Tournament presence · pick + ban
6.6%#102 of 173 champions
Pick
2.7%picked in 177 of 6,486 games
Ban
3.9%126 bans over 3,246 games, against 2.1% in soloQ
Win rate as Mid45.5% between 34.9% and 56.5% over 55 gamesSoloQ 48.9%: no clear gap
Median length28.5 minsoloQ 27.3 min

Amateur: 6,491 games from amateur tournaments, last 60 days, EUW. SoloQ Master+: 336,200 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 Mid.

  • DraftPicked less often in amateur play
    Amateur
    0.3%
    SoloQ
    1.1%
    0.3% of the role's picks in amateur play, against 1.1% in soloQ.
  • DraftBanned more often in amateur play
    Amateur
    4.3%
    SoloQ
    2.1%
    4.3% ban rate in amateur play over 1,886 games, against 2.1% in soloQ over 129,307 games.
02 — How to play it

How to play it?

Electrocute, then Stormsurge, Shadowflame, and Zhonya's Hourglass: the most played build in soloQ.

SoloQ build, amateur differences under each block
RunesElectrocute75% · 6,187
Same in amateur play
SpellsFlash + Ignite91% · 7,546
Same in amateur play
SkillsQnot collected in soloQ
Amateur: 100% · 61 games
Core (3 legendaries)32% · 1,186
32%of soloQ games
  1. Stormsurge
  2. Shadowflame
  3. Zhonya's Hourglass
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?

Takes its kills in duels first: more duels than 92% of mid laners.

  1. Takes its kills in duelstop8%29% · mid laners: 23%
  2. Map pressuretop17%4.4 · mid laners: 3.2
  3. Absorbs damagetop18%887 · 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

  • Map pressure
  • Frontline
  • Duelist
  • Damage
  • Split-push

Like other mid laners

  • Damage in mid game
  • Damage in late game

What it is not

  • Few teamfights
  • Carries its own kills
  • Little CC
  • No poke

Damage / min by phase · at equal gold

Rank 93 in lane, 64 in mid game and 38 in late game, out of 100 mid laners.

608+81 vs 528
943+44 vs 899
1,150-29 vs 1,179
Lane · 5–14 minMid game · 15–22Late · 23–30
Dianamid laners

Gold vs. direct opponent

At 20 min, ahead of 75% of mid laners against the direct opponent.

mid laners
4.4takedowns outside its lane before 15 min; mid laners: 3.2.

Where it stands among mid laners · every measure

0 ← less · median · more → 100
  • Damage in lane · rank 93 of 100 among mid laners608 · median 528
  • Damage in mid game · rank 64 of 100 among mid laners943 · median 899
  • Damage in late game · rank 38 of 100 among mid laners1,150 · median 1,179
  • Gold at 15 min · rank 80 of 100 among mid laners+260 · median +25
  • Gold at 20 min · rank 75 of 100 among mid laners+376 · median +71
  • Map pressure · rank 83 of 100 among mid laners4.4 · median 3.2
  • Absorbs damage · rank 82 of 100 among mid laners887 · median 489
  • Plays teamfights · rank 9 of 100 among mid laners50% · median 55%
  • Takes its kills in duels · rank 92 of 100 among mid laners29% · median 23%
  • Lets allies carry kills · rank 13 of 100 among mid lanersrank 13 of 100
  • Crowd control (CC) · rank 16 of 100 among mid laners0.3 · median 0.7
  • Team damage · rank 81 of 100 among mid laners24% · 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
  • Jarvan IV6 games
    —SoloQ: 46.8% · 314 g
  • Wukong6 games
    —SoloQ: 45.2% · 290 g
  • Vi5 games
    —SoloQ: 56.7% · 120 g
Mid2 champions
  • Syndra9 games
    —SoloQ: 45.8% · 358 g
  • Viktor6 games
    —SoloQ: 48.4% · 349 g
ADC3 champions
  • Caitlyn6 games
    —SoloQ: 48.0% · 450 g
  • Yunara6 games
    —SoloQ: 50.0% · 700 g
  • Ezreal5 games
    —SoloQ: 55.6% · 403 g
Support1 champion
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+1.1%7,219 picks of 672,394ban 2.1% · patches 16.19 to 16.21
  • Amateur tournaments0.3%27 picks of 9,366ban 4.3% · patches 16.19 to 16.21
  • Pro0.0%1 picks of 2,204bans not published · patches 16.17 to 16.20

Presence by patch

10.0% 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
  • 0.6%G112 games of 1,918
  • 0.8%G216 games of 1,918
  • 0.9%G3+6 games of 632
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.