Playstyle radar
20 gamesCompared with Emerald mid laners, blended with players on the same champions.
Axis breakdown
Aggression
Kills, kill participation, solo kills and first bloods
64
of 100
Damage
Damage per minute and share of the team's damage
68
of 100
Farming
CS pace, gold income and early-lane farm
53
of 100
Vision
Vision score, control wards and ward clears
31
of 100
Objectives
Epic monsters, objective damage and plates
50
of 100
Survivability
Deaths and time spent dead, inverted: higher is safer
51
of 100
What to work on
20 gamesFarmingStart here
CS / min
6.5 vs 7.7 typical
Catch the side wave between fights instead of standing in the river.
Farming
CS at 10 min
70.7 vs 83.5 typical
Match the enemy's CS in the first ten minutes before looking for plays.
Not a priority
Strengths
Turret plates / game
11.4 vs 8.3
83 of 100 against Mel players, and it matters: the better half of Mel mid laners wins 74% of games, the other half 20%.
Kills / min
0.39 vs 0.32
73 of 100 against Mel players, and it matters: the better half of Mel mid laners wins 61% of games, the other half 31%.
First blood rate
27% vs 11%
80 of 100 against Mel players, and it matters: the better half of Mel mid laners wins 54% of games, the other half 45%.
Identity
Carry
The team's damage runs through them.
Among mid laners, damage leads at 71 of 100, built on 935 damage a minute and 25% team damage share. Vision trails at 32, with 0.4 control wards a game.
Among mid laners
Mel mid laners with above-median CS a minute win 50% of games; below it, 42%.
Mel mid laners with above-median CS at 10 min win 49% of games; below it, 43%.