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
43
of 100
Damage
Damage per minute and share of the team's damage
45
of 100
Utility
Healing, shielding, lockdown and saves for allies
45
of 100
Vision
Vision score, control wards and ward clears
41
of 100
Objectives
Epic monsters, objective damage and plates
62
of 100
Survivability
Deaths and time spent dead, inverted: higher is safer
67
of 100
What to work on
20 gamesVisionStart here
Vision score / min
2.43 vs 2.72 typical
Deep wards after a won fight and a sweep before every objective.
Vision
Control wards / game
3.4 vs 5.6 typical
Buy a control ward on most backs and place it where the next fight happens.
Utility
CC seconds / min
1.3 vs 1.4 typical
Layer crowd control into the team's damage windows, not before them.
Not a priority
Strengths
Epic monsters / game
2.6 vs 1.6
96 of 100 against Diamond Thresh players, and it matters: the better half of Thresh supports wins 75% of games, the other half 34%.
Time spent dead
6% vs 8%
81 of 100 against Diamond Thresh players, and it matters: the better half of Thresh supports wins 70% of games, the other half 34%.
Deaths / min
0.16 vs 0.21
81 of 100 against Diamond Thresh players, and it matters: the better half of Thresh supports wins 72% of games, the other half 32%.
Identity
Safe Player
Low deaths, low risk, hard to punish.
Among supports, survivability leads at 69 of 100, built on 0.18 deaths a minute and 8% time spent dead. Utility trails at 41, with 58 ally heal + shield a minute.
Among supports
Thresh supports with above-median vision score a minute win 56% of games; below it, 48%.
Thresh supports with above-median control wards a game win 55% of games; below it, 49%.
Thresh supports with above-median CC seconds a minute win 54% of games; below it, 50%.