Playstyle
10 games
Playstyle radar
10 gamesCompared with supports of all ranks, blended with players on the same champions.
Axis breakdown
Aggression
Kills, kill participation, solo kills and first bloods
51
of 100
Damage
Damage per minute and share of the team's damage
37
of 100
Utility
Healing, shielding, lockdown and saves for allies
53
of 100
Vision
Vision score, control wards and ward clears
28
of 100
Objectives
Epic monsters, objective damage and plates
67
of 100
Survivability
Deaths and time spent dead, inverted: higher is safer
63
of 100
What to work on
10 gamesVisionStart here
Vision score / min
2.29 vs 2.76 typical
Deep wards after a won fight and a sweep before every objective.
Aggression
Kill participation
49% vs 55% typical
Be at every fight your team takes; a support's value is presence.
Not a priority
Strengths
Turret plates / game
8.9 vs 5.7
97 of 100 against supports, and it matters: the better half of supports wins 79% of games, the other half 25%.
Time spent dead
7% vs 9%
73 of 100 against supports, and it matters: the better half of supports wins 66% of games, the other half 34%.
Epic monsters / game
1.9 vs 1.5
71 of 100 against supports, and it matters: the better half of supports wins 74% of games, the other half 32%.
Identity
Early read
The playstyle gets a name at 15 games. The shape so far:
Among supports, objectives leads at 71 of 100, built on 8.8 turret plates a game and 2.1 epic monsters a game. Vision trails at 29, with 3.6 wards cleared a game.
Among supports
supports with above-median vision score a minute win 55% of games; below it, 45%.
supports with above-median kill participation win 53% of games; below it, 47%.