Tournament presence · pick + ban
6.7%#99 of 173 champions
Pick
2.1%picked in 145 of 6,953 games
Ban
4.6%160 bans over 3,441 games, against 2.7% in soloQ
Win rate as Support40.6% between 27.6% and 55.1% over 32 gamesSoloQ 52.0%: no clear gap
Median length31 minsoloQ 27.6 min

Amateur: 6,991 games from amateur tournaments, last 60 days, EUW. SoloQ Master+: 357,498 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 Support.

  • DraftPicked less often in amateur play
    Amateur
    0.1%
    SoloQ
    0.8%
    0.1% of the role's picks in amateur play, against 0.8% in soloQ.
  • DraftBanned more often in amateur play
    Amateur
    4.3%
    SoloQ
    2.7%
    4.3% ban rate in amateur play over 2,100 games, against 2.7% in soloQ over 150,615 games.
  • LengthLonger games in amateur play
    Amateur
    31 min
    SoloQ
    27.6 min
    Median of 31 min in amateur play, against 27.6 min in soloQ.

Not enough games to judge: core.

02 — How to play it

How to play it?

Electrocute, then Stormsurge, Shadowflame, and Zhonya's Hourglass: the most played build in soloQ.

SoloQ build, amateur differences under each block
RunesElectrocute85% · 5,274
Same in amateur play
SpellsFlash + Ignite96% · 5,997
Same in amateur play
SkillsQnot collected in soloQ
Amateur: 74% · 64 games
Core (3 legendaries)32% · 319
32%of soloQ games
  1. Stormsurge
  2. Shadowflame
  3. Zhonya's Hourglass
Amateur: Stormsurge, Shadowflame, Void Staff, 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?

Map pressure first: more map pressure than 98% of supports.

  1. Map pressuretop2%6.3 · supports: 4.5
  2. Takes its kills in duelstop9%27% · supports: 17%

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

  • Map pressure
  • Duelist

Like other supports

  • Damage in mid game
  • Damage in late game
  • Absorbs damage
  • Crowd control (CC)
  • Team damage

What it is not

  • Few teamfights
  • Carries its own kills
  • No poke

Damage / min by phase · at equal gold

Rank 75 in lane, 70 in mid game and 70 in late game, out of 100 supports.

369+82 vs 288
466+124 vs 342
508+121 vs 388
Lane · 5–14 minMid game · 15–22Late · 23–30
Elisesupports

Gold vs. direct opponent

At 20 min, ahead of 93% of supports against the direct opponent.

supports
6.3takedowns outside its lane before 15 min; supports: 4.5.

Where it stands among supports · every measure

0 ← less · median · more → 100
  • Damage in lane · rank 75 of 100 among supports369 · median 288
  • Damage in mid game · rank 70 of 100 among supports466 · median 342
  • Damage in late game · rank 70 of 100 among supports508 · median 388
  • Gold at 15 min · rank 97 of 100 among supports+496 · median +105
  • Gold at 20 min · rank 93 of 100 among supports+641 · median +193
  • Map pressure · rank 98 of 100 among supports6.3 · median 4.5
  • Absorbs damage · rank 44 of 100 among supports340 · median 393
  • Plays teamfights · rank 7 of 100 among supports45% · median 54%
  • Takes its kills in duels · rank 92 of 100 among supports27% · median 17%
  • Lets allies carry kills · rank 7 of 100 among supportsrank 7 of 100
  • Crowd control (CC) · rank 54 of 100 among supports1.1 · median 1
  • Team damage · rank 73 of 100 among supports14% · 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.

ADCgap to expected

No positive gap in amateur play.

With

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
Jungle1 champion
ADC2 champions
  • Jhin6 games
    —SoloQ: 50.1% · 545 g
  • Caitlyn5 games
    —SoloQ: 50.3% · 342 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+0.8%5,898 picks of 714,992ban 2.7% · patches 16.19 to 16.21
  • Amateur tournaments0.1%13 picks of 10,426ban 4.3% · patches 16.19 to 16.21
  • Pro0.2%4 picks of 2,224bans not published · patches 16.17 to 16.20

Presence by patch

8.2% 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.