Playstyle
22 games
Playstyle radar
22 gamesCompared with Gold supports, blended with players on the same champions.
Axis breakdown
Aggression
Kills, kill participation, solo kills and first bloods
71
of 100
Damage
Damage per minute and share of the team's damage
80
of 100
Utility
Healing, shielding, lockdown and saves for allies
50
of 100
Vision
Vision score, control wards and ward clears
33
of 100
Objectives
Epic monsters, objective damage and plates
64
of 100
Survivability
Deaths and time spent dead, inverted: higher is safer
42
of 100
What to work on
22 gamesSurvivabilityStart here
Time spent dead
11% vs 9% typical
Avoid the late death that costs a minute of the map when every second counts.
Vision
Vision score / min
1.92 vs 2.39 typical
Deep wards after a won fight and a sweep before every objective.
Vision
Control wards / game
1.0 vs 3.9 typical
Buy a control ward on most backs and place it where the next fight happens.
Not a priority
Strengths
Objective damage / min
169 vs 102
81 of 100 against supports, and it matters: the better half of Gold supports wins 70% of games, the other half 29%.
Kills / min
0.30 vs 0.08
100 of 100 against supports, and it matters: the better half of Gold supports wins 54% of games, the other half 44%.
Damage / min
1026 vs 414
100 of 100 against supports, and it matters: the better half of Gold supports wins 53% of games, the other half 46%.
Identity
Carry
The team's damage runs through them.
Among supports, damage leads at 79 of 100, built on 1018 damage a minute and 24% team damage share. Vision trails at 37, with 0.7 control wards a game.
Among supports
Gold supports with less time spent dead than the median win 64% of games; with more, 34%.
Gold supports with above-median vision score a minute win 54% of games; below it, 45%.
Gold supports with above-median control wards a game win 53% of games; below it, 47%.