Playstyle
11 games
Playstyle radar
11 gamesCompared with Emerald supports, blended with players on the same champions.
Axis breakdown
Aggression
Kills, kill participation, solo kills and first bloods
38
of 100
Damage
Damage per minute and share of the team's damage
53
of 100
Utility
Healing, shielding, lockdown and saves for allies
43
of 100
Vision
Vision score, control wards and ward clears
41
of 100
Objectives
Epic monsters, objective damage and plates
62
of 100
Survivability
Deaths and time spent dead, inverted: higher is safer
42
of 100
What to work on
11 gamesUtilityStart here
Heals + shields / min
118 vs 270 typical
Hold heals and shields for the enemy engage instead of spending them on poke.
Utility
Ally heal + shield / min
118 vs 270 typical
Peel for the carry through the whole fight instead of following the engage.
Survivability
Time spent dead
9% vs 8% typical
Avoid the late death that costs a minute of the map when every second counts.
Not a priority
Strengths
Turret plates / game
10.4 vs 7.0
91 of 100 against Seraphine players, and it matters: the better half of Seraphine supports wins 81% of games, the other half 25%.
Damage / min
493 vs 416
72 of 100 against Seraphine players, and it matters: the better half of Seraphine supports wins 55% of games, the other half 46%.
CC seconds / min
1.3 vs 1.1
72 of 100 against Seraphine players, and it matters: the better half of Seraphine supports wins 53% of games, the other half 48%.
Identity
Early read
The playstyle gets a name at 15 games. The shape so far:
Among supports, objectives leads at 64 of 100, built on 9.7 turret plates a game and 2.1 epic monsters a game. Aggression trails at 38, with 0.0 solo kills a game.
Among supports
Seraphine supports with above-median heals + shields a minute win 60% of games; below it, 41%.
Seraphine supports with above-median ally heal + shield a minute win 60% of games; below it, 41%.
Seraphine supports with less time spent dead than the median win 66% of games; with more, 35%.