Playstyle radar
11 gamesCompared with Diamond supports, blended with Diamond players on the same champions.
Axis breakdown
Aggression
Kills, kill participation, solo kills and first bloods
23
of 100
Damage
Damage per minute and share of the team's damage
34
of 100
Utility
Healing, shielding, lockdown and saves for allies
40
of 100
Vision
Vision score, control wards and ward clears
51
of 100
Objectives
Epic monsters, objective damage and plates
56
of 100
Survivability
Deaths and time spent dead, inverted: higher is safer
39
of 100
What to work on
11 gamesAggressionStart here
Kills / min
0.03 vs 0.07 typical
Follow the carry's all-in with your own damage instead of only peeling.
Objectives
Objective damage / min
76 vs 89 typical
Hit the objective while the team holds the area instead of chasing.
Aggression
Kill participation
51% vs 55% typical
Be at every fight your team takes; a support's value is presence.
Not a priority
Strengths
Turret plates / game
10.5 vs 6.1
100 of 100 against supports, and it matters: the better half of Diamond supports wins 78% of games, the other half 22%.
Deaths / min
0.17 vs 0.22
79 of 100 against supports, and it matters: the better half of Diamond supports wins 65% of games, the other half 30%.
Ally saves / game
4.33 vs 0.98
82 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, objectives leads at 57 of 100, built on 11.3 turret plates a game and 1.5 epic monsters a game. Aggression trails at 22, with 0.07 kills a minute.
Among supports
Diamond supports with above-median kills a minute win 52% of games; below it, 43%.
Diamond supports with above-median objective damage a minute win 69% of games; below it, 27%.
Diamond supports with above-median kill participation win 51% of games; below it, 45%.