Tournament presence · pick + ban
16.8%#44 of 173 champions
Pick
9.3%picked in 1,678 of 18,066 games
Ban
7.5%1,290 bans over 17,119 games, against 2.6% in soloQ
Win rate as Mid46.0% between 36.1% and 56.3% over 63 gamesSoloQ 42.6%: no clear gap
Median length27.9 minsoloQ 26.1 min

Amateur: 18,068 games from amateur tournaments, last 60 days, KR. SoloQ Master+: 304,693 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 Mid.

  • DraftPicked more often in amateur play
    Amateur
    0.2%
    SoloQ
    0.1%
    0.2% of the role's picks in amateur play, against 0.1% in soloQ.
  • DraftBanned more often in amateur play
    Amateur
    7.4%
    SoloQ
    2.6%
    7.4% ban rate in amateur play over 10,152 games, against 2.6% in soloQ over 112,312 games.
  • LengthLonger games in amateur play
    Amateur
    27.9 min
    SoloQ
    26.1 min
    Median of 27.9 min in amateur play, against 26.1 min in soloQ.

Not enough games to judge: core.

02 — How to play it

How to play it?

Conqueror, then Eclipse, Spear of Shojin, and Death's Dance: the most played build in soloQ.

SoloQ build, amateur differences under each block
RunesConqueror55% · 455
Same in amateur play
SpellsFlash + Ignite62% · 516
Same in amateur play
SkillsQnot collected in soloQ
Amateur: 100% · 63 games
Core (3 legendaries)9% · 21
9%of soloQ games
  1. Eclipse
  2. Spear of Shojin
  3. Death's Dance
Amateur: Spear of Shojin, Black Cleaver, Death's Dance, 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?

No trait above other mid laners; the most marked: Gold at 15 min (rank 91).

  1. Its most marked traitGold at 15 mintop9%+379 · mid laners: +25

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

What marks it

Nothing above mid laners.

Like other mid laners

  • Plays teamfights
  • Takes its kills in duels
  • Crowd control (CC)
  • Team damage

What it is not

  • Little map pressure
  • No poke
  • No split-push

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 78% of mid laners against the direct opponent.

mid laners
3.1takedowns outside its lane before 15 min; mid laners: 3.2.

Where it stands among mid laners · every measure

0 ← less · median · more → 100
  • Gold at 15 min · rank 91 of 100 among mid laners+379 · median +25
  • Gold at 20 min · rank 78 of 100 among mid laners+417 · median +71
  • Map pressure · rank 16 of 100 among mid laners3.1 · median 3.2
  • Absorbs damage · rank 78 of 100 among mid laners824 · median 489
  • Plays teamfights · rank 32 of 100 among mid laners53% · median 55%
  • Takes its kills in duels · rank 66 of 100 among mid laners25% · median 23%
  • Crowd control (CC) · rank 50 of 100 among mid laners0.7 · median 0.7
  • Team damage · rank 46 of 100 among mid laners20% · median 21%
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

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.

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
Jungle3 champions
  • Lee Sin12 games
    —SoloQ: 40.6% · 101 g
  • Lillia6 games
    —SoloQ: — · 13 g
  • Jarvan IV5 games
    —SoloQ: — · 26 g
Mid2 champions
  • Galio7 games
    —SoloQ: 48.9% · 94 g
  • Lissandra5 games
    —SoloQ: — · 14 g
ADC5 champions
  • Kai'Sa8 games
    —SoloQ: 36.9% · 84 g
  • Ashe7 games
    —SoloQ: — · 15 g
  • Caitlyn7 games
    —SoloQ: 41.5% · 53 g
  • Ezreal7 games
    —SoloQ: 51.5% · 66 g
  • Jhin7 games
    —SoloQ: 42.2% · 102 g
Support6 champions
  • Leona8 games
    —SoloQ: — · 29 g
  • Lulu6 games
    —SoloQ: 45.5% · 77 g
  • Alistar5 games
    —SoloQ: 32.7% · 49 g
  • Braum5 games
    —SoloQ: — · 25 g
  • Nautilus5 games
    —SoloQ: 40.4% · 52 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 Mid

Amateur tournaments, compared with soloQ
  • SoloQ Master+0.1%708 picks of 609,385ban 2.6% · patches 16.19 to 16.21
  • Amateur tournaments0.2%42 picks of 21,472ban 7.4% · patches 16.19 to 16.21
  • Pro0.0%0 picks of 2,204bans not published · patches 16.17 to 16.20

Presence by patch

16.6% 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 Mid
  • 0.4%G115 games of 4,083
  • 0.4%G217 games of 4,083
  • 0.5%G3+8 games of 1,757
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.