Playstyle radar
13 gamesCompared with Master+ top laners, blended with Master+ players on the same champions.
Axis breakdown
Aggression
Kills, kill participation, solo kills and first bloods
41
of 100
Damage
Damage per minute and share of the team's damage
60
of 100
Farming
CS pace, gold income and early-lane farm
48
of 100
Vision
Vision score, control wards and ward clears
52
of 100
Objectives
Epic monsters, objective damage and plates
50
of 100
Survivability
Deaths and time spent dead, inverted: higher is safer
50
of 100
What to work on
13 gamesAggressionStart here
Kills / min
0.14 vs 0.20 typical
Convert the leads you build into kills on the map instead of resetting on them.
Farming
CS at 10 min
62.1 vs 71.0 typical
Match the enemy's CS in the first ten minutes before looking for plays.
Vision
Wards cleared / game
0.9 vs 1.6 typical
Sweep the enemy wards around the objective before it spawns.
Strengths
Objective damage / min
674 vs 394
100 of 100 against top laners, and it matters: the better half of Master+ top laners wins 73% of games, the other half 31%.
Turret plates / game
13.8 vs 9.9
95 of 100 against top laners, and it matters: the better half of Master+ top laners wins 76% of games, the other half 30%.
Team damage share
24% vs 22%
71 of 100 against top laners. 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 top laners, survivability leads at 61 of 100, built on 10% time spent dead and 0.20 deaths a minute. Aggression trails at 31, with 0.13 kills a minute.
Among top laners
Master+ top laners with above-median kills a minute win 66% of games; below it, 39%.
Master+ top laners with above-median CS at 10 min win 56% of games; below it, 48%.
Master+ top laners with above-median wards cleared a game win 55% of games; below it, 50%.