Playstyle radar
60 gamesCompared with Diamond supports, blended with Diamond players on the same champions.
Axis breakdown
Aggression
Kills, kill participation, solo kills and first bloods
57
of 100
Damage
Damage per minute and share of the team's damage
45
of 100
Utility
Healing, shielding, lockdown and saves for allies
37
of 100
Vision
Vision score, control wards and ward clears
60
of 100
Objectives
Epic monsters, objective damage and plates
52
of 100
Survivability
Deaths and time spent dead, inverted: higher is safer
63
of 100
last 60season187 games
What to work on
60 gamesUtilityStart here
Ally heal + shield / min
44 vs 155 typical
Peel for the carry through the whole fight instead of following the engage.
Utility
Heals + shields / min
44 vs 155 typical
Hold heals and shields for the enemy engage instead of spending them on poke.
Aggression
Kill participation
53% vs 55% typical
Be at every fight your team takes; a support's value is presence.
Not a priority
Strengths
Kills / min
0.19 vs 0.07
100 of 100 against supports, and it matters: the better half of Diamond supports wins 52% of games, the other half 43%.
Wards cleared / game
9.1 vs 7.3
73 of 100 against supports. Keep it; it is part of how the games get won.
Solo kills / game
0.5 vs 0.2
79 of 100 against supports. Keep it; it is part of how the games get won.
Identity
Vision Keeper
Controls the map with wards and sweeps.
Among supports, vision leads at 64 of 100, built on 2.65 vision score a minute and 8.2 wards cleared a game. Utility trails at 25, with 1.2 CC seconds a minute.
Among supports
Diamond supports with above-median ally heal + shield a minute win 50% of games; below it, 45%.
This season, in your wins 28, in your losses 50 · 85W 86L
Diamond supports with above-median heals + shields a minute win 50% of games; below it, 45%.
This season, in your wins 28, in your losses 50 · 85W 86L
Diamond supports with above-median kill participation win 51% of games; below it, 45%.
This season, in your wins 51%, in your losses 54% · 93W 94L