Tournament presence · pick + ban
6.5%#106 of 173 champions
Pick
4.3%picked in 1,169 of 27,182 games
Ban
2.2%485 bans over 22,310 games, against 0.5% in soloQ
Win rate as Mid50.0% between 40.2% and 59.8% over 68 gamesSoloQ 53.3%: no clear gap
Median length29.3 minsoloQ 27.7 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?

3 clear gaps between soloQ and amateur tournaments as Mid.

  • DraftPicked less often in amateur play
    Amateur
    0.1%
    SoloQ
    0.2%
    0.1% of the role's picks in amateur play, against 0.2% in soloQ.
  • DraftBanned more often in amateur play
    Amateur
    2.0%
    SoloQ
    0.5%
    2.0% ban rate in amateur play over 13,367 games, against 0.5% in soloQ over 323,918 games.
  • SpellsFlash + Teleport instead of Flash + Ignite
    Amateur
    75%
    SoloQ
    53%
    Played in 75% of amateur games; soloQ sticks to Flash + Ignite (53%).
02 — How to play it

How to play it?

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

SoloQ build, amateur differences under each block
RunesStormraider's Surge62% · 3,056
Same in amateur play
SpellsFlash + Ignite53% · 2,613
≠ Amateur: Flash + Teleport instead of Flash + Ignite. 75% · 71 games
SkillsQnot collected in soloQ
Amateur: 97% · 66 games
Core (3 legendaries)12% · 220
12%of soloQ games
  1. Lich Bane
  2. Shadowflame
  3. Rabadon's Deathcap
Amateur: Luden's Echo, Lich Bane, Shadowflame (10%), 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 83% of mid laners.

  1. Crowd control (CC)top17%1.1 · mid laners: 0.7
  2. Takes its kills in duelstop23%27% · mid laners: 23%

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

  • Duelist
  • CC
  • Split-push

Like other mid laners

  • Gold at 15 min
  • Gold at 20 min
  • Map pressure
  • Absorbs damage
  • Team damage

What it is not

  • Few teamfights
  • No poke

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, behind 56% of mid laners against the direct opponent.

mid laners
3.1takedowns outside its lane before 15 min; mid laners: 3.2.

Where it stands among mid laners · every measure

0 ← less · median · more → 100
  • Gold at 15 min · rank 44 of 100 among mid laners-29 · median +25
  • Gold at 20 min · rank 44 of 100 among mid laners-45 · median +71
  • Map pressure · rank 34 of 100 among mid laners3.1 · median 3.2
  • Absorbs damage · rank 62 of 100 among mid laners578 · median 489
  • Plays teamfights · rank 18 of 100 among mid laners51% · median 55%
  • Takes its kills in duels · rank 77 of 100 among mid laners27% · median 23%
  • Crowd control (CC) · rank 83 of 100 among mid laners1.1 · median 0.7
  • Team damage · rank 31 of 100 among mid laners18% · 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

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.

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
Top3 champions
  • Dr. Mundo6 games
    —SoloQ: 56.9% · 116 g
  • K'Sante6 games
    —SoloQ: 58.1% · 136 g
  • Sion5 games
    —SoloQ: 58.6% · 99 g
Jungle3 champions
  • Wukong8 games
    —SoloQ: 58.3% · 175 g
  • Lee Sin7 games
    —SoloQ: 57.5% · 285 g
  • Jarvan IV6 games
    —SoloQ: 54.7% · 190 g
Mid2 champions
  • Syndra8 games
    —SoloQ: 50.0% · 184 g
  • Ahri5 games
    —SoloQ: 50.0% · 234 g
ADC3 champions
  • Yunara12 games
    —SoloQ: 56.2% · 420 g
  • Jhin9 games
    —SoloQ: 50.2% · 438 g
  • Caitlyn8 games
    —SoloQ: 52.2% · 245 g
Support2 champions
  • Leona7 games
    —SoloQ: 51.0% · 204 g
  • Lulu6 games
    —SoloQ: 55.9% · 320 g
05 — In draft

Ban it or pick it?

Not enough series to settle it: raw counts only.

Pick rate as Mid

Amateur tournaments, compared with soloQ
  • SoloQ Master+0.2%4,252 picks of 1,713,048ban 0.5% · patches 16.19 to 16.21
  • Amateur tournaments0.1%43 picks of 34,524ban 2.0% · patches 16.19 to 16.21
  • Pro0.0%0 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 Mid
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.