Playstyle
14 games
Playstyle radar
14 gamesCompared with Diamond top laners, blended with Diamond players on the same champions.
Axis breakdown
Aggression
Kills, kill participation, solo kills and first bloods
49
of 100
Damage
Damage per minute and share of the team's damage
37
of 100
Farming
CS pace, gold income and early-lane farm
51
of 100
Vision
Vision score, control wards and ward clears
36
of 100
Objectives
Epic monsters, objective damage and plates
47
of 100
Survivability
Deaths and time spent dead, inverted: higher is safer
67
of 100
What to work on
14 gamesObjectivesStart here
Objective damage / min
314 vs 392 typical
Hit the objective while the team holds the area instead of chasing.
Objectives
Turret plates / game
8.0 vs 10.0 typical
Push for plates after a won trade instead of resetting.
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.
Not a priority
Strengths
Deaths / min
0.16 vs 0.22
85 of 100 against top laners, and it matters: the better half of Diamond top laners wins 65% of games, the other half 30%.
Identity
Early read
The playstyle gets a name at 15 games. The shape so far:
Among top laners, survivability leads at 72 of 100, built on 0.16 deaths a minute and 10% time spent dead. Vision trails at 37, with 0.0 control wards a game.
Among top laners
Diamond top laners with above-median objective damage a minute win 70% of games; below it, 26%.
Diamond top laners with above-median turret plates a game win 72% of games; below it, 25%.
Diamond top laners with above-median control wards a game win 51% of games; below it, 46%.