Playstyle radar
60 gamesCompared with Master+ supports, blended with Master+ 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
40
of 100
Utility
Healing, shielding, lockdown and saves for allies
52
of 100
Vision
Vision score, control wards and ward clears
50
of 100
Objectives
Epic monsters, objective damage and plates
52
of 100
Survivability
Deaths and time spent dead, inverted: higher is safer
67
of 100
last 60season109 games
What to work on
60 gamesObjectivesStart here
Objective damage / min
66 vs 85 typical
Hit the objective while the team holds the area instead of chasing.
Strengths
Deaths / min
0.17 vs 0.22
80 of 100 against supports, and it matters: the better half of Master+ supports wins 70% of games, the other half 34%.
Epic monsters / game
1.9 vs 1.5
74 of 100 against supports, and it matters: the better half of Master+ supports wins 76% of games, the other half 35%.
First blood rate
11% vs 5%
74 of 100 against supports, and it matters: the better half of Master+ supports wins 57% of games, the other half 52%.
Identity
Safe Player
Low deaths, low risk, hard to punish.
Among supports, survivability leads at 74 of 100, built on 0.17 deaths a minute and 8% time spent dead. Damage trails at 32, with 345 damage a minute. That is the Enchanter trade: damage is not where this class wins games.
Among supports
Master+ supports with above-median objective damage a minute win 73% of games; below it, 31%.
This season, in your wins 120, in your losses 40 · 59W 50L