Playstyle radar
37 gamesCompared with Diamond supports, blended with Diamond players on the same champions.
Axis breakdown
Aggression
Kills, kill participation, solo kills and first bloods
59
of 100
Damage
Damage per minute and share of the team's damage
61
of 100
Utility
Healing, shielding, lockdown and saves for allies
63
of 100
Vision
Vision score, control wards and ward clears
63
of 100
Objectives
Epic monsters, objective damage and plates
69
of 100
Survivability
Deaths and time spent dead, inverted: higher is safer
72
of 100
What to work on
37 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.
Strengths
Turret plates / game
9.7 vs 6.1
100 of 100 against supports, and it matters: the better half of Diamond supports wins 78% of games, the other half 22%.
Objective damage / min
156 vs 89
87 of 100 against supports, and it matters: the better half of Diamond supports wins 69% of games, the other half 27%.
Deaths / min
0.16 vs 0.22
81 of 100 against supports, and it matters: the better half of Diamond supports wins 65% of games, the other half 30%.
Identity
Safe Player
Low deaths, low risk, hard to punish.
Among supports, survivability leads at 77 of 100, built on 0.16 deaths a minute and 7% time spent dead. Damage trails at 54, with 450 damage a minute. That is the Enchanter trade: damage is not where this class wins games.
Among supports