Playstyle
16 games
Playstyle radar
16 gamesCompared with Gold supports, blended with players on the same champions.
Axis breakdown
Aggression
Kills, kill participation, solo kills and first bloods
33
of 100
Damage
Damage per minute and share of the team's damage
5
of 100
Utility
Healing, shielding, lockdown and saves for allies
48
of 100
Vision
Vision score, control wards and ward clears
42
of 100
Objectives
Epic monsters, objective damage and plates
54
of 100
Survivability
Deaths and time spent dead, inverted: higher is safer
100
of 100
What to work on
16 gamesDamageStart here
Damage / min
133 vs 182 typical
Poke between cooldowns and add autos when it is safe.
Utility
Heals + shields / min
451 vs 491 typical
Hold heals and shields for the enemy engage instead of spending them on poke.
Utility
Ally heal + shield / min
451 vs 491 typical
Peel for the carry through the whole fight instead of following the engage.
Not a priority
Strengths
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%.
Time spent dead
3% vs 6%
100 of 100 against Milio players, and it matters: the better half of Milio supports wins 65% of games, the other half 34%.
Identity
Safe Player
Low deaths, low risk, hard to punish.
Among supports, survivability leads at 100 of 100, built on 0.06 deaths a minute and 3% time spent dead. Damage trails at 0, with 133 damage a minute. That is the Enchanter trade: damage is not where this class wins games.
Among supports
Milio supports with above-median damage a minute win 54% of games; below it, 45%.
Milio supports with above-median heals + shields a minute win 63% of games; below it, 36%.
Milio supports with above-median ally heal + shield a minute win 63% of games; below it, 36%.