Playstyle
17 games
Playstyle radar
17 gamesCompared with Diamond supports, blended with players on the same champions.
Axis breakdown
Aggression
Kills, kill participation, solo kills and first bloods
40
of 100
Damage
Damage per minute and share of the team's damage
28
of 100
Utility
Healing, shielding, lockdown and saves for allies
42
of 100
Vision
Vision score, control wards and ward clears
58
of 100
Objectives
Epic monsters, objective damage and plates
42
of 100
Survivability
Deaths and time spent dead, inverted: higher is safer
41
of 100
What to work on
17 gamesObjectivesStart here
Objective damage / min
51 vs 90 typical
Hit the objective while the team holds the area instead of chasing.
Aggression
Kills / min
0.05 vs 0.07 typical
Follow the carry's all-in with your own damage instead of only peeling.
Damage
Damage / min
304 vs 351 typical
Poke between cooldowns and add autos when it is safe.
Not a priority
Strengths
Epic monsters / game
2.0 vs 1.6
72 of 100 against supports, and it matters: the better half of Diamond supports wins 72% of games, the other half 28%.
Ally saves / game
3.63 vs 1.00
74 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
322 vs 162
72 of 100 against supports, and it matters: the better half of Diamond supports wins 50% of games, the other half 45%.
Identity
All-Rounder
No axis stands out above the pack.
Among supports, vision leads at 61 of 100, built on 6.6 control wards a game and 2.65 vision score a minute. Damage trails at 30, with 9% team damage share. That is the Enchanter trade: damage is not where this class wins games.
Among supports
Diamond supports with above-median objective damage a minute win 69% of games; below it, 27%.
Diamond supports with above-median kills a minute win 52% of games; below it, 43%.
Diamond supports with above-median damage a minute win 52% of games; below it, 44%.