Solo Queue Analytics
Next predicted pick Lillia
Models backing this pick 2 of 5
Best model · 34% correct Logistic argmax → Lillia
Worst model · 4% correct Uniform random → Udyr

Playstyle analysis

Seven playstyle axes measured from every game, scored against the average player of the same rank and role (the other nine players in each lobby). 50 means exactly average; the shape of the polygon is the playstyle.

Parryable Flame's profile

Balanced all-rounder · 18 games analyzed · mostly Jungle

Where the champions live

Every champion seen in these lobbies, clustered into playstyle families (k-means over all seven axes) and placed by the two axes that matter most: scaling vs aggression. Parryable Flame's champions are the marked diamonds.

Parryable Flame's champions

No champion clears the 7-game floor for Parryable Flame yet.

Champion recommendation

Champions Parryable Flame barely plays, ranked by how closely their measured playstyle (from everyone's games in these lobbies) matches Parryable Flame's own profile, within their main role.

Warwick
Warwick
Jungle · 21% win rate
80% match · best

Shared strengths: overall profile shape

Udyr
Udyr
Jungle · 67% win rate
78% match

Shared strengths: overall profile shape

Viego
Viego
Jungle · 54% win rate
65% match

Shared strengths: overall profile shape

Why this champion?

Claude explains the match between Parryable Flame's measured playstyle and Warwick.

The seven axes, in plain language

AxisWhat it measures
AggressionEarly takedowns, solo kills, kill participation, first bloods. High = fights early and often.
FarmingCreep score and gold per minute. High = income built on farm, scaling toward late game.
DamageDamage per minute and share of the team's total damage. High = the team's damage engine.
DurabilityFew deaths and little time spent dead. High = hard to kill or picks fights carefully.
VisionVision score per minute, wards cleared, control wards. High = fights the map, not just champions.
ObjectivesTurret damage, plates, turret takedowns, dragons and barons. High = converts leads into structures.
TeamplayHealing/shielding allies, crowd control, saves, picks set up with allies. High = enables the team.

Every stat is standardized within role before scoring, so a jungler's farm is judged against junglers and a support's damage against supports. The comparison population is the other nine players in each lobby, who are by definition players at this rank.