Playstyle radar
10 gamesCompared with Emerald supports, blended with Emerald players on the same champions.
Axis breakdown
Aggression
Kills, kill participation, solo kills and first bloods
46
of 100
Damage
Damage per minute and share of the team's damage
46
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
26
of 100
Survivability
Deaths and time spent dead, inverted: higher is safer
27
of 100
What to work on
10 gamesVisionStart here
Vision score / min
2.26 vs 2.63 typical
Deep wards after a won fight and a sweep before every objective.
Survivability
Time spent dead
10% vs 9% typical
Avoid the late death that costs a minute of the map when every second counts.
Objectives
Objective damage / min
78 vs 93 typical
Hit the objective while the team holds the area instead of chasing.
Strengths
Turret plates / game
10.2 vs 6.2
100 of 100 against supports, and it matters: the better half of Emerald supports wins 77% of games, the other half 23%.
First blood rate
20% vs 4%
100 of 100 against supports, and it matters: the better half of Emerald supports wins 53% of games, the other half 49%.
Kill participation
58% vs 54%
75 of 100 against supports, and it matters: the better half of Emerald supports wins 52% of games, the other half 47%.
Identity
Early read
The playstyle gets a name at 15 games. The shape so far:
Among supports, utility leads at 48 of 100, built on 1.3 CC seconds a minute and 77 ally heal + shield a minute. Objectives trails at 29, with 111 objective damage a minute.
Among supports
Emerald supports with above-median vision score a minute win 54% of games; below it, 45%.
Emerald supports with less time spent dead than the median win 64% of games; with more, 34%.
Emerald supports with above-median objective damage a minute win 70% of games; below it, 28%.