Playstyle radar
13 gamesCompared with Diamond top laners, blended with Diamond players on the same champions.
Axis breakdown
Aggression
Kills, kill participation, solo kills and first bloods
55
of 100
Damage
Damage per minute and share of the team's damage
63
of 100
Farming
CS pace, gold income and early-lane farm
64
of 100
Vision
Vision score, control wards and ward clears
52
of 100
Objectives
Epic monsters, objective damage and plates
42
of 100
Survivability
Deaths and time spent dead, inverted: higher is safer
41
of 100
What to work on
13 gamesAggressionStart here
Solo kills / game
1.8 vs 2.4 typical
Take the 1v1 when the trade is in your favour instead of waiting for help.
Vision
Control wards / game
0.0 vs 0.3 typical
Buy a control ward on most backs and place it where the next fight happens.
Vision
Vision score / min
0.71 vs 0.79 typical
Put a ward down on every back and sweep the river before objectives.
Strengths
Objective damage / min
607 vs 392
100 of 100 against top laners, and it matters: the better half of Diamond top laners wins 70% of games, the other half 26%.
Turret plates / game
12.8 vs 10.0
80 of 100 against top laners, and it matters: the better half of Diamond top laners wins 72% of games, the other half 25%.
CS at 10 min
77.2 vs 69.1
86 of 100 against top laners, and it matters: the better half of Diamond top laners wins 52% of games, the other half 44%.
Identity
Early read
The playstyle gets a name at 15 games. The shape so far:
Among top laners, farming leads at 61 of 100, built on 48.1 CS at 10 min and 4.5 CS a minute. Objectives trails at 40, with 8.3 turret plates a game.
Among top laners
Diamond top laners with above-median solo kills a game win 58% of games; below it, 41%.
Diamond top laners with above-median control wards a game win 51% of games; below it, 46%.
Diamond top laners with above-median vision score a minute win 51% of games; below it, 44%.