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
31
of 100
Damage
Damage per minute and share of the team's damage
25
of 100
Utility
Healing, shielding, lockdown and saves for allies
38
of 100
Vision
Vision score, control wards and ward clears
49
of 100
Objectives
Epic monsters, objective damage and plates
43
of 100
Survivability
Deaths and time spent dead, inverted: higher is safer
63
of 100
last 60season235 games
What to work on
60 gamesObjectivesStart here
Turret plates / game
4.8 vs 5.9 typical
Push for plates after a won trade instead of resetting.
Damage
Damage / min
285 vs 350 typical
Poke between cooldowns and add autos when it is safe.
Objectives
Objective damage / min
70 vs 85 typical
Hit the objective while the team holds the area instead of chasing.
Not a priority
Strengths
Deaths / min
0.17 vs 0.22
78 of 100 against supports, and it matters: the better half of Master+ supports wins 70% of games, the other half 34%.
Time spent dead
7% vs 8%
73 of 100 against supports, and it matters: the better half of Master+ supports wins 68% of games, the other half 36%.
Identity
Safe Player
Low deaths, low risk, hard to punish.
Among supports, survivability leads at 65 of 100, built on 0.18 deaths a minute and 8% time spent dead. Damage trails at 19, with 11% team damage share.
Among supports
Master+ supports with above-median turret plates a game win 82% of games; below it, 27%.
This season, in your wins 7.4, in your losses 2.2 · 118W 117L
Master+ supports with above-median damage a minute win 57% of games; below it, 48%.
This season, in your wins 416, in your losses 401 · 118W 117L
Master+ supports with above-median objective damage a minute win 73% of games; below it, 31%.
This season, in your wins 422, in your losses 201 · 118W 116L