Playstyle radar
10 gamesCompared with Diamond supports, blended with Diamond players on the same champions.
Axis breakdown
Aggression
Kills, kill participation, solo kills and first bloods
39
of 100
Damage
Damage per minute and share of the team's damage
35
of 100
Utility
Healing, shielding, lockdown and saves for allies
57
of 100
Vision
Vision score, control wards and ward clears
56
of 100
Objectives
Epic monsters, objective damage and plates
22
of 100
Survivability
Deaths and time spent dead, inverted: higher is safer
52
of 100
What to work on
10 gamesObjectivesStart here
Turret plates / game
2.0 vs 6.1 typical
Push for plates after a won trade instead of resetting.
Objectives
Objective damage / min
45 vs 89 typical
Hit the objective while the team holds the area instead of chasing.
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
Control wards / game
7.4 vs 4.9
73 of 100 against supports, and it matters: the better half of Diamond supports wins 52% of games, the other half 44%.
First blood rate
25% vs 4%
100 of 100 against supports, and it matters: the better half of Diamond supports wins 52% of games, the other half 47%.
Ally heal + shield / min
391 vs 155
82 of 100 against supports, and it matters: the better half of Diamond supports wins 50% of games, the other half 45%.
Identity
Early read
The playstyle gets a name at 15 games. The shape so far:
Among supports, vision leads at 59 of 100, built on 6.0 control wards a game and 7.2 wards cleared a game. Objectives trails at 22, with 2.3 turret plates a game.
Among supports
Diamond supports with above-median turret plates a game win 78% of games; below it, 22%.
Diamond supports with above-median objective damage a minute win 69% of games; below it, 27%.
Diamond supports with above-median kills a minute win 52% of games; below it, 43%.