Jump through events
Choose a kill event or teamfight record to jump to that fight. Use pause, playback speed and the timeline to inspect positioning before the engagement and what happens afterward.
Timing and effect limitations
Sharing uses the in-game clock and supports negative pregame times. During a match pause, the clock freezes; shared timestamps locate the first occurrence of that clock value.
Seeking backward clears existing transient effects; new effects play normally as playback continues.
