Playstyle radar
60 gamesCompared with Diamond supports, blended with Diamond players on the same champions.
Axis breakdown
Aggression
Kills, kill participation, solo kills and first bloods
26
of 100
Damage
Damage per minute and share of the team's damage
11
of 100
Utility
Healing, shielding, lockdown and saves for allies
42
of 100
Vision
Vision score, control wards and ward clears
59
of 100
Objectives
Epic monsters, objective damage and plates
48
of 100
Survivability
Deaths and time spent dead, inverted: higher is safer
59
of 100
What to work on
60 gamesDamageStart here
Damage / min
230 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
Identity
Safe Player
Low deaths, low risk, hard to punish.
Among supports, survivability leads at 65 of 100, built on 8% time spent dead and 0.19 deaths a minute. Damage trails at 14, with 252 damage a minute. 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%.
In your wins 233, in your losses 277 · 33W 27L
Diamond supports with above-median kills a minute win 52% of games; below it, 43%.
In your wins 0.04, in your losses 0.04 · 33W 27L
Diamond supports with above-median kill participation win 51% of games; below it, 45%.
In your wins 52%, in your losses 45% · 33W 27L