Playstyle radar
12 gamesCompared with Diamond supports, blended with Diamond players on the same champions.
Axis breakdown
Aggression
Kills, kill participation, solo kills and first bloods
22
of 100
Damage
Damage per minute and share of the team's damage
51
of 100
Utility
Healing, shielding, lockdown and saves for allies
65
of 100
Vision
Vision score, control wards and ward clears
48
of 100
Objectives
Epic monsters, objective damage and plates
46
of 100
Survivability
Deaths and time spent dead, inverted: higher is safer
70
of 100
What to work on
12 gamesAggressionStart here
Kills / min
0.03 vs 0.09 typical
Follow the carry's all-in with your own damage instead of only peeling.
Objectives
Epic monsters / game
1.3 vs 1.8 typical
Be at the dragon pit before it spawns, not after the fight is over.
Objectives
Turret plates / game
6.0 vs 7.0 typical
Push for plates after a won trade instead of resetting.
Not a priority
Strengths
Deaths / min
0.17 vs 0.20
73 of 100 against Diamond Seraphine players, and it matters: the better half of Seraphine supports wins 69% of games, the other half 32%.
Time spent dead
7% vs 8%
70 of 100 against Diamond Seraphine players, and it matters: the better half of Seraphine supports wins 66% of games, the other half 35%.
Wards cleared / game
11.2 vs 7.4
98 of 100 against Diamond Seraphine players, and it matters: the better half of Seraphine supports wins 53% of games, the other half 49%.
Identity
Early read
The playstyle gets a name at 15 games. The shape so far:
Among supports, survivability leads at 76 of 100, built on 0.16 deaths a minute and 7% time spent dead. Aggression trails at 21, with 0.02 kills a minute.
Among supports
Seraphine supports with above-median kills a minute win 57% of games; below it, 44%.
Seraphine supports with above-median epic monsters a game win 81% of games; below it, 37%.
Seraphine supports with above-median turret plates a game win 81% of games; below it, 25%.