Tournament presence · pick + ban
3.0%#144 of 173 champions
Pick
1.5%picked in 418 of 28,516 games
Ban
1.5%358 bans over 23,244 games, against 1.3% in soloQ
Win rate as ADC48.4% between 40.0% and 56.8% over 93 gamesSoloQ 52.3%: no clear gap
Median length30.1 minsoloQ 28.3 min

Amateur: 28,642 games from amateur tournaments, last 60 days, KR 65% · EUW 24% · NA 10%. SoloQ Master+: 897,301 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 less often in amateur play
    Amateur
    0.2%
    SoloQ
    0.5%
    0.2% of the role's picks in amateur play, against 0.5% in soloQ.
  • DraftBanned more often in amateur play
    Amateur
    1.6%
    SoloQ
    1.3%
    1.6% ban rate in amateur play over 14,779 games, against 1.3% in soloQ over 364,710 games.
  • LengthLonger games in amateur play
    Amateur
    30.1 min
    SoloQ
    28.3 min
    Median of 30.1 min in amateur play, against 28.3 min in soloQ.
02 — How to play it

How to play it?

Arcane Comet, then Luden's Echo, Shadowflame, and Rabadon's Deathcap: the most played build in soloQ.

SoloQ build, amateur differences under each block
RunesArcane Comet87% · 8,530
Same in amateur play
SpellsFlash + Teleport63% · 6,215
Same in amateur play
SkillsQnot collected in soloQ
Amateur: 98% · 41 games
Core (3 legendaries)11% · 522
11%of soloQ games
  1. Luden's Echo
  2. Shadowflame
  3. Rabadon's Deathcap
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 87% of ADC.

  1. Takes its kills in duelstop13%22% · ADC: 19%

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

  • Duelist

Like other ADC

  • Gold at 15 min
  • Gold at 20 min
  • Plays teamfights
  • Lets allies carry kills
  • Crowd control (CC)
  • Team damage

What it is not

  • No poke

Damage / min by phase · at equal gold

657+132 vs 525
1,113+198 vs 915
not measured
Lane · 5–14 minMid game · 15–22Late · 23–30
Vel'KozADC

Gold vs. direct opponent

At 20 min, behind 68% of ADC against the direct opponent.

ADC

Where it stands among ADC · every measure

0 ← less · median · more → 100
  • Damage in lane · rank 99 of 100 among ADC657 · median 525
  • Damage in mid game · rank 94 of 100 among ADC1,113 · median 915
  • Gold at 15 min · rank 53 of 100 among ADC-41 · median -54
  • Gold at 20 min · rank 32 of 100 among ADC-279 · median -85
  • Absorbs damage · rank 11 of 100 among ADC239 · median 361
  • Plays teamfights · rank 47 of 100 among ADC56% · median 56%
  • Takes its kills in duels · rank 87 of 100 among ADC22% · median 19%
  • Lets allies carry kills · rank 72 of 100 among ADCrank 72 of 100
  • Crowd control (CC) · rank 67 of 100 among ADC0.8 · median 0.6
  • Team damage · rank 49 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.

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.

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
Top6 champions
  • Ornn8 games
    —SoloQ: 50.6% · 235 g
  • Camille5 games
    —SoloQ: 49.0% · 310 g
  • Garen5 games
    —SoloQ: 51.6% · 252 g
  • Jayce5 games
    —SoloQ: 56.9% · 348 g
  • Renekton5 games
    —SoloQ: 52.0% · 275 g
Jungle4 champions
  • Wukong11 games
    —SoloQ: 56.4% · 337 g
  • Jarvan IV10 games
    —SoloQ: 49.4% · 433 g
  • Lee Sin8 games
    —SoloQ: 50.5% · 646 g
  • Viego6 games
    —SoloQ: 59.6% · 319 g
Mid4 champions
  • Lissandra8 games
    —SoloQ: 60.7% · 219 g
  • Sylas6 games
    —SoloQ: 56.8% · 308 g
  • Viktor6 games
    —SoloQ: 54.5% · 374 g
  • LeBlanc5 games
    —SoloQ: 50.2% · 293 g
ADC6 champions
  • Caitlyn10 games
    —SoloQ: 59.1% · 477 g
  • Yunara10 games
    —SoloQ: 55.7% · 716 g
  • Kai'Sa8 games
    —SoloQ: 50.0% · 750 g
  • Tristana6 games
    —SoloQ: 51.1% · 550 g
  • Aphelios5 games
    —SoloQ: 54.5% · 378 g
Support7 champions
  • Lulu13 games
    —SoloQ: 52.3% · 598 g
  • Nautilus7 games
    —SoloQ: 49.4% · 737 g
  • Blitzcrank6 games
    —SoloQ: 49.1% · 503 g
  • Braum6 games
    —SoloQ: 56.1% · 228 g
  • Leona6 games
    —SoloQ: 54.7% · 424 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+0.5%8,954 picks of 1,794,600ban 1.3% · patches 16.19 to 16.21
  • Amateur tournaments0.2%67 picks of 38,304ban 1.6% · patches 16.19 to 16.21
  • Pro0.0%1 picks of 2,214bans not published · patches 16.17 to 16.20

Presence by patch

4.3% 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
  • 0.3%G121 games of 7,200
  • 0.3%G225 games of 7,205
  • 0.5%G3+13 games of 2,870
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.