Playstyle radar
60 gamesCompared with Master+ supports, blended with Master+ players on the same champions.
Axis breakdown
Aggression
Kills, kill participation, solo kills and first bloods
20
of 100
Damage
Damage per minute and share of the team's damage
18
of 100
Utility
Healing, shielding, lockdown and saves for allies
46
of 100
Vision
Vision score, control wards and ward clears
66
of 100
Objectives
Epic monsters, objective damage and plates
40
of 100
Survivability
Deaths and time spent dead, inverted: higher is safer
71
of 100
last 60season235 games
What to work on
60 gamesObjectivesStart here
Objective damage / min
59 vs 85 typical
Hit the objective while the team holds the area instead of chasing.
Damage
Damage / min
254 vs 350 typical
Poke between cooldowns and add autos when it is safe.
Aggression
Kills / min
0.03 vs 0.07 typical
Follow the carry's all-in with your own damage instead of only peeling.
Not a priority
Strengths
Deaths / min
0.17 vs 0.22
78 of 100 against supports, and it matters: the better half of Master+ supports wins 70% of games, the other half 34%.
Control wards / game
8.7 vs 5.5
80 of 100 against supports, and it matters: the better half of Master+ supports wins 56% of games, the other half 49%.
Identity
Safe Player
Low deaths, low risk, hard to punish.
Among supports, survivability leads at 77 of 100, built on 0.17 deaths a minute and 7% time spent dead. Aggression trails at 13, with 0.03 kills a minute. That is the Enchanter trade: aggression is not where this class wins games.
Among supports
Master+ supports with above-median objective damage a minute win 73% of games; below it, 31%.
This season, in your wins 103, in your losses 42 · 121W 114L
Master+ supports with above-median damage a minute win 57% of games; below it, 48%.
This season, in your wins 250, in your losses 261 · 121W 114L
Master+ supports with above-median kills a minute win 57% of games; below it, 47%.
This season, in your wins 0.04, in your losses 0.03 · 121W 114L