Playstyle
60 games
Playstyle radar
60 gamesCompared with supports of all ranks, blended with players on the same champions.
Axis breakdown
Aggression
Kills, kill participation, solo kills and first bloods
38
of 100
Damage
Damage per minute and share of the team's damage
34
of 100
Utility
Healing, shielding, lockdown and saves for allies
57
of 100
Vision
Vision score, control wards and ward clears
17
of 100
Objectives
Epic monsters, objective damage and plates
55
of 100
Survivability
Deaths and time spent dead, inverted: higher is safer
57
of 100
last 60season171 games
What to work on
60 gamesVisionStart here
Control wards / game
1.1 vs 5.2 typical
Buy a control ward on most backs and place it where the next fight happens.
Vision
Vision score / min
2.24 vs 2.76 typical
Deep wards after a won fight and a sweep before every objective.
Not a priority
Strengths
Ally saves / game
5.28 vs 0.69
100 of 100 against supports, and it matters: the better half of supports wins 55% of games, the other half 48%.
Heals + shields / min
543 vs 114
100 of 100 against supports, and it matters: the better half of supports wins 53% of games, the other half 47%.
Identity
Guardian
Keeps the team standing with heals and shields.
Among supports, utility leads at 71 of 100, built on 536 ally heal + shield a minute and 536 heals + shields a minute. Damage trails at 10, with 250 damage a minute. That is the Enchanter trade: damage is not where this class wins games.
Among supports
supports with above-median control wards a game win 54% of games; below it, 46%.
This season, in your wins 1.0, in your losses 0.9 · 85W 86L
supports with above-median vision score a minute win 55% of games; below it, 45%.
This season, in your wins 2.13, in your losses 2.03 · 85W 86L