Playstyle
19 games
Playstyle radar
19 gamesCompared with Master+ supports, blended with Master+ players on the same champions.
Axis breakdown
Aggression
Kills, kill participation, solo kills and first bloods
43
of 100
Damage
Damage per minute and share of the team's damage
48
of 100
Utility
Healing, shielding, lockdown and saves for allies
40
of 100
Vision
Vision score, control wards and ward clears
24
of 100
Objectives
Epic monsters, objective damage and plates
52
of 100
Survivability
Deaths and time spent dead, inverted: higher is safer
45
of 100
What to work on
19 gamesVisionStart here
Vision score / min
2.28 vs 2.77 typical
Deep wards after a won fight and a sweep before every objective.
Vision
Control wards / game
2.1 vs 5.5 typical
Buy a control ward on most backs and place it where the next fight happens.
Objectives
Epic monsters / game
1.2 vs 1.5 typical
Be at the dragon pit before it spawns, not after the fight is over.
Not a priority
Strengths
Turret plates / game
9.4 vs 5.9
100 of 100 against supports, and it matters: the better half of Master+ supports wins 82% of games, the other half 27%.
Objective damage / min
148 vs 85
86 of 100 against supports, and it matters: the better half of Master+ supports wins 73% of games, the other half 31%.
Time spent dead
7% vs 8%
72 of 100 against supports, and it matters: the better half of Master+ supports wins 68% of games, the other half 36%.
Identity
All-Rounder
No axis stands out above the pack.
Among supports, objectives leads at 52 of 100, built on 401 objective damage a minute and 8.0 turret plates a game. Vision trails at 26, with 1.1 control wards a game.
Among supports
Master+ supports with above-median vision score a minute win 57% of games; below it, 48%.
Master+ supports with above-median control wards a game win 56% of games; below it, 49%.
Master+ supports with above-median epic monsters a game win 76% of games; below it, 35%.