N

Nalé#2365

EU
Ranked
309Games
53.1%Win rate
164 / 145W / L
4.74KDA
-1Streak
Overall grade
Could do better · Storm League
Below average — a few things to work on.
309 games
41/ 100
CQuick Match · 52g
MMR · Estimated ratingcalibrated vs the ladder
Bronze 12100range 1907–2293 (±193)Low data
On track+175 pts/win215 pts/loss
your lobbies 2136-36 MMRest. 2100

Your skill and Bronze lobbies are well matched — roughly even gains and losses.

Win rate
53%
164-145
PPI overall
40
performance %ile
Perf. MMR
1966
from your stats
Win/Loss
+91
vs expected
Survival 91 Objectives 67 Experience 5 Lane 19
PPI · Performance Index361 gamesLimited data
Ranked against 21 comparable players — a small field, so positions are noisy.
AggressionKill participation (takedowns) and hero damage — how much you contribute to fights.LaneSiege and structure damage — pushing waves and taking down forts/keeps.TeamfightDamage dealt in team fights and crowd control time applied to enemy heroes.SurvivalStaying alive: fewer deaths and less time spent dead (scored inversely — lower is better).ObjectivesMap-objective control: mercenary camps and watch towers captured, plus damage soaked at objectives (holding the point, not just taking camps).ExperienceXP contribution and regen globes — soaking lanes and not missing experience.HealingHealing done and damage prevented for allies (shields / protection). N/A for heroes that don't heal or shield — it then doesn't count toward the overall.ReliabilityYour floor: the 25th-percentile of your per-game performance — even your worst games are this strong vs the field. Measures how high your bad games are, not how even they are; throwing games drags it down.Aggression: Kill participation (takedowns) and hero damage — how much you contribute to fights.Lane: Siege and structure damage — pushing waves and taking down forts/keeps.Teamfight: Damage dealt in team fights and crowd control time applied to enemy heroes.Survival: Staying alive: fewer deaths and less time spent dead (scored inversely — lower is better).Objectives: Map-objective control: mercenary camps and watch towers captured, plus damage soaked at objectives (holding the point, not just taking camps).Experience: XP contribution and regen globes — soaking lanes and not missing experience.Healing: Healing done and damage prevented for allies (shields / protection). N/A for heroes that don't heal or shield — it then doesn't count toward the overall.Reliability: Your floor: the 25th-percentile of your per-game performance — even your worst games are this strong vs the field. Measures how high your bad games are, not how even they are; throwing games drags it down.
31Overall · vs hero · vs all
vs rank31 vs all
Skill to work on
Experience · 0
vs hero (each game) vs role (each game's role)Click a point or label for details.
PPI progressionnot enough history yet. A new data point is recorded each time the PPI changes, so this fills in as more games are played.
Ranked hero pool · 30 heroes
Trophy case · 100 games scanned
🏆 Trophies · 20
Rampage· ×69Jailer· ×22Camp King· ×18Kingmaker· ×18Unkillable· ×16Combat Medic· ×14Meat Shield· ×9Flawless· ×8Lifesaver· ×8Serial Killer· ×8Guardian Angel· ×8Master of Chaos· ×7Executioner· ×5Eel· ×5MVP· ×3Avenger· ×3DemolisherOn FireSentinelCarried
💩 Dunce caps · 7
Tourist· ×8Ghost· ×4Suicide Diver· ×3Narcissist· ×3Padawan· ×3Vending MachinePacifist
Match history · 361 games