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
38
of 100
Damage
Damage per minute and share of the team's damage
55
of 100
Utility
Healing, shielding, lockdown and saves for allies
52
of 100
Vision
Vision score, control wards and ward clears
48
of 100
Objectives
Epic monsters, objective damage and plates
53
of 100
Survivability
Deaths and time spent dead, inverted: higher is safer
32
of 100
What to work on
16 gamesSurvivabilityStart here
Deaths / min
0.30 vs 0.21 typical
Stay out of the fog when the enemy jungler is unseen.
Survivability
Time spent dead
12% vs 9% typical
Avoid the late death that costs a minute of the map when every second counts.
Objectives
Epic monsters / game
1.4 vs 1.6 typical
Be at the dragon pit before it spawns, not after the fight is over.
Not a priority
Strengths
Turret plates / game
10.6 vs 6.2
100 of 100 against supports, and it matters: the better half of Emerald supports wins 77% of games, the other half 23%.
Ally saves / game
3.60 vs 0.75
79 of 100 against supports, and it matters: the better half of Emerald supports wins 54% of games, the other half 47%.
Kill participation
58% vs 54%
71 of 100 against supports, and it matters: the better half of Emerald supports wins 52% of games, the other half 47%.
Identity
All-Rounder
No axis stands out above the pack.
Among supports, objectives leads at 52 of 100, built on 9.9 turret plates a game and 174 objective damage a minute. Aggression trails at 33, with 0.3 solo kills a game.
Among supports
Emerald supports with fewer deaths a minute than the median win 66% of games; with more, 32%.
Emerald supports with less time spent dead than the median win 64% of games; with more, 34%.
Emerald supports with above-median epic monsters a game win 73% of games; below it, 30%.