Playstyle radar
16 gamesCompared with Emerald top laners, blended with Emerald players on the same champions.
Axis breakdown
Aggression
Kills, kill participation, solo kills and first bloods
44
of 100
Damage
Damage per minute and share of the team's damage
30
of 100
Farming
CS pace, gold income and early-lane farm
48
of 100
Vision
Vision score, control wards and ward clears
45
of 100
Objectives
Epic monsters, objective damage and plates
33
of 100
Survivability
Deaths and time spent dead, inverted: higher is safer
82
of 100
What to work on
16 gamesObjectivesStart here
Objective damage / min
276 vs 395 typical
Hit the objective while the team holds the area instead of chasing.
Objectives
Turret plates / game
8.1 vs 10.2 typical
Push for plates after a won trade instead of resetting.
Aggression
Solo kills / game
1.9 vs 2.5 typical
Take the 1v1 when the trade is in your favour instead of waiting for help.
Not a priority
Strengths
Deaths / min
0.13 vs 0.21
99 of 100 against top laners, and it matters: the better half of Emerald top laners wins 67% of games, the other half 32%.
Time spent dead
7% vs 11%
93 of 100 against top laners, and it matters: the better half of Emerald top laners wins 63% of games, the other half 35%.
Wards cleared / game
2.6 vs 1.5
83 of 100 against top laners, and it matters: the better half of Emerald top laners wins 52% of games, the other half 47%.
Identity
Safe Player
Low deaths, low risk, hard to punish.
Among top laners, survivability leads at 90 of 100, built on 0.13 deaths a minute and 7% time spent dead. Damage trails at 25, with 18% team damage share.
Among top laners
Emerald top laners with above-median objective damage a minute win 71% of games; below it, 27%.
Emerald top laners with above-median turret plates a game win 75% of games; below it, 28%.
Emerald top laners with above-median solo kills a game win 60% of games; below it, 41%.