Playstyle radar
10 gamesCompared with Gold supports, blended with players on the same champions.
Axis breakdown
Aggression
Kills, kill participation, solo kills and first bloods
57
of 100
Damage
Damage per minute and share of the team's damage
72
of 100
Farming
CS pace, gold income and early-lane farm
32
of 100
Vision
Vision score, control wards and ward clears
20
of 100
Objectives
Epic monsters, objective damage and plates
32
of 100
Survivability
Deaths and time spent dead, inverted: higher is safer
63
of 100
What to work on
10 gamesObjectivesStart here
Turret plates / game
2.0 vs 5.7 typical
Push for plates after a won trade instead of resetting.
Vision
Vision score / min
1.71 vs 2.48 typical
Put a ward down on every back and sweep the river before objectives.
Objectives
Epic monsters / game
0.5 vs 1.5 typical
Be at the dragon pit before it spawns, not after the fight is over.
Not a priority
Strengths
Kills / min
0.16 vs 0.07
75 of 100 against supports, and it matters: the better half of Gold supports wins 54% of games, the other half 44%.
Solo kills / game
0.8 vs 0.2
71 of 100 against supports. Keep it; it is part of how the games get won.
Team damage share
20% vs 12%
88 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, damage leads at 77 of 100, built on 24% team damage share and 706 damage a minute. Vision trails at 19, with 1.6 wards cleared a game.
Among supports
Gold supports with above-median turret plates a game win 76% of games; below it, 24%.
Gold supports with above-median vision score a minute win 54% of games; below it, 45%.
Gold supports with above-median epic monsters a game win 74% of games; below it, 30%.