Tournament presence · pick + ban
8.8%#82 of 173 champions
Pick
6.1%picked in 429 of 6,984 games
Ban
2.7%94 bans over 3,457 games, against 0.1% in soloQ
Win rate as Support50.5% between 42.4% and 58.6% over 101 gamesSoloQ 49.2%: no clear gap
Median length29.4 minsoloQ 27.8 min

Amateur: 6,991 games from amateur tournaments, last 60 days, EUW. SoloQ Master+: 347,962 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 Support.

  • DraftBanned more often in amateur play
    Amateur
    3.1%
    SoloQ
    0.1%
    3.1% ban rate in amateur play over 2,100 games, against 0.1% in soloQ over 141,081 games.
  • LengthLonger games in amateur play
    Amateur
    29.4 min
    SoloQ
    27.8 min
    Median of 29.4 min in amateur play, against 27.8 min in soloQ.

Not enough games to judge: core.

02 — How to play it

How to play it?

Aftershock, then Dead Man's Plate, Force of Nature, and Protoplasm Harness: the most played build in soloQ.

SoloQ build, amateur differences under each block
RunesAftershock91% · 4,617
Same in amateur play
SpellsFlash + Ignite55% · 2,810
Amateur: Flash + Heal (45%), gap not settled
SkillsQnot collected in soloQ
Amateur: 85% · 45 games
Core (3 legendaries)9% · 3
9%of soloQ games
  1. Dead Man's Plate
  2. Force of Nature
  3. Protoplasm Harness

Not collected in soloQ: starting items, 4th item, and skill order.

03 — In a comp

What does it bring to a comp?

Crowd control (CC) first: more CC than 98% of supports.

  1. Crowd control (CC)top2%1.9 · supports: 1
  2. Plays teamfightstop5%59% · supports: 54%
  3. Absorbs damagetop15%829 · supports: 393

Read on tournament games from 2026-04-15 to 2026-10-12 (44,638 games) · same reading as the draft review · compared with other supports

What marks it

  • Frontline
  • Teamfight
  • CC

Like other supports

  • Damage in lane
  • Damage in mid game
  • Damage in late game
  • Map pressure
  • Lets allies carry kills
  • Team damage

What it is not

  • Few duels
  • No poke

Damage / min by phase · at equal gold

Rank 54 in lane, 61 in mid game and 66 in late game, out of 100 supports.

288+1 vs 288
395+53 vs 342
487+99 vs 388
Lane · 5–14 minMid game · 15–22Late · 23–30
Maokaisupports

Gold vs. direct opponent

At 20 min, behind 83% of supports against the direct opponent.

supports
4.3takedowns outside its lane before 15 min; supports: 4.5.

Where it stands among supports · every measure

0 ← less · median · more → 100
  • Damage in lane · rank 54 of 100 among supports288 · median 288
  • Damage in mid game · rank 61 of 100 among supports395 · median 342
  • Damage in late game · rank 66 of 100 among supports487 · median 388
  • Gold at 15 min · rank 22 of 100 among supports-80 · median +105
  • Gold at 20 min · rank 17 of 100 among supports-138 · median +193
  • Map pressure · rank 66 of 100 among supports4.3 · median 4.5
  • Absorbs damage · rank 85 of 100 among supports829 · median 393
  • Plays teamfights · rank 95 of 100 among supports59% · median 54%
  • Takes its kills in duels · rank 15 of 100 among supports13% · median 17%
  • Lets allies carry kills · rank 62 of 100 among supportsrank 62 of 100
  • Crowd control (CC) · rank 98 of 100 among supports1.9 · median 1
  • Team damage · rank 53 of 100 among supports10% · median 9%
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.

Midgap to expected

No positive gap in amateur play.

ADCgap 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
Top6 champions
  • Olaf9 games
    —SoloQ: 34.7% · 98 g
  • Ornn7 games
    —SoloQ: 42.8% · 145 g
  • Sion7 games
    —SoloQ: 53.0% · 83 g
  • Jax5 games
    —SoloQ: 50.4% · 127 g
  • Malphite5 games
    —SoloQ: 51.0% · 153 g
Jungle6 champions
  • Wukong12 games
    —SoloQ: 53.2% · 216 g
  • Amumu6 games
    —SoloQ: 51.4% · 37 g
  • Jarvan IV6 games
    —SoloQ: 50.3% · 185 g
  • Lee Sin6 games
    —SoloQ: 49.1% · 216 g
  • Sejuani6 games
    —SoloQ: 44.9% · 49 g
Mid5 champions
  • Syndra13 games
    —SoloQ: 43.8% · 233 g
  • Ahri12 games
    —SoloQ: 48.8% · 283 g
  • Viktor10 games
    —SoloQ: 50.0% · 208 g
  • Aurora6 games
    —SoloQ: 53.1% · 81 g
  • Hwei5 games
    —SoloQ: 51.4% · 107 g
ADC6 champions
  • Xayah12 games
    —SoloQ: 45.8% · 155 g
  • Kai'Sa11 games
    —SoloQ: 49.7% · 384 g
  • Caitlyn10 games
    —SoloQ: 48.8% · 248 g
  • Tristana10 games
    —SoloQ: 42.2% · 303 g
  • Yunara7 games
    —SoloQ: 47.7% · 375 g
Support9 champions
  • Nautilus16 games
    —SoloQ: 54.3% · 265 g
  • Rakan9 games
    —SoloQ: 53.2% · 158 g
  • Thresh8 games
    —SoloQ: 46.3% · 393 g
  • Karma7 games
    —SoloQ: 58.7% · 223 g
  • Leona7 games
    —SoloQ: 43.6% · 225 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 Support

Amateur tournaments, compared with soloQ
  • SoloQ Master+0.7%4,580 picks of 695,920ban 0.1% · patches 16.19 to 16.21
  • Amateur tournaments0.7%70 picks of 10,426ban 3.1% · patches 16.19 to 16.21
  • Pro0.0%1 picks of 2,214bans not published · patches 16.17 to 16.20

Presence by patch

5.5% 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 Support
  • 1.4%G130 games of 2,118
  • 1.7%G236 games of 2,122
  • 1.9%G3+13 games of 691
Once picked, the series moves on toIn G2, over 30 series where it is played in G1 then replaced in the same role. Published from 30 series.
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.