Playstyle
14 games
Playstyle radar
14 gamesCompared with supports of all ranks, blended with players on the same champions.
Axis breakdown
Aggression
Kills, kill participation, solo kills and first bloods
33
of 100
Damage
Damage per minute and share of the team's damage
14
of 100
Utility
Healing, shielding, lockdown and saves for allies
31
of 100
Vision
Vision score, control wards and ward clears
77
of 100
Objectives
Epic monsters, objective damage and plates
43
of 100
Survivability
Deaths and time spent dead, inverted: higher is safer
26
of 100
What to work on
14 gamesSurvivabilityStart here
Time spent dead
12% vs 9% typical
Avoid the late death that costs a minute of the map when every second counts.
Survivability
Deaths / min
0.28 vs 0.22 typical
Stay out of the fog when the enemy jungler is unseen.
Objectives
Objective damage / min
66 vs 91 typical
Hit the objective while the team holds the area instead of chasing.
Not a priority
Strengths
Turret plates / game
7.4 vs 5.7
76 of 100 against supports, and it matters: the better half of supports wins 79% of games, the other half 25%.
Control wards / game
12.9 vs 5.2
100 of 100 against supports, and it matters: the better half of supports wins 54% of games, the other half 46%.
Vision score / min
3.12 vs 2.76
75 of 100 against supports, and it matters: the better half of supports wins 55% of games, the other half 45%.
Identity
Early read
The playstyle gets a name at 15 games. The shape so far:
Among supports, vision leads at 79 of 100, built on 12.9 control wards a game and 3.12 vision score a minute. Damage trails at 11, with 7% team damage share.
Among supports
supports with less time spent dead than the median win 66% of games; with more, 34%.
supports with fewer deaths a minute than the median win 68% of games; with more, 32%.
supports with above-median objective damage a minute win 71% of games; below it, 29%.