Playstyle
13 games
Playstyle radar
13 gamesCompared with Diamond supports, blended with players on the same champions.
Axis breakdown
Aggression
Kills, kill participation, solo kills and first bloods
51
of 100
Damage
Damage per minute and share of the team's damage
66
of 100
Utility
Healing, shielding, lockdown and saves for allies
61
of 100
Vision
Vision score, control wards and ward clears
63
of 100
Objectives
Epic monsters, objective damage and plates
53
of 100
Survivability
Deaths and time spent dead, inverted: higher is safer
54
of 100
What to work on
13 gamesSurvivabilityStart here
Time spent dead
11% vs 9% typical
Avoid the late death that costs a minute of the map when every second counts.
Objectives
Epic monsters / game
1.1 vs 1.6 typical
Be at the dragon pit before it spawns, not after the fight is over.
Aggression
Kills / min
0.06 vs 0.07 typical
Follow the carry's all-in with your own damage instead of only peeling.
Not a priority
Strengths
Turret plates / game
8.2 vs 6.1
79 of 100 against supports, and it matters: the better half of Diamond supports wins 78% of games, the other half 22%.
Ally saves / game
3.22 vs 1.00
70 of 100 against supports, and it matters: the better half of Diamond supports wins 52% of games, the other half 45%.
Ally heal + shield / min
450 vs 162
89 of 100 against supports, and it matters: the better half of Diamond supports wins 50% 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 65 of 100, built on 2.23 vision score a minute and 5.1 control wards a game. Aggression trails at 49, with 0.1 solo kills a game.
Among supports
Diamond supports with less time spent dead than the median win 63% of games; with more, 32%.
Diamond supports with above-median epic monsters a game win 72% of games; below it, 28%.
Diamond supports with above-median kills a minute win 52% of games; below it, 43%.