Playstyle
11 games
Playstyle radar
11 gamesCompared with supports of all ranks, blended with players on the same champions.
Axis breakdown
Aggression
Kills, kill participation, solo kills and first bloods
20
of 100
Damage
Damage per minute and share of the team's damage
14
of 100
Utility
Healing, shielding, lockdown and saves for allies
31
of 100
Vision
Vision score, control wards and ward clears
18
of 100
Objectives
Epic monsters, objective damage and plates
39
of 100
Survivability
Deaths and time spent dead, inverted: higher is safer
27
of 100
What to work on
11 gamesVisionStart here
Vision score / min
1.79 vs 2.76 typical
Deep wards after a won fight and a sweep before every objective.
Vision
Control wards / game
1.5 vs 5.2 typical
Buy a control ward on most backs and place it where the next fight happens.
Aggression
Kill participation
43% vs 55% typical
Be at every fight your team takes; a support's value is presence.
Not a priority
Strengths
First blood rate
17% vs 6%
87 of 100 against supports, and it matters: the better half of supports wins 55% of games, the other half 50%.
Identity
Early read
The playstyle gets a name at 15 games. The shape so far:
Among supports, objectives leads at 40 of 100, built on 1.3 epic monsters a game and 5.8 turret plates a game. Vision trails at 15, with 0.8 control wards a game.
Among supports
supports with above-median vision score a minute win 55% of games; below it, 45%.
supports with above-median control wards a game win 54% of games; below it, 46%.
supports with above-median kill participation win 53% of games; below it, 47%.