Tournament presence · pick + ban
8.3%#86 of 173 champions
Pick
5.8%picked in 379 of 6,487 games
Ban
2.5%82 bans over 3,246 games, against 0.3% in soloQ
Win rate as Top55.2% between 46.8% and 63.3% over 96 gamesSoloQ 48.8%: no clear gap
Median length27.3 minsoloQ 27.5 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?

One clear gap between soloQ and amateur tournaments as Top.

  • DraftBanned more often in amateur play
    Amateur
    2.3%
    SoloQ
    0.3%
    2.3% ban rate in amateur play over 1,886 games, against 0.3% in soloQ over 129,307 games.
02 — How to play it

How to play it?

Lethal Tempo, then Ravenous Hydra, Trinity Force, and Hullbreaker: the most played build in soloQ.

SoloQ build, amateur differences under each block
RunesLethal Tempo91% · 3,863
Same in amateur play
SpellsFlash + Ignite60% · 2,538
Same in amateur play
SkillsQnot collected in soloQ
Amateur: 95% · 36 games
Core (3 legendaries)18% · 300
18%of soloQ games
  1. Ravenous Hydra
  2. Trinity Force
  3. Hullbreaker
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?

Takes its kills in duels first: more duels than 90% of top laners.

  1. Takes its kills in duelstop10%35% · top laners: 28%

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

  • Duelist
  • Split-push

Like other top laners

  • Gold at 15 min
  • Absorbs damage
  • Lets allies carry kills
  • Crowd control (CC)
  • Team damage

What it is not

  • Few teamfights
  • No poke

Damage / min by phase · at equal gold

Rank 12 in lane, 4 in mid game and 7 in late game, out of 100 top laners.

534-65 vs 599
746-122 vs 868
908-171 vs 1,079
Lane · 5–14 minMid game · 15–22Late · 23–30
Trundletop laners

Gold vs. direct opponent

At 20 min, ahead of 78% 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 12 of 100 among top laners534 · median 599
  • Damage in mid game · rank 4 of 100 among top laners746 · median 868
  • Damage in late game · rank 7 of 100 among top laners908 · median 1,079
  • Gold at 15 min · rank 71 of 100 among top laners+231 · median +119
  • Gold at 20 min · rank 78 of 100 among top laners+456 · median +100
  • Absorbs damage · rank 55 of 100 among top laners987 · median 970
  • Plays teamfights · rank 13 of 100 among top laners49% · median 53%
  • Takes its kills in duels · rank 90 of 100 among top laners35% · median 28%
  • Lets allies carry kills · rank 69 of 100 among top lanersrank 69 of 100
  • Crowd control (CC) · rank 45 of 100 among top laners0.7 · median 0.8
  • Team damage · rank 43 of 100 among top laners20% · 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

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

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.

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
Top4 champions
  • Olaf20 games
    —SoloQ: 51.9% · 187 g
  • Ornn19 games
    —SoloQ: 47.9% · 140 g
  • Sion6 games
    —SoloQ: 49.1% · 110 g
  • Jax5 games
    —SoloQ: 47.3% · 110 g
Jungle4 champions
  • Jarvan IV15 games
    —SoloQ: 50.3% · 167 g
  • Wukong15 games
    —SoloQ: 49.3% · 146 g
  • Xin Zhao7 games
    —SoloQ: 35.4% · 48 g
  • Vi6 games
    —SoloQ: 48.4% · 91 g
Mid6 champions
  • Ahri14 games
    —SoloQ: 46.4% · 248 g
  • Syndra12 games
    —SoloQ: 47.0% · 215 g
  • Viktor11 games
    —SoloQ: 46.4% · 168 g
  • Orianna8 games
    —SoloQ: 61.3% · 62 g
  • Akali7 games
    —SoloQ: 48.8% · 121 g
ADC8 champions
  • Yunara14 games
    —SoloQ: 50.4% · 357 g
  • Ashe9 games
    —SoloQ: 53.9% · 102 g
  • Ezreal9 games
    —SoloQ: 49.5% · 194 g
  • Tristana8 games
    —SoloQ: 44.2% · 274 g
  • Caitlyn7 games
    —SoloQ: 51.4% · 276 g
Support9 champions
  • Nautilus9 games
    —SoloQ: 52.4% · 225 g
  • Braum7 games
    —SoloQ: 43.1% · 160 g
  • Lulu7 games
    —SoloQ: 47.0% · 319 g
  • Milio7 games
    —SoloQ: 45.5% · 143 g
  • Rakan7 games
    —SoloQ: 47.6% · 124 g
05 — In draft

Ban it or pick it?

Taken at any point of the series.

Pick rate as Top

Amateur tournaments, compared with soloQ
  • SoloQ Master+0.5%3,566 picks of 672,391ban 0.3% · patches 16.19 to 16.21
  • Amateur tournaments0.6%57 picks of 9,366ban 2.3% · patches 16.19 to 16.21
  • Pro0.9%20 picks of 2,204bans not published · patches 16.17 to 16.20

Presence by patch

5.7% 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 Top
  • 1.4%G127 games of 1,918
  • 1.0%G220 games of 1,918
  • 1.3%G3+8 games of 632
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.