Playstyle radar
31 gamesCompared with Master+ supports, blended with Master+ 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
69
of 100
Utility
Healing, shielding, lockdown and saves for allies
38
of 100
Vision
Vision score, control wards and ward clears
41
of 100
Objectives
Epic monsters, objective damage and plates
47
of 100
Survivability
Deaths and time spent dead, inverted: higher is safer
59
of 100
What to work on
31 gamesUtilityStart here
Heals + shields / min
53 vs 141 typical
Hold heals and shields for the enemy engage instead of spending them on poke.
Utility
Ally heal + shield / min
53 vs 141 typical
Peel for the carry through the whole fight instead of following the engage.
Vision
Control wards / game
4.2 vs 5.5 typical
Buy a control ward on most backs and place it where the next fight happens.
Strengths
Kills / min
0.13 vs 0.07
77 of 100 against supports, and it matters: the better half of Master+ supports wins 57% of games, the other half 47%.
Damage / min
524 vs 350
81 of 100 against supports, and it matters: the better half of Master+ supports wins 57% of games, the other half 48%.
First blood rate
16% vs 5%
97 of 100 against supports, and it matters: the better half of Master+ supports wins 57% of games, the other half 52%.
Identity
Carry
The team's damage runs through them.
Among supports, damage leads at 69 of 100, built on 16% team damage share and 581 damage a minute. Utility trails at 35, with 51 ally heal + shield a minute.
Among supports
Master+ supports with above-median heals + shields a minute win 55% of games; below it, 49%.
In your wins 61, in your losses 40 · 15W 16L
Master+ supports with above-median ally heal + shield a minute win 55% of games; below it, 49%.
In your wins 61, in your losses 40 · 15W 16L
Master+ supports with above-median control wards a game win 56% of games; below it, 49%.
In your wins 3.5, in your losses 3.3 · 15W 16L