Playstyle
11 games
Playstyle radar
11 gamesCompared with Diamond supports, blended with players on the same champions.
Axis breakdown
Aggression
Kills, kill participation, solo kills and first bloods
28
of 100
Damage
Damage per minute and share of the team's damage
7
of 100
Utility
Healing, shielding, lockdown and saves for allies
27
of 100
Vision
Vision score, control wards and ward clears
43
of 100
Objectives
Epic monsters, objective damage and plates
33
of 100
Survivability
Deaths and time spent dead, inverted: higher is safer
60
of 100
What to work on
11 gamesObjectivesStart here
Turret plates / game
2.6 vs 6.1 typical
Push for plates after a won trade instead of resetting.
Objectives
Objective damage / min
56 vs 90 typical
Hit the objective while the team holds the area instead of chasing.
Damage
Damage / min
169 vs 351 typical
Poke between cooldowns and add autos when it is safe.
Not a priority
Strengths
Deaths / min
0.18 vs 0.22
73 of 100 against supports, and it matters: the better half of Diamond supports wins 65% of games, the other half 30%.
Time spent dead
7% vs 9%
73 of 100 against supports, and it matters: the better half of Diamond supports wins 63% of games, the other half 32%.
Ally saves / game
7.09 vs 1.00
100 of 100 against supports, and it matters: the better half of Diamond supports wins 52% of games, the other half 45%.
Identity
Early read
The playstyle gets a name at 15 games. The shape so far:
Among supports, survivability leads at 69 of 100, built on 0.18 deaths a minute and 7% time spent dead. Damage trails at 5, with 169 damage a minute.
Among supports
Diamond supports with above-median turret plates a game win 78% of games; below it, 22%.
Diamond supports with above-median objective damage a minute win 69% of games; below it, 27%.
Diamond supports with above-median damage a minute win 52% of games; below it, 44%.