Tournament presence · pick + ban
1.7%#163 of 173 champions
Pick
0.5%picked in 145 of 27,199 games
Ban
1.2%272 bans over 22,322 games, against 1.3% in soloQ
Win rate as Jungle58.3% between 49.9% and 66.3% over 96 gamesSoloQ 51.0%: no clear gap
Median length30 minsoloQ 28 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?

2 clear gaps between soloQ and amateur tournaments as Jungle.

  • DraftPicked less often in amateur play
    Amateur
    0.2%
    SoloQ
    1.0%
    0.2% of the role's picks in amateur play, against 1.0% in soloQ.
  • LengthLonger games in amateur play
    Amateur
    30 min
    SoloQ
    28 min
    Median of 30 min in amateur play, against 28 min in soloQ.
02 — How to play it

How to play it?

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

SoloQ build, amateur differences under each block
RunesElectrocute68% · 13,160
Same in amateur play
SpellsFlash + Smite100% · 19,272
Same in amateur play
SkillsWnot collected in soloQ
Amateur: 100% · 30 games
Core (3 legendaries)11% · 820
11%of soloQ games
  1. Hextech Rocketbelt
  2. Shadowflame
  3. Zhonya's Hourglass
Amateur: Malignance, Liandry's Torment, Zhonya's Hourglass (16%), 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?

Crowd control (CC) first: more CC than 90% of junglers.

  1. Crowd control (CC)top10%1.2 · junglers: 0.7

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

  • CC

Like other junglers

  • Damage in mid game
  • Map pressure
  • Plays teamfights
  • Takes its kills in duels
  • Lets allies carry kills
  • Team damage
  • Jungle farm

What it is not

  • No poke
  • Stays home

Damage / min by phase · at equal gold

Rank 80 in lane, 66 in mid game and 90 in late game, out of 100 junglers.

407+23 vs 383
829+33 vs 796
1,223+167 vs 1,056
Lane · 5–14 minMid game · 15–22Late · 23–30
Fiddlesticksjunglers

Gold vs. direct opponent

At 20 min, behind 82% of junglers against the direct opponent.

junglers
4.4takedowns 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 80 of 100 among junglers407 · median 383
  • Damage in mid game · rank 66 of 100 among junglers829 · median 796
  • Damage in late game · rank 90 of 100 among junglers1,223 · median 1,056
  • Gold at 15 min · rank 21 of 100 among junglers-192 · median +6
  • Gold at 20 min · rank 18 of 100 among junglers-421 · median +64
  • Map pressure · rank 44 of 100 among junglers4.4 · median 4.7
  • Absorbs damage · rank 15 of 100 among junglers485 · median 855
  • Plays teamfights · rank 68 of 100 among junglers54% · median 52%
  • Takes its kills in duels · rank 37 of 100 among junglers19% · median 20%
  • Lets allies carry kills · rank 45 of 100 among junglersrank 45 of 100
  • Crowd control (CC) · rank 90 of 100 among junglers1.2 · median 0.7
  • Team damage · rank 38 of 100 among junglers16% · median 17%
  • Jungle farm · rank 33 of 100 among junglers65 · median 66
  • Invade · rank 10 of 100 among junglers6% · 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

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.

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.

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
Top5 champions
  • Ambessa6 games
    —SoloQ: 55.4% · 464 g
  • Malphite6 games
    —SoloQ: 54.0% · 569 g
  • Olaf6 games
    —SoloQ: 47.3% · 503 g
  • Renekton6 games
    —SoloQ: 55.5% · 560 g
  • Jax5 games
    —SoloQ: 53.5% · 480 g
Jungle4 champions
  • Lee Sin14 games
    —SoloQ: 52.7% · 1,117 g
  • Jarvan IV7 games
    —SoloQ: 51.6% · 767 g
  • Xin Zhao7 games
    —SoloQ: 46.5% · 243 g
  • Wukong5 games
    —SoloQ: 50.3% · 590 g
Mid5 champions
  • Lissandra7 games
    —SoloQ: 54.9% · 408 g
  • Syndra7 games
    —SoloQ: 47.6% · 893 g
  • Yone6 games
    —SoloQ: 53.7% · 764 g
  • Akali5 games
    —SoloQ: 53.0% · 549 g
  • Viktor5 games
    —SoloQ: 52.1% · 893 g
ADC10 champions
  • Jinx12 games
    —SoloQ: 48.8% · 1,301 g
  • Lucian11 games
    —SoloQ: 55.7% · 686 g
  • Kai'Sa6 games
    —SoloQ: 52.8% · 1,467 g
  • Varus6 games
    —SoloQ: 51.9% · 289 g
  • Aphelios5 games
    —SoloQ: 52.4% · 862 g
Support9 champions
  • Lulu11 games
    —SoloQ: 54.1% · 1,285 g
  • Nautilus9 games
    —SoloQ: 55.2% · 1,069 g
  • Braum8 games
    —SoloQ: 48.0% · 606 g
  • Milio8 games
    —SoloQ: 54.9% · 672 g
  • Thresh8 games
    —SoloQ: 50.1% · 1,327 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 Jungle

Amateur tournaments, compared with soloQ
  • SoloQ Master+1.0%16,617 picks of 1,713,051ban 1.3% · patches 16.19 to 16.21
  • Amateur tournaments0.2%58 picks of 34,524ban 1.2% · patches 16.19 to 16.21
  • Pro0.0%0 picks of 2,204bans not published · patches 16.17 to 16.20

Presence by patch

2.8% 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 Jungle
  • 0.3%G117 games of 6,733
  • 0.3%G218 games of 6,735
  • 0.4%G3+12 games of 2,706
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.