Playstyle
18 games
Playstyle radar
18 gamesCompared with Emerald supports, blended with Emerald players on the same champions.
Axis breakdown
Aggression
Kills, kill participation, solo kills and first bloods
28
of 100
Damage
Damage per minute and share of the team's damage
36
of 100
Utility
Healing, shielding, lockdown and saves for allies
39
of 100
Vision
Vision score, control wards and ward clears
26
of 100
Objectives
Epic monsters, objective damage and plates
52
of 100
Survivability
Deaths and time spent dead, inverted: higher is safer
39
of 100
What to work on
18 gamesObjectivesStart here
Turret plates / game
4.7 vs 6.2 typical
Push for plates after a won trade instead of resetting.
Vision
Control wards / game
2.2 vs 5.0 typical
Buy a control ward on most backs and place it where the next fight happens.
Vision
Vision score / min
2.32 vs 2.63 typical
Deep wards after a won fight and a sweep before every objective.
Not a priority
Identity
All-Rounder
No axis stands out above the pack.
Among supports, objectives leads at 52 of 100, built on 148 objective damage a minute and 1.8 epic monsters a game. Aggression trails at 22, with 0.1 solo kills a game. That is the Enchanter trade: aggression is not where this class wins games.
Among supports
Emerald supports with above-median turret plates a game win 77% of games; below it, 23%.
Emerald supports with above-median control wards a game win 53% of games; below it, 46%.
Emerald supports with above-median vision score a minute win 54% of games; below it, 45%.