Playstyle radar
32 gamesCompared with Emerald supports, blended with Emerald players on the same champions.
Axis breakdown
Aggression
Kills, kill participation, solo kills and first bloods
55
of 100
Damage
Damage per minute and share of the team's damage
49
of 100
Utility
Healing, shielding, lockdown and saves for allies
44
of 100
Vision
Vision score, control wards and ward clears
41
of 100
Objectives
Epic monsters, objective damage and plates
42
of 100
Survivability
Deaths and time spent dead, inverted: higher is safer
55
of 100
What to work on
32 gamesObjectivesStart here
Turret plates / game
4.0 vs 6.2 typical
Push for plates after a won trade instead of resetting.
Objectives
Objective damage / min
72 vs 93 typical
Hit the objective while the team holds the area instead of chasing.
Utility
Ally heal + shield / min
32 vs 134 typical
Peel for the carry through the whole fight instead of following the engage.
Strengths
Kills / min
0.18 vs 0.07
100 of 100 against supports, and it matters: the better half of Emerald supports wins 54% of games, the other half 44%.
Wards cleared / game
10.4 vs 7.4
87 of 100 against supports. Keep it; it is part of how the games get won.
Solo kills / game
0.6 vs 0.2
84 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, aggression leads at 59 of 100, built on 0.19 kills a minute and 0.7 solo kills a game. Utility trails at 30, with 0.16 ally saves a game.
Among supports
Emerald supports with above-median turret plates a game win 77% of games; below it, 23%.
In your wins 7.1, in your losses 2.4 · 16W 16L
Emerald supports with above-median objective damage a minute win 70% of games; below it, 28%.
In your wins 151, in your losses 98 · 16W 16L
Emerald supports with above-median ally heal + shield a minute win 51% of games; below it, 47%.
In your wins 22, in your losses 33 · 16W 16L