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.
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.
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).
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.
Shared strengths: farming, durability, aggression
Shared strengths: farming, aggression
Shared strengths: overall profile shape
Claude explains the match between ShishouKacchan's measured playstyle and Gangplank.
The seven axes, in plain language
| 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. |
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.