Playstyle
60 games
Playstyle radar
60 gamesCompared with supports of all ranks, blended with players on the same champions.
Axis breakdown
Aggression
Kills, kill participation, solo kills and first bloods
46
of 100
Damage
Damage per minute and share of the team's damage
48
of 100
Utility
Healing, shielding, lockdown and saves for allies
43
of 100
Vision
Vision score, control wards and ward clears
29
of 100
Objectives
Epic monsters, objective damage and plates
60
of 100
Survivability
Deaths and time spent dead, inverted: higher is safer
51
of 100
last 60season187 games
What to work on
60 gamesVisionStart here
Control wards / game
2.0 vs 5.2 typical
Buy a control ward on most backs and place it where the next fight happens.
Vision
Vision score / min
2.35 vs 2.76 typical
Deep wards after a won fight and a sweep before every objective.
Survivability
Time spent dead
10% vs 9% typical
Avoid the late death that costs a minute of the map when every second counts.
Not a priority
Strengths
Turret plates / game
8.0 vs 5.7
84 of 100 against supports, and it matters: the better half of supports wins 79% of games, the other half 25%.
Identity
Objective Taker
Plays for dragons, towers and plates.
Among supports, objectives leads at 62 of 100, built on 291 objective damage a minute and 7.7 turret plates a game. Vision trails at 30, with 1.7 control wards a game.
Among supports
supports with above-median control wards a game win 54% of games; below it, 46%.
This season, in your wins 2.1, in your losses 1.7 · 88W 99L
supports with above-median vision score a minute win 55% of games; below it, 45%.
This season, in your wins 2.10, in your losses 2.00 · 88W 99L
supports with less time spent dead than the median win 66% of games; with more, 34%.
This season, in your wins 8%, in your losses 11% · 88W 99L