Playstyle radar
17 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
31
of 100
Utility
Healing, shielding, lockdown and saves for allies
50
of 100
Vision
Vision score, control wards and ward clears
35
of 100
Objectives
Epic monsters, objective damage and plates
34
of 100
Survivability
Deaths and time spent dead, inverted: higher is safer
82
of 100
What to work on
17 gamesObjectivesStart here
Objective damage / min
58 vs 89 typical
Hit the objective while the team holds the area instead of chasing.
Objectives
Turret plates / game
4.7 vs 6.1 typical
Push for plates after a won trade instead of resetting.
Damage
Damage / min
254 vs 346 typical
Poke between cooldowns and add autos when it is safe.
Strengths
Deaths / min
0.14 vs 0.22
96 of 100 against supports, and it matters: the better half of Diamond supports wins 65% of games, the other half 30%.
Time spent dead
6% vs 9%
95 of 100 against supports, and it matters: the better half of Diamond supports wins 63% of games, the other half 32%.
First blood rate
13% vs 4%
79 of 100 against supports, and it matters: the better half of Diamond supports wins 52% of games, the other half 47%.
Identity
Safe Player
Low deaths, low risk, hard to punish.
Among supports, survivability leads at 84 of 100, built on 0.14 deaths a minute and 6% time spent dead. Damage trails at 24, with 287 damage a minute.
Among supports
Diamond supports with above-median objective damage a minute win 69% of games; below it, 27%.
Diamond supports with above-median turret plates a game win 78% of games; below it, 22%.
Diamond supports with above-median damage a minute win 52% of games; below it, 44%.