Player Matchup

Fenrir
Fenrir
Diamond I
Hánaroo
Fenrir
Diamond I
Level 163
God Stats
2W - 0L
1,670 SR
Queue Stats
47W - 28L
2,546 MMR
Solo
Team Averages
Diamond I
Diamond I
Average Tier
Level 163
1,670 SR
2,546 MMR

VS

Team Averages
Diamond IV
Diamond IV
Average Tier
Level 45
1,851 SR
2,093 MMR
Ix Chel
Ix Chel
Diamond IV
ImperfectCellMax
Ix Chel
Diamond IV
Level 45
God Stats
2W - 1L
1,851 SR
Queue Stats
26W - 13L
2,093 MMR
Solo

Match Stats

Player
Level
K/D/A
Gold
GPM
Damage
Taken
Mitigated
Build
Fenrir
Hánaroo
Fenrir
20
6 / 5 / 0
19,189
1,010
17,497
30,098
24,797
Y10 Evolved Transcendence

Y10 Evolved Transcendence

+25
Physical Power
+1050
Mana
+10
Mp 5
+10%
Cooldown Reduction

PASSIVE - You gain Physical Power equal to 2% of your Maximum Mana.

Genji's Guard

Genji's Guard

+100
Health
+60
Magical Protection
+40
Mp 5
+10%
Cooldown Reduction

PASSIVE - When you take Magical Damage from Abilities your cooldowns are reduced by 3s. This can only occur once every 30s.

Brawler's Beat Stick

Brawler's Beat Stick

+45
Physical Power
+15
Physical Penetration

PASSIVE - Enemies hit by your Abilities have 40% reduced healing for 5 seconds. Getting a kill or assist on an enemy god creates a field that lasts 10s, providing allies within it 20 Power + 2 Per level. This effect can only occur once every 10 seconds.

Y10 Serrated Edge

Y10 Serrated Edge

+25
Physical Power
+10%
Physical Lifesteal
+20
Physical Penetration
+7%
Movement Speed

PASSIVE - For every non-ultimate ability on cooldown you gain a stack of Cruelty. Each stack provides 7 Physical Power and 2% Physical Lifesteal.

Hydra's Lament

Hydra's Lament

+30
Physical Power
+10
Physical Penetration
+10%
Cooldown Reduction
+200
Mana

PASSIVE - For 8s after using an ability, your next Basic Attack will deal an additional 25% damage. Abilities that function like basic attacks do not benefit from this. PASSIVE - This item grants 2.5 MP5 per 10% of your missing Mana.

Heartseeker

Heartseeker

+45
Physical Power
+200
Mana
+20
Mp 5
+10
Physical Penetration

PASSIVE - Your abilities deal an additional 2% of the targets maximum Health as Physical Damage. If you have over 150 Physical Power, your ability bonus damage scales up. This effect reaches a maximum of 6% Maximum Health damage at 250 Physical Power. Subsequent hits on the same target do 75% of the bonus damage for the next 3s.

Bans
CamazotzHelCliodhnaApolloSusano

VS

Bans
HeimdallrIzanamiMartichorasMedusaThoth
Player
Level
K/D/A
Gold
GPM
Damage
Taken
Mitigated
Build
20
5 / 6 / 0
18,689
984
19,743
21,627
17,524
Chronos' Pendant

Chronos' Pendant

+70
Magical Power
+20
Mp 5
+20%
Cooldown Reduction

PASSIVE - Every 10s the Pendant activates, subtracting 1s from all of your abilities currently on Cooldown. The initial countdown will not start until you leave the fountain.

Breastplate of Valor

Breastplate of Valor

+50
Physical Protection
+300
Mana
+15
Mp 5
+20%
Cooldown Reduction

Divine Ruin

Divine Ruin

+75
Magical Power
+15
Magical Penetration

PASSIVE - Enemies hit by your abilities have 40% reduced healing for 5 seconds. Your next successful damaging ability on an enemy triggers a chain lightning, damaging the target and up to 4 nearby enemies for 40 damage + 10% of your Magical Power. This can only occur once every 20 seconds.

Y10 Soul Gem

Y10 Soul Gem

+70
Magical Power
+100
Health
+8%
Magical Lifesteal
+10%
Cooldown Reduction

PASSIVE - On successful hit of an Ability you gain 1 stack. At 3 Stacks your next Ability that damages an enemy God will deal bonus damage equal to 20% of your Magical power to each God hit, and will heal yourself and allies within 20 units for 15 (+5 Per Level) and will consume the 3 stacks.

Sphinx's Baubles

Sphinx's Baubles

+40
Physical Power
+60
Magical Power
+20
Mp 5
+10%
Cooldown Reduction

PASSIVE - Your Cooldown Reduction cap is increased from 40% to 50%.

Contagion

Contagion

+50
Physical Protection
+200
Health
+25
Hp 5

AURA - Enemy gods within 55 units have their healing reduced by 25%. This does not stack with similar Auras. PASSIVE - When you are hit by a Hard Crowd Control, the enemy receives an aura that deals 25 Magical Damage per second to them and other enemies within a 25 unit radius for 5s. This aura is refreshed if an enemy applies additional Hard Crowd Control to you within 5s.

Match Insights

Player Kills, Deaths, and Assists

6
Kill Participation
5
6
Kills
5
5
Deaths
6
0
Assists
0
Player
Kills
Deaths
Assists
KDA
W
Fenrir
Hánaroo
Fenrir
6
5
0
1.2
L
5
6
0
0.83

Kill Participation

Kills by Role

Deaths by Role

Damage Breakdown

17,497
Damage
19,743
30,098
Taken
21,627
24,797
Mitigated
17,524
10,513
Healing
5,716
Player
Damage
Inhand
Healing
Self Heal
Taken
Mitigated
Structure
Taken Magical
Taken Physical
Damage Magical
Damage Physical
W
Fenrir
Hánaroo
Fenrir
17,497
6,941
0
10,513
30,098
24,797
2,801
20,707
9,391
0
118,720
L
19,743
3,553
0
5,716
21,627
17,524
647
249
21,378
118,979
0

Damage Done by Role

Damage Taken by Role

Economy & Farm Breakdown

19,189
Gold Earned
18,689
191
Minions Killed
188
9
Camps Cleared
9
399,986
Distance Traveled
325,552
0
Wards Purchased
0
Player
Gold
GPM
Minion Kills
MPM
Camps
Distance
Wards
W
Fenrir
19,189
1,010
191
10
9
399,986
0
L
Ix Chel
18,689
984
188
10
9
325,552
0

Distance Traveled

Minion Kills by Role

Gold Earned by Role