Playstyle
24 games
Playstyle radar
24 gamesCompared with supports of all ranks, blended with 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
61
of 100
Vision
Vision score, control wards and ward clears
38
of 100
Objectives
Epic monsters, objective damage and plates
45
of 100
Survivability
Deaths and time spent dead, inverted: higher is safer
44
of 100
What to work on
24 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
Control wards / game
3.4 vs 5.2 typical
Buy a control ward on most backs and place it where the next fight happens.
Aggression
Kills / min
0.07 vs 0.09 typical
Follow the carry's all-in with your own damage instead of only peeling.
Strengths
Turret plates / game
7.8 vs 5.7
82 of 100 against supports, and it matters: the better half of supports wins 79% of games, the other half 25%.
Kill participation
63% vs 55%
93 of 100 against supports, and it matters: the better half of supports wins 53% of games, the other half 47%.
CC seconds / min
1.6 vs 1.3
75 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, utility leads at 60 of 100, built on 1.6 CC seconds a minute and 189 ally heal + shield a minute. Objectives trails at 40, with 1.0 epic monsters a game.
Among supports
supports with above-median epic monsters a game win 74% of games; below it, 32%.
supports with above-median control wards a game win 54% of games; below it, 46%.
supports with above-median kills a minute win 55% of games; below it, 45%.