Playstyle
19 games
Playstyle radar
19 gamesCompared with Diamond supports, blended with players on the same champions.
Axis breakdown
Aggression
Kills, kill participation, solo kills and first bloods
72
of 100
Damage
Damage per minute and share of the team's damage
46
of 100
Utility
Healing, shielding, lockdown and saves for allies
70
of 100
Vision
Vision score, control wards and ward clears
42
of 100
Objectives
Epic monsters, objective damage and plates
18
of 100
Survivability
Deaths and time spent dead, inverted: higher is safer
91
of 100
What to work on
19 gamesObjectivesStart here
Objective damage / min
35 vs 97 typical
Hit the objective while the team holds the area instead of chasing.
Objectives
Turret plates / game
3.1 vs 6.8 typical
Push for plates after a won trade instead of resetting.
Vision
Control wards / game
4.1 vs 5.8 typical
Buy a control ward on most backs and place it where the next fight happens.
Strengths
Deaths / min
0.12 vs 0.19
93 of 100 against 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%
90 of 100 against Lulu players, and it matters: the better half of Lulu supports wins 66% of games, the other half 34%.
Heals + shields / min
307 vs 235
90 of 100 against Lulu players, and it matters: the better half of Lulu supports wins 60% of games, the other half 40%.
Identity
Safe Player
Low deaths, low risk, hard to punish.
Among supports, survivability leads at 96 of 100, built on 0.13 deaths a minute and 5% time spent dead. Objectives trails at 20, with 31 objective damage a minute.
Among supports
Lulu supports with above-median objective damage a minute win 78% of games; below it, 23%.
Lulu supports with above-median turret plates a game win 80% of games; below it, 21%.
Lulu supports with above-median control wards a game win 55% of games; below it, 47%.