Playstyle
15 games
Playstyle radar
15 gamesCompared with Emerald supports, blended with players on the same champions.
Axis breakdown
Aggression
Kills, kill participation, solo kills and first bloods
27
of 100
Damage
Damage per minute and share of the team's damage
9
of 100
Utility
Healing, shielding, lockdown and saves for allies
65
of 100
Vision
Vision score, control wards and ward clears
32
of 100
Objectives
Epic monsters, objective damage and plates
65
of 100
Survivability
Deaths and time spent dead, inverted: higher is safer
57
of 100
What to work on
15 gamesDamageStart here
Damage / min
163 vs 229 typical
Poke between cooldowns and add autos when it is safe.
Utility
CC seconds / min
0.7 vs 1.4 typical
Layer crowd control into the team's damage windows, not before them.
Aggression
First blood rate
0% vs 4% typical
Set up the early fight with the jungler instead of waiting for it to happen.
Not a priority
Strengths
Heals + shields / min
518 vs 343
100 of 100 against Taric players, and it matters: the better half of Taric supports wins 72% of games, the other half 33%.
Ally heal + shield / min
518 vs 343
100 of 100 against Taric players, and it matters: the better half of Taric supports wins 72% of games, the other half 33%.
Identity
Objective Taker
Plays for dragons, towers and plates.
Among supports, objectives leads at 72 of 100, built on 8.3 turret plates a game and 2.1 epic monsters a game. Damage trails at 6, with 194 damage a minute. That is the Enchanter trade: damage is not where this class wins games.
Among supports
Taric supports with above-median damage a minute win 60% of games; below it, 44%.
Taric supports with above-median CC seconds a minute win 57% of games; below it, 48%.
Taric supports with above-median first blood rate win 60% of games; below it, 52%.