Playstyle radar
21 gamesCompared with Emerald supports, blended with Emerald players on the same champions.
Axis breakdown
Aggression
Kills, kill participation, solo kills and first bloods
46
of 100
Damage
Damage per minute and share of the team's damage
34
of 100
Utility
Healing, shielding, lockdown and saves for allies
37
of 100
Vision
Vision score, control wards and ward clears
30
of 100
Objectives
Epic monsters, objective damage and plates
64
of 100
Survivability
Deaths and time spent dead, inverted: higher is safer
68
of 100
What to work on
21 gamesVisionStart here
Vision score / min
2.02 vs 2.90 typical
Deep wards after a won fight and a sweep before every objective.
Damage
Damage / min
366 vs 418 typical
Poke between cooldowns and add autos when it is safe.
Utility
CC seconds / min
1.3 vs 1.7 typical
Layer crowd control into the team's damage windows, not before them.
Not a priority
Strengths
Objective damage / min
108 vs 75
75 of 100 against Emerald Bard players, and it matters: the better half of Bard supports wins 72% of games, the other half 27%.
Turret plates / game
6.9 vs 5.0
72 of 100 against Emerald Bard players, and it matters: the better half of Bard supports wins 77% of games, the other half 23%.
First blood rate
12% vs 0%
70 of 100 against Emerald Bard players, and it matters: the better half of Bard supports wins 55% of games, the other half 49%.
Identity
Safe Player
Low deaths, low risk, hard to punish.
Among supports, survivability leads at 74 of 100, built on 0.16 deaths a minute and 7% time spent dead. Vision trails at 34, with 1.84 vision score a minute.
Among supports
Bard supports with above-median vision score a minute win 54% of games; below it, 45%.
Bard supports with above-median damage a minute win 57% of games; below it, 42%.
Bard supports with above-median CC seconds a minute win 52% of games; below it, 47%.