Playstyle
60 games
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
45
of 100
Damage
Damage per minute and share of the team's damage
44
of 100
Utility
Healing, shielding, lockdown and saves for allies
55
of 100
Vision
Vision score, control wards and ward clears
47
of 100
Objectives
Epic monsters, objective damage and plates
51
of 100
Survivability
Deaths and time spent dead, inverted: higher is safer
49
of 100
last 60season153 games
What to work on
60 gamesNothing stands out below the norm
Every rated stat sits at or above what is typical for supports. The strengths below are where the margin is widest.
Strengths
Objective damage / min
133 vs 85
78 of 100 against supports, and it matters: the better half of Master+ supports wins 73% of games, the other half 31%.
Epic monsters / game
1.9 vs 1.5
71 of 100 against supports, and it matters: the better half of Master+ supports wins 76% of games, the other half 35%.
Kill participation
60% vs 56%
78 of 100 against supports, and it matters: the better half of Master+ supports wins 55% of games, the other half 49%.
Identity
All-Rounder
No axis stands out above the pack.
Among supports, utility leads at 60 of 100, built on 315 heals + shields a minute and 315 ally heal + shield a minute. Damage trails at 40, with 379 damage a minute. That is the Enchanter trade: damage is not where this class wins games.
Among supports