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
37
of 100
Damage
Damage per minute and share of the team's damage
31
of 100
Utility
Healing, shielding, lockdown and saves for allies
46
of 100
Vision
Vision score, control wards and ward clears
63
of 100
Objectives
Epic monsters, objective damage and plates
64
of 100
Survivability
Deaths and time spent dead, inverted: higher is safer
45
of 100
What to work on
60 gamesSurvivabilityStart here
Deaths / min
0.22 vs 0.20 typical
Stay out of the fog when the enemy jungler is unseen.
Survivability
Time spent dead
9% vs 8% typical
Avoid the late death that costs a minute of the map when every second counts.
Aggression
Kill participation
51% vs 57% typical
Be at every fight your team takes; a support's value is presence.
Not a priority
Strengths
Epic monsters / game
2.4 vs 1.8
77 of 100 against Master+ Seraphine players, and it matters: the better half of Seraphine supports wins 81% of games, the other half 37%.
Wards cleared / game
9.2 vs 7.5
71 of 100 against Master+ Seraphine players, and it matters: the better half of Seraphine supports wins 53% of games, the other half 49%.
Identity
Objective Taker
Plays for dragons, towers and plates.
Among supports, objectives leads at 73 of 100, built on 2.1 epic monsters a game and 159 objective damage a minute. Aggression trails at 40, with 49% kill participation.
Among supports
Seraphine supports with fewer deaths a minute than the median win 69% of games; with more, 32%.
This season, in your wins 0.18, in your losses 0.27 · 37W 36L
Seraphine supports with less time spent dead than the median win 66% of games; with more, 35%.
This season, in your wins 8%, in your losses 12% · 37W 36L
Seraphine supports with above-median kill participation win 54% of games; below it, 47%.
This season, in your wins 46%, in your losses 51% · 37W 36L