Playstyle
16 games
Playstyle radar
16 gamesCompared with Arena players.
Axis breakdown
Placement
Average finish and top-2 rate
61
of 100
Damage
Damage per minute and share of the duo's damage
99
of 100
Frontline
Damage soaked and mitigated for the duo
59
of 100
Utility
Healing and shielding for the duo
26
of 100
Control
Crowd control uptime and immobilizations
22
of 100
Mechanics
Skillshots landed and dodged
47
of 100
What to work on
16 gamesWin-rate evidence is not available for every stat yet; stats without it are ranked by the gap alone and never coached first.
ControlStart here
CC seconds / min
1.5 vs 2.1 typical
Layer crowd control into the duo's damage windows to lock a round down.
Control
Immobilizations / game
19.2 vs 33.6 typical
Land the lockdown on the carry, not the frontliner.
Utility
Ally heal + shield / min
16 vs 51 typical
Time shields and heals to the opponent's burst, not before it.
Strengths
Damage / min
2584 vs 1552
100 of 100 against Arena players, and it matters: the better half of Arena players wins 56% of games, the other half 10%.
Damage mitigated / min
3670 vs 2642
72 of 100 against Arena players, and it matters: the better half of Arena players wins 49% of games, the other half 18%.
Team damage share
15% vs 11%
96 of 100 against Arena players, and it matters: the better half of Arena players wins 41% of games, the other half 26%.
Identity
Carry
The duo's damage runs through them.
Among Arena players, damage leads at 99 of 100, built on 2584 damage a minute and 15% team damage share. Control trails at 22, with 19.2 immobilizations a game.
Among Arena players
Arena players with above-median CC seconds a minute win 41% of games; below it, 26%.
Arena players with above-median immobilizations a game win 39% of games; below it, 28%.
Arena players with above-median ally heal + shield a minute win 37% of games; below it, 32%.