Playstyle
16 games
Playstyle radar
16 gamesCompared with supports of all ranks, blended with players on the same champions.
Axis breakdown
Aggression
Kills, kill participation, solo kills and first bloods
13
of 100
Damage
Damage per minute and share of the team's damage
4
of 100
Utility
Healing, shielding, lockdown and saves for allies
30
of 100
Vision
Vision score, control wards and ward clears
4
of 100
Objectives
Epic monsters, objective damage and plates
51
of 100
Survivability
Deaths and time spent dead, inverted: higher is safer
36
of 100
What to work on
16 gamesVisionStart here
Vision score / min
1.17 vs 2.76 typical
Deep wards after a won fight and a sweep before every objective.
Vision
Control wards / game
0.6 vs 5.2 typical
Buy a control ward on most backs and place it where the next fight happens.
Survivability
Time spent dead
11% vs 9% typical
Avoid the late death that costs a minute of the map when every second counts.
Not a priority
Strengths
Ally saves / game
7.42 vs 0.69
100 of 100 against supports, and it matters: the better half of supports wins 55% of games, the other half 48%.
Identity
All-Rounder
No axis stands out above the pack.
Among supports, objectives leads at 51 of 100, built on 1.8 epic monsters a game and 6.6 turret plates a game. Vision trails at 4, with 0.97 vision score a minute.
Among supports
supports with above-median vision score a minute win 55% of games; below it, 45%.
supports with above-median control wards a game win 54% of games; below it, 46%.
supports with less time spent dead than the median win 66% of games; with more, 34%.