Tournament presence · pick + ban
33.4%#9 of 173 champions
Pick
12.2%picked in 793 of 6,486 games
Ban
21.2%687 bans over 3,246 games, against 19.9% in soloQ
Win rate as Top54.1% between 43.7% and 64.2% over 61 gamesSoloQ 50.1%: no clear gap
Median length29.1 minsoloQ 27.3 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?

One clear gap between soloQ and amateur tournaments as Top.

  • SpellsFlash + Teleport instead of Flash + Ignite
    Amateur
    72%
    SoloQ
    55%
    Played in 72% of amateur games; soloQ sticks to Flash + Ignite (55%).

Not enough games to judge: core.

02 — How to play it

How to play it?

Conqueror, then Hextech Rocketbelt, Riftmaker, and Zhonya's Hourglass: the most played build in soloQ.

SoloQ build, amateur differences under each block
RunesConqueror74% · 3,434
Same in amateur play
SpellsFlash + Ignite55% · 2,547
≠ Amateur: Flash + Teleport instead of Flash + Ignite. 72% · 61 games
SkillsWnot collected in soloQ
Amateur: 94% · 33 games
Core (3 legendaries)25% · 391
25%of soloQ games
  1. Hextech Rocketbelt
  2. Riftmaker
  3. Zhonya's Hourglass
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?

No trait above other top laners; the most marked: Damage in mid game (rank 75).

  1. Its most marked traitDamage in mid gametop25%929 · top laners: 868

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

Nothing above top laners.

Like other top laners

  • Damage in lane
  • Damage in mid game
  • Damage in late game
  • Gold at 15 min
  • Gold at 20 min
  • Absorbs damage
  • Plays teamfights
  • Takes its kills in duels
  • Lets allies carry kills
  • Crowd control (CC)
  • Team damage

What it is not

  • No poke
  • No split-push

Damage / min by phase · at equal gold

Rank 70 in lane, 75 in mid game and 58 in late game, out of 100 top laners.

639+40 vs 599
929+61 vs 868
1,105+26 vs 1,079
Lane · 5–14 minMid game · 15–22Late · 23–30
Sylastop laners

Gold vs. direct opponent

At 20 min, ahead of 67% 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 70 of 100 among top laners639 · median 599
  • Damage in mid game · rank 75 of 100 among top laners929 · median 868
  • Damage in late game · rank 58 of 100 among top laners1,105 · median 1,079
  • Gold at 15 min · rank 74 of 100 among top laners+273 · median +119
  • Gold at 20 min · rank 67 of 100 among top laners+268 · median +100
  • Absorbs damage · rank 48 of 100 among top laners909 · median 970
  • Plays teamfights · rank 51 of 100 among top laners53% · median 53%
  • Takes its kills in duels · rank 53 of 100 among top laners29% · median 28%
  • Lets allies carry kills · rank 28 of 100 among top lanersrank 28 of 100
  • Crowd control (CC) · rank 65 of 100 among top laners0.9 · median 0.8
  • Team damage · rank 66 of 100 among top laners22% · 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
Top3 champions
  • Malphite29 games
    —SoloQ: 57.0% · 1,313 g
  • Malphite6 games
    —SoloQ: 57.0% · 1,313 g
  • Gnar5 games
    —SoloQ: 55.7% · 192 g
Jungle2 champions
  • Wukong10 games
    —SoloQ: 47.0% · 164 g
  • Jarvan IV9 games
    —SoloQ: 48.4% · 186 g
Mid2 champions
  • Syndra7 games
    —SoloQ: 54.8% · 177 g
  • Ahri6 games
    —SoloQ: 46.5% · 310 g
ADC5 champions
  • Caitlyn8 games
    —SoloQ: 50.0% · 246 g
  • Kai'Sa6 games
    —SoloQ: 51.1% · 348 g
  • Jinx5 games
    —SoloQ: 52.4% · 294 g
  • Tristana5 games
    —SoloQ: 42.8% · 304 g
  • Yunara5 games
    —SoloQ: 47.0% · 347 g
Support3 champions
  • Seraphine7 games
    —SoloQ: 49.2% · 132 g
  • Lulu6 games
    —SoloQ: 48.7% · 312 g
  • Milio6 games
    —SoloQ: 61.5% · 109 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+0.6%4,089 picks of 672,391ban 19.9% · patches 16.19 to 16.21
  • Amateur tournaments0.5%48 picks of 9,366ban 20.7% · patches 16.19 to 16.21
  • Pro0.0%1 picks of 2,204bans not published · patches 16.17 to 16.20

Presence by patch

45.4% 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
  • 0.9%G117 games of 1,918
  • 1.2%G223 games of 1,918
  • 0.6%G3+4 games 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.