Playstyle radar
20 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
27
of 100
Utility
Healing, shielding, lockdown and saves for allies
44
of 100
Vision
Vision score, control wards and ward clears
73
of 100
Objectives
Epic monsters, objective damage and plates
39
of 100
Survivability
Deaths and time spent dead, inverted: higher is safer
44
of 100
What to work on
20 gamesObjectivesStart here
Objective damage / min
52 vs 89 typical
Hit the objective while the team holds the area instead of chasing.
Objectives
Turret plates / game
4.8 vs 6.1 typical
Push for plates after a won trade instead of resetting.
Survivability
Time spent dead
10% vs 9% typical
Avoid the late death that costs a minute of the map when every second counts.
Not a priority
Strengths
Vision score / min
3.05 vs 2.66
79 of 100 against supports, and it matters: the better half of Diamond supports wins 52% of games, the other half 43%.
Control wards / game
7.4 vs 4.9
73 of 100 against supports, and it matters: the better half of Diamond supports wins 52% of games, the other half 44%.
Identity
Vision Keeper
Controls the map with wards and sweeps.
Among supports, vision leads at 75 of 100, built on 2.94 vision score a minute and 7.2 control wards a game. Damage trails at 24, with 9% team damage share.
Among supports
Diamond supports with above-median objective damage a minute win 69% of games; below it, 27%.
Diamond supports with above-median turret plates a game win 78% of games; below it, 22%.
Diamond supports with less time spent dead than the median win 63% of games; with more, 32%.