Tournament presence · pick + ban
31.4%#8 of 173 champions
Pick
11.4%picked in 2,088 of 18,319 games
Ban
20.0%3,477 bans over 17,354 games, against 7.1% in soloQ
Win rate as ADC57.7% between 50.5% and 64.6% over 130 gamesSoloQ 52.3%: no clear gap
Median length30.1 minsoloQ 26.3 min

Amateur: 18,182 games from amateur tournaments, last 60 days, KR. SoloQ Master+: 341,014 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.

  • DraftBanned more often in amateur play
    Amateur
    19.8%
    SoloQ
    7.1%
    19.8% ban rate in amateur play over 11,485 games, against 7.1% in soloQ over 148,633 games.
  • LengthLonger games in amateur play
    Amateur
    30.1 min
    SoloQ
    26.3 min
    Median of 30.1 min in amateur play, against 26.3 min in soloQ.
02 — How to play it

How to play it?

Arcane Comet, then Blackfire Torch, Hextech Rocketbelt, and Shadowflame: the most played build in soloQ.

SoloQ build, amateur differences under each block
RunesArcane Comet74% · 1,787
Same in amateur play
SpellsFlash + Teleport80% · 1,928
Same in amateur play
SkillsQnot collected in soloQ
Amateur: 100% · 42 games
Core (3 legendaries)9% · 97
9%of soloQ games
  1. Blackfire Torch
  2. Hextech Rocketbelt
  3. Shadowflame
Amateur: Luden's Echo, Shadowflame, Rabadon's Deathcap (13%), 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 96% of ADC.

  1. Crowd control (CC)top4%1.4 · ADC: 0.6

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

  • CC

Like other ADC

  • Damage in lane
  • Damage in mid game
  • Gold at 15 min
  • Gold at 20 min
  • Plays teamfights
  • Takes its kills in duels
  • Team damage

What it is not

  • No poke

Damage / min by phase · at equal gold

Rank 56 in lane, 51 in mid game and 25 in late game, out of 100 ADC.

533+8 vs 525
917+1 vs 915
1,308-58 vs 1,366
Lane · 5–14 minMid game · 15–22Late · 23–30
SyndraADC

Gold vs. direct opponent

At 20 min, behind 66% of ADC against the direct opponent.

ADC

Where it stands among ADC · every measure

0 ← less · median · more → 100
  • Damage in lane · rank 56 of 100 among ADC533 · median 525
  • Damage in mid game · rank 51 of 100 among ADC917 · median 915
  • Damage in late game · rank 25 of 100 among ADC1,308 · median 1,366
  • Gold at 15 min · rank 38 of 100 among ADC-105 · median -54
  • Gold at 20 min · rank 34 of 100 among ADC-268 · median -85
  • Absorbs damage · rank 20 of 100 among ADC262 · median 361
  • Plays teamfights · rank 31 of 100 among ADC54% · median 56%
  • Takes its kills in duels · rank 47 of 100 among ADC18% · median 19%
  • Lets allies carry kills · rank 80 of 100 among ADCrank 80 of 100
  • Crowd control (CC) · rank 96 of 100 among ADC1.4 · median 0.6
  • Team damage · rank 46 of 100 among ADC22% · 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

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.

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
Top11 champions
  • Sion9 games
    —SoloQ: 57.6% · 33 g
  • Yone9 games
    —SoloQ: 52.8% · 106 g
  • K'Sante7 games
    —SoloQ: 59.2% · 103 g
  • Ambessa6 games
    —SoloQ: 63.2% · 76 g
  • Dr. Mundo5 games
    —SoloQ: 43.9% · 41 g
Jungle7 champions
  • Jarvan IV12 games
    —SoloQ: 56.6% · 113 g
  • Wukong12 games
    —SoloQ: 66.7% · 36 g
  • Lee Sin10 games
    —SoloQ: 54.2% · 301 g
  • Nocturne7 games
    —SoloQ: — · 8 g
  • Qiyana7 games
    —SoloQ: 49.0% · 151 g
Mid7 champions
  • Ahri11 games
    —SoloQ: 51.4% · 70 g
  • Viktor10 games
    —SoloQ: 53.9% · 102 g
  • Locke7 games
    —SoloQ: 52.1% · 163 g
  • Sylas7 games
    —SoloQ: 67.9% · 109 g
  • Cassiopeia5 games
    —SoloQ: — · 25 g
ADC9 champions
  • Yunara18 games
    —SoloQ: 50.6% · 176 g
  • Kai'Sa11 games
    —SoloQ: 46.1% · 271 g
  • Ezreal7 games
    —SoloQ: 53.8% · 182 g
  • Jhin7 games
    —SoloQ: 53.5% · 316 g
  • Lucian7 games
    —SoloQ: 52.3% · 65 g
Support10 champions
  • Lulu17 games
    —SoloQ: 57.3% · 157 g
  • Blitzcrank13 games
    —SoloQ: 50.0% · 98 g
  • Nautilus10 games
    —SoloQ: 42.9% · 189 g
  • Leona9 games
    —SoloQ: 58.7% · 126 g
  • Thresh7 games
    —SoloQ: 48.9% · 219 g
05 — In draft

Ban it or pick it?

Taken at any point of the series.

Pick rate as ADC

Amateur tournaments, compared with soloQ
  • SoloQ Master+0.3%2,381 picks of 682,028ban 7.1% · patches 16.19 to 16.21
  • Amateur tournaments0.3%64 picks of 24,310ban 19.8% · patches 16.19 to 16.21
  • Pro0.4%8 picks of 2,238bans not published · patches 16.17 to 16.20

Presence by patch

38.9% 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
  • 0.5%G120 games of 4,222
  • 0.4%G217 games of 4,222
  • 0.6%G3+11 games of 1,821
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.