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
41
of 100
Damage
Damage per minute and share of the team's damage
36
of 100
Utility
Healing, shielding, lockdown and saves for allies
50
of 100
Vision
Vision score, control wards and ward clears
17
of 100
Objectives
Epic monsters, objective damage and plates
51
of 100
Survivability
Deaths and time spent dead, inverted: higher is safer
39
of 100
What to work on
18 gamesVisionStart here
Vision score / min
1.76 vs 2.63 typical
Deep wards after a won fight and a sweep before every objective.
Vision
Control wards / game
3.3 vs 5.0 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
Epic monsters / game
2.3 vs 1.6
82 of 100 against supports, and it matters: the better half of Emerald supports wins 73% of games, the other half 30%.
Objective damage / min
138 vs 93
72 of 100 against supports, and it matters: the better half of Emerald supports wins 70% of games, the other half 28%.
CC seconds / min
1.5 vs 1.3
70 of 100 against supports. Keep it; it is part of how the games get won.
Identity
All-Rounder
No axis stands out above the pack.
Among supports, utility leads at 50 of 100, built on 110 heals + shields a minute and 110 ally heal + shield a minute. Vision trails at 17, with 1.21 vision score a minute.
Among supports
Emerald supports with above-median vision score a minute win 54% of games; below it, 45%.
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%.