Playstyle radar
25 gamesCompared with Silver top laners, blended with players on the same champions.
Axis breakdown
Aggression
Kills, kill participation, solo kills and first bloods
54
of 100
Damage
Damage per minute and share of the team's damage
63
of 100
Farming
CS pace, gold income and early-lane farm
49
of 100
Vision
Vision score, control wards and ward clears
25
of 100
Objectives
Epic monsters, objective damage and plates
65
of 100
Survivability
Deaths and time spent dead, inverted: higher is safer
27
of 100
What to work on
25 gamesSurvivabilityStart here
Time spent dead
12% vs 8% typical
Avoid the late death that costs a minute of the map when every second counts.
Vision
Vision score / min
1.19 vs 2.85 typical
Put a ward down on every back and sweep the river before objectives.
Vision
Control wards / game
0.1 vs 6.5 typical
Buy a control ward on most backs and place it where the next fight happens.
Not a priority
Strengths
Objective damage / min
267 vs 73
100 of 100 against Rell players, and it matters: the better half of Rell players wins 76% of games, the other half 28%.
Gold / min
324 vs 309
73 of 100 against Rell players, and it matters: the better half of Rell players wins 78% of games, the other half 27%.
Damage / min
579 vs 303
100 of 100 against Rell players, and it matters: the better half of Rell players wins 59% of games, the other half 45%.
Identity
All-Rounder
No axis stands out above the pack.
Among top laners, objectives leads at 53 of 100, built on 2.0 epic monsters a game and 8.7 turret plates a game. Survivability trails at 23, with 13% time spent dead.
Among top laners
Rell players with less time spent dead than the median win 70% of games; with more, 34%.
In your wins 11%, in your losses 15% · 14W 11L
Rell players with above-median vision score a minute win 57% of games; below it, 47%.
In your wins 0.96, in your losses 1.27 · 14W 11L
Rell players with above-median control wards a game win 56% of games; below it, 50%.
In your wins 0.0, in your losses 0.1 · 14W 11L