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
43
of 100
Damage
Damage per minute and share of the team's damage
42
of 100
Utility
Healing, shielding, lockdown and saves for allies
39
of 100
Vision
Vision score, control wards and ward clears
50
of 100
Objectives
Epic monsters, objective damage and plates
32
of 100
Survivability
Deaths and time spent dead, inverted: higher is safer
70
of 100
last 60season322 games
What to work on
60 gamesObjectivesStart here
Objective damage / min
57 vs 85 typical
Hit the objective while the team holds the area instead of chasing.
Objectives
Turret plates / game
4.8 vs 5.9 typical
Push for plates after a won trade instead of resetting.
Utility
Heals + shields / min
36 vs 141 typical
Hold heals and shields for the enemy engage instead of spending them on poke.
Not a priority
Strengths
CC seconds / min
1.7 vs 1.4
79 of 100 against supports. Keep it; it is part of how the games get won.
Identity
Safe Player
Low deaths, low risk, hard to punish.
Among supports, survivability leads at 69 of 100, built on 0.18 deaths a minute and 8% time spent dead. Objectives trails at 33, with 60 objective damage a minute.
Among supports
Master+ supports with above-median objective damage a minute win 73% of games; below it, 31%.
This season, in your wins 78, in your losses 45 · 160W 152L
Master+ supports with above-median turret plates a game win 82% of games; below it, 27%.
This season, in your wins 8.1, in your losses 2.7 · 162W 160L
Master+ supports with above-median heals + shields a minute win 55% of games; below it, 49%.
This season, in your wins 42, in your losses 32 · 160W 152L