Playstyle radar
12 gamesCompared with Emerald supports, blended with Emerald players on the same champions.
Axis breakdown
Aggression
Kills, kill participation, solo kills and first bloods
62
of 100
Damage
Damage per minute and share of the team's damage
82
of 100
Utility
Healing, shielding, lockdown and saves for allies
51
of 100
Vision
Vision score, control wards and ward clears
14
of 100
Objectives
Epic monsters, objective damage and plates
63
of 100
Survivability
Deaths and time spent dead, inverted: higher is safer
47
of 100
What to work on
12 gamesSurvivabilityStart here
Time spent dead
11% vs 9% typical
Avoid the late death that costs a minute of the map when every second counts.
Vision
Control wards / game
0.3 vs 5.0 typical
Buy a control ward on most backs and place it where the next fight happens.
Vision
Vision score / min
2.16 vs 2.63 typical
Deep wards after a won fight and a sweep before every objective.
Not a priority
Strengths
Turret plates / game
11.1 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%.
Objective damage / min
144 vs 93
75 of 100 against supports, and it matters: the better half of Emerald supports wins 70% of games, the other half 28%.
Kills / min
0.13 vs 0.07
77 of 100 against supports, and it matters: the better half of Emerald supports wins 54% of games, the other half 44%.
Identity
Early read
The playstyle gets a name at 15 games. The shape so far:
Among supports, damage leads at 79 of 100, built on 634 damage a minute and 15% team damage share. Vision trails at 17, with 0.3 control wards a game.
Among supports
Emerald supports with less time spent dead than the median win 64% of games; with more, 34%.
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%.