Tournament presence · pick + ban
2.7%#155 of 173 champions
Pick
1.1%picked in 72 of 6,488 games
Ban
1.6%53 bans over 3,246 games, against 1.0% in soloQ
Win rate as Top44.6% between 34.9% and 54.8% over 65 gamesSoloQ 50.9%: no clear gap
Median length28.1 minsoloQ 28 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 Top.

  • DraftPicked less often in amateur play
    Amateur
    0.4%
    SoloQ
    1.2%
    0.4% of the role's picks in amateur play, against 1.2% in soloQ.
  • DraftBanned more often in amateur play
    Amateur
    2.1%
    SoloQ
    1.0%
    2.1% ban rate in amateur play over 1,886 games, against 1.0% in soloQ over 129,307 games.
02 — How to play it

How to play it?

Deathfire Touch, then Liandry's Torment, Rylai's Crystal Scepter, and Protoplasm Harness: the most played build in soloQ.

SoloQ build, amateur differences under each block
RunesDeathfire Touch82% · 7,437
Same in amateur play
SpellsFlash + Ghost51% · 4,639
Same in amateur play
SkillsQnot collected in soloQ
Amateur: 100% · 95 games
Core (3 legendaries)21% · 855
21%of soloQ games
  1. Liandry's Torment
  2. Rylai's Crystal Scepter
  3. Protoplasm Harness
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?

Plays teamfights first: more teamfights than 99% of top laners.

  1. Plays teamfightstop1%63% · top laners: 53%
  2. Crowd control (CC)top13%1.3 · top laners: 0.8

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
  • CC

Like other top laners

  • Damage in mid game
  • Damage in late game
  • Absorbs damage
  • Lets allies carry kills
  • Team damage

What it is not

  • Few duels
  • No poke
  • No split-push

Damage / min by phase · at equal gold

Rank 1 in lane, 31 in mid game and 65 in late game, out of 100 top laners.

481-118 vs 599
833-35 vs 868
1,115+36 vs 1,079
Lane · 5–14 minMid game · 15–22Late · 23–30
Singedtop laners

Gold vs. direct opponent

At 20 min, behind 89% 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 1 of 100 among top laners481 · median 599
  • Damage in mid game · rank 31 of 100 among top laners833 · median 868
  • Damage in late game · rank 65 of 100 among top laners1,115 · median 1,079
  • Gold at 15 min · rank 12 of 100 among top laners-478 · median +119
  • Gold at 20 min · rank 11 of 100 among top laners-657 · median +100
  • Absorbs damage · rank 52 of 100 among top laners972 · median 970
  • Plays teamfights · rank 99 of 100 among top laners63% · median 53%
  • Takes its kills in duels · rank 7 of 100 among top laners19% · median 28%
  • Lets allies carry kills · rank 65 of 100 among top lanersrank 65 of 100
  • Crowd control (CC) · rank 87 of 100 among top laners1.3 · median 0.8
  • Team damage · rank 52 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
Top1 champion
  • Ornn6 games
    —SoloQ: 50.8% · 244 g
Jungle5 champions
  • Jarvan IV8 games
    —SoloQ: 49.4% · 330 g
  • Xin Zhao8 games
    —SoloQ: 43.3% · 97 g
  • Wukong7 games
    —SoloQ: 51.4% · 323 g
  • Skarner5 games
    —SoloQ: 50.5% · 93 g
  • Vi5 games
    —SoloQ: 53.3% · 150 g
Mid4 champions
  • Syndra8 games
    —SoloQ: 46.5% · 452 g
  • Ahri6 games
    —SoloQ: 52.0% · 515 g
  • Lissandra6 games
    —SoloQ: 50.2% · 217 g
  • Viktor5 games
    —SoloQ: 54.2% · 358 g
ADC4 champions
  • Kai'Sa8 games
    —SoloQ: 50.0% · 628 g
  • Jinx7 games
    —SoloQ: 49.0% · 594 g
  • Caitlyn6 games
    —SoloQ: 50.3% · 535 g
  • Tristana5 games
    —SoloQ: 49.7% · 587 g
Support4 champions
  • Nautilus7 games
    —SoloQ: 54.9% · 486 g
  • Lulu6 games
    —SoloQ: 49.6% · 691 g
  • Rell6 games
    —SoloQ: 57.1% · 282 g
  • Thresh6 games
    —SoloQ: 47.4% · 629 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+1.2%7,806 picks of 672,391ban 1.0% · patches 16.19 to 16.21
  • Amateur tournaments0.4%38 picks of 9,366ban 2.1% · patches 16.19 to 16.21
  • Pro0.0%1 picks of 2,204bans not published · patches 16.17 to 16.20

Presence by patch

4.5% 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
  • 1.0%G120 games of 1,918
  • 0.9%G217 games of 1,918
  • 0.2%G3+1 game 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.