Playstyle
14 games
Playstyle radar
14 gamesCompared with supports of all ranks, blended with players on the same champions.
Axis breakdown
Aggression
Kills, kill participation, solo kills and first bloods
58
of 100
Damage
Damage per minute and share of the team's damage
66
of 100
Farming
CS pace, gold income and early-lane farm
43
of 100
Vision
Vision score, control wards and ward clears
41
of 100
Objectives
Epic monsters, objective damage and plates
52
of 100
Survivability
Deaths and time spent dead, inverted: higher is safer
35
of 100
What to work on
14 gamesVisionStart here
Control wards / game
1.0 vs 5.2 typical
Buy a control ward on most backs and place it where the next fight happens.
Survivability
Time spent dead
10% vs 9% typical
Avoid the late death that costs a minute of the map when every second counts.
Aggression
Kill participation
50% vs 55% typical
Rotate toward fights as they start and finish the kills your team sets up.
Not a priority
Strengths
Epic monsters / game
2.0 vs 1.5
78 of 100 against supports, and it matters: the better half of supports wins 74% of games, the other half 32%.
Damage / min
638 vs 391
91 of 100 against supports, and it matters: the better half of supports wins 54% of games, the other half 46%.
CS / min
1.7 vs 1.1
92 of 100 against supports. Keep it; it is part of how the games get won.
Identity
Early read
The playstyle gets a name at 15 games. The shape so far:
Among supports, damage leads at 68 of 100, built on 887 damage a minute and 21% team damage share. Survivability trails at 35, with 12% time spent dead.
Among supports
supports with above-median control wards a game win 54% of games; below it, 46%.
supports with less time spent dead than the median win 66% of games; with more, 34%.
supports with above-median kill participation win 53% of games; below it, 47%.