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
53
of 100
Damage
Damage per minute and share of the team's damage
51
of 100
Utility
Healing, shielding, lockdown and saves for allies
57
of 100
Vision
Vision score, control wards and ward clears
38
of 100
Objectives
Epic monsters, objective damage and plates
73
of 100
Survivability
Deaths and time spent dead, inverted: higher is safer
47
of 100
last 60season144 games
What to work on
60 gamesVisionStart here
Control wards / game
4.2 vs 5.5 typical
Buy a control ward on most backs and place it where the next fight happens.
Not a priority
Strengths
Epic monsters / game
2.3 vs 1.5
97 of 100 against supports, and it matters: the better half of Master+ supports wins 76% of games, the other half 35%.
Turret plates / game
8.4 vs 5.9
89 of 100 against supports, and it matters: the better half of Master+ supports wins 82% of games, the other half 27%.
Ally saves / game
2.83 vs 0.92
72 of 100 against supports, and it matters: the better half of Master+ supports wins 57% of games, the other half 49%.
Identity
Objective Taker
Plays for dragons, towers and plates.
Among supports, objectives leads at 73 of 100, built on 160 objective damage a minute and 2.2 epic monsters a game. Vision trails at 40, with 5.9 wards cleared a game.
Among supports
Master+ supports with above-median control wards a game win 56% of games; below it, 49%.
This season, in your wins 3.9, in your losses 2.9 · 83W 61L