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
34
of 100
Damage
Damage per minute and share of the team's damage
34
of 100
Utility
Healing, shielding, lockdown and saves for allies
43
of 100
Vision
Vision score, control wards and ward clears
50
of 100
Objectives
Epic monsters, objective damage and plates
64
of 100
Survivability
Deaths and time spent dead, inverted: higher is safer
77
of 100
last 60season109 games
What to work on
60 gamesDamageStart here
Damage / min
223 vs 258 typical
Poke between cooldowns and add autos when it is safe.
Objectives
Turret plates / game
4.9 vs 6.8 typical
Push for plates after a won trade instead of resetting.
Vision
Vision score / min
2.46 vs 2.77 typical
Deep wards after a won fight and a sweep before every objective.
Not a priority
Strengths
Deaths / min
0.13 vs 0.19
87 of 100 against Master+ Lulu players, and it matters: the better half of Lulu supports wins 69% of games, the other half 32%.
Time spent dead
5% vs 7%
84 of 100 against Master+ Lulu players, and it matters: the better half of Lulu supports wins 66% of games, the other half 34%.
Identity
Safe Player
Low deaths, low risk, hard to punish.
Among supports, survivability leads at 82 of 100, built on 0.16 deaths a minute and 7% time spent dead. Damage trails at 18, with 298 damage a minute. That is the Enchanter trade: damage is not where this class wins games.
Among supports
Lulu supports with above-median damage a minute win 58% of games; below it, 43%.
This season, in your wins 311, in your losses 294 · 63W 46L
Lulu supports with above-median turret plates a game win 80% of games; below it, 21%.
This season, in your wins 8.4, in your losses 3.4 · 63W 46L
Lulu supports with above-median vision score a minute win 56% of games; below it, 45%.
This season, in your wins 2.69, in your losses 2.53 · 63W 46L