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
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
31
of 100
Vision
Vision score, control wards and ward clears
20
of 100
Objectives
Epic monsters, objective damage and plates
56
of 100
Survivability
Deaths and time spent dead, inverted: higher is safer
63
of 100
What to work on
10 gamesVisionStart here
Vision score / min
2.03 vs 2.76 typical
Deep wards after a won fight and a sweep before every objective.
Aggression
Kill participation
46% vs 55% typical
Be at every fight your team takes; a support's value is presence.
Vision
Control wards / game
2.2 vs 5.2 typical
Buy a control ward on most backs and place it where the next fight happens.
Not a priority
Strengths
Deaths / min
0.19 vs 0.22
72 of 100 against supports, and it matters: the better half of supports wins 68% of games, the other half 32%.
Solo kills / game
0.5 vs 0.2
72 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, survivability leads at 62 of 100, built on 0.19 deaths a minute and 8% time spent dead. Vision trails at 20, with 2.03 vision score a minute.
Among supports
supports with above-median vision score a minute win 55% of games; below it, 45%.
supports with above-median kill participation win 53% of games; below it, 47%.
supports with above-median control wards a game win 54% of games; below it, 46%.