Players
Feeps
Role average
Player
Feeps
15
Points
3–3
W–L · 50%
A
Tier
999
MMR
1
MVP
0
ACE
4
Points
2–1
W–L · 67%
A
Tier
—
MMR
1
MVP
0
ACE
-3
Points
1–2
W–L · 33%
A
Tier
—
MMR
0
MVP
0
ACE
Performance by lane
SUP
6
games,
3
wins
(50%)
1.7
/
5.2
/
19.2
You Inhouse SUP average
- KDA 4.03 +26%
- CS per minute 1.0 on par
- Gold per minute 316 +6%
- Damage per minute 305 +6%
- Kill participation 66% on par
- Share of team damage 9% on par
- Vision per minute 2.74 -7%
- Deaths per game 5.2 on par
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Dimension profile
Each dimension combines the processed metrics with the weight the SUP 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).
| Dimension | Percentile | Verdict |
|---|---|---|
| Laning Gold/min vs. lane opponent; XP/min vs. lane opponent; Damage/min vs. lane opponent | 51% | On par |
| Combat and impact Share of team damage; Damage per minute; Kill participation; Crowd control per minute; Heals and shields on allies per minute; Share of team damage taken | 62% | On par |
| Resources and efficiency Share of team gold; Unspent gold at the end | 61% | On par |
| Vision Vision per minute (weight 1.5); Share of team vision (weight 1.5); Wards placed per minute; Wards destroyed per minute; Control wards per 10 min (weight 1.2) | 52% | On par |
| Survival Deaths per 10 min; Time dead | 47% | On par |
| Objectives and map Objective damage per minute | 53% | On par |
History
| Result | Match | Points | MMR |
|---|---|---|---|
| Defeat |
Match 137
Queue
|
-3 | -21 |
| Mission | Play 5 matches | +1 | — |
| Defeat |
Match 130
Queue
|
-3 | -19 |
| Mission | Win 3 matches | +8 | — |
| Victory |
Match 125
Queue
|
+3 | +13 |
| Mission | Earn 1 MVP | +1 | — |
| Victory |
Match 120
Queue
|
+4 | +20 |
| Defeat |
Match 114
Queue
|
-3 | -11 |
| Mission | Win 1 match | +3 | — |
| Mission | Play 1 match | +1 | — |
| Victory |
Match 112
Queue
|
+3 | +17 |