Playstyle
13 games
Playstyle radar
13 gamesCompared with supports of all ranks, blended with players on the same champions.
Axis breakdown
Aggression
Kills, kill participation, solo kills and first bloods
26
of 100
Damage
Damage per minute and share of the team's damage
9
of 100
Utility
Healing, shielding, lockdown and saves for allies
44
of 100
Vision
Vision score, control wards and ward clears
59
of 100
Objectives
Epic monsters, objective damage and plates
54
of 100
Survivability
Deaths and time spent dead, inverted: higher is safer
36
of 100
What to work on
13 gamesSurvivabilityStart here
Time spent dead
11% vs 9% typical
Avoid the late death that costs a minute of the map when every second counts.
Damage
Damage / min
237 vs 391 typical
Poke between cooldowns and add autos when it is safe.
Objectives
Objective damage / min
64 vs 91 typical
Hit the objective while the team holds the area instead of chasing.
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%.
Ally saves / game
2.86 vs 0.69
74 of 100 against supports, and it matters: the better half of supports wins 55% of games, the other half 48%.
Ally heal + shield / min
393 vs 114
86 of 100 against supports, and it matters: the better half of supports wins 53% of games, the other half 47%.
Identity
Early read
The playstyle gets a name at 15 games. The shape so far:
Among supports, objectives leads at 58 of 100, built on 1.7 epic monsters a game and 7.4 turret plates a game. Damage trails at 8, with 10% team damage share.
Among supports
supports with less time spent dead than the median win 66% of games; with more, 34%.
supports with above-median damage a minute win 54% of games; below it, 46%.
supports with above-median objective damage a minute win 71% of games; below it, 29%.