Playstyle radar
16 gamesCompared with supports of all ranks, blended with players on the same champions.
Axis breakdown
Aggression
Kills, kill participation, solo kills and first bloods
34
of 100
Damage
Damage per minute and share of the team's damage
54
of 100
Utility
Healing, shielding, lockdown and saves for allies
52
of 100
Vision
Vision score, control wards and ward clears
67
of 100
Objectives
Epic monsters, objective damage and plates
69
of 100
Survivability
Deaths and time spent dead, inverted: higher is safer
84
of 100
What to work on
16 gamesAggressionStart here
First blood rate
0% vs 6% typical
Set up the early fight with the jungler instead of waiting for it to happen.
Aggression
Kills / min
0.07 vs 0.09 typical
Follow the carry's all-in with your own damage instead of only peeling.
Not a priority
Strengths
Epic monsters / game
2.4 vs 1.5
100 of 100 against supports, and it matters: the better half of supports wins 74% of games, the other half 32%.
Turret plates / game
9.6 vs 5.7
100 of 100 against supports, and it matters: the better half of supports wins 79% of games, the other half 25%.
Deaths / min
0.12 vs 0.22
100 of 100 against supports, and it matters: the better half of supports wins 68% of games, the other half 32%.
Identity
Safe Player
Low deaths, low risk, hard to punish.
Among supports, survivability leads at 86 of 100, built on 0.12 deaths a minute and 5% time spent dead. Aggression trails at 28, with 0.1 solo kills a game.
Among supports
supports with above-median first blood rate win 55% of games; below it, 50%.
supports with above-median kills a minute win 55% of games; below it, 45%.