Tournament presence · pick + ban
7.9%#90 of 173 champions
Pick
4.0%picked in 259 of 6,488 games
Ban
3.9%127 bans over 3,246 games, against 0.4% in soloQ
Win rate as Mid61.1% between 47.4% and 73.2% over 36 gamesSoloQ 51.9%: no clear gap
Median length28.8 minsoloQ 27.6 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?

One clear gap between soloQ and amateur tournaments as Mid.

  • DraftBanned more often in amateur play
    Amateur
    4.1%
    SoloQ
    0.4%
    4.1% ban rate in amateur play over 1,886 games, against 0.4% in soloQ over 129,307 games.

Not enough games to judge: core.

02 — How to play it

How to play it?

Arcane Comet, then Hextech Rocketbelt, Stormsurge, and Zhonya's Hourglass: the most played build in soloQ.

SoloQ build, amateur differences under each block
RunesArcane Comet57% · 992
Same in amateur play
SpellsFlash + Ignite50% · 880
Amateur: Flash + Teleport (83%), gap not settled
SkillsQnot collected in soloQ
Amateur: 100% · 70 games
Core (3 legendaries)11% · 74
11%of soloQ games
  1. Hextech Rocketbelt
  2. Stormsurge
  3. Zhonya's Hourglass
Amateur: Hextech Rocketbelt, Rabadon's Deathcap, Shadowflame, 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 93% of mid laners.

  1. Crowd control (CC)top7%1.4 · mid laners: 0.7
  2. Plays teamfightstop24%58% · mid laners: 55%

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
  • CC

Like other mid laners

  • Damage in lane
  • Damage in mid game
  • Damage in late game
  • Map pressure
  • 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 44 in lane, 46 in mid game and 28 in late game, out of 100 mid laners.

525-2 vs 528
886-13 vs 899
1,128-50 vs 1,179
Lane · 5–14 minMid game · 15–22Late · 23–30
Neekomid laners

Gold vs. direct opponent

At 20 min, behind 76% of mid laners against the direct opponent.

mid laners
3.3takedowns 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 44 of 100 among mid laners525 · median 528
  • Damage in mid game · rank 46 of 100 among mid laners886 · median 899
  • Damage in late game · rank 28 of 100 among mid laners1,128 · median 1,179
  • Gold at 15 min · rank 25 of 100 among mid laners-182 · median +25
  • Gold at 20 min · rank 24 of 100 among mid laners-320 · median +71
  • Map pressure · rank 69 of 100 among mid laners3.3 · median 3.2
  • Absorbs damage · rank 18 of 100 among mid laners341 · median 489
  • Plays teamfights · rank 76 of 100 among mid laners58% · median 55%
  • Takes its kills in duels · rank 27 of 100 among mid laners19% · median 23%
  • Lets allies carry kills · rank 43 of 100 among mid lanersrank 43 of 100
  • Crowd control (CC) · rank 93 of 100 among mid laners1.4 · median 0.7
  • Team damage · rank 40 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.

Supportgap to expected

No positive gap in amateur play.

With

Junglegap 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
  • K'Sante6 games
    —SoloQ: 52.4% · 42 g
Jungle1 champion
Mid2 champions
  • Ahri6 games
    —SoloQ: 52.5% · 118 g
  • Orianna5 games
    —SoloQ: 47.2% · 36 g
ADC1 champion
  • Yunara5 games
    —SoloQ: 49.0% · 143 g
Support2 champions
  • Karma5 games
    —SoloQ: 49.1% · 114 g
  • Lulu5 games
    —SoloQ: 53.2% · 126 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+0.2%1,508 picks of 672,394ban 0.4% · patches 16.19 to 16.21
  • Amateur tournaments0.3%24 picks of 9,366ban 4.1% · patches 16.19 to 16.21
  • Pro0.0%0 picks of 2,204bans not published · patches 16.17 to 16.20

Presence by patch

10.5% 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.