Playstyle radar
20 gamesCompared with Diamond supports, blended with Diamond players on the same champions.
Axis breakdown
Aggression
Kills, kill participation, solo kills and first bloods
35
of 100
Damage
Damage per minute and share of the team's damage
31
of 100
Utility
Healing, shielding, lockdown and saves for allies
39
of 100
Vision
Vision score, control wards and ward clears
86
of 100
Objectives
Epic monsters, objective damage and plates
44
of 100
Survivability
Deaths and time spent dead, inverted: higher is safer
57
of 100
What to work on
20 gamesObjectivesStart here
Turret plates / game
4.3 vs 6.1 typical
Push for plates after a won trade instead of resetting.
Damage
Damage / min
286 vs 346 typical
Poke between cooldowns and add autos when it is safe.
Aggression
Kills / min
0.05 vs 0.07 typical
Follow the carry's all-in with your own damage instead of only peeling.
Not a priority
Strengths
Deaths / min
0.17 vs 0.22
75 of 100 against supports, and it matters: the better half of Diamond supports wins 65% of games, the other half 30%.
Time spent dead
7% vs 9%
73 of 100 against supports, and it matters: the better half of Diamond supports wins 63% of games, the other half 32%.
Vision score / min
3.28 vs 2.66
96 of 100 against supports, and it matters: the better half of Diamond supports wins 52% of games, the other half 43%.
Identity
Vision Keeper
Controls the map with wards and sweeps.
Among supports, vision leads at 87 of 100, built on 2.48 vision score a minute and 6.1 control wards a game. Damage trails at 31, with 474 damage a minute.
Among supports
Diamond supports with above-median turret plates a game win 78% of games; below it, 22%.
Diamond supports with above-median damage a minute win 52% of games; below it, 44%.
Diamond supports with above-median kills a minute win 52% of games; below it, 43%.