Playstyle
14 games
Playstyle radar
14 gamesCompared with Diamond supports, blended with players on the same champions.
Axis breakdown
Aggression
Kills, kill participation, solo kills and first bloods
24
of 100
Damage
Damage per minute and share of the team's damage
28
of 100
Utility
Healing, shielding, lockdown and saves for allies
45
of 100
Vision
Vision score, control wards and ward clears
67
of 100
Objectives
Epic monsters, objective damage and plates
35
of 100
Survivability
Deaths and time spent dead, inverted: higher is safer
54
of 100
What to work on
14 gamesObjectivesStart here
Objective damage / min
54 vs 90 typical
Hit the objective while the team holds the area instead of chasing.
Objectives
Turret plates / game
4.4 vs 6.1 typical
Push for plates after a won trade instead of resetting.
Aggression
Kills / min
0.03 vs 0.07 typical
Follow the carry's all-in with your own damage instead of only peeling.
Not a priority
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%.
Vision score / min
2.97 vs 2.65
74 of 100 against supports, and it matters: the better half of Diamond supports wins 52% of games, the other half 43%.
Control wards / game
7.5 vs 4.9
75 of 100 against supports, and it matters: the better half of Diamond supports wins 52% of games, the other half 44%.
Identity
Early read
The playstyle gets a name at 15 games. The shape so far:
Among supports, vision leads at 67 of 100, built on 5.3 control wards a game and 7.1 wards cleared a game. Aggression trails at 22, with 0.1 solo kills a game.
Among supports
Diamond supports with above-median objective damage a minute win 69% of games; below it, 27%.
Diamond supports with above-median turret plates a game win 78% of games; below it, 22%.
Diamond supports with above-median kills a minute win 52% of games; below it, 43%.