Tournament presence · pick + ban
13.8%#58 of 173 champions
Pick
9.5%picked in 2,587 of 27,183 games
Ban
4.3%959 bans over 22,311 games, against 4.5% in soloQ
Win rate as Mid53.6% between 45.8% and 61.1% over 112 gamesSoloQ 48.3%: no clear gap
Median length30 minsoloQ 27.6 min

Amateur: 27,223 games from amateur tournaments, last 60 days, KR 66% · EUW 24% · NA 10%. SoloQ Master+: 856,529 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 less often in amateur play
    Amateur
    0.2%
    SoloQ
    0.3%
    0.2% of the role's picks in amateur play, against 0.3% in soloQ.
  • LengthLonger games in amateur play
    Amateur
    30 min
    SoloQ
    27.6 min
    Median of 30 min in amateur play, against 27.6 min in soloQ.
  • SpellsFlash + Teleport instead of Flash + Ignite
    Amateur
    60%
    SoloQ
    41%
    Played in 60% of amateur games; soloQ sticks to Flash + Ignite (41%).
02 — How to play it

How to play it?

Hail of Blades, then Hextech Rocketbelt, Riftmaker, and Dead Man's Plate: the most played build in soloQ.

SoloQ build, amateur differences under each block
RunesHail of Blades68% · 4,121
Same in amateur play
SpellsFlash + Ignite41% · 2,445
≠ Amateur: Flash + Teleport instead of Flash + Ignite. 60% · 114 games
SkillsQnot collected in soloQ
Amateur: 59% · 26 games
Core (3 legendaries)25% · 594
25%of soloQ games
  1. Hextech Rocketbelt
  2. Riftmaker
  3. Dead Man's Plate
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?

Crowd control (CC) first: more CC than 100% of mid laners.

  1. Crowd control (CC)top1%2 · mid laners: 0.7
  2. Absorbs damagetop19%841 · mid laners: 489

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

  • Frontline
  • CC

Like other mid laners

  • Gold at 15 min
  • Gold at 20 min
  • Map pressure
  • Plays teamfights
  • Takes its kills in duels

What it is not

  • Little damage
  • 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, behind 74% of mid laners against the direct opponent.

mid laners
2.6takedowns 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 27 of 100 among mid laners-172 · median +25
  • Gold at 20 min · rank 26 of 100 among mid laners-256 · median +71
  • Map pressure · rank 26 of 100 among mid laners2.6 · median 3.2
  • Absorbs damage · rank 81 of 100 among mid laners841 · median 489
  • Plays teamfights · rank 53 of 100 among mid laners55% · median 55%
  • Takes its kills in duels · rank 49 of 100 among mid laners22% · median 23%
  • Crowd control (CC) · rank 100 of 100 among mid laners2 · median 0.7
  • Team damage · rank 22 of 100 among mid laners17% · 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

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.

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
Top7 champions
  • Ambessa9 games
    —SoloQ: 55.3% · 150 g
  • Olaf7 games
    —SoloQ: 45.6% · 136 g
  • K'Sante6 games
    —SoloQ: 51.7% · 151 g
  • Ornn6 games
    —SoloQ: 41.4% · 145 g
  • Sion6 games
    —SoloQ: 49.3% · 73 g
Jungle8 champions
  • Jarvan IV14 games
    —SoloQ: 46.3% · 190 g
  • Wukong10 games
    —SoloQ: 44.9% · 205 g
  • Lee Sin7 games
    —SoloQ: 54.0% · 409 g
  • Sylas7 games
    —SoloQ: 52.1% · 240 g
  • Lillia5 games
    —SoloQ: 49.0% · 153 g
Mid5 champions
  • Ahri9 games
    —SoloQ: 47.6% · 267 g
  • Orianna8 games
    —SoloQ: 53.2% · 109 g
  • Viktor7 games
    —SoloQ: 44.2% · 265 g
  • Yone6 games
    —SoloQ: 48.1% · 241 g
  • Aurora5 games
    —SoloQ: 44.6% · 112 g
ADC8 champions
  • Yunara16 games
    —SoloQ: 48.5% · 536 g
  • Caitlyn10 games
    —SoloQ: 46.0% · 300 g
  • Aphelios9 games
    —SoloQ: 45.8% · 275 g
  • Ashe7 games
    —SoloQ: 50.0% · 142 g
  • Jinx7 games
    —SoloQ: 45.3% · 408 g
Support8 champions
  • Thresh10 games
    —SoloQ: 47.7% · 470 g
  • Nautilus9 games
    —SoloQ: 48.5% · 334 g
  • Seraphine8 games
    —SoloQ: 44.3% · 131 g
  • Lulu7 games
    —SoloQ: 47.3% · 419 g
  • Alistar5 games
    —SoloQ: 50.2% · 205 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+0.3%5,180 picks of 1,713,048ban 4.5% · patches 16.19 to 16.21
  • Amateur tournaments0.2%78 picks of 34,524ban 4.3% · patches 16.19 to 16.21
  • Pro0.0%0 picks of 2,204bans not published · patches 16.17 to 16.20

Presence by patch

12.2% 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 Mid
  • 0.3%G120 games of 6,729
  • 0.4%G229 games of 6,731
  • 0.6%G3+17 games of 2,704
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.