Playstyle radar
16 gamesCompared with Emerald supports, blended with Emerald players on the same champions.
Axis breakdown
Aggression
Kills, kill participation, solo kills and first bloods
45
of 100
Damage
Damage per minute and share of the team's damage
62
of 100
Utility
Healing, shielding, lockdown and saves for allies
45
of 100
Vision
Vision score, control wards and ward clears
12
of 100
Objectives
Epic monsters, objective damage and plates
58
of 100
Survivability
Deaths and time spent dead, inverted: higher is safer
51
of 100
What to work on
16 gamesVisionStart here
Vision score / min
1.65 vs 2.63 typical
Deep wards after a won fight and a sweep before every objective.
Vision
Control wards / game
0.0 vs 5.0 typical
Buy a control ward on most backs and place it where the next fight happens.
Aggression
First blood rate
0% vs 4% typical
Set up the early fight with the jungler instead of waiting for it to happen.
Not a priority
Strengths
Objective damage / min
155 vs 93
81 of 100 against supports, and it matters: the better half of Emerald supports wins 70% of games, the other half 28%.
Kills / min
0.17 vs 0.07
95 of 100 against supports, and it matters: the better half of Emerald supports wins 54% of games, the other half 44%.
Damage / min
616 vs 364
87 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 65 of 100, built on 18% team damage share and 697 damage a minute. Vision trails at 11, with 0.0 control wards a game.
Among supports
Emerald supports with above-median vision score a minute win 54% of games; below it, 45%.
Emerald supports with above-median control wards a game win 53% of games; below it, 46%.
Emerald supports with above-median first blood rate win 53% of games; below it, 49%.