Playstyle radar
14 gamesCompared with supports of all ranks, blended with players on the same champions.
Axis breakdown
Aggression
Kills, kill participation, solo kills and first bloods
18
of 100
Damage
Damage per minute and share of the team's damage
31
of 100
Utility
Healing, shielding, lockdown and saves for allies
22
of 100
Vision
Vision score, control wards and ward clears
0
of 100
Objectives
Epic monsters, objective damage and plates
9
of 100
Survivability
Deaths and time spent dead, inverted: higher is safer
5
of 100
What to work on
14 gamesSurvivabilityStart here
Deaths / min
0.32 vs 0.20 typical
Stay out of the fog when the enemy jungler is unseen.
Utility
Heals + shields / min
80 vs 278 typical
Hold heals and shields for the enemy engage instead of spending them on poke.
Utility
Ally heal + shield / min
80 vs 278 typical
Peel for the carry through the whole fight instead of following the engage.
Not a priority
Identity
Early read
The playstyle gets a name at 15 games. The shape so far:
Among supports, damage leads at 36 of 100, built on 10% team damage share and 348 damage a minute. Vision trails at 0, with 2.4 wards cleared a game.
Among supports
Seraphine supports with fewer deaths a minute than the median win 69% of games; with more, 32%.
Seraphine supports with above-median heals + shields a minute win 60% of games; below it, 41%.
Seraphine supports with above-median ally heal + shield a minute win 60% of games; below it, 41%.