Playstyle
10 games
Playstyle radar
10 gamesCompared with Gold supports, blended with players on the same champions.
Axis breakdown
Aggression
Kills, kill participation, solo kills and first bloods
30
of 100
Damage
Damage per minute and share of the team's damage
33
of 100
Utility
Healing, shielding, lockdown and saves for allies
45
of 100
Vision
Vision score, control wards and ward clears
48
of 100
Objectives
Epic monsters, objective damage and plates
38
of 100
Survivability
Deaths and time spent dead, inverted: higher is safer
56
of 100
What to work on
10 gamesObjectivesStart here
Objective damage / min
54 vs 102 typical
Hit the objective while the team holds the area instead of chasing.
Survivability
Time spent dead
10% vs 9% typical
Avoid the late death that costs a minute of the map when every second counts.
Aggression
Kills / min
0.03 vs 0.08 typical
Follow the carry's all-in with your own damage instead of only peeling.
Not a priority
Strengths
Vision score / min
2.69 vs 2.39
71 of 100 against supports, and it matters: the better half of Gold supports wins 54% of games, the other half 45%.
Control wards / game
6.4 vs 3.9
73 of 100 against supports, and it matters: the better half of Gold supports wins 53% of games, the other half 47%.
Kill participation
58% vs 52%
85 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 58 of 100, built on 0.20 deaths a minute and 10% time spent dead. Damage trails at 24, with 12% team damage share.
Among supports
Gold supports with above-median objective damage a minute win 70% of games; below it, 29%.
Gold supports with less time spent dead than the median win 64% of games; with more, 34%.
Gold supports with above-median kills a minute win 54% of games; below it, 44%.