Playstyle radar
20 gamesCompared with supports of all ranks, blended with players on the same champions.
Axis breakdown
Aggression
Kills, kill participation, solo kills and first bloods
28
of 100
Damage
Damage per minute and share of the team's damage
23
of 100
Utility
Healing, shielding, lockdown and saves for allies
42
of 100
Vision
Vision score, control wards and ward clears
23
of 100
Objectives
Epic monsters, objective damage and plates
41
of 100
Survivability
Deaths and time spent dead, inverted: higher is safer
69
of 100
What to work on
20 gamesVisionStart here
Vision score / min
2.05 vs 2.76 typical
Deep wards after a won fight and a sweep before every objective.
Vision
Control wards / game
3.0 vs 5.2 typical
Buy a control ward on most backs and place it where the next fight happens.
Damage
Damage / min
295 vs 391 typical
Poke between cooldowns and add autos when it is safe.
Not a priority
Strengths
Time spent dead
6% vs 9%
89 of 100 against supports, and it matters: the better half of supports wins 66% of games, the other half 34%.
Deaths / min
0.16 vs 0.22
84 of 100 against supports, and it matters: the better half of supports wins 68% of games, the other half 32%.
Identity
Safe Player
Low deaths, low risk, hard to punish.
Among supports, survivability leads at 72 of 100, built on 7% time spent dead and 0.18 deaths a minute. Damage trails at 16, with 326 damage a minute. That is the Enchanter trade: damage is not where this class wins games.
Among supports
supports with above-median vision score a minute win 55% of games; below it, 45%.
supports with above-median control wards a game win 54% of games; below it, 46%.
supports with above-median damage a minute win 54% of games; below it, 46%.