Tournament presence · pick + ban
6.8%#101 of 173 champions
Pick
1.9%picked in 539 of 28,360 games
Ban
4.9%1,129 bans over 23,107 games, against 5.9% in soloQ
Win rate as Support53.6% between 43.8% and 63.2% over 69 gamesSoloQ 49.5%: no clear gap
Median length28.9 minsoloQ 28.2 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?

2 clear gaps between soloQ and amateur tournaments as Support.

  • DraftPicked less often in amateur play
    Amateur
    0.1%
    SoloQ
    0.6%
    0.1% of the role's picks in amateur play, against 0.6% in soloQ.
  • DraftBanned less often in amateur play
    Amateur
    5.1%
    SoloQ
    5.9%
    5.1% ban rate in amateur play over 14,779 games, against 5.9% in soloQ over 364,710 games.

Not enough games to judge: core.

02 — How to play it

How to play it?

Electrocute, then Luden's Echo, Horizon Focus, and Zhonya's Hourglass: the most played build in soloQ.

SoloQ build, amateur differences under each block
RunesElectrocute41% · 4,433
Same in amateur play
SpellsFlash + Ignite69% · 7,516
Same in amateur play
SkillsQnot collected in soloQ
Amateur: 66% · 43 games
Core (3 legendaries)6% · 42
6%of soloQ games
  1. Luden's Echo
  2. Horizon Focus
  3. Zhonya's Hourglass
Amateur: Horizon Focus, Cosmic Drive, Zhonya's Hourglass, 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?

Takes its kills in duels first: more duels than 83% of supports.

  1. Takes its kills in duelstop17%25% · supports: 17%

Read on tournament games from 2026-04-15 to 2026-10-12 (44,638 games) · same reading as the draft review · compared with other supports

What marks it

  • Duelist
  • Poke

Like other supports

  • Map pressure
  • Crowd control (CC)
  • Team damage

What it is not

  • Few teamfights

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 88% of supports against the direct opponent.

supports
4.3takedowns outside its lane before 15 min; supports: 4.5.

Where it stands among supports · every measure

0 ← less · median · more → 100
  • Gold at 15 min · rank 92 of 100 among supports+479 · median +105
  • Gold at 20 min · rank 88 of 100 among supports+580 · median +193
  • Map pressure · rank 41 of 100 among supports4.3 · median 4.5
  • Absorbs damage · rank 3 of 100 among supports174 · median 393
  • Plays teamfights · rank 19 of 100 among supports48% · median 54%
  • Takes its kills in duels · rank 83 of 100 among supports25% · median 17%
  • Crowd control (CC) · rank 71 of 100 among supports1.3 · median 1
  • Team damage · rank 71 of 100 among supports13% · median 9%
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.

ADCgap 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
  • Gnar5 games
    —SoloQ: 57.8% · 199 g
Jungle4 champions
Mid3 champions
  • Akali6 games
    —SoloQ: 53.8% · 346 g
  • Viktor6 games
    —SoloQ: 54.4% · 478 g
  • Malzahar5 games
    —SoloQ: 45.5% · 255 g
ADC5 champions
  • Caitlyn8 games
    —SoloQ: 49.7% · 590 g
  • Kai'Sa7 games
    —SoloQ: 49.0% · 941 g
  • Yunara7 games
    —SoloQ: 47.9% · 808 g
  • Jhin6 games
    —SoloQ: 48.4% · 1,101 g
  • Jinx5 games
    —SoloQ: 53.6% · 685 g
Support4 champions
  • Nautilus10 games
    —SoloQ: 47.1% · 590 g
  • Karma6 games
    —SoloQ: 54.6% · 537 g
  • Lulu6 games
    —SoloQ: 46.4% · 772 g
  • Leona5 games
    —SoloQ: 46.1% · 408 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 Support

Amateur tournaments, compared with soloQ
  • SoloQ Master+0.6%9,948 picks of 1,794,593ban 5.9% · patches 16.19 to 16.21
  • Amateur tournaments0.1%42 picks of 38,304ban 5.1% · patches 16.19 to 16.21
  • Pro0.0%0 picks of 2,214bans not published · patches 16.17 to 16.20

Presence by patch

7.2% 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 Support
  • 0.2%G116 games of 7,176
  • 0.2%G216 games of 7,176
  • 0.4%G3+11 games of 2,850
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.