Playstyle radar
14 gamesCompared with Master+ supports, blended with Master+ players on the same champions.
Axis breakdown
Aggression
Kills, kill participation, solo kills and first bloods
51
of 100
Damage
Damage per minute and share of the team's damage
51
of 100
Utility
Healing, shielding, lockdown and saves for allies
42
of 100
Vision
Vision score, control wards and ward clears
21
of 100
Objectives
Epic monsters, objective damage and plates
36
of 100
Survivability
Deaths and time spent dead, inverted: higher is safer
63
of 100
What to work on
14 gamesObjectivesStart here
Epic monsters / game
0.2 vs 1.5 typical
Be at the dragon pit before it spawns, not after the fight is over.
Objectives
Objective damage / min
39 vs 85 typical
Hit the objective while the team holds the area instead of chasing.
Vision
Vision score / min
2.43 vs 2.77 typical
Deep wards after a won fight and a sweep before every objective.
Not a priority
Strengths
Kill participation
60% vs 56%
76 of 100 against supports, and it matters: the better half of Master+ supports wins 55% of games, the other half 49%.
First blood rate
11% vs 5%
75 of 100 against supports, and it matters: the better half of Master+ supports wins 57% of games, the other half 52%.
Identity
Early read
The playstyle gets a name at 15 games. The shape so far:
Among supports, survivability leads at 66 of 100, built on 0.21 deaths a minute and 8% time spent dead. Vision trails at 22, with 3.8 wards cleared a game.
Among supports
Master+ supports with above-median epic monsters a game win 76% of games; below it, 35%.
Master+ supports with above-median objective damage a minute win 73% of games; below it, 31%.
Master+ supports with above-median vision score a minute win 57% of games; below it, 48%.