Playstyle
18 games
Playstyle radar
18 gamesCompared with Silver supports, blended with players on the same champions.
Axis breakdown
Aggression
Kills, kill participation, solo kills and first bloods
46
of 100
Damage
Damage per minute and share of the team's damage
30
of 100
Utility
Healing, shielding, lockdown and saves for allies
52
of 100
Vision
Vision score, control wards and ward clears
60
of 100
Objectives
Epic monsters, objective damage and plates
60
of 100
Survivability
Deaths and time spent dead, inverted: higher is safer
65
of 100
What to work on
18 gamesAggressionStart here
Kill participation
45% vs 56% typical
Be at every fight your team takes; a support's value is presence.
Damage
Damage / min
325 vs 416 typical
Poke between cooldowns and add autos when it is safe.
Utility
CC seconds / min
0.9 vs 1.1 typical
Layer crowd control into the team's damage windows, not before them.
Not a priority
Strengths
Deaths / min
0.14 vs 0.20
86 of 100 against Seraphine players, and it matters: the better half of Seraphine supports wins 69% of games, the other half 32%.
Time spent dead
6% vs 8%
83 of 100 against Seraphine players, and it matters: the better half of Seraphine supports wins 66% of games, the other half 35%.
Epic monsters / game
2.6 vs 1.8
82 of 100 against Seraphine players, and it matters: the better half of Seraphine supports wins 81% of games, the other half 37%.
Identity
Vision Keeper
Controls the map with wards and sweeps.
Among supports, vision leads at 69 of 100, built on 1.95 vision score a minute and 4.3 control wards a game. Damage trails at 34, with 14% team damage share.
Among supports
Seraphine supports with above-median kill participation win 54% of games; below it, 47%.
Seraphine supports with above-median damage a minute win 55% of games; below it, 46%.
Seraphine supports with above-median CC seconds a minute win 53% of games; below it, 48%.