Playstyle radar
10 gamesCompared with Gold supports, blended with Gold players on the same champions.
Axis breakdown
Aggression
Kills, kill participation, solo kills and first bloods
41
of 100
Damage
Damage per minute and share of the team's damage
41
of 100
Utility
Healing, shielding, lockdown and saves for allies
57
of 100
Vision
Vision score, control wards and ward clears
87
of 100
Objectives
Epic monsters, objective damage and plates
86
of 100
Survivability
Deaths and time spent dead, inverted: higher is safer
84
of 100
What to work on
10 gamesAggressionStart here
Kill participation
49% vs 54% typical
Be at every fight your team takes; a support's value is presence.
Utility
CC seconds / min
1.2 vs 1.3 typical
Layer crowd control into the team's damage windows, not before them.
Not a priority
Strengths
Epic monsters / game
2.7 vs 1.4
98 of 100 against Gold Thresh players, and it matters: the better half of Thresh supports wins 75% of games, the other half 34%.
Deaths / min
0.10 vs 0.18
97 of 100 against Gold Thresh players, and it matters: the better half of Thresh supports wins 72% of games, the other half 32%.
Turret plates / game
9.7 vs 6.2
88 of 100 against Gold Thresh players, and it matters: the better half of Thresh supports wins 81% of games, the other half 26%.
Identity
Early read
The playstyle gets a name at 15 games. The shape so far:
Among supports, vision leads at 86 of 100, built on 11.1 wards cleared a game and 2.50 vision score a minute. Damage trails at 31, with 11% team damage share.
Among supports
Thresh supports with above-median kill participation win 55% of games; below it, 49%.
Thresh supports with above-median CC seconds a minute win 54% of games; below it, 50%.