Tournament presence · pick + ban
7.6%#94 of 173 champions
Pick
5.5%picked in 990 of 18,051 games
Ban
2.1%351 bans over 17,105 games, against 0.1% in soloQ
Win rate as Mid54.5% between 40.5% and 67.9% over 33 gamesSoloQ 45.4%: no clear gap
Median length29.1 minsoloQ 26 min

Amateur: 18,068 games from amateur tournaments, last 60 days, KR. SoloQ Master+: 304,693 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?

4 clear gaps between soloQ and amateur tournaments as Mid.

  • DraftPicked more often in amateur play
    Amateur
    0.1%
    SoloQ
    0.0%
    0.1% of the role's picks in amateur play, against 0.0% in soloQ.
  • DraftBanned more often in amateur play
    Amateur
    2.0%
    SoloQ
    0.1%
    2.0% ban rate in amateur play over 10,152 games, against 0.1% in soloQ over 112,312 games.
  • LengthLonger games in amateur play
    Amateur
    29.1 min
    SoloQ
    26 min
    Median of 29.1 min in amateur play, against 26 min in soloQ.
  • RunesPress the Attack instead of Electrocute
    Amateur
    88%
    SoloQ
    41%
    Played in 88% of amateur games; soloQ sticks to Electrocute (41%).

Not enough games to judge: core.

02 — How to play it

How to play it?

Electrocute, then Hollow Radiance, Heartsteel, and Kaenic Rookern: the most played build in soloQ.

SoloQ build, amateur differences under each block
RunesElectrocute41% · 63
≠ Amateur: Press the Attack instead of Electrocute. 88% · 33 games
SpellsFlash + Ignite70% · 106
Same in amateur play
SkillsWnot collected in soloQ
Amateur: 94% · 31 games
Core (3 legendaries)— · 2
  1. Hollow Radiance
  2. Heartsteel
  3. Kaenic Rookern
Amateur: Hollow Radiance, Unending Despair, Kaenic Rookern, 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 84% of mid laners.

  1. Absorbs damagetop16%926 · mid laners: 489
  2. Plays teamfightstop16%60% · 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

  • Frontline
  • Teamfight

Like other mid laners

  • Gold at 15 min
  • Gold at 20 min
  • Map pressure
  • Crowd control (CC)

What it is not

  • Few duels
  • Little damage
  • No poke
  • No split-push

Damage / min by phase · at equal gold

Not measured: the fact is not validated by the draft review.

Gold vs. direct opponent

At 20 min, behind 70% of mid laners against the direct opponent.

mid laners
2.7takedowns outside its lane before 15 min; mid laners: 3.2.

Where it stands among mid laners · every measure

0 ← less · median · more → 100
  • Gold at 15 min · rank 35 of 100 among mid laners-111 · median +25
  • Gold at 20 min · rank 30 of 100 among mid laners-184 · median +71
  • Map pressure · rank 45 of 100 among mid laners2.7 · median 3.2
  • Absorbs damage · rank 84 of 100 among mid laners926 · median 489
  • Plays teamfights · rank 84 of 100 among mid laners60% · median 55%
  • Takes its kills in duels · rank 23 of 100 among mid laners17% · median 23%
  • Crowd control (CC) · rank 51 of 100 among mid laners0.7 · median 0.7
  • Team damage · rank 1 of 100 among mid laners11% · 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.

ADCgap to expected

No positive gap in amateur play.

Supportgap to expected

No positive gap in amateur play.

With

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
  • Sion5 games
    —SoloQ: not measured
Jungle1 champion
  • Lee Sin5 games
    —SoloQ: — · 13 g
ADC3 champions
  • Yunara9 games
    —SoloQ: — · 10 g
  • Kai'Sa7 games
    —SoloQ: — · 20 g
  • Ezreal5 games
    —SoloQ: — · 12 g
Support1 champion
  • Lulu5 games
    —SoloQ: — · 14 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+0.0%132 picks of 609,385ban 0.1% · patches 16.19 to 16.21
  • Amateur tournaments0.1%17 picks of 21,472ban 2.0% · 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 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.