Champion sheet · Mid

Gangplank

Patches 16.19 to 16.21 · All regions
Tournament presence · pick + ban
8.4%#89 of 173 champions
Pick
2.1%picked in 591 of 28,375 games
Ban
6.3%1,455 bans over 23,114 games, against 10.2% in soloQ
Win rate as Mid54.5% between 44.5% and 64.2% over 66 gamesSoloQ 49.9%: no clear gap
Median length29.6 minsoloQ 27.9 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 Mid.

  • DraftPicked less often in amateur play
    Amateur
    0.1%
    SoloQ
    0.2%
    0.1% of the role's picks in amateur play, against 0.2% in soloQ.
  • DraftBanned less often in amateur play
    Amateur
    6.5%
    SoloQ
    10.2%
    6.5% ban rate in amateur play over 14,779 games, against 10.2% in soloQ over 364,710 games.
02 — How to play it

How to play it?

Deathfire Touch, then Essence Reaver, The Collector, and Infinity Edge: the most played build in soloQ.

SoloQ build, amateur differences under each block
RunesDeathfire Touch50% · 2,028
Same in amateur play
SpellsFlash + Ignite79% · 3,219
Same in amateur play
SkillsQnot collected in soloQ
Amateur: 97% · 64 games
Core (3 legendaries)14% · 305
14%of soloQ games
  1. Essence Reaver
  2. The Collector
  3. Infinity Edge
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?

No trait above other mid laners; the most marked: Gold at 20 min (rank 99).

  1. Its most marked traitGold at 20 mintop1%+1,186 · mid laners: +71

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

Nothing above mid laners.

Like other mid laners

  • Map pressure
  • Absorbs damage
  • Takes its kills in duels
  • Crowd control (CC)
  • Team damage

What it is not

  • Few teamfights
  • 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, ahead of 99% of mid laners against the direct opponent.

mid laners
3.1takedowns outside its lane before 15 min; mid laners: 3.2.

Where it stands among mid laners · every measure

0 ← less · median · more → 100
  • Gold at 15 min · rank 95 of 100 among mid laners+531 · median +25
  • Gold at 20 min · rank 99 of 100 among mid laners+1,186 · median +71
  • Map pressure · rank 32 of 100 among mid laners3.1 · median 3.2
  • Absorbs damage · rank 33 of 100 among mid laners404 · median 489
  • Plays teamfights · rank 19 of 100 among mid laners51% · median 55%
  • Takes its kills in duels · rank 48 of 100 among mid laners22% · median 23%
  • Crowd control (CC) · rank 26 of 100 among mid laners0.3 · median 0.7
  • Team damage · rank 49 of 100 among mid laners21% · 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.

ADCgap to expected

No positive gap in amateur play.

Supportgap to expected

No positive gap in amateur play.

With

Topgap to expected

No positive gap in amateur play.

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
  • Aatrox7 games
    —SoloQ: 51.1% · 190 g
Jungle2 champions
  • Lee Sin8 games
    —SoloQ: 50.5% · 275 g
  • Xin Zhao5 games
    —SoloQ: 41.2% · 51 g
ADC5 champions
  • Yunara9 games
    —SoloQ: 52.6% · 321 g
  • Aphelios7 games
    —SoloQ: 49.2% · 177 g
  • Zeri6 games
    —SoloQ: 49.3% · 134 g
  • Caitlyn5 games
    —SoloQ: 50.7% · 221 g
  • Ezreal5 games
    —SoloQ: 54.4% · 206 g
Support3 champions
  • Lulu9 games
    —SoloQ: 47.7% · 237 g
  • Nautilus5 games
    —SoloQ: 56.4% · 243 g
  • Yuumi5 games
    —SoloQ: 52.2% · 113 g
05 — In draft

Ban it or pick it?

Fallback pick: comes out late in the series, once the pool has emptied.

Pick rate as Mid

Amateur tournaments, compared with soloQ
  • SoloQ Master+0.2%3,584 picks of 1,794,592ban 10.2% · patches 16.19 to 16.21
  • Amateur tournaments0.1%41 picks of 38,304ban 6.5% · patches 16.19 to 16.21
  • Pro0.0%0 picks of 2,214bans not published · patches 16.17 to 16.20

Presence by patch

8.5% 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
  • 0.1%G18 games of 7,178
  • 0.2%G217 games of 7,178
  • 0.4%G3+11 games of 2,851
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.