Tournament presence · pick + ban
27.7%#14 of 173 champions
Pick
14.8%picked in 4,225 of 28,529 games
Ban
12.9%2,997 bans over 23,256 games, against 2.4% in soloQ
Win rate as Top46.7% between 35.0% and 58.7% over 45 gamesSoloQ 52.9%: no clear gap
Median length29.6 minsoloQ 27.5 min

Amateur: 28,642 games from amateur tournaments, last 60 days, KR 65% · EUW 24% · NA 10%. SoloQ Master+: 897,301 games on the same patches. An amateur figure in gold clearly differs from soloQ.

At a glance

Four answers, each one opens its chapter.
01 — What changes in tournaments

What changes in tournaments?

4 clear gaps between soloQ and amateur tournaments as Top.

  • DraftPicked less often in amateur play
    Amateur
    0.0%
    SoloQ
    0.2%
    0.0% of the role's picks in amateur play, against 0.2% in soloQ.
  • DraftBanned more often in amateur play
    Amateur
    12.5%
    SoloQ
    2.4%
    12.5% ban rate in amateur play over 14,779 games, against 2.4% in soloQ over 364,710 games.
  • LengthLonger games in amateur play
    Amateur
    29.6 min
    SoloQ
    27.5 min
    Median of 29.6 min in amateur play, against 27.5 min in soloQ.
  • RunesDeathfire Touch instead of Electrocute
    Amateur
    72%
    SoloQ
    62%
    Played in 72% of amateur games; soloQ sticks to Electrocute (62%).

Not enough games to judge: core.

02 — How to play it

How to play it?

Electrocute, then Blackfire Torch, Lich Bane, and Zhonya's Hourglass: the most played build in soloQ.

SoloQ build, amateur differences under each block
RunesElectrocute62% · 2,514
≠ Amateur: Deathfire Touch instead of Electrocute. 72% · 47 games
SpellsFlash + Ignite64% · 2,575
Same in amateur play
SkillsQnot collected in soloQ
Amateur: 71% · 32 games
Core (3 legendaries)6% · 96
6%of soloQ games
  1. Blackfire Torch
  2. Lich Bane
  3. Zhonya's Hourglass
Amateur: Blackfire Torch, Rylai's Crystal Scepter, Cosmic Drive, gap not settled

Not collected in soloQ: starting items, 4th item, and skill order.

03 — In a comp

What does it bring to a comp?

Plays teamfights first: more teamfights than 86% of top laners.

  1. Plays teamfightstop14%58% · top laners: 53%

Read on tournament games from 2026-04-15 to 2026-10-12 (44,638 games) · same reading as the draft review · compared with other top laners

What marks it

  • Teamfight

Like other top laners

  • Gold at 15 min
  • Gold at 20 min
  • Takes its kills in duels
  • Crowd control (CC)

What it is not

  • Little damage
  • No poke
  • No split-push

Damage / min by phase · at equal gold

Not measured: the fact is not validated by the draft review.

Gold vs. direct opponent

At 20 min, behind 67% of top laners against the direct opponent.

top laners

Where it stands among top laners · every measure

0 ← less · median · more → 100
  • Gold at 15 min · rank 32 of 100 among top laners-67 · median +119
  • Gold at 20 min · rank 33 of 100 among top laners-99 · median +100
  • Absorbs damage · rank 2 of 100 among top laners273 · median 970
  • Plays teamfights · rank 86 of 100 among top laners58% · median 53%
  • Takes its kills in duels · rank 44 of 100 among top laners27% · median 28%
  • Crowd control (CC) · rank 33 of 100 among top laners0.6 · median 0.8
  • Team damage · rank 13 of 100 among top laners17% · median 20%
04 — With / against

With whom, against whom?

No opponent with a clear gap to expected in amateur play: win rates remain ranges.

in

Best results

Ranked by the gap to expected in amateur play, at the lower bound of its interval, at most 5 per role. The other source is a reference.

Against

Topgap to expected

No positive gap in amateur play.

Junglegap to expected

No positive gap in amateur play.

Midgap to expected

No positive gap in amateur play.

ADCgap to expected

No positive gap in amateur play.

Supportgap to expected

No positive gap in amateur play.

With

Junglegap to expected

No positive gap in amateur play.

Midgap to expected

No positive gap in amateur play.

ADCgap to expected

No positive gap in amateur play.

Supportgap to expected

No positive gap in amateur play.

Matchups and allies

One group per role of the other champion, five cards first. The bar is the win rate range, the tick marks 50%; the colour of the gap gives our reading, it sorts nothing.

Sort by
Top1 champion
  • Jax5 games
    —SoloQ: 53.7% · 108 g
Jungle1 champion
  • Vi6 games
    —SoloQ: 57.6% · 85 g
Mid1 champion
  • Viktor9 games
    —SoloQ: 59.2% · 184 g
ADC1 champion
  • Kai'Sa7 games
    —SoloQ: 53.1% · 337 g
Support3 champions
  • Lulu7 games
    —SoloQ: 55.7% · 309 g
  • Braum6 games
    —SoloQ: 49.6% · 127 g
  • Leona6 games
    —SoloQ: 46.6% · 148 g
05 — In draft

Ban it or pick it?

Not enough series to settle it: raw counts only.

Pick rate as Top

Amateur tournaments, compared with soloQ
  • SoloQ Master+0.2%3,652 picks of 1,794,583ban 2.4% · patches 16.19 to 16.21
  • Amateur tournaments0.0%19 picks of 38,304ban 12.5% · patches 16.19 to 16.21
  • Pro0.0%0 picks of 2,214bans not published · patches 16.17 to 16.20

Presence by patch

27.7% on 16.21
16.1216.21
Pick + ban, all regions, one point per patch; a patch without a measure leaves a gap.

Within the series

Fearless series only · as Top
Once picked, the series moves on to

Not enough series yet: published from 30.

Amateur: amateur tournaments created with tournament codes; soloQ: Master+, same patches. An amateur figure in gold and each card of “What changes” flag a gap that the volumes of both sources settle. Build: shares only, no win rate, which mostly follows game length. Gap to expected (lolalytics' Delta 2): the pair's win rate minus the one the two champions' own strength predicts, their win rate in their role in the same source; it is coloured when its 90% interval excludes 0, teal favourable, orange unfavourable. Under 30 games: games only.