Playstyle
22 games
Playstyle radar
22 gamesCompared with Diamond supports, blended with Diamond players on the same champions.
Axis breakdown
Aggression
Kills, kill participation, solo kills and first bloods
50
of 100
Damage
Damage per minute and share of the team's damage
59
of 100
Utility
Healing, shielding, lockdown and saves for allies
59
of 100
Vision
Vision score, control wards and ward clears
61
of 100
Objectives
Epic monsters, objective damage and plates
63
of 100
Survivability
Deaths and time spent dead, inverted: higher is safer
55
of 100
What to work on
22 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
Objective damage / min
160 vs 88
98 of 100 against Diamond Karma players, and it matters: the better half of Karma supports wins 73% of games, the other half 25%.
Epic monsters / game
2.5 vs 1.8
76 of 100 against Diamond Karma players, and it matters: the better half of Karma supports wins 71% of games, the other half 27%.
First blood rate
15% vs 0%
82 of 100 against Diamond Karma players, and it matters: the better half of Karma supports wins 53% of games, the other half 48%.
Identity
Objective Taker
Plays for dragons, towers and plates.
Among supports, objectives leads at 66 of 100, built on 141 objective damage a minute and 2.0 epic monsters a game. Aggression trails at 45, with 0.05 kills a minute. That is the Enchanter trade: aggression is not where this class wins games.
Among supports