Playstyle radar
16 gamesCompared with Arena players.
Axis breakdown
Placement
Average finish and top-2 rate
83
of 100
Damage
Damage per minute and share of the duo's damage
100
of 100
Frontline
Damage soaked and mitigated for the duo
55
of 100
Utility
Healing and shielding for the duo
19
of 100
Control
Crowd control uptime and immobilizations
26
of 100
Mechanics
Skillshots landed and dodged
53
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
1.4 vs 2.1 typical
Layer crowd control into the duo's damage windows to lock a round down.
Control
Immobilizations / game
23.2 vs 33.6 typical
Land the lockdown on the carry, not the frontliner.
Utility
Ally heal + shield / min
6 vs 51 typical
Time shields and heals to the opponent's burst, not before it.
Strengths
Damage / min
2683 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%.
Team damage share
17% vs 11%
100 of 100 against Arena players, and it matters: the better half of Arena players wins 41% of games, the other half 26%.
Top-2 rate
56% vs 33%
84 of 100 against Arena players. Keep it; it is part of how the games get won.
Identity
Carry
The duo's damage runs through them.
Among Arena players, damage leads at 100 of 100, built on 2683 damage a minute and 17% team damage share. Utility trails at 19, with 6 ally heal + shield a minute.
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%.