Tournament presence · pick + ban
13.7%#52 of 173 champions
Pick
4.5%picked in 310 of 6,953 games
Ban
9.2%315 bans over 3,441 games, against 9.9% in soloQ
Win rate as Jungle54.1% between 43.7% and 64.2% over 61 gamesSoloQ 45.9%: no clear gap
Median length30.1 minsoloQ 28 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?

One clear gap between soloQ and amateur tournaments as Jungle.

  • DraftPicked less often in amateur play
    Amateur
    0.4%
    SoloQ
    0.7%
    0.4% of the role's picks in amateur play, against 0.7% in soloQ.
02 — How to play it

How to play it?

First Strike, then Voltaic Cyclosword, Bastionbreaker, and Edge of Night: the most played build in soloQ.

SoloQ build, amateur differences under each block
RunesFirst Strike96% · 4,979
Same in amateur play
SpellsFlash + Smite100% · 5,191
Same in amateur play
SkillsQnot collected in soloQ
Amateur: 100% · 153 games
Core (3 legendaries)14% · 482
14%of soloQ games
  1. Voltaic Cyclosword
  2. Bastionbreaker
  3. Edge of Night
Amateur: Voltaic Cyclosword, Bastionbreaker, Serpent's Fang (14%), 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?

Team damage first: more damage than 99% of junglers.

  1. Team damagetop1%25% · junglers: 17%
  2. Map pressuretop24%5.1 · junglers: 4.7

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
  • Damage
  • Poke

Like other junglers

  • Takes its kills in duels
  • Lets allies carry kills
  • Crowd control (CC)
  • Jungle farm
  • Invade

What it is not

  • Few teamfights

Damage / min by phase · at equal gold

Rank 92 in lane, 95 in mid game and 93 in late game, out of 100 junglers.

418+34 vs 383
953+157 vs 796
1,275+219 vs 1,056
Lane · 5–14 minMid game · 15–22Late · 23–30
Jaycejunglers

Gold vs. direct opponent

At 20 min, ahead of 97% of junglers against the direct opponent.

junglers
5.1takedowns 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 92 of 100 among junglers418 · median 383
  • Damage in mid game · rank 95 of 100 among junglers953 · median 796
  • Damage in late game · rank 93 of 100 among junglers1,275 · median 1,056
  • Gold at 15 min · rank 97 of 100 among junglers+503 · median +6
  • Gold at 20 min · rank 97 of 100 among junglers+847 · median +64
  • Map pressure · rank 76 of 100 among junglers5.1 · median 4.7
  • Absorbs damage · rank 14 of 100 among junglers480 · median 855
  • Plays teamfights · rank 23 of 100 among junglers49% · median 52%
  • Takes its kills in duels · rank 70 of 100 among junglers22% · median 20%
  • Lets allies carry kills · rank 27 of 100 among junglersrank 27 of 100
  • Crowd control (CC) · rank 31 of 100 among junglers0.6 · median 0.7
  • Team damage · rank 99 of 100 among junglers25% · median 17%
  • Jungle farm · rank 71 of 100 among junglers68 · median 66
  • Invade · rank 56 of 100 among junglers8% · 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
Top3 champions
  • Malphite8 games
    —SoloQ: 42.5% · 332 g
  • K'Sante6 games
    —SoloQ: 46.2% · 143 g
  • Ornn6 games
    —SoloQ: 40.8% · 174 g
Jungle4 champions
  • Xin Zhao9 games
    —SoloQ: 50.0% · 60 g
  • Jarvan IV6 games
    —SoloQ: 43.4% · 244 g
  • Wukong6 games
    —SoloQ: 41.8% · 153 g
  • Vi5 games
    —SoloQ: 44.2% · 77 g
Mid3 champions
  • Viktor7 games
    —SoloQ: 51.0% · 206 g
  • Orianna5 games
    —SoloQ: 43.2% · 111 g
  • Xerath5 games
    —SoloQ: 50.5% · 103 g
ADC2 champions
  • Ashe8 games
    —SoloQ: 52.7% · 110 g
  • Yunara6 games
    —SoloQ: 41.8% · 402 g
Support5 champions
  • Lulu7 games
    —SoloQ: 44.8% · 384 g
  • Nautilus7 games
    —SoloQ: 45.4% · 348 g
  • Seraphine7 games
    —SoloQ: 50.4% · 119 g
  • Rell6 games
    —SoloQ: 45.2% · 199 g
  • Neeko5 games
    —SoloQ: 43.9% · 41 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%4,837 picks of 714,991ban 9.9% · patches 16.19 to 16.21
  • Amateur tournaments0.4%41 picks of 10,426ban 10.1% · patches 16.19 to 16.21
  • Pro0.8%17 picks of 2,224bans not published · patches 16.17 to 16.20

Presence by patch

22.9% 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
  • 0.7%G115 games of 2,116
  • 1.0%G222 games of 2,116
  • 1.5%G3+10 games of 681
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.