Playstyle radar
10 gamesCompared with Emerald supports, blended with players on the same champions.
Axis breakdown
Aggression
Kills, kill participation, solo kills and first bloods
57
of 100
Damage
Damage per minute and share of the team's damage
73
of 100
Utility
Healing, shielding, lockdown and saves for allies
51
of 100
Vision
Vision score, control wards and ward clears
7
of 100
Objectives
Epic monsters, objective damage and plates
54
of 100
Survivability
Deaths and time spent dead, inverted: higher is safer
43
of 100
What to work on
10 gamesVisionStart here
Vision score / min
1.99 vs 2.72 typical
Deep wards after a won fight and a sweep before every objective.
Vision
Control wards / game
1.0 vs 5.3 typical
Buy a control ward on most backs and place it where the next fight happens.
Not a priority
Strengths
Turret plates / game
7.9 vs 6.0
76 of 100 against Syndra players, and it matters: the better half of Syndra supports wins 74% of games, the other half 24%.
Kills / min
0.19 vs 0.13
75 of 100 against Syndra players, and it matters: the better half of Syndra supports wins 58% of games, the other half 37%.
Solo kills / game
0.9 vs 0.4
71 of 100 against Syndra players, and it matters: the better half of Syndra supports wins 53% of games, the other half 44%.
Identity
Early read
The playstyle gets a name at 15 games. The shape so far:
Among supports, damage leads at 86 of 100, built on 20% team damage share and 674 damage a minute. Vision trails at 9, with 1.84 vision score a minute.
Among supports
Syndra supports with above-median vision score a minute win 52% of games; below it, 42%.
Syndra supports with above-median control wards a game win 50% of games; below it, 45%.