Playstyle radar
60 gamesCompared with Master+ supports, blended with Master+ players on the same champions.
Axis breakdown
Aggression
Kills, kill participation, solo kills and first bloods
45
of 100
Damage
Damage per minute and share of the team's damage
35
of 100
Utility
Healing, shielding, lockdown and saves for allies
50
of 100
Vision
Vision score, control wards and ward clears
44
of 100
Objectives
Epic monsters, objective damage and plates
50
of 100
Survivability
Deaths and time spent dead, inverted: higher is safer
49
of 100
last 60season224 games
What to work on
60 gamesAggressionStart here
Kill participation
52% vs 56% typical
Be at every fight your team takes; a support's value is presence.
Vision
Vision score / min
2.62 vs 2.77 typical
Deep wards after a won fight and a sweep before every objective.
Not a priority
Strengths
Ally saves / game
2.93 vs 0.92
73 of 100 against supports, and it matters: the better half of Master+ supports wins 57% of games, the other half 49%.
Identity
All-Rounder
No axis stands out above the pack.
Among supports, survivability leads at 56 of 100, built on 0.21 deaths a minute and 9% time spent dead. Damage trails at 26, with 333 damage a minute. That is the Enchanter trade: damage is not where this class wins games.
Among supports
Master+ supports with above-median kill participation win 55% of games; below it, 49%.
This season, in your wins 53%, in your losses 52% · 120W 104L
Master+ supports with above-median vision score a minute win 57% of games; below it, 48%.
This season, in your wins 2.71, in your losses 2.34 · 120W 104L