Playstyle radar
17 gamesCompared with Platinum supports, blended with Platinum players on the same champions.
Axis breakdown
Aggression
Kills, kill participation, solo kills and first bloods
24
of 100
Damage
Damage per minute and share of the team's damage
11
of 100
Utility
Healing, shielding, lockdown and saves for allies
56
of 100
Vision
Vision score, control wards and ward clears
34
of 100
Objectives
Epic monsters, objective damage and plates
40
of 100
Survivability
Deaths and time spent dead, inverted: higher is safer
48
of 100
What to work on
17 gamesObjectivesStart here
Objective damage / min
57 vs 91 typical
Hit the objective while the team holds the area instead of chasing.
Damage
Damage / min
185 vs 378 typical
Poke between cooldowns and add autos when it is safe.
Aggression
Kills / min
0.02 vs 0.07 typical
Follow the carry's all-in with your own damage instead of only peeling.
Not a priority
Strengths
Ally saves / game
9.69 vs 0.50
100 of 100 against supports, and it matters: the better half of Platinum supports wins 55% of games, the other half 48%.
Ally heal + shield / min
402 vs 101
100 of 100 against supports, and it matters: the better half of Platinum supports wins 52% of games, the other half 47%.
Identity
Guardian
Keeps the team standing with heals and shields.
Among supports, utility leads at 64 of 100, built on 378 heals + shields a minute and 378 ally heal + shield a minute. Damage trails at 2, with 5% team damage share. That is the Enchanter trade: damage is not where this class wins games.
Among supports
Platinum supports with above-median objective damage a minute win 70% of games; below it, 29%.
Platinum supports with above-median damage a minute win 53% of games; below it, 46%.
Platinum supports with above-median kills a minute win 54% of games; below it, 45%.