Playstyle
52 games
Playstyle radar
52 gamesCompared with Emerald supports, blended with players on the same champions.
Axis breakdown
Aggression
Kills, kill participation, solo kills and first bloods
41
of 100
Damage
Damage per minute and share of the team's damage
28
of 100
Utility
Healing, shielding, lockdown and saves for allies
30
of 100
Vision
Vision score, control wards and ward clears
49
of 100
Objectives
Epic monsters, objective damage and plates
53
of 100
Survivability
Deaths and time spent dead, inverted: higher is safer
70
of 100
What to work on
52 gamesUtilityStart here
Ally heal + shield / min
259 vs 409 typical
Peel for the carry through the whole fight instead of following the engage.
Utility
Heals + shields / min
259 vs 409 typical
Hold heals and shields for the enemy engage instead of spending them on poke.
Aggression
Kill participation
52% vs 59% typical
Be at every fight your team takes; a support's value is presence.
Not a priority
Identity
Safe Player
Low deaths, low risk, hard to punish.
Among supports, survivability leads at 81 of 100, built on 0.16 deaths a minute and 6% time spent dead. Damage trails at 16, with 244 damage a minute. That is the Enchanter trade: damage is not where this class wins games.
Among supports
Janna supports with above-median ally heal + shield a minute win 63% of games; below it, 39%.
In your wins 327, in your losses 260 · 30W 22L
Janna supports with above-median heals + shields a minute win 63% of games; below it, 39%.
In your wins 327, in your losses 260 · 30W 22L
Janna supports with above-median kill participation win 57% of games; below it, 46%.
In your wins 53%, in your losses 49% · 30W 22L