Playstyle radar
11 gamesCompared with Master+ supports, blended with Master+ players on the same champions.
Axis breakdown
Aggression
Kills, kill participation, solo kills and first bloods
48
of 100
Damage
Damage per minute and share of the team's damage
27
of 100
Utility
Healing, shielding, lockdown and saves for allies
38
of 100
Vision
Vision score, control wards and ward clears
33
of 100
Objectives
Epic monsters, objective damage and plates
71
of 100
Survivability
Deaths and time spent dead, inverted: higher is safer
87
of 100
What to work on
11 gamesVisionStart here
Vision score / min
2.47 vs 2.94 typical
Deep wards after a won fight and a sweep before every objective.
Damage
Damage / min
271 vs 303 typical
Poke between cooldowns and add autos when it is safe.
Utility
Ally saves / game
0.00 vs 0.17 typical
Keep the save for the ally the enemy actually dives.
Not a priority
Strengths
Objective damage / min
146 vs 72
100 of 100 against Master+ Rell players, and it matters: the better half of Rell supports wins 76% of games, the other half 28%.
Deaths / min
0.12 vs 0.21
100 of 100 against Master+ Rell players, and it matters: the better half of Rell supports wins 72% of games, the other half 32%.
Time spent dead
5% vs 8%
100 of 100 against Master+ Rell players, and it matters: the better half of Rell supports wins 70% of games, the other half 34%.
Identity
Early read
The playstyle gets a name at 15 games. The shape so far:
Among supports, survivability leads at 85 of 100, built on 0.15 deaths a minute and 6% time spent dead. Damage trails at 25, with 8% team damage share.
Among supports
Rell supports with above-median vision score a minute win 57% of games; below it, 48%.
Rell supports with above-median damage a minute win 59% of games; below it, 45%.
Rell supports with above-median ally saves a game win 60% of games; below it, 51%.