What NES does, and what it never will

Last updated: 24 October 2026

NES is designed to follow Riot Games’ policies for third-party applications. This page states precisely what it does and what it does not do.

Official APIs only

NES neither reads nor writes game memory, injects nothing and takes no screen captures. It only uses:

  • the League of Legends client API (LCU), reached locally;
  • the game’s Live Client Data API (port 2999), reached locally;
  • the Riot API;
  • Data Dragon, for game images and static data.

The overlays are small transparent, click-through windows placed above the game running in borderless window mode. They do not modify the game.

No hidden information

NES never gives you information you could not get yourself:

  • no jungle timers;
  • no enemy cooldown tracking;
  • no enemy positions.

Objective timers rely only on events announced to every player. A hidden player (hidden name, streamer mode) is never identified.

You stay in control

Client automations (accepting the game, hovering your champion, importing runes, spells and item sets) are off by default, each with its own switch and the warning “Client automation: at your own risk.”

NES never locks a champion and never bans for you. It never acts on the queue, the lobby, the chat, the store or the login. Automatic locking and banning are not part of NES: they are not compliant.

Non-compliant options, off by default

Two options are not compliant with Riot’s policies. They are off by default and flagged in the app with the warning “Option not compliant with Riot’s policies for third-party applications: it draws conclusions for you. At your own risk.”:

  • the in-game win probability overlay (the post-game graph in the match details remains available);
  • premade detection on the loading screen.

An estimate, not a ranking

Performance is an unofficial personal estimate: “Unofficial NES estimate, this is not a Riot ranking.” There is no ranking between players, and no points won or lost after each game.