Tournament presence · pick + ban
3.0%#151 of 173 champions
Pick
1.4%picked in 41 of 2,886 games
Ban
1.6%34 bans over 2,098 games, against 2.4% in soloQ
Win rate as Jungle— 15 wins over 26 games
Median length—soloQ 27.7 min

Amateur: 2,915 games from amateur tournaments, last 60 days, NA. SoloQ Master+: 237,028 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 Jungle.

  • DraftPicked less often in amateur play
    Amateur
    0.5%
    SoloQ
    2.1%
    0.5% of the role's picks in amateur play, against 2.1% in soloQ.
  • DraftBanned less often in amateur play
    Amateur
    1.8%
    SoloQ
    2.4%
    1.8% ban rate in amateur play over 1,538 games, against 2.4% in soloQ over 103,691 games.

Not enough games to judge: win rate, length, keystone, spells, and core.

02 — How to play it

How to play it?

Dark Harvest, then Lich Bane, Shadowflame, and Rabadon's Deathcap: the most played build in soloQ.

SoloQ build, amateur differences under each block
RunesDark Harvest53% · 5,625
Same in amateur play
SpellsFlash + Smite100% · 10,573
Same in amateur play
SkillsQnot collected in soloQ
Amateur: 98% · 106 games
Core (3 legendaries)24% · 1,158
24%of soloQ games
  1. Lich Bane
  2. Shadowflame
  3. Rabadon's Deathcap
Amateur: Lich Bane, Stormsurge, Zhonya's Hourglass, 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 97% of junglers.

  1. Map pressuretop3%5.8 · junglers: 4.7
  2. Invadetop6%10% · junglers: 7%
  3. Takes its kills in duelstop16%24% · junglers: 20%

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

What marks it

  • Map pressure
  • Duelist
  • Invade

Like other junglers

  • Damage in lane
  • Damage in mid game
  • Damage in late game
  • Gold at 15 min
  • Gold at 20 min
  • Crowd control (CC)
  • Team damage

What it is not

  • Few teamfights
  • Carries its own kills
  • No poke
  • Light jungle farm

Damage / min by phase · at equal gold

Rank 67 in lane, 57 in mid game and 73 in late game, out of 100 junglers.

393+10 vs 383
811+15 vs 796
1,148+93 vs 1,056
Lane · 5–14 minMid game · 15–22Late · 23–30
Elisejunglers

Gold vs. direct opponent

At 20 min, behind 68% of junglers against the direct opponent.

junglers
5.8takedowns outside its lane before 15 min; junglers: 4.7.

Where it stands among junglers · every measure

0 ← less · median · more → 100
  • Damage in lane · rank 67 of 100 among junglers393 · median 383
  • Damage in mid game · rank 57 of 100 among junglers811 · median 796
  • Damage in late game · rank 73 of 100 among junglers1,148 · median 1,056
  • Gold at 15 min · rank 37 of 100 among junglers-53 · median +6
  • Gold at 20 min · rank 32 of 100 among junglers-169 · median +64
  • Map pressure · rank 97 of 100 among junglers5.8 · median 4.7
  • Absorbs damage · rank 12 of 100 among junglers433 · median 855
  • Plays teamfights · rank 5 of 100 among junglers45% · median 52%
  • Takes its kills in duels · rank 84 of 100 among junglers24% · median 20%
  • Lets allies carry kills · rank 9 of 100 among junglersrank 9 of 100
  • Crowd control (CC) · rank 75 of 100 among junglers0.9 · median 0.7
  • Team damage · rank 62 of 100 among junglers18% · median 17%
  • Jungle farm · rank 1 of 100 among junglers58 · median 66
  • Invade · rank 94 of 100 among junglers10% · median 7%
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.

With

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
  • Lee Sin5 games
    —SoloQ: 51.2% · 508 g
05 — In draft

Ban it or pick it?

Not enough series to settle it: raw counts only.

Pick rate as Jungle

Amateur tournaments, compared with soloQ
  • SoloQ Master+2.1%10,100 picks of 474,053ban 2.4% · patches 16.19 to 16.21
  • Amateur tournaments0.5%20 picks of 4,328ban 1.8% · patches 16.19 to 16.21
  • Pro0.0%1 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 Jungle
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.