Playstyle radar
11 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
37
of 100
Utility
Healing, shielding, lockdown and saves for allies
36
of 100
Vision
Vision score, control wards and ward clears
44
of 100
Objectives
Epic monsters, objective damage and plates
45
of 100
Survivability
Deaths and time spent dead, inverted: higher is safer
47
of 100
What to work on
11 gamesObjectivesStart here
Turret plates / game
4.5 vs 6.2 typical
Push for plates after a won trade instead of resetting.
Vision
Control wards / game
3.5 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
Solo kills / game
0.6 vs 0.2
87 of 100 against supports. Keep it; it is part of how the games get won.
Identity
Early read
The playstyle gets a name at 15 games. The shape so far:
An even profile among supports: survivability peaks at 49 while utility sits at 35, and nothing strays far from the middle of the pack. Games are won a little bit of everywhere.
Among supports
Emerald supports with above-median turret plates a game win 77% of games; below it, 23%.
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%.