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
36
of 100
Damage
Damage per minute and share of the team's damage
34
of 100
Utility
Healing, shielding, lockdown and saves for allies
47
of 100
Vision
Vision score, control wards and ward clears
69
of 100
Objectives
Epic monsters, objective damage and plates
51
of 100
Survivability
Deaths and time spent dead, inverted: higher is safer
60
of 100
last 60season212 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.
Damage
Damage / min
317 vs 350 typical
Poke between cooldowns and add autos when it is safe.
Not a priority
Strengths
Deaths / min
0.17 vs 0.22
78 of 100 against supports, and it matters: the better half of Master+ supports wins 70% of games, the other half 34%.
Epic monsters / game
1.9 vs 1.5
72 of 100 against supports, and it matters: the better half of Master+ supports wins 76% of games, the other half 35%.
Control wards / game
11.5 vs 5.5
100 of 100 against supports, and it matters: the better half of Master+ supports wins 56% of games, the other half 49%.
Identity
Vision Keeper
Controls the map with wards and sweeps.
Among supports, vision leads at 68 of 100, built on 10.1 control wards a game and 2.65 vision score a minute. Aggression trails at 34, with 0.1 solo kills a game. 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 0.06, in your losses 0.06 · 107W 105L
Master+ supports with above-median damage a minute win 57% of games; below it, 48%.
This season, in your wins 338, in your losses 338 · 107W 105L