Playstyle radar
56 gamesCompared with Master+ supports, blended with Master+ players on the same champions.
Axis breakdown
Aggression
Kills, kill participation, solo kills and first bloods
46
of 100
Damage
Damage per minute and share of the team's damage
40
of 100
Utility
Healing, shielding, lockdown and saves for allies
45
of 100
Vision
Vision score, control wards and ward clears
31
of 100
Objectives
Epic monsters, objective damage and plates
63
of 100
Survivability
Deaths and time spent dead, inverted: higher is safer
43
of 100
What to work on
56 gamesVisionStart here
Control wards / game
3.3 vs 5.5 typical
Buy a control ward on most backs and place it where the next fight happens.
Aggression
Kills / min
0.05 vs 0.07 typical
Follow the carry's all-in with your own damage instead of only peeling.
Vision
Vision score / min
2.56 vs 2.77 typical
Deep wards after a won fight and a sweep before every objective.
Not a priority
Strengths
Turret plates / game
7.4 vs 5.9
73 of 100 against supports, and it matters: the better half of Master+ supports wins 82% of games, the other half 27%.
Objective damage / min
124 vs 85
72 of 100 against supports, and it matters: the better half of Master+ supports wins 73% of games, the other half 31%.
CC seconds / min
1.7 vs 1.4
80 of 100 against supports. Keep it; it is part of how the games get won.
Identity
All-Rounder
No axis stands out above the pack.
Among supports, objectives leads at 60 of 100, built on 158 objective damage a minute and 7.9 turret plates a game. Damage trails at 32, with 364 damage a minute.
Among supports
Master+ supports with above-median control wards a game win 56% of games; below it, 49%.
In your wins 3.0, in your losses 3.0 · 32W 24L
Master+ supports with above-median kills a minute win 57% of games; below it, 47%.
In your wins 0.09, in your losses 0.05 · 32W 24L
Master+ supports with above-median vision score a minute win 57% of games; below it, 48%.
In your wins 2.38, in your losses 2.36 · 32W 24L