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
29
of 100
Damage
Damage per minute and share of the team's damage
29
of 100
Utility
Healing, shielding, lockdown and saves for allies
30
of 100
Vision
Vision score, control wards and ward clears
36
of 100
Objectives
Epic monsters, objective damage and plates
22
of 100
Survivability
Deaths and time spent dead, inverted: higher is safer
83
of 100
What to work on
10 gamesObjectivesStart here
Objective damage / min
38 vs 91 typical
Hit the objective while the team holds the area instead of chasing.
Objectives
Turret plates / game
3.1 vs 5.7 typical
Push for plates after a won trade instead of resetting.
Vision
Vision score / min
2.28 vs 2.76 typical
Deep wards after a won fight and a sweep before every objective.
Not a priority
Strengths
Time spent dead
5% vs 9%
100 of 100 against supports, and it matters: the better half of supports wins 66% of games, the other half 34%.
Deaths / min
0.14 vs 0.22
97 of 100 against supports, and it matters: the better half of supports wins 68% of games, the other half 32%.
Identity
Early read
The playstyle gets a name at 15 games. The shape so far:
Among supports, survivability leads at 82 of 100, built on 5% time spent dead and 0.14 deaths a minute. Objectives trails at 18, with 38 objective damage a minute.
Among supports
supports with above-median objective damage a minute win 71% of games; below it, 29%.
supports with above-median turret plates a game win 79% of games; below it, 25%.
supports with above-median vision score a minute win 55% of games; below it, 45%.