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

Rod

Lv 15 Pass 2 Rod#nth SUP MID
14 Points
2–0 W–L · 100%
A- Tier
1035 MMR
0 MVP
0 ACE
6 Points
2–0 W–L · 100%
A- Tier
— MMR
0 MVP
0 ACE

Performance by lane

SUP 4 games, 3 wins (75%) 1.0 / 4.8 / 13.2

You Inhouse SUP average

  • KDA 3.00 on par
  • CS per minute 1.1 +10%
  • Gold per minute 289 on par
  • Damage per minute 337 +16%
  • Kill participation 49% -13 pts
  • Share of team damage 10% +1 pts
  • Vision per minute 2.46 -17%
  • Deaths per game 4.8 -11%
TOP 3 games, 1 win (33%) 1.7 / 5.7 / 5.7

You Inhouse TOP average

  • KDA 1.29 -35%
  • CS per minute 7.0 on par
  • Gold per minute 358 -11%
  • Damage per minute 637 -18%
  • Kill participation 31% -9 pts
  • Share of team damage 18% -5 pts
  • Vision per minute 0.81 -9%
  • Deaths per game 5.7 +8%
MID 1 game, 1 win (100%) 12.0 / 4.0 / 6.0

You Inhouse MID average

  • KDA 4.50 +72%
  • CS per minute 7.0 on par
  • Gold per minute 455 +8%
  • Damage per minute 1179 +40%
  • Kill participation 44% -5 pts
  • Share of team damage 28% +4 pts
  • Vision per minute 1.56 +84%
  • Deaths per game 4.0 -20%

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).

Laning57% Combat andimpact42% Resources andefficiency37% Vision36% Survival51% Objectives andmap50% Rod, Laning: 57%Rod, Combat and impact: 42%Rod, Resources and efficiency: 37%Rod, Vision: 36%Rod, Survival: 51%Rod, Objectives and map: 50%
Rod Role average
Dimension Percentile Verdict
Laning Gold/min vs. lane opponent; XP/min vs. lane opponent; Damage/min vs. lane opponent 57% 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 42% On par
Resources and efficiency Share of team gold; Unspent gold at the end 37% 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) 36% On par
Survival Deaths per 10 min; Time dead 51% On par
Objectives and map Objective damage per minute 50% On par

History

Result Match Date Lane Side Highlight Points MMR
Mission Win 1 match 06/11/2026 +3 —
Mission Play 1 match 06/11/2026 +1 —
Victory Match 506
Queue
06/11/2026 SUP Blue +3 +12
Mission Win 1 match 05/11/2026 +3 —
Mission Play 1 match 05/11/2026 +1 —
Victory Match 489
Queue
05/11/2026 SUP Red +3 +23
Mission Earn 1 ACE 27/10/2026 +1 —
Mission Play 5 matches 27/10/2026 +1 —
Defeat Match 289
Queue
27/10/2026 SUP Red ACE -2 -5
Mission Win 1 match 27/10/2026 +3 —
Victory Match 284
Queue
27/10/2026 SUP Red +3 +14
Mission Play 1 match 27/10/2026 +1 —
Defeat Match 279
Queue
27/10/2026 TOP Red -3 -16
Mission Win 1 match 26/10/2026 +3 —
Victory Match 256
Queue
26/10/2026 MID Red +3 +13
Mission Play 1 match 26/10/2026 +1 —
Defeat Match 253
Queue
26/10/2026 TOP Red -3 -16
Mission Win 1 match 25/10/2026 +3 —
Mission Play 1 match 25/10/2026 +1 —
Victory Match 239
Queue
25/10/2026 TOP Red +3 +10