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
33
of 100
Damage
Damage per minute and share of the team's damage
32
of 100
Utility
Healing, shielding, lockdown and saves for allies
49
of 100
Vision
Vision score, control wards and ward clears
55
of 100
Objectives
Epic monsters, objective damage and plates
54
of 100
Survivability
Deaths and time spent dead, inverted: higher is safer
51
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.
Objectives
Objective damage / min
71 vs 85 typical
Hit the objective while the team holds the area instead of chasing.
Damage
Damage / min
292 vs 350 typical
Poke between cooldowns and add autos when it is safe.
Not a priority
Strengths
Wards cleared / game
10.0 vs 7.5
82 of 100 against supports. Keep it; it is part of how the games get won.
Identity
All-Rounder
No axis stands out above the pack.
Among supports, vision leads at 59 of 100, built on 9.7 wards cleared a game and 2.83 vision score a minute. Damage trails at 27, with 304 damage a minute.
Among supports
Master+ supports with above-median kills a minute win 57% of games; below it, 47%.
This season, in your wins 0.07, in your losses 0.06 · 63W 61L
Master+ supports with above-median objective damage a minute win 73% of games; below it, 31%.
This season, in your wins 150, in your losses 43 · 60W 56L
Master+ supports with above-median damage a minute win 57% of games; below it, 48%.
This season, in your wins 370, in your losses 342 · 63W 61L