Playstyle
20 games
Playstyle radar
20 gamesCompared with Diamond supports, blended with players on the same champions.
Axis breakdown
Aggression
Kills, kill participation, solo kills and first bloods
47
of 100
Damage
Damage per minute and share of the team's damage
60
of 100
Utility
Healing, shielding, lockdown and saves for allies
54
of 100
Vision
Vision score, control wards and ward clears
44
of 100
Objectives
Epic monsters, objective damage and plates
58
of 100
Survivability
Deaths and time spent dead, inverted: higher is safer
47
of 100
What to work on
20 gamesSurvivabilityStart here
Time spent dead
10% vs 9% typical
Avoid the late death that costs a minute of the map when every second counts.
Vision
Vision score / min
2.41 vs 2.65 typical
Deep wards after a won fight and a sweep before every objective.
Vision
Control wards / game
3.8 vs 4.9 typical
Buy a control ward on most backs and place it where the next fight happens.
Not a priority
Strengths
Objective damage / min
142 vs 90
78 of 100 against supports, and it matters: the better half of Diamond supports wins 69% of games, the other half 27%.
First blood rate
25% vs 4%
100 of 100 against supports, and it matters: the better half of Diamond supports wins 52% of games, the other half 47%.
CC seconds / min
1.6 vs 1.3
75 of 100 against supports. Keep it; it is part of how the games get won.
Identity
All-Rounder
No axis stands out above the pack.
Among supports, objectives leads at 59 of 100, built on 355 objective damage a minute and 7.0 turret plates a game. Aggression trails at 44, with 0.4 solo kills a game.
Among supports
Diamond supports with less time spent dead than the median win 63% of games; with more, 32%.
Diamond supports with above-median vision score a minute win 52% of games; below it, 43%.
Diamond supports with above-median control wards a game win 52% of games; below it, 44%.