Playstyle
19 games
Playstyle radar
19 gamesCompared with supports of all ranks, blended with players on the same champions.
Axis breakdown
Aggression
Kills, kill participation, solo kills and first bloods
26
of 100
Damage
Damage per minute and share of the team's damage
34
of 100
Utility
Healing, shielding, lockdown and saves for allies
46
of 100
Vision
Vision score, control wards and ward clears
23
of 100
Objectives
Epic monsters, objective damage and plates
42
of 100
Survivability
Deaths and time spent dead, inverted: higher is safer
63
of 100
What to work on
19 gamesAggressionStart here
Kill participation
43% vs 56% typical
Be at every fight your team takes; a support's value is presence.
Vision
Vision score / min
2.22 vs 2.74 typical
Deep wards after a won fight and a sweep before every objective.
Objectives
Epic monsters / game
1.4 vs 1.8 typical
Be at the dragon pit before it spawns, not after the fight is over.
Not a priority
Strengths
Time spent dead
7% vs 8%
74 of 100 against Seraphine players, and it matters: the better half of Seraphine supports wins 66% of games, the other half 35%.
Deaths / min
0.17 vs 0.20
71 of 100 against Seraphine players, and it matters: the better half of Seraphine supports wins 69% of games, the other half 32%.
Solo kills / game
0.4 vs 0.2
72 of 100 against Seraphine players. Keep it; it is part of how the games get won.
Identity
Safe Player
Low deaths, low risk, hard to punish.
Among supports, survivability leads at 69 of 100, built on 0.19 deaths a minute and 8% time spent dead. Vision trails at 22, with 3.9 wards cleared a game.
Among supports
Seraphine supports with above-median kill participation win 54% of games; below it, 47%.
Seraphine supports with above-median vision score a minute win 55% of games; below it, 46%.
Seraphine supports with above-median epic monsters a game win 81% of games; below it, 37%.