Playstyle
20 games
Playstyle radar
20 gamesCompared with Platinum supports, blended with players on the same champions.
Axis breakdown
Aggression
Kills, kill participation, solo kills and first bloods
39
of 100
Damage
Damage per minute and share of the team's damage
12
of 100
Utility
Healing, shielding, lockdown and saves for allies
58
of 100
Vision
Vision score, control wards and ward clears
44
of 100
Objectives
Epic monsters, objective damage and plates
55
of 100
Survivability
Deaths and time spent dead, inverted: higher is safer
58
of 100
What to work on
20 gamesDamageStart here
Damage / min
217 vs 387 typical
Poke between cooldowns and add autos when it is safe.
Survivability
Time spent dead
10% vs 8% typical
Avoid the late death that costs a minute of the map when every second counts.
Aggression
Kills / min
0.04 vs 0.08 typical
Follow the carry's all-in with your own damage instead of only peeling.
Not a priority
Strengths
Heals + shields / min
660 vs 513
82 of 100 against Sona players, and it matters: the better half of Sona supports wins 66% of games, the other half 36%.
Ally heal + shield / min
660 vs 513
82 of 100 against Sona players, and it matters: the better half of Sona supports wins 66% of games, the other half 36%.
Wards cleared / game
12.3 vs 7.0
100 of 100 against Sona players, and it matters: the better half of Sona supports wins 54% of games, the other half 49%.
Identity
All-Rounder
No axis stands out above the pack.
Among supports, objectives leads at 59 of 100, built on 2.1 epic monsters a game and 7.3 turret plates a game. Damage trails at 14, with 11% team damage share. That is the Enchanter trade: damage is not where this class wins games.
Among supports
Sona supports with above-median damage a minute win 59% of games; below it, 44%.
Sona supports with less time spent dead than the median win 67% of games; with more, 36%.
Sona supports with above-median kills a minute win 60% of games; below it, 43%.