Playstyle radar
22 gamesCompared with supports of all ranks, blended with players on the same champions.
Axis breakdown
Aggression
Kills, kill participation, solo kills and first bloods
43
of 100
Damage
Damage per minute and share of the team's damage
67
of 100
Utility
Healing, shielding, lockdown and saves for allies
62
of 100
Vision
Vision score, control wards and ward clears
61
of 100
Objectives
Epic monsters, objective damage and plates
82
of 100
Survivability
Deaths and time spent dead, inverted: higher is safer
90
of 100
What to work on
22 gamesNothing stands out below the norm
Every rated stat sits at or above what is typical for supports. The strengths below are where the margin is widest.
Not a priority
Strengths
Epic monsters / game
2.6 vs 1.5
100 of 100 against supports, and it matters: the better half of supports wins 74% of games, the other half 32%.
Turret plates / game
11.8 vs 5.7
100 of 100 against supports, and it matters: the better half of supports wins 79% of games, the other half 25%.
Deaths / min
0.11 vs 0.22
100 of 100 against supports, and it matters: the better half of supports wins 68% of games, the other half 32%.
Identity
Safe Player
Low deaths, low risk, hard to punish.
Among supports, survivability leads at 94 of 100, built on 0.11 deaths a minute and 5% time spent dead. Aggression trails at 34, with 0.1 solo kills a game. That is the Enchanter trade: aggression is not where this class wins games.
Among supports