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
38
of 100
Damage
Damage per minute and share of the team's damage
39
of 100
Utility
Healing, shielding, lockdown and saves for allies
48
of 100
Vision
Vision score, control wards and ward clears
43
of 100
Objectives
Epic monsters, objective damage and plates
25
of 100
Survivability
Deaths and time spent dead, inverted: higher is safer
48
of 100
What to work on
19 gamesObjectivesStart here
Objective damage / min
34 vs 93 typical
Hit the objective while the team holds the area instead of chasing.
Objectives
Epic monsters / game
1.1 vs 1.6 typical
Be at the dragon pit before it spawns, not after the fight is over.
Vision
Vision score / min
2.46 vs 2.63 typical
Deep wards after a won fight and a sweep before every objective.
Not a priority
Strengths
Ally saves / game
3.50 vs 0.75
78 of 100 against supports, and it matters: the better half of Emerald supports wins 54% of games, the other half 47%.
Heals + shields / min
313 vs 134
75 of 100 against supports, and it matters: the better half of Emerald supports wins 51% of games, the other half 47%.
Identity
All-Rounder
No axis stands out above the pack.
Among supports, survivability leads at 60 of 100, built on 0.19 deaths a minute and 8% time spent dead. Objectives trails at 25, with 46 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 epic monsters a game win 73% of games; below it, 30%.
Emerald supports with above-median vision score a minute win 54% of games; below it, 45%.