Playstyle
12 games
Playstyle radar
12 gamesCompared with Emerald supports, 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
55
of 100
Utility
Healing, shielding, lockdown and saves for allies
41
of 100
Vision
Vision score, control wards and ward clears
14
of 100
Objectives
Epic monsters, objective damage and plates
37
of 100
Survivability
Deaths and time spent dead, inverted: higher is safer
57
of 100
What to work on
12 gamesObjectivesStart here
Turret plates / game
3.3 vs 6.3 typical
Push for plates after a won trade instead of resetting.
Vision
Vision score / min
1.72 vs 2.62 typical
Deep wards after a won fight and a sweep before every objective.
Objectives
Epic monsters / game
1.1 vs 1.6 typical
Be at the dragon pit before it spawns, not after the fight is over.
Not a priority
Strengths
Team damage share
16% vs 10%
82 of 100 against supports. 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 supports, damage leads at 58 of 100, built on 16% team damage share and 541 damage a minute. Vision trails at 12, with 0.3 control wards 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 vision score a minute win 54% of games; below it, 45%.
Emerald supports with above-median epic monsters a game win 73% of games; below it, 30%.