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
45
of 100
Damage
Damage per minute and share of the team's damage
37
of 100
Utility
Healing, shielding, lockdown and saves for allies
56
of 100
Vision
Vision score, control wards and ward clears
48
of 100
Objectives
Epic monsters, objective damage and plates
38
of 100
Survivability
Deaths and time spent dead, inverted: higher is safer
58
of 100
last 60season130 games
What to work on
60 gamesObjectivesStart here
Objective damage / min
71 vs 85 typical
Hit the objective while the team holds the area instead of chasing.
Aggression
Kills / min
0.06 vs 0.07 typical
Follow the carry's all-in with your own damage instead of only peeling.
Not a priority
Strengths
Ally heal + shield / min
409 vs 141
89 of 100 against supports, and it matters: the better half of Master+ supports wins 55% of games, the other half 49%.
Heals + shields / min
409 vs 141
89 of 100 against supports, and it matters: the better half of Master+ supports wins 55% of games, the other half 49%.
First blood rate
10% vs 5%
71 of 100 against supports, and it matters: the better half of Master+ supports wins 57% of games, the other half 52%.
Identity
Safe Player
Low deaths, low risk, hard to punish.
Among supports, survivability leads at 67 of 100, built on 8% time spent dead and 0.19 deaths a minute. Damage trails at 35, with 473 damage a minute. That is the Enchanter trade: damage 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 168, in your losses 89 · 64W 63L
Master+ supports with above-median kills a minute win 57% of games; below it, 47%.
This season, in your wins 0.10, in your losses 0.08 · 65W 65L