Playstyle radar
20 gamesCompared with Emerald supports, blended with players on the same champions.
Axis breakdown
Aggression
Kills, kill participation, solo kills and first bloods
29
of 100
Damage
Damage per minute and share of the team's damage
49
of 100
Utility
Healing, shielding, lockdown and saves for allies
46
of 100
Vision
Vision score, control wards and ward clears
26
of 100
Objectives
Epic monsters, objective damage and plates
38
of 100
Survivability
Deaths and time spent dead, inverted: higher is safer
85
of 100
What to work on
20 gamesVisionStart here
Vision score / min
2.32 vs 2.63 typical
Deep wards after a won fight and a sweep before every objective.
Vision
Control wards / game
2.7 vs 5.0 typical
Buy a control ward on most backs and place it where the next fight happens.
Aggression
Kill participation
48% vs 54% typical
Be at every fight your team takes; a support's value is presence.
Not a priority
Strengths
Deaths / min
0.14 vs 0.21
92 of 100 against supports, and it matters: the better half of Emerald supports wins 66% of games, the other half 32%.
Objective damage / min
173 vs 93
90 of 100 against supports, and it matters: the better half of Emerald supports wins 70% of games, the other half 28%.
Time spent dead
6% vs 9%
87 of 100 against supports, and it matters: the better half of Emerald supports wins 64% of games, the other half 34%.
Identity
Safe Player
Low deaths, low risk, hard to punish.
Among supports, survivability leads at 89 of 100, built on 0.14 deaths a minute and 6% time spent dead. Vision trails at 24, with 3.6 wards cleared a game.
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 kill participation win 52% of games; below it, 47%.