Playstyle radar
45 gamesCompared with Master+ supports, blended with Master+ players on the same champions.
Axis breakdown
Aggression
Kills, kill participation, solo kills and first bloods
28
of 100
Damage
Damage per minute and share of the team's damage
30
of 100
Utility
Healing, shielding, lockdown and saves for allies
46
of 100
Vision
Vision score, control wards and ward clears
54
of 100
Objectives
Epic monsters, objective damage and plates
46
of 100
Survivability
Deaths and time spent dead, inverted: higher is safer
31
of 100
What to work on
45 gamesSurvivabilityStart here
Time spent dead
10% vs 8% typical
Avoid the late death that costs a minute of the map when every second counts.
Aggression
Kill participation
51% vs 56% typical
Be at every fight your team takes; a support's value is presence.
Damage
Damage / min
295 vs 350 typical
Poke between cooldowns and add autos when it is safe.
Not a priority
Strengths
Ally saves / game
3.20 vs 0.92
76 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
310 vs 141
75 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 55 of 100, built on 285 ally heal + shield a minute and 285 heals + shields a minute. Aggression trails at 22, with 49% kill participation. That is the Enchanter trade: aggression is not where this class wins games.
Among supports
Master+ supports with less time spent dead than the median win 68% of games; with more, 36%.
In your wins 8%, in your losses 12% · 21W 24L
Master+ supports with above-median kill participation win 55% of games; below it, 49%.
In your wins 50%, in your losses 48% · 21W 24L
Master+ supports with above-median damage a minute win 57% of games; below it, 48%.
In your wins 322, in your losses 324 · 21W 24L