Champion sheet · ADC

Varus

Patches 16.19 to 16.21 · NA

Bans, presence and fearless: Varus across all builds. Build, best results and matchups: the selected build.

Tournament presence · pick + ban
9.7%#81 of 173 champions
Pick
6.5%picked in 187 of 2,886 games
Ban
3.2%67 bans over 2,098 games, against 0.7% in soloQ
Win rate as ADC46.4% between 40.1% and 52.8% over 166 gamesSoloQ 47.9%: no clear gap
Median length29.2 minsoloQ 28.2 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 ADC.

  • DraftPicked more often in amateur play
    Amateur
    3.2%
    SoloQ
    1.4%
    3.2% of the role's picks in amateur play, against 1.4% in soloQ.
  • DraftBanned more often in amateur play
    Amateur
    3.4%
    SoloQ
    0.7%
    3.4% ban rate in amateur play over 1,538 games, against 0.7% in soloQ over 103,691 games.
  • LengthLonger games in amateur play
    Amateur
    29.2 min
    SoloQ
    28.2 min
    Median of 29.2 min in amateur play, against 28.2 min in soloQ.
02 — How to play it

How to play it?

Lethal Tempo, then Statikk Shiv, Guinsoo's Rageblade, and Terminus: the most played build in soloQ.

SoloQ build, amateur differences under each block
RunesLethal Tempo65% · 4,741
Same in amateur play
SpellsFlash + Barrier73% · 5,268
Same in amateur play
SkillsQnot collected in soloQ
Amateur: 100% · 151 games
Core (3 legendaries)47% · 2,191
47%of soloQ games
  1. Statikk Shiv
  2. Guinsoo's Rageblade
  3. Terminus
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 80% of ADC.

  1. Crowd control (CC)top20%0.9 · ADC: 0.6

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

  • CC

Like other ADC

  • Damage in mid game
  • Damage in late game
  • Gold at 15 min
  • Gold at 20 min
  • Absorbs damage
  • Plays teamfights
  • Takes its kills in duels
  • Lets allies carry kills
  • Team damage

What it is not

  • No poke

Damage / min by phase · at equal gold

Rank 76 in lane, 41 in mid game and 33 in late game, out of 100 ADC.

565+41 vs 525
898-17 vs 915
1,325-41 vs 1,366
Lane · 5–14 minMid game · 15–22Late · 23–30
VarusADC

Gold vs. direct opponent

At 20 min, ahead of 59% of ADC against the direct opponent.

ADC

Where it stands among ADC · every measure

0 ← less · median · more → 100
  • Damage in lane · rank 76 of 100 among ADC565 · median 525
  • Damage in mid game · rank 41 of 100 among ADC898 · median 915
  • Damage in late game · rank 33 of 100 among ADC1,325 · median 1,366
  • Gold at 15 min · rank 62 of 100 among ADC+23 · median -54
  • Gold at 20 min · rank 59 of 100 among ADC-25 · median -85
  • Absorbs damage · rank 27 of 100 among ADC273 · median 361
  • Plays teamfights · rank 60 of 100 among ADC57% · median 56%
  • Takes its kills in duels · rank 29 of 100 among ADC17% · median 19%
  • Lets allies carry kills · rank 64 of 100 among ADCrank 64 of 100
  • Crowd control (CC) · rank 80 of 100 among ADC0.9 · median 0.6
  • Team damage · rank 53 of 100 among ADC23% · 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

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.

With

Topgap 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
Top1 champion
  • Ornn5 games
    —SoloQ: 47.7% · 193 g
Jungle2 champions
  • Wukong7 games
    —SoloQ: 46.0% · 278 g
  • Qiyana5 games
    —SoloQ: 49.0% · 263 g
Mid1 champion
  • Sylas5 games
    —SoloQ: 45.4% · 291 g
Support1 champion
  • Lulu5 games
    —SoloQ: 47.6% · 395 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+1.4%6,759 picks of 474,055ban 0.7% · patches 16.19 to 16.21
  • Amateur tournaments3.2%137 picks of 4,328ban 3.4% · patches 16.19 to 16.21
  • Pro3.1%70 picks of 2,224bans not published · patches 16.17 to 16.20

Presence by patch

12.8% 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
  • 4.2%G134 games of 805
  • 5.3%G243 games of 805
  • 8.8%G3+31 games of 351
Once picked, the series moves on toIn G2, over 34 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.