Playstyle radar
13 gamesCompared with Gold supports, blended with Gold players on the same champions.
Axis breakdown
Aggression
Kills, kill participation, solo kills and first bloods
59
of 100
Damage
Damage per minute and share of the team's damage
58
of 100
Utility
Healing, shielding, lockdown and saves for allies
54
of 100
Vision
Vision score, control wards and ward clears
55
of 100
Objectives
Epic monsters, objective damage and plates
45
of 100
Survivability
Deaths and time spent dead, inverted: higher is safer
49
of 100
What to work on
13 gamesSurvivabilityStart here
Time spent dead
11% vs 7% typical
Avoid the late death that costs a minute of the map when every second counts.
Utility
Heals + shields / min
141 vs 234 typical
Hold heals and shields for the enemy engage instead of spending them on poke.
Utility
Ally heal + shield / min
141 vs 234 typical
Peel for the carry through the whole fight instead of following the engage.
Strengths
Damage / min
492 vs 394
74 of 100 against Gold Seraphine players, and it matters: the better half of Seraphine supports wins 55% of games, the other half 46%.
First blood rate
13% vs 0%
72 of 100 against Gold Seraphine players, and it matters: the better half of Seraphine supports wins 56% of games, the other half 50%.
CC seconds / min
1.4 vs 1.0
75 of 100 against Gold Seraphine players, and it matters: the better half of Seraphine supports wins 53% of games, the other half 48%.
Identity
Early read
The playstyle gets a name at 15 games. The shape so far:
An even profile among supports: utility peaks at 62 while damage sits at 51, and nothing strays far from the middle of the pack. Games are won a little bit of everywhere.
Among supports
Seraphine supports with less time spent dead than the median win 66% of games; with more, 35%.
Seraphine supports with above-median heals + shields a minute win 60% of games; below it, 41%.
Seraphine supports with above-median ally heal + shield a minute win 60% of games; below it, 41%.