Playstyle
11 games
Playstyle radar
11 gamesCompared with supports of all ranks, blended with players on the same champions.
Axis breakdown
Aggression
Kills, kill participation, solo kills and first bloods
15
of 100
Damage
Damage per minute and share of the team's damage
14
of 100
Utility
Healing, shielding, lockdown and saves for allies
34
of 100
Vision
Vision score, control wards and ward clears
57
of 100
Objectives
Epic monsters, objective damage and plates
33
of 100
Survivability
Deaths and time spent dead, inverted: higher is safer
53
of 100
What to work on
11 gamesAggressionStart here
Kill participation
46% vs 55% typical
Be at every fight your team takes; a support's value is presence.
Aggression
Kills / min
0.04 vs 0.09 typical
Follow the carry's all-in with your own damage instead of only peeling.
Objectives
Objective damage / min
71 vs 91 typical
Hit the objective while the team holds the area instead of chasing.
Not a priority
Strengths
Deaths / min
0.15 vs 0.22
90 of 100 against supports, and it matters: the better half of supports wins 68% of games, the other half 32%.
Time spent dead
7% vs 9%
75 of 100 against supports, and it matters: the better half of supports wins 66% of games, the other half 34%.
Control wards / game
7.5 vs 5.2
70 of 100 against supports, and it matters: the better half of supports wins 54% of games, the other half 46%.
Identity
Early read
The playstyle gets a name at 15 games. The shape so far:
Among supports, vision leads at 62 of 100, built on 6.1 control wards a game and 6.2 wards cleared a game. Aggression trails at 11, with 38% kill participation.
Among supports
supports with above-median kill participation win 53% of games; below it, 47%.
supports with above-median kills a minute win 55% of games; below it, 45%.
supports with above-median objective damage a minute win 71% of games; below it, 29%.