Tournament presence · pick + ban
5.8%#110 of 173 champions
Pick
2.4%picked in 175 of 7,218 games
Ban
3.4%121 bans over 3,566 games, against 1.8% in soloQ
Win rate as Support32.2% between 23.2% and 42.8% over 59 gamesSoloQ 47.5%: clear gap
Median length29.6 minsoloQ 29 min

Amateur: 6,931 games from amateur tournaments, last 60 days, EUW. SoloQ Master+: 376,433 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 Support.

  • Win rateWins less in amateur play
    Amateur
    32.2%
    SoloQ
    47.5%
    32.2% win rate in amateur play over 59 games, against 47.5% in soloQ over 5,550 games.
  • DraftPicked less often in amateur play
    Amateur
    0.4%
    SoloQ
    0.7%
    0.4% of the role's picks in amateur play, against 0.7% in soloQ.
  • DraftBanned more often in amateur play
    Amateur
    4.0%
    SoloQ
    1.8%
    4.0% ban rate in amateur play over 2,247 games, against 1.8% in soloQ over 169,540 games.

Not enough games to judge: core.

02 — How to play it

How to play it?

Arcane Comet, then Liandry's Torment, Rylai's Crystal Scepter, and Zhonya's Hourglass: the most played build in soloQ.

SoloQ build, amateur differences under each block
RunesArcane Comet74% · 4,122
Same in amateur play
SpellsFlash + Ignite58% · 3,216
Amateur: Flash + Heal (46%), gap not settled
SkillsEnot collected in soloQ
Amateur: 73% · 40 games
Core (3 legendaries)23% · 187
23%of soloQ games
  1. Liandry's Torment
  2. Rylai's Crystal Scepter
  3. Zhonya's Hourglass
Amateur: Liandry's Torment, Blackfire Torch, Void Staff, 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?

Team damage first: more damage than 93% of supports.

  1. Team damagetop7%16% · supports: 9%
  2. Crowd control (CC)top15%1.5 · supports: 1

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

What marks it

  • CC
  • Damage
  • Poke

Like other supports

  • Gold at 15 min
  • Gold at 20 min
  • Plays teamfights
  • Takes its kills in duels
  • Lets allies carry kills

What it is not

  • Little map pressure

Damage / min by phase · at equal gold

Rank 92 in lane, 94 in mid game and 94 in late game, out of 100 supports.

420+132 vs 288
641+299 vs 342
860+473 vs 388
Lane · 5–14 minMid game · 15–22Late · 23–30
Zyrasupports

Gold vs. direct opponent

At 20 min, ahead of 59% of supports against the direct opponent.

supports
3.9takedowns outside its lane before 15 min; supports: 4.5.

Where it stands among supports · every measure

0 ← less · median · more → 100
  • Damage in lane · rank 92 of 100 among supports420 · median 288
  • Damage in mid game · rank 94 of 100 among supports641 · median 342
  • Damage in late game · rank 94 of 100 among supports860 · median 388
  • Gold at 15 min · rank 63 of 100 among supports+166 · median +105
  • Gold at 20 min · rank 59 of 100 among supports+222 · median +193
  • Map pressure · rank 12 of 100 among supports3.9 · median 4.5
  • Absorbs damage · rank 17 of 100 among supports239 · median 393
  • Plays teamfights · rank 66 of 100 among supports56% · median 54%
  • Takes its kills in duels · rank 39 of 100 among supports16% · median 17%
  • Lets allies carry kills · rank 31 of 100 among supportsrank 31 of 100
  • Crowd control (CC) · rank 85 of 100 among supports1.5 · median 1
  • Team damage · rank 93 of 100 among supports16% · median 9%
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.

ADCgap 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
Top2 champions
  • Ambessa5 games
    —SoloQ: 46.7% · 135 g
  • Ornn5 games
    —SoloQ: 50.0% · 162 g
Jungle2 champions
  • Vi9 games
    —SoloQ: 47.5% · 99 g
  • Jarvan IV8 games
    —SoloQ: 48.1% · 268 g
Mid3 champions
  • Orianna7 games
    —SoloQ: 51.6% · 124 g
  • Syndra6 games
    —SoloQ: 49.7% · 292 g
  • Viktor6 games
    —SoloQ: 51.8% · 197 g
ADC3 champions
  • Ashe7 games
    —SoloQ: 47.7% · 132 g
  • Jhin6 games
    —SoloQ: 46.7% · 460 g
  • Kai'Sa5 games
    —SoloQ: 46.0% · 430 g
Support4 champions
  • Nami7 games
    —SoloQ: 48.9% · 395 g
  • Braum5 games
    —SoloQ: 50.0% · 150 g
  • Seraphine5 games
    —SoloQ: 43.5% · 170 g
  • Thresh5 games
    —SoloQ: 46.4% · 476 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 Support

Amateur tournaments, compared with soloQ
  • SoloQ Master+0.7%5,497 picks of 752,862ban 1.8% · patches 16.19 to 16.21
  • Amateur tournaments0.4%42 picks of 11,050ban 4.0% · patches 16.19 to 16.21
  • Pro0.0%0 picks of 2,238bans not published · patches 16.17 to 16.20

Presence by patch

12.2% 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 Support
  • 0.5%G110 games of 2,215
  • 0.7%G215 games of 2,215
  • 1.0%G3+7 games of 713
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.