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
62
of 100
Damage
Damage per minute and share of the team's damage
43
of 100
Utility
Healing, shielding, lockdown and saves for allies
68
of 100
Vision
Vision score, control wards and ward clears
39
of 100
Objectives
Epic monsters, objective damage and plates
41
of 100
Survivability
Deaths and time spent dead, inverted: higher is safer
34
of 100
last 60season302 games
What to work on
60 gamesObjectivesStart here
Objective damage / min
54 vs 85 typical
Hit the objective while the team holds the area instead of chasing.
Survivability
Deaths / min
0.25 vs 0.22 typical
Stay out of the fog when the enemy jungler is unseen.
Not a priority
Strengths
Ally saves / game
7.45 vs 0.92
100 of 100 against supports, and it matters: the better half of Master+ supports wins 57% of games, the other half 49%.
Heals + shields / min
593 vs 141
100 of 100 against supports, and it matters: the better half of Master+ supports wins 55% of games, the other half 49%.
Kill participation
61% vs 56%
85 of 100 against supports, and it matters: the better half of Master+ supports wins 55% of games, the other half 49%.
Identity
Guardian
Keeps the team standing with heals and shields.
Among supports, utility leads at 70 of 100, built on 6.35 ally saves a game and 511 ally heal + shield a minute. Damage trails at 32, with 10% team damage share. That is the Enchanter trade: damage is not where this class wins games.
Among supports
Master+ supports with above-median objective damage a minute win 73% of games; below it, 31%.
This season, in your wins 122, in your losses 52 · 165W 137L
Master+ supports with fewer deaths a minute than the median win 70% of games; with more, 34%.
This season, in your wins 0.18, in your losses 0.28 · 165W 137L