Tournament presence · pick + ban
4.1%#134 of 173 champions
Pick
2.5%picked in 201 of 7,904 games
Ban
1.6%59 bans over 3,675 games, against 0.4% in soloQ
Win rate as Mid44.1% between 38.4% and 50.0% over 195 gamesSoloQ 50.1%: clear gap
Median length29.7 minsoloQ 27.8 min

Amateur: 7,832 games from amateur tournaments, last 60 days, EUW. SoloQ Master+: 268,631 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?

5 clear gaps between soloQ and amateur tournaments as Mid.

  • Win rateWins less in amateur play
    Amateur
    44.1%
    SoloQ
    50.1%
    44.1% win rate in amateur play over 195 games, against 50.1% in soloQ over 6,850 games.
  • DraftPicked more often in amateur play
    Amateur
    1.2%
    SoloQ
    0.9%
    1.2% of the role's picks in amateur play, against 0.9% in soloQ.
  • DraftBanned more often in amateur play
    Amateur
    1.7%
    SoloQ
    0.4%
    1.7% ban rate in amateur play over 1,807 games, against 0.4% in soloQ over 189,162 games.
  • LengthLonger games in amateur play
    Amateur
    29.7 min
    SoloQ
    27.8 min
    Median of 29.7 min in amateur play, against 27.8 min in soloQ.
  • SpellsFlash + Teleport instead of Flash + Ignite
    Amateur
    65%
    SoloQ
    75%
    Played in 65% of amateur games; soloQ sticks to Flash + Ignite (75%).
02 — How to play it

How to play it?

Electrocute, then Malignance, Hextech Rocketbelt, and Shadowflame: the most played build in soloQ.

SoloQ build, amateur differences under each block
RunesElectrocute80% · 5,493
Same in amateur play
SpellsFlash + Ignite75% · 5,168
≠ Amateur: Flash + Teleport instead of Flash + Ignite. 65% · 216 games
SkillsQnot collected in soloQ
Amateur: 88% · 168 games
Core (3 legendaries)17% · 589
17%of soloQ games
  1. Malignance
  2. Hextech Rocketbelt
  3. Shadowflame
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?

Crowd control (CC) first: more CC than 76% of mid laners.

  1. Crowd control (CC)top24%1 · mid laners: 0.7

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

  • CC

Like other mid laners

  • Damage in lane
  • Map pressure
  • Absorbs damage
  • Plays teamfights
  • Takes its kills in duels
  • Lets allies carry kills
  • Team damage

What it is not

  • No poke
  • No split-push

Damage / min by phase · at equal gold

Rank 48 in lane, 78 in mid game and 82 in late game, out of 100 mid laners.

527-1 vs 528
971+72 vs 899
1,374+195 vs 1,179
Lane · 5–14 minMid game · 15–22Late · 23–30
Anniemid laners

Gold vs. direct opponent

At 20 min, behind 87% of mid laners against the direct opponent.

mid laners
3.3takedowns 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 48 of 100 among mid laners527 · median 528
  • Damage in mid game · rank 78 of 100 among mid laners971 · median 899
  • Damage in late game · rank 82 of 100 among mid laners1,374 · median 1,179
  • Gold at 15 min · rank 14 of 100 among mid laners-429 · median +25
  • Gold at 20 min · rank 14 of 100 among mid laners-605 · median +71
  • Map pressure · rank 56 of 100 among mid laners3.3 · median 3.2
  • Absorbs damage · rank 35 of 100 among mid laners407 · median 489
  • Plays teamfights · rank 48 of 100 among mid laners55% · median 55%
  • Takes its kills in duels · rank 42 of 100 among mid laners21% · median 23%
  • Lets allies carry kills · rank 72 of 100 among mid lanersrank 72 of 100
  • Crowd control (CC) · rank 76 of 100 among mid laners1 · median 0.7
  • Team damage · rank 60 of 100 among mid laners23% · 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
Ahri51.1% · expected 43.9% · 47 g+7.2 ptSoloQ +3.2
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
Wukong46.7% · expected 43.7% · 30 g+3.0 ptSoloQ +3.3
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
Top15 champions
  • Ornn15 games
    —SoloQ: 47.6% · 212 g
  • Gnar11 games
    —SoloQ: 50.6% · 174 g
  • Sion10 games
    —SoloQ: 46.0% · 139 g
  • Ambessa9 games
    —SoloQ: 52.1% · 165 g
  • Camille9 games
    —SoloQ: 50.0% · 224 g
Jungle14 champions
  • Vi20 games
    —SoloQ: 51.5% · 130 g
  • Jarvan IV16 games
    —SoloQ: 49.6% · 280 g
  • Wukong13 games
    —SoloQ: 45.9% · 220 g
  • Lillia11 games
    —SoloQ: 57.1% · 189 g
  • Xin Zhao10 games
    —SoloQ: 48.8% · 80 g
Mid12 champions
  • Ahri47 games
    51.1%gap +7.2 ptsSoloQ: 51.9% · 559 g
  • Yone15 games
    —SoloQ: 55.6% · 277 g
  • Viktor13 games
    —SoloQ: 50.4% · 244 g
  • Aurora8 games
    —SoloQ: 51.8% · 139 g
  • Galio7 games
    —SoloQ: 51.0% · 155 g
ADC14 champions
  • Ezreal19 games
    —SoloQ: 51.2% · 344 g
  • Lucian17 games
    —SoloQ: 47.1% · 238 g
  • Yunara17 games
    —SoloQ: 49.0% · 539 g
  • Caitlyn14 games
    —SoloQ: 53.3% · 336 g
  • Tristana14 games
    —SoloQ: 52.6% · 365 g
Support14 champions
  • Nautilus21 games
    —SoloQ: 49.6% · 387 g
  • Milio19 games
    —SoloQ: 50.7% · 229 g
  • Karma17 games
    —SoloQ: 53.8% · 299 g
  • Leona16 games
    —SoloQ: 47.1% · 259 g
  • Lulu14 games
    —SoloQ: 51.9% · 511 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 Mid

Amateur tournaments, compared with soloQ
  • SoloQ Master+0.9%4,820 picks of 537,260ban 0.4% · patches 16.20 to 16.22
  • Amateur tournaments1.2%118 picks of 10,100ban 1.7% · patches 16.20 to 16.22
  • Pro3.1%71 picks of 2,258bans not published · patches 16.17 to 16.20

Presence by patch

4.0% on 16.22
16.1216.22
Pick + ban, all regions, one point per patch; a patch without a measure leaves a gap.

Within the series

Fearless series only · as Mid
  • 1.6%G141 games of 2,550
  • 2.9%G275 games of 2,550
  • 5.5%G3+45 games of 811
Once picked, the series moves on toIn G2, over 41 series where it is played in G1 then replaced in the same role. Published from 30 series.
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.