Playstyle radar
13 gamesCompared with Diamond supports, blended with Diamond players on the same champions.
Axis breakdown
Aggression
Kills, kill participation, solo kills and first bloods
37
of 100
Damage
Damage per minute and share of the team's damage
44
of 100
Farming
CS pace, gold income and early-lane farm
47
of 100
Vision
Vision score, control wards and ward clears
66
of 100
Objectives
Epic monsters, objective damage and plates
36
of 100
Survivability
Deaths and time spent dead, inverted: higher is safer
50
of 100
What to work on
13 gamesObjectivesStart here
Turret plates / game
2.3 vs 6.1 typical
Push for plates after a won trade instead of resetting.
Objectives
Objective damage / min
59 vs 89 typical
Hit the objective while the team holds the area instead of chasing.
Vision
Vision score / min
2.19 vs 2.66 typical
Put a ward down on every back and sweep the river before objectives.
Not a priority
Strengths
Control wards / game
10.7 vs 4.9
100 of 100 against supports, and it matters: the better half of Diamond supports wins 52% of games, the other half 44%.
Kill participation
60% vs 55%
79 of 100 against supports, and it matters: the better half of Diamond supports wins 51% of games, the other half 45%.
CS at 10 min
16.7 vs 14.1
77 of 100 against supports. Keep it; it is part of how the games get won.
Identity
Early read
The playstyle gets a name at 15 games. The shape so far:
Among supports, vision leads at 70 of 100, built on 8.5 control wards a game and 5.8 wards cleared a game. Aggression trails at 35, with 0.5 solo kills 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 vision score a minute win 52% of games; below it, 43%.