Playstyle analysis
How each player's games compare with everyone else in their lobbies, who matchmaking puts at roughly the same rank. Scores run 0–100, with 50 the average. The tabs switch between Jackson and friends he plays with often.
Parryable Flame's profile
Balanced all-rounder · 26 games analyzed · mostly Jungle
Champion families
Every champion seen in these lobbies, placed by farming and aggression and grouped into families by overall playstyle.
Parryable Flame's champions
No champion clears the 7-game floor for Parryable Flame yet.
Champions to try
Champions Parryable Flame has barely played whose playstyle is closest to theirs.
Amumu
Shared strengths: teamplay, aggression
Warwick
Shared strengths: aggression, teamplay
Ivern
Shared strengths: teamplay
Why the top pick?
Axis definitions
| Axis | What it measures |
|---|---|
| Aggression | Early takedowns, solo kills, kill participation, first bloods. High = fights early and often. |
| Farming | Creep score and gold per minute. High = income built on farm, scaling toward late game. |
| Damage | Damage per minute and share of the team's total damage. High = the team's damage engine. |
| Durability | Few deaths and little time spent dead. High = hard to kill or picks fights carefully. |
| Vision | Vision score per minute, wards cleared, control wards. High = fights the map, not just champions. |
| Objectives | Turret damage, plates, turret takedowns, dragons and barons. High = converts leads into structures. |
| Teamplay | Healing/shielding allies, crowd control, saves, picks set up with allies. High = enables the team. |