Playstyle radar
16 gamesCompared with Emerald top laners, blended with Emerald players on the same champions.
Axis breakdown
Aggression
Kills, kill participation, solo kills and first bloods
56
of 100
Damage
Damage per minute and share of the team's damage
75
of 100
Farming
CS pace, gold income and early-lane farm
57
of 100
Vision
Vision score, control wards and ward clears
10
of 100
Objectives
Epic monsters, objective damage and plates
33
of 100
Survivability
Deaths and time spent dead, inverted: higher is safer
34
of 100
What to work on
16 gamesVisionStart here
Vision score / min
0.40 vs 0.80 typical
Put a ward down on every back and sweep the river before objectives.
Survivability
Time spent dead
13% vs 11% typical
Avoid the late death that costs a minute of the map when every second counts.
Objectives
Objective damage / min
323 vs 395 typical
Hit the objective while the team holds the area instead of chasing.
Strengths
Kills / min
0.30 vs 0.19
95 of 100 against top laners, and it matters: the better half of Emerald top laners wins 62% of games, the other half 36%.
Damage / min
1072 vs 807
100 of 100 against top laners, and it matters: the better half of Emerald top laners wins 58% of games, the other half 40%.
Solo kills / game
3.5 vs 2.5
72 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 76 of 100, built on 1072 damage a minute and 25% team damage share. Vision trails at 8, with 0.44 vision score a minute.
Among top laners
Emerald top laners with above-median vision score a minute win 53% of games; below it, 46%.
Emerald top laners with less time spent dead than the median win 63% of games; with more, 35%.
Emerald top laners with above-median objective damage a minute win 71% of games; below it, 27%.