Playstyle radar
17 gamesCompared with Emerald supports, blended with Emerald players on the same champions.
Axis breakdown
Aggression
Kills, kill participation, solo kills and first bloods
52
of 100
Damage
Damage per minute and share of the team's damage
64
of 100
Utility
Healing, shielding, lockdown and saves for allies
41
of 100
Vision
Vision score, control wards and ward clears
23
of 100
Objectives
Epic monsters, objective damage and plates
71
of 100
Survivability
Deaths and time spent dead, inverted: higher is safer
56
of 100
What to work on
17 gamesVisionStart here
Vision score / min
1.93 vs 2.63 typical
Deep wards after a won fight and a sweep before every objective.
Survivability
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
1.6 vs 5.0 typical
Buy a control ward on most backs and place it where the next fight happens.
Strengths
Turret plates / game
8.6 vs 6.2
82 of 100 against supports, and it matters: the better half of Emerald supports wins 77% of games, the other half 23%.
Damage / min
511 vs 364
71 of 100 against supports, and it matters: the better half of Emerald supports wins 52% of games, the other half 46%.
First blood rate
11% vs 4%
72 of 100 against supports, and it matters: the better half of Emerald supports wins 53% of games, the other half 49%.
Identity
Objective Taker
Plays for dragons, towers and plates.
Among supports, objectives leads at 71 of 100, built on 2.6 epic monsters a game and 9.5 turret plates a game. Vision trails at 20, with 1.28 vision score a minute.
Among supports
Emerald supports with above-median vision score a minute win 54% of games; below it, 45%.
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%.