INVOKERS
Inhouse Invokers
The inhouse is part of the Invokers app: you can play and follow everything in the inhouse from there.
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Players
Player

Candy 10

Lv 17 Pass 1 Candy 10#Doce JG TOP
0 Points
0–0 W–L · 0%
A- Tier
1000 MMR
0 MVP
0 ACE
0 Points
0–0 W–L · 0%
A- Tier
— MMR
0 MVP
0 ACE

Performance by lane

TOP 8 games, 3 wins (38%) 4.0 / 4.9 / 4.1

You Inhouse TOP average

  • KDA 1.67 -16%
  • CS per minute 6.6 -6%
  • Gold per minute 363 -9%
  • Damage per minute 619 -20%
  • Kill participation 34% -6 pts
  • Share of team damage 19% -4 pts
  • Vision per minute 0.75 -16%
  • Deaths per game 4.9 -8%
JG 3 games, 1 win (33%) 9.0 / 7.3 / 10.0

You Inhouse JG average

  • KDA 2.59 -9%
  • CS per minute 6.3 on par
  • Gold per minute 465 +7%
  • Damage per minute 684 +6%
  • Kill participation 54% -3 pts
  • Share of team damage 17% -1 pts
  • Vision per minute 0.80 -27%
  • Deaths per game 7.3 +38%

Dimension profile

Each dimension combines the processed metrics with the weight the TOP role gives them, adjusted for each champion's class. The number is the percentile of the typical match: 50% is the position average (the dashed ring).

Laning29% Combat andimpact18% Resources andefficiency35% Vision27% Survival48% Objectives andmap21% Candy 10, Laning: 29%Candy 10, Combat and impact: 18%Candy 10, Resources and efficiency: 35%Candy 10, Vision: 27%Candy 10, Survival: 48%Candy 10, Objectives and map: 21%
Candy 10 Role average
Dimension Percentile Verdict
Laning Gold/min vs. lane opponent; CS/min vs. lane opponent (weight 1.5); XP/min vs. lane opponent; Damage/min vs. lane opponent 29% Below role average
Combat and impact Share of team damage; Damage per minute; Kill participation; Crowd control per minute; Share of team damage taken; Damage mitigated per minute 18% Below role average
Resources and efficiency CS per minute; Share of team gold; Damage per gold; Unspent gold at the end 35% On par
Vision Vision per minute; Share of team vision; Wards placed per minute; Wards destroyed per minute; Control wards per 10 min 27% Below role average
Survival Deaths per 10 min; Time dead 48% On par
Objectives and map Objective damage per minute; Turret damage per minute 21% Below role average

History

Result Match Date Lane Side Highlight Points MMR
Mission Play 1 match 29/10/2026 +1 —
Defeat Match 338
Queue
29/10/2026 TOP Blue -3 -11
Mission Win 3 matches 27/10/2026 +8 —
Mission Win 1 match 27/10/2026 +3 —
Victory Match 285
Queue
27/10/2026 TOP Blue +3 +10
Defeat Match 283
Queue
27/10/2026 TOP Red -3 -13
Mission Play 5 matches 27/10/2026 +1 —
Mission Play 1 match 27/10/2026 +1 —
Defeat Match 280
Queue
27/10/2026 TOP Blue -3 -18
Victory Match 256
Queue
26/10/2026 TOP Red +3 +13
Defeat Match 254
Queue
26/10/2026 JG Red -3 -18
Defeat Match 252
Queue
26/10/2026 TOP Red -3 -22
Mission Win 1 match 26/10/2026 +3 —
Mission Play 1 match 26/10/2026 +1 —
Victory Match 251
Queue
26/10/2026 TOP Red +3 +16
Defeat Match 245
Queue
25/10/2026 TOP Red -3 -14
Mission Earn 1 ACE 25/10/2026 +1 —
Mission Play 1 match 25/10/2026 +1 —
Defeat Match 239
Queue
25/10/2026 JG Blue ACE -2 0
Mission Earn 1 MVP 23/10/2026 +1 —
Mission Win 1 match 23/10/2026 +3 —
Mission Play 1 match 23/10/2026 +1 —
Victory Match 177
Queue
23/10/2026 JG Blue MVP +4 +23