Playstyle
60 games
Playstyle radar
60 gamesCompared with supports of all ranks, blended with players on the same champions.
Axis breakdown
Aggression
Kills, kill participation, solo kills and first bloods
33
of 100
Damage
Damage per minute and share of the team's damage
41
of 100
Utility
Healing, shielding, lockdown and saves for allies
53
of 100
Vision
Vision score, control wards and ward clears
50
of 100
Objectives
Epic monsters, objective damage and plates
29
of 100
Survivability
Deaths and time spent dead, inverted: higher is safer
59
of 100
last 60season400 games
What to work on
60 gamesObjectivesStart here
Objective damage / min
45 vs 91 typical
Hit the objective while the team holds the area instead of chasing.
Aggression
Kills / min
0.04 vs 0.09 typical
Follow the carry's all-in with your own damage instead of only peeling.
Not a priority
Strengths
Time spent dead
7% vs 9%
72 of 100 against supports, and it matters: the better half of supports wins 66% of games, the other half 34%.
Deaths / min
0.19 vs 0.22
71 of 100 against supports, and it matters: the better half of supports wins 68% of games, the other half 32%.
Ally saves / game
3.07 vs 0.69
77 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 7% time spent dead and 0.19 deaths a minute. Damage trails at 23, with 311 damage a minute. That is the Enchanter trade: damage is not where this class wins games.
Among supports
supports with above-median objective damage a minute win 71% of games; below it, 29%.
This season, in your wins 120, in your losses 49 · 178W 222L
supports with above-median kills a minute win 55% of games; below it, 45%.
This season, in your wins 0.07, in your losses 0.05 · 178W 222L