Playstyle radar
16 gamesCompared with Master+ supports, blended with Master+ players on the same champions.
Axis breakdown
Aggression
Kills, kill participation, solo kills and first bloods
51
of 100
Damage
Damage per minute and share of the team's damage
58
of 100
Utility
Healing, shielding, lockdown and saves for allies
54
of 100
Vision
Vision score, control wards and ward clears
30
of 100
Objectives
Epic monsters, objective damage and plates
45
of 100
Survivability
Deaths and time spent dead, inverted: higher is safer
47
of 100
What to work on
16 gamesObjectivesStart here
Epic monsters / game
0.6 vs 1.5 typical
Be at the dragon pit before it spawns, not after the fight is over.
Vision
Vision score / min
2.01 vs 2.77 typical
Deep wards after a won fight and a sweep before every objective.
Aggression
Kill participation
51% vs 56% typical
Be at every fight your team takes; a support's value is presence.
Not a priority
Strengths
Turret plates / game
12.1 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
157 vs 85
91 of 100 against supports, and it matters: the better half of Master+ supports wins 73% of games, the other half 31%.
Deaths / min
0.18 vs 0.22
72 of 100 against supports, and it matters: the better half of Master+ supports wins 70% of games, the other half 34%.
Identity
All-Rounder
No axis stands out above the pack.
Among supports, survivability leads at 53 of 100, built on 0.21 deaths a minute and 11% time spent dead. Vision trails at 31, with 3.0 wards cleared a game.
Among supports
Master+ supports with above-median epic monsters a game win 76% of games; below it, 35%.
Master+ supports with above-median vision score a minute win 57% of games; below it, 48%.
Master+ supports with above-median kill participation win 55% of games; below it, 49%.