Tournament presence · pick + ban
4.8%#123 of 173 champions
Pick
1.9%picked in 50 of 2,644 games
Ban
2.9%57 bans over 1,958 games, against 0.9% in soloQ
Win rate as Top57.4% between 45.5% and 68.6% over 47 gamesSoloQ 51.6%: no clear gap
Median length28.8 minsoloQ 27.6 min

Amateur: 2,664 games from amateur tournaments, last 60 days, NA. SoloQ Master+: 215,636 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 Top.

  • DraftBanned more often in amateur play
    Amateur
    3.1%
    SoloQ
    0.9%
    3.1% ban rate in amateur play over 1,329 games, against 0.9% in soloQ over 82,299 games.
  • LengthLonger games in amateur play
    Amateur
    28.8 min
    SoloQ
    27.6 min
    Median of 28.8 min in amateur play, against 27.6 min in soloQ.

Not enough games to judge: core.

02 — How to play it

How to play it?

Conqueror, then Titanic Hydra, Hullbreaker, and Overlord's Bloodmail: the most played build in soloQ.

SoloQ build, amateur differences under each block
RunesConqueror77% · 3,903
Same in amateur play
SpellsFlash + Ignite75% · 3,821
Same in amateur play
SkillsQnot collected in soloQ
Amateur: 100% · 36 games
Core (3 legendaries)9% · 196
9%of soloQ games
  1. Titanic Hydra
  2. Hullbreaker
  3. Overlord's Bloodmail
Amateur: Titanic Hydra, Black Cleaver, Overlord's Bloodmail, 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?

No trait above other top laners; the most marked: Absorbs damage (rank 69).

  1. Its most marked traitAbsorbs damagetop31%1,131 · top laners: 970

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

What marks it

Nothing above top laners.

Like other top laners

  • Damage in lane
  • Damage in late game
  • Gold at 15 min
  • Gold at 20 min
  • Absorbs damage
  • Plays teamfights
  • Takes its kills in duels
  • Lets allies carry kills
  • Team damage

What it is not

  • Little CC
  • No poke
  • No split-push

Damage / min by phase · at equal gold

Rank 56 in lane, 21 in mid game and 29 in late game, out of 100 top laners.

610+11 vs 599
815-53 vs 868
994-86 vs 1,079
Lane · 5–14 minMid game · 15–22Late · 23–30
Kledtop laners

Gold vs. direct opponent

At 20 min, behind 56% of top laners against the direct opponent.

top laners

Where it stands among top laners · every measure

0 ← less · median · more → 100
  • Damage in lane · rank 56 of 100 among top laners610 · median 599
  • Damage in mid game · rank 21 of 100 among top laners815 · median 868
  • Damage in late game · rank 29 of 100 among top laners994 · median 1,079
  • Gold at 15 min · rank 55 of 100 among top laners+125 · median +119
  • Gold at 20 min · rank 44 of 100 among top laners+40 · median +100
  • Absorbs damage · rank 69 of 100 among top laners1,131 · median 970
  • Plays teamfights · rank 61 of 100 among top laners54% · median 53%
  • Takes its kills in duels · rank 34 of 100 among top laners26% · median 28%
  • Lets allies carry kills · rank 53 of 100 among top lanersrank 53 of 100
  • Crowd control (CC) · rank 16 of 100 among top laners0.4 · median 0.8
  • Team damage · rank 57 of 100 among top laners22% · median 20%
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.

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
Jungle2 champions
  • Wukong7 games
    —SoloQ: 58.1% · 222 g
  • Nocturne5 games
    —SoloQ: 56.3% · 80 g
Mid1 champion
  • Syndra7 games
    —SoloQ: 55.5% · 227 g
ADC4 champions
  • Ashe8 games
    —SoloQ: 62.9% · 159 g
  • Jinx7 games
    —SoloQ: 52.4% · 410 g
  • Ezreal5 games
    —SoloQ: 54.2% · 236 g
  • Xayah5 games
    —SoloQ: 56.2% · 105 g
Support2 champions
  • Seraphine8 games
    —SoloQ: 52.9% · 140 g
  • Milio6 games
    —SoloQ: 53.4% · 146 g
05 — In draft

Ban it or pick it?

Priority pick: taken in G1, burned afterwards.

Pick rate as Top

Amateur tournaments, compared with soloQ
  • SoloQ Master+1.0%4,325 picks of 431,266ban 0.9% · patches 16.19 to 16.21
  • Amateur tournaments0.9%34 picks of 3,686ban 3.1% · patches 16.19 to 16.21
  • Pro1.0%21 picks of 2,204bans not published · patches 16.17 to 16.20

Presence by patch

3.9% 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 Top
  • 2.3%G117 games of 733
  • 1.8%G213 games of 733
  • 1.6%G3+5 games of 316
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.