Playstyle radar
26 gamesCompared with supports of all ranks, blended with players on the same champions.
Axis breakdown
Aggression
Kills, kill participation, solo kills and first bloods
51
of 100
Damage
Damage per minute and share of the team's damage
38
of 100
Utility
Healing, shielding, lockdown and saves for allies
50
of 100
Vision
Vision score, control wards and ward clears
45
of 100
Objectives
Epic monsters, objective damage and plates
82
of 100
Survivability
Deaths and time spent dead, inverted: higher is safer
51
of 100
What to work on
26 gamesUtilityStart here
CC seconds / min
1.3 vs 1.5 typical
Layer crowd control into the team's damage windows, not before them.
Aggression
Kill participation
58% vs 62% typical
Be at every fight your team takes; a support's value is presence.
Vision
Control wards / game
4.6 vs 6.5 typical
Buy a control ward on most backs and place it where the next fight happens.
Not a priority
Strengths
Objective damage / min
159 vs 73
100 of 100 against Rell players, and it matters: the better half of Rell supports wins 76% of games, the other half 28%.
Epic monsters / game
2.6 vs 1.6
95 of 100 against Rell players, and it matters: the better half of Rell supports wins 75% of games, the other half 34%.
Heals + shields / min
54 vs 29
88 of 100 against Rell players, and it matters: the better half of Rell supports wins 55% of games, the other half 49%.
Identity
Objective Taker
Plays for dragons, towers and plates.
Among supports, objectives leads at 81 of 100, built on 2.5 epic monsters a game and 168 objective damage a minute. Damage trails at 23, with 8% team damage share. For a Rell player that is the expected shape: against other Rell players, damage sits near the median.
Among supports
Rell supports with above-median CC seconds a minute win 56% of games; below it, 48%.
Rell supports with above-median kill participation win 56% of games; below it, 49%.
Rell supports with above-median control wards a game win 56% of games; below it, 50%.