His Q poke is powerful during the start of the game. Depending on the construction, the amount of poke will vary, but it is his most reliable poke spell in the track. Once he reaches level 6, his pressure rise to kill. He can now use his Ultimate R to CC enemy champions and then work with his Support to sleep CC on that target. Varus' first element will give him a huge power peak. This simply means that his combo of brilliant damage will do a lot of damage and can completely destroy any immobile or CC'd wear.


Once Olaf hits level 6, it will be difficult for you to kill him or lock him down with CC. Don’t commit to using any hard CC abilities when you know his Ultimate k is up.

Olaf is a skirmish heavy Jungler and will be looking to gank frequently in the early game to get himself and his allies ahead.

Olaf can solo objectives in the early game with ease. If there are no gank opportunities for him, he may be trying to take the Dragon instead. Keep it warded at all times so you can see him on it.


During the late game, the champions begin to build defensive elements that do not allow Shaco to immediately assassinate someone. He is rather squishy, and is quite inclined to get killed if CC-D when his Ultimate I is down. He will need to play around this ability to succeed. Not a good choice against tanks as he would involve him in changing his construction and riding nearby and personal of these tanks. This is not very ideal, especially against experienced players.


They will not be able to all-in the enemy at all if their ADC is constantly pushing the wave in the early game.

Can easily be poked down by ranged champions in the lane. Watching your positioning is key when playing as this champ.

Has to commit to all-ins. If you go in, you’ll be in an overextended position which could allow the enemy to turn the exchange around and kill you. Only go in when your allies are there to follow up.


Level 16 is the most essential peak of power for Kassaddin. This allows him to use his Ultimate k frequently, which can cause a lot of chaos in the enemy team. Kassaddin will do a lot of damage during this phase of the game. It will allow him to remove huge pieces from the enemy's health bars, which will allow him to win the game for his team. His presence in the team fights will be really high, especially if he manages to get a flank on the enemy team. His ability to penicate, shoot down enemies and get out of it is phenomenal.


Try and roam around the map and help your allies. Push the wave and then roam.

When using your abilities on the minion wave, try to aim your b and e so it hits both the enemy and the minion wave at the same time.

Try to find a healthy balance between poking the enemy and using your abilities to farm with. Ideally, do both throughout the early and mid-game.


Level 11 is relatively weak because it only gets the cooldown on the reduced ability. Compared to the other Junglers, it does not bring much to the table. Poppy is extremely powerful during this phase of the game because it can inflict constant damage and CC enemies for days. Its tankness makes it impossible for the enemy team to kill it as well. Level 9 is when its first ability will be maximized. This will allow it to treat a lot of damage to the enemies it has managed to catch. It will also allow it to counter the enemy's escape attempts.


Orianna’s Ultimate d can be game-changing and she can use it on up to 5 enemy champions. If she gets one good Ultimate d} off, it could turn the tide of the game.

Has lots of utility. Her d can be a zoning tool, her d is a shield and her Ultimate d is CC. Not to mention her d is a speed up too!

She has good wave clear and a good auto attack animation. You should be able to pick up a lot of CS when playing Orianna.


Can be kited to oblivion, especially when he is against a ranged carry with some form of dash of peel.

Misuse of his W can get him killed as it is his only form of damage mitigation. He can’t escape easily if someone all-ins him after he uses this ability.

If the enemy is smart, they will avoid grouping up during fights. This will prevent Sett from using his Ultimate R effectively, as he won’t be able to land a lot of damage or slow multiple members of the enemy team.


Kayle is at her weakest in the early game. Try to abuse her weakness by playing aggressive and getting kills. Putting her behind in the early game will reduce her ability to carry later on in the game.

Keeping the minion wave closer to your side of the map will force Kayle to overextend for farm. Once she walks up and tries to last hit, you could play aggressive and try to all-in her.

Once Kayle hits level 6 and unlocks her Ultimate R, she will also become ranged and she’ll find it easier to last hit. She will be able to also poke you down and trade more effectively. You’ll need to be more strategic when trying to fight her from now on.


Kennen’s power spikes depend heavily on the items he buys.

At level 6, Kennen will get access to his Ultimate m which is a great tool for him as it increases his kill pressure and his ability to trade with you. As soon as he activates his Ultimate m, run away.

Kennen is really good in team fights thanks to the AOE damage on his Ultimate m. Try and avoid fighting in tight spaces as Kennen will be able to deal damage to your whole team at once. Group but do not group close together.


During the blasting phase, focus on the descent of the enemy to get a health benefit. When the enemy is low, commit to an all-in. Try your hardest to keep your ADC alive as long as possible in the track. Provide them shields whenever they need them. After destroying the lower lane tower, turn towards the middle lane and try to take this tower. This will open the map and give your team a gold lead.


Once Ornn unlocks his Ultimate R, he will have an easier time in lane. He will be able to look for kills and even set his Jungler up once he has it available to him. Expect him to play more aggressive post 6.

Every time Ornn gets an item upgrade, he will be much stronger as each unique upgrade offers him extra stats.

Ornn is good in team fights. Try to fight when he’s not there as it will make team fighting much easier. Also, setting him behind in the early game will make him less strong in team fights.


When you play as a champion of engagement, target him as soon as he advances to harass you for free. Don't let Brand harass you. Try to stand back and out of his reach so that he is unable to attack you and harass you with his W. Make sure you stay healthy otherwise you will never be able to fight him. A good time to fight Brand is when he comes out of mana or has a ability on cooldown. This will make the trade much better for you because he won't be able to flatten a lot of damage (or maybe stun you if his Q is on cooldown) as he will have 1 less ability to use.


Nasus' level 6 is a significant power spike as he can actually properly duel with enemies now. It will give him a massive advantage when dealing with enemy laners who are pushed up and run down by him.

Nasus is very weak early on and can be bullied hard due to the lack of HP and stacks on his Q. His main goal will be to farm and stack up to decimate the opposition during the later parts of the game.

Nasus' first item will give him a damage and survivability boost in the lane. It will bring him one step closer to achieving his most potent form in the game, but he should still focus on farming and stacking up his Q.


His Passive allows him to stay in the lane even after taking a lot of poke damage/all-in damage from the enemy team. This can also bait the enemy team into wasting a lot of valuable summoner spells.

His E allows him to do more damage in 1 v 1’s (as the damage is increased if the enemy is alone). This lets him do a lot of damage with one complete rotation of his abilities, and unlike Garen, the enemy probably won’t be able to regenerate a lot of health and stay in the lane.

He is really good when flanking the enemy team with his Q and E. Besides that, his W tenacity will allow him to get out of the enemy team if he decides to dive in and disrupt them. Killing him is an ordeal that keeps mounting as the game goes on.


Level sixteen will be a massive spike as it will reduce the cooldown of his Ultimate t and increase his mushrooms' damage. Enemies will have a hard time traversing choke points now.

He will have a pretty high amount of Ability Haste now, which means that he can drop a lot more mushrooms around the map. The enemies will have to invest heavily in vision to keep themselves safe.

He will complete his build during this phase of the game, which will allow him to one-shot squishy targets. His t blind should come in handy during this phase of the game as well.


She is exceptionally tanky during this phase of the game. Her items will make her take significantly less damage, and she can even instigate tower dives to finish off enemies.

The fully maxed out Ultimate R is a massive spike as it allows Sejuani to use the ability frequently. The damage of the ability increases quite decently as well.

Her team fighting is pretty decent during this phase of the game. She can CC her enemies for a long time, and the damage dealt by her is pretty potent.


Seraphine is an easy champion to learn. You don’t need to spend as much time into learning her compared to someone like Akali or Camille.

She has a lot of CC thanks to her Passive, E and Ultimate R. She also has a heal and shield with her W. This makes her a great utility champion.

Her Ultimate R has the potential to hit the whole enemy team. The more champions you hit too, the further it will go. If you’re able to get a good Ultimate R off, you will increase your chances of winning the team fight.


Quinn is not the strongest at level 6 as her Ultimate R cannot be used in skirmishes. You could use this to your advantage when trading to get a kill.

However, Quinn does have good roam priority post 6 and may push the wave and then roam mid to help her mid-laner. Ping if she does.

When Quinn has completed her first component item, she can go for much stronger bursty trades against you. If you’re a weak early game ADC or if she has the item advantage, don’t trade with her.


When playing melee champions, do not let Lulu bully you down with auto-attacks. When you’re not looking to engage, stand back so she cant auto-attack you.

Waiting for Lulu to use her E before fighting or poking is a good way of coming out ahead. Try to bait this ability out and then play aggressive while it’s on cooldown.

Post 6 and when Lulu gets her Ultimate R, her survivability increases a lot. Keep in mind that it’s going to be difficult for you to kill her when her Ultimate R is up. Do not commit to the all-in unless it’s down or she’s out of mana.


Caitlyn will spike when she has two items. Respect her all-in damage as she can easily kill you if you disrespect her damage output.

Whenever Caitlyn has her empowered auto-attack ready and primed, you need to play safe so she doesn’t use it on you. Wait for her to consume it before engaging.

At level 6, Caitlyn can execute an enemy with her Ultimate R. Do not overstay your welcome by recalling when you’re low. Try and recall out of vision so she can’t use it on you.


When sitting on a goal, be sure to keep around the target in question to catch Fiddlesticks before he engages with his R. Deny his surprise engages by guiding around your team. Look for the fights when Fiddlestick=S R is about to cool down because with it his team fighting potential decreases a lot. Do not gather closely together during the dance with the enemy.


Evelynn's beginning game is very weak and it will be the power farming up to level 6 so that it can become invisible and get its Ultimate R. Try to invade its jungle and steal its camps to delay its level 6 peak power. Control Wards place in the river and go to deeper rooms rather than rely on shallow areas. This will help you to spot it before it has the chance to become invisible.


Flank in team fights and try to take down the squishiest member of the enemy team. Taking someone down quickly will give you a huge advantage.

While the enemy is moving into position and preparing to group, someone may be isolated or alone (or they may be too far forward). Pull the trigger and use your Ultimate R to collapse on them.

Look to group with your team in the late game. Grouping is important as you will not be able to impact team fights if you’re away from them- even with your Ultimate R as it takes some time to get into position.


Riven will start falling off as the game goes on, so she will have to accumulate a lead early on. She should rely on picks to win the game.

She will have many items during this phase of the game, which will let her dish out a lot of damage if she manages to catch an enemy.

Level 16 is a massive power spike, which means that she can completely decimate enemies who are clumped together. She will need to find flanks on the enemy frequently.


As soon as Zed hits level 3, his kill pressure increases once he has access to his basic abilities. He can look for an all-in if he’s been able to poke you down beforehand.

Whenever Zed hits level 6 his kill pressure increases once again and he will look to go for kills whenever he has his Ultimate R available to him. Expect him to play aggressive once he gets the level up.

Zed is rather good in the mid-game as he will have 2 items and be able to assassinate any squishy target he comes into contact with. Avoid walking in areas where you know Zed is or has recently been in.


Focus on getting a level 3 first so that you can reliably gank. Try to ask your trackers to give you a hard leash and make good use of your passive. Once level 3, you will want to actively target high-extended targets when you get the chance. This will allow you to get your trackers in advance and will allow you to assert a lot of pressure in the game. Level six is not so huge of a power peak. It allows you to win neutral, objective fights, however. You can just Ultimate R the enemy Jungler away so they can't Smit the goal.


Nautilus has the most CC of any Champion in the Legends League. This allows him to lock enemies with ease. Good roaming potential and can push the wave, then wander on another track and help his allies. This can be really beneficial if you can't kill the enemy lantern. Super tanky and can absorb a lot of incoming damage for his team in team fighting.


Udyr's objective control is excellent as he can run around the map quickly and get from one objective to another in a jiffy. This also makes him quite valuable for ganks and counter-ganks.

Udyr's early game ganks are phenomenal and scary. He should be able to run down immobile enemies who are overextended in the lane.

Since he has his Ultimate R from the beginning, his level 6 won't be as lucrative as other champions. Even then, he poses a massive threat to his enemies.


If Tristana uses her W aggressively, overturned her or CC she is unable to reposition herself and clean up the fight. Bringing her down early will make it really difficult for her team to win the fight. In the middle of the match, if Tristana is in advance, avoid walking too far if you are alone. She has a lot of all-in-one and choose thanks to her W and E. Stay at an appropriate distance from her so she can't easily get you off. Tristana has a lot to peel with her W and Ultimate R. To facilitate the fight, try to play around her Ultimate R or try to flank her in team fights. This will make her more difficult kite/escape from the fight.


Throughout the laning phase, try to keep the wave closer to your side of the map. If you push, it could zone you away from the farm and kill you when you walk up to CS. Master Yi is weak early, but will be stronger once it reaches level 6. Take care and avoid staying in the way if you are weak so that you do not get killed by him. Avoid giving him kills early. Master Yi is a heavy snowball champion and can easily take the card if you let him move forward.


Look for regular all-ins with your W and E in this matchup. It will allow you to cut still mages really easily and you can win the way early on. When you take fights, make sure you use the war fog to catch the out-of-guard enemy. If the enemy has a dash, make sure you bait the first. As long as your Passive is in place, you should be able to make risky games in this matchup. Make sure that you don't do anything that puts you in a compromising position in the way.


Lee Sin should finish the game by this point, as he will now start falling off. He will still be able to pick enemies off, though.

Once Lee Sin gets 3 points in his Ultimate k, he will disrupt enemy fights frequently and act as an asset to his team.

Lee Sin will have multiple items during this phase of the game. It will allow him to survive longer during his fights and let him play the role of the disruptor very effectively.


His first ability will be maxed out at level 9. This will give him a massive damage boost and will let him take over the mid-game easily.

Lucian is excellent during the mid-game as this is the time where he is the most powerful. He can now go to a side lane and split push due to his Passive and basic abilities. This is also why his abilities will hit like a truck, and he will frequently kill enemies.

At level 11, Lucian will be able to get his stage 2 Ultimate R. It can help him massively during neutral, objective fights and duels due to the amount of damage it dishes out.


Fiora is weak in the game very early. She needs time and elements before coming online. However, she has a lot of total pressure. Her first major power peak is when she gets her first element. It offers her extra pressure to kill in the way and will allow her to get a lead. At level 6, Fiora will unlock her ultimate R. Her pressure to kill will intensify again and she will be able to look for more risky all-in thanks to the healing he provides.


If possible, avoid regrouping. Use your strong duel potential in the middle of the game to fight and duel all those who try to prevent you from dividing. Although you are a very strong division pusher in the middle of the game, be ready to team up with your team and fight 5v5. You should usually start grouping when there are no goals to be taken nearby.


Level 16 is a massive power spike as Veigar will have his Ultimate R maxed out during the game. It can actually allow him to one-shot enemies if he has enough AP.

Veigar will have multiple items by now. He should be focusing on fighting around chokepoints regularly. This simply means that he can destroy enemies if he manages to catch them off-guard.

His n cooldown will be really low, meaning that Veigar can get frequent picks on crucial targets and peel for his team simultaneously. This is quite important for someone as immobile as Veigar.


The all-in-hand potential with his E and Q is really strong. It also allows him to set up ganks for his Jungler and get free dead in the way. Kled-S Passive is one of his greatest powers in a full-blown escarmouche. He can use it to instill lap dives and trick shots, while if he finds himself taking a lot of damage and getting disassembled, he can easily get Skaarl back. His Ultimate R allows him to initiate a team struggle with ease. It can be used as a ability to score peaks on still champions too.


Look for opportunities to land your s on the enemy bot laner who is not playing parallel to their partner. This will allow your ADC and you to chunk the target out quickly.

Using the lane brushes is vital to your success in this matchup. Make sure that you do so and Control Ward at least one lane brush which the enemy can't access under any circumstance.

Try to roam every time you recall. Your s is deceptively long-ranged and can easily catch a mid-laner off-guard.


Keep an eye on their mana bar and try to fight them after they’ve used an ability as they cannot use it to trade back with. Riven is less of a threat when they have an ability down.

Riven is weaker than you at level 2. Use your level 2 advantage to go for an aggressive play with your basic combo.

Post 6, your Ultimate offers you a ton of additional kill pressure and opportunities to get kills. Abuse this by playing around its cooldown and trying to make plays whenever it is up.

As Riven has a lot of built-in sustain, make sure you get some form of healing reduction quickly to make it easier for you to kill them.


Tahm needs to make sure that he activates his E mid-fight. Activating it too late is useless because the enemy will disengage, and you will waste the shield. It is very motionless, which means that it is really easy to pursue even with his W up. If the enemy freezes the way, he can do nothing to escape an all-in-one. As Tahm Kench is a champion of melee, the laning against various champions is very difficult for him because they can trap him whenever he moves or positions himself a little aggressively.


* 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 disengageing or cancelling 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.


When Corki has completed his first item, his wave clear and poke damage will increase heavily. He shouldn’t find it hard at all to keep the enemy pushed into their tower once he completes it.

At level 6, Corki’s wave clear increases as his e can help him push the enemy into their tower. His  e are also a good tool to poke and push the wave simultaneously.

He is not neccessarily strong at levels 1-4, and he doesn't have the biggest auto-attack range. If you're playing a long-ranged ADC, with a melee/all-in Support, try to abuse his early game.


Lee Sin will try to gank as often as he can in the early game. He is a strong duelist and will seek to abuse his early play force. Once Lee Sin is level 6, his pressure to kill increases as his Ultimate k can be used to set up ganks or finish enemies. He is very strong at level 6. As soon as Lee Sin has finished his juggling element, his death pressure will be very high because it will have lower cooling and more damage.


Orianna’s Ultimate d can be game-changing and she can use it on up to 5 enemy champions. If she gets one good Ultimate d} off, it could turn the tide of the game.

Has lots of utility. Her d can be a zoning tool, her d is a shield and her Ultimate d is CC. Not to mention her d is a speed up too!

Her basic attacks deal a lot of damage and will let her bully and poke the enemy down incredibly hard.


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

Once Malphite is level 6 and has his Ultimate h, his kill threat in lane increases and he can start being more aggressive.

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


Level 2 is a massive powerpike for Leona. It is because its main all-in-one combo is unlocked at that time, and it deals a lot of damage due to its passive, provided it has a follow-up of its ADC. Its level 6 is another important peak of power in this way. The Ultimate e is on a very small cooldown, and the range is quite massive. This allows it to set up its CC chain quite easily. Boots are undoubtedly one of the most important game purchases for Leona.


Catch Ashe out of position when she goes to ward. You can then look to take Baron or the Dragon while she is dead.

Keep a constant eye on your champion's movements in the mid and late game as Ashe will usually throw out her Ultimate w “recklessly” in attempts to start the fight. Dodge it and then capitalise on the cooldown.

Be prepared to back away from an objective if Ashe uses her k to scout vision. If your team is spotted, the enemy will try to contest the objective which may lead to your team throwing the game.


Focus on farming early. You need time to come online, and you just need to focus on getting gold and XP.

However, if you do find a ganking or counter-ganking opportunity nearby, don’t be afraid to take it.

If they invade you early, just back off; you do not win early skirmishes with them.

Look to gank whenever your Ultimate is up, and try to clean up kills whenever possible.


Make sure you're close to your team at all times so you can fight quickly. After your bot track has moved to the medium track, rotate to the bot side of the map or somewhere on the map so you can continue to close and win XP. As you're good at getting choices and killing isolated targets, try to ambushed and assassinate enemies who are alone or walk around Rift Summoners alone. After killing someone, make the call for a nearby goal.


Maokai is really good at ganking because his W is point and click CC. Walk up to a laner and use it on them for an easy kill.

His Ultimate R can allow him to set up engages from a great distance. This is extremely beneficial when used from out of vision, or when enemies are near a wall.

Provides a lot of vision with his E, which also makes way for brush control. Combine his E slow with his W, he can practically handpick a target and CC them for some time while his team just follows up on him.


Syndra is strong once she has her first element because she will be easily able to push the minion wave with ease and force you under Tower. Syndra is the main power peak early at level 6 when she unlocks her Ultimate R. Once Syndra has finished Luden. Echo he will add a lot of extra burst to her champions kit.


Just look to pick off enemies with your abilities when possible. It will help make team fights really unfair for the enemy team.

Use your Ultimate R to pick enemies off when possible. This would be a remarkable ability to use when you see an enemy on a side lane.

Try to poke enemies out before all-in'ing them. You may need to get the Blue Buff to ensure you have enough mana to keep up the ability spamming.


In the late game, look for picks on immobile or miss positioned enemies. Taking someone down in the late game can give you enough time to force a fight, siege an objective or take the Baron or Elder Dragon.

If the enemy is grouping, look to group with your team too. In team fights, continue to focus the squishiest and easiest to kill high priority targets in the backline.

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.


Once she has 2 points in her Ultimate e, she will easily be able to take over team fights and disrupt them as well. Her positioning will be the defining factor from now.

Her first ability will be maxed out at level 9. This will significantly boost her damage and will let her one-shot squishies.

Miss Fortune excels at team fights. This is due to her Ultimate e and Passive combined with her kiting potential. She just needs some peeling to become a demon in team fights.


You should be a monster during this phase of the game if you have your articles. Participate in team fights actively and always aim at the enemy rear line. Use your E to flank or delimit the enemies of areas like objective pits. If you see the enemy Jungler walking near you, deal with them first. Your Ultimate R will be very important during this phase of the game. It can help you survive situations near death, especially if you target the enemy rear line. Just make sure that you activate your Passive before you die.


Nunu’s roaming can be really hard to deal with. Ping as soon as he goes missing as he will be looking to help his allies.

At level 6, Nunu can go for aggressive all-ins on you if he is able to knock you up with his W.

Nunu can be really good in team fights in the mid-game if he is able to pick someone off with his W.


If possible, avoid regrouping. Use your strong duel potential in the middle of the game to fight and duel all those who try to prevent you from dividing. Although you are a very strong division pusher in the middle of the game, be ready to team up with your team and fight 5v5. You should usually start grouping when there are no goals to be taken nearby.


During the mid game, you will hit level 11 and put an additional point in your Ultimate. Make sure you play around its cooldown and try to get kills with it.

At level 9, you would max your first ability. Your trading potential will increase dramatically.

You will have multiple items completed in the mid-game. After your first item, you will be a lot stronger, and when you have 2, you will be a fierce opponent.


Go in a side lane and start applying pressure to towers while your team does the same.

Ensure you’re also using your Ultimate and constantly looking for ganks with it.

Supports will start walking around the map alone in the mid-game. Capitalise on this to get yourself free kills.


Level sixteen will further reduce the cooling of its Ultimate t and increase the damage of its mushrooms. Enemies will have a hard time crossing bottlenecks now. It will have a lot of Hast capacity now, which means that it can deposit a lot more mushrooms around the map. Enemies will have to invest massively in the vision to keep themselves safe. It will complete its construction during this phase of the game, which will allow it to shoot a squisy target. Its blind t should come in practice during this phase of the game as well.


Look to stack your Tear as often as possible. The earlier you get it, the better.

Harass and poke the enemy as often as you can with your Q. Slowly whittle the enemy down with your Q will increase your chances of winning a followup fight.

Back early once you have enough gold for your first item. Usually, Ezreal will want to recall once he has enough gold for Tear.


Make sure that you go for short burst trades against Volibear when possible. This will keep him at bay, but make sure you trade after his E is down.

Focus on getting your first item component quickly. This will help you get an edge in the lane, especially once you get some Grievous Wounds.

Once you get your Ultimate, you should become more aggressive in this matchup. The point is to take him down frequently so that he can't do much in the lane.

The wave is to be kept on your side of the tower to have a safe adobe from ganks. This will help you scale up till you can actually deal some damage.


Make sure to use your abilities only when you have to, especially your E. Aatrox suffers from long cooldowns and is easily abuseable when they are on cooldown. You will fall into the final stages of the game. Try and finish the game as fast as you can or snowball your lead so that you will be a huge threat in team fights. Aatrox is not an easy champion to learn. He has a unique mechanic on his Q that takes some time to get used to. You will need to put in a lot of practice to master this champion.


Renekton is one of the first strongest game champions in the game. You can use this advantage to win an advance. To tons of support in the way thanks to his e. The additional healing will make favored fights as it can cure some of the damage taken. Once in advance, Renekton can constantly intimidate the enemy lantern and again and snowball his advance quickly. Make sure you continue to play around your cooldowns to continue your lead.


Shyvana is weak in early play, but if you trade with her when she has a lot of minions, it won't matter. At level 6, Shyvana gets access to a brand new kit. She will be much stronger when she has her Ultimate t. Plus, when she has a lot of Fury, she will be much more scary too. Shyvana's power peaks depend on her construction path.


It's very important that you hit Level 2 at the same time as Rakan. If you don't go, step back slightly so they can't get it all from you as soon as they get the level. Their Ultimate offers them a ton of extra pressure to kill. Playing smart and remember when you're weak then Rakan can't use their Ultimate to run you. As Rakan has a lot of built-in support, make sure you get some form of healing reduction quickly to make you easier to kill them. To cancel all-in opportunities and reduce Rakan's trading potential, it's essential to keep the wave closer to your side of the map, which will also help set up your Jungler.


Keep delaying team fighting as long as possible while you harass and push the enemy down with your b and e. Stick with your team in the late game. Do not separate or walk away from them otherwise the enemy can try to withdraw or initiate a 4v5 fight when you are away from your team. Think hard and fast before using your Passive and b to the enemy team. In particular, do not use it aggressively if your team is not able to track and enter with you.


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.


Riven is a dominant early-playing champion who can take the way through short trades. Try not to trade with her unless you can match her trading potential. Riven will often play hyper-aggressive and try to overplay with her e. If possible, try to lure her main abilities and then reconnect with her when she has cooldowns. This is your best bet during laning against a Riven. Keep the minion wave frozen near your turn. If you play near your turn, her all-in-pot potential is limited as the tower will protect you and she won't be able to look for frequent trades.


Maokai isn’t great in 1v1 scenarios because he lacks damage. He can easily be invaded by early game Junglers.

He will be unable to flank or get on to the enemy in team fights if they place wards off to the side.

Even though he is a tank, he can easily die in team fights when he uses his W on a target. If his team isn’t there to follow up, he will die quickly too. Watch the map before going in.


Focus on early agriculture. You need time to come online, and you just need to focus on getting gold and XP. However, if you find an opportunity to sow or counter-gang nearby, don't be afraid to take it. If they invade you early, just back; you don't win early skirmishes with them. Try to secure these major goals when you can, as you have decent objective control.


Gangplanks early game is rather weak. Focus on farming and earning as much gold as possible to get your key items quickly.

Watch the map at all times post level 6. Your Ultimate R is very impactful and can help your allies to win fights and skirmishes.

Avoid fighting in the early game if possible. Gangplank needs time to come online and in some matchups you’ll need to just focus on farming and surviving.


Taric will look for pieces of cheesey in your jungle to get killed. Watch that you walk in your own jungle so it doesn't come down quickly. It can start to gantry very early. Make sure you place quarters around the map to spot it before he can get his allies before. Take the Dragons as often as you can! He can't easily take them alone, so if you can take them before him, you'll help your team a lot.


In team fights, do not group closely together to make it impossible for her to land a 5 person Ultimate R. Be prepared to turn around if she looks like she’s about to cast her Ultimate R.

Never fight the enemy in the jungle or around an objective as her Ultimate R is really good in tight areas when teams are clumped together. Fight spaced out in a lane when possible.

Cassiopeia will look to ambush or assassinate targets that are moving through the river alone. Unless you know where Cassiopeia is, do not walk through the river or around the map on your own especially if you’re squishy. If you die, she may cost your team the next team fight or objective.


Stand behind the minions at all times to minimize Taliyah's Q damage. Blow out his W before committing to avoid being overturned. Its level 6 allows him to counter your roaring, so consider moving from the base to the place. Avoid standing in the minion wave after she has obtained her first article to reduce the damage taken from her thrust.


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.


Once Soraka reaches level 6, its card pressure increases and it can impact the card with its Ultimate R. Once it is level 6, make sure that you ping your team so they know that it has its Ultimate R available. After Soraka has finished its first element, its release of damage and maintenance will increase. Expect it to play a little more aggressive when it has finished this element.


Invade Fiddle in the early game to deny him as much gold as you can. He is weak before level 6 but even weaker before level 3 so use that to your advantage.

When Fiddlesticks reaches level 6 he will try to surprise gank you with his R. Keep track of where Fiddlesticks is and inform your team, so they can get wards down and play safe when he is on their side of the map.

Before engaging on to Fiddlesticks, ask yourself if this is the real one. Don’t waste everything on a fake scarecrow.


When Xin Zhao hits level 6, his all-in pressure intensifies. He may look for an aggressive play as soon as he gets the level up.

When Xin has brought his first component item, he will be really strong in 1v1 skirmishes. Keep this in mind when trying to fight him.

Xin is very good in the mid-game. Expect him to frequently look for plays around the map, or look to kill you over and over again.


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.


Be a part of neutral objective fights. Your Ultimate R will be particularly useful to push the enemy Jungler out of the neutral objective. Look for choices with your Jungler whenever possible. It will allow you to accumulate a massive advance and allow you to take the game by hand. Don't forget to cultivate in the game that you still need your basic elements to win the game. If you succeed in accumulating an advance, make sure you push harder and get other ways forward.


Both of you are lane brush abusers so keep the brushes warded at all costs in this matchup for maximal effectiveness.

If he goes to some other lane, just push the wave and get as many plates as you can in this matchup. This is specifically true if he uses his ult.

During fights, watch for flanking opportunities on the enemy. Getting to his backline will be relatively easy once he has initiated an all-in.

Keep the wave close to your tower. The enemy has no sort of sieging potential and can be easily exposed to ganks.


Great AoE clears in the Jungle and can be relatively healthy due to her Passive. Her R allows her to dish extra damage which can be a great advantage during Smite fights.

Her lockdown potential is immense as she has both ranged as well as melee CC options. She can act as an initiator, or as a source of follow up CC depending on her team comp.

She can act as a hefty frontline for her team, and take a lot of damage without getting too low due to her Passive. This makes her a really good source of peel.


Keep the wave closer to your side of the map in the very early game. It will protect you from ganks and from them zoning you away from farm.

Do not trade autos with Draven. He will win every fight early on.

Play safe early! Draven is very strong at levels 1, 2 and 3. Play safe early.

Your goal in this matchup will just be just to poke him early. Focus on poking rather than trying to trade autos with him.


If the enemy team focuses on destroying its Q turrets before invading it, it will have to play defensively until it can bring back its turrets. Missing its E will put it in a vulnerable place, especially if it is laning on its own or when it is pushed upwards. This error can easily cause it to kill. It is very effective when fighting in closed spaces like the Jungle. The enemy can reduce this by fighting in the tracks and then matching its thrust if he tries to divide the thrust.


Staying with your team in the late game. Being caught will lead the enemy forcing a fight or taking the Baron. Avoid getting too far away from them. Protect your allies as much as possible in team fights. Keeping them alive as long as possible while inflicting damage will increase your chances of winning the game. In team fights, use your power d to provide a great shield to your allies. Unless you need to use your Q or d, you should try to use your d to help them survive.


Bait out his E before attempting to engage if possible.

His level 6 power spike is stronger, granting him additional survivability against all-ins. So you need to keep this in mind when fighting him.

Get healing reduction items to mitigate his sustain in fights.

Let him push to potentially set up for ganks from your jungler.


Miss Fortune’s first major power spike is once she hits level 4/5. This is because she would’ve put multiple points in her t which can deal a lot of damage to a squishy enemy.

When Miss Fortune has completed her first component item, her damage output will increase dramatically and she can easily blow the enemy up when she has more levels under her belt.

At level 6, Miss Fortune will unlock her Ultimate e. This in conjunction with her t will deal a lot of damage to the enemy in a short amount of time. Look to poke the enemy down and then channel your Ultimate e to finish them off.


Avoid fighting in the jungle as that will allow Maokai to get a good Ultimate R off. Additionally, avoid fighting around neutral objectives like the Dragon or Baron too.

When sieging, make sure no one on your team is too far forward as Maokai can isolate them and catch them out of position with his W.

As it might be hard for Maokai to team fight, he may try to flank from the side to make it easier to get on to the enemy. He may also use his Ultimate R from the side to CC your whole team. Ward the flanks so you can spot him before he initiates.


Destroying his E barrels before he can detonate can take a lot of damage from his kit. It forms a major part of his early play damage and without it, it will just be blocked agriculture and sometimes help his team with his Ultimate R. His W is an important spell in his kit and it is very weak once this ability is in decline during the early game. It really gets prone to ganks when this ability is in decline and it can really escape without using convocator spells. Fighting in open spaces reduces the efficiency of Gangplank as it has won.


Once Swain maxes out his Ultimate R, the enemy team will have a lot of trouble trying to all-in him. He can zone enemies off and single-handedly take care of immobile enemy champions.

His overall damage is really high during the late game. This is due to the lower cooldowns on his abilities which make it really easy for Swain to all-in enemy champions frequently.

Swain's late-game team fighting ability is really high. His kit makes it possible for him to afflict multiple targets at a time while ensuring that the enemy backline can't follow up on their front-liners engage.


Keep roaming around and invading the enemy Jungle regularly. Drop deep wards whenever you get the chance and try to keep track of the enemy Jungler. You should always backup your Jungler while they are busy invading.

Look to flank and take down enemies, or pick them off with your Ultimate. This can be quite easy on the enemy Support, or enemy Mid Lane if they overextend.

Purchase items that will keep you alive for longer in team fights. Try to be as obnoxious as possible: soak and deal damage to get your team ahead.


In the last game, the damage to Anivia will be really horrible. She will have several items finished, and her Ultimate m will inflict tons of constant damage. The teams will continue to regroup in the last game. This helps Anivia as she can land a 5 person t, and her Ultimate m is an AOE tool. This means that she can inflict a lot of damage to the targets if they are grouped closely. In the last game, Anivia will have very few cooldowns on most of her abilities. She will be able to look for more frequent choices and secure kills with her team. Her t, in particular, will be on a very low cooldown in the last game.


She has excellent waveclear and splash damage with her Q. This allows her to get lane priority and help her other laners/Jungler when they are contesting objectives.

Her d allows her to shield everyone in her team. It also allows her to increase the movement speed of the allied team, which can help them catch out an over extended enemy.

When fighting 1 v 1 she practically doesn’t have a weakness when all of her spells are up. If someone tries to come close to her, she can just Q them and run away, If she is getting engaged upon, she can use her d and Ultimate a empowered d to both disengage and get back a lot of health. Her Ultimate a is the backbone of her strength in the lane and proper usage will let her get ahead.


As the game progresses, use the d to create an area around which you can fight effectively. Try to move as much as possible. Your d > e combo should quickly allow you to all in any unsuspected enemy lantern and allow your ally to follow the engagement. Your duel power will increase massively once you get your Ultimate m. Make sure you use it to peel for your ADC most of the time.


After she has a few levels behind her and a few points in Q, she will be able to push the wave and keep you pushed in with ease. Make sure you stop her from getting tower plates by matching her wave clear.

Karma has a potent early game and is quite strong from levels 1 to 3. Try to not let her poke you too much by hiding in between the minion wave and backing off when she moves forward.

Remember that Karma has her Ultimate a at level 1 and can dish out lots of damage if you’re hit by her empowered Q.


Really heavy burst damage which can practically one-shot carries or at least take them out of the fight for quite a while.

Her R, E combo can CC an entire enemy team if they are grouped up. This can also be used to pick off high priority targets.

Her E is a multipotent ability which can keep her safe even when she pushes up. With proper warding and that ability, she is quite safe in the lane.


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.

Try and siege objectives with your team during the mid-game. You have strong poking tools which will allow you to siege objectives with ease. Try to poke the enemy down as much as possible while your team tries to take towers (or the Dragon or Baron).

Delay team fights for as long as possible while you harass the enemy and poke them down with your Q.


Team fights can be difficult for Amumu as you are inclined to disengage, poke and CC. Be prepared to flank in team fights to make it easier to catch the enemy out of position. If they don't play aggressive, you will struggle to get murders and win the way.


Level nine is a massive powerspike for Heimerdinger. He will now have maxed out an ability and will be dishing out a lot of damage depending on his maxed ability. Additionally, as a mid laner, he will now be able to CC and blow enemies up with his abilities.

Adding another point to his Ultimate R will skyrocket his overall power in the lane. This is because the empowerments will be more powerful, and Heimerdinger will use them both offensively and defensively. In addition, it will let him harass the enemy laner relentlessly when they are trying to farm in the lane.

Heimerdinger excels during team fights as he can control a large area with his Q turrets. This will be really useful in clumped areas like the objective pits and the Jungle paths.


* Watch out for Lucian’s Q as he will try to line it up so it hits the minion wave and you at the same time.
* As Lucian is a ranged AD champion, when playing as a melee champion, be prepared to sacrifice some CS for XP and health. Dying to Lucian in the early game will make it very hard for you to come back
* Wait for Lucian to use his E before initiating a fight or trying to land CC. Whenever his E is down, he is much weaker and will find it harder for him to defend himself.


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.


Focus on agriculture and hit level 6 as fast as you can. You need to hit level 6 as fast as possible to increase your waste potential. Your ultimate t is an incredibly strong tool. Every time it's up, try to use it to help your allies and get murders. Try to secure goals with your team.


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

Once Malphite is level 6 and has his Ultimate h, his kill threat in lane increases and he can start being more aggressive.

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


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.


In the middle of the game, your main goal will be to look for as many choices as possible. Working with your Jungler to help them invade while planting your E tree in Jungle's brushes. You should be really tanky during this phase of the game. Peeling for your carts should be your main goal after successfully launching team fights. The river and bottlenecks would be a great place to fight because your abilities will lock several enemies. Just enter on the highest priority target and try to lock them up from CC.


As Aumu has 2 s, it can easily catch one of the enemy corridors as they walk outside of Aumu. First power peak is when it unlocks its Ultimate y. Level 6 is crucial, and you have to hit it as soon as possible to help your allies. Once Aumu has finished its first element, it will be much more robust and more threatening on the Summoners Rift. Make sure you find a healthy balance between glove and agriculture so as not to delay your first item.


This is the point of the game where the grouped fights become common. This means that Gnar can now decimate the enemy team with the appropriate use of his Ultimate R. At level eleven, he will have two points in his Ultimate R. This is really good because it increases the overall damage inflicted by the ability and reduces the overall cooling. His Q is his main poke tool in the way and in the game. He will be maximized to the new level, ensuring that he can harass the enemies tirelessly and force them to remember abruptly.


Level 3 is a decent powerpike because Heimerdinger will have access to all its capabilities. It can easily ADC still CC and explode them with its turrets and rockets. It can also use the track brushes to catch enemies out of sight with its W or E. Level 6 is probably a massive power peak for Heimerdinger. It can now bait enemies to their death with ease. It can also take laps very quickly or slow several enemies with its E. The first mythical element will allow Heimerdinger to deposit a ton of damage of poke in the track with its turrets. Its burst damage will also be quite powerful, and it can a-shot enemies with the greatest ease.


Neeko is good in team fights thanks to her Ultimate R. Disengage as soon as you see her channel her Ultimate R.

Once Neeko hits level 6, her kill pressure intensifies. When fighting her, keep in mind that she can cast her Ultimate R and deal damage and CC you.

Once Neeko hits level 2, she can go for short burst trades with her Q and E. Try and stay at max distance at all times so she is unable to burst you down.


Her E can allow her to get long choices and then follow them with her Qs and Ws. Her E can allow her to escape the impact of the CC abilities as well as buy valuable time for her to get out of an all-en-bouté. Once she has finished her first article, she will be able to break the squissy champions with the utmost ease.


If you can get a kill or get a health advance early, you will have an easier time during the laning phase. Once you are level 6, play aggressive and look for a murder. You should try to get them low before committing to the all-in, but it should be the simple veil. Remember that your Q will reset if you use it on a weak health minion. Keep a constant eye on the minion wave and look for these aggressive games.


When it comes to getting a goal like the Dragon or the Baron, never go for the 50/50. Due to Nunus Q, he will win every battle. Try to take the goal when he is dead or on the other side of the map. Nunu is rather still when it comes to team combat (once the fight has started). Lock him up with crowd control and kite him during the team fight so that he is unable to be the front line and climb to your portages. Do not tighten together when it comes to team combat. If you are close to each other, he will use his Snowball W to engage from afar and run in the enemy. If you are all close to each other - he could be able to mount a 5 person.


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.


Stay away from your team and look to farm and gain as much XP as possible. You need to hit your level spikes as fast as possible and one way you can do this is by staying in a side lane.

Focus on farming and avoid fighting in the mid-game. If you die or have to burn your Flash, you’re going to be incredibly vulnerable.

Split push and stay away from your team unless they need you. You will be stronger if you avoid fighting and grouping unless you have to.


Be careful about Singed's all-in capability, and his intent to displace you into his team. It can easily get you CC'd and killed.

Try not to chase him frequently in this matchup. Although your mobility is high, you will still take a lot of DPS from him.

Once you get your ult, make sure that you CC Singed every chance you get. Work with your team to take him down thereafter.

Keep the wave close to your tower. The enemy has no sort of sieging potential and can be easily exposed to ganks.


The main goal is to get your first element quickly while making sure that you don't get CC'd and all-in'd. Use your W and r with the utmost discretion. Shove the wave when possible and punish the enemy launch with your self-directed soldier-attacks. It will slowly allow you to get a healthy lead in the path after which you can either look to all-in or roam. Once you get your Ultimate R, you should be able to do much more in this path. The plan is always the same, whip your enemy first, and then look all-in with your Ultimate R. Take the position of the enemy Jungler first into consideration.


Try to target your abilities by pushing so they hit it and the minion wave at the same time. Your level 6 is very strong. Try to make it fall first before committing your Ultimate on it. Play safely early on. It is stronger than you and you need some time to come online, so make sure to limit the damage it can do via automatic attacks.


Focus on the enemy of the range and use your Q to slow down if they try to fly and catch up to you. It will allow you to scale and intimidate your opponent unabated. Do not push too far in this path without putting the right vision around. Junglers will certainly try to gank you because of your immobility. You can play more liberally once you get your Ultimate R. It will also allow you to lure enemies into diving when you are weak in health. Combined with your W, you can quickly secure the murders.


Try and space accordingly to Veigar in team fights. Do not position too far forward as it will allow Veigar to catch you out with his n and start a team fight.

Locking Veigar down with CC will be the best way to deal with him in team fights. He is pretty squishy so if you’re able to get on to him and take him down at the start of the fight, your team will have an easier time winning it.

Veigar will use his Ultimate R to try and take down a low health/defenceless enemy. Buy items that will make it less likely that he can one-shot you with his Ultimate R. Standing as far back as possible will also reduce his chances of using it on you.


Stay with your Support throughout the middle of the game. If you get away from them, you'll be an easy target for the enemy. Make sure you're always close to at least 1 ally. Group and stay with your team at all times. Do not divide the thrust or avoid grouping unless you have a good reason to be away from them. Look for choices with your Support/Jungler to get killed and increase your lead. If you kill a key target, you could make the call for Baron.


Camille is a mechanically difficult champion. She takes lots of practice to master and she has a sharp learning curve. You need to play her a lot to make use of her kit.

While Camille is incredibly mobile thanks to her E, whenever it’s on cooldown, she is very vulnerable and easy to take down. Before going in, make sure you check your surroundings as you have no escape when your E is down.

As she is mechanically difficult, it’s really easy to go wrong on her. If you make a mistake, the enemy can easily capitalise on it and gain a lead. Once Camille is behind, it will be difficult for her to get back into the game.


Once she unlocks her Ultimate R, any enemy vehicle that remains alone will die as soon as Evelynn enters them. Once she has one or two articles, she will become a force to count with. Combined with her level 6, if the enemy team does not invest in the control guards, they will fight easily. Her Ultimate R allows her to escape situations where she could make herself a CC=d and kill. This allows her to face herself on a single enemy vehicle, kill them and return to a safe place.


Kog’Maw is weak in the early game. You can abuse this to get an early lead or blow his Summoner Spells.

At level 6, Kog’Maw will have an easier time poking and trading thanks to his Ultimate y. Take care when trading with him, and try not to let him burst you down.

Kog’Maw benefits from extended trades once he has a few points in his e. Do not go for extended trades with him unless you have an advantage.


Improper or reckless usage of her W can immediately get her killed due to how squishy she is. The enemy can try to move away from her to prevent her from getting her fully charged E off, which won’t reset her W to facilitate an escape.

Her E without her Q is quite ineffective during the early game as she won’t have any form of external attack speed on her. If she uses it carelessly, the enemy can look for an engage on her.

She is quite useless if she happens to fall behind during the early game. She is reliant on items and without them, the game might as well be a 5 v 4 due to how ineffective she will be in the game.


Pantheon is a dominant early game champion. Expect him to go for early ganks to get a lead.

Once Pantheon hits level 6, his ability to get ganks off increases. Make sure you place deeper vision in his jungle to spot him before he uses his Ultimate R.

After Pantheon has completed his jungling item, his kill pressure intensifies. You’ll want to avoid fighting him unless you have assistance.


He will quickly get his transformation in the early game because he will constantly be skirmishing with the enemy.

Kayn has good roam and map pressure. He could roam pretty quickly with his E and assist his other laners.

His build and kit are very versatile. This makes him a valuable pick as he can adapt to many different scenarios and matchups.


Gwen is not powerful early, so she has to use her Q to her full potential in the way. This will give her a lot of support and damage, but she will have to invest a little time in stacking it. Gwen's Level 6 is an important pick-up for her. She can quickly run the enemies now that the amount of healing she gets from the output of capacity damage is quite powerful. She should win a duel with ease from now. Getting the first component will surely help Gwen's laning phase a lot. Its release of damage will increase, which will let her go to short burst operations on her enemy with her E and Q. She will later be able to use her W to escape.


Gnar's level 6 is a massive power spike for him as he can completely dismantle an enemy team with a well-timed Ultimate R. He will also be instrumental when it comes to flanking the enemy team during significant fights.

His first item component will give him a decent damage boost. He is already quite obnoxious due to his Q and W. Still, the component will now let him make the enemy recall abruptly quite often.

Gnar is relatively weaker early on because he doesn't have his Ultimate R available. As a result, he can't dish out a lot of damage. To compensate for this, he will want to use the lane brushes and his range advantage to keep poking the enemy champion while using his E as a measure to maintain the spacing between his enemy and him.


Another point in its Ultimate d will increase the damage to the ability and let it play games frequently. Several elements will allow it to take the game easily. It should be part of as many fights as possible. The first ability will be maximized to level 9. This will bring a lot of damage to the enemy team and increase the frequency of use of this ability.


Your goal in the early game is to gain as much gold and Xp as quickly as you can.
You wanna prioritize ganking lanes with low mobility or for allies with early CC as the strength of your basic abilities at level 3 and 4 is pretty significant.

Try and secure early objectives as you can take them pretty quickly and if you kill them you can turn into your True Form as use this to take down any nearby enemies.


Once Soraka reaches level 6, its card pressure increases and it can impact the card with its Ultimate R. Once it is level 6, make sure that you ping your team so they know that it has its Ultimate R available. After Soraka has finished its first element, its release of damage and maintenance will increase. Expect it to play a little more aggressive when it has finished this element.


It is important that you concentrate the closest enemy champion and your allies concentrate. Unless your ADC is behind you, you could use your Ultimate R on them to keep them alive while they take the damage. If you're ahead, keep your Ultimate R for yourself.


It will give you a significant long-term advantage. Don't forget to use the spell shield correctly in the track. It should be used to counter hard CC capabilities or bursting damage capabilities. Getting your Ultimate has will allow you to easily choose enemies. Keep an eye on the side tracks and make sure that you all when possible.


Pantheon can duel almost all the Junglers in the game. A good Pantheon will constantly seek to invade the enemy and get murders. Pantheon's level 6 allows him to inflate his allies from afar. He can launch his Ultimate R from afar, which means that he will avoid and avoid shallow neighborhoods. His W offers him tons of pressure of choice throughout the game. Getting the right choice on someone can easily win you the game or team fight.


Needs time to come online. He is weak early on and cannot really gank unless he has easy kills set up for him.

He doesn’t have the greatest objective control. He will need his allies to help him secure the Drake and Rift Herald.

Relies heavily on the late game to win. As games end around or before the 30-minute mark, his late-game carry potential is lessened.


Able to mitigate any form of auto-attack damage with his W. This can make the enemy physical damage carries to be practically useless when this ability is active.

He can set really good cheese brushes as well as all-in opportunities with his E. When combined with certain items, Shen can put additional debuffs on the taunted champions with ease.

His Ultimate R can allow him to act as a guardian for his teammates. This becomes really beneficial if one of Shen’s teammates is fed and needs to be peeled for.


Sett will look for an early cheese. Stay as far as possible at levels 1 and 2 so he can't use his Flash and kill you. At level 6, Setts Ultimate R is strong enough. Don't overextend or stay on poor health in the way because he can easily kill you or set up his Jungler. If you play as a varied support, try to harass him as much as you can to make it really difficult for him to engage without dying.


Stick with your team in the later parts of the game. If you walk away from them and die, it will be 4v5 and the enemy may be able to force a fight or end the game.

Focus the nearest enemy champion in team fights and watch your positioning. Hold on to your W for the right opportunity. Do not use it recklessly.

Stick towards the back of your team near the Support and ADC so they can peel and protect you.


Be a part of neutral objective fights. Your Ultimate R will be especially helpful in pushing the enemy Jungler off the neutral objective.

Look for picks with your Jungler when possible. It will allow you to accumulate a massive lead and will let you take over the game single-handedly.

Do not forget to farm in the game as you still need your core items to win the game. If you manage to accumulate a lead, make sure that you push it harder and get other lanes ahead.


Stay with your Support throughout the middle of the game. If you get away from them, you'll be an easy target for the enemy. Make sure you're always close to at least 1 ally. Group and stay with your team at all times. Do not divide the thrust or avoid grouping unless you have a good reason to be away from them. Look for choices with your Support/Jungler to get killed and increase your lead. If you kill a key target, you could make the call for Baron.


It is a very good early game ganker due to its aggressive ability and style of play. This means that its presence will be felt early, and it will capitalize on the enemy's glove and get an early lead. Level six is a massive power peak as it adds another layer of damage to its global damage combo. It can also interrupt Teleports and can act as a multi-CC capability. The first element will allow it to get a boost of damage and increased survival during all in. It will give it more chance to get a murder during a duel.


Take care that Shen has a good ambush potential in the middle of the game thanks to his E. Do not go to the hall or walk in unrewarded parts of the card if you know that Shen has been nearby because it can cause your death. If Shen uses his Ultimate R and leaves his ADC alone in the way, try to kill them because he will not be able to protect them if he is elsewhere on the map. However, you could cancel his Ultimate R if you think he will be able to spin the exchange. Try poke and harass Shen before a team fight starts. If he is weak, he will find it very difficult for him to peel and protect his litters.


Once you get two items, you should be able to flatten a lot of damage depending on the construction you go for. Just make sure that you use your e appropriately to avoid CC. Try looking for peaks around the map. Your kit allows you to duel them easily and escape if a fight goes wrong. Try to catch the ADC enemy in a side track or the enemy Support while they are in custody. Your main goal during the fighting will be to reach the most priority enemy target and then move them to your team with your Ultimate k. Playing around the vision will be really important to achieve this goal.


Can be kited to oblivion, especially when he is against a ranged carry with some form or dash or peel.

Misuse of his W can get him killed as it is his only form of damage mitigation. He can’t escape easily if someone all-ins him after he uses this ability.

If the enemy is smart, they will avoid grouping up during fights. This will prevent Sett from using his Ultimate R effectively, as he won’t be able to land a lot of damage or slow multiple members of the enemy team.


Stand outside of the minion wave at all times during the laning phase. Seraphine players will often use their Q (or empowered Q) to push the minion wave. By standing outside of the wave, she’ll be unable to poke and push the wave at the same time.

Keep an eye on how many empowered stacks she has. If she has 3, play safer as her next ability will be much stronger.

Once she hits level 6, expect her to either look for kills in lane or set up her Jungler for ganks. Her Ultimate R is a strong tool that offers her extra kill pressure.


Provided you didn't fall behind during the early game, you should be a powerhouse of damage and slows during this phase of the game. You should use your range advantage and always go for front to back trades when fighting the enemy. Always look to auto-attack the enemy champion closest to you (while trying to y multiple enemies) so that you can kite them long enough to get out of their influence area.

