Tournament presence · pick + ban
11.3%#71 of 173 champions
Pick
5.2%picked in 152 of 2,915 games
Ban
6.1%129 bans over 2,127 games, against 6.3% in soloQ
Win rate as ADC54.9% between 43.5% and 65.8% over 51 gamesSoloQ 48.2%: no clear gap
Median length31.5 minsoloQ 28.6 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?

2 clear gaps between soloQ and amateur tournaments as ADC.

  • DraftPicked more often in amateur play
    Amateur
    0.8%
    SoloQ
    0.5%
    0.8% of the role's picks in amateur play, against 0.5% in soloQ.
  • LengthLonger games in amateur play
    Amateur
    31.5 min
    SoloQ
    28.6 min
    Median of 31.5 min in amateur play, against 28.6 min in soloQ.
02 — How to play it

How to play it?

Arcane Comet, then Luden's Echo, Shadowflame, and Rabadon's Deathcap: the most played build in soloQ.

SoloQ build, amateur differences under each block
RunesArcane Comet80% · 2,038
Same in amateur play
SpellsFlash + Teleport84% · 2,126
Same in amateur play
SkillsQnot collected in soloQ
Amateur: 100% · 43 games
Core (3 legendaries)24% · 317
24%of soloQ games
  1. Luden's Echo
  2. Shadowflame
  3. Rabadon's Deathcap
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?

Takes its kills in duels first: more duels than 86% of ADC.

  1. Takes its kills in duelstop15%21% · ADC: 19%
  2. Crowd control (CC)top15%1 · ADC: 0.6

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

What marks it

  • Duelist
  • CC

Like other ADC

  • Damage in lane
  • Damage in mid game
  • Gold at 15 min
  • Gold at 20 min
  • Absorbs damage
  • Plays teamfights
  • Team damage

What it is not

  • No poke

Damage / min by phase · at equal gold

Rank 39 in lane, 36 in mid game and 9 in late game, out of 100 ADC.

516-9 vs 525
885-30 vs 915
1,188-178 vs 1,366
Lane · 5–14 minMid game · 15–22Late · 23–30
MelADC

Gold vs. direct opponent

At 20 min, ahead of 66% of ADC against the direct opponent.

ADC

Where it stands among ADC · every measure

0 ← less · median · more → 100
  • Damage in lane · rank 39 of 100 among ADC516 · median 525
  • Damage in mid game · rank 36 of 100 among ADC885 · median 915
  • Damage in late game · rank 9 of 100 among ADC1,188 · median 1,366
  • Gold at 15 min · rank 73 of 100 among ADC+103 · median -54
  • Gold at 20 min · rank 66 of 100 among ADC+33 · median -85
  • Absorbs damage · rank 38 of 100 among ADC334 · median 361
  • Plays teamfights · rank 27 of 100 among ADC54% · median 56%
  • Takes its kills in duels · rank 86 of 100 among ADC21% · median 19%
  • Lets allies carry kills · rank 77 of 100 among ADCrank 77 of 100
  • Crowd control (CC) · rank 86 of 100 among ADC1 · median 0.6
  • Team damage · rank 44 of 100 among ADC22% · median 23%
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.

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
Jungle3 champions
Mid2 champions
  • Viktor6 games
    —SoloQ: 50.0% · 130 g
  • Orianna5 games
    —SoloQ: 48.6% · 35 g
ADC2 champions
  • Ashe10 games
    —SoloQ: 54.1% · 98 g
  • Caitlyn7 games
    —SoloQ: 57.3% · 150 g
Support3 champions
  • Seraphine12 games
    —SoloQ: 57.4% · 129 g
  • Braum6 games
    —SoloQ: 57.9% · 57 g
  • Leona6 games
    —SoloQ: 30.3% · 109 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 ADC

Amateur tournaments, compared with soloQ
  • SoloQ Master+0.5%2,199 picks of 466,481ban 6.3% · patches 16.19 to 16.21
  • Amateur tournaments0.8%33 picks of 4,328ban 6.9% · patches 16.19 to 16.21
  • Pro0.5%10 picks of 2,214bans not published · patches 16.17 to 16.20

Presence by patch

6.8% 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 ADC
  • 1.5%G112 games of 817
  • 1.5%G212 games of 817
  • 2.3%G3+8 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.