Tournament presence · pick + ban
6.9%#96 of 173 champions
Pick
4.1%picked in 269 of 6,486 games
Ban
2.8%90 bans over 3,246 games, against 0.9% in soloQ
Win rate as Jungle60.5% between 47.9% and 71.8% over 43 gamesSoloQ 52.2%: no clear gap
Median length28.2 minsoloQ 27.8 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 Jungle.

  • DraftPicked less often in amateur play
    Amateur
    0.3%
    SoloQ
    0.9%
    0.3% of the role's picks in amateur play, against 0.9% in soloQ.
  • DraftBanned more often in amateur play
    Amateur
    3.0%
    SoloQ
    0.9%
    3.0% ban rate in amateur play over 1,886 games, against 0.9% in soloQ over 129,307 games.

Not enough games to judge: core.

02 — How to play it

How to play it?

Dark Harvest, then Blackfire Torch, Shadowflame, and Zhonya's Hourglass: the most played build in soloQ.

SoloQ build, amateur differences under each block
RunesDark Harvest69% · 4,784
Same in amateur play
SpellsFlash + Smite100% · 6,972
Same in amateur play
SkillsQnot collected in soloQ
Amateur: 100% · 73 games
Core (3 legendaries)30% · 1,213
30%of soloQ games
  1. Blackfire Torch
  2. Shadowflame
  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?

Map pressure first: more map pressure than 95% of junglers.

  1. Map pressuretop5%5.8 · junglers: 4.7
  2. Team damagetop5%23% · junglers: 17%
  3. Crowd control (CC)top15%1.1 · junglers: 0.7

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

What marks it

  • Map pressure
  • CC
  • Damage
  • Poke

Like other junglers

  • Takes its kills in duels
  • Jungle farm
  • Invade

What it is not

  • Few teamfights
  • Carries its own kills

Damage / min by phase · at equal gold

Rank 90 in lane, 96 in mid game and 91 in late game, out of 100 junglers.

417+34 vs 383
958+162 vs 796
1,225+169 vs 1,056
Lane · 5–14 minMid game · 15–22Late · 23–30
Taliyahjunglers

Gold vs. direct opponent

At 20 min, ahead of 86% of junglers against the direct opponent.

junglers
5.8takedowns outside its lane before 15 min; junglers: 4.7.

Where it stands among junglers · every measure

0 ← less · median · more → 100
  • Damage in lane · rank 90 of 100 among junglers417 · median 383
  • Damage in mid game · rank 96 of 100 among junglers958 · median 796
  • Damage in late game · rank 91 of 100 among junglers1,225 · median 1,056
  • Gold at 15 min · rank 90 of 100 among junglers+369 · median +6
  • Gold at 20 min · rank 86 of 100 among junglers+524 · median +64
  • Map pressure · rank 95 of 100 among junglers5.8 · median 4.7
  • Absorbs damage · rank 3 of 100 among junglers319 · median 855
  • Plays teamfights · rank 24 of 100 among junglers49% · median 52%
  • Takes its kills in duels · rank 54 of 100 among junglers21% · median 20%
  • Lets allies carry kills · rank 16 of 100 among junglersrank 16 of 100
  • Crowd control (CC) · rank 85 of 100 among junglers1.1 · median 0.7
  • Team damage · rank 95 of 100 among junglers23% · median 17%
  • Jungle farm · rank 74 of 100 among junglers68 · median 66
  • Invade · rank 47 of 100 among junglers7% · median 7%
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.

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.

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
Jungle2 champions
  • Wukong13 games
    —SoloQ: 48.0% · 277 g
  • Jarvan IV5 games
    —SoloQ: 51.6% · 285 g
Mid2 champions
  • Syndra8 games
    —SoloQ: 50.0% · 486 g
  • Viktor5 games
    —SoloQ: 52.1% · 307 g
ADC3 champions
  • Ezreal6 games
    —SoloQ: 54.5% · 345 g
  • Kai'Sa5 games
    —SoloQ: 54.9% · 506 g
  • Xayah5 games
    —SoloQ: 46.4% · 209 g
Support1 champion
  • Rakan5 games
    —SoloQ: 48.6% · 175 g
05 — In draft

Ban it or pick it?

Not enough series to settle it: raw counts only.

Pick rate as Jungle

Amateur tournaments, compared with soloQ
  • SoloQ Master+0.9%6,343 picks of 672,396ban 0.9% · patches 16.19 to 16.21
  • Amateur tournaments0.3%31 picks of 9,366ban 3.0% · patches 16.19 to 16.21
  • Pro0.1%3 picks of 2,204bans not published · patches 16.17 to 16.20

Presence by patch

13.7% 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 Jungle
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.