Tournament presence · pick + ban
11.0%#74 of 173 champions
Pick
3.7%picked in 97 of 2,644 games
Ban
7.3%143 bans over 1,958 games, against 32.9% in soloQ
Win rate as Mid60.3% between 50.0% and 69.8% over 63 gamesSoloQ 50.7%: no clear gap
Median length29.2 minsoloQ 27.8 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?

3 clear gaps between soloQ and amateur tournaments as Mid.

  • DraftPicked less often in amateur play
    Amateur
    1.2%
    SoloQ
    3.9%
    1.2% of the role's picks in amateur play, against 3.9% in soloQ.
  • DraftBanned less often in amateur play
    Amateur
    6.7%
    SoloQ
    32.9%
    6.7% ban rate in amateur play over 1,329 games, against 32.9% in soloQ over 82,299 games.
  • LengthLonger games in amateur play
    Amateur
    29.2 min
    SoloQ
    27.8 min
    Median of 29.2 min in amateur play, against 27.8 min in soloQ.
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 Tempo79% · 15,623
Same in amateur play
SpellsExhaust + Flash53% · 10,413
Same in amateur play
SkillsQnot collected in soloQ
Amateur: 100% · 70 games
Core (3 legendaries)35% · 2,998
35%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 85% of mid laners.

  1. Absorbs damagetop15%944 · mid laners: 489
  2. Takes its kills in duelstop25%26% · mid laners: 23%

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

  • Frontline
  • Duelist
  • Split-push

Like other mid laners

  • Damage in lane
  • Gold at 20 min
  • Map pressure
  • Plays teamfights
  • Lets allies carry kills
  • Crowd control (CC)
  • Team damage

What it is not

  • No poke

Damage / min by phase · at equal gold

Rank 34 in lane, 21 in mid game and 9 in late game, out of 100 mid laners.

507-20 vs 528
832-67 vs 899
994-184 vs 1,179
Lane · 5–14 minMid game · 15–22Late · 23–30
Yasuomid laners

Gold vs. direct opponent

At 20 min, ahead of 74% of mid laners against the direct opponent.

mid laners
3.6takedowns 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 34 of 100 among mid laners507 · median 528
  • Damage in mid game · rank 21 of 100 among mid laners832 · median 899
  • Damage in late game · rank 9 of 100 among mid laners994 · median 1,179
  • Gold at 15 min · rank 79 of 100 among mid laners+250 · median +25
  • Gold at 20 min · rank 74 of 100 among mid laners+371 · median +71
  • Map pressure · rank 44 of 100 among mid laners3.6 · median 3.2
  • Absorbs damage · rank 85 of 100 among mid laners944 · median 489
  • Plays teamfights · rank 31 of 100 among mid laners53% · median 55%
  • Takes its kills in duels · rank 75 of 100 among mid laners26% · median 23%
  • Lets allies carry kills · rank 38 of 100 among mid lanersrank 38 of 100
  • Crowd control (CC) · rank 67 of 100 among mid laners0.9 · median 0.7
  • Team damage · rank 57 of 100 among mid laners22% · 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

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.

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
Top1 champion
  • K'Sante5 games
    —SoloQ: 59.1% · 406 g
Jungle1 champion
Mid2 champions
  • Syndra8 games
    —SoloQ: 53.1% · 714 g
  • Viktor8 games
    —SoloQ: 51.5% · 893 g
ADC3 champions
  • Ashe6 games
    —SoloQ: 53.2% · 570 g
  • Ezreal6 games
    —SoloQ: 55.3% · 950 g
  • Yunara6 games
    —SoloQ: 49.4% · 1,486 g
Support4 champions
  • Braum10 games
    —SoloQ: 49.1% · 642 g
  • Seraphine7 games
    —SoloQ: 53.9% · 555 g
  • Nautilus6 games
    —SoloQ: 54.0% · 835 g
  • Karma5 games
    —SoloQ: 52.4% · 723 g
05 — In draft

Ban it or pick it?

Priority pick: taken in G1, burned afterwards.

Pick rate as Mid

Amateur tournaments, compared with soloQ
  • SoloQ Master+3.9%16,775 picks of 431,269ban 32.9% · patches 16.19 to 16.21
  • Amateur tournaments1.2%43 picks of 3,686ban 6.7% · 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 Mid
  • 2.2%G116 games of 733
  • 2.2%G216 games of 733
  • 0.6%G3+2 games of 316
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.