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
32
of 100
Damage
Damage per minute and share of the team's damage
42
of 100
Utility
Healing, shielding, lockdown and saves for allies
61
of 100
Vision
Vision score, control wards and ward clears
61
of 100
Objectives
Epic monsters, objective damage and plates
66
of 100
Survivability
Deaths and time spent dead, inverted: higher is safer
55
of 100
last 60season124 games
What to work on
60 gamesAggressionStart here
Kills / min
0.05 vs 0.07 typical
Follow the carry's all-in with your own damage instead of only peeling.
Not a priority
Strengths
Epic monsters / game
2.6 vs 1.5
100 of 100 against supports, and it matters: the better half of Master+ supports wins 76% of games, the other half 35%.
Turret plates / game
8.6 vs 5.9
93 of 100 against supports, and it matters: the better half of Master+ supports wins 82% of games, the other half 27%.
Vision score / min
3.05 vs 2.77
71 of 100 against supports, and it matters: the better half of Master+ supports wins 57% of games, the other half 48%.
Identity
Objective Taker
Plays for dragons, towers and plates.
Among supports, objectives leads at 68 of 100, built on 2.2 epic monsters a game and 8.6 turret plates a game. Aggression trails at 30, with 0.1 solo kills a game.
Among supports
Master+ supports with above-median kills a minute win 57% of games; below it, 47%.
This season, in your wins 0.10, in your losses 0.09 · 58W 66L