Playstyle
14 games
Playstyle radar
14 gamesCompared with supports of all ranks, blended with players on the same champions.
Axis breakdown
Aggression
Kills, kill participation, solo kills and first bloods
32
of 100
Damage
Damage per minute and share of the team's damage
33
of 100
Utility
Healing, shielding, lockdown and saves for allies
42
of 100
Vision
Vision score, control wards and ward clears
16
of 100
Objectives
Epic monsters, objective damage and plates
54
of 100
Survivability
Deaths and time spent dead, inverted: higher is safer
24
of 100
What to work on
14 gamesSurvivabilityStart here
Time spent dead
12% vs 9% typical
Avoid the late death that costs a minute of the map when every second counts.
Vision
Vision score / min
1.86 vs 2.76 typical
Deep wards after a won fight and a sweep before every objective.
Vision
Control wards / game
1.3 vs 5.2 typical
Buy a control ward on most backs and place it where the next fight happens.
Not a priority
Strengths
Epic monsters / game
2.6 vs 1.5
100 of 100 against supports, and it matters: the better half of supports wins 74% of games, the other half 32%.
CC seconds / min
1.6 vs 1.3
78 of 100 against supports. Keep it; it is part of how the games get won.
Identity
Early read
The playstyle gets a name at 15 games. The shape so far:
Among supports, objectives leads at 53 of 100, built on 2.1 epic monsters a game and 146 objective damage a minute. Vision trails at 16, with 1.60 vision score a minute.
Among supports
supports with less time spent dead than the median win 66% of games; with more, 34%.
supports with above-median vision score a minute win 55% of games; below it, 45%.
supports with above-median control wards a game win 54% of games; below it, 46%.