Playstyle radar
11 gamesCompared with supports of all ranks, blended with players on the same champions.
Axis breakdown
Aggression
Kills, kill participation, solo kills and first bloods
41
of 100
Damage
Damage per minute and share of the team's damage
48
of 100
Utility
Healing, shielding, lockdown and saves for allies
45
of 100
Vision
Vision score, control wards and ward clears
76
of 100
Objectives
Epic monsters, objective damage and plates
55
of 100
Survivability
Deaths and time spent dead, inverted: higher is safer
50
of 100
What to work on
11 gamesAggressionStart here
Kills / min
0.06 vs 0.09 typical
Follow the carry's all-in with your own damage instead of only peeling.
Utility
Ally saves / game
0.33 vs 0.69 typical
Keep the save for the ally the enemy actually dives.
Not a priority
Strengths
Epic monsters / game
2.8 vs 1.5
100 of 100 against supports, and it matters: the better half of supports wins 74% of games, the other half 32%.
Turret plates / game
7.8 vs 5.7
81 of 100 against supports, and it matters: the better half of supports wins 79% of games, the other half 25%.
Vision score / min
3.29 vs 2.76
86 of 100 against supports, and it matters: the better half of supports wins 55% of games, the other half 45%.
Identity
Early read
The playstyle gets a name at 15 games. The shape so far:
Among supports, vision leads at 76 of 100, built on 9.0 control wards a game and 2.84 vision score a minute. Aggression trails at 35, with 0.1 solo kills a game.
Among supports
supports with above-median kills a minute win 55% of games; below it, 45%.
supports with above-median ally saves a game win 55% of games; below it, 48%.