Playstyle
28 games
Playstyle radar
28 gamesCompared with supports of all ranks, blended with players on the same champions.
Axis breakdown
Aggression
Kills, kill participation, solo kills and first bloods
33
of 100
Damage
Damage per minute and share of the team's damage
28
of 100
Utility
Healing, shielding, lockdown and saves for allies
45
of 100
Vision
Vision score, control wards and ward clears
40
of 100
Objectives
Epic monsters, objective damage and plates
68
of 100
Survivability
Deaths and time spent dead, inverted: higher is safer
68
of 100
What to work on
28 gamesVisionStart here
Vision score / min
2.36 vs 2.76 typical
Deep wards after a won fight and a sweep before every objective.
Damage
Damage / min
285 vs 391 typical
Poke between cooldowns and add autos when it is safe.
Aggression
Kills / min
0.05 vs 0.09 typical
Follow the carry's all-in with your own damage instead of only peeling.
Not a priority
Strengths
Turret plates / game
10.1 vs 5.7
100 of 100 against supports, and it matters: the better half of supports wins 79% of games, the other half 25%.
Deaths / min
0.17 vs 0.22
83 of 100 against supports, and it matters: the better half of supports wins 68% of games, the other half 32%.
Time spent dead
7% vs 9%
79 of 100 against supports, and it matters: the better half of supports wins 66% of games, the other half 34%.
Identity
Safe Player
Low deaths, low risk, hard to punish.
Among supports, survivability leads at 80 of 100, built on 0.17 deaths a minute and 7% time spent dead. Damage trails at 21, with 285 damage a minute. That is the Enchanter trade: damage is not where this class wins games.
Among supports
supports with above-median vision score a minute win 55% of games; below it, 45%.
In your wins 2.40, in your losses 2.31 · 16W 12L
supports with above-median damage a minute win 54% of games; below it, 46%.
In your wins 311, in your losses 251 · 16W 12L
supports with above-median kills a minute win 55% of games; below it, 45%.
In your wins 0.05, in your losses 0.04 · 16W 12L