Tournament presence · pick + ban
19.8%#31 of 173 champions
Pick
7.4%picked in 1,339 of 18,053 games
Ban
12.4%2,116 bans over 17,107 games, against 1.4% in soloQ
Win rate as Support55.9% between 45.3% and 66.1% over 59 gamesSoloQ 52.1%: no clear gap
Median length28.8 minsoloQ 26.9 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 Support.

  • 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
    13.0%
    SoloQ
    1.4%
    13.0% ban rate in amateur play over 10,152 games, against 1.4% in soloQ over 112,312 games.
  • LengthLonger games in amateur play
    Amateur
    28.8 min
    SoloQ
    26.9 min
    Median of 28.8 min in amateur play, against 26.9 min in soloQ.

Not enough games to judge: core.

02 — How to play it

How to play it?

Arcane Comet, then Blackfire Torch, Liandry's Torment, and Zhonya's Hourglass: the most played build in soloQ.

SoloQ build, amateur differences under each block
RunesArcane Comet71% · 1,683
Same in amateur play
SpellsFlash + Heal89% · 2,114
Same in amateur play
SkillsQnot collected in soloQ
Amateur: 100% · 57 games
Core (3 legendaries)7% · 19
7%of soloQ games
  1. Blackfire Torch
  2. Liandry's Torment
  3. Zhonya's Hourglass
Amateur: Blackfire Torch, Liandry's Torment, Rabadon's Deathcap, 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?

Team damage first: more damage than 92% of supports.

  1. Team damagetop9%16% · supports: 9%

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

What marks it

  • Damage
  • Poke

Like other supports

  • Gold at 20 min
  • Plays teamfights
  • Takes its kills in duels
  • Crowd control (CC)

What it is not

  • Little map pressure

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, ahead of 68% of supports against the direct opponent.

supports
4takedowns outside its lane before 15 min; supports: 4.5.

Where it stands among supports · every measure

0 ← less · median · more → 100
  • Gold at 15 min · rank 76 of 100 among supports+263 · median +105
  • Gold at 20 min · rank 68 of 100 among supports+306 · median +193
  • Map pressure · rank 25 of 100 among supports4 · median 4.5
  • Absorbs damage · rank 14 of 100 among supports222 · median 393
  • Plays teamfights · rank 37 of 100 among supports52% · median 54%
  • Takes its kills in duels · rank 58 of 100 among supports19% · median 17%
  • Crowd control (CC) · rank 25 of 100 among supports0.8 · median 1
  • Team damage · rank 92 of 100 among supports16% · median 9%
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

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.

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
Jungle2 champions
  • Lee Sin10 games
    —SoloQ: 53.5% · 314 g
  • Sylas9 games
    —SoloQ: 58.9% · 90 g
Mid1 champion
  • Viktor7 games
    —SoloQ: 56.4% · 156 g
ADC3 champions
  • Ezreal7 games
    —SoloQ: 55.3% · 150 g
  • Yunara7 games
    —SoloQ: 57.0% · 223 g
  • Lucian5 games
    —SoloQ: 53.5% · 99 g
Support4 champions
  • Nautilus9 games
    —SoloQ: 51.6% · 188 g
  • Lulu8 games
    —SoloQ: 51.4% · 245 g
  • Blitzcrank7 games
    —SoloQ: 50.4% · 123 g
  • Leona7 games
    —SoloQ: 54.9% · 91 g
05 — In draft

Ban it or pick it?

Not enough series to settle it: raw counts only.

Pick rate as Support

Amateur tournaments, compared with soloQ
  • SoloQ Master+0.3%2,057 picks of 609,385ban 1.4% · patches 16.19 to 16.21
  • Amateur tournaments0.2%36 picks of 21,472ban 13.0% · patches 16.19 to 16.21
  • Pro0.0%0 picks of 2,204bans not published · patches 16.17 to 16.20

Presence by patch

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 Support
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.