Playstyle radar
43 gamesCompared with Diamond supports, blended with Diamond 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
20
of 100
Utility
Healing, shielding, lockdown and saves for allies
50
of 100
Vision
Vision score, control wards and ward clears
56
of 100
Objectives
Epic monsters, objective damage and plates
55
of 100
Survivability
Deaths and time spent dead, inverted: higher is safer
65
of 100
What to work on
43 gamesDamageStart here
Damage / min
218 vs 346 typical
Poke between cooldowns and add autos when it is safe.
Objectives
Objective damage / min
73 vs 89 typical
Hit the objective while the team holds the area instead of chasing.
Not a priority
Strengths
Epic monsters / game
2.2 vs 1.6
81 of 100 against supports, and it matters: the better half of Diamond supports wins 72% of games, the other half 28%.
Time spent dead
7% vs 9%
76 of 100 against supports, and it matters: the better half of Diamond supports wins 63% of games, the other half 32%.
Deaths / min
0.17 vs 0.22
75 of 100 against supports, and it matters: the better half of Diamond supports wins 65% of games, the other half 30%.
Identity
Safe Player
Low deaths, low risk, hard to punish.
Among supports, survivability leads at 74 of 100, built on 7% time spent dead and 0.17 deaths a minute. Damage trails at 17, with 234 damage a minute. That is the Enchanter trade: damage is not where this class wins games.
Among supports
Diamond supports with above-median damage a minute win 52% of games; below it, 44%.
In your wins 224, in your losses 249 · 27W 16L
Diamond supports with above-median objective damage a minute win 69% of games; below it, 27%.
In your wins 100, in your losses 31 · 27W 16L