Tournament presence · pick + ban
20.4%#27 of 173 champions
Pick
10.2%picked in 664 of 6,486 games
Ban
10.2%332 bans over 3,246 games, against 2.3% in soloQ
Win rate as ADC46.0% between 36.1% and 56.3% over 63 gamesSoloQ 52.7%: no clear gap
Median length28.5 minsoloQ 28.5 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 ADC.

  • DraftPicked less often in amateur play
    Amateur
    0.5%
    SoloQ
    1.0%
    0.5% of the role's picks in amateur play, against 1.0% in soloQ.
  • DraftBanned more often in amateur play
    Amateur
    9.7%
    SoloQ
    2.3%
    9.7% ban rate in amateur play over 1,886 games, against 2.3% in soloQ over 129,307 games.
02 — How to play it

How to play it?

Arcane Comet, then Blackfire Torch, Shadowflame, and Rabadon's Deathcap: the most played build in soloQ.

SoloQ build, amateur differences under each block
RunesArcane Comet70% · 5,251
Same in amateur play
SpellsFlash + Teleport88% · 6,575
Same in amateur play
SkillsQnot collected in soloQ
Amateur: 100% · 82 games
Core (3 legendaries)13% · 500
13%of soloQ games
  1. Blackfire Torch
  2. Shadowflame
  3. Rabadon's Deathcap
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?

Plays teamfights first: more teamfights than 82% of ADC.

  1. Plays teamfightstop18%58% · ADC: 56%

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

What marks it

  • Teamfight

Like other ADC

  • Gold at 15 min
  • Absorbs damage
  • Takes its kills in duels
  • Lets allies carry kills
  • Crowd control (CC)
  • Team damage

What it is not

  • No poke

Damage / min by phase · at equal gold

Rank 86 in lane, 84 in mid game and 75 in late game, out of 100 ADC.

597+72 vs 525
1,053+138 vs 915
1,468+102 vs 1,366
Lane · 5–14 minMid game · 15–22Late · 23–30
HweiADC

Gold vs. direct opponent

At 20 min, behind 79% of ADC against the direct opponent.

ADC

Where it stands among ADC · every measure

0 ← less · median · more → 100
  • Damage in lane · rank 86 of 100 among ADC597 · median 525
  • Damage in mid game · rank 84 of 100 among ADC1,053 · median 915
  • Damage in late game · rank 75 of 100 among ADC1,468 · median 1,366
  • Gold at 15 min · rank 27 of 100 among ADC-191 · median -54
  • Gold at 20 min · rank 21 of 100 among ADC-426 · median -85
  • Absorbs damage · rank 31 of 100 among ADC304 · median 361
  • Plays teamfights · rank 82 of 100 among ADC58% · median 56%
  • Takes its kills in duels · rank 33 of 100 among ADC17% · median 19%
  • Lets allies carry kills · rank 67 of 100 among ADCrank 67 of 100
  • Crowd control (CC) · rank 73 of 100 among ADC0.9 · median 0.6
  • Team damage · rank 62 of 100 among ADC24% · median 23%
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.

Midgap 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
  • Gnar7 games
    —SoloQ: 54.1% · 170 g
  • Camille5 games
    —SoloQ: 54.4% · 226 g
  • Zaahen5 games
    —SoloQ: 60.0% · 125 g
Jungle4 champions
  • Jarvan IV11 games
    —SoloQ: 53.8% · 312 g
  • Wukong7 games
    —SoloQ: 53.9% · 297 g
  • Shyvana6 games
    —SoloQ: 56.2% · 146 g
  • Vi5 games
    —SoloQ: 53.5% · 142 g
Mid3 champions
  • Syndra13 games
    —SoloQ: 50.9% · 430 g
  • Ahri5 games
    —SoloQ: 50.1% · 427 g
  • Viktor5 games
    —SoloQ: 57.1% · 315 g
ADC6 champions
  • Caitlyn9 games
    —SoloQ: 56.9% · 439 g
  • Ezreal7 games
    —SoloQ: 55.0% · 387 g
  • Yunara6 games
    —SoloQ: 55.9% · 583 g
  • Ashe5 games
    —SoloQ: 51.7% · 172 g
  • Jinx5 games
    —SoloQ: 50.7% · 420 g
Support4 champions
  • Nautilus7 games
    —SoloQ: 50.6% · 429 g
  • Leona6 games
    —SoloQ: 50.6% · 320 g
  • Seraphine6 games
    —SoloQ: 56.5% · 168 g
  • Karma5 games
    —SoloQ: 53.2% · 331 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 ADC

Amateur tournaments, compared with soloQ
  • SoloQ Master+1.0%6,644 picks of 672,399ban 2.3% · patches 16.19 to 16.21
  • Amateur tournaments0.5%49 picks of 9,366ban 9.7% · patches 16.19 to 16.21
  • Pro0.1%2 picks of 2,204bans not published · patches 16.17 to 16.20

Presence by patch

20.4% 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 ADC
  • 1.0%G120 games of 1,918
  • 0.9%G217 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.