Playstyle
18 games
Playstyle radar
18 gamesCompared with Platinum supports, blended with players on the same champions.
Axis breakdown
Aggression
Kills, kill participation, solo kills and first bloods
49
of 100
Damage
Damage per minute and share of the team's damage
7
of 100
Utility
Healing, shielding, lockdown and saves for allies
58
of 100
Vision
Vision score, control wards and ward clears
15
of 100
Objectives
Epic monsters, objective damage and plates
69
of 100
Survivability
Deaths and time spent dead, inverted: higher is safer
49
of 100
What to work on
18 gamesVisionStart here
Vision score / min
1.93 vs 2.73 typical
Deep wards after a won fight and a sweep before every objective.
Damage
Damage / min
184 vs 252 typical
Poke between cooldowns and add autos when it is safe.
Vision
Control wards / game
2.5 vs 5.8 typical
Buy a control ward on most backs and place it where the next fight happens.
Not a priority
Strengths
Epic monsters / game
2.5 vs 1.7
84 of 100 against Lulu players, and it matters: the better half of Lulu supports wins 75% of games, the other half 27%.
Ally saves / game
3.18 vs 1.23
100 of 100 against Lulu players, and it matters: the better half of Lulu supports wins 56% of games, the other half 45%.
Identity
Objective Taker
Plays for dragons, towers and plates.
Among supports, objectives leads at 70 of 100, built on 2.4 epic monsters a game and 8.5 turret plates a game. Damage trails at 1, with 6% team damage share. That is the Enchanter trade: damage is not where this class wins games.
Among supports
Lulu supports with above-median vision score a minute win 56% of games; below it, 45%.
Lulu supports with above-median damage a minute win 58% of games; below it, 43%.
Lulu supports with above-median control wards a game win 55% of games; below it, 47%.