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 Top28.9% between 18.6% and 42.1% over 38 gamesSoloQ 48.0%: clear gap
Median length28 minsoloQ 27.9 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 Top.

  • Win rateWins less in amateur play
    Amateur
    28.9%
    SoloQ
    48.0%
    28.9% win rate in amateur play over 38 games, against 48.0% in soloQ over 3,281 games.

Not enough games to judge: core.

02 — How to play it

How to play it?

Grasp of the Undying, then Heartsteel, Dusk and Dawn, and Riftmaker: the most played build in soloQ.

SoloQ build, amateur differences under each block
RunesGrasp of the Undying98% · 3,226
Same in amateur play
SpellsFlash + Ignite39% · 1,278
Amateur: Flash + Teleport (41%), gap not settled
SkillsQnot collected in soloQ
Amateur: 100% · 140 games
Core (3 legendaries)27% · 220
27%of soloQ games
  1. Heartsteel
  2. Dusk and Dawn
  3. Riftmaker
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?

Lets allies carry kills first: lets allies carry more than 93% of top laners.

  1. Lets allies carry killstop7%rank 93 of 100
  2. Absorbs damagetop10%1,489 · top laners: 970
  3. Crowd control (CC)top20%1.2 · top laners: 0.8

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

  • Frontline
  • Lets allies carry
  • CC

Like other top laners

  • Damage in lane
  • Damage in mid game
  • Damage in late game
  • Plays teamfights
  • Takes its kills in duels
  • Team damage

What it is not

  • No poke
  • No split-push

Damage / min by phase · at equal gold

Rank 51 in lane, 50 in mid game and 51 in late game, out of 100 top laners.

604+4 vs 599
8680 vs 868
1,080+1 vs 1,079
Lane · 5–14 minMid game · 15–22Late · 23–30
Tahm Kenchtop laners

Gold vs. direct opponent

At 20 min, behind 95% 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 51 of 100 among top laners604 · median 599
  • Damage in mid game · rank 50 of 100 among top laners868 · median 868
  • Damage in late game · rank 51 of 100 among top laners1,080 · median 1,079
  • Gold at 15 min · rank 8 of 100 among top laners-549 · median +119
  • Gold at 20 min · rank 6 of 100 among top laners-920 · median +100
  • Absorbs damage · rank 90 of 100 among top laners1,489 · median 970
  • Plays teamfights · rank 47 of 100 among top laners53% · median 53%
  • Takes its kills in duels · rank 37 of 100 among top laners27% · median 28%
  • Lets allies carry kills · rank 93 of 100 among top lanersrank 93 of 100
  • Crowd control (CC) · rank 80 of 100 among top laners1.2 · median 0.8
  • Team damage · rank 28 of 100 among top laners19% · 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

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

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
Mid1 champion
  • Ahri7 games
    —SoloQ: 47.9% · 142 g
ADC1 champion
  • Yunara8 games
    —SoloQ: 53.5% · 243 g
Support1 champion
05 — In draft

Ban it or pick it?

Not enough series to settle it: raw counts only.

Pick rate as Top

Amateur tournaments, compared with soloQ
  • SoloQ Master+0.6%2,683 picks of 431,266ban 1.4% · patches 16.19 to 16.21
  • Amateur tournaments0.6%22 picks of 3,686ban 1.2% · patches 16.19 to 16.21
  • Pro0.0%0 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 Top
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.