Playstyle
60 games
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
41
of 100
Damage
Damage per minute and share of the team's damage
49
of 100
Utility
Healing, shielding, lockdown and saves for allies
56
of 100
Vision
Vision score, control wards and ward clears
63
of 100
Objectives
Epic monsters, objective damage and plates
54
of 100
Survivability
Deaths and time spent dead, inverted: higher is safer
41
of 100
last 60season182 games
What to work on
60 gamesAggressionStart here
Kills / min
0.05 vs 0.07 typical
Follow the carry's all-in with your own damage instead of only peeling.
Strengths
Objective damage / min
122 vs 85
71 of 100 against supports, and it matters: the better half of Master+ supports wins 73% of games, the other half 31%.
Ally heal + shield / min
379 vs 141
85 of 100 against supports, and it matters: the better half of Master+ supports wins 55% of games, the other half 49%.
Heals + shields / min
379 vs 141
85 of 100 against supports, and it matters: the better half of Master+ supports wins 55% of games, the other half 49%.
Identity
Guardian
Keeps the team standing with heals and shields.
Among supports, utility leads at 63 of 100, built on 358 heals + shields a minute and 358 ally heal + shield a minute. Aggression trails at 37, with 0.05 kills a minute. That is the Enchanter trade: aggression is not where this class wins games.
Among supports
Master+ supports with above-median kills a minute win 57% of games; below it, 47%.
This season, in your wins 0.07, in your losses 0.06 · 82W 100L