Playstyle
11 games
Playstyle radar
11 gamesCompared with Master+ top laners, blended with Master+ players on the same champions.
Axis breakdown
Aggression
Kills, kill participation, solo kills and first bloods
64
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
39
of 100
Vision
Vision score, control wards and ward clears
39
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
11 gamesFarmingStart here
CS at 10 min
58.8 vs 71.0 typical
Match the enemy's CS in the first ten minutes before looking for plays.
Objectives
Objective damage / min
358 vs 394 typical
Hit the objective while the team holds the area instead of chasing.
Vision
Control wards / game
0.2 vs 0.4 typical
Buy a control ward on most backs and place it where the next fight happens.
Strengths
Kills / min
0.28 vs 0.20
87 of 100 against top laners, and it matters: the better half of Master+ top laners wins 66% of games, the other half 39%.
Solo kills / game
3.7 vs 2.2
88 of 100 against top laners, and it matters: the better half of Master+ top laners wins 63% of games, the other half 45%.
Deaths / min
0.18 vs 0.21
73 of 100 against top laners, and it matters: the better half of Master+ top laners wins 70% of games, the other half 34%.
Identity
Early read
The playstyle gets a name at 15 games. The shape so far:
Among top laners, damage leads at 70 of 100, built on 1040 damage a minute and 26% team damage share. Objectives trails at 33, with 307 objective damage a minute.
Among top laners
Master+ top laners with above-median CS at 10 min win 56% of games; below it, 48%.
Master+ top laners with above-median objective damage a minute win 73% of games; below it, 31%.
Master+ top laners with above-median control wards a game win 56% of games; below it, 50%.