Tournament presence · pick + ban
8.2%#94 of 173 champions
Pick
6.0%picked in 172 of 2,886 games
Ban
2.2%46 bans over 2,098 games, against 0.1% in soloQ
Win rate as Support55.8% between 44.4% and 66.5% over 52 gamesSoloQ 50.3%: no clear gap
Median length30 minsoloQ 28.4 min

Amateur: 2,915 games from amateur tournaments, last 60 days, NA. SoloQ Master+: 237,028 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
    2.3%
    SoloQ
    0.1%
    2.3% ban rate in amateur play over 1,538 games, against 0.1% in soloQ over 103,691 games.
  • LengthLonger games in amateur play
    Amateur
    30 min
    SoloQ
    28.4 min
    Median of 30 min in amateur play, against 28.4 min in soloQ.

Not enough games to judge: core.

02 — How to play it

How to play it?

Aftershock, then Liandry's Torment, Blackfire Torch, and Bloodletter's Curse: the most played build in soloQ.

SoloQ build, amateur differences under each block
RunesAftershock88% · 4,234
Same in amateur play
SpellsFlash + Ignite60% · 2,888
Amateur: Flash + Heal (39%), gap not settled
SkillsQnot collected in soloQ
Amateur: 85% · 45 games
Core (3 legendaries)6% · 2
6%of soloQ games
  1. Liandry's Torment
  2. Blackfire Torch
  3. Bloodletter's Curse

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
Top1 champion
  • Ambessa8 games
    —SoloQ: 59.7% · 119 g
Jungle2 champions
  • Wukong7 games
    —SoloQ: 40.8% · 206 g
  • Skarner7 games
    —SoloQ: — · 27 g
Mid2 champions
  • Ahri5 games
    —SoloQ: 55.5% · 200 g
  • Hwei5 games
    —SoloQ: 50.5% · 93 g
ADC2 champions
  • Ezreal7 games
    —SoloQ: 51.4% · 249 g
  • Ziggs5 games
    —SoloQ: 50.0% · 50 g
Support3 champions
  • Alistar6 games
    —SoloQ: 49.5% · 186 g
  • Nami5 games
    —SoloQ: 51.4% · 243 g
  • Rell5 games
    —SoloQ: 54.8% · 115 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+0.9%4,353 picks of 474,052ban 0.1% · patches 16.19 to 16.21
  • Amateur tournaments0.8%35 picks of 4,328ban 2.3% · patches 16.19 to 16.21
  • Pro0.0%1 picks of 2,224bans 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
  • 1.7%G114 games of 805
  • 1.2%G210 games of 805
  • 3.4%G3+12 games of 351
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.