Playstyle radar
19 gamesCompared with supports of all ranks, blended with 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
59
of 100
Utility
Healing, shielding, lockdown and saves for allies
44
of 100
Vision
Vision score, control wards and ward clears
6
of 100
Objectives
Epic monsters, objective damage and plates
35
of 100
Survivability
Deaths and time spent dead, inverted: higher is safer
62
of 100
What to work on
19 gamesVisionStart here
Vision score / min
1.93 vs 2.73 typical
Deep wards after a won fight and a sweep before every objective.
Objectives
Objective damage / min
93 vs 129 typical
Hit the objective while the team holds the area instead of chasing.
Objectives
Turret plates / game
4.8 vs 6.7 typical
Push for plates after a won trade instead of resetting.
Not a priority
Strengths
Deaths / min
0.18 vs 0.22
73 of 100 against Lux players, and it matters: the better half of Lux supports wins 67% of games, the other half 31%.
Solo kills / game
1.0 vs 0.4
85 of 100 against Lux players. Keep it; it is part of how the games get won.
Identity
Carry
The team's damage runs through them.
Among supports, damage leads at 75 of 100, built on 15% team damage share and 556 damage a minute. Vision trails at 6, with 2.4 wards cleared a game.
Among supports
Lux supports with above-median vision score a minute win 53% of games; below it, 45%.
Lux supports with above-median objective damage a minute win 73% of games; below it, 25%.
Lux supports with above-median turret plates a game win 77% of games; below it, 26%.