliberate. Two losses happen to everyone. Three in a row is when the "one more game" urge usually does the most damage.
Signal 2: your form against your own baseline
This is the part that separates tilt from bad luck. Lunar takes your three newest games in the session and compares each one with how you normally play. "Normally" means your 60 most recent earlier matches in the same mode (Competitive or Quick Match).
Each game is compared with your history on the same hero when you have at least five earlier games on it. Otherwise it's compared with your history on that hero's role. So a bad Strategist game is judged against your Strategist games, not against your Duelist numbers.
A metric is flagged when it's this far off your usual number:
| Metric | Flagged when |
|---|---|
| KDA | 50% or more below usual |
| Damage per minute | 25% or more below usual |
| Healing per minute | 25% or more below usual |
| Main-attack accuracy | 18% or more below usual |
| Deaths per 10 minutes | 45% or more above usual |
A metric only counts when at least two of the three recent games show it. One bad game is noise, but a pattern across games is a signal. Each flagged metric adds 10 points, up to 30.
Some guard rails keep the comparison fair:
- Healing is only judged on heroes whose normal healing is at least 400 per minute, so a Duelist's occasional self-heal doesn't count.
- Accuracy is only judged on games with at least 50 recorded shots.
- Games shorter than three minutes (leavers, remakes) are skipped.
- With fewer than 10 earlier matches in a mode there's no baseline, so the form part is skipped and the card says so.
- A session needs at least three games before form is judged at all.
Signal 3: ranked points lost
In Competitive, a session that's down 60 or more points adds 10, and one that's down 100 or more adds 20.
When it suggests a break
Lunar suggests a break when your score reaches 50 and you're on a losing streak of at least two. Both conditions matter. A high score after a win means you've already broken the run. A short streak with normal form is just variance.
On the dashboard you can start a break timer. Signed-in users can also ask the bot to send a Discord DM when the break is over. You can turn tilt nudges off entirely in your settings.
What it can't see
The tilt check only knows what's in match data. It can't tell that your team had a leaver mid-fight, that you were trying a new hero on purpose, or that you're simply tired. Treat it as a second opinion, not a verdict. If the numbers say "Heating up" but you feel fine, that's still worth a moment's thought before queuing again.