Tournament presence · pick + ban
20.6%#26 of 173 champions
Pick
11.1%picked in 720 of 6,486 games
Ban
9.5%309 bans over 3,246 games, against 2.9% in soloQ
Win rate as Support— 0 wins over 1 games
Median length—soloQ 26.8 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?

One clear gap between soloQ and amateur tournaments as Support.

  • DraftBanned more often in amateur play
    Amateur
    8.6%
    SoloQ
    2.9%
    8.6% ban rate in amateur play over 1,886 games, against 2.9% in soloQ over 129,307 games.

Not enough games to judge: win rate, length, keystone, spells, and core.

02 — How to play it

How to play it?

First Strike, then Umbral Glaive, Voltaic Cyclosword, and Bastionbreaker: the most played build in soloQ.

SoloQ build, amateur differences under each block
RunesFirst Strike46% · 77
Same in amateur play
SpellsFlash + Heal41% · 69
Same in amateur play
Core (3 legendaries)20% · 11
20%of soloQ games
  1. Umbral Glaive
  2. Voltaic Cyclosword
  3. Bastionbreaker

Not collected in soloQ: starting items, 4th item, and skill order.

03 — In a comp

What does it bring to a comp?

Team damage first: more damage than 95% of supports.

  1. Team damagetop5%17% · supports: 9%
  2. Takes its kills in duelstop15%26% · 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
  • Damage
  • Poke

Like other supports

No measure in the middle of supports.

What it is not

  • Little map pressure
  • Few teamfights
  • Little CC

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 100% of supports against the direct opponent.

supports
3.7takedowns 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 100 of 100 among supports+575 · median +105
  • Gold at 20 min · rank 100 of 100 among supports+861 · median +193
  • Map pressure · rank 14 of 100 among supports3.7 · median 4.5
  • Absorbs damage · rank 5 of 100 among supports180 · median 393
  • Plays teamfights · rank 20 of 100 among supports48% · median 54%
  • Takes its kills in duels · rank 85 of 100 among supports26% · median 17%
  • Crowd control (CC) · rank 2 of 100 among supports0.1 · median 1
  • Team damage · rank 95 of 100 among supports17% · 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

No positive gap in amateur play.

With

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

No pair measured in amateur play on this side.

05 — In draft

Ban it or pick it?

Not enough series to settle it: raw counts only.

Pick rate as Support

Amateur tournaments, compared with soloQ
  • SoloQ Master+0.0%137 picks of 672,396ban 2.9% · patches 16.19 to 16.21
  • Amateur tournaments0.0%1 picks of 9,366ban 8.6% · patches 16.19 to 16.21
  • Pro0.0%0 picks of 2,204bans not published · patches 16.17 to 16.20

Presence by patch

19.8% 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
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.