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
39
of 100
Damage
Damage per minute and share of the team's damage
49
of 100
Utility
Healing, shielding, lockdown and saves for allies
52
of 100
Vision
Vision score, control wards and ward clears
65
of 100
Objectives
Epic monsters, objective damage and plates
68
of 100
Survivability
Deaths and time spent dead, inverted: higher is safer
50
of 100
last 60season150 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
Epic monsters / game
2.1 vs 1.5
85 of 100 against supports, and it matters: the better half of Master+ supports wins 76% of games, the other half 35%.
Turret plates / game
7.5 vs 5.9
76 of 100 against supports, and it matters: the better half of Master+ supports wins 82% of games, the other half 27%.
Ally heal + shield / min
313 vs 141
75 of 100 against supports, and it matters: the better half of Master+ supports wins 55% of games, the other half 49%.
Identity
Objective Taker
Plays for dragons, towers and plates.
Among supports, objectives leads at 72 of 100, built on 2.1 epic monsters a game and 133 objective damage a minute. Aggression trails at 34, with 2% first blood rate. That is the Enchanter trade: aggression is not where this class wins games.
Among supports