Playstyle radar
23 gamesCompared with Master+ supports, blended with Master+ players on the same champions.
Axis breakdown
Aggression
Kills, kill participation, solo kills and first bloods
39
of 100
Damage
Damage per minute and share of the team's damage
40
of 100
Utility
Healing, shielding, lockdown and saves for allies
45
of 100
Vision
Vision score, control wards and ward clears
24
of 100
Objectives
Epic monsters, objective damage and plates
65
of 100
Survivability
Deaths and time spent dead, inverted: higher is safer
72
of 100
What to work on
23 gamesVisionStart here
Vision score / min
2.32 vs 2.77 typical
Deep wards after a won fight and a sweep before every objective.
Vision
Control wards / game
2.1 vs 5.5 typical
Buy a control ward on most backs and place it where the next fight happens.
Aggression
First blood rate
0% vs 5% typical
Set up the early fight with the jungler instead of waiting for it to happen.
Not a priority
Strengths
Turret plates / game
8.2 vs 5.9
87 of 100 against supports, and it matters: the better half of Master+ supports wins 82% of games, the other half 27%.
Epic monsters / game
2.0 vs 1.5
76 of 100 against supports, and it matters: the better half of Master+ supports wins 76% of games, the other half 35%.
Deaths / min
0.18 vs 0.22
76 of 100 against supports, and it matters: the better half of Master+ supports wins 70% of games, the other half 34%.
Identity
Safe Player
Low deaths, low risk, hard to punish.
Among supports, survivability leads at 74 of 100, built on 0.18 deaths a minute and 7% time spent dead. Vision trails at 25, with 2.0 control wards a game.
Among supports
Master+ supports with above-median vision score a minute win 57% of games; below it, 48%.
Master+ supports with above-median control wards a game win 56% of games; below it, 49%.
Master+ supports with above-median first blood rate win 57% of games; below it, 52%.