Tournament presence · pick + ban
17.7%#37 of 173 champions
Pick
14.5%picked in 4,119 of 28,426 games
Ban
3.2%748 bans over 23,157 games, against 2.3% in soloQ
Win rate as Mid56.9% between 46.7% and 66.5% over 65 gamesSoloQ 46.1%: clear gap
Median length27.3 minsoloQ 27.6 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.

  • Win rateWins more in amateur play
    Amateur
    56.9%
    SoloQ
    46.1%
    56.9% win rate in amateur play over 65 games, against 46.1% in soloQ over 1,448 games.
  • DraftBanned more often in amateur play
    Amateur
    3.4%
    SoloQ
    2.3%
    3.4% ban rate in amateur play over 14,779 games, against 2.3% in soloQ over 364,710 games.
02 — How to play it

How to play it?

Fleet Footwork, then Hubris, Phantom Dancer, and Infinity Edge: the most played build in soloQ.

SoloQ build, amateur differences under each block
RunesFleet Footwork51% · 741
Same in amateur play
SpellsFlash + Ghost32% · 456
Amateur: Flash + Teleport (32%), gap not settled
SkillsQnot collected in soloQ
Amateur: 100% · 65 games
Core (3 legendaries)8% · 53
8%of soloQ games
  1. Hubris
  2. Phantom Dancer
  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 97).

  1. Its most marked traitGold at 20 mintop3%+881 · 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

  • Plays teamfights
  • Takes its kills in duels
  • Crowd control (CC)
  • Team damage

What it is not

  • Little map pressure
  • 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 97% of mid laners against the direct opponent.

mid laners
3.2takedowns 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 94 of 100 among mid laners+529 · median +25
  • Gold at 20 min · rank 97 of 100 among mid laners+881 · median +71
  • Map pressure · rank 23 of 100 among mid laners3.2 · median 3.2
  • Absorbs damage · rank 13 of 100 among mid laners296 · median 489
  • Plays teamfights · rank 40 of 100 among mid laners54% · median 55%
  • Takes its kills in duels · rank 60 of 100 among mid laners25% · median 23%
  • Crowd control (CC) · rank 52 of 100 among mid laners0.7 · median 0.7
  • Team damage · rank 29 of 100 among mid laners18% · 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.

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.

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
Top2 champions
Jungle3 champions
  • Jarvan IV5 games
    —SoloQ: 43.1% · 65 g
  • Lee Sin5 games
    —SoloQ: 44.0% · 100 g
  • Vi5 games
    —SoloQ: 35.1% · 37 g
Mid2 champions
ADC6 champions
  • Kai'Sa8 games
    —SoloQ: 37.9% · 140 g
  • Jinx7 games
    —SoloQ: 53.0% · 100 g
  • Yunara7 games
    —SoloQ: 47.3% · 131 g
  • Ashe6 games
    —SoloQ: 34.4% · 32 g
  • Ezreal5 games
    —SoloQ: 53.9% · 76 g
Support5 champions
  • Lulu9 games
    —SoloQ: 49.6% · 119 g
  • Braum7 games
    —SoloQ: 41.5% · 41 g
  • Rakan6 games
    —SoloQ: 45.5% · 33 g
  • Nautilus5 games
    —SoloQ: 40.4% · 109 g
  • Thresh5 games
    —SoloQ: 40.2% · 97 g
05 — In draft

Ban it or pick it?

Not enough series to settle it: raw counts only.

Pick rate as Mid

Amateur tournaments, compared with soloQ
  • SoloQ Master+0.1%1,282 picks of 1,794,592ban 2.3% · patches 16.19 to 16.21
  • Amateur tournaments0.1%54 picks of 38,304ban 3.4% · patches 16.19 to 16.21
  • Pro0.0%0 picks of 2,214bans not published · patches 16.17 to 16.20

Presence by patch

18.3% 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
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.