Playstyle radar
18 gamesCompared with Emerald mid laners, blended with Emerald players on the same champions.
Axis breakdown
Aggression
Kills, kill participation, solo kills and first bloods
30
of 100
Damage
Damage per minute and share of the team's damage
33
of 100
Farming
CS pace, gold income and early-lane farm
32
of 100
Vision
Vision score, control wards and ward clears
28
of 100
Objectives
Epic monsters, objective damage and plates
37
of 100
Survivability
Deaths and time spent dead, inverted: higher is safer
46
of 100
What to work on
18 gamesObjectivesStart here
Epic monsters / game
0.9 vs 3.0 typical
Be at the dragon pit before it spawns, not after the fight is over.
Objectives
Objective damage / min
445 vs 916 typical
Hit the objective while the team holds the area instead of chasing.
Farming
Gold / min
371 vs 442 typical
Take plates and camps when the lane is pushed instead of waiting for the next fight.
Not a priority
Strengths
Turret plates / game
7.9 vs 4.5
88 of 100 against Emerald Vi players, and it matters: the better half of Vi players wins 75% of games, the other half 26%.
CS at 10 min
64.3 vs 2.4
100 of 100 against Emerald Vi players. Keep it; it is part of how the games get won.
Identity
All-Rounder
No axis stands out above the pack.
Among mid laners, objectives leads at 49 of 100, built on 7.0 turret plates a game and 380 objective damage a minute. Damage trails at 16, with 653 damage a minute.
Among mid laners
Vi players with above-median epic monsters a game win 76% of games; below it, 22%.
Vi players with above-median objective damage a minute win 76% of games; below it, 20%.
Vi players with above-median gold a minute win 70% of games; below it, 27%.