Playstyle
11 games
Playstyle radar
11 gamesCompared with Diamond supports, blended with players on the same champions.
Axis breakdown
Aggression
Kills, kill participation, solo kills and first bloods
53
of 100
Damage
Damage per minute and share of the team's damage
77
of 100
Utility
Healing, shielding, lockdown and saves for allies
62
of 100
Vision
Vision score, control wards and ward clears
90
of 100
Objectives
Epic monsters, objective damage and plates
48
of 100
Survivability
Deaths and time spent dead, inverted: higher is safer
43
of 100
What to work on
11 gamesObjectivesStart here
Turret plates / game
3.2 vs 6.1 typical
Push for plates after a won trade instead of resetting.
Objectives
Objective damage / min
50 vs 90 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.
Strengths
Vision score / min
3.39 vs 2.65
100 of 100 against supports, and it matters: the better half of Diamond supports wins 52% of games, the other half 43%.
Control wards / game
12.2 vs 4.9
100 of 100 against supports, and it matters: the better half of Diamond supports wins 52% of games, the other half 44%.
CC seconds / min
1.6 vs 1.3
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, vision leads at 92 of 100, built on 2.35 vision score a minute and 8.3 control wards a game. Survivability trails at 49, with 10% time spent dead.
Among supports
Diamond supports with above-median turret plates a game win 78% of games; below it, 22%.
Diamond supports with above-median objective damage a minute win 69% of games; below it, 27%.
Diamond supports with less time spent dead than the median win 63% of games; with more, 32%.