Playstyle radar
10 gamesCompared with Master+ supports, blended with Master+ players on the same champions.
Axis breakdown
Aggression
Kills, kill participation, solo kills and first bloods
38
of 100
Damage
Damage per minute and share of the team's damage
56
of 100
Utility
Healing, shielding, lockdown and saves for allies
50
of 100
Vision
Vision score, control wards and ward clears
38
of 100
Objectives
Epic monsters, objective damage and plates
41
of 100
Survivability
Deaths and time spent dead, inverted: higher is safer
53
of 100
What to work on
10 gamesVisionStart here
Vision score / min
2.48 vs 2.77 typical
Deep wards after a won fight and a sweep before every objective.
Objectives
Epic monsters / game
1.3 vs 1.5 typical
Be at the dragon pit before it spawns, not after the fight is over.
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
Turret plates / game
8.6 vs 5.9
93 of 100 against supports, and it matters: the better half of Master+ supports wins 82% of games, the other half 27%.
Control wards / game
7.8 vs 5.5
71 of 100 against supports, and it matters: the better half of Master+ supports wins 56% of games, the other half 49%.
Kill participation
60% vs 56%
79 of 100 against supports, and it matters: the better half of Master+ supports wins 55% of games, the other half 49%.
Identity
Early read
The playstyle gets a name at 15 games. The shape so far:
Among supports, survivability leads at 55 of 100, built on 8% time spent dead and 0.22 deaths a minute. Aggression trails at 33, with 0.4 solo kills a game.
Among supports
Master+ supports with above-median vision score a minute win 57% of games; below it, 48%.
Master+ supports with above-median epic monsters a game win 76% of games; below it, 35%.
Master+ supports with above-median kills a minute win 57% of games; below it, 47%.