Playstyle
24 games
Playstyle radar
24 gamesCompared with Diamond supports, blended with 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
51
of 100
Utility
Healing, shielding, lockdown and saves for allies
60
of 100
Vision
Vision score, control wards and ward clears
62
of 100
Objectives
Epic monsters, objective damage and plates
54
of 100
Survivability
Deaths and time spent dead, inverted: higher is safer
48
of 100
What to work on
24 gamesAggressionStart here
Kills / min
0.05 vs 0.07 typical
Follow the carry's all-in with your own damage instead of only peeling.
Objectives
Turret plates / game
5.4 vs 6.1 typical
Push for plates after a won trade instead of resetting.
Vision
Control wards / game
3.9 vs 4.9 typical
Buy a control ward on most backs and place it where the next fight happens.
Strengths
Epic monsters / game
2.1 vs 1.6
77 of 100 against supports, and it matters: the better half of Diamond supports wins 72% of games, the other half 28%.
Vision score / min
2.97 vs 2.65
74 of 100 against supports, and it matters: the better half of Diamond supports wins 52% of games, the other half 43%.
Ally saves / game
5.87 vs 1.00
94 of 100 against supports, and it matters: the better half of Diamond supports wins 52% of games, the other half 45%.
Identity
Guardian
Keeps the team standing with heals and shields.
Among supports, utility leads at 69 of 100, built on 5.63 ally saves a game and 415 heals + shields a minute. Aggression trails at 39, with 0.05 kills a minute. That is the Enchanter trade: aggression is not where this class wins games.
Among supports
Diamond supports with above-median kills a minute win 52% of games; below it, 43%.
Diamond supports with above-median turret plates a game win 78% of games; below it, 22%.
Diamond supports with above-median control wards a game win 52% of games; below it, 44%.