Playstyle radar
16 gamesCompared with Gold supports, blended with players on the same champions.
Axis breakdown
Aggression
Kills, kill participation, solo kills and first bloods
36
of 100
Damage
Damage per minute and share of the team's damage
18
of 100
Utility
Healing, shielding, lockdown and saves for allies
45
of 100
Vision
Vision score, control wards and ward clears
47
of 100
Objectives
Epic monsters, objective damage and plates
41
of 100
Survivability
Deaths and time spent dead, inverted: higher is safer
62
of 100
What to work on
16 gamesUtilityStart here
Ally heal + shield / min
420 vs 493 typical
Peel for the carry through the whole fight instead of following the engage.
Utility
Heals + shields / min
420 vs 493 typical
Hold heals and shields for the enemy engage instead of spending them on poke.
Damage
Damage / min
136 vs 183 typical
Poke between cooldowns and add autos when it is safe.
Not a priority
Strengths
Turret plates / game
8.7 vs 6.6
75 of 100 against Milio players, and it matters: the better half of Milio supports wins 81% of games, the other half 20%.
Time spent dead
5% vs 6%
74 of 100 against Milio players, and it matters: the better half of Milio supports wins 65% of games, the other half 34%.
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 0.16 deaths a minute. Damage trails at 10, with 7% team damage share. That is the Enchanter trade: damage is not where this class wins games.
Among supports
Milio supports with above-median ally heal + shield a minute win 63% of games; below it, 36%.
Milio supports with above-median heals + shields a minute win 63% of games; below it, 36%.
Milio supports with above-median damage a minute win 54% of games; below it, 45%.