Tournament presence · pick + ban
8.5%#84 of 173 champions
Pick
6.0%picked in 416 of 6,989 games
Ban
2.5%86 bans over 3,461 games, against 0.3% in soloQ
Win rate as Top55.2% between 47.2% and 63.0% over 105 gamesSoloQ 48.5%: no clear gap
Median length27.4 minsoloQ 27.4 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?

2 clear gaps between soloQ and amateur tournaments as Top.

  • DraftPicked more often in amateur play
    Amateur
    0.7%
    SoloQ
    0.5%
    0.7% of the role's picks in amateur play, against 0.5% in soloQ.
  • DraftBanned more often in amateur play
    Amateur
    2.3%
    SoloQ
    0.3%
    2.3% ban rate in amateur play over 2,100 games, against 0.3% in soloQ over 141,081 games.
02 — How to play it

How to play it?

Lethal Tempo, then Ravenous Hydra, Trinity Force, and Hullbreaker: the most played build in soloQ.

SoloQ build, amateur differences under each block
RunesLethal Tempo91% · 3,821
Same in amateur play
SpellsFlash + Ignite60% · 2,494
Same in amateur play
SkillsQnot collected in soloQ
Amateur: 94% · 67 games
Core (3 legendaries)19% · 313
19%of soloQ games
  1. Ravenous Hydra
  2. Trinity Force
  3. Hullbreaker
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?

Takes its kills in duels first: more duels than 90% of top laners.

  1. Takes its kills in duelstop10%35% · top laners: 28%

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

What marks it

  • Duelist
  • Split-push

Like other top laners

  • Gold at 15 min
  • Absorbs damage
  • Lets allies carry kills
  • Crowd control (CC)
  • Team damage

What it is not

  • Few teamfights
  • No poke

Damage / min by phase · at equal gold

Rank 12 in lane, 4 in mid game and 7 in late game, out of 100 top laners.

534-65 vs 599
746-122 vs 868
908-171 vs 1,079
Lane · 5–14 minMid game · 15–22Late · 23–30
Trundletop laners

Gold vs. direct opponent

At 20 min, ahead of 78% of top laners against the direct opponent.

top laners

Where it stands among top laners · every measure

0 ← less · median · more → 100
  • Damage in lane · rank 12 of 100 among top laners534 · median 599
  • Damage in mid game · rank 4 of 100 among top laners746 · median 868
  • Damage in late game · rank 7 of 100 among top laners908 · median 1,079
  • Gold at 15 min · rank 71 of 100 among top laners+231 · median +119
  • Gold at 20 min · rank 78 of 100 among top laners+456 · median +100
  • Absorbs damage · rank 55 of 100 among top laners987 · median 970
  • Plays teamfights · rank 13 of 100 among top laners49% · median 53%
  • Takes its kills in duels · rank 90 of 100 among top laners35% · median 28%
  • Lets allies carry kills · rank 69 of 100 among top lanersrank 69 of 100
  • Crowd control (CC) · rank 45 of 100 among top laners0.7 · median 0.8
  • Team damage · rank 43 of 100 among top laners20% · median 20%
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.

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
Top4 champions
  • Olaf23 games
    —SoloQ: 50.8% · 187 g
  • Ornn21 games
    —SoloQ: 49.0% · 147 g
  • Sion7 games
    —SoloQ: 50.9% · 112 g
  • Jax5 games
    —SoloQ: 47.4% · 114 g
Jungle5 champions
  • Wukong17 games
    —SoloQ: 48.6% · 146 g
  • Jarvan IV16 games
    —SoloQ: 50.0% · 164 g
  • Xin Zhao8 games
    —SoloQ: 38.3% · 47 g
  • Vi7 games
    —SoloQ: 51.1% · 88 g
  • Skarner6 games
    —SoloQ: 47.1% · 34 g
Mid6 champions
  • Ahri15 games
    —SoloQ: 46.3% · 244 g
  • Syndra13 games
    —SoloQ: 44.8% · 210 g
  • Viktor12 games
    —SoloQ: 46.3% · 164 g
  • Orianna8 games
    —SoloQ: 56.7% · 60 g
  • Akali7 games
    —SoloQ: 47.5% · 118 g
ADC8 champions
  • Yunara14 games
    —SoloQ: 50.4% · 351 g
  • Ashe11 games
    —SoloQ: 53.5% · 99 g
  • Ezreal10 games
    —SoloQ: 48.3% · 201 g
  • Tristana9 games
    —SoloQ: 43.2% · 266 g
  • Caitlyn8 games
    —SoloQ: 51.3% · 267 g
Support11 champions
  • Nautilus12 games
    —SoloQ: 51.8% · 224 g
  • Milio9 games
    —SoloQ: 43.0% · 135 g
  • Rakan9 games
    —SoloQ: 45.5% · 123 g
  • Braum7 games
    —SoloQ: 44.3% · 158 g
  • Lulu7 games
    —SoloQ: 46.2% · 312 g
05 — In draft

Ban it or pick it?

Priority pick: taken in G1, burned afterwards.

Pick rate as Top

Amateur tournaments, compared with soloQ
  • SoloQ Master+0.5%3,700 picks of 695,914ban 0.3% · patches 16.19 to 16.21
  • Amateur tournaments0.7%70 picks of 10,426ban 2.3% · patches 16.19 to 16.21
  • Pro0.9%20 picks of 2,214bans not published · patches 16.17 to 16.20

Presence by patch

6.3% 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 Top
  • 1.5%G131 games of 2,122
  • 1.3%G228 games of 2,122
  • 1.2%G3+8 games of 691
Once picked, the series moves on toIn G2, over 31 series where it is played in G1 then replaced in the same role. Published from 30 series.
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.