Playstyle
11 games
Playstyle radar
11 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
45
of 100
Utility
Healing, shielding, lockdown and saves for allies
30
of 100
Vision
Vision score, control wards and ward clears
18
of 100
Objectives
Epic monsters, objective damage and plates
52
of 100
Survivability
Deaths and time spent dead, inverted: higher is safer
52
of 100
What to work on
11 gamesVisionStart here
Control wards / game
0.0 vs 5.2 typical
Buy a control ward on most backs and place it where the next fight happens.
Vision
Vision score / min
2.16 vs 2.76 typical
Deep wards after a won fight and a sweep before every objective.
Aggression
Kill participation
48% vs 55% typical
Be at every fight your team takes; a support's value is presence.
Not a priority
Strengths
Deaths / min
0.18 vs 0.22
76 of 100 against supports, and it matters: the better half of supports wins 68% of games, the other half 32%.
Solo kills / game
0.6 vs 0.2
82 of 100 against supports. Keep it; it is part of how the games get won.
Identity
Early read
The playstyle gets a name at 15 games. The shape so far:
Among supports, objectives leads at 59 of 100, built on 7.3 turret plates a game and 392 objective damage a minute. Vision trails at 18, with 0.0 control wards a game.
Among supports
supports with above-median control wards a game win 54% of games; below it, 46%.
supports with above-median vision score a minute win 55% of games; below it, 45%.
supports with above-median kill participation win 53% of games; below it, 47%.