Playstyle
16 games
Playstyle radar
16 gamesCompared with supports of all ranks, blended with players on the same champions.
Axis breakdown
Aggression
Kills, kill participation, solo kills and first bloods
60
of 100
Damage
Damage per minute and share of the team's damage
75
of 100
Utility
Healing, shielding, lockdown and saves for allies
35
of 100
Vision
Vision score, control wards and ward clears
6
of 100
Objectives
Epic monsters, objective damage and plates
52
of 100
Survivability
Deaths and time spent dead, inverted: higher is safer
40
of 100
What to work on
16 gamesSurvivabilityStart here
Time spent dead
12% vs 8% typical
Avoid the late death that costs a minute of the map when every second counts.
Utility
Heals + shields / min
121 vs 270 typical
Hold heals and shields for the enemy engage instead of spending them on poke.
Utility
Ally heal + shield / min
121 vs 270 typical
Peel for the carry through the whole fight instead of following the engage.
Strengths
Damage / min
558 vs 416
90 of 100 against Seraphine players, and it matters: the better half of Seraphine supports wins 55% of games, the other half 46%.
First blood rate
20% vs 3%
85 of 100 against Seraphine players, and it matters: the better half of Seraphine supports wins 56% of games, the other half 50%.
Solo kills / game
0.5 vs 0.2
85 of 100 against Seraphine players. Keep it; it is part of how the games get won.
Identity
Carry
The team's damage runs through them.
Among supports, damage leads at 73 of 100, built on 640 damage a minute and 17% team damage share. Vision trails at 6, with 1.1 wards cleared a game.
Among supports
Seraphine supports with less time spent dead than the median win 66% of games; with more, 35%.
Seraphine supports with above-median heals + shields a minute win 60% of games; below it, 41%.
Seraphine supports with above-median ally heal + shield a minute win 60% of games; below it, 41%.