Tournament presence · pick + ban
6.5%#101 of 173 champions
Pick
2.8%picked in 196 of 6,958 games
Ban
3.7%126 bans over 3,441 games, against 0.7% in soloQ
Win rate as ADC51.0% between 39.5% and 62.4% over 49 gamesSoloQ 52.8%: no clear gap
Median length30.4 minsoloQ 27.6 min

Amateur: 6,991 games from amateur tournaments, last 60 days, EUW. SoloQ Master+: 347,962 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 ADC.

  • DraftPicked less often in amateur play
    Amateur
    0.4%
    SoloQ
    0.7%
    0.4% of the role's picks in amateur play, against 0.7% in soloQ.
  • DraftBanned more often in amateur play
    Amateur
    4.5%
    SoloQ
    0.7%
    4.5% ban rate in amateur play over 2,100 games, against 0.7% in soloQ over 141,081 games.
  • LengthLonger games in amateur play
    Amateur
    30.4 min
    SoloQ
    27.6 min
    Median of 30.4 min in amateur play, against 27.6 min in soloQ.
02 — How to play it

How to play it?

Conqueror, then Malignance, Rylai's Crystal Scepter, and Zhonya's Hourglass: the most played build in soloQ.

SoloQ build, amateur differences under each block
RunesConqueror74% · 4,191
Same in amateur play
SpellsFlash + Ghost46% · 2,600
Same in amateur play
SkillsQnot collected in soloQ
Amateur: 100% · 31 games
Core (3 legendaries)18% · 518
18%of soloQ games
  1. Malignance
  2. Rylai's Crystal Scepter
  3. Zhonya's Hourglass
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?

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

  1. Crowd control (CC)top1%1.6 · ADC: 0.6
  2. Absorbs damagetop4%637 · ADC: 361
  3. Lets allies carry killstop18%rank 82 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 ADC

What marks it

  • Frontline
  • Lets allies carry
  • CC

Like other ADC

  • Gold at 15 min
  • Gold at 20 min
  • Plays teamfights
  • Takes its kills in duels
  • Team damage

What it is not

  • No poke

Damage / min by phase · at equal gold

Rank 79 in lane, 79 in mid game and 80 in late game, out of 100 ADC.

575+50 vs 525
1,037+121 vs 915
1,493+127 vs 1,366
Lane · 5–14 minMid game · 15–22Late · 23–30
SwainADC

Gold vs. direct opponent

At 20 min, behind 70% of ADC against the direct opponent.

ADC

Where it stands among ADC · every measure

0 ← less · median · more → 100
  • Damage in lane · rank 79 of 100 among ADC575 · median 525
  • Damage in mid game · rank 79 of 100 among ADC1,037 · median 915
  • Damage in late game · rank 80 of 100 among ADC1,493 · median 1,366
  • Gold at 15 min · rank 33 of 100 among ADC-135 · median -54
  • Gold at 20 min · rank 30 of 100 among ADC-289 · median -85
  • Absorbs damage · rank 96 of 100 among ADC637 · median 361
  • Plays teamfights · rank 62 of 100 among ADC57% · median 56%
  • Takes its kills in duels · rank 53 of 100 among ADC19% · median 19%
  • Lets allies carry kills · rank 82 of 100 among ADCrank 82 of 100
  • Crowd control (CC) · rank 100 of 100 among ADC1.6 · median 0.6
  • Team damage · rank 38 of 100 among ADC21% · 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

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
Jungle3 champions
  • Wukong6 games
    —SoloQ: 53.8% · 197 g
  • Sejuani6 games
    —SoloQ: 67.9% · 53 g
  • Xin Zhao5 games
    —SoloQ: 36.2% · 58 g
Mid2 champions
  • Syndra7 games
    —SoloQ: 50.4% · 280 g
  • Sylas5 games
    —SoloQ: 56.5% · 322 g
ADC1 champion
Support2 champions
  • Braum7 games
    —SoloQ: 58.3% · 187 g
  • Rakan5 games
    —SoloQ: 56.4% · 179 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+0.7%5,083 picks of 695,923ban 0.7% · patches 16.19 to 16.21
  • Amateur tournaments0.4%42 picks of 10,426ban 4.5% · patches 16.19 to 16.21
  • Pro0.1%3 picks of 2,214bans not published · patches 16.17 to 16.20

Presence by patch

5.1% 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
  • 0.8%G117 games of 2,116
  • 0.6%G213 games of 2,116
  • 1.2%G3+8 games of 681
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.