Playstyle radar
11 gamesCompared with Master+ supports, blended with Master+ players on the same champions.
Axis breakdown
Aggression
Kills, kill participation, solo kills and first bloods
55
of 100
Damage
Damage per minute and share of the team's damage
73
of 100
Utility
Healing, shielding, lockdown and saves for allies
35
of 100
Vision
Vision score, control wards and ward clears
26
of 100
Objectives
Epic monsters, objective damage and plates
57
of 100
Survivability
Deaths and time spent dead, inverted: higher is safer
62
of 100
What to work on
11 gamesVisionStart here
Vision score / min
2.14 vs 2.77 typical
Deep wards after a won fight and a sweep before every objective.
Vision
Control wards / game
0.3 vs 5.5 typical
Buy a control ward on most backs and place it where the next fight happens.
Utility
Heals + shields / min
17 vs 141 typical
Hold heals and shields for the enemy engage instead of spending them on poke.
Not a priority
Strengths
Turret plates / game
10.0 vs 5.9
100 of 100 against supports, and it matters: the better half of Master+ supports wins 82% of games, the other half 27%.
Objective damage / min
168 vs 85
98 of 100 against supports, and it matters: the better half of Master+ supports wins 73% of games, the other half 31%.
Kills / min
0.15 vs 0.07
85 of 100 against supports, and it matters: the better half of Master+ supports wins 57% of games, the other half 47%.
Identity
Early read
The playstyle gets a name at 15 games. The shape so far:
Among supports, damage leads at 70 of 100, built on 21% team damage share and 695 damage a minute. Vision trails at 23, with 0.4 control wards a game.
Among supports
Master+ supports with above-median vision score a minute win 57% of games; below it, 48%.
Master+ supports with above-median control wards a game win 56% of games; below it, 49%.
Master+ supports with above-median heals + shields a minute win 55% of games; below it, 49%.