Data visualization - make text optional where possible.
From what I can tell, you are trying to display end of match data - not in-game data during play. Given that I don't have the full context, only what I see in your personal attempt, I will try to draw on visualization I've seen that I thought were effective.
In Civilization V - as mentioned in another answer - there is a time basis line chart comparing your against your peers (computer or otherwise). In the game Plague, Inc. A similar stacked line chart is used to show infected population count and deceased population.
For your specific example, it looks like IP and XP have a base value and a modified value - is it the literal numeric value which is important in this context? or, just an overall picture? Maybe a stacked two-tone bar, with a simple label (small text) under it:
XP (5 + 2)
If it's just the overview that's important - consider removing the data values entirely and use one line:
Another thing to consider is, what data is really important to the user? why? and, can they be grouped in some other ways?
For example, damage is damage, right? You had HP, it was lost. Does the user really need to know the exact amount and the origin? Maybe a stacked line chart, similar to the NY Times example. Maybe have "damage dealt" divided into magic and physical, whose sums should be the total anyway (duplication of information) - stacked bar again (consistency can't hurt):
Total (physical/magic): 16 (6 + 10)
If it isn't important to the user where the damage came from - outside of the fact we probably need more magical defenses - make the literal value optionally accessible instead of the parenthetical. Maybe a hover or tap on the two portions of the bar reveals the actuals, for example.
Total kills could be treated in a similar fashion. Wards placed. You could even do match time, with how long the user was alive combined with dead for a grand total.
For me, when playing games where I have levels, XP, and gold, generally those are the stats I care about most - put those at the top (the ones your users will care about most, not those specifically) - but, don't assume what is important to the user - find users and ask them. If your game has lots of restrictions based on character level and how much gold (s)he has, then that would probably be at the top; however, if it's more about how many things you killed...
It has been a very long time since I read this book, but I remember it being the de facto data visualization textbook for a course I took.
Eye paths and chunking of data: