Gragas’s Ultimate R is very good in team fights. It deals a lot of damage and can displace the whole enemy team.

He has good sustain in lane (compared to many other champions) with his W. This will allow him to look for trades more frequently and heal back after a trade.

His E can be used in conjunction with Flash to get surprise trades/engages off with the enemy. He can also use it to interrupt abilities and enemy dashes.


Keep going until you hit level 3. Once you do that, start ganking when possible. Just ensure that you don't get detected onwards beforehand, though.

Use your y very carefully as that ability can quickly get you a lead if appropriately used. Also, counter-gank the enemy as much as you can.

Once you get your Ultimate n, you should have a higher impact on team fights. Make sure that you target high-priority champions when possible.


Rely on picking off enemies with your E and W in the enemy Jungle. Don't just blatantly all-in without follow-up, though, else you will just end up dying.

Your Ultimate R will be on a very short cooldown now. This simply means that you can save your teammates quite often. You may even use the allied champs who rely on diving the enemy team to secure a massive knockup at the heart of the enemy team.

Making fights unfair for the enemy team should be your primary goal. It is not necessary to kill an enemy off but chunking them out is a viable strat too. So, if you set up a death brush and manage to catch someone, don't over-commit and die instead.


Soraka is good during the team fights because of her W, Q and E. She will have to look at the flanks, however, as the assassins will certainly try to kill her. A maximum of Ultimate R will make sure she can use the ability in a given team fight. Combined with her haste ability, she will be able to heal her team a lot. Her W will be maximized and will have a very low cooling. This means she will heal her teammates frequently and for massive amounts as long as she has enough health or mana to do so.


Has great support in the way thanks to his Q and the elements he will collect throughout the laning phase. Good potential to pick throughout the game with his Ultimate R. Even if he can't use it at the top, he can use it elsewhere. Good split pusher and good at chasing enemies in the middle and at the end of the game.


When no team fights are occurring, move to a side lane and focus on farming and earning XP and gold.

In team fights, try to flank the enemy. This will increase your chances of getting a good Ultimate R off.

Look for fights inside tight spots of the map or get picks with your Ultimate R. CC’ing a key target will make fighting so much easier.


The extended trades will work heavily in favour of Tristana, if she has placed her E on you. At level 6, Tristana, killing pressure increases because her Ultimate R can cause you a lot of damage in the 1v1 trades. Its Ultimate R is also versatile and can be used as a self-plubbing tool. When it reaches level 9, it would have maximized its first ability. Its potential 1v1 will be much higher from below.


Before invading, make sure that you have your passive stacked so that you can win the trade. If they invade you, be ready to fight, but only do so if your passive is stacked and you can win, otherwise just step back. Post 6, they win the 1v1 as they are stronger when their Ultimate is in place.


Stick with your team in the late game. Do not split up or walk away from them otherwise the enemy may try to pick you off or initiate a 4v5 fight when you’re away from your team.

Look for picks with your abilities. Picking someone off and then collapsing on them to take them down is a great way of winning a team fight and ending the game. Look for picks on isolated targets if possible.

Keep a constant eye on you and your allies positioning. You need to poke the enemy down and delay fights in the late game, but you need to watch your positioning as you move forward to harass. Do not get picked off by trying to harass and poke the enemy down.


Maokai is really good at ganting because his W is point and click on CC. Walk up to a laner and use it on them for an easy murder. His R Ultimate can allow him to set up engages at a great distance. This is extremely beneficial when it is used out of sight, or when enemies are near a wall. Provides a lot of vision with his E, which also makes room for the control of the brush. Combine his E slow with his W, he can practically steal a target and CC for a while while while his team just tracking it on him.


Talon has the largest number of first bloods in the game. His early death pressure is crazy! Talon has a great potential for roaming thanks to his E. This allows him to jump over the walls and move on the map quickly. In the later parts of the game, Talon can collect additional deaths on enemies who walk on the card alone. As he deals a lot of damage bursting, he can kill them quickly before running to security.


You will now have your basic items, which means you will hit like a truck. When in the way, make sure to continue stacking your Passive frequently. It is vital for the late game. Do not show up to neutral, objective fights will be a cardinal sin that you want to avoid. All your abilities make it very difficult for the enemy team to be concentrated near the pit, hence to use it to your advantage. If the enemy is too mobile or CC-heavy, just get a defensive element like a Zhonya Hurglass. He will keep you safe from getting a shot before being able to do anything.


Sion can make cheese to the enemy at level 1. Thus, his level 1 is very strong in the role of Support. At level 6, Sion can set up his ADC or Jungler on track to get killed. If he can't set up anyone, he can look to wander and help his Mid or Top laner instead. As soon as Sion upgrades his boots, he can wander with ease. This combined with his Ultimate R makes Zion a good roaming champion early.


Ziggs is quite good in the mid-game and team fights if he is allowed to delay a team fight and poke with his Q. You can prevent this power spike by not allowing him to poke you down and delay a team fight.

His early game is rather weak but he has consistent poke. Try to abuse him in the early game by looking to play aggressive.

Once Zigg’s has completed his first item, his poke and wave clear is very strong. Avoid letting him force you to recall otherwise he can take your Tower easily with his Passive and empowered auto-attack.


It will try to support you, so you need as much resources to match or counter its support in the way. Look for fights when Fiddlesticks has a capacity down. Preferably, its Q or W so it is unable to escape/exchange with you. Try to keep the minion wave closer to your side of the map. Fiddlesticks is quite vulnerable to ganks and keeping the wave near your side of the map, it will have to extend for the farm.


At level 6, Swain’s damage output and survivability increases. You shouldn’t commit to a fight with him unless you can burst him down quickly as his Ultimate R will offer him extra protection and health regeneration.

Swain’s early game is abusable as he is really weak early on. Once the mid-game hits, you’ll have to play more respectable.

He is really good in team fights thanks to his AOE Ultimate R. Bursting him down at the start of the fight will make it difficult for him to deal damage and win the fight.


Can inflict heavy amounts of damage in very short time, which gives the enemy very little time to react. Such a C E Q combo can ruin the lives of enemy travellers. Its Ultimate R allows him to cross a long distance almost immediately and can provide a lot of utility in the bottlenecks. It will also give him traction to easily land his C. His E is really effective against enemies who have some form of dash. It can thus make life a living hell for travelers who rely a lot on dashes.


You will want to make sure that you keep hitting your t in the top lane. Try to target both minions and the enemy champion with it for maximal effectiveness.

The lane brushes are your friends. Use them to land your t when possible and go for short burst trades when possible. This will help you a lot when it comes to all-ins.

Avoid pushing up a lot as it will make you a primary gank target and kill you if you're against a ranged champion. Short burst trades after landing your t is the way to go.


Veigar is at his weakest in early play. Try to abuse him to put him back. Delaying his batteries will make him less effective in the later stages of the game. When Veigar uses his n, try to abuse cool down as he is his only defensive tool in early play and once he is quite vulnerable. In order to get ganks or kill the Veigar, you need to bait his n first. You can do it by constantly tipping into and out of range of him. Make sure you always bait him before you commit to the whole.


At level 9, you maximize your first ability. This ability will significantly increase at this stage, which will help you win fights. You are good in team fights because of your AOE abilities. The teams will be grouped in the middle of the game so that you will be strong at this stage of play. At level 11, you will have put an additional point in your R. Use this advantage to get choices in the middle of the game.


In team fights, try to lock her down quickly so she is unable to auto-attack and dish out tons of damage.

When she activates her E in a team fight, avoid using any burst abilities. Disengage or focus her quickly to take her down.

If she oversteps or uses her Q too aggressively, lock her down and focus her in the team fight. Taking her out quickly will increase your chances of winning the game.


Kayle is weak early, so she will have to depend on her Q for most of her poke and agriculture in the way. This is the phase that must be played very carefully by Kayle. Her level six is a massive peak of power due to her varied automatic attacks. This will allow her to play more liberally and let her play the way more safely. Kayle's first article will help her a lot in trade and agriculture. This is really useful for her and will help her scale quickly from now on.


Kassadin is at his weakest in the early game. Try to fight as much as possible so he falls behind. Position level 6, if you have CC capabilities, don't use them unless his Ultimate k is down because he will use their cooldowns to play aggressive and trade with you. Kassadin lacks clear vague in the early game. If you can keep the wave closer to your side of the card early, it will be very difficult for him to close or break your freeze. If he walks up to the last hit, you can watch to trade with him.


During the middle of the game, you want gank as much as possible and continue to accumulate an advance. Your E and W will be critical capabilities that must be properly timed. Your Ultimate R will allow you to get murders and a lot of damage on the grouped enemies. Use it to make sure that the enemy front line cannot reach your backline. Make sure you get as many neutral goals as possible while relying on choices to win the game. The goal is to get rid of the enemy Jungler before doing anything.


Try to secure picks during this phase of the game when possible. You will begin to fall off, so you must avoid 5 v 5 team fights when possible.

Keep track of the enemy Jungler and stay near-neutral objectives as much as possible. You don't want to get spotted on the other side of the map and lose a crucial objective out of nowhere.

Use the fog of war to flank the enemy when possible. The goal is to get rid of the enemy carries as quickly as you can. You may also opt for a tanky build and act as a frontline if need be.


Sylas does not have the strongest of the whites in early play. You could use it to your advantage by invading it and trying to put it behind. Once Sylas hits level 6, he can fly some Ultimate bodies with his Ultimate R. According to the Ultimate he flies, his strength at that time will be different. The stronger Sylas will become. Avoid feeding him in the early game to reduce his strength in the middle and the end of the game.


If they invade you, just back off, as they can easily kill you, especially if you’re behind.

They can secure objective so much easier than you can. Keep them warded to spot them before they can secure the objective.

Post 6, avoid fighting them at all costs as they are much stronger than you with their Ultimate and they will easily kill you.

He will be ganking a lot early on. Make sure you apply as much pressure as you can to match his early ganks.


This is especially true if it goes for AD construction. Can't be very effective if the enemy puts the right vision around and can notice Neeko changing its shapes or hiding in a brush to land its E. Due to its thrust power, it can be very sensitive to ganks especially after using its W.


At level 1, play respectfully. If it takes W at level 1, it can look for an early engagement and force you to blow your Flash. It tends to do it against utility supports when they walk forward to harass. Play towards the opposite side of the way at any time. This will make it harder for Rakan to get a successful engagement on you or your door. If Rakan misses his W, you should try to abuse cooldown and play aggressive.


Focus on the harassment of your enemy blazing with your Q in the way. Bonus points if you can also erase the wave with it. Your E should help you a lot in this way, but use it carefully. Ward around before going for an all-in, you will become an easy gank target. Once you get your Ultimate R, you should have a lot more efficiency in the enemy duel. An excellent way to bait the enemy will be to first let the wave push, and then as they are on the point of all-in you, you use your Ultimate R on them and bring them into your turn. Then you can E them and kill them.


Rumble is very immobile and subject to all in. Try to freeze the wave closer to your side of the map. This will force it to extend for the farm, which can allow you to all of it, deny it from the farm or even set up your Jungler for an easy take. Rumble is rather squishy early and suffers strongly when its r is on the cooldown because it will lack damage.


In the team fights, Akali will seek to dive the backline and take out the most squishis champions. As soon as she engages, try to lock it with CC/ peel it away from you and your allies. CC is your biggest friend when it comes to beating her. If Akali engages and is hidden inside her W, step back from the Shroud until it disappears. This will make it much harder for her to fight and survive if she can't hide in it. In the last stages of the game, try to stay in the team and try not to wander the card alone. Akali has a ton of explosion and can easily assassinate squishy targets that walk alone.


Your goal in the early game is to gank as often as possible to get your allies forward. You are a strong early game Jungler, so make sure to try to exploit your early advantage. Look to secure the goals as often as possible. This will give your team an advantage as the game unfolds. Find a healthy balance between the ganking of your allies, farming your jungle and securing goals. Make sure you don't fall back in XP trying to gank constantly.


Try to delay team fights for as long as possible while you harass the enemy and poke them down with your Q. If you can get them low, then you can commit to the team fight.

Keep a constant eye on what major objective is spawning next. If it’s spawning soon, make sure you place vision around the objective as quickly and as safely as possible before retreating to safety. Having vision around major objectives is key.

As a Support, you’re quite vulnerable and can easily be killed when going to ward, when you’re moving around the map, and when you’re alone. To reduce the chances of dying and getting caught out of position, try and stick with your team at all times.


When sieging an objective, make sure you ward around the objective in question to catch out Fiddlesticks before he engages with his R. Deny his surprise engages by warding around your team.

Seek fights when Fiddlestick’s R is on cooldown because with it down his team fighting potential decreases a lot.

Do not group to closely together when dancing with the enemy. As Fiddlesticks R can deal tons of damage to your whole team if you're grouped close to one another.


Try and use your range advantage to bully and harass Viego whenever he walks up to farm. He is a melee champion who can easily be bullied by ranged champions.

Viego will find it difficult to kill you in lane if you keep the minion wave closer to your side of the map. This will give him less room to manoeuvre.

Make sure there is a minion between you and him at all times. This will make it impossible for him to CC you with his W.


As Ekko is a melee champion, he will get bullied down by the superior range from other Mid laners. He must not let them bully him down otherwise he’ll fall behind in gold and XP.

Common flanking spots can easily be warded by the enemy team, reducing Ekko’s flanking potential. Ekko will have to devote some time to clearing wards if he wants to be successful in picking off enemy champions.

Ekko is prone to CC. If he gets hit by layered CC, it's going to be difficult for him to deal damage, use his W or escape the fight with his Ultimate R.


You will want to go for extended trades against your laner to make sure that your rune can proceed and you can cure some of the damages that have been inflicted on you. Do this regularly to win the game. Your W and p will be instrumental for your success. Use your track brushes carefully and try to catch the out-of-guard enemies. All'in'ing should be really easy once they have pushed up the wave. Unlocking your Ultimate t will give a massive boost to your global duel potential. This will also allow you to prevent enemies from escaping with their Flash.


Cassiopeia runs out of mana incredibly quickly if she spams her E when trading. She needs to keep a constant eye on her mana pool otherwise she will have minimal lane pressure.

Cassiopeia is one of the most immobile champions in the game. This makes her a prime target for ganks and teams with good dive potential.

When against mobile champions like Talon, Lee Sin, Rengar, it will be really hard for her to land her Q, make use of her W and escape a trade. She struggles against fast-moving enemies.


Shaco can assassinate targets in the middle of the game. Make sure you stay on the team so that it can't take anyone down. Once Shaco is level 6, its ability to solo the Dragon or Rift Herald increases thanks to its Ultimate I. Make sure you keep these goals monitored so you can spot it before it takes them.


Before invading, make sure that you have your passive stacked so that you can win the trade. If they invade you, be ready to fight, but only do so if your passive is stacked and you can win, otherwise just step back. Post 6, they win the 1v1 as they are stronger when their Ultimate is in place.


Quite immobile, which can lead to him being camped a lot during the laning phase. Once set back during the early game, he won’t be able to dish out a lot of damage.

On missing his E, Mordekaiser’s opponents can easily all-in and engage on him. This is because he won’t be able to displace the enemy team, and the carries will be able to freely all-in him.

Early Grievous Wounds can reduce his W damage by a lot. This will help his enemy even out the duels during the early game.


You can use the digital advantage to force goals or look for favorable fights to win an advantage. If Tryndamere is divided by pushing into the bottom of the game, avoid sending a lot of people to stop him when Baron. It will take you some time to kill him even if you hire 5 champions to kill him who could give his team a lot of time to take the Baron. Try to fight when Tryndamere doesn't have his Ultimate e}up. It will make it incredibly hard for him to straighten out a lot of damage in a team fight.


In general, this ability is his s. At level 11, Cho-Gath should put the second point in his Ultimate t. His death pressure increases considerably at this time. He should be stronger in the middle of the game as he will have won more defensive statistics thanks to the use of his party on minions and champions.


If they invade you early, just back off. This is especially true if they are ahead, as you will not win early fights with them

Be proactive with your Ultimate, as they will look to use theirs whenever it is up. Force ganks with your R!

As they will be ganking often in the early game, you need to make sure that you are also looking to gank as often as you can and abuse your E.

Focus on securing those objectives. You must take Rift Heralds and Drakes whenever you can!


Make her bait an all-en on you. Once she comes in, you can CC and kill her with your team. She will try to get your Passive actively in this matchup. Keep a certain distance from her to keep you safe. Ulting it is of the utmost importance in this matchup, otherwise it will cause ravages on your team. Keep the wave close to your turn as long as possible.


Very squishy and layered crowd control can get rid of him immediately. He is vulnerable when his t is down, and can be engaged upon if his k movement speed is reduced.

His Ultimate t can easily be gotten rid of by the enemy by purchasing Control Wards. Enemy Junglers with leaps and dashes can also bypass these mushrooms by taking odd routes.

He falls off quite drastically during the late game and can only resort to split pushing. This puts his team in a disadvantageous state and causes a lot of tension to build up within the team.


His tankess will be gargantuane during this phase of the game. He will not take much damage and will act as a reliable front line for his team. A maximum-out Ultimate R will help him save his allies frequently. He will also allow him to share the push very effectively, as he can join a fight from anywhere on the map. He is decent in late fighting due to his kit, because he can play both aggressively and defensively at the same time. His ability to not cause damage will be the final nail on the coffin of his enemies during this phase of the game.


In team fights, take care that Lucian can use his E to reposition and escape danger. Try and wait for him to use his E before using your CC capabilities so it's harder for him to avoid them. Avoid letting Lucian get a full channel of his Ultimate R on you in a team fight by decommiting or canceling it with CC. Lookout for Lucian positioning. He will often walk forward to land auto attacks. Once he's mispositioned, use this to your advantage to concentrate him down.


Keep poking the enemy with your d during the early stages of the game. As the game progresses, use the d to create a zone around which you can fight effectively.

Try to roam around as much as possible. Your d > e combo should quickly let you all-in any unsuspecting enemy laner and will allow your allied laner to follow up on the engage.

Your dueling power will increase massively once you get your Ultimate m. Ensure that you use it to peel for your ADC most of the time.


His first ability will be maximized to level 9. This will give him an important boost, and Urgot should impact the skirmishes very easily. Having two points in his Ultimate R will increase the damage inflicted by the ability, reduce the cooling, and it will be easier for him to execute his targets. Urgot is really strong in the middle of the match due to his team combat presence. He can easily delineate and separate the enemy front line from his backline. He will also be able to treat in a consistent way DPS.


In the late game, you should be near max build. You should be able to easily take down any champion who you might come into contact with. Set up ambushes and look to blow up an unexpecting enemy.

Once you’re level 16, you will have 3 points in your Ultimate. You can look for more aggressive plays and look for picks on overextended targets. It will be on a low cooldown in the late game, so don’t be afraid to go for risky picks as you can use it to escape if you miss your E.

Ahri falls off in the late game as the enemy will be healthier, and most champions will buy defensive items to protect them. It is unlikely you will be able to burst down any frontline champions, but you can quite easily take down the enemy Support or ADC.


Garen deals a surprising amount of damage in the early game. Stay at max range to make it harder for him to get an early kill or get on to you and kill you.

At level 6, Garen will gain access to his Ultimate R which can be used to execute enemies. Do not fight him when low, and definitely recall if you’re below 50% health as he might look for a trade. It’s better to be safe rather than try and fight and give him a kill.

Once Garen has completed his first item, he will be more obnoxious and looking to trade more and more. Keep this in mind and do not commit to fights with him alone.


Keep a constant eye on your mana pool. Cassiopeia has short cooldowns (global) and it is easy to spam them. Expanded trades work in favor of Cassiopeia. Its damage accumulates so try to go for extended trades around your E. Play around your Ultimate R. It's a good all-in-one tool and good to configure/deny ganks. Make sure you approach the enemy to make sure you are able to land it.


Caitlyn is a great late-game champion. As long as you can kite on her, you will be incredibly potent in late game team fights.

At level 16, Cait will put the third and final point in her Ultimate R. This is a good spike for her as she can use it to finish off higher health targets. But, just like in the mid-game, she cannot use it during a team fight which is one of her many downfalls.

In the late game, Cait would’ve reached 100% crit strike. She will be able to dish out a lot of damage in team fights and she will be able to take down tanks easier than ever. Just make sure you’re positioning correctly so they don’t take you down and you’re good to go.


If you are unhappy with the marked area, returning to a certain distance will reset the position. Playing around the W of Fiora is a focal point of the track. Try to bait it before you all in it to prevent it from neglecting your CC. Keeping the minion wave closer to your side of the map will make it very difficult for it to chase you and kill you in the way. If you push and freeze, you will be very vulnerable to the ganks and all-in of Fiora.


Avoid getting hit by her Q in this matchup. You will be taking a lot of damage otherwise which will force you to waste your W.

Always try to CC her when possible. Once CC'd, she is quite open to all-ins from your end.

Do not go close to her even if you land your Ultimate R on her. She can easily turn on you with her Ultimate R if you're not careful.

Keep the wave in the middle of the lane and try to expose Cassiopeia to ganks as much as you can.


Orianna is a very mechanically difficult champion to master. It will take a lot of practice to play her to her full potential. Don’t get us wrong though, she is easy to pick up.

Orianna is quite immobile in the early parts of the game. If she is pushing, she can be susceptible to ganks from the enemy Jungler. Make sure that when you’re pushing, you reposition or have vision around your lane.

Quite vulnerable to all-in and hard engage in team fights. If she gets caught out of position, she is going to die instantly.


By removing its turrets, you limit its ability to control the track. Your main goal is to stay healthy and keep your CDA alive. Focus on providing support and utility to your CDA rather than engaging in prolonged trades with Heimerdinger. Since Heimerdinger will probably push the wave towards your turn, help your CDA grow by actively participating in the latest minions. If you want your jungler to help you in this matchup, it is crucial to avoid falling back and losing too much health.


In the late game, stay with your team. Avoid moving too far away from them as the enemy may force a fight while you’re gone.

Focus the nearest enemy champion in team fights. Even with your W, you are still squishy and vulnerable to the enemy backline. Focus the same champion as the one your allies are focusing.

You can dish out a ton of damage in late game team fights with your empowered Q damage. Ensure you’re auto-attacking as much as you can to increase your Q damage.


Play safe for the first levels. You need time to come online and you should not be in combat unless you have a clear advantage early. Once you have some levels under your belt, you can start playing aggressive and looking for aggressive parts. However, you will rely on your Support to do heavy lifting early. After destroying the lower track tower, turn to the middle track and try to take this turn. This will open the map and give your team a golden lead.


Improper usage of his W can get him killed in the lane. This is especially true against ranged matchups. The alternative is to back off, which allows the enemy to just zone Yasuo off the wave.

Very vulnerable to crowd control as it prevents him from casting his E for a while. He can’t cast E on the same target twice, so he can easily be caught out.

Although a power house, he is very squishy and can easily be burst down if he happens to mis-step. This can happen quite a lot if he is pushing the sidelanes, and overextends.


Beast out his first Q and then all of him with your W. Go for the aggressive game at level 2 to get an important health advance. Keep the wave closer so that you can all of it to him many times. Stand outside the wave, so when he makes Q the wave, it does not damage you at the same time.


It's deadly for her if the enemy team overshadows CC, or if it sinks too deeply into the enemy team and has no form of follow-up of its team. Its Q use needs a lot of practice and awareness. If it doesn't have the time, this ability will cool down and it is not able to do much if it is not close to its target. It will also make it subject to CC. Landing its ultimate R on range can be an exhausting task, especially if the enemy has a dash shape. Once its ultimate R is in decline, its potential all below a bit that the enemy can kite it.


He is very immobile so make sure you only over-extend when you have wards placed, and you back off if the enemy looks to be playing aggressively.

Rumble needs to get a head, and win lane to be useful. He isn’t that good when behind.

He can have little laning power when he is playing in a countered matchup. In these cases, its best to avoid picking Rumble.


Invade her early as you’re stronger than her.

Ensure you take early Dragons with your bot lane, as you have stronger objective control than her in the early game.

If she ganks someone on the top side of the map, invade her bottom side jungle and steal away camps.

At level 6, you have to be a bit more careful when fighting her as she will truly come online at level 6.


He can roam around the map and place his Ultimate t mushrooms in heavy traffic areas. It will allow him to detect enemies as well as get kills on unsuspecting low health targets.

His first ability will be maxed out at level 9. This will let him deal hefty amounts of burst damage and will let him kill his enemies quickly.

He isn't outstanding in team fights, so he should either resort to securing picks and blowing people up with his abilities or just split pushing till the enemy responds to him.


Most Sona’s will run through their mana incredibly quickly through poking and providing heals. Capitalize on this by looking to fight her when she has no mana available.

Sona is incredibly vulnerable in the early game. Before level 6, try to abuse her as much as possible. Once she is level 6, her kill pressure increases as her Ultimate R is a great duelling tool and has great gank set up too.

The best time to play aggressively is when Sona overextends to get stacks on her Spellthief’s Edge. When she is overextended, try to play aggressive and burst her down when she’s positioned forward.


Look to harass the enemy as often as possible in early play. This will allow you to get your search for support element done quite quickly. Your main goal in the track should be to peel and protect your ADC as much as possible. If you or they fall behind, it will be harder for you to win the track and play. Keep an eye on your positioning in the track. Try to adjust your positioning accordingly and play around where your ADC is standing at any time. If you are too far back, they will fight for the farm and you will have no priority in the way.


The longer the game goes, the stronger Veigar will be thanks to the unlimited stacking with his e. End the game as quickly as you can.

Veigar is rather weak and vulnerable in the early game. You could try to abuse this to set him behind and miss out on stacks.

Once Veigar has his Ultimate R, his kill pressure increases. Keep in mind that he will deal a lot of extra damage at this time.


Rek-Sai has full control of the early game that allows you to put in place a vision in the river just before it reaches level 6 as Diana gets crazy with ganks when it reaches level 6 power peak. Minimize the volume of successful ganks that she gets by keeping in the common river bushes as her gank models are also very linear. Diana has practically non-existent ganks pre-6. Abusive this fact by lying strongly in the early game to get before Diana-S chance to get a successful counter-gank is extremely minimal. Rek-Sai and Diana have around the same power of duel post-6 if even. Tentative to 1v1 Diana only if you already have a decent article advance and your ultimate is out cooldown. Diana-t has a short enough time to be always up in a duel, so make sure your r is always up ahead of invader. Diana is extremely immobile pre-6 that makes her prey easy for Rek-Sai to play. Inva often delay in its early level. Inva in its early level.


Her Ultimate R won’t go through, or do a lot of damage if she is displaced or polymorphed when she initiates the Ultimate R. This can be game-changing for the enemy team and will allow the enemy to easily win a fight.

She is quite weak against ranged carries, especially if the carry has some form of dash or range advantage over her, as it will allow them to easily dodge her E.

Buying early Grievous wounds against her can allow her enemies to win a lot of early game fights against her. This advantage will carry over to the late game where she won’t be able to heal up a lot and will be easier to take down if she decides to all-in the enemy.


Focus on farming and getting as much gold and XP as possible. You need time and gold before you’re able to come online and deal damage.

Your champion is incredibly weak in the early game. Focus on farming and avoid fighting with the enemy until you’ve got an item behind you.

After your bot lane has moved to the mid lane, rotate to the bot side of the map or somewhere else on the map so you can continue to farm and gain XP. Do not fight anyone unless you have an advantage over them. Continue to get XP and gold.


This champion is an early game bully. Play aggressive throughout the laning phase to get kills. If you can get a kill or two, you can snowball your lead pretty quickly.

Whenever your Ultimate e is up, you can look for aggressive plays to try and kill the enemy. Your Ultimate e is a great trading tool which makes you much stronger.

Keep the minion wave even or slightly closer to your side of the map early on. This will allow you to run the enemy down while protecting yourself from ganks. If you keep pushing when you’re not ahead, you will be unable to run the enemy down and you’ll be an easy target for the enemy Jungler.


You should have a really easy way on condition that you can keep the river under surveillance. It will keep you safe from the ganks and allow you to play the way according to your conditions. Remember that your dash is your only way to escape and engage. Use at an inappropriate time can get you killed quickly and you lose a major fight.


When no team fights are occurring, go to a side lane and push. It’s important that you continue to farm during the mid-game so you can get your items as quickly as possible. Do not just stay mid if you can’t get anything done.

Flank in team fights to make getting on the enemy backline easier. Use your W to speed yourself up to get off a good Ultimate R.

Look for picks during the mid-game. If you can pick someone off with the help from your allies, you can abuse their death timer to earn more gold and possibly take a tower, an objective or get more kills.


Whenever Samira has max Style points, she will be able to use her Ultimate R. Avoid trading with her when she has max points.

At level 6, Samira’s kill pressure increases as long as she has max Style points. Take care as she may look for an all-in when she is at point A.

Samira is at her weakest when she is out of mana or out of Style points. Looking to fight when she has very little of either of them will increase your chances of killing her.


As Ekko is a melee champion, he will get bullied down by the superior range from other Mid laners. He must not let them bully him down otherwise he’ll fall behind in gold and XP.

Common flanking spots can easily be warded by the enemy team, reducing Ekko’s flanking potential. Ekko will have to devote some time to clearing wards if he wants to be successful in picking off enemy champions.

Ekko is prone to CC. If he gets hit by layered CC, it's going to be difficult for him to deal damage, use his W or escape the fight with his Ultimate R.


Try and track Heimerdinger's Ultimate cooldown post 6. It is important to do this as you don’t want to be caught out by Heimerdinger's superior damage post 6.

It’s very important that you hit level 2 at the same time as Heimerdinger. If you’re not going to, back off slightly so they can’t all-in you as soon as they get the level up.

Make sure you’re adjusting your positioning according to where Heimerdinger is standing in lane. They have the range advantage and if you’re standing too far forward, they will harass you for free.

Don’t let Heimerdinger harass and poke you down. If you lose a lot of health, you’ll never be in a position to play aggressively. Watch your positioning, dodge Heimerdinger's damage and don’t let them abuse you for free.


Don't let Ashe push you under your lap early. If you're pushed under your turn, your ADC will find it difficult to grow because of her poke. Once Ashe has her Ultimate w does not stretch out because she can easily install her Jungler with it. Keep track watch at all times as this is the only time when it will be safe for you to expand post 6. To prevent Ashe from getting extra damage on you in the game early, stand behind the minion wave at any time so they block its Volley damage there for you.


The 2 points in his Ultimate R will give him another significant peak of power. This will allow him to get rid of a lot of damage. His first ability will be maximized to level 9. This will allow him to poke his enemies with ease and allow him to clear the waves quickly. His 2nd power is where the real peak of power is triggered. It will get added effects, and consecutively self-attack will allow him to melt through the enemies.


After Syndras first return, it will have a lot of push power. Make sure you match its damage on the minion wave so it is unable to get early plates and the priority of roam. Syndras E has an incredibly long cooling. If she uses it to trade with and miss, use this chronometer to play aggressive and bring it down. Post 6, if Syndra has a lot of balls on the ground, don't engage in a trade as her ultimate R will inflict a lot of extra damage. Engage in traders when she doesn't have balls on the ground.


At level 9, Nasus will max his first ability. His damage output and trading potential at this stage of the game will be quite high.

At level 11, Nasus will put the second point in his Ultimate R. He will be really tanky and strong post level 16.

During the mid-game, Nasus would’ve picked up several hundred stacks on his Q. Keep farming and you’ll become a huge threat soon.


Janna is very strong once she has a few points in her d. This can make it difficult for you to trade against her when she has her d available as she may come out ahead. Go for all ins rather than short trades.

Once Janna has her Ardent Censer, she is going to become really obnoxious in lane and look to poke whenever her d is available. Try to engage on her as soon as possible and do not let her poke you down.

Janna is always going to be strong once she has her d because it provides so much utility to herself and her team. Look to play hyper aggressive when she doesn’t have it available to increase your kill potential in lane.


If Jax decides to team fight, try and lock him down with CC before he has the chance to engage. While his E will block basic attacks, he is vulnerable to disengage and CC.

Jax will be looking to split push in the later stages of the game. Always keep an eye on where he is at any given time. Do not let him take objectives and open up your base for free.

Forcing a fight with a numbers advantage when Jax is split pushing can be a good way to win a team fight. Keep an eye on him when fighting and be prepared to retreat if he leaves the side lane.


Use your k to poke Lulu out of the lane. That combined with your e will result in massive damage outputs from your end.

Only use your s when Lulu's W is down. Failing to do so will get you killed easily as her W is really annoying.

If Lulu is playing safely, just focus on roaming with your s. The enemies won't expect it and will fall prey to your damage.

The wave is to be kept in the middle of the lane and you should just focus on dishing out damage.


You will be able to blow up the squishes with your Ultimate e with ease now. Even if they do not die, they will be too big to participate in a team fight. You will be able to burn through the entire enemy team with an appropriate positioning. Your 1 combined with your n will be able to shoot enemy squishes. Use this strategy during neutral and objective battles. Remember that your placement can make or break an entire team. Place it well and fog of war so that the enemy team does not anticipate it and take the necessary precautions in advance.


Once Maokai gets another point in his Ultimate R, he will use it frequently. If the enemy ignores him leaving the track, they won't have a good time to deal with Maokai's Ultimate R and W. Maokai is pretty good in team fighting because he can distinguish enemies and CC several enemies with his Ultimate R. His Passive doesn't let him die easily either, so he can play the role of a disruptor. His first ability will be maximized to level 9. This will allow him to do a lot of damage with the ability and allow him to use it frequently.


This champion is quite motionless and is subject to CC. If they get caught by any CC, they will probably die. Less porting potential compared to many other Supports. Nami relies on her team to carry while she provides them with healings and shields. Nami is a squishy champion with low points of success. This makes her quite vulnerable and easy to kill.


Try to shut down Gangplank early with the help of your Jungler. Gangplank will eventually outscale you in the progress of the game, so putting him behind will make it harder for him to take over the map.

Don't engage with melee trades when Gangplanks Passive is up. It will help him win trades, so wait for him to use it on a minion before looking to fight.

Wait for Gangplank to blow up his Barrels E before looking to fight. If he has one placed in a nearby bush or has one under him, wait for it to blow before looking to fight.


When Fiddlesticks gets access to 3 abilities, he is really difficult to deal with because they offer him so much utility. If you’re trying to go for an all in, make sure to fight when 1 ability is missing.

Once Fiddlesticks has his Zhonya’s Hourglass, it allows his Ultimate R to really hit home. If he channels his R and uses his Zhonya’s, you can’t attack him when he goes into stasis.

At level 6, Fiddlesticks ganks will become stronger and he will look to constantly gank when he has his Ultimate R up. Prepare for this and try to delay his power spike for as long as possible through invading.


Really good waveclear with her W. This can allow her to shove the wave really quickly and then help her Jungler on different occasions.

Her Q helps her with gank set-ups, and picks during the mid-game. The root duration can easily allow her to hide in a Jungle brush and wait for her target to wander into her Q range.

The E can allow her to make one of her carries or herself invincible to CC for a while. This is really beneficial during team fights, or when laning against heavy CC.


Search for extended trades early. Twitchs damage in the game early is strong enough if it can get a long trade long down. After it picks up its first component element, Twitchs trading power increases considerably. It will be a huge problem for the enemy if it can sneak on them with its s. At level 6, Twitch can go for scary trades with the enemy. Additional statistics that it gets from its Ultimate c will help him get murders with its ADC.


Each point in your t will increase your overall damage in this matchup. It will allow you to force the enemies of the minion wave while giving your ADC enough security for the farm. Level 3 is a massive power peak. You will have access to all your basic capabilities and you will be able to execute the enemies with your poke while making sure that no one can get to you.


Focus on farming and hitting level 6 as quickly as you can. You need to hit level 6 as fast as possible to increase your ganking potential.

Your Ultimate e} is an incredibly strong tool. Whenever it is up, try to use it to help your allies and get kills.

Try to secure objectives with your team. If you can, try to keep it warded at all times if you’re not in a position to take it yourself.


Play safe for the first few levels. You need time to come online and you shouldn’t be fighting unless you have a clear early advantage.

After destroying the bottom lane tower, rotate to the mid lane and try to take that tower. This will open up the map and give your team a gold lead.

Once you have a few levels under your belt, you can start to play aggressive and look for aggressive plays. You benefit from extended trades, so try to go for them frequently.


Having 3 points in his Ultimate R will help Viego take over the game effortlessly. His burst damage will increase significantly, and he will melt through the enemy team.

His Ultimate R will come in very handy during late-game fights. His ability to target the lowest health enemy will make quick work of enemies who have managed to escape with a sliver of health.

Viego is decent in team fights, mainly if he uses the fog of war and his E to get to the enemy backline. He can even use his E to zone the enemy off without even trying to kill anyone.


Nasus will have a decent amount of batteries and will take part in the team fights now. He should be a threat to all the squishy targets in the enemy team. He will now have several items, which will make it easier for him to go down from the wing and the enemy team. He will increase massively his damage performance as well. At level 11, he will have two points in his ultimate R. This will increase both his tankness and kill the pressure at the same time. His Passive will help him a lot when it comes to diving into the enemy rear line and surviving.


Another point in his Ultimate R will allow him to inflict massive damage with his Ultimate R. The cooldown will also be reduced. It will now have its basic elements, allowing him to deal with a lot of damage. This will help his team during the fighting, especially the fights of choking points. The first ability will be maximized at level 9. This will increase his overall damage in the game, and she can easily ambushed someone.


Lee Sin can try to kick someone like the CDA in his teammates. Group closely together to make it harder for him to throw a hand in his team's arms. As Lee Sin needs to get on someone in order to kick them to his team, lock him up with CC as soon as he engages is ideal because he is rather squishy and will be unable to escape if he is chained CC. Lee Sin is really good at removing or removing isolated targets. Make sure you group closer to your team to make it harder for him to take anyone alone.


During this phase of the game, Morgana will have multiple items which will allow her to protect her team. Combined with her E, her allies will be immune from CC.

A fully maxed out Ultimate R will allow her to use the ability quite frequently and dish out a lot of damage at the same time. It will be great during clumped fights.

She is excellent in late-game fights due to her overall utility and CC on her Q. That CC can easily be chained with her Ultimate R for maximal effectiveness.


After you have switched with the mid-lane, ensure that you have mid-priority at all times. This will help a lot in neutral objective fights.

When no team fights are occurring, go to a side lane and push. You must continue to farm during the mid-game so you can get your items as quickly as possible. Do not just stay mid if you can’t get anything done.

Play around your Ultimate R in the mid-game. It is an incredibly strong tool that can help you get a kill advantage. With the numbers advantage, you can then make the call for Baron or siege a nearby tower.


Stand outside the minion wave so it can't push you and push you with its E. But, stand behind the minion wave instead so it can't put its Q on you while you're isolated. Its level 6 is much stronger than yours. Make sure you play safely and backwards if you're on low HP. Focus on agriculture at the beginning of the game. Try poke when you can, but your main goal should be to get a meaningful CS lead. It's stronger than you early. Keep this in mind and limit trading.


Ivern has tons of heals and shields thanks to the items he buys and his E. This makes him a great utility champion that can easily protect his allies.

He is great at counter jungling thanks to his Passive. This will make securing enemy buffs much easier if he has Smite available. He can even deny the second enemy blue buff from the Mid laner too.

Ivern doesn’t need a leash like most Junglers in the game. This means his allies can get early lane priority.


If they invade you, just back, as they can easily kill you, especially if you are behind. They can secure the lens so much easier than you can. Keep them guarded to spot them before they can secure the lens. Post 6, avoid fighting them at any cost because they are much stronger than you with their Ultimate and they will kill you easily. It will be ruined much sooner. Make sure to apply as much pressure as you can to match its first ganks.


Her overall power increases with the number of drakes she has captured during the early and the mid-game. Hence, she must prioritize them.

Level sixteen is a decent power spike as well. It will bolster her Ultimate t's damage in the game, and she can blow up enemies with ease now.

Her overall strength will depend on the build she goes for. She can either blow up enemies from far away with her AP build, or she can dive into the enemy team and act as a bruiser.


She should be focusing on securing picks during this stage of the game with a fully stacked Passive and Q. Setting up multiple death brushes is her key to success during this phase of the game.

In the mid-game, she is powerful whenever her Ultimate R is up. Roaming to over-extended enemy lanes with her Jungler and lane ganking pushed up enemy lanes should give her a massive lead.

At this point, Annie will have her core items. This simply means that every squishy target on the map should be scared of Annie and her ability to one-shot them if they face checking a random brush.


Level 16 is not so big that it strengthens its roaming potential and nothing else. No further damage is dealt with by it due to this point added in its Ultimate R. Most of its capabilities will be maximized during this phase of the game. It will allow it to do a lot of damage if it can carefully combine its capabilities.


Orianna's Ultimate d can change the game and it can use it on up to 5 enemy champions. If it gets a good Ultimate d} off, it could turn off the tide of the game. For a lot of utility. Its d can be a zoning tool, its d is a shield and its Ultimate d is CC. Not to mention its d is a speed too! Its base attacks inflict a lot of damage and will let its tyrant and shoot down the incredibly hard enemy.


Braum does not have the best to support in the early game. Try to harass him and bring him down every time he tries to last hitting minions. If you can keep him low, he will never be able to engage. In the team fights, avoid being too close together as this will allow him to hit several champions with his Ultimate r. Group but not stay super tight together. The more the game goes the Braum tankier gets and the stronger his ADC becomes. Try and place him behind in the early game to make it harder for him to peel for his ADC while the game is going on.


In the meantime, try to land your Q on the wave of the minion and the enemy champion. Since you use energy, and your abilities are hungry for energy, you should always take a look at your resource bar before trying an all-in. Keep track of the enemy Jungler from the beginning of the game as he will try to camp your way until you reach level 6. Use your E discreetly in this way because it allows you both the all-in and the disengagement against the enemies. Your goal should be to get your first item as quickly as possible so that your all-in becomes more powerful and deadly.


Try to match Taliyah’s wave clear during the laning phase. Matching her wave clear will reduce her ability to roam.

Taliyah doesn’t gain access to a damaging Ultimate R at level 6. If you’re a champion with a strong Ultimate, try to abuse her weakness at this time.

When trading with Taliyah, always keep behind at least 1 minion. This will make it very difficult for her to deal damage with her Q. Make sure you also watch out for her C.


Locking Taliyah down in the lane will make it much easier for you to kill her. Try to focus her first as she is super squishy and easy to kill when she is CC’d.

When trading with Taliyah, stand behind minions so they block her Q damage. But, be on the lookout for her C.

At level 6, her kill pressure increases, but she cannot use her Ultimate R mid-fight. You should have the level 6 advantage if you have a combat Ultimate.


If Jax decides to team fight, try and lock him down with CC before he has the chance to engage. While his e will block basic attacks, he is vulnerable to disengage and CC.

Jax will be looking to split push in the later stages of the game. Always keep an eye on where he is at any given time. Do not let him take objectives and open up your base for free.

Forcing a fight with a numbers advantage when Jax is split pushing can be a good way to win a team fight. Keep an eye on him when fighting and be prepared to retreat if he leaves the side lane.


A low Ultimate R cooldown means that he can team fight frequently. It will also boost his overall pick potential, making team fights unfair for the enemy team.

Volibear is really tanky during the later parts of the game. It becomes tough to take him down, even with Grievous Wounds.

Volibear starts falling off during the late game. He will now function as a reliable front-liner than an actual duelist to protect his carries.


At level 9, Ezreal maximizes his Q. He will be strong enough at this stage of the game thanks to the additional damage his Q will make and the items he would have picked up by then. Putting the second point in Ezreal, Ultimate R at level 11 will offer him a lot of additional damage. He will also be able to threaten the flights on major goals like Baron or Dragons. Ezreal is really good to bring down enemies before a fight thanks to its low temperature reductions and overall damage.


Low during the early game, especially against the constant damage of poke that can prevent him from regenerating his passive shield. Before six, he is quite susceptible to poke so that he will be forced to play defensively. He probably did not get any ganks either because he does not have his Ultimate. The appropriate vision control of the enemy team will prevent Malphite from catching the out-of-guard enemy team. This will reduce his efficiency and force him to find other ways to engage on the enemy team.


Garen will have three points in his Ultimate R at level 16, which will give him a massive damage boost and the luxury to use the ability frequently. Of course, it helps a lot when he manages to catch an enemy off-guard.

His tankiness is overpowered during the late game due to all his items. However, he won't be dying a lot and can easily zone out the enemy from his team, especially if the enemy team has an assassin who likes to dive the allied backline.

Garen will have many items now, which will give him both a damage and survivability boost in the lane. He can tank tower shots for days and allow his team to tower, dive enemies as and when required.


Make sure you're never near a wall otherwise Poppy will be able to use her E and push you in. Every time Poppy throws her Buckler and it lands near you, try to move on it. However, do not commit too much to destroy it because she can use your positioning to play aggressive. Post 6 it="s will be difficult for you to kill Poppy because she will probably use her Ultimate R to shoot you. Keep this in mind and keep on all CC capabilities until she starts the chain.


Lux is really strong once she unlocks her Ultimate n. At this point, she will be able to get killed and crush you. Once Lux has a maximum cooldown reduction, her abilities will be on really weak cooldowns. This means she will be able to poke and trade quite frequently. Don't let her cooldowns take you by her cooldowns. In the later stages of the game, Lux is really strong and can very easily remove any target if she lands her g. Try and place her behind in the early game so she can't get tons of AP and snowball.


Do not play too aggressive or lose a lot of health early on. Wait to trade and be prepared to sacrifice some CS for XP so you can look for an all-in later on.

Once you have a few levels under your belt, look to play aggressive and go for kills. Fizz has tons of burst damage, which will make killing the enemy easier. But again, remaining healthy is key if you’re looking to all-in someone.

Once you have your Ultimate R, look for an all-in. Fizz has tons of kill pressure with his Ultimate R and it will usually result in a kill. If you can’t kill the enemy laner, try to roam around the map to pick up kills in the side lanes.


Fizz has a good pressure to kill on level 3 and 4. Respect his all-in and try to make him fall before he has the chance to play aggressive. Fizz's Playful / Trickster E allows him to avoid damage and escape from the trades. Do not go for all-in unless he has already used this ability in advance so that you are guaranteed to hit your abilities on him. Keep an eye on your XP bar between levels 5 and 6. If you think Fizz will hit level 6 first, try to stay at maximum distance and play safer.


Avoid trading with Irelia when she has her passive piled up as she will take you out. Keep an eye on the small bar under her health. When trading with Irelia, keep an eye on the weak health minions in your way. Irelia can use her Q on the minion to escape the trade or crush you after a skirmish. Irelia benefits from prolonged trades. Try and avoid going for prolonged trades with her as she will always win them.


A maximum of **Ultimate** will allow Malphite to flatten large amounts of burst damage. Ennemy squishies will have a heinous moment in the game. It is solid during the fighting at the end of the game as his **Q** and **Ultimate** will hit like a truck now. All he needs to do is wait for the perfect moment. Depending on the construction for which he is going, he will either blow enemies on the whole map or a reliable linear front for his allies. Anyway, his goal is to enter the enemy backline and separate the front line from the backline.


When Trundle activates his Subjugate n, back away immediately. He will become much tankier and your tanks will be weak. Re-engage when his Subjugate n has cooled off.

As Trundle will be split pushing a lot in the later stages of the game, try to team fight when he is not able to be there. If you spot him isolated and away from his team, try and force a team fight with his allies.

As soon as Trundle engages in a team fight, try to lock him down with CC. While he is a tank, he is very vulnerable to hard crowd control.


When skirmishing with Viego, try to make sure there is a minion, monster or crab in between you and him so it blocks the CC on his W.

Viego has good objective control. Try to keep major objectives warded so you can spot him before he is able to secure the objective for his team.

If you counter gank Viego, keep an eye out on him stealing your allies abilities and turning the exchange around. Be prepared to fall back if he kills and takes over your ally.


The longer the game goes, the tankier Poppy will become. Try and reduce her gold income by stealing away her camps during the early game. This will also delay some of her other power spikes.

Depending on her build path, Poppy’s power spikes will change as her AD build and tank build have different power spikes.

Once Poppy hits level 6 and unlocks her Ultimate R, she will have a lot more utility and be able able to disengage from a skirmish.


He will have his core items by now, which means he will have a lot of mana and spam his Q and W.

Multiple points in his Ultimate R will allow him to use the ability frequently and make crucial picks. His silence will be invaluable as well.

Malzahar is quite good during team fights as he can silence enemies and can lockdown high-priority targets effortlessly.


The first major peak of Aatrox is at level 3 when it has access to all its basic skills. This will allow it to go to favorable trades. Once Aatrox has obtained its first component element, it will be able to go to favorable trades. Look to play more aggressive once you get your first component element. When Aatrox has obtained its Ultimate, its death pressure increases considerably.


Your first power spike is at level 3, where you can access all your basic abilities.

When you hit level 6, you will unlock your Ultimate. You can start playing more aggressively with your Ultimate and get your Jungler to gank your lane, too.

When you get your first component item, your damage output will increase, and your chances of winning trades will dramatically increase.


2 points in his Ultimate r will make him more potent during fights. He will have to flank enemies and ensure that all the CC from the enemy teams' side is used up.

His first ability will be maxed out at level 9, allowing him to deal hefty amounts of damage in a very brief period.

He is pretty decent during team fights. He can completely decimate the enemy team if he manages to get a e reset off with his Ultimate r activated.


At level 9, her Q will be fully maximized and will inflict a lot of damage to her enemies. This will allow her to take the game in hand with ease. Depending on the construction for which she is going, she will get her first capacity upgrade during this stage of the game. It will be a massive power peak and will let her be the first port for her team. Kai'sa is really good in fighting due to her E and Q. She can peel and use her Ultimate R for both aggressive and defensive purposes.


Try and stay at the maximum range at any time to make it very difficult for Galio to use his E and W aggressively to tease you. It is much stronger and has good gank set up when it is healthy and these two abilities are increasing. Galio, the biggest peak of power is reached at level 6. His R gives a great opportunity to gank and to help other lines or to present himself in a team struggle. However, it does not have much to kill the threat against enemy travelers in a 1v1 at level 6. After Galio has finished his first article and has many points in his Q and E, he will be able to quickly push the wave and roll.


ChoGath is immobile and has a very large hitbox. This makes ChoGath easy to invade and ambush with Rek’Sai pre-6. Stay ahead of him so even if he Flashes, his hitbox is so big you can knock him up regardless.

Avoid trying to 1v1 ChoGath after level 6 because Rek’Sai has a much lower chance of winning the 1v1 due to ChoGath’s Feast t. Instead, set him up to be caught out with your teammates since he has such little ways to get away from other champions.

ChoGath’s Feast t causes him to have a huge advantage on neutral objectives like Baron or Dragon which Rek’Sai can’t contest with. Take extreme caution when ChoGath is near and avoid neutral objectives unless ChoGath is dead, unaware or zoned far away.

ChoGath has an extremely weak and linear gank pattern. Counteract this by warding the river bushes which will decrease a successful ChoGath gank considerably. In addition, ChoGath is also easy prey for a counter gank with Rek’Sai if spotted trying to gank.


Cass is a monster at the end of the game. As long as she is not late, she will be incredibly strong in the end of the game. At level 13, Cass goes to max on her Q. By associating this with her max E, she will be able to do a lot of damage in a skirmish. At level 16, Cassiopeia will put the third point in his Ultimate R. He will do a lot of damage, stun the enemy for a long period of time, be on a short cooldown and have the potential to win his team the game.


Flank in team fights to make getting on the enemy backline easily. Make sure you’re near your team at all times so you can get in the fight fast.

After your bot lane has moved to the mid lane, rotate to the bot side of the map or somewhere else on the map so you can continue to farm and gain XP.

As you’re good at getting picks and killing isolated targets, try to ambush and assassinate enemies who are alone or walking around Summoners Rift alone. After killing someone, make the call for a nearby objective.


You should push the first wave, then pull the second one to the tower, and just freezing there, so Vladimir stays overextended.

After level 6, Vladimir gets a power spike with his e, so play a bit more passively against him in that stage.

The best opportunity to trade with Vladimir is when he has used up his l, since it is his only tool or survivability in his kit, and he can deal damage while using it with his l>E combo, so it makes it even more vital to him.

Vladimir is strong at all stages of the game, because he has so much built-in sustain and scales later, but waveclear is the only thing you have that is more powerful than his.


Her Ultimate R changes the game. If she gets a good Ultimate Roff, he could win his team the game. In particular, if she is able to fight in the jungle, she should easily get a good Ultimate Roff. At a lot of mobility that can allow her to get on the enemies quickly or escape horrible sticky situations. Finally, Qiyana has a lot of brilliant damage thanks to her Q. This means that she can a-shot enemies in the last game in a combo.


At the end of the game, look for choices about the immobile or mispositioned enemies. Taking someone at the end of the game can give you enough time to force a fight, sit a goal or take the Baron or the Elder Dragon. If the enemy is in a group, watch to group with your team too. In the team fights, keep focusing the most squishi and the easiest to kill high priority targets in the backline. Flank in the team fights to get on the enemy backline easily. Make sure to be close to your team at all times so you can get in the quick fight.


This poke can be really heinous for the enemy team and send them scams. It helps him to cover his weakness due to his immobile nature. He built Grievous Wound in his kit. His E also slows down, which really makes it easier for him to work with the healers and engages the champions of the support. This can be really advantageous in a team fight. His Ultimate R provides utility for his team and can allow him to get key selections that will help him close the game. The projectile moves quickly so that it is easy enough to land as well.


Malphite is weak in early play. You can use it to your advantage by invading it early and trying to kill it. As Malphite can't really gank up to level 6, it will be looking for the power farm to get its Ultimate h as quickly as possible. You can delay its level 6 peak of power by invading its jungle and flying its camps. Malphite will not be spoiled until it has its Ultimate h. With this in mind, try to be as aggressive as you can and gank your allies as much as possible so that it is harder for Malphite to find waste opportunities with his allies behind.


He can also continue to poach the opposition with his W and put some Q turrets in the track/round brushes to prevent everything. He can push freely until he is in the cover of his turrets Q. These turrets, when combined with his E, can allow Heimerdinger to transform an enemy gank into an easy killer for him. His ultimate R provides him with a lot of versatility. He can use his authorized Q to remove turrets and enemies, his W authorized to destroy weak enemies, and his E authorized to put a multi-man, long-range CC that can allow his team to follow his CC.


Stand outside of the minion wave so she cannot push and poke you with her E. But, stand behind the minion wave instead so she cannot land her Q on you while you’re isolated.

Her level 6 is much stronger than yours. Make sure you play safe and back if you’re on low HP.

Focus on farming in the early game. Try to poke when you can, but your main goal early should be to gain a significant CS lead.

She is stronger than you early. Keep this in mind and limit trading.


Leblanc is an early game bully. Watch out for her Q W AA combo.

Whenever Leblanc’s W is on cooldown, she is squisher and vulnerable. You could use this time frame to play aggressive and go for a trade as she will not be able to escape or trade as effectively back with you.

Standing outside of the minion wave and far back is a good way to reduce Leblanc’s ability to push and poke at the same time with her W. If you stand as far back as you can, she will be unable to land her W on you regardless.


Push the early few waves and then recall for your first item. This will give you one up over the enemy in the very early laning phase.

Keep a constant eye on the minimap, push the wave and look to impact your side lanes with your W.

In the early game, focus on getting as much star dust as possible to increase the remaining of your abilities.


Vayne’s first power spike is when she is level 6. Her kill pressure and manoeuvrability increases dramatically whenever her Ultimate n  is up.

Vayne is incredibly weak in the early game. Try to abuse this if you can.

End the game as fast as possible. Vayne is a late-game monster and will be incredibly hard to kill in the late game.


Ivern's level 6 is quite powerful since it will now be able to call Daisy, which can cause many problems for the enemy team. It will also serve as a distraction for neutral objective fighting or fighting in landlocked areas. Ivern's Q range makes him a good early ganker. Once the target is hit, it will allow him and his streetlights to reach the automatic range of the target as long as they have a vision. Ivern has a decent objective control post 6 due to Daisy. He can send Daisy to attack the enemy Jungler and hit them while he finishes a neutral objective. The opposite can also be done where Ivern can focus on peeling for his allies. At the same time, Daisy continues to hit the neutral objective.


He is strong once he unlocks his Ultimate R. The extra ganking potential and the movement speed plus other stats from his Ultimate are really beneficial when it comes to trading.

Aatrox spikes when he gets his first item (as well as both component items). Respect his all in potential when he’s completed the recipe as his damage output will heavily increase.

Aatrox is strong no matter what if you cannot dodge all instances of his Q. Practice makes perfect, but do try and dodge them whenever you’re able to.


Amumu’s early game is weak. He needs time to come online. Focus on farming and avoid over forcing fights. You need to wait until your first major power spike to be genuinely effective.

Amumu’s first power spike is when he unlocks his Ultimate y. Hitting level 6 is crucial, and you need to hit it as early as possible to help your allies.

Once Amumu has completed his first item, he will be much more robust and more of a menace on Summoners Rift. Make sure you find a healthy balance between ganking and farming to not delay your first item.


Trundle is strong in the very early game in the Support role. Expect him to go for early plays to get ahead.

At level 6, Trundle will be a lot stronger thanks to his Ultimate n. It will buff him up and make him much harder to handle.

Once he has purchased boots, Trundle’s roaming potential and overall map pressure increase. He may look for plays around the map to get his team ahead.


Rell can destroy the shields thanks to his Q. This makes it an excellent tool against the champions with a lot of shielding. Rell. Ultimate R is an excellent team combat tool because it can allow him to CC several enemies at once. Try to use it on as many champions as possible: preferably when they are grouped closely together. You can look for sneaky contacts with your E. Put it on the front line, let them hire and then E and CC the enemy team!


Powerfarm and unlock your Ultimate R as quickly as possible. Once you have your Ultimate R, you can start to actively gank.

Like suggested, once you have your Ultimate R up, you should be looking to gank a lane. Every Ultimate R use should result in a kill, so make sure you’re actively looking to use it.

Fiddlesticks has good objective control thanks to his W. Make sure you take every objective when possible, and request assistance from your allies if you can’t do it alone.


You may resort to split-pushing during the mid-game as it will allow you to gain solo XP and gold. Just make sure that you ward around yourself to keep you safe.

Make sure that you use your E properly and timely in this matchup. The enemy will be trying to bait it out so don't do anything impulsively.

Your Ultimate R can be a really good escape tool if you manage to use it out of vision. When pushing a wave, make sure that you have some safe spots around you to hide and run.


His first ability will be maximized to level 9. This will dramatically increase his damage and leave his squishies at one stroke if they take many automatic attacks from Twitch. Once he has 2 points in his Ultimate c, he will easily be able to resume team fighting and disrupt them as well. His positioning will be very important.


She has tons of combos to master. This makes her a mechanically difficult champion to play and do well. Expect to put in a lot of games to control her. According to her Element, she can be a less effective laner. The enemy will always know which Element you have and they will be able to play around him. Also, having a certain Element may not be useful in the way. If Qiyana is behind, she will not do any harm in team fighting.


The first element will allow him to inflict more damage and spam his abilities due to the increase of the mana. The level six is a massive peak due to his grip on his Ultimate d. This will allow him to make games of his own or in combination with his team. She is not really big before six because she can easily be caught and killed.


Its R, E combo can CC an entire enemy team if they are grouped. This can also be used to select high priority targets. Its E is a multipotent capacity that can keep it safe even when it pushes upwards. With a good guard and this ability, it is quite safe in the track.


Your goal in the early game is to play safely, pick up gold and XP and avoid dying to the enemy lantern. You are rather weak in the early game and need time to come online. Once you have several levels under your belt, you should look for favorable short jobs. As you are not strong in the early game, you may wish to wait for the enemy to waste a ability before playing aggressive. Keep the minion wave closer to your side of the map in the early game. This will ensure safety and reduce your chances of dying in the way.


Play safe for the first levels. You need time to come online and you should not be in combat unless you have a clear advantage early. Push and constantly push the enemy with your abilities. Once they are low, you can look for an aggressive all-in. However, while the murders are pleasant, your goal is to poke and not commit to fight. After destroying the lower lane tower, turn to the middle lane and try to take this turn. This will open the map and give your team a golden lead.


Avoid going into melee range when Vex’s W is up as it not only shields her but also deals damage to enemies close to her.

Standing outside of the minion wave at all times will help you counter Vex and prevent her from being able to use her Q to push the minion wave and poke you at the same time.

When recalling, keep an eye on your positioning as Vex’s Ultimate R could be used to snipe you and kill you. Try and recall behind minions or out of vision.


Aatrox’s first significant spike is at level 3 when he has access to all his basic abilities. This will allow him to go for favourable trades.

Once Aatrox gets his first component item, he will be able to go for favourable trades. Look to play more aggressive once you get your first component item.

When Aatrox has obtained his Ultimate R; his kill pressure increases dramatically. The extra damage and healing he gets from this ability can help him start a snowball.


Your level 6 is much stronger than Galios’. But he does have the roam advantage.

Post 6, just keep pushing him into his tower to gain a gold lead. But make sure you ward your flanks and stand back after pushing so he can’t all-in you.

Abuse your range advantage to harass him as much as possible. Similarly, aim your abilities so they push and poke him at the same time.

Thankfully, he has little to no kill pressure on you, so just focus on harassing him and getting a lead.


Don't play near the lane brushes in this matchup. Sion can easily you CC for a long time and you will get burst. Try to stay mobile in this matchup because Zion's weakness is to deal with moving enemies. Also, CC him at the right time to interrupt his Q. Look for his ultimate in this matchup. If he goes to another way, it's time to push the wave and get some turret plates. Keep the wave near your turn. The enemy doesn't have some kind of nap potential and can easily be exposed to the ganks.


Its Q is its main poke capability, and it is quite reliable, so adding more points in it will directly increase its overall damage in the track. It will allow it to decimate its opposition, mainly when it uses the ability of a brush. The first element will allow it to spam its capabilities constantly due to its increased mana pool. It will also increase its overall damage, which will allow it to take completely on the path that its clear wave is impeccable. Ziggs is relatively low early compared to other ADCs. It is because it is able to be dependent on traditional ADCs that are self-attacks that are related. This can get him out of mana quickly and be useless in the way. To compensate for this, it should use the track brushes to zone enemies. It is not necessary to use capabilities as the threat is sufficient to keep enemies at hand.


At level 16, Ezreal will put the third point in his Ultimate R. He will do a lot of damage to anyone touched with her in the last game. When Ezreal comes to the end of his construction, he will have incredibly low cooling on all his abilities. It's good for him because he will be able to continue to poke and harass the enemy before a team fight happens. Moreover, his E will be on a short cooling that allows him to easily escape from the skirmishes. Ezreal is awesome in the middle of the game, but he starts to fall in the last game because it will be harder for him to kill tanks.


Play around your Zhonyas Hourglass in late game team fights. Avoid fighting unless it’s available to you.

Stay grouped with your team, but avoid engaging straight away. Wait for the right time so your Ultimate R doesn’t get interrupted.

Assassinate and take down key targets in team fights. Your goal is to clean up fights and deal as much damage as you can before falling down.


Morgana’s E has a really long cooldown. If you can bait it out, you should look to use the cooldown to play more aggressive and try to kill her.

Make sure you’re always stood behind at least 1 minion so she is unable to land her Q and CC you.

Once she has her first item, Morgana will just be pushing the wave with her W. Make sure you push her back so she doesn’t take your Tower early.


His e et e allows him to drop the aggro tower and take reduced damage to the tower respectively. Is a monster of scale, and if he manages to get his articles and hit the middle of the game, he will be almost unstoppable. For a squishy champion, he can a-man the Baron if he is in front. His Ultimate r can completely move the tide of a fight if he is not controlled. This allows him to use his e frequently, which allows him to avoid CC. Combined with his Wuju Style, he inflicts a lot of damage.


Amumu’s level 6 power spike is incredibly strong as it allows him to start ganking thanks to his Ultimate y. You can delay his power spike by invading him early.

Once Amumu gets tons of cooldown reduction, his Ultimate y will be on a shorter cooldown. This allows him to gank more often and have more success when it comes to ganking.

Depending on the build, you’ll need to either invest in armour pen if you’re an AD champion, or magic pen if you’re an AP champion. If he is going damage, you might need some defensive items. As the game goes along, he will become stronger and stronger, and tankier and tankier.


3 points in his Ultimate e will not be an excellent peak of power. That's because he only ensures his prolonged survival and nothing else. He will do a lot of damage during the last parts of the game. That's because he will have several elements and will be able to duplicate anyone. His late scale of the game is phenomenal, and he can a-shot squishy enemies after slowing them down and catching them. He will give him a pivotal role in the game.


Before invading, make sure that you have your passive stacked so that you can win the trade. If they invade you, be ready to fight, but only do so if your passive is stacked and you can win, otherwise just step back. Post 6, they win the 1v1 as they are stronger when their Ultimate is in place.


In team fighting, Olaf will seek to isolate and remove the highest value target using its k. Make sure that the strongest members of your team cannot be engaged by positioning themselves safely. Olaf loses both armor and magic resistance when it activates its Ultimate k. If possible, focus it while it is in its most vulnerable state before it can cause damage.


Sona can completely change the outcome of a fight with this ability. The flash > Ultimate R combo can be quite devastating. Her late fights are quite powerful because she can heal her allies for a lot of health and do a lot of damage quickly. Her Ultimate R will also change game. She will have a lot of articles during this phase of the game, allowing her to do a lot of damage in short gusts. She can quickly kill squishy targets that can't get away from her.


Your goal early is to keep poking them down. Try to avoid going for extended trades as they will often win those.

Care for their level 2 all-in. They can play aggressively at level 2 and gain a significant health lead.

Similarly, try and keep the minion wave even or closer to your side of the map. This will reduce her all-in potential and keep you safe.

You’re stronger than them at level 6, as your Ultimate can be used in a fight. But, the utility they provide ina  skirmish is also very valuable and their Support could all-in you at level 6.


You should be able to slice through the entire enemy team like a hot butter knife. Just make sure that you don't misposition and get caught out while doing so, though.

You may work with your team to get picks in the enemy Jungle, but you should try your best to be in a side lane and chase down careless enemies who decide to farm the sidewave.

Getting a defensive item should help you increase your survivability against burst damage and assassination attempts. Use your Ultimate n invisibility wisely as well since it can bamboozle enemies quite easily if used properly.


At level 3, she unlocks the 3 of her basic abilities. She now becomes a champion and can fight the enemy. When she has finished her first component element, she can give more power to her allies and make them much stronger in battles and skirmishes. At level 6, Renata will be really strong and she can look for more killers and peaks. She can also install her Jungler with ease.


Keep them guarded so that you can see the enemy moving around the map and see them start the goal. Stay with your team at all times. Avoid moving around the map alone so that you are not caught out. Being caught will lead your team to play 4v5. Do not keep alone unless you know where the enemy is. Peel for your allies as much as possible. Keep them alive as long as possible in the team fights is a must to win the game.


Diana’s core power spike is once she hits level 6 because she will have crowd control on her Ultimate R. At this time, she will be looking to gank and will be continuing to gank whenever it’s available.

After Diana has completed her first item, her skirmishing potential and damage output will heavily increase. She will be a real threat at this stage of the game.

The more kills she gets the stronger she becomes. Try and counter gank as she has nothing to offer once she has blown her Ultimate R or Q.


Another point in his Ultimate R will allow him to use the ability more frequently. It will be useful in mid-game fights. His selection potential is incredible during this part of the game. The attempt should be to work with his Jungler and get choices when possible. His team fighting potential is really high due to his W and Ultimate R. All he needs to do is not get caught, because he will certainly get him killed.


Be cautious around the minion wave as Yasuo will often use his E to dash through the minion wave to get on to you. Stand outside and away from the minion wave at all times.

Try to keep the minion wave closer to your side of the map early on. This will reduce his ability to play aggressive and look for an all-in.

Good times to use CC abilities or to trade with Yasuo is when he is overextended after using his E. You could use his poor positioning to go for a favourable trade to get him low.


Find a healthy balance between queues, get choices with your W, set goals and agriculture for your own jungle. Flank in team fights to make get on the enemy backline easily. Make sure you are close to your team at all times so you can get in the quick fight. As you are good for getting choices and killing isolated targets, try to ambushing and assassinate enemies who are alone or walking around Rift Summoners alone. After killing someone, make the call for a nearby goal.


Your E and W will be crucial enough to win this track. Try to land it when the enemy is about to hit a minion. You will want to be part of as many skirmishes as possible. That's because your AoE abilities will completely disassemble the enemy team. Your Ultimate R will help you a lot during this phase of the game. Try to use it if you feel you're about to be ruined or all-in'd.


Extremely squishy and can be killed if some form of crowd control lands on her. This is especially true during the early game.

Her Ultimate R has the probability of getting her entire team killed if used improperly. She is also very vulnerable when her C is down.

The worked ground mechanic on her Q can easily allow her laners to play in the middle of the lane as she can keep barraging her enemies with continuous Qs.


You’re stronger than Ryze at level 6 as your Ultimate deals damage.

This is a farming matchup, especially in the early game. Focus on farming and poking him with your abilities.

Watch your positioning at all times. Stay away from the minion wave so he cannot push and poke you at the same time with his E and Q.

Once you’ve got your first component item, start to push him in with your abilities. Furthermore, aim your abilities so they push and poke him at the same time.


Once Warwick manages to get the third point in his Ultimate R, he will be ruining and picking up enemies throughout the map. Any still enemy will be very dangerous now. Warwick will do a lot of damage while being extremely tanky with it. This means that he can both serve as an attacker as well as a peeler for his team. At level 14, two of his capabilities will be completely out of date. It will be an increase in his overall gank potential, and Warwick will benefit significantly.


Pantheon is a dominant early game champion. Expect that he will go for the early ganks to get an advance. Once Pantheon reaches level 6, his ability to get ganks off increases. Make sure you place a deeper vision in his jungle to spot him before he uses his Ultimate R. After Pantheon has finished his juggling, his death pressure is intensifying.


Kalista's Ultimate x will be useless unless her Jungler comes to gank. To compensate for this, she should use the lane brushes and early skirmishing power to poke the enemy team out.

The first item component will only add to Kalista's overall dueling and skirmishing potential. It will let her dominate the lane provided that she properly uses her Passive.

Multiple points in her r will make her powerful in two departments. She will be able to run down enemies with ease. She will also be able to take neutral objectives reliably.


Her early game is weak as she lacks a reliable range, and her kit relies on the enemy mispositioning in the lane. She will have to play it out safely and use her Passive extensively.

Level six is a pretty good spike as she can now disrupt fights with the ability. She may also prolong the CC to an enemy if need be or use it defensively in some instances.

The first item component will allow her to deal more damage and survive all-ins easily. It should increase her overall skirmishing power.


This power is increased when his Ultimate R is available for him. Yorick's basic abilities can be really unpleasant for the enemy in the way, especially when he is against a mingle match. He can use this power to further increase his thrust/catch potential, and secure a gold lead on his laner. His Ultimate R can be freed from a track to push this way in his place. This can put the enemy team in a mess, because both Yorick and his young girl can push two different tracks simultaneously.


Her first power peak of LeBlanc is at level two. Her combo Q, W should be enough to cut the health bar of the enemy laner. Her next power peak is at level three when she gets access to her E. Combined with her first Q, W combo, and Ignite, she can literally kill someone at level three. Getting her Ultimate R is Leblanc's next major power peak. She can now wander and repeat her combo W, R, W to kill her laner.


Level 2 is the power peak all in place for Rakan. It should use track brushes and work with its ADC to get a murder early. Level 6 will be another decent peak for Rakan. It can now multiple CC targets and chain with its W for a big knockup. Boots are a massive peak to its roaming ability in the game. It should seek to make games all around the card.


Malphite is at his weakest in the early game. Try to set him behind to delay his next power spike.

At level 6, Malphite will get his Ultimate h. This is arguable the biggest power spike for him as it allows him to play more aggressive and start ganking his allies.

Team fights are where Malphite really shines as his Ultimate h is an AOE ability and can knock up multiple people.


Split push during the mid-game and try to secure side objectives. Avoid grouping when your Ultimate R is down.

Group with your team when your Ultimate R is up. Rotate from the side lane to wherever your team is and look for a pick with your Ultimate R.

Peel for your allies in team fights. As you’re tanky, you’re rather weak unless your carries are alive (depending on your build path). Thus, keeping them alive is key in team fights. Be prepared to peel for them when necessary.


Extremely squishy early on and is very susceptible to burst/poke damage. She can be easily gotten rid of if she gets crowd controlled.

Improper usage of her E can give windows to the enemy team to all-in Soraka or her laner partner. Trying not to use it for poke is Soraka’s best bet.

Her healing can easily be reduced with the purchase of a Grievous Wounds item. She is also countered by enemies who have some form of dash which they can use to dodge her Q.


Don't hang on or stay tight in the team fights against Twitch while her Spray and Pray c will melt you. Spread out and look for a way to blow it up once it turns out. Twitch will often get close to your team after coming out of its s. Once he has left it, try to shoot it as quickly as you can.


Karthus is really good during the late game. His abilities will hit like a truck due to his items. His Ultimate e will be pivotal to winning the game.

Once he gets 3 points in his Ultimate e, it will allow him to half-health squishy enemies easily. This means that anyone who is behind on the enemy team will suffer a lot.

At this stage of the game, Karthus would've maxed his 1 and his e. His damage output in team fights will be very high.


His E can be blocked by minions, so the enemy can easily hide behind one minion and prevent Gragas from doing anything to threaten them. If the enemy has a dash, it will become really hard for Gragas to do anything in the lane.

If the enemy team sets proper vision around the map during the early game, he will have a hard time ganking/roaming to other lanes. Although a strong engage tool, his E is quite short-ranged and he definitely needs the fog of war to catch his enemy off-guard.

While jungling during the early game, Gragas can be invaded early on when he is busy ganking. Doing so will force Gragas to show himself to lanes in order to soak experience as he won’t have any camps to take due to him being invaded. On the other hand, if he is laning, just poking and consistently harassing Gragas will force him to recall abruptly.


Every time Blitzcranks b is on cooldown, it has very little pressure on the track and is very vulnerable. Use your b only if you are sure you will land it. Blitzcrank has a strong roaming potential, but it is important that you don't leave your ADC alone if they're going to die. Communication is the key when you want to wander on Blitzcrank. Just like his b cooldown, every time Blitzcrank is weak on the mana, it has a minimal threat because he won't be able to use his basic combo. Make sure you still have enough mana to use your b & t at any given time.


At level 9, Zac's first ability will be maxed out. He will now be able to all-in his enemies from far away and deal a hefty amount of damage at the same time.

Once he hits level 11, he can have two points in his Ultimate R. This increases the frequency with which he can use the ability and, therefore, will also increase his pick potential.

Zac will have his core items during the mid-game. This will make him almost unkillable, and he will be able to create multiple picks during this phase of the game.


Getting to level 3 is going to be pretty important in this matchup so ask for a hard leash and quickly clear the Jungle. Once you're level 3, you can start ganking.

Try to initiate ganks by using your E to slow down overextended enemies. This will mean that you will need to gank when a fresh minion wave is showing up.

In the first few levels, play safe and avoid committing to any duel. Your very early game is rather weak, so you’ll probably lose trades versus an aggressive jungler.


His tankiness is really high during the mid-game. He can absorb a lot of damage and then regenerate a lot of health using his Q.

Multiple points in his Ultimate R will allow him to dish out a lot of damage, especially in grouped fights.

His team fighting is extreme as he can disrupt the enemy team with his snowball and his Ultimate R


Depending on your form, you should either be the front line for your team using the red form, or you should be in and out of the enemy rear line and kill them. Your Ultimate R will be on a very short cooling now. This means that you can regularly all-in the enemy team and get free murders. Just make sure you don't target someone who has a leading ability up. Getting a defensive element should help you immensely, especially if the enemy team is mobile in nature. It will help you a lot during neutral and objective battles when you need to target a specific champion around the bottlenecks.


Master Yi needs time to come online. He is really weak in the early lancing phase. His level 6 power peak is quite powerful. If he can go for short trades before hitting level 6, he can easily pursue the enemy down and all-in with his Ultimate R. When Master Yi finished his first component element, he will find much easier to secure CS and win auto-attack trades with the enemy lantern.


Try and be as proactive as you can with your E early on. Try to gank often to get your allies ahead.

Track them with vision and try to counter his ganks. Skarner can easily counter-gank the Ivern because he lacks CC once he goes in.

At level 6, he truly comes online and his ganks are more potent. Try to gank often pre-6 to reduce his effectiveness post 6.

Prioritize taking those major objectives like Dragon or Rift Herald. You can take them quite easily.


At level 9, Jarvan will get his first maximum ability. This will give him a massive increase in damage, impacting the fights at a much higher level. Once Jarvan reaches level 11, he will put two points in his Ultimate m. This will increase the damage of this ability while simultaneously reducing his cooldown. This will allow Jarvan to look for peaks more often. Jarvan IV is good in the team fights due to his d Passive and his ability to CC several enemies to go with his d > e combo. Its Ultimate m will also allow him to distinguish the enemies that need to be dealt with quickly.