Playstyle radar
12 gamesCompared with Emerald supports, blended with Emerald players on the same champions.
Axis breakdown
Aggression
Kills, kill participation, solo kills and first bloods
31
of 100
Damage
Damage per minute and share of the team's damage
24
of 100
Utility
Healing, shielding, lockdown and saves for allies
59
of 100
Vision
Vision score, control wards and ward clears
14
of 100
Objectives
Epic monsters, objective damage and plates
41
of 100
Survivability
Deaths and time spent dead, inverted: higher is safer
70
of 100
What to work on
12 gamesVisionStart here
Vision score / min
1.78 vs 2.63 typical
Deep wards after a won fight and a sweep before every objective.
Vision
Control wards / game
1.0 vs 5.0 typical
Buy a control ward on most backs and place it where the next fight happens.
Objectives
Objective damage / min
78 vs 93 typical
Hit the objective while the team holds the area instead of chasing.
Not a priority
Strengths
Deaths / min
0.15 vs 0.21
82 of 100 against supports, and it matters: the better half of Emerald supports wins 66% of games, the other half 32%.
Time spent dead
7% vs 9%
74 of 100 against supports, and it matters: the better half of Emerald supports wins 64% of games, the other half 34%.
Heals + shields / min
452 vs 134
94 of 100 against supports, and it matters: the better half of Emerald supports wins 51% of games, the other half 47%.
Identity
Early read
The playstyle gets a name at 15 games. The shape so far:
Among supports, survivability leads at 78 of 100, built on 0.16 deaths a minute and 7% time spent dead. Vision trails at 13, with 0.9 control wards a game.
Among supports
Emerald supports with above-median vision score a minute win 54% of games; below it, 45%.
Emerald supports with above-median control wards a game win 53% of games; below it, 46%.
Emerald supports with above-median objective damage a minute win 70% of games; below it, 28%.