Playstyle radar
44 gamesCompared with Master+ supports, blended with Master+ players on the same champions.
Axis breakdown
Aggression
Kills, kill participation, solo kills and first bloods
62
of 100
Damage
Damage per minute and share of the team's damage
62
of 100
Utility
Healing, shielding, lockdown and saves for allies
44
of 100
Vision
Vision score, control wards and ward clears
24
of 100
Objectives
Epic monsters, objective damage and plates
28
of 100
Survivability
Deaths and time spent dead, inverted: higher is safer
63
of 100
What to work on
44 gamesObjectivesStart here
Epic monsters / game
0.7 vs 1.5 typical
Be at the dragon pit before it spawns, not after the fight is over.
Objectives
Objective damage / min
70 vs 85 typical
Hit the objective while the team holds the area instead of chasing.
Vision
Control wards / game
3.3 vs 5.5 typical
Buy a control ward on most backs and place it where the next fight happens.
Not a priority
Strengths
Kills / min
0.13 vs 0.07
76 of 100 against supports, and it matters: the better half of Master+ supports wins 57% of games, the other half 47%.
Kill participation
60% vs 56%
73 of 100 against supports, and it matters: the better half of Master+ supports wins 55% of games, the other half 49%.
CC seconds / min
1.7 vs 1.4
78 of 100 against supports. Keep it; it is part of how the games get won.
Identity
Safe Player
Low deaths, low risk, hard to punish.
Among supports, survivability leads at 64 of 100, built on 0.20 deaths a minute and 8% time spent dead. Objectives trails at 23, with 0.6 epic monsters a game.
Among supports
Master+ supports with above-median epic monsters a game win 76% of games; below it, 35%.
In your wins 0.9, in your losses 0.4 · 21W 23L
Master+ supports with above-median objective damage a minute win 73% of games; below it, 31%.
In your wins 121, in your losses 65 · 21W 23L
Master+ supports with above-median control wards a game win 56% of games; below it, 49%.
In your wins 3.3, in your losses 2.6 · 21W 23L