Playstyle
60 games
Playstyle radar
60 gamesCompared with Master+ supports, blended with Master+ players on the same champions.
Axis breakdown
Aggression
Kills, kill participation, solo kills and first bloods
44
of 100
Damage
Damage per minute and share of the team's damage
27
of 100
Utility
Healing, shielding, lockdown and saves for allies
48
of 100
Vision
Vision score, control wards and ward clears
54
of 100
Objectives
Epic monsters, objective damage and plates
52
of 100
Survivability
Deaths and time spent dead, inverted: higher is safer
46
of 100
last 60season304 games
What to work on
60 gamesSurvivabilityStart here
Time spent dead
9% vs 8% typical
Avoid the late death that costs a minute of the map when every second counts.
Damage
Damage / min
276 vs 303 typical
Poke between cooldowns and add autos when it is safe.
Aggression
Kill participation
59% vs 62% typical
Be at every fight your team takes; a support's value is presence.
Not a priority
Identity
All-Rounder
No axis stands out above the pack.
Among supports, vision leads at 58 of 100, built on 7.0 control wards a game and 2.65 vision score a minute. Damage trails at 23, with 323 damage a minute. That is the Vanguard trade: damage is not where this class wins games.
Among supports
Rell supports with less time spent dead than the median win 70% of games; with more, 34%.
This season, in your wins 8%, in your losses 10% · 161W 143L
Rell supports with above-median damage a minute win 59% of games; below it, 45%.
This season, in your wins 366, in your losses 313 · 161W 143L
Rell supports with above-median kill participation win 56% of games; below it, 49%.
This season, in your wins 57%, in your losses 52% · 161W 142L