Playstyle radar
60 gamesCompared with Diamond supports, blended with Diamond players on the same champions.
Axis breakdown
Aggression
Kills, kill participation, solo kills and first bloods
27
of 100
Damage
Damage per minute and share of the team's damage
5
of 100
Utility
Healing, shielding, lockdown and saves for allies
32
of 100
Vision
Vision score, control wards and ward clears
32
of 100
Objectives
Epic monsters, objective damage and plates
32
of 100
Survivability
Deaths and time spent dead, inverted: higher is safer
37
of 100
last 60season100 games
What to work on
60 gamesObjectivesStart here
Objective damage / min
54 vs 89 typical
Hit the objective while the team holds the area instead of chasing.
Damage
Damage / min
191 vs 346 typical
Poke between cooldowns and add autos when it is safe.
Vision
Vision score / min
2.19 vs 2.66 typical
Deep wards after a won fight and a sweep before every objective.
Not a priority
Identity
All-Rounder
No axis stands out above the pack.
Among supports, utility leads at 48 of 100, built on 2.43 ally saves a game and 235 heals + shields a minute. Damage trails at 6, with 199 damage a minute. That is the Enchanter trade: damage is not where this class wins games.
Among supports
Diamond supports with above-median objective damage a minute win 69% of games; below it, 27%.
This season, in your wins 164, in your losses 67 · 34W 39L
Diamond supports with above-median damage a minute win 52% of games; below it, 44%.
This season, in your wins 510, in your losses 375 · 48W 52L
Diamond supports with above-median vision score a minute win 52% of games; below it, 43%.
This season, in your wins 1.69, in your losses 1.66 · 48W 52L