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
38
of 100
Damage
Damage per minute and share of the team's damage
26
of 100
Utility
Healing, shielding, lockdown and saves for allies
56
of 100
Vision
Vision score, control wards and ward clears
28
of 100
Objectives
Epic monsters, objective damage and plates
53
of 100
Survivability
Deaths and time spent dead, inverted: higher is safer
52
of 100
last 60season158 games
What to work on
60 gamesDamageStart here
Damage / min
244 vs 350 typical
Poke between cooldowns and add autos when it is safe.
Vision
Vision score / min
2.33 vs 2.77 typical
Deep wards after a won fight and a sweep before every objective.
Vision
Control wards / game
3.6 vs 5.5 typical
Buy a control ward on most backs and place it where the next fight happens.
Not a priority
Strengths
Ally saves / game
8.39 vs 0.92
100 of 100 against supports, and it matters: the better half of Master+ supports wins 57% of games, the other half 49%.
Ally heal + shield / min
468 vs 141
98 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 65 of 100, built on 368 ally heal + shield a minute and 368 heals + shields a minute. Damage trails at 16, with 333 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 330, in your losses 333 · 83W 75L
Master+ supports with above-median vision score a minute win 57% of games; below it, 48%.
This season, in your wins 2.08, in your losses 2.03 · 83W 75L
Master+ supports with above-median control wards a game win 56% of games; below it, 49%.
This season, in your wins 3.0, in your losses 2.7 · 83W 75L