Playstyle
13 games
Playstyle radar
13 gamesCompared with Diamond top laners, blended with players on the same champions.
Axis breakdown
Aggression
Kills, kill participation, solo kills and first bloods
36
of 100
Damage
Damage per minute and share of the team's damage
38
of 100
Farming
CS pace, gold income and early-lane farm
45
of 100
Vision
Vision score, control wards and ward clears
42
of 100
Objectives
Epic monsters, objective damage and plates
32
of 100
Survivability
Deaths and time spent dead, inverted: higher is safer
45
of 100
What to work on
13 gamesObjectivesStart here
Turret plates / game
6.4 vs 10.0 typical
Push for plates after a won trade instead of resetting.
Objectives
Objective damage / min
282 vs 394 typical
Hit the objective while the team holds the area instead of chasing.
Survivability
Time spent dead
13% vs 12% typical
Avoid the late death that costs a minute of the map when every second counts.
Not a priority
Strengths
CS at 10 min
76.8 vs 69.0
84 of 100 against top laners, and it matters: the better half of Diamond top laners wins 52% of games, the other half 44%.
First blood rate
20% vs 11%
72 of 100 against top laners, and it matters: the better half of Diamond top laners wins 54% of games, the other half 47%.
Control wards / game
1.6 vs 0.3
85 of 100 against top laners, and it matters: the better half of Diamond top laners wins 51% of games, the other half 46%.
Identity
Early read
The playstyle gets a name at 15 games. The shape so far:
An even profile among top laners: farming peaks at 49 while damage sits at 36, and nothing strays far from the middle of the pack. Games are won a little bit of everywhere.
Among top laners
Diamond top laners with above-median turret plates a game win 72% of games; below it, 25%.
Diamond top laners with above-median objective damage a minute win 70% of games; below it, 26%.
Diamond top laners with less time spent dead than the median win 62% of games; with more, 33%.