Playstyle
16 games
Playstyle radar
16 gamesCompared with supports of all ranks, blended with players on the same champions.
Axis breakdown
Aggression
Kills, kill participation, solo kills and first bloods
31
of 100
Damage
Damage per minute and share of the team's damage
33
of 100
Utility
Healing, shielding, lockdown and saves for allies
46
of 100
Vision
Vision score, control wards and ward clears
62
of 100
Objectives
Epic monsters, objective damage and plates
61
of 100
Survivability
Deaths and time spent dead, inverted: higher is safer
85
of 100
What to work on
16 gamesAggressionStart here
Kills / min
0.02 vs 0.09 typical
Follow the carry's all-in with your own damage instead of only peeling.
Not a priority
Strengths
Deaths / min
0.13 vs 0.22
100 of 100 against supports, and it matters: the better half of supports wins 68% of games, the other half 32%.
Time spent dead
5% vs 9%
98 of 100 against supports, and it matters: the better half of supports wins 66% of games, the other half 34%.
Turret plates / game
8.8 vs 5.7
96 of 100 against supports, and it matters: the better half of supports wins 79% of games, the other half 25%.
Identity
Safe Player
Low deaths, low risk, hard to punish.
Among supports, survivability leads at 93 of 100, built on 0.13 deaths a minute and 5% time spent dead. Damage trails at 12, with 230 damage a minute. That is the Enchanter trade: damage is not where this class wins games.
Among supports
supports with above-median kills a minute win 55% of games; below it, 45%.