Playstyle radar
60 gamesCompared with Master+ supports, blended with Master+ players on the same champions.
Axis breakdown
Aggression
Kills, kill participation, solo kills and first bloods
47
of 100
Damage
Damage per minute and share of the team's damage
34
of 100
Utility
Healing, shielding, lockdown and saves for allies
39
of 100
Vision
Vision score, control wards and ward clears
36
of 100
Objectives
Epic monsters, objective damage and plates
52
of 100
Survivability
Deaths and time spent dead, inverted: higher is safer
60
of 100
last 60season104 games
What to work on
60 gamesUtilityStart here
CC seconds / min
1.3 vs 1.5 typical
Layer crowd control into the team's damage windows, not before them.
Vision
Control wards / game
4.3 vs 6.8 typical
Buy a control ward on most backs and place it where the next fight happens.
Not a priority
Identity
Safe Player
Low deaths, low risk, hard to punish.
Among supports, survivability leads at 62 of 100, built on 0.20 deaths a minute and 8% time spent dead. Damage trails at 26, with 300 damage a minute. That is the Vanguard trade: damage is not where this class wins games.
Among supports
Rell supports with above-median CC seconds a minute win 56% of games; below it, 48%.
This season, in your wins 1.4, in your losses 1.2 · 66W 38L
Rell supports with above-median control wards a game win 56% of games; below it, 50%.
This season, in your wins 4.1, in your losses 3.7 · 66W 38L