Tournament presence · pick + ban
13.3%#56 of 173 champions
Pick
5.6%picked in 163 of 2,915 games
Ban
7.7%164 bans over 2,127 games, against 10.5% in soloQ
Win rate as Jungle44.4% between 32.9% and 56.6% over 45 gamesSoloQ 48.2%: no clear gap
Median length30.5 minsoloQ 28.5 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 less often in amateur play
    Amateur
    0.7%
    SoloQ
    1.0%
    0.7% of the role's picks in amateur play, against 1.0% in soloQ.
  • DraftBanned less often in amateur play
    Amateur
    7.8%
    SoloQ
    10.5%
    7.8% ban rate in amateur play over 1,538 games, against 10.5% in soloQ over 99,904 games.
  • LengthLonger games in amateur play
    Amateur
    30.5 min
    SoloQ
    28.5 min
    Median of 30.5 min in amateur play, against 28.5 min 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% · 4,815
Same in amateur play
SpellsFlash + Smite100% · 5,037
Same in amateur play
SkillsQnot collected in soloQ
Amateur: 100% · 153 games
Core (3 legendaries)15% · 473
15%of soloQ games
  1. Voltaic Cyclosword
  2. Bastionbreaker
  3. Edge of Night
Amateur: Voltaic Cyclosword, Bastionbreaker, Serylda's Grudge (16%), 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
Top1 champion
  • Ornn5 games
    —SoloQ: 47.1% · 157 g
Jungle2 champions
Mid3 champions
  • Ahri5 games
    —SoloQ: 53.5% · 226 g
  • Locke5 games
    —SoloQ: 45.1% · 182 g
  • Syndra5 games
    —SoloQ: 43.8% · 233 g
ADC3 champions
  • Ashe7 games
    —SoloQ: 50.9% · 110 g
  • Caitlyn5 games
    —SoloQ: 51.5% · 266 g
  • Jhin5 games
    —SoloQ: 44.1% · 454 g
Support2 champions
  • Bard5 games
    —SoloQ: 41.6% · 149 g
  • Seraphine5 games
    —SoloQ: 49.7% · 143 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+1.0%4,459 picks of 466,479ban 10.5% · patches 16.19 to 16.21
  • Amateur tournaments0.7%32 picks of 4,328ban 7.8% · patches 16.19 to 16.21
  • Pro0.8%17 picks of 2,214bans 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
  • 1.8%G115 games of 817
  • 1.5%G212 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.