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
39
of 100
Damage
Damage per minute and share of the team's damage
27
of 100
Utility
Healing, shielding, lockdown and saves for allies
52
of 100
Vision
Vision score, control wards and ward clears
53
of 100
Objectives
Epic monsters, objective damage and plates
45
of 100
Survivability
Deaths and time spent dead, inverted: higher is safer
56
of 100
last 60season204 games
What to work on
60 gamesDamageStart here
Damage / min
250 vs 350 typical
Poke between cooldowns and add autos when it is safe.
Aggression
Kills / min
0.04 vs 0.07 typical
Follow the carry's all-in with your own damage instead of only peeling.
Not a priority
Strengths
Ally saves / game
3.22 vs 0.92
77 of 100 against supports, and it matters: the better half of Master+ supports wins 57% of games, the other half 49%.
Heals + shields / min
509 vs 141
100 of 100 against supports, and it matters: the better half of Master+ supports wins 55% of games, the other half 49%.
Identity
Safe Player
Low deaths, low risk, hard to punish.
Among supports, survivability leads at 66 of 100, built on 7% time spent dead and 0.19 deaths a minute. Damage trails at 20, with 307 damage a minute. That is the Enchanter trade: damage is not where this class wins games.
Among supports
Master+ supports with above-median damage a minute win 57% of games; below it, 48%.
This season, in your wins 339, in your losses 324 · 102W 102L
Master+ supports with above-median kills a minute win 57% of games; below it, 47%.
This season, in your wins 0.08, in your losses 0.06 · 102W 102L