Playstyle
18 games
Playstyle radar
18 gamesCompared with supports of all ranks, blended with players on the same champions.
Axis breakdown
Aggression
Kills, kill participation, solo kills and first bloods
47
of 100
Damage
Damage per minute and share of the team's damage
32
of 100
Utility
Healing, shielding, lockdown and saves for allies
15
of 100
Vision
Vision score, control wards and ward clears
32
of 100
Objectives
Epic monsters, objective damage and plates
58
of 100
Survivability
Deaths and time spent dead, inverted: higher is safer
41
of 100
What to work on
18 gamesUtilityStart here
CC seconds / min
1.5 vs 2.2 typical
Layer crowd control into the team's damage windows, not before them.
Utility
Heals + shields / min
6 vs 36 typical
Hold heals and shields for the enemy engage instead of spending them on poke.
Aggression
Kill participation
35% vs 54% typical
Be at every fight your team takes; a support's value is presence.
Not a priority
Strengths
Epic monsters / game
1.7 vs 1.3
73 of 100 against Nautilus players, and it matters: the better half of Nautilus supports wins 75% of games, the other half 34%.
Kills / min
0.09 vs 0.07
74 of 100 against Nautilus players, and it matters: the better half of Nautilus supports wins 55% of games, the other half 43%.
First blood rate
13% vs 0%
73 of 100 against Nautilus players, and it matters: the better half of Nautilus supports wins 54% of games, the other half 49%.
Identity
All-Rounder
No axis stands out above the pack.
Among supports, objectives leads at 52 of 100, built on 1.7 epic monsters a game and 83 objective damage a minute. Damage trails at 25, with 300 damage a minute. That is the Vanguard trade: damage is not where this class wins games.
Among supports
Nautilus supports with above-median CC seconds a minute win 54% of games; below it, 44%.
Nautilus supports with above-median heals + shields a minute win 53% of games; below it, 46%.
Nautilus supports with above-median kill participation win 52% of games; below it, 46%.