Playstyle
60 games
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
57
of 100
Damage
Damage per minute and share of the team's damage
57
of 100
Utility
Healing, shielding, lockdown and saves for allies
47
of 100
Vision
Vision score, control wards and ward clears
27
of 100
Objectives
Epic monsters, objective damage and plates
41
of 100
Survivability
Deaths and time spent dead, inverted: higher is safer
51
of 100
last 60season206 games
What to work on
60 gamesObjectivesStart here
Epic monsters / game
1.0 vs 1.5 typical
Be at the dragon pit before it spawns, not after the fight is over.
Vision
Vision score / min
2.34 vs 2.77 typical
Deep wards after a won fight and a sweep before every objective.
Objectives
Objective damage / min
73 vs 85 typical
Hit the objective while the team holds the area instead of chasing.
Strengths
Kills / min
0.16 vs 0.07
94 of 100 against supports, and it matters: the better half of Master+ supports wins 57% of games, the other half 47%.
Solo kills / game
0.6 vs 0.2
98 of 100 against supports. Keep it; it is part of how the games get won.
Identity
All-Rounder
No axis stands out above the pack.
Among supports, aggression leads at 53 of 100, built on 0.8 solo kills a game and 0.18 kills a minute. Vision trails at 31, with 2.27 vision score a minute.
Among supports
Master+ supports with above-median epic monsters a game win 76% of games; below it, 35%.
This season, in your wins 1.7, in your losses 0.7 · 114W 92L
Master+ supports with above-median vision score a minute win 57% of games; below it, 48%.
This season, in your wins 2.25, in your losses 2.25 · 114W 92L
Master+ supports with above-median objective damage a minute win 73% of games; below it, 31%.
This season, in your wins 156, in your losses 63 · 112W 91L