Playstyle radar
12 gamesCompared with Emerald supports, blended with Emerald players on the same champions.
Axis breakdown
Aggression
Kills, kill participation, solo kills and first bloods
74
of 100
Damage
Damage per minute and share of the team's damage
58
of 100
Utility
Healing, shielding, lockdown and saves for allies
59
of 100
Vision
Vision score, control wards and ward clears
40
of 100
Objectives
Epic monsters, objective damage and plates
40
of 100
Survivability
Deaths and time spent dead, inverted: higher is safer
29
of 100
What to work on
12 gamesSurvivabilityStart here
Deaths / min
0.26 vs 0.21 typical
Stay out of the fog when the enemy jungler is unseen.
Survivability
Time spent dead
10% vs 9% typical
Avoid the late death that costs a minute of the map when every second counts.
Objectives
Epic monsters / game
1.4 vs 1.6 typical
Be at the dragon pit before it spawns, not after the fight is over.
Not a priority
Strengths
Kills / min
0.16 vs 0.07
92 of 100 against supports, and it matters: the better half of Emerald supports wins 54% of games, the other half 44%.
Kill participation
61% vs 54%
90 of 100 against supports, and it matters: the better half of Emerald supports wins 52% of games, the other half 47%.
Heals + shields / min
294 vs 134
72 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, aggression leads at 67 of 100, built on 0.16 kills a minute and 59% kill participation. Damage trails at 39, with 411 damage a minute.
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 epic monsters a game win 73% of games; below it, 30%.