Playstyle radar
16 gamesCompared with Diamond supports, blended with Diamond players on the same champions.
Axis breakdown
Aggression
Kills, kill participation, solo kills and first bloods
27
of 100
Damage
Damage per minute and share of the team's damage
24
of 100
Utility
Healing, shielding, lockdown and saves for allies
36
of 100
Vision
Vision score, control wards and ward clears
93
of 100
Objectives
Epic monsters, objective damage and plates
61
of 100
Survivability
Deaths and time spent dead, inverted: higher is safer
70
of 100
What to work on
16 gamesAggressionStart here
Kills / min
0.04 vs 0.07 typical
Follow the carry's all-in with your own damage instead of only peeling.
Damage
Damage / min
278 vs 346 typical
Poke between cooldowns and add autos when it is safe.
Aggression
Kill participation
51% vs 55% typical
Be at every fight your team takes; a support's value is presence.
Not a priority
Strengths
Epic monsters / game
2.1 vs 1.6
75 of 100 against supports, and it matters: the better half of Diamond supports wins 72% of games, the other half 28%.
Deaths / min
0.18 vs 0.22
73 of 100 against supports, and it matters: the better half of Diamond supports wins 65% of games, the other half 30%.
Time spent dead
7% vs 9%
71 of 100 against supports, and it matters: the better half of Diamond supports wins 63% of games, the other half 32%.
Identity
Vision Keeper
Controls the map with wards and sweeps.
Among supports, vision leads at 93 of 100, built on 13.9 control wards a game and 3.58 vision score a minute. Aggression trails at 24, with 0.0 solo kills a game.
Among supports
Diamond supports with above-median kills a minute win 52% of games; below it, 43%.
Diamond supports with above-median damage a minute win 52% of games; below it, 44%.
Diamond supports with above-median kill participation win 51% of games; below it, 45%.