Playstyle
20 games
Playstyle radar
20 gamesCompared with supports of all ranks, blended with players on the same champions.
Axis breakdown
Aggression
Kills, kill participation, solo kills and first bloods
31
of 100
Damage
Damage per minute and share of the team's damage
37
of 100
Utility
Healing, shielding, lockdown and saves for allies
55
of 100
Vision
Vision score, control wards and ward clears
70
of 100
Objectives
Epic monsters, objective damage and plates
46
of 100
Survivability
Deaths and time spent dead, inverted: higher is safer
80
of 100
What to work on
20 gamesObjectivesStart here
Epic monsters / game
1.3 vs 1.5 typical
Be at the dragon pit before it spawns, not after the fight is over.
Aggression
First blood rate
0% vs 6% typical
Set up the early fight with the jungler instead of waiting for it to happen.
Not a priority
Strengths
Time spent dead
6% vs 9%
91 of 100 against supports, and it matters: the better half of supports wins 66% of games, the other half 34%.
Deaths / min
0.16 vs 0.22
84 of 100 against supports, and it matters: the better half of supports wins 68% of games, the other half 32%.
Vision score / min
3.09 vs 2.76
72 of 100 against supports, and it matters: the better half of supports wins 55% of games, the other half 45%.
Identity
Safe Player
Low deaths, low risk, hard to punish.
Among supports, survivability leads at 86 of 100, built on 6% time spent dead and 0.16 deaths a minute. Aggression trails at 26, with 0.1 solo kills a game. That is the Enchanter trade: aggression is not where this class wins games.
Among supports
supports with above-median epic monsters a game win 74% of games; below it, 32%.
supports with above-median first blood rate win 55% of games; below it, 50%.