Playstyle
10 games
Playstyle radar
10 gamesCompared with supports of all ranks, blended with players on the same champions.
Axis breakdown
Aggression
Kills, kill participation, solo kills and first bloods
51
of 100
Damage
Damage per minute and share of the team's damage
54
of 100
Utility
Healing, shielding, lockdown and saves for allies
28
of 100
Vision
Vision score, control wards and ward clears
20
of 100
Objectives
Epic monsters, objective damage and plates
60
of 100
Survivability
Deaths and time spent dead, inverted: higher is safer
42
of 100
What to work on
10 gamesVisionStart here
Vision score / min
1.69 vs 2.76 typical
Deep wards after a won fight and a sweep before every objective.
Survivability
Time spent dead
11% vs 9% typical
Avoid the late death that costs a minute of the map when every second counts.
Vision
Control wards / game
0.0 vs 5.2 typical
Buy a control ward on most backs and place it where the next fight happens.
Not a priority
Strengths
Turret plates / game
11.5 vs 5.7
100 of 100 against supports, and it matters: the better half of supports wins 79% of games, the other half 25%.
Objective damage / min
167 vs 91
88 of 100 against supports, and it matters: the better half of supports wins 71% of games, the other half 29%.
Kills / min
0.17 vs 0.09
86 of 100 against supports, and it matters: the better half of supports wins 55% of games, the other half 45%.
Identity
Early read
The playstyle gets a name at 15 games. The shape so far:
Among supports, damage leads at 68 of 100, built on 630 damage a minute and 16% team damage share. Vision trails at 7, with 0.0 control wards a game.
Among supports
supports with above-median vision score a minute win 55% of games; below it, 45%.
supports with less time spent dead than the median win 66% of games; with more, 34%.
supports with above-median control wards a game win 54% of games; below it, 46%.