Playstyle radar
15 gamesCompared with Emerald top laners, blended with Emerald players on the same champions.
Axis breakdown
Aggression
Kills, kill participation, solo kills and first bloods
86
of 100
Damage
Damage per minute and share of the team's damage
98
of 100
Farming
CS pace, gold income and early-lane farm
68
of 100
Vision
Vision score, control wards and ward clears
40
of 100
Objectives
Epic monsters, objective damage and plates
57
of 100
Survivability
Deaths and time spent dead, inverted: higher is safer
44
of 100
What to work on
15 gamesSurvivabilityStart here
Time spent dead
13% vs 11% typical
Avoid the late death that costs a minute of the map when every second counts.
Vision
Control wards / game
0.0 vs 0.3 typical
Buy a control ward on most backs and place it where the next fight happens.
Strengths
Kills / min
0.41 vs 0.19
100 of 100 against top laners, and it matters: the better half of Emerald top laners wins 62% of games, the other half 36%.
Gold / min
496 vs 412
100 of 100 against top laners, and it matters: the better half of Emerald top laners wins 67% of games, the other half 31%.
Solo kills / game
6.3 vs 2.5
100 of 100 against top laners, and it matters: the better half of Emerald top laners wins 60% of games, the other half 41%.
Identity
Carry
The team's damage runs through them.
Among top laners, damage leads at 98 of 100, built on 1349 damage a minute and 35% team damage share. Vision trails at 40, with 0.0 control wards a game.
Among top laners
Emerald top laners with less time spent dead than the median win 63% of games; with more, 35%.
Emerald top laners with above-median control wards a game win 52% of games; below it, 48%.