Tournament presence · pick + ban
14.0%#52 of 173 champions
Pick
4.6%picked in 296 of 6,486 games
Ban
9.4%304 bans over 3,246 games, against 9.4% in soloQ
Win rate as Jungle51.8% between 41.0% and 62.4% over 56 gamesSoloQ 46.5%: no clear gap
Median length30 minsoloQ 28 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 Jungle.

  • DraftPicked less often in amateur play
    Amateur
    0.4%
    SoloQ
    0.6%
    0.4% of the role's picks in amateur play, against 0.6% in soloQ.
  • DraftBanned more often in amateur play
    Amateur
    10.7%
    SoloQ
    9.4%
    10.7% ban rate in amateur play over 1,886 games, against 9.4% in soloQ over 129,307 games.
02 — How to play it

How to play it?

First Strike, then Voltaic Cyclosword, Bastionbreaker, and Edge of Night: the most played build in soloQ.

SoloQ build, amateur differences under each block
RunesFirst Strike96% · 4,802
Same in amateur play
SpellsFlash + Smite100% · 5,000
Same in amateur play
SkillsQnot collected in soloQ
Amateur: 100% · 91 games
Core (3 legendaries)14% · 421
14%of soloQ games
  1. Voltaic Cyclosword
  2. Bastionbreaker
  3. Edge of Night
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?

Team damage first: more damage than 99% of junglers.

  1. Team damagetop1%25% · junglers: 17%
  2. Map pressuretop24%5.1 · junglers: 4.7

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

  • Map pressure
  • Damage
  • Poke

Like other junglers

  • Takes its kills in duels
  • Lets allies carry kills
  • Crowd control (CC)
  • Jungle farm
  • Invade

What it is not

  • Few teamfights

Damage / min by phase · at equal gold

Rank 92 in lane, 95 in mid game and 93 in late game, out of 100 junglers.

418+34 vs 383
953+157 vs 796
1,275+219 vs 1,056
Lane · 5–14 minMid game · 15–22Late · 23–30
Jaycejunglers

Gold vs. direct opponent

At 20 min, ahead of 97% of junglers against the direct opponent.

junglers
5.1takedowns 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 92 of 100 among junglers418 · median 383
  • Damage in mid game · rank 95 of 100 among junglers953 · median 796
  • Damage in late game · rank 93 of 100 among junglers1,275 · median 1,056
  • Gold at 15 min · rank 97 of 100 among junglers+503 · median +6
  • Gold at 20 min · rank 97 of 100 among junglers+847 · median +64
  • Map pressure · rank 76 of 100 among junglers5.1 · median 4.7
  • Absorbs damage · rank 14 of 100 among junglers480 · median 855
  • Plays teamfights · rank 23 of 100 among junglers49% · median 52%
  • Takes its kills in duels · rank 70 of 100 among junglers22% · median 20%
  • Lets allies carry kills · rank 27 of 100 among junglersrank 27 of 100
  • Crowd control (CC) · rank 31 of 100 among junglers0.6 · median 0.7
  • Team damage · rank 99 of 100 among junglers25% · median 17%
  • Jungle farm · rank 71 of 100 among junglers68 · median 66
  • Invade · rank 56 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
Top3 champions
  • Malphite8 games
    —SoloQ: 41.0% · 307 g
  • Ornn6 games
    —SoloQ: 40.5% · 163 g
  • K'Sante5 games
    —SoloQ: 46.1% · 141 g
Jungle4 champions
  • Xin Zhao8 games
    —SoloQ: 50.0% · 52 g
  • Jarvan IV5 games
    —SoloQ: 44.9% · 227 g
  • Wukong5 games
    —SoloQ: 45.2% · 146 g
  • Vi5 games
    —SoloQ: 45.6% · 79 g
Mid2 champions
  • Viktor7 games
    —SoloQ: 51.9% · 208 g
  • Xerath5 games
    —SoloQ: 53.9% · 102 g
ADC2 champions
  • Ashe8 games
    —SoloQ: 51.8% · 114 g
  • Yunara5 games
    —SoloQ: 43.0% · 384 g
Support4 champions
  • Nautilus7 games
    —SoloQ: 46.8% · 331 g
  • Seraphine7 games
    —SoloQ: 49.2% · 118 g
  • Rell6 games
    —SoloQ: 46.4% · 181 g
  • Lulu5 games
    —SoloQ: 44.8% · 375 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+0.6%4,332 picks of 672,396ban 9.4% · patches 16.19 to 16.21
  • Amateur tournaments0.4%35 picks of 9,366ban 10.7% · patches 16.19 to 16.21
  • Pro0.8%17 picks of 2,204bans not published · patches 16.17 to 16.20

Presence by patch

24.1% 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
  • 0.7%G113 games of 1,918
  • 1.0%G219 games of 1,918
  • 1.4%G3+9 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.