Tournament presence · pick + ban
3.8%#140 of 173 champions
Pick
2.5%picked in 162 of 6,486 games
Ban
1.3%43 bans over 3,246 games, against 3.9% in soloQ
Win rate as Mid40.0% between 26.7% and 54.9% over 30 gamesSoloQ 47.3%: no clear gap
Median length28.6 minsoloQ 28.1 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 Mid.

  • DraftPicked more often in amateur play
    Amateur
    0.2%
    SoloQ
    0.1%
    0.2% of the role's picks in amateur play, against 0.1% in soloQ.
  • DraftBanned less often in amateur play
    Amateur
    1.1%
    SoloQ
    3.9%
    1.1% ban rate in amateur play over 1,886 games, against 3.9% in soloQ over 129,307 games.

Not enough games to judge: core.

02 — How to play it

How to play it?

Arcane Comet, then Blackfire Torch, Liandry's Torment, and Zhonya's Hourglass: the most played build in soloQ.

SoloQ build, amateur differences under each block
RunesArcane Comet75% · 777
Same in amateur play
SpellsFlash + Teleport64% · 658
Same in amateur play
SkillsWnot collected in soloQ
Amateur: 87% · 52 games
Core (3 legendaries)22% · 68
22%of soloQ games
  1. Blackfire Torch
  2. Liandry's Torment
  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 95% of mid laners.

  1. Crowd control (CC)top5%1.5 · mid laners: 0.7
  2. Plays teamfightstop13%60% · mid laners: 55%
  3. Lets allies carry killstop15%rank 85 of 100

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

  • Teamfight
  • Lets allies carry
  • CC

Like other mid laners

  • Damage in mid game
  • Damage in late game
  • Map pressure
  • Absorbs damage
  • Team damage

What it is not

  • Few duels
  • No poke
  • No split-push

Damage / min by phase · at equal gold

Rank 18 in lane, 56 in mid game and 72 in late game, out of 100 mid laners.

488-39 vs 528
920+21 vs 899
1,315+136 vs 1,179
Lane · 5–14 minMid game · 15–22Late · 23–30
Morganamid laners

Gold vs. direct opponent

At 20 min, behind 85% of mid laners against the direct opponent.

mid laners
3takedowns 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 18 of 100 among mid laners488 · median 528
  • Damage in mid game · rank 56 of 100 among mid laners920 · median 899
  • Damage in late game · rank 72 of 100 among mid laners1,315 · median 1,179
  • Gold at 15 min · rank 18 of 100 among mid laners-341 · median +25
  • Gold at 20 min · rank 15 of 100 among mid laners-563 · median +71
  • Map pressure · rank 41 of 100 among mid laners3 · median 3.2
  • Absorbs damage · rank 32 of 100 among mid laners402 · median 489
  • Plays teamfights · rank 88 of 100 among mid laners60% · median 55%
  • Takes its kills in duels · rank 18 of 100 among mid laners17% · median 23%
  • Lets allies carry kills · rank 85 of 100 among mid lanersrank 85 of 100
  • Crowd control (CC) · rank 95 of 100 among mid laners1.5 · median 0.7
  • Team damage · rank 37 of 100 among mid laners19% · 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.

With

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
Top1 champion
  • Ornn5 games
    —SoloQ: — · 26 g
Jungle2 champions
  • Vi6 games
    —SoloQ: 63.3% · 30 g
  • Wukong5 games
    —SoloQ: 48.8% · 41 g
Mid1 champion
  • Syndra7 games
    —SoloQ: 54.1% · 61 g
ADC2 champions
  • Kai'Sa5 games
    —SoloQ: 54.3% · 70 g
  • Yunara5 games
    —SoloQ: 40.0% · 70 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+0.1%927 picks of 672,394ban 3.9% · patches 16.19 to 16.21
  • Amateur tournaments0.2%21 picks of 9,366ban 1.1% · patches 16.19 to 16.21
  • Pro0.0%0 picks of 2,204bans not published · patches 16.17 to 16.20

Presence by patch

5.3% 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.