Tournament presence · pick + ban
4.7%#124 of 173 champions
Pick
2.3%picked in 646 of 28,547 games
Ban
2.4%547 bans over 23,110 games, against 1.7% in soloQ
Win rate as Mid44.6% between 34.2% and 55.6% over 56 gamesSoloQ 51.9%: no clear gap
Median length28.2 minsoloQ 27.7 min

Amateur: 27,970 games from amateur tournaments, last 60 days, KR 65% · EUW 25% · NA 10%. SoloQ Master+: 963,871 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 Mid.

  • DraftPicked less often in amateur play
    Amateur
    0.1%
    SoloQ
    0.2%
    0.1% of the role's picks in amateur play, against 0.2% in soloQ.
  • DraftBanned more often in amateur play
    Amateur
    2.2%
    SoloQ
    1.7%
    2.2% ban rate in amateur play over 15,385 games, against 1.7% in soloQ over 431,272 games.

Not enough games to judge: core.

02 — How to play it

How to play it?

Electrocute, then Hextech Rocketbelt, Shadowflame, and Zhonya's Hourglass: the most played build in soloQ.

SoloQ build, amateur differences under each block
RunesElectrocute92% · 3,654
Same in amateur play
SpellsFlash + Ignite86% · 3,386
Same in amateur play
SkillsQnot collected in soloQ
Amateur: 82% · 28 games
Core (3 legendaries)24% · 422
24%of soloQ games
  1. Hextech Rocketbelt
  2. Shadowflame
  3. Zhonya's Hourglass
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?

No trait above other mid laners; the most marked: Takes its kills in duels (rank 63).

  1. Its most marked traitTakes its kills in duelstop38%25% · mid laners: 23%

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

Nothing above mid laners.

Like other mid laners

  • Map pressure
  • Plays teamfights
  • Takes its kills in duels
  • Crowd control (CC)
  • Team damage

What it is not

  • 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 79% of mid laners against the direct opponent.

mid laners
3takedowns outside its lane before 15 min; mid laners: 3.2.

Where it stands among mid laners · every measure

0 ← less · median · more → 100
  • Gold at 15 min · rank 24 of 100 among mid laners-203 · median +25
  • Gold at 20 min · rank 21 of 100 among mid laners-374 · median +71
  • Map pressure · rank 38 of 100 among mid laners3 · median 3.2
  • Absorbs damage · rank 20 of 100 among mid laners345 · median 489
  • Plays teamfights · rank 42 of 100 among mid laners54% · median 55%
  • Takes its kills in duels · rank 63 of 100 among mid laners25% · median 23%
  • Crowd control (CC) · rank 49 of 100 among mid laners0.7 · median 0.7
  • Team damage · rank 28 of 100 among mid laners18% · 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.

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.

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
Top2 champions
  • Ambessa5 games
    —SoloQ: 52.4% · 84 g
  • Malphite5 games
    —SoloQ: 53.1% · 179 g
Jungle3 champions
  • Lee Sin5 games
    —SoloQ: 51.4% · 218 g
  • Lillia5 games
    —SoloQ: 46.1% · 102 g
  • Xin Zhao5 games
    —SoloQ: 54.2% · 48 g
ADC3 champions
  • Jinx8 games
    —SoloQ: 56.5% · 253 g
  • Caitlyn7 games
    —SoloQ: 58.0% · 231 g
  • Yunara5 games
    —SoloQ: 52.7% · 292 g
Support4 champions
  • Alistar5 games
    —SoloQ: 47.8% · 178 g
  • Lulu5 games
    —SoloQ: 51.8% · 257 g
  • Nautilus5 games
    —SoloQ: 55.0% · 242 g
  • Seraphine5 games
    —SoloQ: 54.4% · 90 g
05 — In draft

Ban it or pick it?

Not enough series to settle it: raw counts only.

Pick rate as Mid

Amateur tournaments, compared with soloQ
  • SoloQ Master+0.2%3,893 picks of 1,927,732ban 1.7% · patches 16.19 to 16.21
  • Amateur tournaments0.1%43 picks of 40,028ban 2.2% · patches 16.19 to 16.21
  • Pro0.0%0 picks of 2,238bans not published · patches 16.17 to 16.20

Presence by patch

4.2% 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 Mid
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.