Playstyle
10 games
Playstyle radar
10 gamesCompared with Diamond supports, blended with players on the same champions.
Axis breakdown
Aggression
Kills, kill participation, solo kills and first bloods
36
of 100
Damage
Damage per minute and share of the team's damage
50
of 100
Utility
Healing, shielding, lockdown and saves for allies
37
of 100
Vision
Vision score, control wards and ward clears
10
of 100
Objectives
Epic monsters, objective damage and plates
51
of 100
Survivability
Deaths and time spent dead, inverted: higher is safer
82
of 100
What to work on
10 gamesVisionStart here
Vision score / min
1.60 vs 2.89 typical
Deep wards after a won fight and a sweep before every objective.
Objectives
Turret plates / game
2.8 vs 5.5 typical
Push for plates after a won trade instead of resetting.
Aggression
Kill participation
47% vs 62% typical
Be at every fight your team takes; a support's value is presence.
Not a priority
Strengths
Deaths / min
0.16 vs 0.22
86 of 100 against Rell players, and it matters: the better half of Rell supports wins 72% of games, the other half 32%.
Time spent dead
6% vs 8%
81 of 100 against Rell players, and it matters: the better half of Rell supports wins 70% of games, the other half 34%.
Identity
Early read
The playstyle gets a name at 15 games. The shape so far:
Among supports, survivability leads at 83 of 100, built on 0.15 deaths a minute and 6% time spent dead. Vision trails at 12, with 0.4 control wards a game.
Among supports
Rell supports with above-median vision score a minute win 57% of games; below it, 48%.
Rell supports with above-median turret plates a game win 81% of games; below it, 25%.
Rell supports with above-median kill participation win 56% of games; below it, 49%.