Champion sheet · Mid

Vladimir

Patches 16.19 to 16.21 · NA
Tournament presence · pick + ban
7.4%#100 of 173 champions
Pick
2.2%picked in 59 of 2,644 games
Ban
5.2%102 bans over 1,958 games, against 6.7% in soloQ
Win rate as Mid38.3% between 27.6% and 50.3% over 47 gamesSoloQ 50.9%: clear gap
Median length29.8 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?

4 clear gaps between soloQ and amateur tournaments as Mid.

  • Win rateWins less in amateur play
    Amateur
    38.3%
    SoloQ
    50.9%
    38.3% win rate in amateur play over 47 games, against 50.9% in soloQ over 11,666 games.
  • DraftPicked less often in amateur play
    Amateur
    0.8%
    SoloQ
    2.3%
    0.8% of the role's picks in amateur play, against 2.3% in soloQ.
  • DraftBanned less often in amateur play
    Amateur
    3.6%
    SoloQ
    6.7%
    3.6% ban rate in amateur play over 1,329 games, against 6.7% in soloQ over 82,299 games.
  • LengthLonger games in amateur play
    Amateur
    29.8 min
    SoloQ
    27.9 min
    Median of 29.8 min in amateur play, against 27.9 min in soloQ.
02 — How to play it

How to play it?

Stormraider's Surge, then Stormsurge, Liandry's Torment, and Void Staff: the most played build in soloQ.

SoloQ build, amateur differences under each block
RunesStormraider's Surge76% · 8,912
Same in amateur play
SpellsFlash + Ghost83% · 9,624
Same in amateur play
SkillsQnot collected in soloQ
Amateur: 97% · 34 games
Core (3 legendaries)17% · 779
17%of soloQ games
  1. Stormsurge
  2. Liandry's Torment
  3. Void Staff
Amateur: Hextech Rocketbelt, Riftmaker, Rabadon's Deathcap (17%), 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?

Team damage first: more damage than 94% of mid laners.

  1. Team damagetop6%25% · 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

  • Damage in lane
  • Gold at 15 min
  • Gold at 20 min
  • 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 49 in lane, 96 in mid game and 92 in late game, out of 100 mid laners.

5270 vs 528
1,062+162 vs 899
1,462+283 vs 1,179
Lane · 5–14 minMid game · 15–22Late · 23–30
Vladimirmid laners

Gold vs. direct opponent

At 20 min, ahead of 57% of mid laners against the direct opponent.

mid laners
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 49 of 100 among mid laners527 · median 528
  • Damage in mid game · rank 96 of 100 among mid laners1,062 · median 899
  • Damage in late game · rank 92 of 100 among mid laners1,462 · median 1,179
  • Gold at 15 min · rank 48 of 100 among mid laners-1 · median +25
  • Gold at 20 min · rank 57 of 100 among mid laners+164 · median +71
  • Map pressure · rank 28 of 100 among mid laners3 · median 3.2
  • Absorbs damage · rank 60 of 100 among mid laners573 · median 489
  • Plays teamfights · rank 67 of 100 among mid laners57% · median 55%
  • Takes its kills in duels · rank 55 of 100 among mid laners23% · median 23%
  • Lets allies carry kills · rank 63 of 100 among mid lanersrank 63 of 100
  • Crowd control (CC) · rank 12 of 100 among mid laners0.2 · median 0.7
  • Team damage · rank 94 of 100 among mid laners25% · 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

Junglegap 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
Jungle1 champion
  • Wukong6 games
    —SoloQ: 55.6% · 473 g
Mid2 champions
  • Ahri5 games
    —SoloQ: 51.7% · 540 g
  • Viktor5 games
    —SoloQ: 45.5% · 594 g
ADC2 champions
  • Jinx5 games
    —SoloQ: 52.0% · 955 g
  • Sivir5 games
    —SoloQ: 51.2% · 213 g
Support3 champions
  • Nautilus8 games
    —SoloQ: 52.5% · 604 g
  • Lulu5 games
    —SoloQ: 52.0% · 621 g
  • Milio5 games
    —SoloQ: 53.3% · 317 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+2.3%9,950 picks of 431,269ban 6.7% · patches 16.19 to 16.21
  • Amateur tournaments0.8%30 picks of 3,686ban 3.6% · patches 16.19 to 16.21
  • Pro0.1%2 picks of 2,204bans not published · patches 16.17 to 16.20

Presence by patch

4.2% 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.