Playstyle
27 games
Playstyle radar
27 gamesCompared with supports of all ranks, blended with players on the same champions.
Axis breakdown
Aggression
Kills, kill participation, solo kills and first bloods
37
of 100
Damage
Damage per minute and share of the team's damage
18
of 100
Utility
Healing, shielding, lockdown and saves for allies
63
of 100
Vision
Vision score, control wards and ward clears
39
of 100
Objectives
Epic monsters, objective damage and plates
64
of 100
Survivability
Deaths and time spent dead, inverted: higher is safer
92
of 100
What to work on
27 gamesVisionStart here
Vision score / min
2.50 vs 2.73 typical
Deep wards after a won fight and a sweep before every objective.
Vision
Control wards / game
4.1 vs 5.6 typical
Buy a control ward on most backs and place it where the next fight happens.
Utility
Ally saves / game
6.67 vs 10.07 typical
Keep the save for the ally the enemy actually dives.
Not a priority
Strengths
Heals + shields / min
650 vs 491
100 of 100 against Milio players, and it matters: the better half of Milio supports wins 63% of games, the other half 36%.
Ally heal + shield / min
650 vs 491
100 of 100 against Milio players, and it matters: the better half of Milio supports wins 63% of games, the other half 36%.
Deaths / min
0.06 vs 0.16
100 of 100 against Milio players, and it matters: the better half of Milio supports wins 68% of games, the other half 32%.
Identity
Safe Player
Low deaths, low risk, hard to punish.
Among supports, survivability leads at 94 of 100, built on 0.10 deaths a minute and 4% time spent dead. Damage trails at 10, with 6% team damage share. That is the Enchanter trade: damage is not where this class wins games.
Among supports
Milio supports with above-median vision score a minute win 55% of games; below it, 44%.
Milio supports with above-median control wards a game win 55% of games; below it, 46%.
Milio supports with above-median ally saves a game win 54% of games; below it, 45%.