Playstyle
60 games
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
57
of 100
Damage
Damage per minute and share of the team's damage
60
of 100
Utility
Healing, shielding, lockdown and saves for allies
71
of 100
Vision
Vision score, control wards and ward clears
49
of 100
Objectives
Epic monsters, objective damage and plates
57
of 100
Survivability
Deaths and time spent dead, inverted: higher is safer
51
of 100
last 60season400 games
What to work on
60 gamesVisionStart here
Control wards / game
3.9 vs 5.5 typical
Buy a control ward on most backs and place it where the next fight happens.
Strengths
Turret plates / game
8.0 vs 5.9
83 of 100 against supports, and it matters: the better half of Master+ supports wins 82% of games, the other half 27%.
Objective damage / min
121 vs 85
71 of 100 against supports, and it matters: the better half of Master+ supports wins 73% of games, the other half 31%.
Ally saves / game
4.94 vs 0.92
97 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 69 of 100, built on 366 heals + shields a minute and 366 ally heal + shield a minute. Damage trails at 47, 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 3.3, in your losses 2.3 · 208W 192L