Playstyle radar
15 gamesCompared with Master+ supports, blended with Master+ players on the same champions.
Axis breakdown
Aggression
Kills, kill participation, solo kills and first bloods
29
of 100
Damage
Damage per minute and share of the team's damage
25
of 100
Utility
Healing, shielding, lockdown and saves for allies
40
of 100
Vision
Vision score, control wards and ward clears
18
of 100
Objectives
Epic monsters, objective damage and plates
18
of 100
Survivability
Deaths and time spent dead, inverted: higher is safer
44
of 100
What to work on
15 gamesObjectivesStart here
Epic monsters / game
0.7 vs 1.5 typical
Be at the dragon pit before it spawns, not after the fight is over.
Vision
Vision score / min
1.62 vs 2.77 typical
Deep wards after a won fight and a sweep before every objective.
Objectives
Turret plates / game
3.8 vs 5.9 typical
Push for plates after a won trade instead of resetting.
Not a priority
Strengths
Ally saves / game
4.67 vs 0.92
93 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
354 vs 141
81 of 100 against supports, and it matters: the better half of Master+ supports wins 55% of games, the other half 49%.
Identity
All-Rounder
No axis stands out above the pack.
Among supports, utility leads at 53 of 100, built on 2.80 ally saves a game and 216 ally heal + shield a minute. Damage trails at 17, with 12% team damage share. That is the Enchanter trade: damage is not where this class wins games.
Among supports
Master+ supports with above-median epic monsters a game win 76% of games; below it, 35%.
Master+ supports with above-median vision score a minute win 57% of games; below it, 48%.
Master+ supports with above-median turret plates a game win 82% of games; below it, 27%.