Tournament presence · pick + ban
6.0%#109 of 173 champions
Pick
2.7%picked in 189 of 6,954 games
Ban
3.3%112 bans over 3,441 games, against 9.8% in soloQ
Win rate as Mid44.1% between 31.1% and 58.0% over 34 gamesSoloQ 49.3%: no clear gap
Median length28 minsoloQ 27.2 min

Amateur: 6,991 games from amateur tournaments, last 60 days, EUW. SoloQ Master+: 357,498 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.

  • DraftPicked less often in amateur play
    Amateur
    0.2%
    SoloQ
    0.5%
    0.2% of the role's picks in amateur play, against 0.5% in soloQ.
  • DraftBanned less often in amateur play
    Amateur
    1.9%
    SoloQ
    9.8%
    1.9% ban rate in amateur play over 2,100 games, against 9.8% in soloQ over 150,615 games.

Not enough games to judge: core.

02 — How to play it

How to play it?

Fleet Footwork, then Trinity Force, Spirit Visage, and Frozen Heart: the most played build in soloQ.

SoloQ build, amateur differences under each block
RunesFleet Footwork84% · 3,165
Same in amateur play
SpellsFlash + Ghost67% · 2,520
Same in amateur play
SkillsQnot collected in soloQ
Amateur: 100% · 55 games
Core (3 legendaries)14% · 183
14%of soloQ games
  1. Trinity Force
  2. Spirit Visage
  3. Frozen Heart
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?

Absorbs damage first: absorbs more than 97% of mid laners.

  1. Absorbs damagetop3%1,491 · mid laners: 489
  2. Lets allies carry killstop10%rank 90 of 100

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

  • Frontline
  • Lets allies carry
  • Split-push

Like other mid laners

  • Damage in mid game
  • Damage in late game
  • Gold at 20 min
  • Plays teamfights
  • Takes its kills in duels
  • Crowd control (CC)
  • Team damage

What it is not

  • Little map pressure
  • No poke

Damage / min by phase · at equal gold

Rank 13 in lane, 63 in mid game and 60 in late game, out of 100 mid laners.

473-55 vs 528
942+43 vs 899
1,210+32 vs 1,179
Lane · 5–14 minMid game · 15–22Late · 23–30
Nasusmid laners

Gold vs. direct opponent

At 20 min, ahead of 50% of mid laners against the direct opponent.

mid laners
2.9takedowns outside its lane before 15 min; mid laners: 3.2.

Where it stands among mid laners · every measure

0 ← less · median · more → 100
  • Damage in lane · rank 13 of 100 among mid laners473 · median 528
  • Damage in mid game · rank 63 of 100 among mid laners942 · median 899
  • Damage in late game · rank 60 of 100 among mid laners1,210 · median 1,179
  • Gold at 15 min · rank 21 of 100 among mid laners-220 · median +25
  • Gold at 20 min · rank 50 of 100 among mid laners+62 · median +71
  • Map pressure · rank 21 of 100 among mid laners2.9 · median 3.2
  • Absorbs damage · rank 97 of 100 among mid laners1,491 · median 489
  • Plays teamfights · rank 51 of 100 among mid laners55% · median 55%
  • Takes its kills in duels · rank 71 of 100 among mid laners26% · median 23%
  • Lets allies carry kills · rank 90 of 100 among mid lanersrank 90 of 100
  • Crowd control (CC) · rank 41 of 100 among mid laners0.6 · median 0.7
  • Team damage · rank 44 of 100 among mid laners20% · 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

Supportgap to expected

No positive gap in amateur play.

With

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
Support2 champions
  • Nautilus6 games
    —SoloQ: 49.5% · 202 g
  • Lulu5 games
    —SoloQ: 51.6% · 283 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+0.5%3,295 picks of 714,990ban 9.8% · patches 16.19 to 16.21
  • Amateur tournaments0.2%16 picks of 10,426ban 1.9% · patches 16.19 to 16.21
  • Pro0.1%3 picks of 2,224bans not published · patches 16.17 to 16.20

Presence by patch

8.3% 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.