Playstyle
60 games
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
34
of 100
Damage
Damage per minute and share of the team's damage
32
of 100
Utility
Healing, shielding, lockdown and saves for allies
51
of 100
Vision
Vision score, control wards and ward clears
46
of 100
Objectives
Epic monsters, objective damage and plates
47
of 100
Survivability
Deaths and time spent dead, inverted: higher is safer
73
of 100
last 60season280 games
What to work on
60 gamesDamageStart here
Damage / min
276 vs 350 typical
Poke between cooldowns and add autos when it is safe.
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
Deaths / min
0.16 vs 0.22
87 of 100 against supports, and it matters: the better half of Master+ supports wins 70% of games, the other half 34%.
Time spent dead
7% vs 8%
74 of 100 against supports, and it matters: the better half of Master+ supports wins 68% of games, the other half 36%.
Ally saves / game
3.37 vs 0.92
78 of 100 against supports, and it matters: the better half of Master+ supports wins 57% of games, the other half 49%.
Identity
Safe Player
Low deaths, low risk, hard to punish.
Among supports, survivability leads at 77 of 100, built on 0.16 deaths a minute and 7% time spent dead. Damage trails at 27, with 290 damage a minute. That is the Enchanter trade: damage is not where this class wins games.
Among supports
Master+ supports with above-median damage a minute win 57% of games; below it, 48%.
This season, in your wins 351, in your losses 348 · 158W 122L
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 0.06 · 158W 122L