Playstyle radar
29 gamesCompared with supports of all ranks, blended with players on the same champions.
Axis breakdown
Aggression
Kills, kill participation, solo kills and first bloods
66
of 100
Damage
Damage per minute and share of the team's damage
71
of 100
Utility
Healing, shielding, lockdown and saves for allies
32
of 100
Vision
Vision score, control wards and ward clears
16
of 100
Objectives
Epic monsters, objective damage and plates
33
of 100
Survivability
Deaths and time spent dead, inverted: higher is safer
35
of 100
What to work on
29 gamesObjectivesStart here
Epic monsters / game
0.5 vs 1.5 typical
Be at the dragon pit before it spawns, not after the fight is over.
Survivability
Time spent dead
12% vs 9% typical
Avoid the late death that costs a minute of the map when every second counts.
Vision
Vision score / min
1.56 vs 2.76 typical
Deep wards after a won fight and a sweep before every objective.
Not a priority
Strengths
Objective damage / min
156 vs 91
83 of 100 against supports, and it matters: the better half of supports wins 71% of games, the other half 29%.
Kills / min
0.24 vs 0.09
100 of 100 against supports, and it matters: the better half of supports wins 55% of games, the other half 45%.
Damage / min
700 vs 391
100 of 100 against supports, and it matters: the better half of supports wins 54% of games, the other half 46%.
Identity
Carry
The team's damage runs through them.
Among supports, damage leads at 70 of 100, built on 859 damage a minute and 23% team damage share. Vision trails at 11, with 0.3 control wards a game.
Among supports
supports with above-median epic monsters a game win 74% of games; below it, 32%.
In your wins 0.3, in your losses 0.3 · 13W 16L
supports with less time spent dead than the median win 66% of games; with more, 34%.
In your wins 9%, in your losses 13% · 13W 16L
supports with above-median vision score a minute win 55% of games; below it, 45%.
In your wins 1.50, in your losses 1.10 · 13W 16L