Tournament presence · pick + ban
17.9%#35 of 173 champions
Pick
11.3%picked in 3,219 of 28,495 games
Ban
6.6%1,537 bans over 23,223 games, against 0.6% in soloQ
Win rate as Jungle42.2% between 30.9% and 54.4% over 45 gamesSoloQ 50.6%: no clear gap
Median length29.8 minsoloQ 28.2 min

Amateur: 28,642 games from amateur tournaments, last 60 days, KR 65% · EUW 24% · NA 10%. SoloQ Master+: 897,301 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 Jungle.

  • DraftPicked less often in amateur play
    Amateur
    0.1%
    SoloQ
    0.2%
    0.1% of the role's picks in amateur play, against 0.2% in soloQ.
  • DraftBanned more often in amateur play
    Amateur
    6.6%
    SoloQ
    0.6%
    6.6% ban rate in amateur play over 14,779 games, against 0.6% in soloQ over 364,710 games.
  • LengthLonger games in amateur play
    Amateur
    29.8 min
    SoloQ
    28.2 min
    Median of 29.8 min in amateur play, against 28.2 min in soloQ.
02 — How to play it

How to play it?

Grasp of the Undying, then Heartsteel, Unending Despair, and Spirit Visage: the most played build in soloQ.

SoloQ build, amateur differences under each block
RunesGrasp of the Undying66% · 1,969
Same in amateur play
SpellsFlash + Smite76% · 2,269
Same in amateur play
SkillsQnot collected in soloQ
Amateur: 100% · 45 games
Core (3 legendaries)9% · 141
9%of soloQ games
  1. Heartsteel
  2. Unending Despair
  3. Spirit Visage
Amateur: Youmuu's Ghostblade, Axiom Arc, The Collector (12%), 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?

No trait above other junglers; the most marked: Plays teamfights (rank 72).

  1. Its most marked traitPlays teamfightstop28%55% · junglers: 52%

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

What marks it

Nothing above junglers.

Like other junglers

  • Gold at 15 min
  • Gold at 20 min
  • Absorbs damage
  • Plays teamfights
  • Takes its kills in duels
  • Crowd control (CC)
  • Jungle farm
  • Invade

What it is not

  • Little map pressure
  • Little damage
  • No poke

Damage / min by phase · at equal gold

Not measured: the fact is not validated by the draft review.

Gold vs. direct opponent

At 20 min, behind 71% of junglers against the direct opponent.

junglers
3.2takedowns outside its lane before 15 min; junglers: 4.7.

Where it stands among junglers · every measure

0 ← less · median · more → 100
  • Gold at 15 min · rank 35 of 100 among junglers-62 · median +6
  • Gold at 20 min · rank 29 of 100 among junglers-210 · median +64
  • Map pressure · rank 7 of 100 among junglers3.2 · median 4.7
  • Absorbs damage · rank 71 of 100 among junglers1,048 · median 855
  • Plays teamfights · rank 72 of 100 among junglers55% · median 52%
  • Takes its kills in duels · rank 26 of 100 among junglers17% · median 20%
  • Crowd control (CC) · rank 47 of 100 among junglers0.7 · median 0.7
  • Team damage · rank 5 of 100 among junglers10% · median 17%
  • Jungle farm · rank 35 of 100 among junglers65 · median 66
  • Invade · rank 53 of 100 among junglers8% · median 7%
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.

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.

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
  • Ornn5 games
    —SoloQ: 60.6% · 66 g
Mid2 champions
  • Ahri6 games
    —SoloQ: 57.7% · 149 g
  • Yone6 games
    —SoloQ: 40.2% · 127 g
ADC2 champions
  • Ezreal5 games
    —SoloQ: 60.8% · 153 g
  • Kai'Sa5 games
    —SoloQ: 52.8% · 218 g
Support1 champion
05 — In draft

Ban it or pick it?

Fallback pick: comes out late in the series, once the pool has emptied.

Pick rate as Jungle

Amateur tournaments, compared with soloQ
  • SoloQ Master+0.2%2,753 picks of 1,794,595ban 0.6% · patches 16.19 to 16.21
  • Amateur tournaments0.1%33 picks of 38,304ban 6.6% · patches 16.19 to 16.21
  • Pro0.1%3 picks of 2,214bans not published · patches 16.17 to 16.20

Presence by patch

20.0% 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 Jungle
  • 0.1%G110 games of 7,196
  • 0.2%G214 games of 7,201
  • 0.3%G3+8 games of 2,869
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.