Playstyle
16 games
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
71
of 100
Damage
Damage per minute and share of the team's damage
79
of 100
Farming
CS pace, gold income and early-lane farm
72
of 100
Vision
Vision score, control wards and ward clears
19
of 100
Objectives
Epic monsters, objective damage and plates
52
of 100
Survivability
Deaths and time spent dead, inverted: higher is safer
33
of 100
What to work on
16 gamesSurvivabilityStart here
Time spent dead
13% vs 11% typical
Avoid the late death that costs a minute of the map when every second counts.
Objectives
Epic monsters / game
0.4 vs 0.7 typical
Be at the dragon pit before it spawns, not after the fight is over.
Vision
Vision score / min
0.57 vs 0.80 typical
Put a ward down on every back and sweep the river before objectives.
Strengths
Kills / min
0.34 vs 0.20
100 of 100 against top laners, and it matters: the better half of Master+ top laners wins 66% of games, the other half 39%.
Gold / min
493 vs 417
100 of 100 against top laners, and it matters: the better half of Master+ top laners wins 70% of games, the other half 34%.
Turret plates / game
13.6 vs 9.9
92 of 100 against top laners, and it matters: the better half of Master+ top laners wins 76% of games, the other half 30%.
Identity
Carry
The team's damage runs through them.
Among top laners, damage leads at 79 of 100, built on 1092 damage a minute and 26% team damage share. Vision trails at 19, with 0.9 wards cleared a game.
Among top laners
Master+ top laners with less time spent dead than the median win 67% of games; with more, 37%.
Master+ top laners with above-median epic monsters a game win 71% of games; below it, 36%.
Master+ top laners with above-median vision score a minute win 55% of games; below it, 49%.