Playstyle
10 games
Playstyle radar
10 gamesCompared with Emerald supports, blended with Emerald players on the same champions.
Axis breakdown
Aggression
Kills, kill participation, solo kills and first bloods
34
of 100
Damage
Damage per minute and share of the team's damage
43
of 100
Utility
Healing, shielding, lockdown and saves for allies
56
of 100
Vision
Vision score, control wards and ward clears
50
of 100
Objectives
Epic monsters, objective damage and plates
44
of 100
Survivability
Deaths and time spent dead, inverted: higher is safer
60
of 100
What to work on
10 gamesSurvivabilityStart here
Time spent dead
10% vs 9% typical
Avoid the late death that costs a minute of the map when every second counts.
Aggression
Kills / min
0.04 vs 0.07 typical
Follow the carry's all-in with your own damage instead of only peeling.
Vision
Control wards / game
3.3 vs 5.0 typical
Buy a control ward on most backs and place it where the next fight happens.
Not a priority
Strengths
Turret plates / game
8.0 vs 6.2
75 of 100 against supports, and it matters: the better half of Emerald supports wins 77% of games, the other half 23%.
Heals + shields / min
350 vs 134
80 of 100 against supports, and it matters: the better half of Emerald supports wins 51% of games, the other half 47%.
Ally heal + shield / min
350 vs 134
80 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 64 of 100, built on 0.18 deaths a minute and 8% time spent dead. Aggression trails at 30, with 0.10 kills a minute.
Among supports
Emerald supports with less time spent dead than the median win 64% of games; with more, 34%.
Emerald supports with above-median kills a minute win 54% of games; below it, 44%.
Emerald supports with above-median control wards a game win 53% of games; below it, 46%.