Tournament presence · pick + ban
20.4%#27 of 173 champions
Pick
12.5%picked in 330 of 2,644 games
Ban
7.9%154 bans over 1,958 games, against 11.4% in soloQ
Win rate as Mid52.4% between 39.9% and 64.5% over 42 gamesSoloQ 48.7%: no clear gap
Median length28.8 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 Mid.

  • DraftBanned less often in amateur play
    Amateur
    8.1%
    SoloQ
    11.4%
    8.1% ban rate in amateur play over 1,329 games, against 11.4% in soloQ over 82,299 games.

Not enough games to judge: core.

02 — How to play it

How to play it?

Lethal Tempo, then Yun Tal Wildarrows, Infinity Edge, and Navori Flickerblade: the most played build in soloQ.

SoloQ build, amateur differences under each block
RunesLethal Tempo77% · 2,051
Same in amateur play
SpellsFlash + Teleport33% · 882
Same in amateur play
SkillsEnot collected in soloQ
Amateur: 100% · 132 games
Core (3 legendaries)25% · 306
25%of soloQ games
  1. Yun Tal Wildarrows
  2. Infinity Edge
  3. Navori Flickerblade
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?

Team damage first: more damage than 82% of mid laners.

  1. Team damagetop18%24% · mid laners: 21%

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

What marks it

  • Damage
  • Poke

Like other mid laners

  • Map pressure
  • Absorbs damage
  • Plays teamfights
  • Takes its kills in duels
  • Lets allies carry kills

What it is not

  • Little CC
  • No split-push

Damage / min by phase · at equal gold

Rank 24 in lane, 6 in mid game and 14 in late game, out of 100 mid laners.

495-33 vs 528
753-146 vs 899
1,015-163 vs 1,179
Lane · 5–14 minMid game · 15–22Late · 23–30
Tristanamid laners

Gold vs. direct opponent

At 20 min, ahead of 96% of mid laners against the direct opponent.

mid laners
3.3takedowns outside its lane before 15 min; mid laners: 3.2.

Where it stands among mid laners · every measure

0 ← less · median · more → 100
  • Damage in lane · rank 24 of 100 among mid laners495 · median 528
  • Damage in mid game · rank 6 of 100 among mid laners753 · median 899
  • Damage in late game · rank 14 of 100 among mid laners1,015 · median 1,179
  • Gold at 15 min · rank 96 of 100 among mid laners+536 · median +25
  • Gold at 20 min · rank 96 of 100 among mid laners+800 · median +71
  • Map pressure · rank 66 of 100 among mid laners3.3 · median 3.2
  • Absorbs damage · rank 34 of 100 among mid laners405 · median 489
  • Plays teamfights · rank 59 of 100 among mid laners56% · median 55%
  • Takes its kills in duels · rank 52 of 100 among mid laners23% · median 23%
  • Lets allies carry kills · rank 33 of 100 among mid lanersrank 33 of 100
  • Crowd control (CC) · rank 19 of 100 among mid laners0.3 · median 0.7
  • Team damage · rank 82 of 100 among mid laners24% · median 21%
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

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
Jungle1 champion
  • Wukong5 games
    —SoloQ: 40.8% · 120 g
Mid1 champion
  • Ahri5 games
    —SoloQ: 55.0% · 109 g
ADC1 champion
  • Lucian5 games
    —SoloQ: 43.7% · 119 g
Support1 champion
  • Lulu5 games
    —SoloQ: 47.2% · 161 g
05 — In draft

Ban it or pick it?

Not enough series to settle it: raw counts only.

Pick rate as Mid

Amateur tournaments, compared with soloQ
  • SoloQ Master+0.5%2,172 picks of 431,269ban 11.4% · patches 16.19 to 16.21
  • Amateur tournaments0.7%25 picks of 3,686ban 8.1% · patches 16.19 to 16.21
  • Pro1.0%22 picks of 2,204bans not published · patches 16.17 to 16.20

Presence by patch

16.2% 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 Mid
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.