Playstyle
20 games
Playstyle radar
20 gamesCompared with supports of all ranks, blended with players on the same champions.
Axis breakdown
Aggression
Kills, kill participation, solo kills and first bloods
22
of 100
Damage
Damage per minute and share of the team's damage
12
of 100
Utility
Healing, shielding, lockdown and saves for allies
35
of 100
Vision
Vision score, control wards and ward clears
23
of 100
Objectives
Epic monsters, objective damage and plates
45
of 100
Survivability
Deaths and time spent dead, inverted: higher is safer
30
of 100
What to work on
20 gamesVisionStart here
Control wards / game
0.9 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.
Vision
Vision score / min
2.26 vs 2.76 typical
Deep wards after a won fight and a sweep before every objective.
Not a priority
Strengths
Epic monsters / game
1.9 vs 1.5
74 of 100 against supports, and it matters: the better half of supports wins 74% of games, the other half 32%.
Turret plates / game
7.2 vs 5.7
73 of 100 against supports, and it matters: the better half of supports wins 79% of games, the other half 25%.
First blood rate
14% vs 6%
79 of 100 against supports, and it matters: the better half of supports wins 55% of games, the other half 50%.
Identity
All-Rounder
No axis stands out above the pack.
Among supports, objectives leads at 46 of 100, built on 5.2 turret plates a game and 2.0 epic monsters a game. Damage trails at 11, with 289 damage a minute.
Among supports
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%.
supports with above-median vision score a minute win 55% of games; below it, 45%.