Playstyle
60 games
Playstyle radar
60 gamesCompared with Master+ supports, blended with players on the same champions.
Axis breakdown
Aggression
Kills, kill participation, solo kills and first bloods
58
of 100
Damage
Damage per minute and share of the team's damage
38
of 100
Utility
Healing, shielding, lockdown and saves for allies
71
of 100
Vision
Vision score, control wards and ward clears
37
of 100
Objectives
Epic monsters, objective damage and plates
52
of 100
Survivability
Deaths and time spent dead, inverted: higher is safer
58
of 100
last 60season138 games
What to work on
60 gamesVisionStart here
Control wards / game
2.9 vs 5.4 typical
Buy a control ward on most backs and place it where the next fight happens.
Strengths
Epic monsters / game
2.4 vs 1.5
99 of 100 against supports, and it matters: the better half of Master+ supports wins 76% of games, the other half 35%.
Deaths / min
0.19 vs 0.22
70 of 100 against supports, and it matters: the better half of Master+ supports wins 70% of games, the other half 34%.
Ally saves / game
2.96 vs 0.98
72 of 100 against supports, and it matters: the better half of Master+ supports wins 57% of games, the other half 49%.
Identity
Guardian
Keeps the team standing with heals and shields.
Among supports, utility leads at 79 of 100, built on 327 heals + shields a minute and 327 ally heal + shield a minute. Damage trails at 33, 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 control wards a game win 56% of games; below it, 49%.
This season, in your wins 2.1, in your losses 1.9 · 70W 68L