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
44
of 100
Damage
Damage per minute and share of the team's damage
36
of 100
Utility
Healing, shielding, lockdown and saves for allies
49
of 100
Vision
Vision score, control wards and ward clears
49
of 100
Objectives
Epic monsters, objective damage and plates
71
of 100
Survivability
Deaths and time spent dead, inverted: higher is safer
62
of 100
last 60season172 games
What to work on
60 gamesNothing stands out below the norm
Every rated stat sits at or above what is typical for supports. The strengths below are where the margin is widest.
Not a priority
Strengths
Objective damage / min
160 vs 85
93 of 100 against supports, and it matters: the better half of Master+ supports wins 73% of games, the other half 31%.
Epic monsters / game
2.2 vs 1.5
90 of 100 against supports, and it matters: the better half of Master+ supports wins 76% of games, the other half 35%.
First blood rate
10% vs 5%
72 of 100 against supports, and it matters: the better half of Master+ supports wins 57% of games, the other half 52%.
Identity
Objective Taker
Plays for dragons, towers and plates.
Among supports, objectives leads at 75 of 100, built on 2.3 epic monsters a game and 7.3 turret plates a game. Damage trails at 37, with 11% team damage share.
Among supports