Solo Queue Analytics

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.

knowledgeguy's profile

High-damage enabler · 32 games analyzed · mostly Top

Champion families

Every champion seen in these lobbies, placed by farming and aggression and grouped into families by overall playstyle.

knowledgeguy's champions

Champion detail

Camille

Camille

High-damage skirmisher · family: High-damage skirmishers · 12 games · 50% win rate

Compared with 28 games by other players on Camille.

AI coaching read

Champions to try

Champions knowledgeguy has barely played whose playstyle is closest to theirs.

Sett
Sett
Top · 53% win rate
82% playstyle match · best

Shared strengths: damage, aggression

Zac
Zac
Top · 29% win rate
58% playstyle match

Shared strengths: teamplay

Teemo
Teemo
Top · 42% win rate
54% playstyle match

Shared strengths: damage

Why the top pick?

Axis definitions

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.