Playstyle
32 games
Playstyle radar
32 gamesCompared with Emerald supports, blended with players on the same champions.
Axis breakdown
Aggression
Kills, kill participation, solo kills and first bloods
39
of 100
Damage
Damage per minute and share of the team's damage
39
of 100
Utility
Healing, shielding, lockdown and saves for allies
51
of 100
Vision
Vision score, control wards and ward clears
54
of 100
Objectives
Epic monsters, objective damage and plates
42
of 100
Survivability
Deaths and time spent dead, inverted: higher is safer
65
of 100
What to work on
32 gamesObjectivesStart here
Turret plates / game
3.6 vs 7.0 typical
Push for plates after a won trade instead of resetting.
Utility
Heals + shields / min
181 vs 270 typical
Hold heals and shields for the enemy engage instead of spending them on poke.
Utility
Ally heal + shield / min
181 vs 270 typical
Peel for the carry through the whole fight instead of following the engage.
Not a priority
Strengths
Deaths / min
0.16 vs 0.20
74 of 100 against Seraphine players, and it matters: the better half of Seraphine supports wins 69% of games, the other half 32%.
CC seconds / min
1.5 vs 1.1
84 of 100 against Seraphine players, and it matters: the better half of Seraphine supports wins 53% of games, the other half 48%.
Identity
Safe Player
Low deaths, low risk, hard to punish.
Among supports, survivability leads at 69 of 100, built on 0.17 deaths a minute and 8% time spent dead. Damage trails at 34, with 10% team damage share. That is the Enchanter trade: damage is not where this class wins games.
Among supports
Seraphine supports with above-median turret plates a game win 81% of games; below it, 25%.
In your wins 6.0, in your losses 2.6 · 18W 14L
Seraphine supports with above-median heals + shields a minute win 60% of games; below it, 41%.
In your wins 332, in your losses 216 · 18W 14L
Seraphine supports with above-median ally heal + shield a minute win 60% of games; below it, 41%.
In your wins 332, in your losses 216 · 18W 14L