Playstyle radar
10 gamesCompared with Diamond supports, blended with Diamond players on the same champions.
Axis breakdown
Aggression
Kills, kill participation, solo kills and first bloods
61
of 100
Damage
Damage per minute and share of the team's damage
54
of 100
Utility
Healing, shielding, lockdown and saves for allies
51
of 100
Vision
Vision score, control wards and ward clears
50
of 100
Objectives
Epic monsters, objective damage and plates
42
of 100
Survivability
Deaths and time spent dead, inverted: higher is safer
24
of 100
What to work on
10 gamesSurvivabilityStart here
Deaths / min
0.30 vs 0.22 typical
Stay out of the fog when the enemy jungler is unseen.
Objectives
Turret plates / game
4.0 vs 6.1 typical
Push for plates after a won trade instead of resetting.
Survivability
Time spent dead
10% vs 9% typical
Avoid the late death that costs a minute of the map when every second counts.
Strengths
Kill participation
63% vs 55%
97 of 100 against supports, and it matters: the better half of Diamond supports wins 51% of games, the other half 45%.
First blood rate
22% vs 4%
100 of 100 against supports, and it matters: the better half of Diamond supports wins 52% of games, the other half 47%.
CC seconds / min
2.1 vs 1.3
100 of 100 against supports. Keep it; it is part of how the games get won.
Identity
Early read
The playstyle gets a name at 15 games. The shape so far:
Among supports, aggression leads at 56 of 100, built on 62% kill participation and 0.3 solo kills a game. Survivability trails at 23, with 0.29 deaths a minute.
Among supports
Diamond supports with fewer deaths a minute than the median win 65% of games; with more, 30%.
Diamond supports with above-median turret plates a game win 78% of games; below it, 22%.
Diamond supports with less time spent dead than the median win 63% of games; with more, 32%.