Playstyle
60 games
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
42
of 100
Damage
Damage per minute and share of the team's damage
44
of 100
Utility
Healing, shielding, lockdown and saves for allies
49
of 100
Vision
Vision score, control wards and ward clears
50
of 100
Objectives
Epic monsters, objective damage and plates
38
of 100
Survivability
Deaths and time spent dead, inverted: higher is safer
78
of 100
last 60season95 games
What to work on
60 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
Time spent dead
6% vs 8%
94 of 100 against supports, and it matters: the better half of Master+ supports wins 68% of games, the other half 36%.
Deaths / min
0.15 vs 0.22
94 of 100 against supports, and it matters: the better half of Master+ supports wins 70% of games, the other half 34%.
Ally saves / game
4.09 vs 0.92
87 of 100 against supports, and it matters: the better half of Master+ supports wins 57% of games, the other half 49%.
Identity
Safe Player
Low deaths, low risk, hard to punish.
Among supports, survivability leads at 84 of 100, built on 6% time spent dead and 0.16 deaths a minute. Aggression trails at 39, with 0.1 solo kills a game. That is the Enchanter trade: aggression is not where this class wins games.
Among supports