Tournament presence · pick + ban
47.2%#1 of 173 champions
Pick
22.2%picked in 588 of 2,644 games
Ban
25.0%489 bans over 1,958 games, against 15.6% in soloQ
Win rate as ADC46.7% between 36.4% and 57.2% over 60 gamesSoloQ 52.4%: no clear gap
Median length31.5 minsoloQ 28.6 min

Amateur: 2,664 games from amateur tournaments, last 60 days, NA. SoloQ Master+: 215,636 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 ADC.

  • DraftBanned more often in amateur play
    Amateur
    26.9%
    SoloQ
    15.6%
    26.9% ban rate in amateur play over 1,329 games, against 15.6% in soloQ over 82,299 games.
  • LengthLonger games in amateur play
    Amateur
    31.5 min
    SoloQ
    28.6 min
    Median of 31.5 min in amateur play, against 28.6 min in soloQ.
02 — How to play it

How to play it?

Arcane Comet, then Blackfire Torch, Cosmic Drive, and Rabadon's Deathcap: the most played build in soloQ.

SoloQ build, amateur differences under each block
RunesArcane Comet51% · 2,541
Same in amateur play
SpellsFlash + Teleport84% · 4,193
Same in amateur play
SkillsQnot collected in soloQ
Amateur: 100% · 95 games
Core (3 legendaries)17% · 389
17%of soloQ games
  1. Blackfire Torch
  2. Cosmic Drive
  3. Rabadon's Deathcap
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?

Crowd control (CC) first: more CC than 96% of ADC.

  1. Crowd control (CC)top4%1.4 · ADC: 0.6

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

What marks it

  • CC

Like other ADC

  • Damage in lane
  • Damage in mid game
  • Gold at 15 min
  • Gold at 20 min
  • Plays teamfights
  • Takes its kills in duels
  • Team damage

What it is not

  • No poke

Damage / min by phase · at equal gold

Rank 56 in lane, 51 in mid game and 25 in late game, out of 100 ADC.

533+8 vs 525
917+1 vs 915
1,308-58 vs 1,366
Lane · 5–14 minMid game · 15–22Late · 23–30
SyndraADC

Gold vs. direct opponent

At 20 min, behind 66% of ADC against the direct opponent.

ADC

Where it stands among ADC · every measure

0 ← less · median · more → 100
  • Damage in lane · rank 56 of 100 among ADC533 · median 525
  • Damage in mid game · rank 51 of 100 among ADC917 · median 915
  • Damage in late game · rank 25 of 100 among ADC1,308 · median 1,366
  • Gold at 15 min · rank 38 of 100 among ADC-105 · median -54
  • Gold at 20 min · rank 34 of 100 among ADC-268 · median -85
  • Absorbs damage · rank 20 of 100 among ADC262 · median 361
  • Plays teamfights · rank 31 of 100 among ADC54% · median 56%
  • Takes its kills in duels · rank 47 of 100 among ADC18% · median 19%
  • Lets allies carry kills · rank 80 of 100 among ADCrank 80 of 100
  • Crowd control (CC) · rank 96 of 100 among ADC1.4 · median 0.6
  • Team damage · rank 46 of 100 among ADC22% · median 23%
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.

Midgap 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
Top2 champions
  • Aatrox5 games
    —SoloQ: 51.4% · 138 g
  • Ornn5 games
    —SoloQ: 55.4% · 112 g
Jungle2 champions
  • Wukong6 games
    —SoloQ: 54.8% · 197 g
  • Jarvan IV5 games
    —SoloQ: 59.9% · 167 g
Mid3 champions
  • Ahri10 games
    —SoloQ: 52.9% · 206 g
  • Viktor7 games
    —SoloQ: 55.5% · 256 g
  • Locke6 games
    —SoloQ: 53.7% · 268 g
ADC4 champions
  • Ashe6 games
    —SoloQ: 56.0% · 125 g
  • Tristana6 games
    —SoloQ: 52.1% · 240 g
  • Sivir5 games
    —SoloQ: 45.2% · 104 g
  • Yunara5 games
    —SoloQ: 57.4% · 364 g
Support5 champions
  • Karma7 games
    —SoloQ: 56.3% · 190 g
  • Lulu6 games
    —SoloQ: 55.8% · 265 g
  • Milio5 games
    —SoloQ: 54.7% · 139 g
  • Nautilus5 games
    —SoloQ: 46.9% · 260 g
  • Rell5 games
    —SoloQ: 51.3% · 113 g
05 — In draft

Ban it or pick it?

Priority pick: taken in G1, burned afterwards.

Pick rate as ADC

Amateur tournaments, compared with soloQ
  • SoloQ Master+1.0%4,112 picks of 431,271ban 15.6% · patches 16.19 to 16.21
  • Amateur tournaments1.1%39 picks of 3,686ban 26.9% · patches 16.19 to 16.21
  • Pro0.4%8 picks of 2,204bans not published · patches 16.17 to 16.20

Presence by patch

37.4% 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 ADC
  • 3.0%G122 games of 733
  • 1.1%G28 games of 733
  • 1.6%G3+5 games of 316
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.