Playstyle
24 games
Playstyle radar
24 gamesCompared with Emerald supports, blended with players on the same champions.
Axis breakdown
Aggression
Kills, kill participation, solo kills and first bloods
37
of 100
Damage
Damage per minute and share of the team's damage
43
of 100
Utility
Healing, shielding, lockdown and saves for allies
46
of 100
Vision
Vision score, control wards and ward clears
38
of 100
Objectives
Epic monsters, objective damage and plates
39
of 100
Survivability
Deaths and time spent dead, inverted: higher is safer
46
of 100
What to work on
24 gamesSurvivabilityStart here
Time spent dead
10% vs 9% typical
Avoid the late death that costs a minute of the map when every second counts.
Vision
Control wards / game
3.4 vs 4.8 typical
Buy a control ward on most backs and place it where the next fight happens.
Aggression
First blood rate
0% vs 4% typical
Set up the early fight with the jungler instead of waiting for it to happen.
Not a priority
Strengths
Objective damage / min
152 vs 98
77 of 100 against supports, and it matters: the better half of Emerald supports wins 70% of games, the other half 28%.
Epic monsters / game
2.1 vs 1.6
71 of 100 against supports, and it matters: the better half of Emerald supports wins 73% of games, the other half 30%.
Identity
All-Rounder
No single lean, a bit of everything.
An even profile among supports: survivability peaks at 47 while aggression sits at 35, and nothing strays far from the middle of the pack. Games are won a little bit of everywhere.
Among supports
Emerald supports with less time spent dead than the median win 64% of games; with more, 34%.
Emerald supports with above-median control wards a game win 53% of games; below it, 46%.
Emerald supports with above-median first blood rate win 53% of games; below it, 49%.