Playstyle
18 games
Playstyle radar
18 gamesCompared with Diamond top laners, blended with players on the same champions.
Axis breakdown
Aggression
Kills, kill participation, solo kills and first bloods
46
of 100
Damage
Damage per minute and share of the team's damage
71
of 100
Farming
CS pace, gold income and early-lane farm
53
of 100
Vision
Vision score, control wards and ward clears
34
of 100
Objectives
Epic monsters, objective damage and plates
52
of 100
Survivability
Deaths and time spent dead, inverted: higher is safer
33
of 100
What to work on
18 gamesSurvivabilityStart here
Time spent dead
15% vs 13% typical
Avoid the late death that costs a minute of the map when every second counts.
Vision
Control wards / game
0.0 vs 0.3 typical
Buy a control ward on most backs and place it where the next fight happens.
Objectives
Epic monsters / game
0.5 vs 0.8 typical
Be at the dragon pit before it spawns, not after the fight is over.
Not a priority
Strengths
Damage / min
1073 vs 877
80 of 100 against Yone players, and it matters: the better half of Yone top laners wins 63% of games, the other half 38%.
Turret plates / game
12.5 vs 10.5
71 of 100 against Yone players, and it matters: the better half of Yone top laners wins 75% of games, the other half 29%.
Identity
Carry
The team's damage runs through them.
Among top laners, damage leads at 75 of 100, built on 1033 damage a minute and 25% team damage share. Survivability trails at 31, with 14% time spent dead. That is the Assassin trade: survivability is not where this class wins games.
Among top laners
Yone top laners with less time spent dead than the median win 65% of games; with more, 35%.
Yone top laners with above-median control wards a game win 55% of games; below it, 48%.
Yone top laners with above-median epic monsters a game win 70% of games; below it, 31%.