Playstyle
16 games
Playstyle radar
16 gamesCompared with supports of all ranks, blended with players on the same champions.
Axis breakdown
Aggression
Kills, kill participation, solo kills and first bloods
41
of 100
Damage
Damage per minute and share of the team's damage
32
of 100
Farming
CS pace, gold income and early-lane farm
29
of 100
Vision
Vision score, control wards and ward clears
27
of 100
Objectives
Epic monsters, objective damage and plates
39
of 100
Survivability
Deaths and time spent dead, inverted: higher is safer
47
of 100
What to work on
16 gamesObjectivesStart here
Objective damage / min
48 vs 91 typical
Hit the objective while the team holds the area instead of chasing.
Vision
Vision score / min
2.12 vs 2.76 typical
Put a ward down on every back and sweep the river before objectives.
Survivability
Time spent dead
10% vs 9% typical
Avoid the late death that costs a minute of the map when every second counts.
Not a priority
Strengths
First blood rate
14% vs 6%
79 of 100 against supports, and it matters: the better half of supports wins 55% of games, the other half 50%.
Solo kills / game
0.6 vs 0.2
77 of 100 against supports. Keep it; it is part of how the games get won.
Identity
All-Rounder
No axis stands out above the pack.
Among supports, survivability leads at 48 of 100, built on 0.21 deaths a minute and 10% time spent dead. Vision trails at 24, with 1.5 control wards a game.
Among supports
supports with above-median objective damage a minute win 71% of games; below it, 29%.
supports with above-median vision score a minute win 55% of games; below it, 45%.
supports with less time spent dead than the median win 66% of games; with more, 34%.