Playstyle radar
23 gamesCompared with Diamond supports, blended with Diamond players on the same champions.
Axis breakdown
Aggression
Kills, kill participation, solo kills and first bloods
44
of 100
Damage
Damage per minute and share of the team's damage
55
of 100
Utility
Healing, shielding, lockdown and saves for allies
49
of 100
Vision
Vision score, control wards and ward clears
61
of 100
Objectives
Epic monsters, objective damage and plates
56
of 100
Survivability
Deaths and time spent dead, inverted: higher is safer
47
of 100
What to work on
23 gamesUtilityStart here
Ally saves / game
0.15 vs 0.98 typical
Keep the save for the ally the enemy actually dives.
Objectives
Objective damage / min
75 vs 89 typical
Hit the objective while the team holds the area instead of chasing.
Utility
Ally heal + shield / min
74 vs 155 typical
Peel for the carry through the whole fight instead of following the engage.
Strengths
Kill participation
59% vs 55%
74 of 100 against supports, and it matters: the better half of Diamond supports wins 51% of games, the other half 45%.
First blood rate
15% vs 4%
89 of 100 against supports, and it matters: the better half of Diamond supports wins 52% of games, the other half 47%.
CC seconds / min
2.0 vs 1.3
100 of 100 against supports. Keep it; it is part of how the games get won.
Identity
All-Rounder
No axis stands out above the pack.
Among supports, vision leads at 61 of 100, built on 2.03 vision score a minute and 5.4 wards cleared a game. Aggression trails at 41, with 0.7 solo kills a game.
Among supports
Diamond supports with above-median ally saves a game win 52% of games; below it, 45%.
Diamond supports with above-median objective damage a minute win 69% of games; below it, 27%.
Diamond supports with above-median ally heal + shield a minute win 50% of games; below it, 45%.