Playstyle radar
11 gamesCompared with Emerald supports, blended with Emerald players on the same champions.
Axis breakdown
Aggression
Kills, kill participation, solo kills and first bloods
34
of 100
Damage
Damage per minute and share of the team's damage
18
of 100
Utility
Healing, shielding, lockdown and saves for allies
48
of 100
Vision
Vision score, control wards and ward clears
53
of 100
Objectives
Epic monsters, objective damage and plates
31
of 100
Survivability
Deaths and time spent dead, inverted: higher is safer
67
of 100
What to work on
11 gamesObjectivesStart here
Objective damage / min
35 vs 93 typical
Hit the objective while the team holds the area instead of chasing.
Objectives
Turret plates / game
4.3 vs 6.2 typical
Push for plates after a won trade instead of resetting.
Damage
Damage / min
211 vs 364 typical
Poke between cooldowns and add autos when it is safe.
Not a priority
Strengths
Time spent dead
7% vs 9%
74 of 100 against supports, and it matters: the better half of Emerald supports wins 64% of games, the other half 34%.
Deaths / min
0.17 vs 0.21
72 of 100 against supports, and it matters: the better half of Emerald supports wins 66% of games, the other half 32%.
Heals + shields / min
404 vs 134
87 of 100 against supports, and it matters: the better half of Emerald supports wins 51% of games, the other half 47%.
Identity
Early read
The playstyle gets a name at 15 games. The shape so far:
Among supports, survivability leads at 76 of 100, built on 7% time spent dead and 0.17 deaths a minute. Damage trails at 12, with 313 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 turret plates a game win 77% of games; below it, 23%.
Emerald supports with above-median damage a minute win 52% of games; below it, 46%.