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
48
of 100
Damage
Damage per minute and share of the team's damage
58
of 100
Utility
Healing, shielding, lockdown and saves for allies
32
of 100
Vision
Vision score, control wards and ward clears
4
of 100
Objectives
Epic monsters, objective damage and plates
37
of 100
Survivability
Deaths and time spent dead, inverted: higher is safer
10
of 100
What to work on
12 gamesSurvivabilityStart here
Time spent dead
14% vs 9% typical
Avoid the late death that costs a minute of the map when every second counts.
Survivability
Deaths / min
0.31 vs 0.22 typical
Stay out of the fog when the enemy jungler is unseen.
Vision
Vision score / min
1.14 vs 2.76 typical
Deep wards after a won fight and a sweep before every objective.
Not a priority
Strengths
Turret plates / game
9.0 vs 5.7
98 of 100 against supports, and it matters: the better half of supports wins 79% of games, the other half 25%.
Objective damage / min
141 vs 91
75 of 100 against supports, and it matters: the better half of supports wins 71% of games, the other half 29%.
Damage / min
562 vs 391
78 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, damage leads at 59 of 100, built on 595 damage a minute and 16% team damage share. Vision trails at 2, with 1.01 vision score a minute.
Among supports
supports with less time spent dead than the median win 66% of games; with more, 34%.
supports with fewer deaths a minute than the median win 68% of games; with more, 32%.
supports with above-median vision score a minute win 55% of games; below it, 45%.