Your Ultimate w can be a game decider if you use it properly during this phase of the game. Use it in combination with your y to secure long-ranged picks for your team. During objective fights, you can use the same Ultimate w to CC the enemy Jungler, so that your Jungler can Smite the objective safely.

Try to obtain mid priority with your team before you take any kind of objective. You don't want to be in the side lanes unless it is completely pushed into your tower else you will get caught out easily and will get killed immediately. Also, don't forget to buy some form of anti-CC if the enemy team has a lot of champions with hard CC abilities on their side.


His d is the only form of self-peel for him. Once this ability is lowered, he is quite vulnerable to ganks. In team fights, he can be flanked with ease too. He will try to play safely during the early match and will not have much damage if he can't upgrade his passive core. Playing aggressively and forcing him out of the early track can allow his enemy to get a huge advantage over him. Very subject to all in, especially in the bot track when against a hard crowd control Support. He has some form of buff motion speed with his r but in layers crowd control can easily counter that.


At level 16, Akali will have 3 points in her Ultimate She will be able to dish out a lot of damage to anyone she comes into contact with. Your Ultimate will also be on a lower cooldown, which is very beneficial.

At this stage of the game, Akali would be near max build. Landing an E on a squishy enemy champion should result in an easy kill. This kill could result in either the Baron or a favourable forced 5v4 fight.

Akali does fall off in the later parts of the game as teams start to group. Akali is at her strongest in split fights or picks rather than straight 5v5s. Also, the enemy should start buying defensive items, which will make it harder for her to take them down.


As Nautilus e can hit the players who come into contact with her, if you are close to the concentrated ally, you could be hit as well. Nautilus will often be the first player on his team. Once he has entered the stage, try to concentrate him if his teammates do not follow him. Nautilus fights again to get out once out, so if he makes a mistake, he will abuse Nautilus will automatically attack anyone approaching him by trying CCs with his passive. Try and stay away and out of reach during team fights if you are squishy.


Her last game is phenomenal since she can peel for her team for days. No one can get close to her team as long as her W and Ultimate R are in place. Lulu's Ultimate R at level 16 is a strength to count with. It will be difficult for the enemy team to eliminate Lulu's team due to the short cooling period of the ability, and killing Lulu will really be next to impossible. Lulu will be fully built by then in the game. Her shielding potential will be out of the world, and she can allow her entire team if she manages to use her abilities properly.


Try to abuse your range advantage to get an early health advance. Keep the minion wave closer to your side of the map early to force them to lie down for the farm and XP. When you try to poke, target your abilities so they hit the minion wave and the enemy at the same time. Once they are level 6, they get stronger than you and it will be harder for you to run against them.


Catching Sona out when she goes to ward will allow your team to potentially allow you to take the Baron, Dragon or start a team fight when she is unable to protect her team.

Avoid team fighting in areas where you’re forced to group close together like inside an objective pit or in the jungle. This will allow Sona to get a multiperson Ultimate R. Try and group but not too close together.

A good Sona will be stood near the back of her team when her Flash is down. This will make it harder for you to kill her in a team fight. To make killing her easier, try to flank her from the side or from behind.


Mordekaiser is quite motionless. If the enemy has a lot of mobility or tools to escape, it will be difficult for him to catch up with the enemy. Pre-6, if Mordekaiser misses his E, his ganks will fail. It is because he has no other forms of CC and it will be difficult for him to get to the target of flight. In the later parts of the game, the reduction of the pen and healing will greatly reduce his survival in the fights of the late game team.


Track brushes must be used a lot of time when you are trying to land your C and E on the enemy. It will easily allow you to disrupt the fighting with ease. Always use your Q in the middle of the track. It will give you more area to dodge and you will be able to hit most of the shards on the enemy. After six, you should be able to block enemies from escaping or entering the river during neutral objective fighting. Make sure to use it properly although otherwise you might very well end up dying.


Its positioning is important in team battles as well, otherwise it can be flanked by enemy assassins and be immediately removed. Without its Ultimate c or s, its ability to dominate a team struggle decreases considerably. The fight during this stage will give the enemy team a much greater chance of winning. Virtually gets counterbalanced by a Control Ward because it forces it to reroute. It is because of the short-term nature of its automatic attacks, which allows it to detect itself quite easily.


Trading against Heimerdinger can be extremely tedious, yet it can be done. Taking down his Turrets Q will be the main focus in order to poke or trade with him.

When using your skills shots (if they’re AOE), try and aim them so they hit both Heimerdinger and his Turrets Q. This will make it easier for you to clear them down the line and increase your kill pressure in lane.

 Once Heimerdinger reaches level 6, his kill pressure and strength increase dramatically. Keep this in mind and beware of his empowered abilities.


In team fights, do not group closely together to make it impossible for her to land a 5 person Ultimate R. Be prepared to turn around if she looks like she’s about to cast her Ultimate R.

Never fight the enemy in the jungle or around an objective as her Ultimate R is really good in tight areas when teams are clumped together. Fight spaced out in a lane when possible.

Cassiopeia will look to ambush or assassinate targets that are moving through the river alone. Unless you know where Cassiopeia is, do not walk through the river or around the map on your own especially if you’re squishy. If you die, she may cost your team the next team fight or objective.


Olaf is incredibly strong in early play: especially at level 1. Avoid fighting him at any cost as he will beat you if he is able to land several t. If Olaf throws his t and he is close to you, try your best to zone him away from the thrown Axes t so he is unable to pick them up. Keep the minion wave closer to your side of the map to reduce his ability to everything within you and keep you down.


Vayne will often be left alone to divide the thrust and the farm. While she is away from her team, you could look to collapse on her and bring her down. Do not engage several players to kill her though if she bots and the Baron up. Vayne is subject to CC. Locking up at the beginning of the fight will make incredibly difficult for her to kite, cause damage and win the team battle. Playing around her Ultimate n will be a great way to increase your chances of killing Vayne in a team fight. Force a team to fight one after the other will reduce her chances of surviving in the next.


Try CC the enemy. It's relatively easy and you can cut them once it's done. Your Ultimate can be a real game changer. Your goal is to prevent Karthus from getting in your team. Keep the wave in the middle of the track and scale up. Once you're stacked, you should have an easy fighting time,


Play safely for the first levels. While the Ekko game is strong, you need to stay healthy so you can look for an all-in after having more levels under your belt. Ekko has a strong roaming potential and is a strong skirmisher. Get priority in your way and then try to wander and help your allies. Playing around your Ultimate W. It's a strong tool that can help win battles and overcome the enemy. Always keep this ability in mind when you are fighting the enemy.


As well as her level 6, Elise does not point to level 11. Again, keep this in mind during the fight against the enemy Junglers at level 11. At level 9, Elise maximizes her Q. This is a good top level for Elise because it allows her to exceed most of the enemy Junglers in a 1v1 fight. In the middle of the game, Elise should have completed several articles. She will be good in the middle of the game, and with the most articles she gets.


Diana has a unique playstyle when it comes to farming and trading during the early game. Her s has a strong impact on the wave and she will tend to push the wave with it. Try to engage and fight her when her s is on cooldown.

Diana is dependent on landing her Q for the all-in. Try to back away if she lands it to reduce her chances to follow up with her t and trade.

She is a melee champion that struggles against ranged champions. When playing as a ranged champion, use your abilities and auto-attacks on her when she moves forward to last hit.


Try and stick with your Support throughout the mid-game. You’re quite vulnerable and easy to kill if you’re on your own. By staying with your Support, your survivability will increase.

Continue picking up farm in the side lanes when no team fights are occurring, but spend as little time away from your team. You need gold and XP to buy items and if you fall behind, it will be unlikely that you’ll be able to dish out damage in fights.

Look for picks with your Support/Jungler to get kills and increase your lead. If you kill a key target, you could make the call for Baron.


Depending on your build, you will either be dealing tons of damage or tanking a lot of damage for your allies. Whatever be the case, remember that you still need to peel for your ADC.

Try to work with your Jungler and get picks inside the enemy Jungle with your Ultimate R. Even picking off the enemy Support will grant your team a considerable advantage when it comes to vision placements.

Set death brushes when possible and use your Ultimate R to bring unsuspecting enemies close to you. This will let your team collapse on them and kill them.


Alistar is a very easy Support to learn which makes him a great starting Support for players who want to learn the role.

Your t is really versatile which offers you tons of outplay potential in lane and in team fights. During the laning phase, you can use your t on minions as well as champions to make it easier for you to land your combo.

Your Ultimate offers you tons of protection. It allows you to tower dive the enemy and be the frontline champ your team needs in fights.


It can be really good at the end of the game. It's quite tanky, and its AoE damage will help her tight fights quickly. A maxed-out Ultimate r will allow Rek'Sai to use ability frequently and assassinate targets frequently. It will be a great ability now. Most of his abilities will be maximized by now. The amount of damage inflicted will be phenomenal, especially with his E.


