Tournament presence · pick + ban
4.8%#125 of 173 champions
Pick
2.5%picked in 73 of 2,915 games
Ban
2.3%48 bans over 2,127 games, against 3.5% in soloQ
Win rate as ADC50.0% between 38.0% and 62.0% over 44 gamesSoloQ 49.0%: no clear gap
Median length29.5 minsoloQ 28.1 min

Amateur: 2,915 games from amateur tournaments, last 60 days, NA. SoloQ Master+: 233,241 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 ADC.

  • DraftPicked less often in amateur play
    Amateur
    0.8%
    SoloQ
    1.1%
    0.8% of the role's picks in amateur play, against 1.1% in soloQ.
  • DraftBanned less often in amateur play
    Amateur
    2.2%
    SoloQ
    3.5%
    2.2% ban rate in amateur play over 1,538 games, against 3.5% in soloQ over 99,904 games.
02 — How to play it

How to play it?

Lethal Tempo, then Blade of The Ruined King, Guinsoo's Rageblade, and Terminus: the most played build in soloQ.

SoloQ build, amateur differences under each block
RunesLethal Tempo73% · 4,323
Same in amateur play
SpellsFlash + Barrier76% · 4,471
Same in amateur play
SkillsQnot collected in soloQ
Amateur: 88% · 56 games
Core (3 legendaries)17% · 540
17%of soloQ games
  1. Blade of The Ruined King
  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?

No trait above other ADC; the most marked: Absorbs damage (rank 80).

  1. Its most marked traitAbsorbs damagetop20%460 · ADC: 361

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

Nothing above ADC.

Like other ADC

  • Damage in mid game
  • Gold at 15 min
  • Gold at 20 min
  • Plays teamfights
  • Takes its kills in duels
  • Crowd control (CC)
  • Team damage

What it is not

  • Carries its own kills
  • No poke

Damage / min by phase · at equal gold

Rank 11 in lane, 56 in mid game and 78 in late game, out of 100 ADC.

475-50 vs 525
952+36 vs 915
1,484+118 vs 1,366
Lane · 5–14 minMid game · 15–22Late · 23–30
VayneADC

Gold vs. direct opponent

At 20 min, behind 55% of ADC against the direct opponent.

ADC

Where it stands among ADC · every measure

0 ← less · median · more → 100
  • Damage in lane · rank 11 of 100 among ADC475 · median 525
  • Damage in mid game · rank 56 of 100 among ADC952 · median 915
  • Damage in late game · rank 78 of 100 among ADC1,484 · median 1,366
  • Gold at 15 min · rank 40 of 100 among ADC-101 · median -54
  • Gold at 20 min · rank 45 of 100 among ADC-131 · median -85
  • Absorbs damage · rank 80 of 100 among ADC460 · median 361
  • Plays teamfights · rank 40 of 100 among ADC55% · median 56%
  • Takes its kills in duels · rank 67 of 100 among ADC20% · median 19%
  • Lets allies carry kills · rank 3 of 100 among ADCrank 3 of 100
  • Crowd control (CC) · rank 29 of 100 among ADC0.3 · median 0.6
  • Team damage · rank 64 of 100 among ADC25% · 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

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.

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
Mid1 champion
  • Ahri5 games
    —SoloQ: 48.4% · 304 g
ADC1 champion
  • Sivir5 games
    —SoloQ: 58.2% · 134 g
Support3 champions
  • Rell7 games
    —SoloQ: 40.9% · 149 g
  • Alistar6 games
    —SoloQ: 49.2% · 236 g
  • Nautilus5 games
    —SoloQ: 51.0% · 347 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+1.1%5,346 picks of 466,481ban 3.5% · patches 16.19 to 16.21
  • Amateur tournaments0.8%36 picks of 4,328ban 2.2% · patches 16.19 to 16.21
  • Pro0.0%0 picks of 2,214bans not published · patches 16.17 to 16.20

Presence by patch

5.3% 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 ADC
  • 0.7%G16 games of 817
  • 2.0%G216 games of 817
  • 2.3%G3+8 games of 354
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.