Playstyle radar
60 gamesCompared with Diamond supports, blended with Diamond players on the same champions.
Axis breakdown
Aggression
Kills, kill participation, solo kills and first bloods
39
of 100
Damage
Damage per minute and share of the team's damage
15
of 100
Utility
Healing, shielding, lockdown and saves for allies
46
of 100
Vision
Vision score, control wards and ward clears
63
of 100
Objectives
Epic monsters, objective damage and plates
62
of 100
Survivability
Deaths and time spent dead, inverted: higher is safer
54
of 100
last 60season171 games
What to work on
60 gamesDamageStart here
Damage / min
196 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.
Not a priority
Strengths
Epic monsters / game
2.0 vs 1.6
74 of 100 against supports, and it matters: the better half of Diamond supports wins 72% of games, the other half 28%.
Ally saves / game
6.41 vs 0.98
100 of 100 against supports, and it matters: the better half of Diamond supports wins 52% of games, the other half 45%.
Ally heal + shield / min
431 vs 155
88 of 100 against supports, and it matters: the better half of Diamond supports wins 50% of games, the other half 45%.
Identity
Vision Keeper
Controls the map with wards and sweeps.
Among supports, vision leads at 63 of 100, built on 2.85 vision score a minute and 6.2 control wards a game. Damage trails at 13, with 199 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%.
This season, in your wins 230, in your losses 257 · 84W 87L
Diamond supports with above-median kills a minute win 52% of games; below it, 43%.
This season, in your wins 0.05, in your losses 0.05 · 84W 87L