Playstyle
10 games
Playstyle radar
10 gamesCompared with Emerald supports, blended with players on the same champions.
Axis breakdown
Aggression
Kills, kill participation, solo kills and first bloods
30
of 100
Damage
Damage per minute and share of the team's damage
34
of 100
Utility
Healing, shielding, lockdown and saves for allies
37
of 100
Vision
Vision score, control wards and ward clears
41
of 100
Objectives
Epic monsters, objective damage and plates
25
of 100
Survivability
Deaths and time spent dead, inverted: higher is safer
40
of 100
What to work on
10 gamesSurvivabilityStart here
Deaths / min
0.28 vs 0.22 typical
Stay out of the fog when the enemy jungler is unseen.
Survivability
Time spent dead
11% vs 9% typical
Avoid the late death that costs a minute of the map when every second counts.
Objectives
Turret plates / game
4.2 vs 6.3 typical
Push for plates after a won trade instead of resetting.
Not a priority
Strengths
Damage / min
511 vs 371
70 of 100 against supports, and it matters: the better half of Emerald supports wins 52% of games, the other half 46%.
Solo kills / game
0.6 vs 0.2
83 of 100 against supports. Keep it; it is part of how the games get won.
Team damage share
14% vs 10%
73 of 100 against supports. Keep it; it is part of how the games get won.
Identity
Early read
The playstyle gets a name at 15 games. The shape so far:
Among supports, vision leads at 42 of 100, built on 6.0 wards cleared a game and 1.76 vision score a minute. Objectives trails at 23, with 3.6 turret plates 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 turret plates a game win 77% of games; below it, 23%.