Playstyle
16 games
Playstyle radar
16 gamesCompared with supports of all ranks, blended with players on the same champions.
Axis breakdown
Aggression
Kills, kill participation, solo kills and first bloods
44
of 100
Damage
Damage per minute and share of the team's damage
70
of 100
Utility
Healing, shielding, lockdown and saves for allies
50
of 100
Vision
Vision score, control wards and ward clears
23
of 100
Objectives
Epic monsters, objective damage and plates
35
of 100
Survivability
Deaths and time spent dead, inverted: higher is safer
45
of 100
What to work on
16 gamesObjectivesStart here
Epic monsters / game
0.4 vs 1.5 typical
Be at the dragon pit before it spawns, not after the fight is over.
Vision
Vision score / min
2.11 vs 2.76 typical
Deep wards after a won fight and a sweep before every objective.
Survivability
Time spent dead
11% vs 9% typical
Avoid the late death that costs a minute of the map when every second counts.
Not a priority
Strengths
Turret plates / game
11.1 vs 5.7
100 of 100 against supports, and it matters: the better half of supports wins 79% of games, the other half 25%.
Damage / min
669 vs 391
96 of 100 against supports, and it matters: the better half of supports wins 54% of games, the other half 46%.
Ally saves / game
3.43 vs 0.69
81 of 100 against supports, and it matters: the better half of supports wins 55% of games, the other half 48%.
Identity
Carry
The team's damage runs through them.
Among supports, damage leads at 70 of 100, built on 695 damage a minute and 16% team damage share. Vision trails at 14, with 1.0 control wards a game.
Among supports
supports with above-median epic monsters a game win 74% of games; below it, 32%.
supports with above-median vision score a minute win 55% of games; below it, 45%.
supports with less time spent dead than the median win 66% of games; with more, 34%.