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
50
of 100
Damage
Damage per minute and share of the team's damage
44
of 100
Utility
Healing, shielding, lockdown and saves for allies
67
of 100
Vision
Vision score, control wards and ward clears
54
of 100
Objectives
Epic monsters, objective damage and plates
45
of 100
Survivability
Deaths and time spent dead, inverted: higher is safer
63
of 100
What to work on
60 gamesObjectivesStart here
Objective damage / min
68 vs 91 typical
Hit the objective while the team holds the area instead of chasing.
Strengths
Time spent dead
7% vs 9%
73 of 100 against supports, and it matters: the better half of supports wins 66% of games, the other half 34%.
Ally saves / game
5.09 vs 0.69
100 of 100 against supports, and it matters: the better half of supports wins 55% of games, the other half 48%.
Ally heal + shield / min
408 vs 114
88 of 100 against supports, and it matters: the better half of supports wins 53% of games, the other half 47%.
Identity
Safe Player
Low deaths, low risk, hard to punish.
Among supports, survivability leads at 71 of 100, built on 7% time spent dead and 0.19 deaths a minute. Damage trails at 34, with 370 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 117, in your losses 40 · 30W 35L