Playstyle radar
21 gamesCompared with Master+ supports, blended with Master+ players on the same champions.
Axis breakdown
Aggression
Kills, kill participation, solo kills and first bloods
59
of 100
Damage
Damage per minute and share of the team's damage
70
of 100
Utility
Healing, shielding, lockdown and saves for allies
56
of 100
Vision
Vision score, control wards and ward clears
43
of 100
Objectives
Epic monsters, objective damage and plates
59
of 100
Survivability
Deaths and time spent dead, inverted: higher is safer
87
of 100
What to work on
21 gamesUtilityStart here
Ally saves / game
0.50 vs 0.82 typical
Keep the save for the ally the enemy actually dives.
Vision
Control wards / game
5.1 vs 6.9 typical
Buy a control ward on most backs and place it where the next fight happens.
Strengths
Deaths / min
0.12 vs 0.20
100 of 100 against Master+ Bard players, and it matters: the better half of Bard supports wins 68% of games, the other half 31%.
Time spent dead
5% vs 7%
96 of 100 against Master+ Bard players, and it matters: the better half of Bard supports wins 66% of games, the other half 33%.
Objective damage / min
94 vs 62
76 of 100 against Master+ Bard players, and it matters: the better half of Bard supports wins 72% of games, the other half 27%.
Identity
Safe Player
Low deaths, low risk, hard to punish.
Among supports, survivability leads at 89 of 100, built on 0.13 deaths a minute and 5% time spent dead. Vision trails at 51, with 4.1 control wards a game.
Among supports
Bard supports with above-median ally saves a game win 54% of games; below it, 46%.
Bard supports with above-median control wards a game win 53% of games; below it, 46%.