Tournament presence · pick + ban
6.1%#111 of 173 champions
Pick
3.2%picked in 92 of 2,886 games
Ban
2.9%60 bans over 2,098 games, against 8.1% in soloQ
Win rate as Support52.5% between 42.0% and 62.9% over 59 gamesSoloQ 49.9%: no clear gap
Median length30.6 minsoloQ 28.9 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?

3 clear gaps between soloQ and amateur tournaments as Support.

  • DraftPicked less often in amateur play
    Amateur
    1.0%
    SoloQ
    1.5%
    1.0% of the role's picks in amateur play, against 1.5% in soloQ.
  • DraftBanned less often in amateur play
    Amateur
    2.6%
    SoloQ
    8.1%
    2.6% ban rate in amateur play over 1,538 games, against 8.1% in soloQ over 103,691 games.
  • LengthLonger games in amateur play
    Amateur
    30.6 min
    SoloQ
    28.9 min
    Median of 30.6 min in amateur play, against 28.9 min in soloQ.

Not enough games to judge: core.

02 — How to play it

How to play it?

Arcane Comet, then Liandry's Torment, Zhonya's Hourglass, and Rylai's Crystal Scepter: the most played build in soloQ.

SoloQ build, amateur differences under each block
RunesArcane Comet61% · 4,810
Same in amateur play
SpellsFlash + Heal42% · 3,274
Same in amateur play
SkillsQnot collected in soloQ
Amateur: 75% · 79 games
Core (3 legendaries)20% · 147
20%of soloQ games
  1. Liandry's Torment
  2. Zhonya's Hourglass
  3. Rylai's Crystal Scepter
Amateur: Zhonya's Hourglass, Rylai's Crystal Scepter, Morellonomicon, 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?

Crowd control (CC) first: more CC than 100% of supports.

  1. Crowd control (CC)top1%1.9 · supports: 1

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

  • CC

Like other supports

  • Damage in lane
  • Damage in mid game
  • Gold at 15 min
  • Gold at 20 min
  • Map pressure
  • Absorbs damage
  • Plays teamfights
  • Takes its kills in duels
  • Lets allies carry kills
  • Team damage

What it is not

  • No poke

Damage / min by phase · at equal gold

Rank 63 in lane, 66 in mid game and 75 in late game, out of 100 supports.

316+28 vs 288
450+109 vs 342
536+148 vs 388
Lane · 5–14 minMid game · 15–22Late · 23–30
Morganasupports

Gold vs. direct opponent

At 20 min, ahead of 54% of supports against the direct opponent.

supports
4.8takedowns 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 63 of 100 among supports316 · median 288
  • Damage in mid game · rank 66 of 100 among supports450 · median 342
  • Damage in late game · rank 75 of 100 among supports536 · median 388
  • Gold at 15 min · rank 61 of 100 among supports+153 · median +105
  • Gold at 20 min · rank 54 of 100 among supports+201 · median +193
  • Map pressure · rank 48 of 100 among supports4.8 · median 4.5
  • Absorbs damage · rank 42 of 100 among supports334 · median 393
  • Plays teamfights · rank 64 of 100 among supports56% · median 54%
  • Takes its kills in duels · rank 42 of 100 among supports16% · median 17%
  • Lets allies carry kills · rank 33 of 100 among supportsrank 33 of 100
  • Crowd control (CC) · rank 100 of 100 among supports1.9 · median 1
  • Team damage · rank 68 of 100 among supports12% · 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

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
  • Ornn6 games
    —SoloQ: 52.2% · 178 g
Jungle2 champions
  • Wukong5 games
    —SoloQ: 48.6% · 296 g
  • Vi5 games
    —SoloQ: 49.6% · 135 g
Mid2 champions
  • Hwei6 games
    —SoloQ: 54.7% · 170 g
  • Syndra6 games
    —SoloQ: 45.6% · 309 g
ADC2 champions
  • Yunara7 games
    —SoloQ: 50.0% · 494 g
  • Jinx5 games
    —SoloQ: 49.9% · 670 g
Support4 champions
  • Lulu9 games
    —SoloQ: 53.1% · 294 g
  • Nautilus9 games
    —SoloQ: 49.7% · 602 g
  • Leona6 games
    —SoloQ: 51.7% · 543 g
  • Rell6 games
    —SoloQ: 47.9% · 169 g
05 — In draft

Ban it or pick it?

Priority pick: taken in G1, burned afterwards.

Pick rate as Support

Amateur tournaments, compared with soloQ
  • SoloQ Master+1.5%7,094 picks of 474,052ban 8.1% · patches 16.19 to 16.21
  • Amateur tournaments1.0%44 picks of 4,328ban 2.6% · patches 16.19 to 16.21
  • Pro0.0%0 picks of 2,224bans not published · patches 16.17 to 16.20

Presence by patch

5.6% 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
  • 1.9%G115 games of 805
  • 2.0%G216 games of 805
  • 1.4%G3+5 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.