Tournament presence · pick + ban
0.8%#171 of 173 champions
Pick
0.6%picked in 114 of 18,533 games
Ban
0.2%28 bans over 17,578 games, against 0.1% in soloQ
Win rate as Support56.0% between 48.1% and 63.5% over 109 gamesSoloQ 51.7%: no clear gap
Median length29 minsoloQ 25.4 min

Amateur: 18,736 games from amateur tournaments, last 60 days, KR. SoloQ Master+: 316,098 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 Support.

  • DraftPicked less often in amateur play
    Amateur
    0.3%
    SoloQ
    0.5%
    0.3% of the role's picks in amateur play, against 0.5% in soloQ.
  • LengthLonger games in amateur play
    Amateur
    29 min
    SoloQ
    25.4 min
    Median of 29 min in amateur play, against 25.4 min in soloQ.

Not enough games to judge: core.

02 — How to play it

How to play it?

Glacial Augment: the most played keystone in soloQ, the core is still to be measured.

SoloQ build, amateur differences under each block
RunesGlacial Augment73% · 2,786
Same in amateur play
SpellsFlash + Heal60% · 2,288
Same in amateur play
SkillsEnot collected in soloQ
Amateur: 88% · 44 games
Core (3 legendaries)

No choice measured.

SoloQ core not measured: too few games with items read.

Not collected in soloQ: starting items, 4th item, and skill order.

03 — In a comp

What does it bring to a comp?

Plays teamfights first: more teamfights than 97% of supports.

  1. Plays teamfightstop3%59% · supports: 54%
  2. Absorbs damagetop19%793 · supports: 393

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

  • Frontline
  • Teamfight

Like other supports

  • Gold at 15 min
  • Map pressure
  • Lets allies carry kills
  • Crowd control (CC)

What it is not

  • Few duels
  • Little damage
  • No poke

Damage / min by phase · at equal gold

Rank 4 in lane, 6 in mid game and 6 in late game, out of 100 supports.

177-111 vs 288
207-135 vs 342
202-186 vs 388
Lane · 5–14 minMid game · 15–22Late · 23–30
Taricsupports

Gold vs. direct opponent

At 20 min, behind 76% of supports against the direct opponent.

supports
4.6takedowns 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 4 of 100 among supports177 · median 288
  • Damage in mid game · rank 6 of 100 among supports207 · median 342
  • Damage in late game · rank 6 of 100 among supports202 · median 388
  • Gold at 15 min · rank 27 of 100 among supports-72 · median +105
  • Gold at 20 min · rank 24 of 100 among supports-111 · median +193
  • Map pressure · rank 59 of 100 among supports4.6 · median 4.5
  • Absorbs damage · rank 81 of 100 among supports793 · median 393
  • Plays teamfights · rank 97 of 100 among supports59% · median 54%
  • Takes its kills in duels · rank 5 of 100 among supports12% · median 17%
  • Lets allies carry kills · rank 74 of 100 among supportsrank 74 of 100
  • Crowd control (CC) · rank 63 of 100 among supports1.2 · median 1
  • Team damage · rank 7 of 100 among supports5% · 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

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.

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
Top6 champions
  • Jax7 games
    —SoloQ: 54.4% · 171 g
  • Renekton6 games
    —SoloQ: 46.7% · 90 g
  • Sion6 games
    —SoloQ: 60.9% · 69 g
  • Aatrox5 games
    —SoloQ: 52.8% · 89 g
  • K'Sante5 games
    —SoloQ: 55.0% · 169 g
Jungle7 champions
  • Wukong8 games
    —SoloQ: 43.2% · 81 g
  • Xin Zhao8 games
    —SoloQ: 60.0% · 60 g
  • Lee Sin7 games
    —SoloQ: 54.3% · 449 g
  • Viego7 games
    —SoloQ: 51.1% · 139 g
  • Kha'Zix6 games
    —SoloQ: 48.4% · 124 g
Mid7 champions
  • Syndra7 games
    —SoloQ: 51.3% · 156 g
  • Galio6 games
    —SoloQ: 52.3% · 153 g
  • Viktor6 games
    —SoloQ: 47.7% · 199 g
  • Ahri5 games
    —SoloQ: 41.7% · 108 g
  • Akali5 games
    —SoloQ: 51.8% · 141 g
ADC6 champions
  • Jhin15 games
    —SoloQ: 48.8% · 430 g
  • Kai'Sa13 games
    —SoloQ: 52.8% · 441 g
  • Yunara9 games
    —SoloQ: 49.8% · 333 g
  • Ezreal8 games
    —SoloQ: 57.7% · 227 g
  • Xayah8 games
    —SoloQ: 52.6% · 152 g
Support6 champions
  • Nautilus19 games
    —SoloQ: 55.7% · 255 g
  • Alistar12 games
    —SoloQ: 45.4% · 317 g
  • Braum9 games
    —SoloQ: 51.7% · 116 g
  • Leona9 games
    —SoloQ: 54.3% · 138 g
  • Thresh9 games
    —SoloQ: 51.1% · 356 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 Support

Amateur tournaments, compared with soloQ
  • SoloQ Master+0.5%3,449 picks of 632,195ban 0.1% · patches 16.19 to 16.21
  • Amateur tournaments0.3%72 picks of 23,550ban 0.2% · patches 16.19 to 16.21
  • Pro0.0%0 picks of 2,214bans not published · patches 16.17 to 16.20

Presence by patch

1.6% 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
  • 0.2%G110 games of 4,249
  • 0.6%G225 games of 4,249
  • 0.8%G3+14 games of 1,819
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.