Playstyle radar
12 gamesCompared with Diamond supports, blended with Diamond players on the same champions.
Axis breakdown
Aggression
Kills, kill participation, solo kills and first bloods
43
of 100
Damage
Damage per minute and share of the team's damage
48
of 100
Utility
Healing, shielding, lockdown and saves for allies
61
of 100
Vision
Vision score, control wards and ward clears
41
of 100
Objectives
Epic monsters, objective damage and plates
27
of 100
Survivability
Deaths and time spent dead, inverted: higher is safer
61
of 100
What to work on
12 gamesObjectivesStart here
Objective damage / min
49 vs 89 typical
Hit the objective while the team holds the area instead of chasing.
Objectives
Epic monsters / game
1.0 vs 1.6 typical
Be at the dragon pit before it spawns, not after the fight is over.
Vision
Vision score / min
2.46 vs 2.66 typical
Deep wards after a won fight and a sweep before every objective.
Not a priority
Strengths
Time spent dead
7% vs 9%
80 of 100 against supports, and it matters: the better half of Diamond supports wins 63% of games, the other half 32%.
Deaths / min
0.18 vs 0.22
71 of 100 against supports, and it matters: the better half of Diamond supports wins 65% of games, the other half 30%.
Ally saves / game
6.17 vs 0.98
100 of 100 against supports, and it matters: the better half of Diamond supports wins 52% of games, the other half 45%.
Identity
Early read
The playstyle gets a name at 15 games. The shape so far:
Among supports, survivability leads at 69 of 100, built on 7% time spent dead and 0.18 deaths a minute. Objectives trails at 27, with 49 objective damage a minute.
Among supports
Diamond supports with above-median objective damage a minute win 69% of games; below it, 27%.
Diamond supports with above-median epic monsters a game win 72% of games; below it, 28%.
Diamond supports with above-median vision score a minute win 52% of games; below it, 43%.