Playstyle
11 games
Playstyle radar
11 gamesCompared with Gold top laners, blended with players on the same champions.
Axis breakdown
Aggression
Kills, kill participation, solo kills and first bloods
49
of 100
Damage
Damage per minute and share of the team's damage
34
of 100
Farming
CS pace, gold income and early-lane farm
46
of 100
Vision
Vision score, control wards and ward clears
63
of 100
Objectives
Epic monsters, objective damage and plates
54
of 100
Survivability
Deaths and time spent dead, inverted: higher is safer
51
of 100
What to work on
11 gamesDamageStart here
Damage / min
680 vs 830 typical
Stay in range and keep casting through the whole fight instead of holding abilities.
Aggression
Solo kills / game
2.0 vs 2.9 typical
Take the 1v1 when the trade is in your favour instead of waiting for help.
Objectives
Objective damage / min
327 vs 398 typical
Hit the objective while the team holds the area instead of chasing.
Not a priority
Strengths
Epic monsters / game
1.2 vs 0.8
74 of 100 against top laners, and it matters: the better half of Gold top laners wins 68% of games, the other half 32%.
Wards cleared / game
2.8 vs 1.4
95 of 100 against top laners, and it matters: the better half of Gold top laners wins 53% of games, the other half 48%.
Control wards / game
1.1 vs 0.2
73 of 100 against top laners. 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 top laners, vision leads at 63 of 100, built on 1.3 control wards a game and 3.4 wards cleared a game. Damage trails at 26, with 19% team damage share.
Among top laners
Gold top laners with above-median damage a minute win 59% of games; below it, 40%.
Gold top laners with above-median solo kills a game win 60% of games; below it, 41%.
Gold top laners with above-median objective damage a minute win 72% of games; below it, 27%.