Playstyle
11 games
Playstyle radar
11 gamesCompared with Master+ supports, blended with Master+ players on the same champions.
Axis breakdown
Aggression
Kills, kill participation, solo kills and first bloods
50
of 100
Damage
Damage per minute and share of the team's damage
17
of 100
Utility
Healing, shielding, lockdown and saves for allies
57
of 100
Vision
Vision score, control wards and ward clears
11
of 100
Objectives
Epic monsters, objective damage and plates
33
of 100
Survivability
Deaths and time spent dead, inverted: higher is safer
51
of 100
What to work on
11 gamesVisionStart here
Vision score / min
1.83 vs 2.77 typical
Deep wards after a won fight and a sweep before every objective.
Objectives
Objective damage / min
49 vs 85 typical
Hit the objective while the team holds the area instead of chasing.
Vision
Control wards / game
0.9 vs 5.5 typical
Buy a control ward on most backs and place it where the next fight happens.
Not a priority
Strengths
Turret plates / game
7.5 vs 5.9
76 of 100 against supports, and it matters: the better half of Master+ supports wins 82% of games, the other half 27%.
Ally saves / game
11.73 vs 0.92
100 of 100 against supports, and it matters: the better half of Master+ supports wins 57% of games, the other half 49%.
Kill participation
63% vs 56%
98 of 100 against supports, and it matters: the better half of Master+ supports wins 55% of games, the other half 49%.
Identity
Early read
The playstyle gets a name at 15 games. The shape so far:
Among supports, utility leads at 58 of 100, built on 491 ally heal + shield a minute and 491 heals + shields a minute. Vision trails at 6, with 0.9 control wards a game.
Among supports
Master+ supports with above-median vision score a minute win 57% of games; below it, 48%.
Master+ supports with above-median objective damage a minute win 73% of games; below it, 31%.
Master+ supports with above-median control wards a game win 56% of games; below it, 49%.