Playstyle radar
18 gamesCompared with Emerald supports, blended with Emerald players on the same champions.
Axis breakdown
Aggression
Kills, kill participation, solo kills and first bloods
55
of 100
Damage
Damage per minute and share of the team's damage
40
of 100
Utility
Healing, shielding, lockdown and saves for allies
47
of 100
Vision
Vision score, control wards and ward clears
34
of 100
Objectives
Epic monsters, objective damage and plates
58
of 100
Survivability
Deaths and time spent dead, inverted: higher is safer
90
of 100
What to work on
18 gamesVisionStart here
Vision score / min
2.31 vs 2.63 typical
Deep wards after a won fight and a sweep before every objective.
Not a priority
Strengths
Deaths / min
0.10 vs 0.21
100 of 100 against supports, and it matters: the better half of Emerald supports wins 66% of games, the other half 32%.
Time spent dead
4% vs 9%
100 of 100 against supports, and it matters: the better half of Emerald supports wins 64% of games, the other half 34%.
Epic monsters / game
2.1 vs 1.6
72 of 100 against supports, and it matters: the better half of Emerald supports wins 73% of games, the other half 30%.
Identity
Safe Player
Low deaths, low risk, hard to punish.
Among supports, survivability leads at 92 of 100, built on 0.10 deaths a minute and 4% time spent dead. Damage trails at 28, with 306 damage a minute. That is the Enchanter trade: damage is not where this class wins games.
Among supports
Emerald supports with above-median vision score a minute win 54% of games; below it, 45%.