Playstyle radar
32 gamesCompared with supports of all ranks, blended with players on the same champions.
Axis breakdown
Aggression
Kills, kill participation, solo kills and first bloods
48
of 100
Damage
Damage per minute and share of the team's damage
41
of 100
Utility
Healing, shielding, lockdown and saves for allies
53
of 100
Vision
Vision score, control wards and ward clears
32
of 100
Objectives
Epic monsters, objective damage and plates
50
of 100
Survivability
Deaths and time spent dead, inverted: higher is safer
48
of 100
What to work on
32 gamesVisionStart here
Vision score / min
2.33 vs 2.76 typical
Deep wards after a won fight and a sweep before every objective.
Vision
Control wards / game
2.6 vs 5.2 typical
Buy a control ward on most backs and place it where the next fight happens.
Strengths
Ally saves / game
2.85 vs 0.69
74 of 100 against supports, and it matters: the better half of supports wins 55% of games, the other half 48%.
Ally heal + shield / min
348 vs 114
80 of 100 against supports, and it matters: the better half of supports wins 53% of games, the other half 47%.
Kill participation
59% vs 55%
70 of 100 against supports, and it matters: the better half of supports wins 53% of games, the other half 47%.
Identity
All-Rounder
No axis stands out above the pack.
Among supports, utility leads at 62 of 100, built on 295 ally heal + shield a minute and 296 heals + shields a minute. Damage trails at 30, with 379 damage a minute. That is the Enchanter trade: damage is not where this class wins games.
Among supports
supports with above-median vision score a minute win 55% of games; below it, 45%.
In your wins 2.05, in your losses 2.15 · 16W 16L
supports with above-median control wards a game win 54% of games; below it, 46%.
In your wins 2.5, in your losses 2.4 · 16W 16L