Playstyle radar
12 gamesCompared with supports of all ranks, blended with players on the same champions.
Axis breakdown
Aggression
Kills, kill participation, solo kills and first bloods
36
of 100
Damage
Damage per minute and share of the team's damage
30
of 100
Utility
Healing, shielding, lockdown and saves for allies
48
of 100
Vision
Vision score, control wards and ward clears
73
of 100
Objectives
Epic monsters, objective damage and plates
39
of 100
Survivability
Deaths and time spent dead, inverted: higher is safer
64
of 100
What to work on
12 gamesObjectivesStart here
Objective damage / min
57 vs 91 typical
Hit the objective while the team holds the area instead of chasing.
Objectives
Turret plates / game
3.8 vs 5.7 typical
Push for plates after a won trade instead of resetting.
Aggression
Kill participation
48% vs 55% typical
Be at every fight your team takes; a support's value is presence.
Not a priority
Strengths
Epic monsters / game
2.1 vs 1.5
82 of 100 against supports, and it matters: the better half of supports wins 74% of games, the other half 32%.
Deaths / min
0.17 vs 0.22
82 of 100 against supports, and it matters: the better half of supports wins 68% of games, the other half 32%.
Control wards / game
11.3 vs 5.2
100 of 100 against supports, and it matters: the better half of supports wins 54% of games, the other half 46%.
Identity
Early read
The playstyle gets a name at 15 games. The shape so far:
Among supports, vision leads at 73 of 100, built on 11.3 control wards a game and 3.10 vision score a minute. Aggression trails at 29, with 0.1 solo kills a game.
Among supports
supports with above-median objective damage a minute win 71% of games; below it, 29%.
supports with above-median turret plates a game win 79% of games; below it, 25%.
supports with above-median kill participation win 53% of games; below it, 47%.