Playstyle
12 games
Playstyle radar
12 gamesCompared with supports of all ranks, blended with players on the same champions.
Axis breakdown
Aggression
Kills, kill participation, solo kills and first bloods
28
of 100
Damage
Damage per minute and share of the team's damage
27
of 100
Utility
Healing, shielding, lockdown and saves for allies
28
of 100
Vision
Vision score, control wards and ward clears
37
of 100
Objectives
Epic monsters, objective damage and plates
49
of 100
Survivability
Deaths and time spent dead, inverted: higher is safer
45
of 100
What to work on
12 gamesSurvivabilityStart here
Deaths / min
0.26 vs 0.22 typical
Stay out of the fog when the enemy jungler is unseen.
Aggression
Kill participation
44% vs 55% typical
Be at every fight your team takes; a support's value is presence.
Vision
Vision score / min
2.41 vs 2.76 typical
Deep wards after a won fight and a sweep before every objective.
Not a priority
Strengths
Turret plates / game
8.2 vs 5.7
87 of 100 against supports, and it matters: the better half of supports wins 79% of games, the other half 25%.
CC seconds / min
1.6 vs 1.3
73 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, objectives leads at 47 of 100, built on 7.3 turret plates a game and 1.7 epic monsters a game. Aggression trails at 21, with 39% kill participation.
Among supports
supports with fewer deaths a minute than the median win 68% of games; with more, 32%.
supports with above-median kill participation win 53% of games; below it, 47%.
supports with above-median vision score a minute win 55% of games; below it, 45%.