Playstyle
11 games
Playstyle radar
11 gamesCompared with Diamond supports, 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
57
of 100
Utility
Healing, shielding, lockdown and saves for allies
54
of 100
Vision
Vision score, control wards and ward clears
43
of 100
Objectives
Epic monsters, objective damage and plates
52
of 100
Survivability
Deaths and time spent dead, inverted: higher is safer
41
of 100
What to work on
11 gamesAggressionStart here
First blood rate
0% vs 4% typical
Set up the early fight with the jungler instead of waiting for it to happen.
Vision
Control wards / game
3.9 vs 4.9 typical
Buy a control ward on most backs and place it where the next fight happens.
Strengths
Epic monsters / game
2.1 vs 1.6
79 of 100 against supports, and it matters: the better half of Diamond supports wins 72% of games, the other half 28%.
Kill participation
62% vs 55%
93 of 100 against supports, and it matters: the better half of Diamond supports wins 51% of games, the other half 45%.
Wards cleared / game
11.6 vs 7.2
100 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:
An even profile among supports: damage peaks at 59 while survivability sits at 46, and nothing strays far from the middle of the pack. Games are won a little bit of everywhere.
Among supports
Diamond supports with above-median first blood rate win 52% of games; below it, 47%.
Diamond supports with above-median control wards a game win 52% of games; below it, 44%.