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
35
of 100
Damage
Damage per minute and share of the team's damage
48
of 100
Utility
Healing, shielding, lockdown and saves for allies
45
of 100
Vision
Vision score, control wards and ward clears
77
of 100
Objectives
Epic monsters, objective damage and plates
54
of 100
Survivability
Deaths and time spent dead, inverted: higher is safer
61
of 100
last 60season138 games
What to work on
60 gamesUtilityStart here
Ally saves / game
0.42 vs 0.92 typical
Keep the save for the ally the enemy actually dives.
Utility
Heals + shields / min
103 vs 141 typical
Hold heals and shields for the enemy engage instead of spending them on poke.
Not a priority
Strengths
Objective damage / min
130 vs 85
76 of 100 against supports, and it matters: the better half of Master+ supports wins 73% of games, the other half 31%.
Vision score / min
3.42 vs 2.77
99 of 100 against supports, and it matters: the better half of Master+ supports wins 57% of games, the other half 48%.
Control wards / game
8.9 vs 5.5
82 of 100 against supports, and it matters: the better half of Master+ supports wins 56% of games, the other half 49%.
Identity
Vision Keeper
Controls the map with wards and sweeps.
Among supports, vision leads at 80 of 100, built on 2.76 vision score a minute and 7.2 control wards a game. Aggression trails at 34, with 0.3 solo kills a game.
Among supports
Master+ supports with above-median ally saves a game win 57% of games; below it, 49%.
This season, in your wins 0.35, in your losses 0.23 · 78W 60L
Master+ supports with above-median heals + shields a minute win 55% of games; below it, 49%.
This season, in your wins 84, in your losses 62 · 76W 59L