Playstyle radar
12 gamesCompared with supports of all ranks, blended with players on the same champions.
Axis breakdown
Aggression
Kills, kill participation, solo kills and first bloods
42
of 100
Damage
Damage per minute and share of the team's damage
34
of 100
Utility
Healing, shielding, lockdown and saves for allies
37
of 100
Vision
Vision score, control wards and ward clears
43
of 100
Objectives
Epic monsters, objective damage and plates
13
of 100
Survivability
Deaths and time spent dead, inverted: higher is safer
66
of 100
What to work on
12 gamesObjectivesStart here
Objective damage / min
31 vs 91 typical
Hit the objective while the team holds the area instead of chasing.
Objectives
Epic monsters / game
0.6 vs 1.5 typical
Be at the dragon pit before it spawns, not after the fight is over.
Damage
Damage / min
308 vs 391 typical
Poke between cooldowns and add autos when it is safe.
Strengths
Time spent dead
7% vs 9%
76 of 100 against supports, and it matters: the better half of supports wins 66% of games, the other half 34%.
Deaths / min
0.18 vs 0.22
75 of 100 against supports, and it matters: the better half of supports wins 68% of games, the other half 32%.
Kills / min
0.14 vs 0.09
71 of 100 against supports, and it matters: the better half of supports wins 55% of games, the other half 45%.
Identity
Early read
The playstyle gets a name at 15 games. The shape so far:
Among supports, survivability leads at 67 of 100, built on 0.21 deaths a minute and 8% time spent dead. Objectives trails at 11, with 74 objective damage a minute.
Among supports
supports with above-median objective damage a minute win 71% of games; below it, 29%.
supports with above-median epic monsters a game win 74% of games; below it, 32%.
supports with above-median damage a minute win 54% of games; below it, 46%.