Tournament presence · pick + ban
15.3%#49 of 173 champions
Pick
6.6%picked in 1,808 of 27,194 games
Ban
8.7%1,942 bans over 22,319 games, against 2.2% in soloQ
Win rate as Top55.7% between 45.3% and 65.7% over 61 gamesSoloQ 52.0%: no clear gap
Median length28.3 minsoloQ 27.1 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?

2 clear gaps between soloQ and amateur tournaments as Top.

  • DraftPicked less often in amateur play
    Amateur
    0.1%
    SoloQ
    0.4%
    0.1% of the role's picks in amateur play, against 0.4% in soloQ.
  • DraftBanned more often in amateur play
    Amateur
    9.1%
    SoloQ
    2.2%
    9.1% ban rate in amateur play over 13,367 games, against 2.2% in soloQ over 323,918 games.

Not enough games to judge: core.

02 — How to play it

How to play it?

Arcane Comet, then Malignance, Shadowflame, and Zhonya's Hourglass: the most played build in soloQ.

SoloQ build, amateur differences under each block
RunesArcane Comet47% · 3,193
Same in amateur play
SpellsFlash + Teleport63% · 4,306
Same in amateur play
SkillsQnot collected in soloQ
Amateur: 100% · 30 games
Core (3 legendaries)13% · 260
13%of soloQ games
  1. Malignance
  2. Shadowflame
  3. Zhonya's Hourglass
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?

Crowd control (CC) first: more CC than 93% of top laners.

  1. Crowd control (CC)top8%1.5 · top laners: 0.8
  2. Plays teamfightstop19%56% · top laners: 53%

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

  • Teamfight
  • CC

Like other top laners

  • Gold at 15 min
  • Gold at 20 min
  • Takes its kills in duels

What it is not

  • Little damage
  • No poke
  • No split-push

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 55% of top laners against the direct opponent.

top laners

Where it stands among top laners · every measure

0 ← less · median · more → 100
  • Gold at 15 min · rank 45 of 100 among top laners+88 · median +119
  • Gold at 20 min · rank 45 of 100 among top laners+40 · median +100
  • Absorbs damage · rank 8 of 100 among top laners363 · median 970
  • Plays teamfights · rank 81 of 100 among top laners56% · median 53%
  • Takes its kills in duels · rank 26 of 100 among top laners24% · median 28%
  • Crowd control (CC) · rank 93 of 100 among top laners1.5 · median 0.8
  • Team damage · rank 19 of 100 among top laners18% · 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

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

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
Top3 champions
  • Ambessa6 games
    —SoloQ: 59.1% · 171 g
  • Jax5 games
    —SoloQ: 45.3% · 181 g
  • Yone5 games
    —SoloQ: 48.1% · 345 g
Jungle4 champions
  • Lee Sin5 games
    —SoloQ: 54.8% · 555 g
  • Wukong5 games
    —SoloQ: 55.3% · 237 g
  • Nocturne5 games
    —SoloQ: 61.3% · 80 g
  • Xin Zhao5 games
    —SoloQ: 56.4% · 101 g
Mid2 champions
  • Ahri6 games
    —SoloQ: 48.5% · 274 g
  • Zed5 games
    —SoloQ: 61.1% · 190 g
ADC2 champions
  • Kai'Sa8 games
    —SoloQ: 52.4% · 582 g
  • Sivir5 games
    —SoloQ: 50.7% · 136 g
Support3 champions
  • Milio6 games
    —SoloQ: 51.7% · 178 g
  • Braum5 games
    —SoloQ: 49.5% · 222 g
  • Rakan5 games
    —SoloQ: 53.5% · 217 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 Top

Amateur tournaments, compared with soloQ
  • SoloQ Master+0.4%6,057 picks of 1,713,040ban 2.2% · patches 16.19 to 16.21
  • Amateur tournaments0.1%48 picks of 34,524ban 9.1% · patches 16.19 to 16.21
  • Pro0.0%0 picks of 2,204bans not published · patches 16.17 to 16.20

Presence by patch

16.0% 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
  • 0.1%G16 games of 6,733
  • 0.3%G222 games of 6,733
  • 0.4%G3+10 games of 2,704
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.