Tournament presence · pick + ban
18.3%#31 of 173 champions
Pick
9.0%picked in 239 of 2,644 games
Ban
9.3%182 bans over 1,958 games, against 7.0% in soloQ
Win rate as Jungle43.6% between 31.4% and 56.6% over 39 gamesSoloQ 49.3%: no clear gap
Median length30.5 minsoloQ 28.1 min

Amateur: 2,664 games from amateur tournaments, last 60 days, NA. SoloQ Master+: 215,636 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 Jungle.

  • DraftBanned more often in amateur play
    Amateur
    8.4%
    SoloQ
    7.0%
    8.4% ban rate in amateur play over 1,329 games, against 7.0% in soloQ over 82,299 games.
  • LengthLonger games in amateur play
    Amateur
    30.5 min
    SoloQ
    28.1 min
    Median of 30.5 min in amateur play, against 28.1 min in soloQ.
02 — How to play it

How to play it?

Conqueror, then Hubris, Sundered Sky, and Death's Dance: the most played build in soloQ.

SoloQ build, amateur differences under each block
RunesConqueror96% · 2,309
Same in amateur play
SpellsFlash + Smite100% · 2,398
Same in amateur play
SkillsQnot collected in soloQ
Amateur: 100% · 107 games
Core (3 legendaries)23% · 271
23%of soloQ games
  1. Hubris
  2. Sundered Sky
  3. Death's Dance
Amateur: Voltaic Cyclosword, Sundered Sky, Death's Dance (9%), 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?

Invade first: invades more than 90% of junglers.

  1. Invadetop10%9% · junglers: 7%
  2. Team damagetop18%20% · junglers: 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 junglers

What marks it

  • Damage
  • Poke
  • Invade

Like other junglers

  • Damage in late game
  • Map pressure
  • Absorbs damage
  • Plays teamfights
  • Takes its kills in duels
  • Lets allies carry kills
  • Crowd control (CC)

What it is not

Nothing below junglers.

Damage / min by phase · at equal gold

Rank 83 in lane, 77 in mid game and 37 in late game, out of 100 junglers.

408+25 vs 383
854+58 vs 796
1,030-26 vs 1,056
Lane · 5–14 minMid game · 15–22Late · 23–30
Aatroxjunglers

Gold vs. direct opponent

At 20 min, ahead of 84% of junglers against the direct opponent.

junglers
4.7takedowns outside its lane before 15 min; junglers: 4.7.

Where it stands among junglers · every measure

0 ← less · median · more → 100
  • Damage in lane · rank 83 of 100 among junglers408 · median 383
  • Damage in mid game · rank 77 of 100 among junglers854 · median 796
  • Damage in late game · rank 37 of 100 among junglers1,030 · median 1,056
  • Gold at 15 min · rank 85 of 100 among junglers+280 · median +6
  • Gold at 20 min · rank 84 of 100 among junglers+476 · median +64
  • Map pressure · rank 51 of 100 among junglers4.7 · median 4.7
  • Absorbs damage · rank 68 of 100 among junglers979 · median 855
  • Plays teamfights · rank 55 of 100 among junglers52% · median 52%
  • Takes its kills in duels · rank 47 of 100 among junglers20% · median 20%
  • Lets allies carry kills · rank 33 of 100 among junglersrank 33 of 100
  • Crowd control (CC) · rank 45 of 100 among junglers0.7 · median 0.7
  • Team damage · rank 82 of 100 among junglers20% · median 17%
  • Jungle farm · rank 91 of 100 among junglers71 · median 66
  • Invade · rank 90 of 100 among junglers9% · median 7%
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

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
Jungle1 champion
Mid2 champions
  • Locke5 games
    —SoloQ: 43.9% · 98 g
  • Viktor5 games
    —SoloQ: 55.1% · 118 g
ADC1 champion
  • Jinx7 games
    —SoloQ: 52.3% · 199 g
Support3 champions
  • Nautilus6 games
    —SoloQ: 52.6% · 133 g
  • Rell6 games
    —SoloQ: 57.9% · 57 g
  • Leona5 games
    —SoloQ: 48.6% · 105 g
05 — In draft

Ban it or pick it?

Not enough series to settle it: raw counts only.

Pick rate as Jungle

Amateur tournaments, compared with soloQ
  • SoloQ Master+0.5%2,007 picks of 431,269ban 7.0% · patches 16.19 to 16.21
  • Amateur tournaments0.7%25 picks of 3,686ban 8.4% · patches 16.19 to 16.21
  • Pro0.6%14 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 Jungle
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.