Playstyle
11 games
Playstyle radar
11 gamesCompared with Gold supports, blended with players on the same champions.
Axis breakdown
Aggression
Kills, kill participation, solo kills and first bloods
52
of 100
Damage
Damage per minute and share of the team's damage
68
of 100
Utility
Healing, shielding, lockdown and saves for allies
36
of 100
Vision
Vision score, control wards and ward clears
71
of 100
Objectives
Epic monsters, objective damage and plates
28
of 100
Survivability
Deaths and time spent dead, inverted: higher is safer
55
of 100
What to work on
11 gamesObjectivesStart here
Objective damage / min
62 vs 102 typical
Hit the objective while the team holds the area instead of chasing.
Objectives
Turret plates / game
4.1 vs 6.4 typical
Push for plates after a won trade instead of resetting.
Utility
Ally saves / game
0.13 vs 0.46 typical
Keep the save for the ally the enemy actually dives.
Strengths
Vision score / min
2.68 vs 2.39
70 of 100 against supports, and it matters: the better half of Gold supports wins 54% of games, the other half 45%.
Control wards / game
9.3 vs 3.9
98 of 100 against supports, and it matters: the better half of Gold supports wins 53% of games, the other half 47%.
Kill participation
58% vs 52%
84 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, vision leads at 77 of 100, built on 7.4 control wards a game and 7.4 wards cleared a game. Objectives trails at 29, with 111 objective damage a minute.
Among supports
Gold supports with above-median objective damage a minute win 70% of games; below it, 29%.
Gold supports with above-median turret plates a game win 76% of games; below it, 24%.
Gold supports with above-median ally saves a game win 55% of games; below it, 48%.