Playstyle radar
11 gamesCompared with Diamond supports, blended with Diamond players on the same champions.
Axis breakdown
Aggression
Kills, kill participation, solo kills and first bloods
47
of 100
Damage
Damage per minute and share of the team's damage
38
of 100
Utility
Healing, shielding, lockdown and saves for allies
34
of 100
Vision
Vision score, control wards and ward clears
52
of 100
Objectives
Epic monsters, objective damage and plates
32
of 100
Survivability
Deaths and time spent dead, inverted: higher is safer
43
of 100
What to work on
11 gamesObjectivesStart here
Objective damage / min
38 vs 89 typical
Hit the objective while the team holds the area instead of chasing.
Objectives
Epic monsters / game
1.0 vs 1.6 typical
Be at the dragon pit before it spawns, not after the fight is over.
Vision
Control wards / game
2.9 vs 4.9 typical
Buy a control ward on most backs and place it where the next fight happens.
Strengths
Solo kills / game
0.7 vs 0.2
100 of 100 against supports. Keep it; it is part of how the games get won.
Identity
Early read
The playstyle gets a name at 15 games. The shape so far:
Among supports, vision leads at 53 of 100, built on 2.07 vision score a minute and 5.9 wards cleared a game. Objectives trails at 32, with 206 objective damage a minute.
Among supports
Diamond supports with above-median objective damage a minute win 69% of games; below it, 27%.
Diamond supports with above-median epic monsters a game win 72% of games; below it, 28%.
Diamond supports with above-median control wards a game win 52% of games; below it, 44%.