Playstyle radar
15 gamesCompared with Emerald supports, blended with Emerald players on the same champions.
Axis breakdown
Aggression
Kills, kill participation, solo kills and first bloods
55
of 100
Damage
Damage per minute and share of the team's damage
73
of 100
Utility
Healing, shielding, lockdown and saves for allies
39
of 100
Vision
Vision score, control wards and ward clears
10
of 100
Objectives
Epic monsters, objective damage and plates
47
of 100
Survivability
Deaths and time spent dead, inverted: higher is safer
49
of 100
What to work on
15 gamesVisionStart here
Control wards / game
0.4 vs 5.0 typical
Buy a control ward on most backs and place it where the next fight happens.
Vision
Vision score / min
2.11 vs 2.63 typical
Deep wards after a won fight and a sweep before every objective.
Objectives
Epic monsters / game
1.2 vs 1.6 typical
Be at the dragon pit before it spawns, not after the fight is over.
Not a priority
Strengths
Objective damage / min
142 vs 93
75 of 100 against supports, and it matters: the better half of Emerald supports wins 70% of games, the other half 28%.
Turret plates / game
8.0 vs 6.2
75 of 100 against supports, and it matters: the better half of Emerald supports wins 77% of games, the other half 23%.
Damage / min
525 vs 364
73 of 100 against supports, and it matters: the better half of Emerald supports wins 52% of games, the other half 46%.
Identity
Carry
The team's damage runs through them.
Among supports, damage leads at 72 of 100, built on 16% team damage share and 572 damage a minute. Vision trails at 12, with 0.3 control wards a game.
Among supports
Emerald supports with above-median control wards a game win 53% of games; below it, 46%.
Emerald supports with above-median vision score a minute win 54% of games; below it, 45%.
Emerald supports with above-median epic monsters a game win 73% of games; below it, 30%.