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
30
of 100
Damage
Damage per minute and share of the team's damage
43
of 100
Utility
Healing, shielding, lockdown and saves for allies
50
of 100
Vision
Vision score, control wards and ward clears
55
of 100
Objectives
Epic monsters, objective damage and plates
45
of 100
Survivability
Deaths and time spent dead, inverted: higher is safer
35
of 100
last 60season110 games
What to work on
60 gamesSurvivabilityStart here
Time spent dead
10% vs 8% typical
Avoid the late death that costs a minute of the map when every second counts.
Aggression
Kills / min
0.04 vs 0.07 typical
Follow the carry's all-in with your own damage instead of only peeling.
Not a priority
Strengths
Ally saves / game
3.22 vs 0.92
77 of 100 against supports, and it matters: the better half of Master+ supports wins 57% of games, the other half 49%.
Ally heal + shield / min
352 vs 141
81 of 100 against supports, and it matters: the better half of Master+ supports wins 55% of games, the other half 49%.
Identity
All-Rounder
No axis stands out above the pack.
Among supports, utility leads at 59 of 100, built on 2.68 ally saves a game and 293 ally heal + shield a minute. Aggression trails at 26, with 0.2 solo kills a game. That is the Enchanter trade: aggression is not where this class wins games.
Among supports
Master+ supports with less time spent dead than the median win 68% of games; with more, 36%.
This season, in your wins 9%, in your losses 12% · 51W 59L
Master+ supports with above-median kills a minute win 57% of games; below it, 47%.
This season, in your wins 0.06, in your losses 0.05 · 51W 59L