Playstyle
16 games
Playstyle radar
16 gamesCompared with Emerald supports, blended with Emerald 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
33
of 100
Utility
Healing, shielding, lockdown and saves for allies
55
of 100
Vision
Vision score, control wards and ward clears
42
of 100
Objectives
Epic monsters, objective damage and plates
39
of 100
Survivability
Deaths and time spent dead, inverted: higher is safer
30
of 100
What to work on
16 gamesSurvivabilityStart here
Deaths / min
0.24 vs 0.21 typical
Stay out of the fog when the enemy jungler is unseen.
Objectives
Epic monsters / game
1.2 vs 1.6 typical
Be at the dragon pit before it spawns, not after the fight is over.
Vision
Vision score / min
2.22 vs 2.63 typical
Deep wards after a won fight and a sweep before every objective.
Not a priority
Strengths
Heals + shields / min
344 vs 134
79 of 100 against supports, and it matters: the better half of Emerald supports wins 51% of games, the other half 47%.
Ally heal + shield / min
344 vs 134
79 of 100 against supports, and it matters: the better half of Emerald supports wins 51% of games, the other half 47%.
Identity
All-Rounder
No axis stands out above the pack.
Among supports, utility leads at 55 of 100, built on 322 ally heal + shield a minute and 322 heals + shields a minute. Damage trails at 28, with 9% team damage share. That is the Enchanter trade: damage is not where this class wins games.
Among supports
Emerald supports with fewer deaths a minute than the median win 66% of games; with more, 32%.
Emerald supports with above-median epic monsters a game win 73% of games; below it, 30%.
Emerald supports with above-median vision score a minute win 54% of games; below it, 45%.