Playstyle radar
12 gamesCompared with Master+ supports, blended with Master+ players on the same champions.
Axis breakdown
Aggression
Kills, kill participation, solo kills and first bloods
31
of 100
Damage
Damage per minute and share of the team's damage
48
of 100
Utility
Healing, shielding, lockdown and saves for allies
69
of 100
Vision
Vision score, control wards and ward clears
56
of 100
Objectives
Epic monsters, objective damage and plates
32
of 100
Survivability
Deaths and time spent dead, inverted: higher is safer
54
of 100
What to work on
12 gamesObjectivesStart here
Epic monsters / game
1.1 vs 1.5 typical
Be at the dragon pit before it spawns, not after the fight is over.
Aggression
Kills / min
0.03 vs 0.07 typical
Follow the carry's all-in with your own damage instead of only peeling.
Aggression
First blood rate
0% vs 5% typical
Set up the early fight with the jungler instead of waiting for it to happen.
Not a priority
Strengths
Ally saves / game
6.50 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
64% vs 56%
100 of 100 against supports, and it matters: the better half of Master+ supports wins 55% of games, the other half 49%.
Heals + shields / min
506 vs 141
100 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 74 of 100, built on 506 ally heal + shield a minute and 506 heals + shields a minute. Aggression trails at 28, with 0.0 solo kills a game.
Among supports
Master+ supports with above-median epic monsters a game win 76% of games; below it, 35%.
Master+ supports with above-median kills a minute win 57% of games; below it, 47%.
Master+ supports with above-median first blood rate win 57% of games; below it, 52%.