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
28
of 100
Damage
Damage per minute and share of the team's damage
35
of 100
Utility
Healing, shielding, lockdown and saves for allies
37
of 100
Vision
Vision score, control wards and ward clears
43
of 100
Objectives
Epic monsters, objective damage and plates
65
of 100
Survivability
Deaths and time spent dead, inverted: higher is safer
37
of 100
last 60season119 games
What to work on
60 gamesSurvivabilityStart here
Deaths / min
0.25 vs 0.22 typical
Stay out of the fog when the enemy jungler is unseen.
Aggression
Kill participation
45% 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.
Not a priority
Strengths
Objective damage / min
143 vs 85
83 of 100 against supports, and it matters: the better half of Master+ supports wins 73% of games, the other half 31%.
Turret plates / game
7.5 vs 5.9
75 of 100 against supports, and it matters: the better half of Master+ supports wins 82% of games, the other half 27%.
Identity
Objective Taker
Plays for dragons, towers and plates.
Among supports, objectives leads at 65 of 100, built on 343 objective damage a minute and 2.1 epic monsters a game. Aggression trails at 23, with 44% kill participation.
Among supports
Master+ supports with fewer deaths a minute than the median win 70% of games; with more, 34%.
This season, in your wins 0.18, in your losses 0.32 · 55W 64L
Master+ supports with above-median kill participation win 55% of games; below it, 49%.
This season, in your wins 49%, in your losses 43% · 55W 64L
Master+ supports with less time spent dead than the median win 68% of games; with more, 36%.
This season, in your wins 7%, in your losses 13% · 54W 64L