Tournament presence · pick + ban
31.8%#7 of 173 champions
Pick
13.8%picked in 2,542 of 18,483 games
Ban
18.0%3,157 bans over 17,533 games, against 13.6% in soloQ
Win rate as ADC— 7 wins over 21 games
Median length—soloQ 25.7 min

Amateur: 18,736 games from amateur tournaments, last 60 days, KR. SoloQ Master+: 325,271 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
    0.0%
    SoloQ
    0.1%
    0.0% of the role's picks in amateur play, against 0.1% in soloQ.
  • DraftBanned more often in amateur play
    Amateur
    18.1%
    SoloQ
    13.6%
    18.1% ban rate in amateur play over 11,141 games, against 13.6% in soloQ over 132,897 games.

Not enough games to judge: win rate, length, keystone, spells, and core.

02 — How to play it

How to play it?

Lethal Tempo, then Blade of The Ruined King, Immortal Shieldbow, and Infinity Edge: the most played build in soloQ.

SoloQ build, amateur differences under each block
RunesLethal Tempo94% · 959
Same in amateur play
SpellsExhaust + Flash75% · 769
Same in amateur play
Core (3 legendaries)37% · 163
37%of soloQ games
  1. Blade of The Ruined King
  2. Immortal Shieldbow
  3. Infinity Edge
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 100% of ADC.

  1. Takes its kills in duelstop1%30% · ADC: 19%
  2. Absorbs damagetop2%699 · 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

  • Frontline
  • Duelist

Like other ADC

  • Gold at 15 min
  • Crowd control (CC)

What it is not

  • Few teamfights
  • Little damage
  • No poke

Damage / min by phase · at equal gold

Not measured: the fact is not validated by the draft review.

Gold vs. direct opponent

At 20 min, ahead of 79% of ADC against the direct opponent.

ADC

Where it stands among ADC · every measure

0 ← less · median · more → 100
  • Gold at 15 min · rank 71 of 100 among ADC+88 · median -54
  • Gold at 20 min · rank 79 of 100 among ADC+260 · median -85
  • Absorbs damage · rank 98 of 100 among ADC699 · median 361
  • Plays teamfights · rank 2 of 100 among ADC49% · median 56%
  • Takes its kills in duels · rank 100 of 100 among ADC30% · median 19%
  • Crowd control (CC) · rank 60 of 100 among ADC0.7 · median 0.6
  • Team damage · rank 22 of 100 among ADC19% · 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

No positive gap in amateur play.

With

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

No pair measured in amateur play on this side.

05 — In draft

Ban it or pick it?

Not enough series to settle it: raw counts only.

Pick rate as ADC

Amateur tournaments, compared with soloQ
  • SoloQ Master+0.1%962 picks of 650,542ban 13.6% · patches 16.19 to 16.21
  • Amateur tournaments0.0%9 picks of 23,550ban 18.1% · patches 16.19 to 16.21
  • Pro0.0%0 picks of 2,224bans not published · patches 16.17 to 16.20

Presence by patch

31.2% 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
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.