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
47
of 100
Damage
Damage per minute and share of the team's damage
60
of 100
Utility
Healing, shielding, lockdown and saves for allies
47
of 100
Vision
Vision score, control wards and ward clears
62
of 100
Objectives
Epic monsters, objective damage and plates
47
of 100
Survivability
Deaths and time spent dead, inverted: higher is safer
59
of 100
What to work on
10 gamesUtilityStart here
Ally saves / game
0.00 vs 0.69 typical
Keep the save for the ally the enemy actually dives.
Survivability
Time spent dead
10% vs 9% typical
Avoid the late death that costs a minute of the map when every second counts.
Utility
Heals + shields / min
32 vs 114 typical
Hold heals and shields for the enemy engage instead of spending them on poke.
Strengths
Turret plates / game
7.2 vs 5.7
72 of 100 against supports, and it matters: the better half of supports wins 79% of games, the other half 25%.
Damage / min
657 vs 391
94 of 100 against supports, and it matters: the better half of supports wins 54% of games, the other half 46%.
Kill participation
61% vs 55%
82 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, damage leads at 69 of 100, built on 22% team damage share and 726 damage a minute. Utility trails at 37, with 0.00 ally saves a game.
Among supports
supports with above-median ally saves a game win 55% of games; below it, 48%.
supports with less time spent dead than the median win 66% of games; with more, 34%.
supports with above-median heals + shields a minute win 53% of games; below it, 47%.