Playstyle
11 games
Playstyle radar
11 gamesCompared with Emerald supports, blended with players on the same champions.
Axis breakdown
Aggression
Kills, kill participation, solo kills and first bloods
33
of 100
Damage
Damage per minute and share of the team's damage
43
of 100
Utility
Healing, shielding, lockdown and saves for allies
51
of 100
Vision
Vision score, control wards and ward clears
78
of 100
Objectives
Epic monsters, objective damage and plates
41
of 100
Survivability
Deaths and time spent dead, inverted: higher is safer
57
of 100
What to work on
11 gamesObjectivesStart here
Objective damage / min
74 vs 98 typical
Hit the objective while the team holds the area instead of chasing.
Objectives
Epic monsters / game
1.3 vs 1.6 typical
Be at the dragon pit before it spawns, not after the fight is over.
Aggression
Kill participation
46% vs 54% typical
Be at every fight your team takes; a support's value is presence.
Not a priority
Strengths
Time spent dead
7% vs 9%
80 of 100 against supports, and it matters: the better half of Emerald supports wins 64% of games, the other half 34%.
Vision score / min
3.27 vs 2.62
95 of 100 against supports, and it matters: the better half of Emerald supports wins 54% of games, the other half 45%.
Control wards / game
8.7 vs 4.8
86 of 100 against supports, and it matters: the better half of Emerald supports wins 53% of games, the other half 46%.
Identity
Early read
The playstyle gets a name at 15 games. The shape so far:
Among supports, vision leads at 82 of 100, built on 8.0 control wards a game and 3.02 vision score a minute. Aggression trails at 32, with 46% kill participation.
Among supports
Emerald supports with above-median objective damage a minute win 70% of games; below it, 28%.
Emerald supports with above-median epic monsters a game win 73% of games; below it, 30%.
Emerald supports with above-median kill participation win 52% of games; below it, 47%.