Playstyle radar
16 gamesCompared with Emerald supports, blended with Emerald players on the same champions.
Axis breakdown
Aggression
Kills, kill participation, solo kills and first bloods
53
of 100
Damage
Damage per minute and share of the team's damage
46
of 100
Utility
Healing, shielding, lockdown and saves for allies
47
of 100
Vision
Vision score, control wards and ward clears
45
of 100
Objectives
Epic monsters, objective damage and plates
61
of 100
Survivability
Deaths and time spent dead, inverted: higher is safer
31
of 100
What to work on
16 gamesSurvivabilityStart here
Time spent dead
11% vs 9% typical
Avoid the late death that costs a minute of the map when every second counts.
Utility
Ally heal + shield / min
64 vs 134 typical
Peel for the carry through the whole fight instead of following the engage.
Utility
Heals + shields / min
64 vs 134 typical
Hold heals and shields for the enemy engage instead of spending them on poke.
Strengths
Turret plates / game
9.1 vs 6.2
90 of 100 against supports, and it matters: the better half of Emerald supports wins 77% of games, the other half 23%.
Epic monsters / game
2.4 vs 1.6
88 of 100 against supports, and it matters: the better half of Emerald supports wins 73% of games, the other half 30%.
First blood rate
20% vs 4%
100 of 100 against supports, and it matters: the better half of Emerald supports wins 53% of games, the other half 49%.
Identity
All-Rounder
No axis stands out above the pack.
Among supports, objectives leads at 60 of 100, built on 9.5 turret plates a game and 1.8 epic monsters a game. Survivability trails at 32, with 12% time spent dead.
Among supports
Emerald supports with less time spent dead than the median win 64% of games; with more, 34%.
Emerald supports with above-median ally heal + shield a minute win 51% of games; below it, 47%.
Emerald supports with above-median heals + shields a minute win 51% of games; below it, 47%.