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
53
of 100
Damage
Damage per minute and share of the team's damage
41
of 100
Utility
Healing, shielding, lockdown and saves for allies
45
of 100
Vision
Vision score, control wards and ward clears
53
of 100
Objectives
Epic monsters, objective damage and plates
42
of 100
Survivability
Deaths and time spent dead, inverted: higher is safer
42
of 100
last 60season253 games
What to work on
60 gamesObjectivesStart here
Objective damage / min
57 vs 85 typical
Hit the objective while the team holds the area instead of chasing.
Objectives
Turret plates / game
4.7 vs 5.9 typical
Push for plates after a won trade instead of resetting.
Utility
Heals + shields / min
87 vs 141 typical
Hold heals and shields for the enemy engage instead of spending them on poke.
Not a priority
Strengths
Kill participation
60% vs 56%
73 of 100 against supports, and it matters: the better half of Master+ supports wins 55% of games, the other half 49%.
CC seconds / min
1.7 vs 1.4
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 57 of 100, built on 7.0 control wards a game and 2.87 vision score a minute. Damage trails at 29, with 9% team damage share. That is the Vanguard trade: damage is not where this class wins games.
Among supports
Master+ supports with above-median objective damage a minute win 73% of games; below it, 31%.
This season, in your wins 87, in your losses 51 · 140W 110L
Master+ supports with above-median turret plates a game win 82% of games; below it, 27%.
This season, in your wins 7.2, in your losses 2.3 · 141W 112L
Master+ supports with above-median heals + shields a minute win 55% of games; below it, 49%.
This season, in your wins 151, in your losses 131 · 140W 110L