Tournament presence · pick + ban
18.1%#40 of 173 champions
Pick
7.7%picked in 1,455 of 18,797 games
Ban
10.4%1,842 bans over 17,789 games, against 1.8% in soloQ
Win rate as Top53.8% between 42.6% and 64.7% over 52 gamesSoloQ 53.0%: no clear gap
Median length28.3 minsoloQ 26.3 min

Amateur: 19,023 games from amateur tournaments, last 60 days, KR. SoloQ Master+: 348,503 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 Top.

  • DraftPicked less often in amateur play
    Amateur
    0.2%
    SoloQ
    0.5%
    0.2% of the role's picks in amateur play, against 0.5% in soloQ.
  • DraftBanned more often in amateur play
    Amateur
    10.7%
    SoloQ
    1.8%
    10.7% ban rate in amateur play over 12,177 games, against 1.8% in soloQ over 162,170 games.
  • LengthLonger games in amateur play
    Amateur
    28.3 min
    SoloQ
    26.3 min
    Median of 28.3 min in amateur play, against 26.3 min in soloQ.

Not enough games to judge: core.

02 — How to play it

How to play it?

Arcane Comet, then Blackfire Torch, Hextech Rocketbelt, and Zhonya's Hourglass: the most played build in soloQ.

SoloQ build, amateur differences under each block
RunesArcane Comet52% · 1,632
Same in amateur play
SpellsFlash + Teleport76% · 2,387
Same in amateur play
SkillsQnot collected in soloQ
Amateur: 100% · 40 games
Core (3 legendaries)22% · 187
22%of soloQ games
  1. Blackfire Torch
  2. Hextech Rocketbelt
  3. Zhonya's Hourglass
Amateur: Malignance, Shadowflame, Zhonya's Hourglass, 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?

Crowd control (CC) first: more CC than 93% of top laners.

  1. Crowd control (CC)top8%1.5 · top laners: 0.8
  2. Plays teamfightstop19%56% · top laners: 53%

Read on tournament games from 2026-04-15 to 2026-10-12 (44,638 games) · same reading as the draft review · compared with other top laners

What marks it

  • Teamfight
  • CC

Like other top laners

  • Gold at 15 min
  • Gold at 20 min
  • Takes its kills in duels

What it is not

  • Little damage
  • No poke
  • No split-push

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, behind 55% of top laners against the direct opponent.

top laners

Where it stands among top laners · every measure

0 ← less · median · more → 100
  • Gold at 15 min · rank 45 of 100 among top laners+88 · median +119
  • Gold at 20 min · rank 45 of 100 among top laners+40 · median +100
  • Absorbs damage · rank 8 of 100 among top laners363 · median 970
  • Plays teamfights · rank 81 of 100 among top laners56% · median 53%
  • Takes its kills in duels · rank 26 of 100 among top laners24% · median 28%
  • Crowd control (CC) · rank 93 of 100 among top laners1.5 · median 0.8
  • Team damage · rank 19 of 100 among top laners18% · median 20%
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.

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
Top3 champions
  • Aatrox5 games
    —SoloQ: 66.2% · 71 g
  • Ambessa5 games
    —SoloQ: 52.1% · 96 g
  • Jax5 games
    —SoloQ: 45.5% · 99 g
Jungle2 champions
  • Lee Sin5 games
    —SoloQ: 55.1% · 374 g
  • Xin Zhao5 games
    —SoloQ: 48.6% · 70 g
Mid1 champion
  • Zed5 games
    —SoloQ: 65.9% · 91 g
ADC1 champion
  • Kai'Sa7 games
    —SoloQ: 52.0% · 356 g
Support2 champions
  • Milio5 games
    —SoloQ: 59.0% · 61 g
  • Thresh5 games
    —SoloQ: 51.2% · 252 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 Top

Amateur tournaments, compared with soloQ
  • SoloQ Master+0.5%3,150 picks of 697,004ban 1.8% · patches 16.19 to 16.21
  • Amateur tournaments0.2%44 picks of 25,798ban 10.7% · patches 16.19 to 16.21
  • Pro0.0%0 picks of 2,238bans not published · patches 16.17 to 16.20

Presence by patch

17.0% 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 Top
  • 0.1%G15 games of 4,354
  • 0.4%G218 games of 4,354
  • 0.5%G3+10 games of 1,888
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.