Playstyle radar
17 gamesCompared with Arena players.
Axis breakdown
Placement
Average finish and top-2 rate
60
of 100
Damage
Damage per minute and share of the duo's damage
70
of 100
Frontline
Damage soaked and mitigated for the duo
57
of 100
Utility
Healing and shielding for the duo
21
of 100
Control
Crowd control uptime and immobilizations
36
of 100
Mechanics
Skillshots landed and dodged
51
of 100
What to work on
17 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
Immobilizations / game
19.8 vs 33.6 typical
Land the lockdown on the carry, not the frontliner.
Utility
Ally heal + shield / min
8 vs 51 typical
Time shields and heals to the opponent's burst, not before it.
Utility
Heals + shields / min
8 vs 51 typical
Keep the heal for the moment the opponent commits.
Strengths
Damage / min
1958 vs 1552
76 of 100 against Arena players, and it matters: the better half of Arena players wins 56% of games, the other half 10%.
Top-2 rate
53% vs 33%
79 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 70 of 100, built on 1958 damage a minute and 12% team damage share. Utility trails at 21, with 8 ally heal + shield a minute.
Among Arena players
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%.
Arena players with above-median heals + shields a minute win 37% of games; below it, 32%.