Playstyle
12 games
Playstyle radar
12 gamesCompared with Emerald supports, blended with players on the same champions.
Axis breakdown
Aggression
Kills, kill participation, solo kills and first bloods
42
of 100
Damage
Damage per minute and share of the team's damage
32
of 100
Utility
Healing, shielding, lockdown and saves for allies
64
of 100
Vision
Vision score, control wards and ward clears
88
of 100
Objectives
Epic monsters, objective damage and plates
46
of 100
Survivability
Deaths and time spent dead, inverted: higher is safer
0
of 100
What to work on
12 gamesSurvivabilityStart here
Deaths / min
0.33 vs 0.22 typical
Stay out of the fog when the enemy jungler is unseen.
Survivability
Time spent dead
14% vs 8% typical
Avoid the late death that costs a minute of the map when every second counts.
Objectives
Turret plates / game
2.0 vs 5.5 typical
Push for plates after a won trade instead of resetting.
Not a priority
Strengths
Epic monsters / game
2.1 vs 1.6
74 of 100 against Rell players, and it matters: the better half of Rell supports wins 75% of games, the other half 34%.
Vision score / min
3.39 vs 2.89
85 of 100 against Rell players, and it matters: the better half of Rell supports wins 57% of games, the other half 48%.
Heals + shields / min
90 vs 30
100 of 100 against Rell players, and it matters: the better half of Rell supports wins 55% of games, the other half 49%.
Identity
Early read
The playstyle gets a name at 15 games. The shape so far:
Among supports, vision leads at 94 of 100, built on 11.5 wards cleared a game and 3.35 vision score a minute. Survivability trails at 0, with 14% time spent dead.
Among supports
Rell supports with fewer deaths a minute than the median win 72% of games; with more, 32%.
Rell supports with less time spent dead than the median win 70% of games; with more, 34%.
Rell supports with above-median turret plates a game win 81% of games; below it, 25%.