Tournament presence · pick + ban
22.1%#21 of 173 champions
Pick
8.7%picked in 562 of 6,486 games
Ban
13.4%434 bans over 3,246 games, against 5.5% in soloQ
Win rate as Jungle55.6% between 44.4% and 66.1% over 54 gamesSoloQ 49.0%: no clear gap
Median length29.4 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?

3 clear gaps between soloQ and amateur tournaments as Jungle.

  • DraftPicked more often in amateur play
    Amateur
    0.4%
    SoloQ
    0.2%
    0.4% of the role's picks in amateur play, against 0.2% in soloQ.
  • DraftBanned more often in amateur play
    Amateur
    12.2%
    SoloQ
    5.5%
    12.2% ban rate in amateur play over 1,886 games, against 5.5% in soloQ over 129,307 games.
  • LengthLonger games in amateur play
    Amateur
    29.4 min
    SoloQ
    27.6 min
    Median of 29.4 min in amateur play, against 27.6 min in soloQ.
02 — How to play it

How to play it?

Conqueror, then Stridebreaker, Experimental Hexplate, and Death's Dance: the most played build in soloQ.

SoloQ build, amateur differences under each block
RunesConqueror98% · 1,558
Same in amateur play
SpellsGhost + Smite56% · 902
Amateur: Flash + Smite (59%), gap not settled
SkillsQnot collected in soloQ
Amateur: 100% · 65 games
Core (3 legendaries)13% · 101
13%of soloQ games
  1. Stridebreaker
  2. Experimental Hexplate
  3. Death's Dance
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?

Jungle farm first: farms more than 99% of junglers.

  1. Jungle farmtop1%73 · junglers: 66
  2. Plays teamfightstop20%55% · junglers: 52%

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

What marks it

  • Teamfight
  • Heavy jungle farm

Like other junglers

  • Damage in lane
  • Damage in mid game
  • Damage in late game
  • Map pressure
  • Takes its kills in duels
  • Lets allies carry kills
  • Team damage
  • Invade

What it is not

  • Little CC
  • No poke

Damage / min by phase · at equal gold

Rank 55 in lane, 27 in mid game and 41 in late game, out of 100 junglers.

388+5 vs 383
744-52 vs 796
1,036-20 vs 1,056
Lane · 5–14 minMid game · 15–22Late · 23–30
Olafjunglers

Gold vs. direct opponent

At 20 min, ahead of 83% of junglers against the direct opponent.

junglers
4.4takedowns outside its lane before 15 min; junglers: 4.7.

Where it stands among junglers · every measure

0 ← less · median · more → 100
  • Damage in lane · rank 55 of 100 among junglers388 · median 383
  • Damage in mid game · rank 27 of 100 among junglers744 · median 796
  • Damage in late game · rank 41 of 100 among junglers1,036 · median 1,056
  • Gold at 15 min · rank 83 of 100 among junglers+274 · median +6
  • Gold at 20 min · rank 83 of 100 among junglers+470 · median +64
  • Map pressure · rank 41 of 100 among junglers4.4 · median 4.7
  • Absorbs damage · rank 79 of 100 among junglers1,145 · median 855
  • Plays teamfights · rank 81 of 100 among junglers55% · median 52%
  • Takes its kills in duels · rank 46 of 100 among junglers20% · median 20%
  • Lets allies carry kills · rank 47 of 100 among junglersrank 47 of 100
  • Crowd control (CC) · rank 21 of 100 among junglers0.4 · median 0.7
  • Team damage · rank 64 of 100 among junglers19% · median 17%
  • Jungle farm · rank 99 of 100 among junglers73 · median 66
  • Invade · rank 74 of 100 among junglers8% · median 7%
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.

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
Top1 champion
  • Camille5 games
    —SoloQ: 51.4% · 74 g
Jungle2 champions
  • Wukong9 games
    —SoloQ: 52.8% · 53 g
  • Sejuani5 games
    —SoloQ: — · 29 g
Mid3 champions
  • Ahri7 games
    —SoloQ: 55.9% · 68 g
  • Syndra6 games
    —SoloQ: 43.0% · 86 g
  • Orianna5 games
    —SoloQ: 61.3% · 31 g
ADC2 champions
  • Jinx9 games
    —SoloQ: 45.8% · 120 g
  • Ashe8 games
    —SoloQ: 51.7% · 60 g
Support3 champions
  • Braum9 games
    —SoloQ: 50.8% · 63 g
  • Seraphine7 games
    —SoloQ: 62.0% · 50 g
  • Nami5 games
    —SoloQ: 51.4% · 70 g
05 — In draft

Ban it or pick it?

Taken at any point of the series.

Pick rate as Jungle

Amateur tournaments, compared with soloQ
  • SoloQ Master+0.2%1,336 picks of 672,396ban 5.5% · patches 16.19 to 16.21
  • Amateur tournaments0.4%36 picks of 9,366ban 12.2% · patches 16.19 to 16.21
  • Pro0.7%15 picks of 2,204bans not published · patches 16.17 to 16.20

Presence by patch

20.0% 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 Jungle
  • 0.5%G110 games of 1,918
  • 1.1%G221 games of 1,918
  • 0.5%G3+3 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.