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

MONGEGODLIKEMODE

Lv 17 Pass 1 MONGEGODLIKEMODE#5353 MID 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

MID 10 games, 5 wins (50%) 8.2 / 5.2 / 6.0

You Inhouse MID average

  • KDA 2.73 on par
  • CS per minute 8.0 +10%
  • Gold per minute 466 +11%
  • Damage per minute 844 on par
  • Kill participation 51% on par
  • Share of team damage 25% on par
  • Vision per minute 0.48 -44%
  • Deaths per game 5.2 on par
TOP 3 games, 2 wins (67%) 6.7 / 5.7 / 3.7

You Inhouse TOP average

  • KDA 1.82 -9%
  • CS per minute 7.6 +9%
  • Gold per minute 455 +13%
  • Damage per minute 921 +19%
  • Kill participation 32% -8 pts
  • Share of team damage 24% on par
  • Vision per minute 0.51 -43%
  • Deaths per game 5.7 +8%
JG 1 game, 0 wins (0%) 2.0 / 3.0 / 2.0

You Inhouse JG average

  • KDA 1.33 -53%
  • CS per minute 7.6 +17%
  • Gold per minute 382 -12%
  • Damage per minute 528 -18%
  • Kill participation 44% -13 pts
  • Share of team damage 22% +4 pts
  • Vision per minute 0.97 -11%
  • Deaths per game 3.0 -43%

Dimension profile

Each dimension combines the processed metrics with the weight the MID 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).

Laning56% Combat andimpact47% Resources andefficiency69% Vision9% Survival43% Objectives andmap45% MONGEGODLIKEMODE, Laning: 56%MONGEGODLIKEMODE, Combat and impact: 47%MONGEGODLIKEMODE, Resources and efficiency: 69%MONGEGODLIKEMODE, Vision: 9%MONGEGODLIKEMODE, Survival: 43%MONGEGODLIKEMODE, Objectives and map: 45%
MONGEGODLIKEMODE 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 56% On par
Combat and impact Share of team damage (weight 1.5); Damage per minute; Kill participation; Crowd control per minute 47% On par
Resources and efficiency CS per minute; Share of team gold; Damage per gold; Unspent gold at the end 69% Above role average
Vision Vision per minute; Share of team vision; Wards placed per minute; Wards destroyed per minute; Control wards per 10 min 9% Below role average
Survival Deaths per 10 min; Time dead 43% On par
Objectives and map Objective damage per minute; Turret damage per minute 45% On par

History

Result Match Date Lane Side Highlight Points MMR
Mission Play 1 match 29/10/2026 +1 —
Defeat Match 332
Queue
28/10/2026 MID Blue -3 -10
Mission Play 1 match 28/10/2026 +1 —
Defeat Match 330
Queue
28/10/2026 MID Red -3 -10
Victory Match 302
Queue
27/10/2026 TOP Blue +3 +21
Defeat Match 298
Queue
27/10/2026 TOP Blue -3 -14
Victory Match 286
Queue
27/10/2026 MID Blue +3 +21
Victory Match 284
Queue
27/10/2026 TOP Red +3 +14
Mission Win 1 match 27/10/2026 +3 —
Victory Match 283
Queue
27/10/2026 MID Blue +3 +13
Mission Play 1 match 27/10/2026 +1 —
Defeat Match 272
Queue
27/10/2026 MID Blue -3 -13
Mission Earn 1 ACE 26/10/2026 +1 —
Defeat Match 263
Queue
26/10/2026 MID Blue ACE -2 -2
Mission Win 3 matches 26/10/2026 +8 —
Mission Play 5 matches 26/10/2026 +1 —
Victory Match 260
Queue
26/10/2026 MID Red +3 +13
Victory Match 258
Queue
26/10/2026 MID Blue +3 +10
Mission Earn 1 MVP 26/10/2026 +1 —
Mission Win 1 match 26/10/2026 +3 —
Victory Match 253
Queue
26/10/2026 MID Blue MVP +4 +21
Defeat Match 252
Queue
26/10/2026 MID Red -3 -22
Mission Play 1 match 26/10/2026 +1 —
Defeat Match 251
Queue
26/10/2026 JG Blue -3 -16