Playstyle radar
19 gamesCompared with Emerald supports, blended with Emerald players on the same champions.
Axis breakdown
Aggression
Kills, kill participation, solo kills and first bloods
52
of 100
Damage
Damage per minute and share of the team's damage
60
of 100
Utility
Healing, shielding, lockdown and saves for allies
47
of 100
Vision
Vision score, control wards and ward clears
58
of 100
Objectives
Epic monsters, objective damage and plates
34
of 100
Survivability
Deaths and time spent dead, inverted: higher is safer
68
of 100
What to work on
19 gamesObjectivesStart here
Objective damage / min
67 vs 93 typical
Hit the objective while the team holds the area instead of chasing.
Utility
Ally heal + shield / min
99 vs 134 typical
Peel for the carry through the whole fight instead of following the engage.
Utility
Heals + shields / min
99 vs 134 typical
Hold heals and shields for the enemy engage instead of spending them on poke.
Strengths
Time spent dead
7% vs 9%
78 of 100 against supports, and it matters: the better half of Emerald supports wins 64% of games, the other half 34%.
Kills / min
0.14 vs 0.07
80 of 100 against supports, and it matters: the better half of Emerald supports wins 54% of games, the other half 44%.
Vision score / min
2.97 vs 2.63
75 of 100 against supports, and it matters: the better half of Emerald supports wins 54% of games, the other half 45%.
Identity
Safe Player
Low deaths, low risk, hard to punish.
Among supports, survivability leads at 69 of 100, built on 7% time spent dead and 0.18 deaths a minute. Objectives trails at 34, with 99 objective damage a minute.
Among supports
Emerald supports with above-median objective damage a minute win 70% of games; below it, 28%.
Emerald supports with above-median ally heal + shield a minute win 51% of games; below it, 47%.
Emerald supports with above-median heals + shields a minute win 51% of games; below it, 47%.