Playstyle
20 games
Playstyle radar
20 gamesCompared with Emerald supports, blended with players on the same champions.
Axis breakdown
Aggression
Kills, kill participation, solo kills and first bloods
42
of 100
Damage
Damage per minute and share of the team's damage
50
of 100
Utility
Healing, shielding, lockdown and saves for allies
41
of 100
Vision
Vision score, control wards and ward clears
54
of 100
Objectives
Epic monsters, objective damage and plates
29
of 100
Survivability
Deaths and time spent dead, inverted: higher is safer
48
of 100
What to work on
20 gamesObjectivesStart here
Epic monsters / game
1.3 vs 1.6 typical
Be at the dragon pit before it spawns, not after the fight is over.
Objectives
Turret plates / game
4.7 vs 6.3 typical
Push for plates after a won trade instead of resetting.
Aggression
Kill participation
47% vs 54% typical
Be at every fight your team takes; a support's value is presence.
Strengths
Wards cleared / game
9.7 vs 7.2
79 of 100 against supports. Keep it; it is part of how the games get won.
CC seconds / min
1.7 vs 1.3
82 of 100 against supports. Keep it; it is part of how the games get won.
Team damage share
14% vs 10%
71 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, damage leads at 59 of 100, built on 14% team damage share and 461 damage a minute. Objectives trails at 33, with 84 objective damage a minute.
Among supports
Emerald supports with above-median epic monsters a game win 73% of games; below it, 30%.
Emerald supports with above-median turret plates a game win 77% of games; below it, 23%.
Emerald supports with above-median kill participation win 52% of games; below it, 47%.