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
38
of 100
Damage
Damage per minute and share of the team's damage
20
of 100
Utility
Healing, shielding, lockdown and saves for allies
50
of 100
Vision
Vision score, control wards and ward clears
49
of 100
Objectives
Epic monsters, objective damage and plates
42
of 100
Survivability
Deaths and time spent dead, inverted: higher is safer
46
of 100
last 60season198 games
What to work on
60 gamesDamageStart here
Damage / min
214 vs 258 typical
Poke between cooldowns and add autos when it is safe.
Objectives
Epic monsters / game
1.3 vs 1.7 typical
Be at the dragon pit before it spawns, not after the fight is over.
Survivability
Time spent dead
8% vs 7% typical
Avoid the late death that costs a minute of the map when every second counts.
Not a priority
Strengths
Ally saves / game
2.92 vs 1.23
100 of 100 against Master+ Lulu players, and it matters: the better half of Lulu supports wins 56% of games, the other half 45%.
Identity
All-Rounder
No axis stands out above the pack.
Among supports, survivability leads at 57 of 100, built on 0.21 deaths a minute and 8% time spent dead. Damage trails at 4, with 222 damage a minute. That is the Enchanter trade: damage is not where this class wins games.
Among supports
Lulu supports with above-median damage a minute win 58% of games; below it, 43%.
This season, in your wins 237, in your losses 232 · 97W 101L
Lulu supports with above-median epic monsters a game win 75% of games; below it, 27%.
This season, in your wins 1.9, in your losses 0.7 · 97W 101L
Lulu supports with less time spent dead than the median win 66% of games; with more, 34%.
This season, in your wins 7%, in your losses 10% · 97W 96L