Lunar

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What a winning game looks like for each role

After a loss it's tempting to check the scoreboard and blame whoever had the lowest damage. But how different are the numbers in a win and a loss? We compared typical stats for each role across more than 32,000 Competitive player games recorded by Lunar. The biggest difference isn't damage or healing. It's deaths.

How we measured it

We used the full scoreboards of 2,832 Competitive matches (six against six, no leavers, no AI players, December 2025 to November 2026). Each player was counted under the role of the hero they played the longest, and only players with at least five minutes on that hero were included so very short games don't skew the rates.

Every number is per 10 minutes of play, so long and short matches can be compared. We show the median, the value in the middle: half of players were above it and half below. Medians aren't thrown off by one player's huge game the way averages are.

Vanguards

Per 10 minutesIn winsIn lossesDifference
Hero damage dealt15,46214,264+8%
Damage taken26,72227,221about the same
Deaths4.47.239% fewer
KOs20.912.7+65%
Assists4.22.6+62%

Based on 5,152 winning and 5,052 losing Vanguard games. Vanguards took almost exactly the same amount of damage in wins and losses, which makes sense: absorbing damage is the job either way. The difference is that in wins they took it and survived. A winning Vanguard died about four times per 10 minutes, a losing one about seven.

Duelists

Per 10 minutesIn winsIn lossesDifference
Hero damage dealt16,70015,229+10%
Damage taken8,9109,90310% less
Deaths5.37.933% fewer
KOs23.014.3+61%
Assists3.01.8+67%

Based on 5,479 winning and 5,451 losing Duelist games. Winning Duelists did only about 10% more damage than losing ones. If you lost a game with 15,000 damage per 10 minutes, you were dealing almost as much as the typical winner. Damage on its own barely separates the two.

Strategists

Per 10 minutesIn winsIn lossesDifference
Healing22,35520,905+7%
Hero damage dealt7,9447,862about the same
Damage taken8,1429,67816% less
Deaths4.16.840% fewer
KOs15.99.5+67%
Assists24.814.4+72%

Based on 5,819 winning and 5,940 losing Strategist games. Healing went up only 7% in wins. Strategists heal a lot in both cases, because in a losing game there's plenty of damage to heal. What changed was that winning Strategists took less damage themselves and died far less.

The pattern across every role

Put the three tables side by side and the same thing shows up each time:

There's a chicken-and-egg problem here. Winning teams die less partly because they're winning: they hold the objective and the other team has to come to them. So this doesn't prove that dying less wins games. But it does show that the stat people argue about most, damage, is one of the weakest signs of who won.

What to take from this

Limits of this data

Stats vary a lot between heroes in the same role, so a role median hides big differences between, say, a dive Duelist and a long-range one. KOs are counted as the in-game scoreboard counts them. The matches come from Lunar's users and their lobbies, across many patches. These are aggregates of real matches, not official statistics from the game's developer.

Related reading: hero win rates and pick rates and what decides a Competitive match.