Playstyle radar
15 gamesCompared with Diamond supports, blended with Diamond players on the same champions.
Axis breakdown
Aggression
Kills, kill participation, solo kills and first bloods
27
of 100
Damage
Damage per minute and share of the team's damage
25
of 100
Utility
Healing, shielding, lockdown and saves for allies
52
of 100
Vision
Vision score, control wards and ward clears
89
of 100
Objectives
Epic monsters, objective damage and plates
58
of 100
Survivability
Deaths and time spent dead, inverted: higher is safer
66
of 100
What to work on
15 gamesDamageStart here
Damage / min
240 vs 346 typical
Poke between cooldowns and add autos when it is safe.
Aggression
Kills / min
0.03 vs 0.07 typical
Follow the carry's all-in with your own damage instead of only peeling.
Aggression
Kill participation
50% vs 55% typical
Be at every fight your team takes; a support's value is presence.
Not a priority
Strengths
Time spent dead
6% vs 9%
85 of 100 against supports, and it matters: the better half of Diamond supports wins 63% of games, the other half 32%.
Epic monsters / game
2.2 vs 1.6
82 of 100 against supports, and it matters: the better half of Diamond supports wins 72% of games, the other half 28%.
Deaths / min
0.18 vs 0.22
74 of 100 against supports, and it matters: the better half of Diamond supports wins 65% of games, the other half 30%.
Identity
Vision Keeper
Controls the map with wards and sweeps.
Among supports, vision leads at 89 of 100, built on 10.1 control wards a game and 3.19 vision score a minute. Damage trails at 15, with 7% team damage share. That is the Enchanter trade: damage is not where this class wins games.
Among supports
Diamond supports with above-median damage a minute win 52% of games; below it, 44%.
Diamond supports with above-median kills a minute win 52% of games; below it, 43%.
Diamond supports with above-median kill participation win 51% of games; below it, 45%.