Tournament presence · pick + ban
12.2%#64 of 173 champions
Pick
6.2%picked in 164 of 2,644 games
Ban
6.0%117 bans over 1,958 games, against 4.8% in soloQ
Win rate as Top54.0% between 42.5% and 65.1% over 50 gamesSoloQ 50.2%: no clear gap
Median length29.4 minsoloQ 28.1 min

Amateur: 2,664 games from amateur tournaments, last 60 days, NA. SoloQ Master+: 215,636 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 Top.

  • DraftPicked more often in amateur play
    Amateur
    0.9%
    SoloQ
    0.5%
    0.9% of the role's picks in amateur play, against 0.5% in soloQ.

Not enough games to judge: core.

02 — How to play it

How to play it?

Grasp of the Undying, then Eclipse, Black Cleaver, and Jak'Sho, The Protean: the most played build in soloQ.

SoloQ build, amateur differences under each block
RunesGrasp of the Undying97% · 2,569
Same in amateur play
SpellsFlash + Teleport72% · 1,904
Same in amateur play
SkillsQnot collected in soloQ
Amateur: 100% · 60 games
Core (3 legendaries)4% · 14
4%of soloQ games
  1. Eclipse
  2. Black Cleaver
  3. Jak'Sho, The Protean
Amateur: Kaenic Rookern, Hollow Radiance, Randuin's Omen, 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?

Absorbs damage first: absorbs more than 96% of top laners.

  1. Absorbs damagetop4%1,618 · top laners: 970
  2. Crowd control (CC)top10%1.4 · top laners: 0.8
  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 top laners

What marks it

  • Frontline
  • Lets allies carry
  • CC
  • Poke

Like other top laners

  • Damage in late game
  • Plays teamfights
  • Takes its kills in duels
  • Team damage

What it is not

  • No split-push

Damage / min by phase · at equal gold

Rank 99 in lane, 94 in mid game and 46 in late game, out of 100 top laners.

704+104 vs 599
988+120 vs 868
1,076-3 vs 1,079
Lane · 5–14 minMid game · 15–22Late · 23–30
Poppytop laners

Gold vs. direct opponent

At 20 min, behind 77% 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 99 of 100 among top laners704 · median 599
  • Damage in mid game · rank 94 of 100 among top laners988 · median 868
  • Damage in late game · rank 46 of 100 among top laners1,076 · median 1,079
  • Gold at 15 min · rank 24 of 100 among top laners-264 · median +119
  • Gold at 20 min · rank 23 of 100 among top laners-402 · median +100
  • Absorbs damage · rank 96 of 100 among top laners1,618 · median 970
  • Plays teamfights · rank 63 of 100 among top laners54% · median 53%
  • Takes its kills in duels · rank 27 of 100 among top laners25% · median 28%
  • Lets allies carry kills · rank 85 of 100 among top lanersrank 85 of 100
  • Crowd control (CC) · rank 90 of 100 among top laners1.4 · median 0.8
  • Team damage · rank 56 of 100 among top laners21% · 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
Top2 champions
  • Ambessa5 games
    —SoloQ: 53.5% · 86 g
  • K'Sante5 games
    —SoloQ: 48.3% · 58 g
Jungle2 champions
  • Jarvan IV11 games
    —SoloQ: 51.0% · 100 g
  • Vi6 games
    —SoloQ: 59.5% · 42 g
Mid1 champion
  • Viktor5 games
    —SoloQ: 50.8% · 130 g
ADC3 champions
  • Yunara6 games
    —SoloQ: 48.0% · 179 g
  • Caitlyn5 games
    —SoloQ: 51.7% · 151 g
  • Lucian5 games
    —SoloQ: 47.3% · 110 g
Support3 champions
  • Karma7 games
    —SoloQ: 54.9% · 91 g
  • Nami5 games
    —SoloQ: 48.3% · 147 g
  • Nautilus5 games
    —SoloQ: 52.2% · 157 g
05 — In draft

Ban it or pick it?

Priority pick: taken in G1, burned afterwards.

Pick rate as Top

Amateur tournaments, compared with soloQ
  • SoloQ Master+0.5%2,239 picks of 431,266ban 4.8% · patches 16.19 to 16.21
  • Amateur tournaments0.9%35 picks of 3,686ban 5.6% · patches 16.19 to 16.21
  • Pro0.2%5 picks of 2,204bans not published · patches 16.17 to 16.20

Presence by patch

14.8% 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
  • 2.5%G118 games of 733
  • 2.5%G218 games of 733
  • 1.6%G3+5 games of 316
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.