Playstyle
26 games
Playstyle radar
26 gamesCompared with supports of all ranks, blended with players on the same champions.
Axis breakdown
Aggression
Kills, kill participation, solo kills and first bloods
56
of 100
Damage
Damage per minute and share of the team's damage
63
of 100
Utility
Healing, shielding, lockdown and saves for allies
31
of 100
Vision
Vision score, control wards and ward clears
10
of 100
Objectives
Epic monsters, objective damage and plates
54
of 100
Survivability
Deaths and time spent dead, inverted: higher is safer
45
of 100
What to work on
26 gamesVisionStart here
Vision score / min
1.39 vs 2.76 typical
Deep wards after a won fight and a sweep before every objective.
Survivability
Time spent dead
11% vs 9% typical
Avoid the late death that costs a minute of the map when every second counts.
Vision
Control wards / game
0.0 vs 5.2 typical
Buy a control ward on most backs and place it where the next fight happens.
Not a priority
Strengths
Objective damage / min
197 vs 91
100 of 100 against supports, and it matters: the better half of supports wins 71% of games, the other half 29%.
Turret plates / game
8.4 vs 5.7
91 of 100 against supports, and it matters: the better half of supports wins 79% of games, the other half 25%.
Kills / min
0.24 vs 0.09
100 of 100 against supports, and it matters: the better half of supports wins 55% of games, the other half 45%.
Identity
Carry
The team's damage runs through them.
Among supports, damage leads at 79 of 100, built on 664 damage a minute and 18% team damage share. Vision trails at 6, with 0.0 control wards a game.
Among supports
supports with above-median vision score a minute win 55% of games; below it, 45%.
In your wins 1.22, in your losses 1.26 · 13W 13L
supports with less time spent dead than the median win 66% of games; with more, 34%.
In your wins 9%, in your losses 14% · 13W 13L
supports with above-median control wards a game win 54% of games; below it, 46%.
In your wins 0.0, in your losses 0.0 · 13W 13L