Tournament presence · pick + ban
6.8%#102 of 173 champions
Pick
2.6%picked in 76 of 2,915 games
Ban
4.2%89 bans over 2,127 games, against 4.4% in soloQ
Win rate as Top58.1% between 48.6% and 67.1% over 74 gamesSoloQ 47.9%: clear gap
Median length29.9 minsoloQ 28 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 Top.

  • Win rateWins more in amateur play
    Amateur
    58.1%
    SoloQ
    47.9%
    58.1% win rate in amateur play over 74 games, against 47.9% in soloQ over 5,182 games.
  • LengthLonger games in amateur play
    Amateur
    29.9 min
    SoloQ
    28 min
    Median of 29.9 min in amateur play, against 28 min in soloQ.
02 — How to play it

How to play it?

Grasp of the Undying, then Trinity Force, Spear of Shojin, and Serylda's Grudge: the most played build in soloQ.

SoloQ build, amateur differences under each block
RunesGrasp of the Undying44% · 2,288
Same in amateur play
SpellsFlash + Teleport51% · 2,639
Same in amateur play
SkillsQnot collected in soloQ
Amateur: 94% · 110 games
Core (3 legendaries)5% · 103
5%of soloQ games
  1. Trinity Force
  2. Spear of Shojin
  3. Serylda's Grudge
Amateur: Trinity Force, Black Cleaver, Spear of Shojin (14%), gap not settled

Not collected in soloQ: starting items, 4th item, and skill order.

03 — In a comp

What does it bring to a comp?

Team damage first: more damage than 89% of top laners.

  1. Team damagetop11%25% · top laners: 20%

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

  • Damage
  • Poke
  • Split-push

Like other top laners

  • Damage in late game
  • Gold at 15 min
  • Gold at 20 min
  • Absorbs damage
  • Takes its kills in duels

What it is not

  • Few teamfights
  • Little CC

Damage / min by phase · at equal gold

Rank 96 in lane, 88 in mid game and 55 in late game, out of 100 top laners.

692+93 vs 599
967+99 vs 868
1,084+5 vs 1,079
Lane · 5–14 minMid game · 15–22Late · 23–30
Yoricktop laners

Gold vs. direct opponent

At 20 min, ahead of 70% 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 96 of 100 among top laners692 · median 599
  • Damage in mid game · rank 88 of 100 among top laners967 · median 868
  • Damage in late game · rank 55 of 100 among top laners1,084 · median 1,079
  • Gold at 15 min · rank 66 of 100 among top laners+211 · median +119
  • Gold at 20 min · rank 70 of 100 among top laners+350 · median +100
  • Absorbs damage · rank 47 of 100 among top laners890 · median 970
  • Plays teamfights · rank 17 of 100 among top laners50% · median 53%
  • Takes its kills in duels · rank 71 of 100 among top laners31% · median 28%
  • Lets allies carry kills · rank 75 of 100 among top lanersrank 75 of 100
  • Crowd control (CC) · rank 13 of 100 among top laners0.3 · median 0.8
  • Team damage · rank 89 of 100 among top laners25% · 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
Top3 champions
Jungle4 champions
  • Wukong7 games
    —SoloQ: 48.8% · 211 g
  • Nocturne6 games
    —SoloQ: 43.9% · 66 g
  • Skarner5 games
    —SoloQ: 56.8% · 37 g
  • Xin Zhao5 games
    —SoloQ: 55.1% · 49 g
Mid4 champions
  • Syndra10 games
    —SoloQ: 49.5% · 208 g
  • Viktor6 games
    —SoloQ: 45.8% · 260 g
  • Ahri5 games
    —SoloQ: 47.6% · 227 g
  • Orianna5 games
    —SoloQ: 48.9% · 92 g
ADC5 champions
  • Ezreal7 games
    —SoloQ: 47.4% · 230 g
  • Jinx7 games
    —SoloQ: 42.8% · 411 g
  • Caitlyn6 games
    —SoloQ: 53.5% · 282 g
  • Lucian6 games
    —SoloQ: 45.1% · 215 g
  • —SoloQ: 41.3% · 143 g
Support4 champions
  • Braum7 games
    —SoloQ: 39.7% · 151 g
  • Thresh6 games
    —SoloQ: 48.2% · 342 g
  • Milio5 games
    —SoloQ: 56.5% · 131 g
  • Nami5 games
    —SoloQ: 44.9% · 267 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 Top

Amateur tournaments, compared with soloQ
  • SoloQ Master+1.0%4,489 picks of 466,476ban 4.4% · patches 16.19 to 16.21
  • Amateur tournaments1.1%47 picks of 4,328ban 3.9% · patches 16.19 to 16.21
  • Pro2.3%51 picks of 2,214bans not published · patches 16.17 to 16.20

Presence by patch

8.2% 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 Top
  • 1.5%G112 games of 817
  • 2.1%G217 games of 817
  • 3.7%G3+13 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.