Tournament presence · pick + ban
8.3%#95 of 173 champions
Pick
4.3%picked in 113 of 2,644 games
Ban
4.0%79 bans over 1,958 games, against 0.7% in soloQ
Win rate as ADC— 0 wins over 1 games
Median length—soloQ 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.

  • DraftPicked less often in amateur play
    Amateur
    0.0%
    SoloQ
    0.1%
    0.0% of the role's picks in amateur play, against 0.1% in soloQ.
  • DraftBanned more often in amateur play
    Amateur
    4.4%
    SoloQ
    0.7%
    4.4% ban rate in amateur play over 1,329 games, against 0.7% in soloQ over 82,299 games.

Not enough games to judge: win rate, length, keystone, spells, and core.

02 — How to play it

How to play it?

Summon Aery, then Luden's Echo, Shadowflame, and Zhonya's Hourglass: the most played build in soloQ.

SoloQ build, amateur differences under each block
RunesSummon Aery18% · 106
Same in amateur play
SpellsFlash + Teleport57% · 330
Amateur: Flash + Ghost, gap not settled
Core (3 legendaries)8% · 23
8%of soloQ games
  1. Luden's Echo
  2. Shadowflame
  3. Zhonya's Hourglass

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 89% of ADC.

  1. Crowd control (CC)top11%1.1 · 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

  • Plays teamfights
  • Takes its kills in duels
  • Team damage

What it is not

  • No poke

Damage / min by phase · at equal gold

Not measured: the fact is not validated by the draft review.

Gold vs. direct opponent

At 20 min, behind 89% of ADC against the direct opponent.

ADC

Where it stands among ADC · every measure

0 ← less · median · more → 100
  • Gold at 15 min · rank 13 of 100 among ADC-428 · median -54
  • Gold at 20 min · rank 11 of 100 among ADC-654 · median -85
  • Absorbs damage · rank 13 of 100 among ADC246 · median 361
  • Plays teamfights · rank 51 of 100 among ADC56% · median 56%
  • Takes its kills in duels · rank 40 of 100 among ADC17% · median 19%
  • Crowd control (CC) · rank 89 of 100 among ADC1.1 · median 0.6
  • Team damage · rank 31 of 100 among ADC20% · 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

No positive gap in amateur play.

With

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

No pair measured in amateur play on this side.

05 — In draft

Ban it or pick it?

Not enough series to settle it: raw counts only.

Pick rate as ADC

Amateur tournaments, compared with soloQ
  • SoloQ Master+0.1%503 picks of 431,271ban 0.7% · patches 16.19 to 16.21
  • Amateur tournaments0.0%1 picks of 3,686ban 4.4% · patches 16.19 to 16.21
  • Pro0.2%5 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 ADC
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.