Tournament presence · pick + ban
1.6%#165 of 173 champions
Pick
0.9%picked in 261 of 28,558 games
Ban
0.7%152 bans over 23,284 games, against 0.7% in soloQ
Win rate as Support46.6% between 36.2% and 57.2% over 58 gamesSoloQ 47.2%: no clear gap
Median length31.2 minsoloQ 28.7 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?

2 clear gaps between soloQ and amateur tournaments as Support.

  • DraftPicked less often in amateur play
    Amateur
    0.1%
    SoloQ
    0.4%
    0.1% of the role's picks in amateur play, against 0.4% in soloQ.
  • LengthLonger games in amateur play
    Amateur
    31.2 min
    SoloQ
    28.7 min
    Median of 31.2 min in amateur play, against 28.7 min in soloQ.

Not enough games to judge: core.

02 — How to play it

How to play it?

Deathfire Touch, then Rylai's Crystal Scepter, Liandry's Torment, and Zhonya's Hourglass: the most played build in soloQ.

SoloQ build, amateur differences under each block
RunesDeathfire Touch84% · 7,458
Same in amateur play
SpellsFlash + Ignite60% · 5,342
Same in amateur play
SkillsWnot collected in soloQ
Amateur: 95% · 54 games
Core (3 legendaries)13% · 204
13%of soloQ games
  1. Rylai's Crystal Scepter
  2. Liandry's Torment
  3. Zhonya's Hourglass
Same in amateur play

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

03 — In a comp

What does it bring to a comp?

Team damage first: more damage than 83% of supports.

  1. Team damagetop17%15% · supports: 9%

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

What marks it

  • Damage
  • Poke

Like other supports

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

What it is not

  • Little map pressure

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, ahead of 63% of supports against the direct opponent.

supports
3.7takedowns outside its lane before 15 min; supports: 4.5.

Where it stands among supports · every measure

0 ← less · median · more → 100
  • Gold at 15 min · rank 53 of 100 among supports+117 · median +105
  • Gold at 20 min · rank 63 of 100 among supports+255 · median +193
  • Map pressure · rank 5 of 100 among supports3.7 · median 4.5
  • Absorbs damage · rank 10 of 100 among supports209 · median 393
  • Plays teamfights · rank 56 of 100 among supports55% · median 54%
  • Takes its kills in duels · rank 70 of 100 among supports21% · median 17%
  • Crowd control (CC) · rank 36 of 100 among supports0.9 · median 1
  • Team damage · rank 83 of 100 among supports15% · median 9%
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

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.

ADCgap 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
Jungle2 champions
  • Wukong6 games
    —SoloQ: 44.9% · 265 g
  • Jarvan IV5 games
    —SoloQ: 39.4% · 312 g
Mid1 champion
  • Sylas6 games
    —SoloQ: 46.3% · 268 g
ADC1 champion
  • Caitlyn10 games
    —SoloQ: 48.0% · 488 g
Support3 champions
  • Nautilus10 games
    —SoloQ: 49.2% · 510 g
  • Braum5 games
    —SoloQ: 47.8% · 274 g
  • Lulu5 games
    —SoloQ: 51.5% · 615 g
05 — In draft

Ban it or pick it?

Not enough series to settle it: raw counts only.

Pick rate as Support

Amateur tournaments, compared with soloQ
  • SoloQ Master+0.4%7,782 picks of 1,794,593ban 0.7% · patches 16.19 to 16.21
  • Amateur tournaments0.1%37 picks of 38,304ban 0.7% · patches 16.19 to 16.21
  • Pro0.0%0 picks of 2,214bans not published · patches 16.17 to 16.20

Presence by patch

1.8% 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 Support
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.