Playstyle
49 games
Playstyle radar
49 gamesCompared with Diamond supports, blended with players on the same champions.
Axis breakdown
Aggression
Kills, kill participation, solo kills and first bloods
34
of 100
Damage
Damage per minute and share of the team's damage
37
of 100
Utility
Healing, shielding, lockdown and saves for allies
53
of 100
Vision
Vision score, control wards and ward clears
36
of 100
Objectives
Epic monsters, objective damage and plates
39
of 100
Survivability
Deaths and time spent dead, inverted: higher is safer
34
of 100
What to work on
49 gamesVisionStart here
Control wards / game
2.6 vs 4.9 typical
Buy a control ward on most backs and place it where the next fight happens.
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
319 vs 351 typical
Poke between cooldowns and add autos when it is safe.
Not a priority
Strengths
Ally saves / game
3.89 vs 1.00
76 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
379 vs 162
80 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, utility leads at 61 of 100, built on 347 heals + shields a minute and 347 ally heal + shield a minute. Aggression trails at 32, with 0.0 solo kills a game. That is the Enchanter trade: aggression is not where this class wins games.
Among supports
Diamond supports with above-median control wards a game win 52% of games; below it, 44%.
In your wins 2.9, in your losses 2.0 · 21W 28L
Diamond supports with above-median kills a minute win 52% of games; below it, 43%.
In your wins 0.06, in your losses 0.05 · 21W 28L
Diamond supports with above-median damage a minute win 52% of games; below it, 44%.
In your wins 331, in your losses 356 · 21W 28L