Playstyle radar
11 gamesCompared with Diamond supports, blended with Diamond players on the same champions.
Axis breakdown
Aggression
Kills, kill participation, solo kills and first bloods
25
of 100
Damage
Damage per minute and share of the team's damage
11
of 100
Utility
Healing, shielding, lockdown and saves for allies
31
of 100
Vision
Vision score, control wards and ward clears
31
of 100
Objectives
Epic monsters, objective damage and plates
36
of 100
Survivability
Deaths and time spent dead, inverted: higher is safer
29
of 100
What to work on
11 gamesSurvivabilityStart here
Time spent dead
11% vs 9% typical
Avoid the late death that costs a minute of the map when every second counts.
Objectives
Turret plates / game
3.8 vs 6.1 typical
Push for plates after a won trade instead of resetting.
Survivability
Deaths / min
0.25 vs 0.22 typical
Stay out of the fog when the enemy jungler is unseen.
Not a priority
Strengths
First blood rate
20% vs 4%
100 of 100 against supports, and it matters: the better half of Diamond supports wins 52% of games, the other half 47%.
Identity
Early read
The playstyle gets a name at 15 games. The shape so far:
Among supports, utility leads at 42 of 100, built on 237 heals + shields a minute and 237 ally heal + shield a minute. Damage trails at 9, with 203 damage a minute.
Among supports
Diamond supports with less time spent dead than the median win 63% of games; with more, 32%.
Diamond supports with above-median turret plates a game win 78% of games; below it, 22%.
Diamond supports with fewer deaths a minute than the median win 65% of games; with more, 30%.