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
53
of 100
Damage
Damage per minute and share of the team's damage
66
of 100
Utility
Healing, shielding, lockdown and saves for allies
55
of 100
Vision
Vision score, control wards and ward clears
61
of 100
Objectives
Epic monsters, objective damage and plates
62
of 100
Survivability
Deaths and time spent dead, inverted: higher is safer
56
of 100
last 60season189 games
What to work on
60 gamesNothing stands out below the norm
Every rated stat sits at or above what is typical for supports. The strengths below are where the margin is widest.
Strengths
Objective damage / min
314 vs 227
85 of 100 against Master+ Senna players, and it matters: the better half of Senna supports wins 80% of games, the other half 21%.
Turret plates / game
10.5 vs 8.3
76 of 100 against Master+ Senna players, and it matters: the better half of Senna supports wins 81% of games, the other half 23%.
Kills / min
0.17 vs 0.13
76 of 100 against Master+ Senna players, and it matters: the better half of Senna supports wins 62% of games, the other half 39%.
Identity
Carry
The team's damage runs through them.
Among supports, damage leads at 75 of 100, built on 592 damage a minute and 15% team damage share. Aggression trails at 53, with 5% first blood rate. That is the Enchanter trade: aggression is not where this class wins games.
Among supports