Playstyle
17 games
Playstyle radar
17 gamesCompared with supports of all ranks, blended with players on the same champions.
Axis breakdown
Aggression
Kills, kill participation, solo kills and first bloods
27
of 100
Damage
Damage per minute and share of the team's damage
27
of 100
Utility
Healing, shielding, lockdown and saves for allies
51
of 100
Vision
Vision score, control wards and ward clears
82
of 100
Objectives
Epic monsters, objective damage and plates
31
of 100
Survivability
Deaths and time spent dead, inverted: higher is safer
45
of 100
What to work on
17 gamesObjectivesStart here
Objective damage / min
29 vs 91 typical
Hit the objective while the team holds the area instead of chasing.
Objectives
Turret plates / game
4.1 vs 5.7 typical
Push for plates after a won trade instead of resetting.
Aggression
Kill participation
49% vs 55% typical
Be at every fight your team takes; a support's value is presence.
Not a priority
Strengths
Vision score / min
3.21 vs 2.76
81 of 100 against supports, and it matters: the better half of supports wins 55% of games, the other half 45%.
Control wards / game
12.9 vs 5.2
100 of 100 against supports, and it matters: the better half of supports wins 54% of games, the other half 46%.
Ally saves / game
4.24 vs 0.69
90 of 100 against supports, and it matters: the better half of supports wins 55% of games, the other half 48%.
Identity
Vision Keeper
Controls the map with wards and sweeps.
Among supports, vision leads at 78 of 100, built on 12.9 control wards a game and 3.21 vision score a minute. Damage trails at 21, with 8% team damage share. That is the Enchanter trade: damage is not where this class wins games.
Among supports
supports with above-median objective damage a minute win 71% of games; below it, 29%.
supports with above-median turret plates a game win 79% of games; below it, 25%.
supports with above-median kill participation win 53% of games; below it, 47%.