Champion sheet · Mid

Smolder

Patches 16.19 to 16.21 · KR
Tournament presence · pick + ban
2.6%#144 of 173 champions
Pick
2.1%picked in 372 of 18,058 games
Ban
0.5%85 bans over 17,111 games, against 0.1% in soloQ
Win rate as Mid43.4% between 32.8% and 54.6% over 53 gamesSoloQ 38.3%: no clear gap
Median length30.2 minsoloQ 26.4 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?

2 clear gaps between soloQ and amateur tournaments as Mid.

  • DraftBanned more often in amateur play
    Amateur
    0.5%
    SoloQ
    0.1%
    0.5% ban rate in amateur play over 10,152 games, against 0.1% in soloQ over 112,312 games.
  • LengthLonger games in amateur play
    Amateur
    30.2 min
    SoloQ
    26.4 min
    Median of 30.2 min in amateur play, against 26.4 min in soloQ.
02 — How to play it

How to play it?

Deathfire Touch, then Essence Reaver, Spear of Shojin, and Rapid Firecannon: the most played build in soloQ.

SoloQ build, amateur differences under each block
RunesDeathfire Touch65% · 585
Same in amateur play
SpellsFlash + Teleport71% · 639
Same in amateur play
SkillsQnot collected in soloQ
Amateur: 100% · 31 games
Core (3 legendaries)22% · 71
22%of soloQ games
  1. Essence Reaver
  2. Spear of Shojin
  3. Rapid Firecannon
Amateur: Essence Reaver, Black Cleaver, Spear of Shojin (26%), 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?

Plays teamfights first: more teamfights than 100% of mid laners.

  1. Plays teamfightstop1%63% · mid laners: 55%
  2. Team damagetop7%25% · mid laners: 21%

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

  • Teamfight
  • Damage
  • Poke

Like other mid laners

  • Damage in lane
  • Lets allies carry kills
  • Crowd control (CC)

What it is not

  • Little map pressure
  • Few duels
  • No split-push

Damage / min by phase · at equal gold

Rank 26 in lane, 94 in mid game and 99 in late game, out of 100 mid laners.

502-26 vs 528
1,056+157 vs 899
1,589+410 vs 1,179
Lane · 5–14 minMid game · 15–22Late · 23–30
Smoldermid laners

Gold vs. direct opponent

At 20 min, ahead of 89% of mid laners against the direct opponent.

mid laners
2.3takedowns outside its lane before 15 min; mid laners: 3.2.

Where it stands among mid laners · every measure

0 ← less · median · more → 100
  • Damage in lane · rank 26 of 100 among mid laners502 · median 528
  • Damage in mid game · rank 94 of 100 among mid laners1,056 · median 899
  • Damage in late game · rank 99 of 100 among mid laners1,589 · median 1,179
  • Gold at 15 min · rank 87 of 100 among mid laners+334 · median +25
  • Gold at 20 min · rank 89 of 100 among mid laners+577 · median +71
  • Map pressure · rank 18 of 100 among mid laners2.3 · median 3.2
  • Absorbs damage · rank 15 of 100 among mid laners330 · median 489
  • Plays teamfights · rank 100 of 100 among mid laners63% · median 55%
  • Takes its kills in duels · rank 9 of 100 among mid laners16% · median 23%
  • Lets allies carry kills · rank 40 of 100 among mid lanersrank 40 of 100
  • Crowd control (CC) · rank 27 of 100 among mid laners0.4 · median 0.7
  • Team damage · rank 93 of 100 among mid laners25% · 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.

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

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.

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
Top3 champions
  • Ornn6 games
    —SoloQ: not measured
  • Ambessa5 games
    —SoloQ: 45.2% · 31 g
  • Renekton5 games
    —SoloQ: — · 23 g
Jungle3 champions
Mid3 champions
  • Malzahar11 games
    —SoloQ: 50.4% · 123 g
  • Galio8 games
    —SoloQ: 46.2% · 156 g
  • Sion6 games
    —SoloQ: not measured
ADC5 champions
  • Aphelios6 games
    —SoloQ: 37.3% · 75 g
  • Caitlyn6 games
    —SoloQ: 41.7% · 48 g
  • Kai'Sa6 games
    —SoloQ: 40.4% · 104 g
  • Xayah6 games
    —SoloQ: — · 20 g
  • Yunara5 games
    —SoloQ: 44.1% · 68 g
Support2 champions
  • Lulu7 games
    —SoloQ: 39.7% · 78 g
  • Nautilus7 games
    —SoloQ: 31.4% · 70 g
05 — In draft

Ban it or pick it?

Fallback pick: comes out late in the series, once the pool has emptied.

Pick rate as Mid

Amateur tournaments, compared with soloQ
  • SoloQ Master+0.1%816 picks of 609,385ban 0.1% · patches 16.19 to 16.21
  • Amateur tournaments0.1%30 picks of 21,472ban 0.5% · patches 16.19 to 16.21
  • Pro0.0%1 picks of 2,204bans not published · patches 16.17 to 16.20

Presence by patch

3.3% 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
  • 0.3%G114 games of 4,080
  • 0.2%G210 games of 4,082
  • 0.6%G3+11 games of 1,756
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.