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

Nukuri

Lv 15 Pass 1 Nukuri#br1 BOT TOP
4 Points
1–1 W–L · 50%
A- Tier
1000 MMR
0 MVP
0 ACE
0 Points
1–1 W–L · 50%
A- Tier
— MMR
0 MVP
0 ACE

Performance by lane

TOP 6 games, 4 wins (67%) 5.5 / 5.5 / 5.5

You Inhouse TOP average

  • KDA 2.00 on par
  • CS per minute 6.7 on par
  • Gold per minute 414 on par
  • Damage per minute 799 on par
  • Kill participation 41% on par
  • Share of team damage 24% on par
  • Vision per minute 0.80 -10%
  • Deaths per game 5.5 on par
BOT 6 games, 3 wins (50%) 5.0 / 4.3 / 3.7

You Inhouse BOT average

  • KDA 2.00 -25%
  • CS per minute 7.3 -10%
  • Gold per minute 462 -8%
  • Damage per minute 764 -17%
  • Kill participation 50% -4 pts
  • Share of team damage 21% -5 pts
  • Vision per minute 0.76 on par
  • Deaths per game 4.3 -20%

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).

Laning34% Combat andimpact42% Resources andefficiency28% Vision46% Survival47% Objectives andmap32% Nukuri, Laning: 34%Nukuri, Combat and impact: 42%Nukuri, Resources and efficiency: 28%Nukuri, Vision: 46%Nukuri, Survival: 47%Nukuri, Objectives and map: 32%
Nukuri 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 34% 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 42% On par
Resources and efficiency CS per minute; Share of team gold; Damage per gold; Unspent gold at the end 28% Below role average
Vision Vision per minute; Share of team vision; Wards placed per minute; Wards destroyed per minute; Control wards per 10 min 46% On par
Survival Deaths per 10 min; Time dead 47% On par
Objectives and map Objective damage per minute; Turret damage per minute 32% On par

History

Result Match Date Lane Side Highlight Points MMR
Defeat Match 398
Queue
01/11/2026 BOT Red -3 -16
Mission Win 1 match 01/11/2026 +3 —
Mission Play 1 match 01/11/2026 +1 —
Victory Match 395
Queue
01/11/2026 BOT Blue +3 +16
Victory Match 238
Queue
25/10/2026 TOP Blue +3 +16
Victory Match 237
Queue
25/10/2026 BOT Red +3 +10
Mission Win 1 match 25/10/2026 +3 —
Mission Play 1 match 25/10/2026 +1 —
Victory Match 231
Queue
24/10/2026 TOP Blue +3 +21
Mission Win 3 matches 24/10/2026 +8 —
Victory Match 229
Queue
24/10/2026 BOT Red +3 +17
Defeat Match 226
Queue
24/10/2026 TOP Blue -3 -11
Mission Play 5 matches 24/10/2026 +1 —
Victory Match 221
Queue
24/10/2026 TOP Blue +3 +16
Defeat Match 220
Queue
24/10/2026 BOT Blue -3 -13
Defeat Match 212
Queue
24/10/2026 BOT Blue -3 -18
Mission Win 1 match 24/10/2026 +3 —
Victory Match 208
Queue
24/10/2026 TOP Red +3 +11
Mission Play 1 match 24/10/2026 +1 —
Defeat Match 206
Queue
24/10/2026 TOP Red -3 -10