Playstyle radar
14 gamesCompared with Emerald supports, blended with Emerald players on the same champions.
Axis breakdown
Aggression
Kills, kill participation, solo kills and first bloods
37
of 100
Damage
Damage per minute and share of the team's damage
35
of 100
Utility
Healing, shielding, lockdown and saves for allies
56
of 100
Vision
Vision score, control wards and ward clears
65
of 100
Objectives
Epic monsters, objective damage and plates
54
of 100
Survivability
Deaths and time spent dead, inverted: higher is safer
89
of 100
What to work on
14 gamesObjectivesStart here
Objective damage / min
75 vs 93 typical
Hit the objective while the team holds the area instead of chasing.
Aggression
Kills / min
0.04 vs 0.07 typical
Follow the carry's all-in with your own damage instead of only peeling.
Damage
Damage / min
284 vs 364 typical
Poke between cooldowns and add autos when it is safe.
Not a priority
Strengths
Deaths / min
0.11 vs 0.21
100 of 100 against supports, and it matters: the better half of Emerald supports wins 66% of games, the other half 32%.
Time spent dead
4% vs 9%
100 of 100 against supports, and it matters: the better half of Emerald supports wins 64% of games, the other half 34%.
Epic monsters / game
2.6 vs 1.6
96 of 100 against supports, and it matters: the better half of Emerald supports wins 73% of games, the other half 30%.
Identity
Early read
The playstyle gets a name at 15 games. The shape so far:
Among supports, survivability leads at 92 of 100, built on 0.11 deaths a minute and 4% time spent dead. Damage trails at 25, with 8% team damage share.
Among supports
Emerald supports with above-median objective damage a minute win 70% of games; below it, 28%.
Emerald supports with above-median kills a minute win 54% of games; below it, 44%.
Emerald supports with above-median damage a minute win 52% of games; below it, 46%.