Playstyle
28 games
Playstyle radar
28 gamesCompared with Master+ supports, blended with players on the same champions.
Axis breakdown
Aggression
Kills, kill participation, solo kills and first bloods
45
of 100
Damage
Damage per minute and share of the team's damage
50
of 100
Utility
Healing, shielding, lockdown and saves for allies
63
of 100
Vision
Vision score, control wards and ward clears
71
of 100
Objectives
Epic monsters, objective damage and plates
87
of 100
Survivability
Deaths and time spent dead, inverted: higher is safer
37
of 100
What to work on
28 gamesSurvivabilityStart here
Time spent dead
10% vs 8% typical
Avoid the late death that costs a minute of the map when every second counts.
Vision
Control wards / game
2.1 vs 5.9 typical
Buy a control ward on most backs and place it where the next fight happens.
Not a priority
Strengths
Epic monsters / game
2.9 vs 1.6
100 of 100 against Thresh players, and it matters: the better half of Thresh supports wins 75% of games, the other half 34%.
Objective damage / min
153 vs 73
100 of 100 against Thresh players, and it matters: the better half of Thresh supports wins 75% of games, the other half 30%.
Heals + shields / min
176 vs 97
100 of 100 against Thresh players, and it matters: the better half of Thresh supports wins 58% of games, the other half 46%.
Identity
Objective Taker
Plays for dragons, towers and plates.
Among supports, objectives leads at 87 of 100, built on 3.2 epic monsters a game and 526 objective damage a minute. Survivability trails at 39, with 11% time spent dead.
Among supports
Thresh supports with less time spent dead than the median win 70% of games; with more, 34%.
Thresh supports with above-median control wards a game win 55% of games; below it, 49%.