Playstyle
12 games
Playstyle radar
12 gamesCompared with Gold supports, blended with players on the same champions.
Axis breakdown
Aggression
Kills, kill participation, solo kills and first bloods
36
of 100
Damage
Damage per minute and share of the team's damage
45
of 100
Utility
Healing, shielding, lockdown and saves for allies
49
of 100
Vision
Vision score, control wards and ward clears
16
of 100
Objectives
Epic monsters, objective damage and plates
42
of 100
Survivability
Deaths and time spent dead, inverted: higher is safer
47
of 100
What to work on
12 gamesVisionStart here
Vision score / min
1.94 vs 2.89 typical
Deep wards after a won fight and a sweep before every objective.
Objectives
Objective damage / min
46 vs 74 typical
Hit the objective while the team holds the area instead of chasing.
Survivability
Time spent dead
10% vs 8% typical
Avoid the late death that costs a minute of the map when every second counts.
Not a priority
Strengths
Ally saves / game
0.42 vs 0.16
76 of 100 against Rell players, and it matters: the better half of Rell supports wins 60% of games, the other half 51%.
CC seconds / min
1.7 vs 1.5
75 of 100 against Rell players, and it matters: the better half of Rell supports wins 56% of games, the other half 48%.
Identity
Early read
The playstyle gets a name at 15 games. The shape so far:
Among supports, survivability leads at 47 of 100, built on 0.21 deaths a minute and 10% time spent dead. Damage trails at 27, with 9% team damage share.
Among supports
Rell supports with above-median vision score a minute win 57% of games; below it, 48%.
Rell supports with above-median objective damage a minute win 76% of games; below it, 28%.
Rell supports with less time spent dead than the median win 70% of games; with more, 34%.