Playstyle radar
10 gamesCompared with supports of all ranks, blended with players on the same champions.
Axis breakdown
Aggression
Kills, kill participation, solo kills and first bloods
41
of 100
Damage
Damage per minute and share of the team's damage
53
of 100
Utility
Healing, shielding, lockdown and saves for allies
41
of 100
Vision
Vision score, control wards and ward clears
29
of 100
Objectives
Epic monsters, objective damage and plates
38
of 100
Survivability
Deaths and time spent dead, inverted: higher is safer
64
of 100
What to work on
10 gamesVisionStart here
Vision score / min
2.27 vs 2.76 typical
Deep wards after a won fight and a sweep before every objective.
Vision
Control wards / game
1.8 vs 5.2 typical
Buy a control ward on most backs and place it where the next fight happens.
Aggression
Kills / min
0.04 vs 0.09 typical
Follow the carry's all-in with your own damage instead of only peeling.
Strengths
Deaths / min
0.16 vs 0.22
83 of 100 against supports, and it matters: the better half of supports wins 68% of games, the other half 32%.
Time spent dead
7% vs 9%
82 of 100 against supports, and it matters: the better half of supports wins 66% of games, the other half 34%.
Ally heal + shield / min
356 vs 114
81 of 100 against supports, and it matters: the better half of supports wins 53% of games, the other half 47%.
Identity
Early read
The playstyle gets a name at 15 games. The shape so far:
Among supports, survivability leads at 72 of 100, built on 0.18 deaths a minute and 8% time spent dead. Vision trails at 29, with 1.4 control wards a game.
Among supports
supports with above-median vision score a minute win 55% of games; below it, 45%.
supports with above-median control wards a game win 54% of games; below it, 46%.
supports with above-median kills a minute win 55% of games; below it, 45%.