Playstyle
18 games
Playstyle radar
18 gamesCompared with Emerald supports, blended with players on the same champions.
Axis breakdown
Aggression
Kills, kill participation, solo kills and first bloods
41
of 100
Damage
Damage per minute and share of the team's damage
23
of 100
Utility
Healing, shielding, lockdown and saves for allies
59
of 100
Vision
Vision score, control wards and ward clears
19
of 100
Objectives
Epic monsters, objective damage and plates
41
of 100
Survivability
Deaths and time spent dead, inverted: higher is safer
48
of 100
What to work on
18 gamesVisionStart here
Control wards / game
0.1 vs 4.8 typical
Buy a control ward on most backs and place it where the next fight happens.
Objectives
Turret plates / game
4.8 vs 6.3 typical
Push for plates after a won trade instead of resetting.
Objectives
Objective damage / min
74 vs 98 typical
Hit the objective while the team holds the area instead of chasing.
Not a priority
Strengths
Ally saves / game
9.75 vs 0.83
100 of 100 against supports, and it matters: the better half of Emerald supports wins 54% of games, the other half 47%.
Heals + shields / min
621 vs 145
100 of 100 against supports, and it matters: the better half of Emerald supports wins 51% of games, the other half 47%.
First blood rate
13% vs 4%
76 of 100 against supports, and it matters: the better half of Emerald supports wins 53% 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 557 heals + shields a minute and 557 ally heal + shield a minute. Damage trails at 20, with 8% team damage share. That is the Enchanter trade: damage is not where this class wins games.
Among supports
Emerald supports with above-median control wards a game win 53% of games; below it, 46%.
Emerald supports with above-median turret plates a game win 77% of games; below it, 23%.
Emerald supports with above-median objective damage a minute win 70% of games; below it, 28%.