Playstyle
16 games
Playstyle radar
16 gamesCompared with Diamond supports, blended with players on the same champions.
Axis breakdown
Aggression
Kills, kill participation, solo kills and first bloods
51
of 100
Damage
Damage per minute and share of the team's damage
29
of 100
Utility
Healing, shielding, lockdown and saves for allies
58
of 100
Vision
Vision score, control wards and ward clears
82
of 100
Objectives
Epic monsters, objective damage and plates
44
of 100
Survivability
Deaths and time spent dead, inverted: higher is safer
73
of 100
What to work on
16 gamesObjectivesStart here
Objective damage / min
71 vs 90 typical
Hit the objective while the team holds the area instead of chasing.
Damage
Damage / min
257 vs 351 typical
Poke between cooldowns and add autos when it is safe.
Not a priority
Strengths
Time spent dead
6% vs 9%
87 of 100 against supports, and it matters: the better half of Diamond supports wins 63% of games, the other half 32%.
Deaths / min
0.15 vs 0.22
86 of 100 against supports, and it matters: the better half of Diamond supports wins 65% of games, the other half 30%.
Turret plates / game
8.1 vs 6.1
77 of 100 against supports, and it matters: the better half of Diamond supports wins 78% of games, the other half 22%.
Identity
Vision Keeper
Controls the map with wards and sweeps.
Among supports, vision leads at 83 of 100, built on 3.27 vision score a minute and 10.0 control wards a game. Damage trails at 23, with 257 damage a minute. That is the Enchanter trade: damage is not where this class wins games.
Among supports
Diamond supports with above-median objective damage a minute win 69% of games; below it, 27%.
Diamond supports with above-median damage a minute win 52% of games; below it, 44%.