Playstyle radar
25 gamesCompared with Diamond supports, blended with Diamond players on the same champions.
Axis breakdown
Aggression
Kills, kill participation, solo kills and first bloods
42
of 100
Damage
Damage per minute and share of the team's damage
32
of 100
Utility
Healing, shielding, lockdown and saves for allies
52
of 100
Vision
Vision score, control wards and ward clears
53
of 100
Objectives
Epic monsters, objective damage and plates
47
of 100
Survivability
Deaths and time spent dead, inverted: higher is safer
68
of 100
What to work on
25 gamesDamageStart here
Damage / min
241 vs 346 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.
Objectives
Objective damage / min
73 vs 89 typical
Hit the objective while the team holds the area instead of chasing.
Not a priority
Strengths
Time spent dead
6% vs 9%
82 of 100 against supports, and it matters: the better half of Diamond supports wins 63% of games, the other half 32%.
Kill participation
63% vs 55%
97 of 100 against supports, and it matters: the better half of Diamond supports wins 51% of games, the other half 45%.
Ally saves / game
3.76 vs 0.98
77 of 100 against supports, and it matters: the better half of Diamond supports wins 52% of games, the other half 45%.
Identity
Safe Player
Low deaths, low risk, hard to punish.
Among supports, survivability leads at 75 of 100, built on 6% time spent dead and 0.18 deaths a minute. Damage trails at 20, with 241 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%.
Diamond supports with above-median kills a minute win 52% of games; below it, 43%.
Diamond supports with above-median objective damage a minute win 69% of games; below it, 27%.