Tournament presence · pick + ban
19.2%#31 of 173 champions
Pick
7.5%picked in 485 of 6,486 games
Ban
11.7%379 bans over 3,246 games, against 0.9% in soloQ
Win rate as Support57.9% between 44.6% and 70.1% over 38 gamesSoloQ 46.5%: no clear gap
Median length28.2 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?

2 clear gaps between soloQ and amateur tournaments as Support.

  • DraftPicked less often in amateur play
    Amateur
    0.2%
    SoloQ
    0.3%
    0.2% of the role's picks in amateur play, against 0.3% in soloQ.
  • DraftBanned more often in amateur play
    Amateur
    12.1%
    SoloQ
    0.9%
    12.1% ban rate in amateur play over 1,886 games, against 0.9% in soloQ over 129,307 games.

Not enough games to judge: core.

02 — How to play it

How to play it?

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

SoloQ build, amateur differences under each block
RunesAftershock62% · 1,384
Same in amateur play
SpellsFlash + Ignite60% · 1,345
Amateur: Flash + Heal (42%), gap not settled
SkillsQnot collected in soloQ
Amateur: 85% · 52 games
Core (3 legendaries)14% · 7
14%of soloQ games
  1. Heartsteel
  2. Unending Despair
  3. Kaenic Rookern

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 90% of supports.

  1. Absorbs damagetop10%908 · supports: 393
  2. Map pressuretop17%5 · supports: 4.5

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

What marks it

  • Map pressure
  • Frontline

Like other supports

  • Damage in lane
  • Damage in mid game
  • Damage in late game
  • Gold at 20 min
  • Plays teamfights
  • Takes its kills in duels
  • Lets allies carry kills
  • Crowd control (CC)
  • Team damage

What it is not

  • No poke

Damage / min by phase · at equal gold

Rank 37 in lane, 49 in mid game and 42 in late game, out of 100 supports.

242-45 vs 288
336-6 vs 342
364-23 vs 388
Lane · 5–14 minMid game · 15–22Late · 23–30
Shensupports

Gold vs. direct opponent

At 20 min, behind 75% of supports against the direct opponent.

supports
5takedowns outside its lane before 15 min; supports: 4.5.

Where it stands among supports · every measure

0 ← less · median · more → 100
  • Damage in lane · rank 37 of 100 among supports242 · median 288
  • Damage in mid game · rank 49 of 100 among supports336 · median 342
  • Damage in late game · rank 42 of 100 among supports364 · median 388
  • Gold at 15 min · rank 15 of 100 among supports-103 · median +105
  • Gold at 20 min · rank 25 of 100 among supports-67 · median +193
  • Map pressure · rank 83 of 100 among supports5 · median 4.5
  • Absorbs damage · rank 90 of 100 among supports908 · median 393
  • Plays teamfights · rank 46 of 100 among supports54% · median 54%
  • Takes its kills in duels · rank 51 of 100 among supports17% · median 17%
  • Lets allies carry kills · rank 64 of 100 among supportsrank 64 of 100
  • Crowd control (CC) · rank 42 of 100 among supports1 · median 1
  • Team damage · rank 41 of 100 among supports8% · median 9%
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.

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.

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
  • Ornn5 games
    —SoloQ: 34.9% · 43 g
Jungle1 champion
Mid1 champion
  • Viktor6 games
    —SoloQ: 37.0% · 92 g
ADC2 champions
  • Kai'Sa5 games
    —SoloQ: 49.5% · 186 g
  • Xayah5 games
    —SoloQ: 35.8% · 67 g
05 — In draft

Ban it or pick it?

Not enough series to settle it: raw counts only.

Pick rate as Support

Amateur tournaments, compared with soloQ
  • SoloQ Master+0.3%1,901 picks of 672,396ban 0.9% · patches 16.19 to 16.21
  • Amateur tournaments0.2%16 picks of 9,366ban 12.1% · patches 16.19 to 16.21
  • Pro1.5%34 picks of 2,204bans not published · patches 16.17 to 16.20

Presence by patch

12.8% 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 Support
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.