Tournament presence · pick + ban
6.2%#110 of 173 champions
Pick
4.4%picked in 801 of 18,051 games
Ban
1.8%306 bans over 17,105 games, against 0.2% in soloQ
Win rate as Jungle43.3% between 33.8% and 53.3% over 67 gamesSoloQ 51.8%: no clear gap
Median length28.9 minsoloQ 26.5 min

Amateur: 18,068 games from amateur tournaments, last 60 days, KR. SoloQ Master+: 304,693 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 Jungle.

  • 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.
  • DraftBanned more often in amateur play
    Amateur
    1.7%
    SoloQ
    0.2%
    1.7% ban rate in amateur play over 10,152 games, against 0.2% in soloQ over 112,312 games.
  • LengthLonger games in amateur play
    Amateur
    28.9 min
    SoloQ
    26.5 min
    Median of 28.9 min in amateur play, against 26.5 min in soloQ.
02 — How to play it

How to play it?

Dark Harvest, then Lich Bane, Shadowflame, and Zhonya's Hourglass: the most played build in soloQ.

SoloQ build, amateur differences under each block
RunesDark Harvest87% · 2,083
Same in amateur play
SpellsFlash + Smite100% · 2,409
Same in amateur play
SkillsQnot collected in soloQ
Amateur: 96% · 45 games
Core (3 legendaries)28% · 246
28%of soloQ games
  1. Lich Bane
  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?

Crowd control (CC) first: more CC than 79% of junglers.

  1. Crowd control (CC)top21%1 · 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
  • Gold at 15 min
  • Gold at 20 min
  • Map pressure
  • Absorbs damage
  • Plays teamfights
  • Takes its kills in duels
  • Team damage
  • Jungle farm
  • Invade

What it is not

  • No poke

Damage / min by phase · at equal gold

412+28 vs 383
842+46 vs 796
not measured
Lane · 5–14 minMid game · 15–22Late · 23–30
Gragasjunglers

Gold vs. direct opponent

At 20 min, behind 52% of junglers against the direct opponent.

junglers
4.6takedowns 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 87 of 100 among junglers412 · median 383
  • Damage in mid game · rank 71 of 100 among junglers842 · median 796
  • Gold at 15 min · rank 62 of 100 among junglers+85 · median +6
  • Gold at 20 min · rank 48 of 100 among junglers+31 · median +64
  • Map pressure · rank 47 of 100 among junglers4.6 · median 4.7
  • Absorbs damage · rank 32 of 100 among junglers605 · median 855
  • Plays teamfights · rank 30 of 100 among junglers49% · median 52%
  • Takes its kills in duels · rank 68 of 100 among junglers22% · median 20%
  • Crowd control (CC) · rank 79 of 100 among junglers1 · median 0.7
  • Team damage · rank 48 of 100 among junglers17% · median 17%
  • Jungle farm · rank 28 of 100 among junglers64 · median 66
  • Invade · rank 54 of 100 among junglers8% · 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
Top2 champions
  • Camille5 games
    —SoloQ: 40.0% · 50 g
  • Ornn5 games
    —SoloQ: — · 21 g
Jungle3 champions
  • Lee Sin12 games
    —SoloQ: 53.2% · 479 g
  • Wukong8 games
    —SoloQ: 46.7% · 45 g
  • Nocturne5 games
    —SoloQ: — · 17 g
Mid1 champion
  • Ahri5 games
    —SoloQ: 39.0% · 82 g
ADC5 champions
  • Yunara9 games
    —SoloQ: 47.5% · 219 g
  • Caitlyn8 games
    —SoloQ: 48.9% · 133 g
  • Aphelios5 games
    —SoloQ: 50.7% · 213 g
  • Jinx5 games
    —SoloQ: 39.9% · 143 g
  • —SoloQ: 54.2% · 48 g
Support3 champions
  • Lulu12 games
    —SoloQ: 45.2% · 199 g
  • Nautilus9 games
    —SoloQ: 52.0% · 177 g
  • Seraphine5 games
    —SoloQ: 48.6% · 37 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+0.3%2,124 picks of 609,386ban 0.2% · patches 16.19 to 16.21
  • Amateur tournaments0.2%43 picks of 21,472ban 1.7% · patches 16.19 to 16.21
  • Pro0.0%1 picks of 2,204bans not published · patches 16.17 to 16.20

Presence by patch

6.2% 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 Jungle
  • 0.2%G19 games of 4,078
  • 0.5%G221 games of 4,080
  • 0.5%G3+9 games of 1,754
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.