Tournament presence · pick + ban
8.9%#81 of 173 champions
Pick
6.3%picked in 406 of 6,487 games
Ban
2.6%86 bans over 3,246 games, against 0.1% in soloQ
Win rate as Top49.2% between 39.3% and 59.3% over 65 gamesSoloQ 47.0%: no clear gap
Median length28.4 minsoloQ 27.5 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 Top.

  • DraftPicked more often in amateur play
    Amateur
    0.6%
    SoloQ
    0.2%
    0.6% of the role's picks in amateur play, against 0.2% in soloQ.
  • DraftBanned more often in amateur play
    Amateur
    3.1%
    SoloQ
    0.1%
    3.1% ban rate in amateur play over 1,886 games, against 0.1% in soloQ over 129,307 games.

Not enough games to judge: core.

02 — How to play it

How to play it?

Grasp of the Undying, then Hollow Radiance, Unending Despair, and Spirit Visage: the most played build in soloQ.

SoloQ build, amateur differences under each block
RunesGrasp of the Undying85% · 1,024
Same in amateur play
SpellsFlash + Teleport89% · 1,075
Same in amateur play
SkillsQnot collected in soloQ
Amateur: 100% · 49 games
Core (3 legendaries)7% · 9
7%of soloQ games
  1. Hollow Radiance
  2. Unending Despair
  3. Spirit Visage
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?

Plays teamfights first: more teamfights than 100% of top laners.

  1. Plays teamfightstop1%63% · top laners: 53%
  2. Lets allies carry killstop1%rank 100 of 100
  3. Crowd control (CC)top2%2.2 · top laners: 0.8

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

  • Frontline
  • Teamfight
  • Lets allies carry
  • CC

Like other top laners

  • Damage in lane
  • Damage in mid game
  • Damage in late game

What it is not

  • Few duels
  • Little damage
  • No poke
  • No split-push

Damage / min by phase · at equal gold

Rank 44 in lane, 57 in mid game and 45 in late game, out of 100 top laners.

595-4 vs 599
899+31 vs 868
1,058-21 vs 1,079
Lane · 5–14 minMid game · 15–22Late · 23–30
Maokaitop laners

Gold vs. direct opponent

At 20 min, behind 98% 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 44 of 100 among top laners595 · median 599
  • Damage in mid game · rank 57 of 100 among top laners899 · median 868
  • Damage in late game · rank 45 of 100 among top laners1,058 · median 1,079
  • Gold at 15 min · rank 2 of 100 among top laners-867 · median +119
  • Gold at 20 min · rank 2 of 100 among top laners-1,347 · median +100
  • Absorbs damage · rank 87 of 100 among top laners1,362 · median 970
  • Plays teamfights · rank 100 of 100 among top laners63% · median 53%
  • Takes its kills in duels · rank 2 of 100 among top laners17% · median 28%
  • Lets allies carry kills · rank 100 of 100 among top lanersrank 100 of 100
  • Crowd control (CC) · rank 98 of 100 among top laners2.2 · median 0.8
  • Team damage · rank 15 of 100 among top laners17% · 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
Top4 champions
  • Malphite7 games
    —SoloQ: 43.5% · 46 g
  • Ornn7 games
    —SoloQ: 42.9% · 42 g
  • Dr. Mundo6 games
    —SoloQ: — · 19 g
  • K'Sante5 games
    —SoloQ: — · 17 g
Jungle2 champions
  • Wukong13 games
    —SoloQ: 51.0% · 51 g
  • Jarvan IV8 games
    —SoloQ: 47.5% · 40 g
Mid4 champions
  • Syndra14 games
    —SoloQ: 36.2% · 58 g
  • Xerath6 games
    —SoloQ: — · 27 g
  • Ahri5 games
    —SoloQ: 42.6% · 68 g
  • Sylas5 games
    —SoloQ: 40.0% · 45 g
ADC3 champions
  • Yunara9 games
    —SoloQ: 47.8% · 92 g
  • Caitlyn8 games
    —SoloQ: 54.0% · 63 g
  • Jinx7 games
    —SoloQ: 50.6% · 85 g
Support5 champions
  • Lulu7 games
    —SoloQ: 41.3% · 75 g
  • Leona6 games
    —SoloQ: 59.5% · 37 g
  • Rakan6 games
    —SoloQ: 41.7% · 36 g
  • Braum5 games
    —SoloQ: 42.6% · 54 g
  • Rell5 games
    —SoloQ: 32.4% · 34 g
05 — In draft

Ban it or pick it?

Taken at any point of the series.

Pick rate as Top

Amateur tournaments, compared with soloQ
  • SoloQ Master+0.2%1,040 picks of 672,391ban 0.1% · patches 16.19 to 16.21
  • Amateur tournaments0.6%53 picks of 9,366ban 3.1% · patches 16.19 to 16.21
  • Pro0.0%0 picks of 2,204bans not published · patches 16.17 to 16.20

Presence by patch

5.8% 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
  • 1.3%G124 games of 1,918
  • 0.8%G216 games of 1,918
  • 1.1%G3+7 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.