Playstyle
11 games
Playstyle radar
11 gamesCompared with Emerald supports, blended with players on the same champions.
Axis breakdown
Aggression
Kills, kill participation, solo kills and first bloods
35
of 100
Damage
Damage per minute and share of the team's damage
36
of 100
Utility
Healing, shielding, lockdown and saves for allies
48
of 100
Vision
Vision score, control wards and ward clears
52
of 100
Objectives
Epic monsters, objective damage and plates
24
of 100
Survivability
Deaths and time spent dead, inverted: higher is safer
56
of 100
What to work on
11 gamesObjectivesStart here
Turret plates / game
3.0 vs 6.3 typical
Push for plates after a won trade instead of resetting.
Objectives
Objective damage / min
51 vs 98 typical
Hit the objective while the team holds the area instead of chasing.
Aggression
Kills / min
0.04 vs 0.08 typical
Follow the carry's all-in with your own damage instead of only peeling.
Not a priority
Strengths
Vision score / min
3.05 vs 2.62
80 of 100 against supports, and it matters: the better half of Emerald supports wins 54% of games, the other half 45%.
Identity
Early read
The playstyle gets a name at 15 games. The shape so far:
Among supports, survivability leads at 59 of 100, built on 9% time spent dead and 0.20 deaths a minute. Objectives trails at 24, with 4.2 turret plates a game.
Among supports
Emerald supports with above-median turret plates a game win 77% of games; below it, 23%.
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%.