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
50
of 100
Damage
Damage per minute and share of the team's damage
49
of 100
Utility
Healing, shielding, lockdown and saves for allies
43
of 100
Vision
Vision score, control wards and ward clears
38
of 100
Objectives
Epic monsters, objective damage and plates
35
of 100
Survivability
Deaths and time spent dead, inverted: higher is safer
46
of 100
What to work on
11 gamesObjectivesStart here
Objective damage / min
62 vs 98 typical
Hit the objective while the team holds the area instead of chasing.
Objectives
Turret plates / game
4.4 vs 6.3 typical
Push for plates after a won trade instead of resetting.
Vision
Vision score / min
2.34 vs 2.62 typical
Deep wards after a won fight and a sweep before every objective.
Strengths
Ally saves / game
3.43 vs 0.83
73 of 100 against supports, and it matters: the better half of Emerald supports wins 54% of games, the other half 47%.
Kill participation
60% vs 54%
83 of 100 against supports, and it matters: the better half of Emerald supports wins 52% of games, the other half 47%.
First blood rate
14% vs 4%
82 of 100 against supports, and it matters: the better half of Emerald supports wins 53% of games, the other half 49%.
Identity
Early read
The playstyle gets a name at 15 games. The shape so far:
Among supports, survivability leads at 48 of 100, built on 10% time spent dead and 0.23 deaths a minute. Objectives trails at 32, with 4.3 turret plates a game.
Among supports
Emerald supports with above-median objective damage a minute win 70% of games; below it, 28%.
Emerald supports with above-median turret plates a game win 77% of games; below it, 23%.
Emerald supports with above-median vision score a minute win 54% of games; below it, 45%.