Playstyle radar
23 gamesCompared with Silver supports, blended with players on the same champions.
Axis breakdown
Aggression
Kills, kill participation, solo kills and first bloods
39
of 100
Damage
Damage per minute and share of the team's damage
50
of 100
Utility
Healing, shielding, lockdown and saves for allies
25
of 100
Vision
Vision score, control wards and ward clears
13
of 100
Objectives
Epic monsters, objective damage and plates
38
of 100
Survivability
Deaths and time spent dead, inverted: higher is safer
84
of 100
What to work on
23 gamesUtilityStart here
CC seconds / min
0.7 vs 0.8 typical
Layer crowd control into the team's damage windows, not before them.
Damage
Damage / min
496 vs 646 typical
Poke between cooldowns and add autos when it is safe.
Vision
Vision score / min
1.82 vs 2.70 typical
Deep wards after a won fight and a sweep before every objective.
Not a priority
Strengths
Deaths / min
0.15 vs 0.29
100 of 100 against Pantheon players, and it matters: the better half of Pantheon supports wins 67% of games, the other half 30%.
Time spent dead
6% vs 11%
100 of 100 against Pantheon players, and it matters: the better half of Pantheon supports wins 65% of games, the other half 32%.
Identity
Safe Player
Low deaths, low risk, hard to punish.
Among supports, survivability leads at 70 of 100, built on 6% time spent dead and 0.15 deaths a minute. Utility trails at 15, with 0.8 CC seconds a minute.
Among supports
Pantheon supports with above-median CC seconds a minute win 55% of games; below it, 43%.
Pantheon supports with above-median damage a minute win 57% of games; below it, 40%.
Pantheon supports with above-median vision score a minute win 53% of games; below it, 44%.