Tournament presence · pick + ban
4.7%#124 of 173 champions
Pick
3.5%picked in 93 of 2,644 games
Ban
1.2%24 bans over 1,958 games, against 1.4% in soloQ
Win rate as Support42.0% between 31.2% and 53.6% over 50 gamesSoloQ 49.3%: no clear gap
Median length29.3 minsoloQ 28.3 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?

One clear gap between soloQ and amateur tournaments as Support.

  • SpellsFlash + Heal instead of Flash + Ignite
    Amateur
    43%
    SoloQ
    56%
    Played in 43% of amateur games; soloQ sticks to Flash + Ignite (56%).

Not enough games to judge: core.

02 — How to play it

How to play it?

Grasp of the Undying, then Heartsteel, Unending Despair, and Spirit Visage: the most played build in soloQ.

SoloQ build, amateur differences under each block
RunesGrasp of the Undying70% · 3,455
Same in amateur play
SpellsFlash + Ignite56% · 2,739
≠ Amateur: Flash + Heal instead of Flash + Ignite. 43% · 53 games
SkillsQnot collected in soloQ
Amateur: 98% · 46 games
Core (3 legendaries)14% · 39
14%of soloQ games
  1. Heartsteel
  2. Unending Despair
  3. Spirit Visage
Amateur: Heartsteel, Spirit Visage, Unending Despair, 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?

Absorbs damage first: absorbs more than 95% of supports.

  1. Absorbs damagetop5%1,040 · supports: 393

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

  • Frontline

Like other supports

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

What it is not

  • No poke

Damage / min by phase · at equal gold

Rank 68 in lane, 68 in mid game and 63 in late game, out of 100 supports.

323+35 vs 288
453+111 vs 342
458+71 vs 388
Lane · 5–14 minMid game · 15–22Late · 23–30
Tahm Kenchsupports

Gold vs. direct opponent

At 20 min, behind 58% of supports against the direct opponent.

supports
4.3takedowns 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 68 of 100 among supports323 · median 288
  • Damage in mid game · rank 68 of 100 among supports453 · median 342
  • Damage in late game · rank 63 of 100 among supports458 · median 388
  • Gold at 15 min · rank 42 of 100 among supports+56 · median +105
  • Gold at 20 min · rank 42 of 100 among supports+103 · median +193
  • Map pressure · rank 43 of 100 among supports4.3 · median 4.5
  • Absorbs damage · rank 95 of 100 among supports1,040 · median 393
  • Plays teamfights · rank 53 of 100 among supports54% · median 54%
  • Takes its kills in duels · rank 44 of 100 among supports16% · median 17%
  • Lets allies carry kills · rank 36 of 100 among supportsrank 36 of 100
  • Crowd control (CC) · rank 29 of 100 among supports0.9 · median 1
  • Team damage · rank 61 of 100 among supports11% · 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

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.

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
Top1 champion
  • Olaf5 games
    —SoloQ: 40.3% · 67 g
Jungle2 champions
  • Vi8 games
    —SoloQ: 52.0% · 100 g
  • Jarvan IV7 games
    —SoloQ: 54.4% · 160 g
Mid1 champion
  • Viktor5 games
    —SoloQ: 46.9% · 226 g
ADC3 champions
  • Kai'Sa7 games
    —SoloQ: 45.8% · 382 g
  • Ezreal6 games
    —SoloQ: 57.5% · 193 g
  • Yunara5 games
    —SoloQ: 47.0% · 355 g
Support2 champions
  • Rakan9 games
    —SoloQ: 49.2% · 122 g
  • Nautilus7 games
    —SoloQ: 49.0% · 245 g
05 — In draft

Ban it or pick it?

Taken at any point of the series.

Pick rate as Support

Amateur tournaments, compared with soloQ
  • SoloQ Master+1.0%4,210 picks of 431,269ban 1.4% · patches 16.19 to 16.21
  • Amateur tournaments0.9%35 picks of 3,686ban 1.2% · patches 16.19 to 16.21
  • Pro0.2%4 picks of 2,204bans not published · patches 16.17 to 16.20

Presence by patch

4.3% 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 Support
  • 1.4%G110 games of 733
  • 2.6%G219 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.