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
30
of 100
Damage
Damage per minute and share of the team's damage
37
of 100
Utility
Healing, shielding, lockdown and saves for allies
43
of 100
Vision
Vision score, control wards and ward clears
42
of 100
Objectives
Epic monsters, objective damage and plates
59
of 100
Survivability
Deaths and time spent dead, inverted: higher is safer
37
of 100
last 60season102 games
What to work on
60 gamesAggressionStart here
Kill participation
47% vs 56% typical
Be at every fight your team takes; a support's value is presence.
Survivability
Time spent dead
10% vs 8% typical
Avoid the late death that costs a minute of the map when every second counts.
Survivability
Deaths / min
0.25 vs 0.22 typical
Stay out of the fog when the enemy jungler is unseen.
Strengths
Objective damage / min
149 vs 85
87 of 100 against supports, and it matters: the better half of Master+ supports wins 73% of games, the other half 31%.
Identity
Objective Taker
Plays for dragons, towers and plates.
Among supports, objectives leads at 62 of 100, built on 1.8 epic monsters a game and 271 objective damage a minute. Aggression trails at 28, with 45% kill participation.
Among supports
Master+ supports with above-median kill participation win 55% of games; below it, 49%.
This season, in your wins 45%, in your losses 44% · 55W 47L
Master+ supports with less time spent dead than the median win 68% of games; with more, 36%.
This season, in your wins 8%, in your losses 13% · 55W 47L
Master+ supports with fewer deaths a minute than the median win 70% of games; with more, 34%.
This season, in your wins 0.17, in your losses 0.30 · 55W 47L