Tournament presence · pick + ban
6.7%#100 of 173 champions
Pick
2.8%picked in 182 of 6,486 games
Ban
3.9%125 bans over 3,246 games, against 0.8% in soloQ
Win rate as Support39.5% between 27.6% and 52.8% over 38 gamesSoloQ 46.3%: no clear gap
Median length27.5 minsoloQ 27.9 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
    0.3%
    SoloQ
    0.6%
    0.3% of the role's picks in amateur play, against 0.6% in soloQ.
  • DraftBanned more often in amateur play
    Amateur
    4.8%
    SoloQ
    0.8%
    4.8% ban rate in amateur play over 1,886 games, against 0.8% in soloQ over 129,307 games.

Not enough games to judge: core.

02 — How to play it

How to play it?

Electrocute, then Rylai's Crystal Scepter, Liandry's Torment, and Zhonya's Hourglass: the most played build in soloQ.

SoloQ build, amateur differences under each block
RunesElectrocute50% · 2,202
Same in amateur play
SpellsFlash + Ignite54% · 2,375
Same in amateur play
SkillsQnot collected in soloQ
Amateur: 96% · 65 games
Core (3 legendaries)10% · 70
10%of soloQ games
  1. Rylai's Crystal Scepter
  2. Liandry's Torment
  3. Zhonya's Hourglass
Amateur: Heartsteel, Spirit Visage, Riftmaker, 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?

Crowd control (CC) first: more CC than 92% of supports.

  1. Crowd control (CC)top9%1.6 · supports: 1
  2. Team damagetop22%14% · supports: 9%

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

  • CC
  • Damage
  • Poke

Like other supports

  • Gold at 15 min
  • Gold at 20 min
  • Map pressure
  • Absorbs damage
  • Plays teamfights
  • Takes its kills in duels
  • Lets allies carry kills

What it is not

Nothing below supports.

Damage / min by phase · at equal gold

Rank 77 in lane, 80 in mid game and 92 in late game, out of 100 supports.

385+98 vs 288
544+202 vs 342
684+296 vs 388
Lane · 5–14 minMid game · 15–22Late · 23–30
Swainsupports

Gold vs. direct opponent

At 20 min, ahead of 64% 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 77 of 100 among supports385 · median 288
  • Damage in mid game · rank 80 of 100 among supports544 · median 342
  • Damage in late game · rank 92 of 100 among supports684 · median 388
  • Gold at 15 min · rank 64 of 100 among supports+172 · median +105
  • Gold at 20 min · rank 64 of 100 among supports+286 · median +193
  • Map pressure · rank 37 of 100 among supports5 · median 4.5
  • Absorbs damage · rank 66 of 100 among supports566 · median 393
  • Plays teamfights · rank 73 of 100 among supports56% · median 54%
  • Takes its kills in duels · rank 66 of 100 among supports20% · median 17%
  • Lets allies carry kills · rank 48 of 100 among supportsrank 48 of 100
  • Crowd control (CC) · rank 92 of 100 among supports1.6 · median 1
  • Team damage · rank 78 of 100 among supports14% · 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

Junglegap to expected

No positive gap in amateur play.

Midgap 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.

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
Jungle1 champion
  • Lee Sin5 games
    —SoloQ: 41.6% · 209 g
Mid2 champions
  • Ahri5 games
    —SoloQ: 51.0% · 196 g
  • Viktor5 games
    —SoloQ: 52.1% · 167 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+0.6%3,771 picks of 672,396ban 0.8% · patches 16.19 to 16.21
  • Amateur tournaments0.3%28 picks of 9,366ban 4.8% · patches 16.19 to 16.21
  • Pro0.0%0 picks of 2,204bans not published · patches 16.17 to 16.20

Presence by patch

5.1% 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.