Playstyle radar
60 gamesCompared with Master+ supports, blended with Master+ players on the same champions.
Axis breakdown
Aggression
Kills, kill participation, solo kills and first bloods
48
of 100
Damage
Damage per minute and share of the team's damage
42
of 100
Utility
Healing, shielding, lockdown and saves for allies
59
of 100
Vision
Vision score, control wards and ward clears
49
of 100
Objectives
Epic monsters, objective damage and plates
56
of 100
Survivability
Deaths and time spent dead, inverted: higher is safer
43
of 100
What to work on
60 gamesSurvivabilityStart here
Time spent dead
8% vs 7% typical
Avoid the late death that costs a minute of the map when every second counts.
Aggression
Kills / min
0.03 vs 0.05 typical
Follow the carry's all-in with your own damage instead of only peeling.
Strengths
Heals + shields / min
293 vs 235
84 of 100 against Master+ Lulu players, and it matters: the better half of Lulu supports wins 60% of games, the other half 40%.
Ally heal + shield / min
293 vs 235
84 of 100 against Master+ Lulu players, and it matters: the better half of Lulu supports wins 60% of games, the other half 40%.
Epic monsters / game
2.2 vs 1.7
71 of 100 against Master+ Lulu players, and it matters: the better half of Lulu supports wins 75% of games, the other half 27%.
Identity
All-Rounder
No axis stands out above the pack.
Among supports, objectives leads at 61 of 100, built on 6.9 turret plates a game and 1.7 epic monsters a game. Damage trails at 31, with 9% team damage share. That is the Enchanter trade: damage is not where this class wins games.
Among supports
Lulu supports with less time spent dead than the median win 66% of games; with more, 34%.
In your wins 8%, in your losses 12% · 36W 24L
Lulu supports with above-median kills a minute win 54% of games; below it, 46%.
In your wins 0.05, in your losses 0.05 · 36W 24L