Playstyle radar
44 gamesCompared with Diamond supports, blended with Diamond players on the same champions.
Axis breakdown
Aggression
Kills, kill participation, solo kills and first bloods
43
of 100
Damage
Damage per minute and share of the team's damage
40
of 100
Utility
Healing, shielding, lockdown and saves for allies
48
of 100
Vision
Vision score, control wards and ward clears
40
of 100
Objectives
Epic monsters, objective damage and plates
34
of 100
Survivability
Deaths and time spent dead, inverted: higher is safer
51
of 100
What to work on
44 gamesObjectivesStart here
Objective damage / min
68 vs 89 typical
Hit the objective while the team holds the area instead of chasing.
Objectives
Turret plates / game
5.1 vs 6.1 typical
Push for plates after a won trade instead of resetting.
Not a priority
Strengths
Ally heal + shield / min
308 vs 155
71 of 100 against supports, and it matters: the better half of Diamond supports wins 50% of games, the other half 45%.
Heals + shields / min
308 vs 155
71 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, survivability leads at 59 of 100, built on 0.20 deaths a minute and 8% time spent dead. Damage trails at 28, with 328 damage a minute. 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%.
In your wins 183, in your losses 52 · 16W 25L
Diamond supports with above-median turret plates a game win 78% of games; below it, 22%.
In your wins 9.8, in your losses 1.8 · 18W 26L