Tournament presence · pick + ban
6.1%#110 of 173 champions
Pick
2.8%picked in 81 of 2,915 games
Ban
3.3%70 bans over 2,127 games, against 3.9% in soloQ
Win rate as Mid53.7% between 42.6% and 64.4% over 54 gamesSoloQ 51.7%: no clear gap
Median length30.8 minsoloQ 28.1 min

Amateur: 2,915 games from amateur tournaments, last 60 days, NA. SoloQ Master+: 233,241 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?

3 clear gaps between soloQ and amateur tournaments as Mid.

  • DraftPicked less often in amateur play
    Amateur
    0.9%
    SoloQ
    3.1%
    0.9% of the role's picks in amateur play, against 3.1% in soloQ.
  • DraftBanned less often in amateur play
    Amateur
    2.9%
    SoloQ
    3.9%
    2.9% ban rate in amateur play over 1,538 games, against 3.9% in soloQ over 99,904 games.
  • LengthLonger games in amateur play
    Amateur
    30.8 min
    SoloQ
    28.1 min
    Median of 30.8 min in amateur play, against 28.1 min in soloQ.
02 — How to play it

How to play it?

Hail of Blades, then Stormsurge, Dusk and Dawn, and Rabadon's Deathcap: the most played build in soloQ.

SoloQ build, amateur differences under each block
RunesHail of Blades88% · 14,399
Same in amateur play
SpellsFlash + Ignite61% · 9,944
Amateur: Flash + Teleport (60%), gap not settled
SkillsQnot collected in soloQ
Amateur: 100% · 77 games
Core (3 legendaries)38% · 2,758
38%of soloQ games
  1. Stormsurge
  2. Dusk and Dawn
  3. Rabadon's Deathcap
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?

Map pressure first: more map pressure than 79% of mid laners.

  1. Map pressuretop21%3.8 · mid laners: 3.2

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

What marks it

  • Map pressure
  • Split-push

Like other mid laners

  • Damage in lane
  • Damage in mid game
  • Damage in late game
  • Gold at 15 min
  • Gold at 20 min
  • Absorbs damage
  • Plays teamfights
  • Takes its kills in duels
  • Crowd control (CC)
  • Team damage

What it is not

  • Carries its own kills
  • No poke

Damage / min by phase · at equal gold

Rank 53 in lane, 54 in mid game and 45 in late game, out of 100 mid laners.

533+5 vs 528
918+18 vs 899
1,166-12 vs 1,179
Lane · 5–14 minMid game · 15–22Late · 23–30
Ekkomid laners

Gold vs. direct opponent

At 20 min, ahead of 71% of mid laners against the direct opponent.

mid laners
3.8takedowns outside its lane before 15 min; mid laners: 3.2.

Where it stands among mid laners · every measure

0 ← less · median · more → 100
  • Damage in lane · rank 53 of 100 among mid laners533 · median 528
  • Damage in mid game · rank 54 of 100 among mid laners918 · median 899
  • Damage in late game · rank 45 of 100 among mid laners1,166 · median 1,179
  • Gold at 15 min · rank 63 of 100 among mid laners+140 · median +25
  • Gold at 20 min · rank 71 of 100 among mid laners+311 · median +71
  • Map pressure · rank 79 of 100 among mid laners3.8 · median 3.2
  • Absorbs damage · rank 68 of 100 among mid laners652 · median 489
  • Plays teamfights · rank 27 of 100 among mid laners53% · median 55%
  • Takes its kills in duels · rank 69 of 100 among mid laners25% · median 23%
  • Lets allies carry kills · rank 12 of 100 among mid lanersrank 12 of 100
  • Crowd control (CC) · rank 39 of 100 among mid laners0.6 · median 0.7
  • Team damage · rank 66 of 100 among mid laners23% · median 21%
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.

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
  • Ornn7 games
    —SoloQ: 47.7% · 457 g
Jungle1 champion
  • Wukong10 games
    —SoloQ: 50.3% · 652 g
Mid3 champions
  • Syndra12 games
    —SoloQ: 56.5% · 715 g
  • Viktor6 games
    —SoloQ: 52.0% · 781 g
  • Orianna5 games
    —SoloQ: 60.3% · 232 g
ADC4 champions
  • Jinx9 games
    —SoloQ: 52.0% · 1,345 g
  • Jhin5 games
    —SoloQ: 53.9% · 1,477 g
  • Kai'Sa5 games
    —SoloQ: 51.0% · 1,116 g
  • Yunara5 games
    —SoloQ: 53.2% · 1,097 g
Support3 champions
  • Braum6 games
    —SoloQ: 52.0% · 517 g
  • Lulu6 games
    —SoloQ: 53.3% · 933 g
  • Rakan5 games
    —SoloQ: 46.6% · 373 g
05 — In draft

Ban it or pick it?

Priority pick: taken in G1, burned afterwards.

Pick rate as Mid

Amateur tournaments, compared with soloQ
  • SoloQ Master+3.1%14,691 picks of 466,479ban 3.9% · patches 16.19 to 16.21
  • Amateur tournaments0.9%40 picks of 4,328ban 2.9% · patches 16.19 to 16.21
  • Pro0.1%2 picks of 2,214bans not published · patches 16.17 to 16.20

Presence by patch

7.4% 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 Mid
  • 1.1%G19 games of 817
  • 2.7%G222 games of 817
  • 0.8%G3+3 games of 354
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.