Playstyle
11 games
Playstyle radar
11 gamesCompared with supports of all ranks, blended with players on the same champions.
Axis breakdown
Aggression
Kills, kill participation, solo kills and first bloods
37
of 100
Damage
Damage per minute and share of the team's damage
50
of 100
Utility
Healing, shielding, lockdown and saves for allies
36
of 100
Vision
Vision score, control wards and ward clears
14
of 100
Objectives
Epic monsters, objective damage and plates
41
of 100
Survivability
Deaths and time spent dead, inverted: higher is safer
69
of 100
What to work on
11 gamesVisionStart here
Vision score / min
1.87 vs 2.76 typical
Deep wards after a won fight and a sweep before every objective.
Vision
Control wards / game
0.5 vs 5.2 typical
Buy a control ward on most backs and place it where the next fight happens.
Aggression
Kill participation
49% vs 55% typical
Be at every fight your team takes; a support's value is presence.
Not a priority
Strengths
Deaths / min
0.18 vs 0.22
72 of 100 against supports, and it matters: the better half of supports wins 68% of games, the other half 32%.
Damage / min
571 vs 391
80 of 100 against supports, and it matters: the better half of supports wins 54% of games, the other half 46%.
Ally saves / game
2.63 vs 0.69
72 of 100 against supports, and it matters: the better half of supports wins 55% of games, the other half 48%.
Identity
Early read
The playstyle gets a name at 15 games. The shape so far:
Among supports, survivability leads at 72 of 100, built on 0.18 deaths a minute and 8% time spent dead. Vision trails at 13, with 0.4 control wards a game.
Among supports
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%.
supports with above-median kill participation win 53% of games; below it, 47%.