Playstyle radar
60 gamesCompared with Diamond supports, blended with Diamond players on the same champions.
Axis breakdown
Aggression
Kills, kill participation, solo kills and first bloods
53
of 100
Damage
Damage per minute and share of the team's damage
35
of 100
Utility
Healing, shielding, lockdown and saves for allies
55
of 100
Vision
Vision score, control wards and ward clears
81
of 100
Objectives
Epic monsters, objective damage and plates
59
of 100
Survivability
Deaths and time spent dead, inverted: higher is safer
77
of 100
What to work on
60 gamesNothing stands out below the norm
Every rated stat sits at or above what is typical for supports. The strengths below are where the margin is widest.
Not a priority
Strengths
Deaths / min
0.15 vs 0.22
90 of 100 against supports, and it matters: the better half of Diamond supports wins 65% of games, the other half 30%.
Time spent dead
6% vs 9%
85 of 100 against supports, and it matters: the better half of Diamond supports wins 63% of games, the other half 32%.
Turret plates / game
7.6 vs 6.1
72 of 100 against supports, and it matters: the better half of Diamond supports wins 78% of games, the other half 22%.
Identity
Safe Player
Low deaths, low risk, hard to punish.
Among supports, survivability leads at 85 of 100, built on 0.15 deaths a minute and 7% time spent dead. Damage trails at 24, with 9% team damage share. That is the Enchanter trade: damage is not where this class wins games.
Among supports