Playstyle radar
22 gamesCompared with Master+ supports, blended with Master+ players on the same champions.
Axis breakdown
Aggression
Kills, kill participation, solo kills and first bloods
29
of 100
Damage
Damage per minute and share of the team's damage
38
of 100
Utility
Healing, shielding, lockdown and saves for allies
53
of 100
Vision
Vision score, control wards and ward clears
19
of 100
Objectives
Epic monsters, objective damage and plates
36
of 100
Survivability
Deaths and time spent dead, inverted: higher is safer
62
of 100
What to work on
22 gamesObjectivesStart here
Objective damage / min
41 vs 85 typical
Hit the objective while the team holds the area instead of chasing.
Vision
Control wards / game
0.7 vs 5.5 typical
Buy a control ward on most backs and place it where the next fight happens.
Objectives
Turret plates / game
4.0 vs 5.9 typical
Push for plates after a won trade instead of resetting.
Not a priority
Strengths
CC seconds / min
1.6 vs 1.4
75 of 100 against supports. Keep it; it is part of how the games get won.
Identity
Safe Player
Low deaths, low risk, hard to punish.
Among supports, survivability leads at 68 of 100, built on 0.18 deaths a minute and 8% time spent dead. Vision trails at 20, with 0.6 control wards a game.
Among supports
Master+ supports with above-median objective damage a minute win 73% of games; below it, 31%.
Master+ supports with above-median control wards a game win 56% of games; below it, 49%.
Master+ supports with above-median turret plates a game win 82% of games; below it, 27%.