Playstyle
20 games
Playstyle radar
20 gamesCompared with Diamond supports, blended with players on the same champions.
Axis breakdown
Aggression
Kills, kill participation, solo kills and first bloods
40
of 100
Damage
Damage per minute and share of the team's damage
58
of 100
Utility
Healing, shielding, lockdown and saves for allies
37
of 100
Vision
Vision score, control wards and ward clears
62
of 100
Objectives
Epic monsters, objective damage and plates
39
of 100
Survivability
Deaths and time spent dead, inverted: higher is safer
45
of 100
What to work on
20 gamesObjectivesStart here
Turret plates / game
4.1 vs 7.0 typical
Push for plates after a won trade instead of resetting.
Utility
CC seconds / min
1.7 vs 1.8 typical
Layer crowd control into the team's damage windows, not before them.
Aggression
Kill participation
50% vs 54% typical
Be at every fight your team takes; a support's value is presence.
Not a priority
Strengths
Control wards / game
5.9 vs 3.5
73 of 100 against Swain players, and it matters: the better half of Swain supports wins 52% of games, the other half 46%.
Wards cleared / game
10.5 vs 7.4
84 of 100 against Swain players. Keep it; it is part of how the games get won.
Identity
Carry
The team's damage runs through them.
Among supports, damage leads at 75 of 100, built on 15% team damage share and 527 damage a minute. Utility trails at 31, with 0.00 ally saves a game.
Among supports
Swain supports with above-median turret plates a game win 78% of games; below it, 24%.
Swain supports with above-median CC seconds a minute win 53% of games; below it, 43%.
Swain supports with above-median kill participation win 52% of games; below it, 45%.