Tournament presence · pick + ban
25.3%#15 of 173 champions
Pick
10.6%picked in 280 of 2,649 games
Ban
14.7%289 bans over 1,962 games, against 22.4% in soloQ
Win rate as ADC— 1 wins over 3 games
Median length—soloQ 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?

2 clear gaps between soloQ and amateur tournaments as ADC.

  • DraftPicked less often in amateur play
    Amateur
    0.1%
    SoloQ
    0.3%
    0.1% of the role's picks in amateur play, against 0.3% in soloQ.
  • DraftBanned less often in amateur play
    Amateur
    14.7%
    SoloQ
    22.4%
    14.7% ban rate in amateur play over 1,329 games, against 22.4% in soloQ over 82,299 games.

Not enough games to judge: win rate, length, keystone, spells, and core.

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 Tempo80% · 1,184
Same in amateur play
SpellsExhaust + Flash79% · 1,163
Same in amateur play
Core (3 legendaries)24% · 175
24%of soloQ games
  1. Immortal Shieldbow
  2. Infinity Edge
  3. Death's Dance
Amateur: Stormrazor, Immortal Shieldbow, Death's Dance, 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?

Takes its kills in duels first: more duels than 100% of ADC.

  1. Takes its kills in duelstop1%30% · ADC: 19%
  2. Absorbs damagetop2%699 · 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

  • Frontline
  • Duelist

Like other ADC

  • Gold at 15 min
  • Crowd control (CC)

What it is not

  • Few teamfights
  • Little damage
  • No poke

Damage / min by phase · at equal gold

Not measured: the fact is not validated by the draft review.

Gold vs. direct opponent

At 20 min, ahead of 79% of ADC against the direct opponent.

ADC

Where it stands among ADC · every measure

0 ← less · median · more → 100
  • Gold at 15 min · rank 71 of 100 among ADC+88 · median -54
  • Gold at 20 min · rank 79 of 100 among ADC+260 · median -85
  • Absorbs damage · rank 98 of 100 among ADC699 · median 361
  • Plays teamfights · rank 2 of 100 among ADC49% · median 56%
  • Takes its kills in duels · rank 100 of 100 among ADC30% · median 19%
  • Crowd control (CC) · rank 60 of 100 among ADC0.7 · median 0.6
  • Team damage · rank 22 of 100 among ADC19% · 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

No positive gap in amateur play.

With

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

No pair measured in amateur play on this side.

05 — In draft

Ban it or pick it?

Not enough series to settle it: raw counts only.

Pick rate as ADC

Amateur tournaments, compared with soloQ
  • SoloQ Master+0.3%1,327 picks of 431,271ban 22.4% · patches 16.19 to 16.21
  • Amateur tournaments0.1%3 picks of 3,686ban 14.7% · patches 16.19 to 16.21
  • Pro0.0%0 picks of 2,204bans not published · patches 16.17 to 16.20

Presence by patch

31.0% 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
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.