Playstyle radar
10 gamesCompared with Silver supports, blended with players on the same champions.
Axis breakdown
Aggression
Kills, kill participation, solo kills and first bloods
49
of 100
Damage
Damage per minute and share of the team's damage
25
of 100
Utility
Healing, shielding, lockdown and saves for allies
55
of 100
Vision
Vision score, control wards and ward clears
70
of 100
Objectives
Epic monsters, objective damage and plates
70
of 100
Survivability
Deaths and time spent dead, inverted: higher is safer
100
of 100
What to work on
10 gamesVisionStart here
Control wards / game
4.0 vs 6.0 typical
Buy a control ward on most backs and place it where the next fight happens.
Not a priority
Strengths
Deaths / min
0.06 vs 0.21
100 of 100 against Thresh players, and it matters: the better half of Thresh supports wins 72% of games, the other half 32%.
Time spent dead
3% vs 8%
100 of 100 against Thresh players, and it matters: the better half of Thresh supports wins 70% of games, the other half 34%.
Turret plates / game
8.0 vs 6.0
74 of 100 against 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, survivability leads at 100 of 100, built on 0.07 deaths a minute and 4% time spent dead. Damage trails at 22, with 13% team damage share.
Among supports
Thresh supports with above-median control wards a game win 55% of games; below it, 49%.