Tournament presence · pick + ban
10.6%#71 of 173 champions
Pick
8.1%picked in 527 of 6,487 games
Ban
2.5%82 bans over 3,246 games, against 0.1% in soloQ
Win rate as Top50.0% between 36.4% and 63.6% over 34 gamesSoloQ 51.4%: no clear gap
Median length27.7 minsoloQ 27.8 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 Top.

  • DraftBanned more often in amateur play
    Amateur
    3.1%
    SoloQ
    0.1%
    3.1% ban rate in amateur play over 1,886 games, against 0.1% in soloQ over 129,307 games.

Not enough games to judge: core.

02 — How to play it

How to play it?

Grasp of the Undying, then Heartsteel, Unending Despair, and Kaenic Rookern: the most played build in soloQ.

SoloQ build, amateur differences under each block
RunesGrasp of the Undying61% · 878
Same in amateur play
SpellsTeleport + Ignite51% · 732
Same in amateur play
SkillsWnot collected in soloQ
Amateur: 100% · 55 games
Core (3 legendaries)7% · 23
7%of soloQ games
  1. Heartsteel
  2. Unending Despair
  3. Kaenic Rookern
Amateur: Unending Despair, Kaenic Rookern, Protoplasm Harness, 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?

Lets allies carry kills first: lets allies carry more than 87% of top laners.

  1. Lets allies carry killstop13%rank 87 of 100
  2. Plays teamfightstop16%57% · top laners: 53%

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

  • Teamfight
  • Lets allies carry

Like other top laners

  • Damage in mid game
  • Damage in late game
  • Absorbs damage
  • Crowd control (CC)
  • Team damage

What it is not

  • Few duels
  • No poke
  • No split-push

Damage / min by phase · at equal gold

Rank 95 in lane, 69 in mid game and 26 in late game, out of 100 top laners.

685+86 vs 599
918+50 vs 868
988-91 vs 1,079
Lane · 5–14 minMid game · 15–22Late · 23–30
Sejuanitop laners

Gold vs. direct opponent

At 20 min, behind 87% 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 95 of 100 among top laners685 · median 599
  • Damage in mid game · rank 69 of 100 among top laners918 · median 868
  • Damage in late game · rank 26 of 100 among top laners988 · median 1,079
  • Gold at 15 min · rank 18 of 100 among top laners-366 · median +119
  • Gold at 20 min · rank 13 of 100 among top laners-601 · median +100
  • Absorbs damage · rank 74 of 100 among top laners1,203 · median 970
  • Plays teamfights · rank 84 of 100 among top laners57% · median 53%
  • Takes its kills in duels · rank 19 of 100 among top laners24% · median 28%
  • Lets allies carry kills · rank 87 of 100 among top lanersrank 87 of 100
  • Crowd control (CC) · rank 73 of 100 among top laners1.1 · median 0.8
  • Team damage · rank 36 of 100 among top laners20% · 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

Junglegap to expected

No positive gap in amateur play.

Midgap 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
Jungle1 champion
  • Wukong6 games
    —SoloQ: 52.4% · 63 g
Mid1 champion
  • Syndra7 games
    —SoloQ: 41.3% · 63 g
Support2 champions
  • Braum5 games
    —SoloQ: 40.4% · 57 g
  • Leona5 games
    —SoloQ: 31.4% · 51 g
05 — In draft

Ban it or pick it?

Not enough series to settle it: raw counts only.

Pick rate as Top

Amateur tournaments, compared with soloQ
  • SoloQ Master+0.2%1,264 picks of 672,391ban 0.1% · patches 16.19 to 16.21
  • Amateur tournaments0.2%18 picks of 9,366ban 3.1% · patches 16.19 to 16.21
  • Pro0.0%0 picks of 2,204bans not published · patches 16.17 to 16.20

Presence by patch

7.9% 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
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.