Tournament presence · pick + ban
5.0%#122 of 173 champions
Pick
2.2%picked in 144 of 6,486 games
Ban
2.8%90 bans over 3,246 games, against 4.0% in soloQ
Win rate as ADC47.4% between 38.4% and 56.7% over 78 gamesSoloQ 47.5%: no clear gap
Median length29 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 ADC.

  • DraftPicked less often in amateur play
    Amateur
    0.6%
    SoloQ
    1.0%
    0.6% of the role's picks in amateur play, against 1.0% in soloQ.
  • DraftBanned less often in amateur play
    Amateur
    2.7%
    SoloQ
    4.0%
    2.7% ban rate in amateur play over 1,886 games, against 4.0% in soloQ over 129,307 games.
02 — How to play it

How to play it?

Lethal Tempo, then Kraken Slayer, Guinsoo's Rageblade, and Terminus: the most played build in soloQ.

SoloQ build, amateur differences under each block
RunesLethal Tempo70% · 5,304
Same in amateur play
SpellsFlash + Barrier74% · 5,653
Same in amateur play
SkillsQnot collected in soloQ
Amateur: 90% · 36 games
Core (3 legendaries)21% · 899
21%of soloQ games
  1. Kraken Slayer
  2. Guinsoo's Rageblade
  3. Terminus
Amateur: Blade of The Ruined King, Guinsoo's Rageblade, Terminus (26%), gap not settled

Not collected in soloQ: starting items, 4th item, and skill order.

03 — In a comp

What does it bring to a comp?

No trait above other ADC; the most marked: Absorbs damage (rank 80).

  1. Its most marked traitAbsorbs damagetop20%460 · ADC: 361

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

Nothing above ADC.

Like other ADC

  • Damage in mid game
  • Gold at 15 min
  • Gold at 20 min
  • Plays teamfights
  • Takes its kills in duels
  • Crowd control (CC)
  • Team damage

What it is not

  • Carries its own kills
  • No poke

Damage / min by phase · at equal gold

Rank 11 in lane, 56 in mid game and 78 in late game, out of 100 ADC.

475-50 vs 525
952+36 vs 915
1,484+118 vs 1,366
Lane · 5–14 minMid game · 15–22Late · 23–30
VayneADC

Gold vs. direct opponent

At 20 min, behind 55% of ADC against the direct opponent.

ADC

Where it stands among ADC · every measure

0 ← less · median · more → 100
  • Damage in lane · rank 11 of 100 among ADC475 · median 525
  • Damage in mid game · rank 56 of 100 among ADC952 · median 915
  • Damage in late game · rank 78 of 100 among ADC1,484 · median 1,366
  • Gold at 15 min · rank 40 of 100 among ADC-101 · median -54
  • Gold at 20 min · rank 45 of 100 among ADC-131 · median -85
  • Absorbs damage · rank 80 of 100 among ADC460 · median 361
  • Plays teamfights · rank 40 of 100 among ADC55% · median 56%
  • Takes its kills in duels · rank 67 of 100 among ADC20% · median 19%
  • Lets allies carry kills · rank 3 of 100 among ADCrank 3 of 100
  • Crowd control (CC) · rank 29 of 100 among ADC0.3 · median 0.6
  • Team damage · rank 64 of 100 among ADC25% · 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

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

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.

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
  • Ornn7 games
    —SoloQ: 45.3% · 225 g
  • Renekton6 games
    —SoloQ: 49.3% · 227 g
  • Malphite5 games
    —SoloQ: 42.8% · 346 g
  • Olaf5 games
    —SoloQ: 53.3% · 107 g
Jungle3 champions
  • Jarvan IV9 games
    —SoloQ: 44.5% · 265 g
  • Wukong5 games
    —SoloQ: 47.2% · 290 g
  • Shyvana5 games
    —SoloQ: 48.8% · 164 g
Mid5 champions
  • Ahri6 games
    —SoloQ: 43.9% · 383 g
  • Orianna6 games
    —SoloQ: 51.8% · 170 g
  • Syndra6 games
    —SoloQ: 43.7% · 348 g
  • Hwei5 games
    —SoloQ: 42.5% · 153 g
  • Ryze5 games
    —SoloQ: 48.9% · 88 g
ADC7 champions
  • Jinx7 games
    —SoloQ: 45.1% · 514 g
  • Lucian7 games
    —SoloQ: 48.9% · 235 g
  • Sivir7 games
    —SoloQ: 43.7% · 222 g
  • Yunara7 games
    —SoloQ: 42.0% · 595 g
  • Ezreal6 games
    —SoloQ: 54.2% · 404 g
Support4 champions
  • Nautilus7 games
    —SoloQ: 45.8% · 452 g
  • Braum6 games
    —SoloQ: 45.9% · 296 g
  • Milio6 games
    —SoloQ: 46.1% · 243 g
  • Nami5 games
    —SoloQ: 46.4% · 388 g
05 — In draft

Ban it or pick it?

Fallback pick: comes out late in the series, once the pool has emptied.

Pick rate as ADC

Amateur tournaments, compared with soloQ
  • SoloQ Master+1.0%6,662 picks of 672,399ban 4.0% · patches 16.19 to 16.21
  • Amateur tournaments0.6%55 picks of 9,366ban 2.7% · patches 16.19 to 16.21
  • Pro0.0%0 picks of 2,204bans not published · patches 16.17 to 16.20

Presence by patch

5.2% 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 ADC
  • 0.7%G113 games of 1,918
  • 1.3%G225 games of 1,918
  • 1.9%G3+12 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.