Playstyle radar
14 gamesCompared with Diamond supports, blended with Diamond players on the same champions.
Axis breakdown
Aggression
Kills, kill participation, solo kills and first bloods
38
of 100
Damage
Damage per minute and share of the team's damage
40
of 100
Farming
CS pace, gold income and early-lane farm
46
of 100
Vision
Vision score, control wards and ward clears
87
of 100
Objectives
Epic monsters, objective damage and plates
28
of 100
Survivability
Deaths and time spent dead, inverted: higher is safer
49
of 100
What to work on
14 gamesObjectivesStart here
Turret plates / game
3.0 vs 6.1 typical
Push for plates after a won trade instead of resetting.
Objectives
Objective damage / min
48 vs 89 typical
Hit the objective while the team holds the area instead of chasing.
Aggression
First blood rate
0% vs 4% typical
Set up the early fight with the jungler instead of waiting for it to happen.
Not a priority
Strengths
Vision score / min
3.81 vs 2.66
100 of 100 against supports, and it matters: the better half of Diamond supports wins 52% of games, the other half 43%.
Control wards / game
13.6 vs 4.9
100 of 100 against supports, and it matters: the better half of Diamond supports wins 52% of games, the other half 44%.
Kills / min
0.12 vs 0.07
73 of 100 against supports, and it matters: the better half of Diamond supports wins 52% of games, the other half 43%.
Identity
Early read
The playstyle gets a name at 15 games. The shape so far:
Among supports, vision leads at 89 of 100, built on 8.0 control wards a game and 2.11 vision score a minute. Objectives trails at 27, with 4.9 turret plates a game.
Among supports
Diamond supports with above-median turret plates a game win 78% of games; below it, 22%.
Diamond supports with above-median objective damage a minute win 69% of games; below it, 27%.
Diamond supports with above-median first blood rate win 52% of games; below it, 47%.