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.

ShishouKacchan's profile

Scaling survivor · 34 games analyzed · mostly Top

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. ShishouKacchan's champions are the marked diamonds.

ShishouKacchan's champions

Champion deep-dive

Champions with at least 7 games. Stats compare against other players of the same rank on the same champion where the sample allows, otherwise the same role, with the strongest differences first.

Riven

Riven

Scaling survivor · family: Resilient farmers · 16 games · 44% win rate

Bars show how far each stat sits from the rank average, biggest differences first. Green is better, red is worse (fewer deaths counts as better). Baseline: 15 rows (same champion).

AI coaching read

Where ShishouKacchan differs most from the average Riven player, and what to practice.

Champion recommendation

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

Gangplank
Gangplank
Top · 40% win rate
90% match · best

Shared strengths: farming, durability, aggression

Gwen
Gwen
Top · 53% win rate
61% match

Shared strengths: farming, aggression

Renekton
Renekton
Top · 50% win rate
50% match

Shared strengths: overall profile shape

Why this champion?

Claude explains the match between ShishouKacchan's measured playstyle and Gangplank.

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.