Playstyle
12 games
Playstyle radar
12 gamesCompared with Diamond mid laners, blended with players on the same champions.
Axis breakdown
Aggression
Kills, kill participation, solo kills and first bloods
46
of 100
Damage
Damage per minute and share of the team's damage
69
of 100
Farming
CS pace, gold income and early-lane farm
40
of 100
Vision
Vision score, control wards and ward clears
40
of 100
Objectives
Epic monsters, objective damage and plates
33
of 100
Survivability
Deaths and time spent dead, inverted: higher is safer
50
of 100
What to work on
12 gamesFarmingStart here
CS / min
7.0 vs 7.9 typical
Catch the side wave between fights instead of standing in the river.
Survivability
Time spent dead
14% vs 11% typical
Avoid the late death that costs a minute of the map when every second counts.
Objectives
Turret plates / game
4.6 vs 8.4 typical
Push for plates after a won trade instead of resetting.
Strengths
Wards cleared / game
3.1 vs 1.3
100 of 100 against Gangplank players, and it matters: the better half of Gangplank mid laners wins 55% of games, the other half 47%.
Kill participation
51% vs 46%
74 of 100 against Gangplank players. Keep it; it is part of how the games get won.
Team damage share
29% vs 26%
85 of 100 against Gangplank players. Keep it; it is part of how the games get won.
Identity
Early read
The playstyle gets a name at 15 games. The shape so far:
Among mid laners, damage leads at 79 of 100, built on 24% team damage share and 893 damage a minute. Vision trails at 34, with 0.84 vision score a minute.
Among mid laners
Gangplank mid laners with above-median CS a minute win 57% of games; below it, 43%.
Gangplank mid laners with less time spent dead than the median win 64% of games; with more, 36%.
Gangplank mid laners with above-median turret plates a game win 77% of games; below it, 26%.