Playstyle radar
15 gamesCompared with Emerald supports, blended with Emerald players on the same champions.
Axis breakdown
Aggression
Kills, kill participation, solo kills and first bloods
31
of 100
Damage
Damage per minute and share of the team's damage
33
of 100
Utility
Healing, shielding, lockdown and saves for allies
44
of 100
Vision
Vision score, control wards and ward clears
66
of 100
Objectives
Epic monsters, objective damage and plates
48
of 100
Survivability
Deaths and time spent dead, inverted: higher is safer
42
of 100
What to work on
15 gamesSurvivabilityStart here
Time spent dead
10% vs 9% typical
Avoid the late death that costs a minute of the map when every second counts.
Objectives
Objective damage / min
75 vs 93 typical
Hit the objective while the team holds the area instead of chasing.
Objectives
Turret plates / game
5.1 vs 6.2 typical
Push for plates after a won trade instead of resetting.
Not a priority
Strengths
Control wards / game
8.6 vs 5.0
83 of 100 against supports, and it matters: the better half of Emerald supports wins 53% of games, the other half 46%.
Identity
Vision Keeper
Controls the map with wards and sweeps.
Among supports, vision leads at 68 of 100, built on 8.1 control wards a game and 2.76 vision score a minute. Aggression trails at 32, with 0.08 kills a minute.
Among supports
Emerald supports with less time spent dead than the median win 64% of games; with more, 34%.
Emerald supports with above-median objective damage a minute win 70% of games; below it, 28%.
Emerald supports with above-median turret plates a game win 77% of games; below it, 23%.