Playstyle
35 games
Playstyle radar
35 gamesCompared with supports of all ranks, blended with players on the same champions.
Axis breakdown
Aggression
Kills, kill participation, solo kills and first bloods
35
of 100
Damage
Damage per minute and share of the team's damage
6
of 100
Utility
Healing, shielding, lockdown and saves for allies
39
of 100
Vision
Vision score, control wards and ward clears
22
of 100
Objectives
Epic monsters, objective damage and plates
61
of 100
Survivability
Deaths and time spent dead, inverted: higher is safer
54
of 100
What to work on
35 gamesDamageStart here
Damage / min
204 vs 391 typical
Poke between cooldowns and add autos when it is safe.
Vision
Vision score / min
2.34 vs 2.76 typical
Deep wards after a won fight and a sweep before every objective.
Aggression
Kills / min
0.03 vs 0.09 typical
Follow the carry's all-in with your own damage instead of only peeling.
Not a priority
Strengths
Epic monsters / game
2.0 vs 1.5
78 of 100 against supports, and it matters: the better half of supports wins 74% of games, the other half 32%.
Turret plates / game
7.2 vs 5.7
72 of 100 against supports, and it matters: the better half of supports wins 79% of games, the other half 25%.
Ally saves / game
3.76 vs 0.69
85 of 100 against supports, and it matters: the better half of supports wins 55% 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 8% time spent dead and 0.19 deaths a minute. Damage trails at 4, with 6% team damage share. That is the Enchanter trade: damage is not where this class wins games.
Among supports
supports with above-median damage a minute win 54% of games; below it, 46%.
In your wins 216, in your losses 207 · 14W 21L
supports with above-median vision score a minute win 55% of games; below it, 45%.
In your wins 2.56, in your losses 2.11 · 14W 21L
supports with above-median kills a minute win 55% of games; below it, 45%.
In your wins 0.03, in your losses 0.03 · 14W 21L