Playstyle
11 games
Playstyle radar
11 gamesCompared with Master+ supports, blended with players on the same champions.
Axis breakdown
Aggression
Kills, kill participation, solo kills and first bloods
36
of 100
Damage
Damage per minute and share of the team's damage
17
of 100
Utility
Healing, shielding, lockdown and saves for allies
50
of 100
Vision
Vision score, control wards and ward clears
83
of 100
Objectives
Epic monsters, objective damage and plates
48
of 100
Survivability
Deaths and time spent dead, inverted: higher is safer
80
of 100
What to work on
11 gamesObjectivesStart here
Objective damage / min
57 vs 86 typical
Hit the objective while the team holds the area instead of chasing.
Damage
Damage / min
273 vs 350 typical
Poke between cooldowns and add autos when it is safe.
Objectives
Turret plates / game
4.8 vs 6.0 typical
Push for plates after a won trade instead of resetting.
Not a priority
Strengths
Time spent dead
6% vs 8%
90 of 100 against supports, and it matters: the better half of Master+ supports wins 68% of games, the other half 36%.
Deaths / min
0.17 vs 0.22
80 of 100 against supports, and it matters: the better half of Master+ supports wins 70% of games, the other half 34%.
Vision score / min
3.42 vs 2.76
99 of 100 against supports, and it matters: the better half of Master+ supports wins 57% of games, the other half 48%.
Identity
Early read
The playstyle gets a name at 15 games. The shape so far:
Among supports, vision leads at 83 of 100, built on 11.6 control wards a game and 3.42 vision score a minute. Damage trails at 19, with 8% team damage share.
Among supports
Master+ supports with above-median objective damage a minute win 73% of games; below it, 31%.
Master+ supports with above-median damage a minute win 57% of games; below it, 48%.
Master+ supports with above-median turret plates a game win 82% of games; below it, 27%.