Tournament presence · pick + ban
12.1%#63 of 173 champions
Pick
4.3%picked in 278 of 6,486 games
Ban
7.8%254 bans over 3,246 games, against 26.7% in soloQ
Win rate as ADC59.3% between 48.6% and 69.2% over 59 gamesSoloQ 52.1%: no clear gap
Median length27.6 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?

2 clear gaps between soloQ and amateur tournaments as ADC.

  • DraftPicked less often in amateur play
    Amateur
    0.4%
    SoloQ
    1.7%
    0.4% of the role's picks in amateur play, against 1.7% in soloQ.
  • DraftBanned less often in amateur play
    Amateur
    8.6%
    SoloQ
    26.7%
    8.6% ban rate in amateur play over 1,886 games, against 26.7% in soloQ over 129,307 games.
02 — How to play it

How to play it?

Lethal Tempo, then Immortal Shieldbow, Infinity Edge, and Death's Dance: the most played build in soloQ.

SoloQ build, amateur differences under each block
RunesLethal Tempo89% · 11,836
Same in amateur play
SpellsExhaust + Flash90% · 12,026
Same in amateur play
SkillsQnot collected in soloQ
Amateur: 100% · 31 games
Core (3 legendaries)21% · 1,300
21%of soloQ games
  1. Immortal Shieldbow
  2. Infinity Edge
  3. Death's Dance
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?

Absorbs damage first: absorbs more than 100% of ADC.

  1. Absorbs damagetop1%860 · ADC: 361
  2. Takes its kills in duelstop9%23% · ADC: 19%

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

  • Frontline
  • Duelist

Like other ADC

  • Damage in lane
  • Damage in mid game
  • 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 29 in lane, 29 in mid game and 7 in late game, out of 100 ADC.

496-29 vs 525
874-41 vs 915
1,177-189 vs 1,366
Lane · 5–14 minMid game · 15–22Late · 23–30
YasuoADC

Gold vs. direct opponent

At 20 min, ahead of 81% of ADC against the direct opponent.

ADC

Where it stands among ADC · every measure

0 ← less · median · more → 100
  • Damage in lane · rank 29 of 100 among ADC496 · median 525
  • Damage in mid game · rank 29 of 100 among ADC874 · median 915
  • Damage in late game · rank 7 of 100 among ADC1,177 · median 1,366
  • Gold at 15 min · rank 96 of 100 among ADC+365 · median -54
  • Gold at 20 min · rank 81 of 100 among ADC+329 · median -85
  • Absorbs damage · rank 100 of 100 among ADC860 · median 361
  • Plays teamfights · rank 11 of 100 among ADC52% · median 56%
  • Takes its kills in duels · rank 91 of 100 among ADC23% · median 19%
  • Lets allies carry kills · rank 56 of 100 among ADCrank 56 of 100
  • Crowd control (CC) · rank 75 of 100 among ADC0.9 · median 0.6
  • Team damage · rank 33 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

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.

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
Top1 champion
Jungle3 champions
  • Wukong9 games
    —SoloQ: 49.1% · 536 g
  • Jarvan IV6 games
    —SoloQ: 49.7% · 429 g
  • Sejuani5 games
    —SoloQ: 48.9% · 135 g
Mid2 champions
  • Viktor7 games
    —SoloQ: 50.6% · 563 g
  • Syndra5 games
    —SoloQ: 52.2% · 467 g
ADC5 champions
  • Ashe8 games
    —SoloQ: 56.5% · 255 g
  • Aphelios6 games
    —SoloQ: 56.3% · 371 g
  • Caitlyn6 games
    —SoloQ: 56.1% · 620 g
  • Ezreal6 games
    —SoloQ: 55.4% · 689 g
  • Yunara5 games
    —SoloQ: 51.2% · 983 g
Support4 champions
  • Braum8 games
    —SoloQ: 52.5% · 625 g
  • Nautilus7 games
    —SoloQ: 52.5% · 549 g
  • Seraphine7 games
    —SoloQ: 59.3% · 248 g
  • Alistar5 games
    —SoloQ: 49.0% · 670 g
05 — In draft

Ban it or pick it?

Priority pick: taken in G1, burned afterwards.

Pick rate as ADC

Amateur tournaments, compared with soloQ
  • SoloQ Master+1.7%11,573 picks of 672,399ban 26.7% · patches 16.19 to 16.21
  • Amateur tournaments0.4%37 picks of 9,366ban 8.6% · patches 16.19 to 16.21
  • Pro0.0%1 picks of 2,204bans not published · patches 16.17 to 16.20

Presence by patch

15.2% 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
  • 0.9%G117 games of 1,918
  • 0.7%G214 games of 1,918
  • 0.3%G3+2 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.