Tournament presence · pick + ban
6.3%#108 of 173 champions
Pick
5.1%picked in 922 of 18,051 games
Ban
1.2%204 bans over 17,105 games, against 0.2% in soloQ
Win rate as Support52.6% between 47.6% and 57.6% over 266 gamesSoloQ 50.9%: no clear gap
Median length29.7 minsoloQ 26.1 min

Amateur: 18,068 games from amateur tournaments, last 60 days, KR. SoloQ Master+: 304,693 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?

4 clear gaps between soloQ and amateur tournaments as Support.

  • DraftPicked less often in amateur play
    Amateur
    0.7%
    SoloQ
    1.0%
    0.7% of the role's picks in amateur play, against 1.0% in soloQ.
  • DraftBanned more often in amateur play
    Amateur
    1.1%
    SoloQ
    0.2%
    1.1% ban rate in amateur play over 10,152 games, against 0.2% in soloQ over 112,312 games.
  • LengthLonger games in amateur play
    Amateur
    29.7 min
    SoloQ
    26.1 min
    Median of 29.7 min in amateur play, against 26.1 min in soloQ.
  • SpellsFlash + Heal instead of Flash + Ignite
    Amateur
    74%
    SoloQ
    49%
    Played in 74% of amateur games; soloQ sticks to Flash + Ignite (49%).

Not enough games to judge: core.

02 — How to play it

How to play it?

Aftershock, then Dead Man's Plate, Protoplasm Harness, and Force of Nature: the most played build in soloQ.

SoloQ build, amateur differences under each block
RunesAftershock92% · 6,544
Same in amateur play
SpellsFlash + Ignite49% · 3,473
≠ Amateur: Flash + Heal instead of Flash + Ignite. 74% · 294 games
SkillsQnot collected in soloQ
Amateur: 84% · 27 games
Core (3 legendaries)— · 2
  1. Dead Man's Plate
  2. Protoplasm Harness
  3. Force of Nature

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 98% of supports.

  1. Crowd control (CC)top2%1.9 · supports: 1
  2. Plays teamfightstop5%59% · supports: 54%
  3. Absorbs damagetop15%829 · supports: 393

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

What marks it

  • Frontline
  • Teamfight
  • CC

Like other supports

  • Damage in lane
  • Damage in mid game
  • Damage in late game
  • Map pressure
  • Lets allies carry kills
  • Team damage

What it is not

  • Few duels
  • No poke

Damage / min by phase · at equal gold

Rank 54 in lane, 61 in mid game and 66 in late game, out of 100 supports.

288+1 vs 288
395+53 vs 342
487+99 vs 388
Lane · 5–14 minMid game · 15–22Late · 23–30
Maokaisupports

Gold vs. direct opponent

At 20 min, behind 83% of supports against the direct opponent.

supports
4.3takedowns outside its lane before 15 min; supports: 4.5.

Where it stands among supports · every measure

0 ← less · median · more → 100
  • Damage in lane · rank 54 of 100 among supports288 · median 288
  • Damage in mid game · rank 61 of 100 among supports395 · median 342
  • Damage in late game · rank 66 of 100 among supports487 · median 388
  • Gold at 15 min · rank 22 of 100 among supports-80 · median +105
  • Gold at 20 min · rank 17 of 100 among supports-138 · median +193
  • Map pressure · rank 66 of 100 among supports4.3 · median 4.5
  • Absorbs damage · rank 85 of 100 among supports829 · median 393
  • Plays teamfights · rank 95 of 100 among supports59% · median 54%
  • Takes its kills in duels · rank 15 of 100 among supports13% · median 17%
  • Lets allies carry kills · rank 62 of 100 among supportsrank 62 of 100
  • Crowd control (CC) · rank 98 of 100 among supports1.9 · median 1
  • Team damage · rank 53 of 100 among supports10% · median 9%
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.

Midgap to expected

No positive gap in amateur play.

ADCgap 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
Top17 champions
  • Sion17 games
    —SoloQ: 39.0% · 100 g
  • K'Sante16 games
    —SoloQ: 52.5% · 341 g
  • Renekton14 games
    —SoloQ: 55.6% · 169 g
  • Ambessa11 games
    —SoloQ: 50.0% · 226 g
  • Ornn11 games
    —SoloQ: 50.9% · 57 g
Jungle18 champions
  • Jarvan IV22 games
    —SoloQ: 56.1% · 255 g
  • Wukong21 games
    —SoloQ: 52.8% · 163 g
  • Vi20 games
    —SoloQ: 46.5% · 213 g
  • Lee Sin19 games
    —SoloQ: 52.9% · 836 g
  • Lillia19 games
    —SoloQ: 45.6% · 160 g
Mid15 champions
  • Viktor16 games
    —SoloQ: 52.9% · 384 g
  • Ahri13 games
    —SoloQ: 45.5% · 200 g
  • Galio12 games
    —SoloQ: 47.2% · 269 g
  • Hwei11 games
    —SoloQ: 43.6% · 163 g
  • Syndra11 games
    —SoloQ: 54.4% · 270 g
ADC16 champions
  • Jhin29 games
    —SoloQ: 53.4% · 783 g
  • Kai'Sa22 games
    —SoloQ: 52.4% · 807 g
  • Yunara21 games
    —SoloQ: 47.6% · 552 g
  • Caitlyn18 games
    —SoloQ: 53.4% · 313 g
  • Ezreal18 games
    —SoloQ: 58.1% · 508 g
Support17 champions
  • Leona26 games
    —SoloQ: 49.3% · 355 g
  • Alistar23 games
    —SoloQ: 47.8% · 448 g
  • Nautilus22 games
    —SoloQ: 55.8% · 459 g
  • Thresh17 games
    —SoloQ: 44.9% · 575 g
  • Rakan15 games
    —SoloQ: 51.4% · 288 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 Support

Amateur tournaments, compared with soloQ
  • SoloQ Master+1.0%6,281 picks of 609,385ban 0.2% · patches 16.19 to 16.21
  • Amateur tournaments0.7%153 picks of 21,472ban 1.1% · patches 16.19 to 16.21
  • Pro0.0%1 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 Support
  • 1.0%G140 games of 4,078
  • 1.5%G263 games of 4,080
  • 2.7%G3+47 games of 1,754
Once picked, the series moves on toIn G2, over 40 series where it is played in G1 then replaced in the same role. Published from 30 series.
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.