Playstyle radar
20 gamesCompared with supports of all ranks, blended with players on the same champions.
Axis breakdown
Aggression
Kills, kill participation, solo kills and first bloods
63
of 100
Damage
Damage per minute and share of the team's damage
72
of 100
Farming
CS pace, gold income and early-lane farm
48
of 100
Vision
Vision score, control wards and ward clears
31
of 100
Objectives
Epic monsters, objective damage and plates
39
of 100
Survivability
Deaths and time spent dead, inverted: higher is safer
50
of 100
What to work on
20 gamesVisionStart here
Vision score / min
1.88 vs 2.76 typical
Put a ward down on every back and sweep the river before objectives.
Objectives
Epic monsters / game
0.8 vs 1.5 typical
Be at the dragon pit before it spawns, not after the fight is over.
Objectives
Turret plates / game
3.0 vs 5.7 typical
Push for plates after a won trade instead of resetting.
Not a priority
Strengths
Gold / min
353 vs 315
87 of 100 against supports, and it matters: the better half of supports wins 71% of games, the other half 29%.
Kills / min
0.22 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
633 vs 391
90 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 76 of 100, built on 942 damage a minute and 24% team damage share. Vision trails at 27, with 0.0 control wards a game.
Among supports
supports with above-median vision score a minute win 55% of games; below it, 45%.
supports with above-median epic monsters a game win 74% of games; below it, 32%.
supports with above-median turret plates a game win 79% of games; below it, 25%.