Tournament presence · pick + ban
9.1%#86 of 173 champions
Pick
4.5%picked in 129 of 2,888 games
Ban
4.6%97 bans over 2,100 games, against 1.9% in soloQ
Win rate as Mid58.2% between 47.1% and 68.5% over 55 gamesSoloQ 50.6%: no clear gap
Median length29.8 minsoloQ 27.8 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 Mid.

  • DraftPicked more often in amateur play
    Amateur
    1.1%
    SoloQ
    0.6%
    1.1% of the role's picks in amateur play, against 0.6% in soloQ.
  • DraftBanned more often in amateur play
    Amateur
    4.3%
    SoloQ
    1.9%
    4.3% ban rate in amateur play over 1,538 games, against 1.9% in soloQ over 103,691 games.
  • LengthLonger games in amateur play
    Amateur
    29.8 min
    SoloQ
    27.8 min
    Median of 29.8 min in amateur play, against 27.8 min in soloQ.
02 — How to play it

How to play it?

Summon Aery, then Blackfire Torch, Rylai's Crystal Scepter, and Zhonya's Hourglass: the most played build in soloQ.

SoloQ build, amateur differences under each block
RunesSummon Aery43% · 1,370
Amateur: Conqueror (37%), gap not settled
SpellsFlash + Ghost51% · 1,622
Same in amateur play
SkillsQnot collected in soloQ
Amateur: 100% · 39 games
Core (3 legendaries)13% · 162
13%of soloQ games
  1. Blackfire Torch
  2. Rylai's Crystal Scepter
  3. Zhonya's Hourglass
Amateur: Blackfire Torch, Rylai's Crystal Scepter, Liandry's Torment (19%), 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 96% of mid laners.

  1. Crowd control (CC)top4%1.5 · mid laners: 0.7
  2. Plays teamfightstop6%61% · mid laners: 55%
  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 mid laners

What marks it

  • Teamfight
  • Lets allies carry
  • CC

Like other mid laners

  • Damage in lane
  • Damage in late game
  • Gold at 15 min
  • Gold at 20 min
  • Map pressure
  • Absorbs damage
  • Team damage

What it is not

  • Few duels
  • No poke
  • No split-push

Damage / min by phase · at equal gold

Rank 71 in lane, 76 in mid game and 74 in late game, out of 100 mid laners.

569+41 vs 528
965+65 vs 899
1,326+147 vs 1,179
Lane · 5–14 minMid game · 15–22Late · 23–30
Swainmid laners

Gold vs. direct opponent

At 20 min, behind 53% of mid laners against the direct opponent.

mid laners
3.4takedowns 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 71 of 100 among mid laners569 · median 528
  • Damage in mid game · rank 76 of 100 among mid laners965 · median 899
  • Damage in late game · rank 74 of 100 among mid laners1,326 · median 1,179
  • Gold at 15 min · rank 49 of 100 among mid laners+1 · median +25
  • Gold at 20 min · rank 47 of 100 among mid laners+12 · median +71
  • Map pressure · rank 62 of 100 among mid laners3.4 · median 3.2
  • Absorbs damage · rank 74 of 100 among mid laners783 · median 489
  • Plays teamfights · rank 94 of 100 among mid laners61% · median 55%
  • Takes its kills in duels · rank 8 of 100 among mid laners16% · median 23%
  • Lets allies carry kills · rank 82 of 100 among mid lanersrank 82 of 100
  • Crowd control (CC) · rank 96 of 100 among mid laners1.5 · median 0.7
  • Team damage · rank 59 of 100 among mid laners23% · 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

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

Junglegap 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
  • Ambessa5 games
    —SoloQ: 43.5% · 69 g
Jungle4 champions
  • Wukong7 games
    —SoloQ: 52.0% · 125 g
  • Jarvan IV5 games
    —SoloQ: 55.1% · 136 g
  • Sejuani5 games
    —SoloQ: 54.3% · 46 g
  • Vi5 games
    —SoloQ: 48.9% · 45 g
Mid1 champion
  • Galio6 games
    —SoloQ: 57.1% · 126 g
ADC2 champions
Support3 champions
  • Nautilus8 games
    —SoloQ: 50.6% · 166 g
  • Seraphine6 games
    —SoloQ: 62.1% · 95 g
  • Leona5 games
    —SoloQ: 55.0% · 149 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 Mid

Amateur tournaments, compared with soloQ
  • SoloQ Master+0.6%2,988 picks of 474,053ban 1.9% · patches 16.19 to 16.21
  • Amateur tournaments1.1%47 picks of 4,328ban 4.3% · patches 16.19 to 16.21
  • Pro0.2%4 picks of 2,224bans 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 Mid
  • 1.6%G113 games of 805
  • 1.9%G215 games of 805
  • 4.0%G3+14 games of 353
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.