Playstyle radar
12 gamesCompared with Silver supports, blended with players on the same champions.
Axis breakdown
Aggression
Kills, kill participation, solo kills and first bloods
34
of 100
Damage
Damage per minute and share of the team's damage
5
of 100
Utility
Healing, shielding, lockdown and saves for allies
27
of 100
Vision
Vision score, control wards and ward clears
66
of 100
Objectives
Epic monsters, objective damage and plates
31
of 100
Survivability
Deaths and time spent dead, inverted: higher is safer
65
of 100
What to work on
12 gamesObjectivesStart here
Objective damage / min
30 vs 84 typical
Hit the objective while the team holds the area instead of chasing.
Damage
Damage / min
189 vs 385 typical
Poke between cooldowns and add autos when it is safe.
Aggression
Kills / min
0.03 vs 0.07 typical
Follow the carry's all-in with your own damage instead of only peeling.
Not a priority
Strengths
Time spent dead
5% vs 8%
82 of 100 against supports, and it matters: the better half of Silver supports wins 63% of games, the other half 34%.
Ally saves / game
1.25 vs 0.27
75 of 100 against supports, and it matters: the better half of Silver supports wins 53% of games, the other half 48%.
Control wards / game
6.8 vs 4.7
72 of 100 against supports, and it matters: the better half of Silver supports wins 51% 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 71 of 100, built on 10.6 wards cleared a game and 6.8 control wards a game. Damage trails at 2, with 6% team damage share.
Among supports
Silver supports with above-median objective damage a minute win 70% of games; below it, 28%.
Silver supports with above-median damage a minute win 52% of games; below it, 45%.
Silver supports with above-median kills a minute win 54% of games; below it, 43%.