Tournament presence · pick + ban
22.1%#21 of 173 champions
Pick
8.3%picked in 243 of 2,915 games
Ban
13.8%294 bans over 2,127 games, against 4.0% in soloQ
Win rate as Jungle45.6% between 36.0% and 55.5% over 68 gamesSoloQ 50.3%: no clear gap
Median length29.9 minsoloQ 28 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 Jungle.

  • DraftPicked more often in amateur play
    Amateur
    1.1%
    SoloQ
    0.7%
    1.1% of the role's picks in amateur play, against 0.7% in soloQ.
  • DraftBanned more often in amateur play
    Amateur
    15.3%
    SoloQ
    4.0%
    15.3% ban rate in amateur play over 1,538 games, against 4.0% in soloQ over 99,904 games.
  • LengthLonger games in amateur play
    Amateur
    29.9 min
    SoloQ
    28 min
    Median of 29.9 min in amateur play, against 28 min in soloQ.
02 — How to play it

How to play it?

Conqueror, then Dusk and Dawn, Shadowflame, and Rabadon's Deathcap: the most played build in soloQ.

SoloQ build, amateur differences under each block
RunesConqueror57% · 2,254
Same in amateur play
SpellsGhost + Smite87% · 3,458
Same in amateur play
SkillsQnot collected in soloQ
Amateur: 100% · 52 games
Core (3 legendaries)58% · 1,171
58%of soloQ games
  1. Dusk and Dawn
  2. Shadowflame
  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?

Team damage first: more damage than 91% of junglers.

  1. Team damagetop9%22% · junglers: 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 junglers

What marks it

  • Damage
  • Poke

Like other junglers

  • Damage in lane
  • Gold at 15 min
  • Gold at 20 min
  • Absorbs damage
  • Plays teamfights
  • Takes its kills in duels
  • Lets allies carry kills
  • Invade

What it is not

  • Little map pressure
  • Little CC

Damage / min by phase · at equal gold

Rank 28 in lane, 89 in mid game and 95 in late game, out of 100 junglers.

357-26 vs 383
911+115 vs 796
1,290+235 vs 1,056
Lane · 5–14 minMid game · 15–22Late · 23–30
Gwenjunglers

Gold vs. direct opponent

At 20 min, ahead of 74% of junglers against the direct opponent.

junglers
3.7takedowns 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 28 of 100 among junglers357 · median 383
  • Damage in mid game · rank 89 of 100 among junglers911 · median 796
  • Damage in late game · rank 95 of 100 among junglers1,290 · median 1,056
  • Gold at 15 min · rank 66 of 100 among junglers+112 · median +6
  • Gold at 20 min · rank 74 of 100 among junglers+304 · median +64
  • Map pressure · rank 18 of 100 among junglers3.7 · median 4.7
  • Absorbs damage · rank 47 of 100 among junglers825 · median 855
  • Plays teamfights · rank 62 of 100 among junglers53% · median 52%
  • Takes its kills in duels · rank 55 of 100 among junglers21% · median 20%
  • Lets allies carry kills · rank 48 of 100 among junglersrank 48 of 100
  • Crowd control (CC) · rank 13 of 100 among junglers0.4 · median 0.7
  • Team damage · rank 91 of 100 among junglers22% · median 17%
  • Jungle farm · rank 90 of 100 among junglers70 · median 66
  • Invade · rank 52 of 100 among junglers7% · 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

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

Topgap 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.

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
  • K'Sante5 games
    —SoloQ: 53.0% · 66 g
Jungle1 champion
  • Wukong9 games
    —SoloQ: 50.0% · 234 g
Mid3 champions
  • Syndra11 games
    —SoloQ: 47.2% · 180 g
  • Viktor10 games
    —SoloQ: 48.7% · 193 g
  • Galio5 games
    —SoloQ: 51.6% · 95 g
ADC3 champions
  • Jhin6 games
    —SoloQ: 52.2% · 337 g
  • Lucian6 games
    —SoloQ: 57.2% · 159 g
  • Zeri5 games
    —SoloQ: 55.8% · 113 g
Support6 champions
  • Nautilus8 games
    —SoloQ: 58.0% · 207 g
  • Lulu7 games
    —SoloQ: 51.0% · 253 g
  • Braum6 games
    —SoloQ: 46.4% · 125 g
  • Milio5 games
    —SoloQ: 48.5% · 99 g
  • Rakan5 games
    —SoloQ: 51.1% · 90 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 Jungle

Amateur tournaments, compared with soloQ
  • SoloQ Master+0.7%3,464 picks of 466,479ban 4.0% · patches 16.19 to 16.21
  • Amateur tournaments1.1%49 picks of 4,328ban 15.3% · patches 16.19 to 16.21
  • Pro0.0%0 picks of 2,214bans not published · patches 16.17 to 16.20

Presence by patch

12.1% 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
  • 1.8%G115 games of 817
  • 1.7%G214 games of 817
  • 2.5%G3+9 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.