Playstyle
15 games
Playstyle radar
15 gamesCompared with Diamond supports, blended with players on the same champions.
Axis breakdown
Aggression
Kills, kill participation, solo kills and first bloods
39
of 100
Damage
Damage per minute and share of the team's damage
15
of 100
Utility
Healing, shielding, lockdown and saves for allies
48
of 100
Vision
Vision score, control wards and ward clears
53
of 100
Objectives
Epic monsters, objective damage and plates
51
of 100
Survivability
Deaths and time spent dead, inverted: higher is safer
88
of 100
What to work on
15 gamesDamageStart here
Damage / min
222 vs 296 typical
Poke between cooldowns and add autos when it is safe.
Utility
CC seconds / min
1.0 vs 1.4 typical
Layer crowd control into the team's damage windows, not before them.
Aggression
Kills / min
0.05 vs 0.06 typical
Follow the carry's all-in with your own damage instead of only peeling.
Not a priority
Strengths
Deaths / min
0.12 vs 0.21
100 of 100 against Thresh players, and it matters: the better half of Thresh supports wins 72% of games, the other half 32%.
Time spent dead
4% vs 8%
100 of 100 against Thresh players, and it matters: the better half of Thresh supports wins 70% of games, the other half 34%.
Heals + shields / min
170 vs 97
100 of 100 against Thresh players, and it matters: the better half of Thresh supports wins 58% of games, the other half 46%.
Identity
Safe Player
Low deaths, low risk, hard to punish.
Among supports, survivability leads at 89 of 100, built on 5% time spent dead and 0.15 deaths a minute. Damage trails at 12, with 243 damage a minute. That is the Catcher trade: damage is not where this class wins games.
Among supports
Thresh supports with above-median damage a minute win 59% of games; below it, 45%.
Thresh supports with above-median CC seconds a minute win 54% of games; below it, 50%.
Thresh supports with above-median kills a minute win 57% of games; below it, 47%.