Tournament presence · pick + ban
13.2%#55 of 173 champions
Pick
7.7%picked in 502 of 6,486 games
Ban
5.5%179 bans over 3,246 games, against 1.5% in soloQ
Win rate as Top43.8% between 32.6% and 55.5% over 48 gamesSoloQ 50.6%: no clear gap
Median length29.1 minsoloQ 28.1 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 Top.

  • DraftPicked more often in amateur play
    Amateur
    0.4%
    SoloQ
    0.2%
    0.4% of the role's picks in amateur play, against 0.2% in soloQ.
  • DraftBanned more often in amateur play
    Amateur
    5.8%
    SoloQ
    1.5%
    5.8% ban rate in amateur play over 1,886 games, against 1.5% in soloQ over 129,307 games.

Not enough games to judge: core.

02 — How to play it

How to play it?

Stormraider's Surge, then Stormsurge, Shadowflame, and Rabadon's Deathcap: the most played build in soloQ.

SoloQ build, amateur differences under each block
RunesStormraider's Surge57% · 1,021
Same in amateur play
SpellsFlash + Teleport68% · 1,226
Same in amateur play
SkillsQnot collected in soloQ
Amateur: 100% · 71 games
Core (3 legendaries)9% · 23
9%of soloQ games
  1. Stormsurge
  2. Shadowflame
  3. Rabadon's Deathcap
Amateur: Hextech Rocketbelt, Kaenic Rookern, Frozen Heart, 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?

Plays teamfights first: more teamfights than 97% of top laners.

  1. Plays teamfightstop3%62% · top laners: 53%
  2. Lets allies carry killstop12%rank 88 of 100
  3. Absorbs damagetop17%1,325 · top laners: 970

Read on tournament games from 2026-04-15 to 2026-10-12 (44,638 games) · same reading as the draft review · compared with other top laners

What marks it

  • Frontline
  • Teamfight
  • Lets allies carry
  • CC

Like other top laners

No measure in the middle of top laners.

What it is not

  • Few duels
  • Little damage
  • No poke
  • No split-push

Damage / min by phase · at equal gold

Rank 8 in lane, 2 in mid game and 8 in late game, out of 100 top laners.

524-75 vs 599
741-127 vs 868
917-162 vs 1,079
Lane · 5–14 minMid game · 15–22Late · 23–30
Galiotop laners

Gold vs. direct opponent

At 20 min, behind 93% of top laners against the direct opponent.

top laners

Where it stands among top laners · every measure

0 ← less · median · more → 100
  • Damage in lane · rank 8 of 100 among top laners524 · median 599
  • Damage in mid game · rank 2 of 100 among top laners741 · median 868
  • Damage in late game · rank 8 of 100 among top laners917 · median 1,079
  • Gold at 15 min · rank 5 of 100 among top laners-595 · median +119
  • Gold at 20 min · rank 7 of 100 among top laners-869 · median +100
  • Absorbs damage · rank 83 of 100 among top laners1,325 · median 970
  • Plays teamfights · rank 97 of 100 among top laners62% · median 53%
  • Takes its kills in duels · rank 3 of 100 among top laners17% · median 28%
  • Lets allies carry kills · rank 88 of 100 among top lanersrank 88 of 100
  • Crowd control (CC) · rank 81 of 100 among top laners1.2 · median 0.8
  • Team damage · rank 11 of 100 among top laners16% · median 20%
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

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.

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
Top1 champion
  • Rumble21 games
    —SoloQ: 57.3% · 89 g
Jungle1 champion
Mid3 champions
  • Hwei5 games
    —SoloQ: 45.9% · 37 g
  • Orianna5 games
    —SoloQ: 48.7% · 39 g
  • Yone5 games
    —SoloQ: 52.9% · 87 g
ADC3 champions
  • Kai'Sa6 games
    —SoloQ: 50.0% · 134 g
  • Jinx5 games
    —SoloQ: 47.2% · 89 g
  • Yunara5 games
    —SoloQ: 54.6% · 141 g
Support1 champion
  • Alistar6 games
    —SoloQ: 57.1% · 63 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 Top

Amateur tournaments, compared with soloQ
  • SoloQ Master+0.2%1,583 picks of 672,391ban 1.5% · patches 16.19 to 16.21
  • Amateur tournaments0.4%37 picks of 9,366ban 5.8% · patches 16.19 to 16.21
  • Pro2.0%44 picks of 2,204bans not published · patches 16.17 to 16.20

Presence by patch

20.5% 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 Top
  • 0.5%G110 games of 1,918
  • 0.8%G216 games of 1,918
  • 1.3%G3+8 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.