Playstyle radar
16 gamesCompared with Master+ top laners, blended with Master+ players on the same champions.
Axis breakdown
Aggression
Kills, kill participation, solo kills and first bloods
54
of 100
Damage
Damage per minute and share of the team's damage
64
of 100
Farming
CS pace, gold income and early-lane farm
50
of 100
Vision
Vision score, control wards and ward clears
47
of 100
Objectives
Epic monsters, objective damage and plates
29
of 100
Survivability
Deaths and time spent dead, inverted: higher is safer
44
of 100
What to work on
16 gamesObjectivesStart here
Objective damage / min
212 vs 394 typical
Hit the objective while the team holds the area instead of chasing.
Objectives
Turret plates / game
6.7 vs 9.9 typical
Push for plates after a won trade instead of resetting.
Survivability
Time spent dead
13% vs 11% typical
Avoid the late death that costs a minute of the map when every second counts.
Strengths
Solo kills / game
3.1 vs 2.2
72 of 100 against top laners, and it matters: the better half of Master+ top laners wins 63% of games, the other half 45%.
CS at 10 min
77.8 vs 71.0
81 of 100 against top laners, and it matters: the better half of Master+ top laners wins 56% of games, the other half 48%.
First blood rate
20% vs 11%
75 of 100 against top laners, and it matters: the better half of Master+ top laners wins 59% of games, the other half 51%.
Identity
All-Rounder
No axis stands out above the pack.
Among top laners, damage leads at 59 of 100, built on 27% team damage share and 847 damage a minute. Objectives trails at 28, with 199 objective damage a minute.
Among top laners
Master+ top laners with above-median objective damage a minute win 73% of games; below it, 31%.
Master+ top laners with above-median turret plates a game win 76% of games; below it, 30%.
Master+ top laners with less time spent dead than the median win 67% of games; with more, 37%.