Tournament presence · pick + ban
9.0%#88 of 173 champions
Pick
5.0%picked in 131 of 2,644 games
Ban
4.0%79 bans over 1,958 games, against 1.6% in soloQ
Win rate as Mid50.0% between 39.6% and 60.4% over 60 gamesSoloQ 49.8%: no clear gap
Median length29.5 minsoloQ 28.8 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 Mid.

  • DraftPicked less often in amateur play
    Amateur
    0.9%
    SoloQ
    1.5%
    0.9% of the role's picks in amateur play, against 1.5% in soloQ.
  • DraftBanned more often in amateur play
    Amateur
    4.2%
    SoloQ
    1.6%
    4.2% ban rate in amateur play over 1,329 games, against 1.6% in soloQ over 82,299 games.
02 — How to play it

How to play it?

Arcane Comet, then Luden's Echo, Stormsurge, and Shadowflame: the most played build in soloQ.

SoloQ build, amateur differences under each block
RunesArcane Comet79% · 6,058
Same in amateur play
SpellsFlash + Teleport55% · 4,185
Same in amateur play
SkillsEnot collected in soloQ
Amateur: 100% · 64 games
Core (3 legendaries)21% · 671
21%of soloQ games
  1. Luden's Echo
  2. Stormsurge
  3. Shadowflame
Amateur: Malignance, Stormsurge, Shadowflame (13%), 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?

Crowd control (CC) first: more CC than 87% of mid laners.

  1. Crowd control (CC)top14%1.2 · mid laners: 0.7

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

What marks it

  • CC

Like other mid laners

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

What it is not

  • No poke
  • No split-push

Damage / min by phase · at equal gold

Rank 36 in lane, 49 in mid game and 67 in late game, out of 100 mid laners.

508-20 vs 528
891-8 vs 899
1,253+75 vs 1,179
Lane · 5–14 minMid game · 15–22Late · 23–30
Luxmid laners

Gold vs. direct opponent

At 20 min, behind 72% of mid laners against the direct opponent.

mid laners
3.4takedowns outside its lane before 15 min; mid laners: 3.2.

Where it stands among mid laners · every measure

0 ← less · median · more → 100
  • Damage in lane · rank 36 of 100 among mid laners508 · median 528
  • Damage in mid game · rank 49 of 100 among mid laners891 · median 899
  • Damage in late game · rank 67 of 100 among mid laners1,253 · median 1,179
  • Gold at 15 min · rank 37 of 100 among mid laners-79 · median +25
  • Gold at 20 min · rank 28 of 100 among mid laners-218 · median +71
  • Map pressure · rank 54 of 100 among mid laners3.4 · median 3.2
  • Absorbs damage · rank 28 of 100 among mid laners363 · median 489
  • Plays teamfights · rank 43 of 100 among mid laners54% · median 55%
  • Takes its kills in duels · rank 37 of 100 among mid laners20% · median 23%
  • Lets allies carry kills · rank 67 of 100 among mid lanersrank 67 of 100
  • Crowd control (CC) · rank 87 of 100 among mid laners1.2 · median 0.7
  • Team damage · rank 65 of 100 among mid laners23% · median 21%
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.

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
Top1 champion
  • Rumble5 games
    —SoloQ: 53.2% · 47 g
Jungle1 champion
  • Wukong9 games
    —SoloQ: 46.3% · 337 g
Mid3 champions
  • Syndra8 games
    —SoloQ: 47.7% · 392 g
  • Sylas5 games
    —SoloQ: 48.8% · 205 g
  • Viktor5 games
    —SoloQ: 50.3% · 445 g
ADC6 champions
  • Yunara7 games
    —SoloQ: 50.2% · 556 g
  • Caitlyn6 games
    —SoloQ: 55.4% · 426 g
  • Sivir6 games
    —SoloQ: 54.3% · 184 g
  • Ashe5 games
    —SoloQ: 48.8% · 242 g
  • Jinx5 games
    —SoloQ: 48.4% · 663 g
Support5 champions
  • Leona7 games
    —SoloQ: 52.9% · 325 g
  • Nautilus7 games
    —SoloQ: 48.8% · 389 g
  • Seraphine7 games
    —SoloQ: 50.4% · 250 g
  • Braum6 games
    —SoloQ: 50.5% · 182 g
  • Lulu6 games
    —SoloQ: 49.8% · 426 g
05 — In draft

Ban it or pick it?

Not enough series to settle it: raw counts only.

Pick rate as Mid

Amateur tournaments, compared with soloQ
  • SoloQ Master+1.5%6,271 picks of 431,269ban 1.6% · patches 16.19 to 16.21
  • Amateur tournaments0.9%32 picks of 3,686ban 4.2% · patches 16.19 to 16.21
  • Pro0.1%2 picks of 2,204bans not published · patches 16.17 to 16.20

Presence by patch

7.9% 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 Mid
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.