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
24
of 100
Utility
Healing, shielding, lockdown and saves for allies
57
of 100
Vision
Vision score, control wards and ward clears
38
of 100
Objectives
Epic monsters, objective damage and plates
41
of 100
Survivability
Deaths and time spent dead, inverted: higher is safer
15
of 100
What to work on
15 gamesSurvivabilityStart here
Time spent dead
14% vs 9% typical
Avoid the late death that costs a minute of the map when every second counts.
Survivability
Deaths / min
0.30 vs 0.22 typical
Stay out of the fog when the enemy jungler is unseen.
Vision
Vision score / min
1.90 vs 2.62 typical
Deep wards after a won fight and a sweep before every objective.
Not a priority
Strengths
Ally saves / game
5.93 vs 0.83
95 of 100 against supports, and it matters: the better half of Emerald supports wins 54% of games, the other half 47%.
Control wards / game
8.2 vs 4.8
82 of 100 against supports, and it matters: the better half of Emerald supports wins 53% of games, the other half 46%.
Heals + shields / min
420 vs 145
86 of 100 against supports, and it matters: the better half of Emerald supports wins 51% of games, the other half 47%.
Identity
All-Rounder
No axis stands out above the pack.
Among supports, utility leads at 61 of 100, built on 420 heals + shields a minute and 420 ally heal + shield a minute. Damage trails at 19, with 6% team damage share. That is the Enchanter trade: damage is not where this class wins games.
Among supports
Emerald supports with less time spent dead than the median win 64% of games; with more, 34%.
Emerald supports with fewer deaths a minute than the median win 66% of games; with more, 32%.
Emerald supports with above-median vision score a minute win 54% of games; below it, 45%.