rankedtoday-mcp
Server Configuration
Describes the environment variables required to run the server.
| Name | Required | Description | Default |
|---|---|---|---|
No arguments | |||
Instructions
Guidance the server publishes about itself, which clients place ahead of the tool catalog so the model reads it before choosing anything.
This server publishes no instructions, or was last inspected before Glama recorded them.
Capabilities
Features and capabilities supported by this server
Protocol revision2025-11-25
| Capability | Details |
|---|---|
| tools | {
"listChanged": true
} |
| logging | {} |
| prompts | {
"listChanged": false
} |
| resources | {
"subscribe": false,
"listChanged": false
} |
| extensions | {
"io.modelcontextprotocol/ui": {}
} |
| experimental | {} |
Tools
Functions exposed to the LLM to take actions
| Name | Description |
|---|---|
| estimate_mmrA | Estimate where your MMR sits relative to your rank, from LP flow. Riot does not expose MMR and no site can read it. What MMR does leak is the exchange rate: when MMR matches rank, wins and losses move you roughly symmetrically. Asymmetry is the signal. |
| hours_playedA | Estimate lifetime hours from account level, with the math shown. Levels are earned almost entirely by finishing games, so level is the only signal that reflects a whole account history. Expect about 20% error. |
| climb_calculatorB | How many games a climb takes at a given winrate, or whether it runs backward. LP totals are cumulative: one division is 100 LP, one tier is 400 LP. So Gold IV 0 LP to Plat IV 0 LP is 400. |
| kdaC | Calculate KDA with an honest, role-aware read. |
| readiness_referenceB | What the research actually supports about cognition and gaming performance. Included because these numbers get misquoted constantly in both directions. |
| hardware_latency_budgetA | Estimate how much of a reaction-test score is equipment rather than you. A reaction test measures the whole chain: the screen has to draw the stimulus and the input device has to report the response. Only the middle is you, and the rest is worth real milliseconds. |
| season_countdownA | Days remaining until a ranked season boundary or any other date. Pass from_date (YYYY-MM-DD) to compute from a fixed day; otherwise uses today. |
| rankedtoday_toolsC | Free tools and cognitive tests on the web. |
Prompts
Interactive templates invoked by user choice
| Name | Description |
|---|---|
No prompts | |
Resources
Contextual data attached and managed by the client
| Name | Description |
|---|---|
No resources | |
TDQS
Scored across 8 tools
Most tools have clearly distinct purposes: KDA, MMR estimation, climb calculation, hours played, latency, and countdown are all separate concerns. However, 'rankedtoday_tools' is vague and could be confused with 'readiness_reference' since both are informational rather than computational.
Tool names mix patterns: some are verb_noun (estimate_mmr, climb_calculator), some are plain nouns (kda, season_countdown), and some are adjective_noun (readiness_reference, hardware_latency_budget). The style is mostly snake_case but lacks a consistent verb_noun or noun convention, making naming somewhat inconsistent.
The server has 8 tools, which is a well-scoped number for a gaming analytics and utility server. Each tool earns its place by covering a distinct calculation or reference need, without bloating the set.
The tools cover core player needs: KDA, MMR, climb, hours, latency, and season countdown. Minor gaps exist, such as a direct rank conversion or winrate calculator, but these are not obvious dead ends and the overall domain of ranked gaming analytics is well covered.