Akshan doesn’t do too well into ranged matchups and champs with easy to land CC as he will be unable to use his E aggressively.

His Ultimate  can be interrupted pretty easily. You have to be very careful when trying to use it otherwise the enemy will cancel its channel.

Versus poke or champions with a lot of wave clear, it is going to be near impossible for you to roam and help your allies as the enemy will keep you pushed in or take your tower while you’re roaming.


It is weak early because its presence is negligible, and it cannot do much against the various champions. All it has to do is to maintain its health until it reaches level six. Once it reaches level six, its presence will skyrocket, becoming a major threat to the enemy lantern. Working with the Jungler allies will help it massively. The first element will allow it to spam its abilities quite frequently. It will also allow it to inflict more damage, especially when it has its Ultimate h.


He has a unique mechanic that makes him incredibly hard to master. Playing around his g is crucial for a good Draven, and it does take some time to get used to.

If you die when you have lots of stacks, you’ll miss out on a lot of free gold. Expect the enemy to overwhelm you in the bottom lane to try to shut you down. Make sure you keep the lane warded at all times to reduce the chances of this happening.

Team fighting can be difficult for Draven as he needs to pick up his Axe’s g in the fights. If he drops them, he will miss out on damage. Dodging damage, kiting and picking up Axe’s g can be quite challenging.


Use the track brushes to regularly land your e on the enemy. This will soon allow you to cut your enemy off the track. Your e must be used with extreme discretion in this matchup. Make sure the enemy has no form of CC on them before deciding to use the ability in the middle of a fight, Once you unlock your Ultimate r, you should have a really easy time running down not only in your way but also in other ways. Make sure you do everything you need to get a lead.


Its ultimate R can be used to install ganks on other tracks. No one suspects a Sion from the base and down or midway. Its E is a very easy skill to land that guarantees a Sion Q. This can be of great value for setting up ganks for its Jungler.


Zac has great all-in potential throughout the laning phase. As soon as the enemy moves forward or overextends, he can look to play aggressive.

His Passive and Ultimate R can allow him to singlehandedly take a group of enemies out of a major team fight by simply zoning them away. He can also deal a lot of damage to the enemy backline if they ignore Zac.

Zac has good sustain in lane, thanks to his blobs. The additional health and sustain lets him survive harder matchups and out heal the enemy.


By walking around the Rift Invocation, do not go alone if you are squishy. Fizz can easily assassinate someone who walks through the river alone. Take appropriate paths through the monitored areas whenever possible. Do not use execution capabilities or keystrokes on Fizz unless he has used his E as he can easily avoid them by going non-target. If you are hit by the Fizzs Ultimate R, do not walk near your allies because the damage of his shark's AOE inflicts a lot of damage on them too. Walk towards them but do not approach.


Lock him down in team fights. Make sure you hit him with your CC tools so he is unable to use his Ultimate to save his allies.

Don’t fight in the jungle vs Milio because teams will be grouped together and if he is positioned well, he can easily counter your hard engage. It’s better to fight in the open and away from objectives and in tight parts of the map.

Good times to fight him is when he is alone going to ward in the mid and late game. Catching him out means the enemy will be 4v5 and his team will lack peel and utility.


Lee Sin may try to kick k somebody like the ADC into his teammates. Group close together to make it harder for him to kick a carry into the arms of his team.

As Lee Sin needs to get onto someone in order to kick them towards his team, locking him down with CC as soon as he engages is ideal as he is rather squishy and will be unable to escape if he’s CC chained.

Lee Sin is really good at taking down or picking off isolated targets. Make sure you group closer to your team to make it harder for him to take anyone down whose alone.


Camille is a mechanically difficult champion. She takes lots of practice to master and she has a sharp learning curve. You need to play her a lot to make use of her kit.

As she is mechanically difficult, it’s really easy to go wrong on her. If you make a mistake, the enemy can easily capitalise on it and gain a lead. Once Camille is behind, it will be difficult for her to get back into the game.

You need to be incredibly proactive on Camille to get ahead. If you auto-pilot or do not use your Ultimate R whenever it’s off cooldown, you’re losing out on potential kills.


Garen offers a surprising amount of damage in early play. Stay at the maximum range to make it harder for him to get an early murder or go on to you and kill you. At level 6, Garen will have access to his Ultimate R that can be used to execute enemies. Do not fight it when weak, and certainly remember if you are below 50% of health as he could look for a business. It is better to be sure rather than try to fight and give him a murder. Once Garen has finished his first article, he will be more heinous and seek to exchange more and more. Keep this in mind and do not commit to fight with him alone.


The track brushes can allow Gragas to assert a lot of domination at the beginning of the game. It can allow him to zone the enemies, and he can also use the fog of the war to go another way and help his teammates. His Q also compensates for a bit of decent poke. Level 3 is a massive powerpike for Gragas as he can now look for full all-in on the enemy target. Positioning can cause some impediment that his E can be interrupted by minions. The use of track brushes or his Flash should quickly solve the problem. Level 6 of Gragas is an important power peak because it can now move key enemy targets during a gank or all-in. It can allow him to take the enemy rear line if he decides to go for the whole AP construction. He can also work with his Jungler and pick up enemies with this ability.


During the middle of the game, continue to get angry and see if you can get tracks around the map. Your E should be on a shorter cooldown now, which allows you to catch up more easily with your enemies. Neutral Goal fights should see your presence regularly. Your ability to constantly descend from a Smit due to your Ultimate e should allow your team to benefit a lot. Don't forget to grow in the game as it will be your main source of revenue. You will want to get your items as quickly as you can for maximum efficiency.


Don’t all in Aurelion at level 1 when he has Corrupting Potions. He is going to heal up a lot and deal surprising damage when trading back with you.

While not always practical, once Aurelion hits level 3 he will unlock his main roaming ability. Ping as soon as he goes missing as it is not unheard of Aurelion roaming to bot lane at level 3.

When Aurelion hits level 6, he will try and make good use of his Ultimate. If he cannot kill you in lane, he’ll make sure to use it elsewhere. Once his Ultimate is up and he’s gone, communicate with your team.


Tahm Kench can absorb a lot of incoming damage in lane and in team fights with his E. If he activates it at the right time, he can have basically two health bars and be near impossible to kill.

His Ultimate r is very versatile. It can be used to save an ally, or catch somebody out of position. It is a great tool especially in mid and late game team fights

His W is very versatile. It can be used to escape skirmishes, get over walls, look for plays and many other things.


You should always save your Jungler while they are busy invading. Look to flank and remove the enemies, or choose them with your Ultimate. This can be pretty easy on the enemy Support, or Mid Lane enemy if they overextend. Buy items that will keep you alive longer in team fighting. Try to be as heinous as possible: soak up and inflict damage to advance your team.


A maximum-out Ultimate e will massively injure the enemy team. Any fight around the bottlenecks will allow Vladimir to win the fight immediately because of its maintenance and damage. Several articles will allow him to inflict more damage to the enemies, especially those who fight together during the team fights. He should be relatively sure as well and heal from a ton of damage. His life flying and damage during the end of the match will make him really good in the team fights. He will just need to use his l and Q at the right time, and he will be unqualified.


Velokoz first peak of major power is once it reaches level 6 that its Ultimate R offers him tons of pressure to kill. Once Velokoz has its first element finished, it will constantly push the minion wave and try to bring you down. Velokoz is really good in team fighting thanks to the poke and AOE damage of his abilities. Try to fight when he is not there or when his Ultimate R is down.


Constantly adapt your positioning in lane so Ornn is unable to knock you up with his E. Stand away from walls and his Pillar Q so he is unable to CC.

Refrain from using any major CC abilities on Ornn when his W is off cooldown as he can use it to dodge or escape CC.

Once Ornn hits level 6, his kill pressure in lane will increase and he may start getting ganks from his Jungler. Get vision in the river so you can spot the Jungler early.


Riven will begin to fall as the game continues, so she will have to accumulate an early lead on. She should rely on peaks to win the game. She will have a lot of articles during this phase of the game, which will let her dry a lot of damage if she manages to catch an enemy. Level 16 is a massive power peak, which means that she can completely decimate the enemies that are joined together. She will have to find flanks on the enemy frequently.


He could drive your team in danger or an ambush. Try to look for fights when Akshan is not there. This way, he won't be able to benefit from his W. Playing around Akshans Ultimate will be very beneficial during the middle of the game. Otherwise, he will be unable to maximize his release of damage.


It is quite intense during the beginning of the game that its clearings are quite fast. It can burst enemies and duel quite effectively early. Unlike the other champions, the level six is not a massive peak because it does not provide it much. On the other hand, its early play power is due to the transformation Ultimate r. The first component element will allow it to duel enemies more easily. It will also allow it to use its abilities quite frequently.


Avoid grouping too closely if the enemy has several knock-ups as this will allow Yasuo to get a very good Ultimate Roff. The grouping but not standing on each other will reduce the effectiveness of his Ultimate R. Do not fight in the jungle because it will be easier for Yasuo to land his Tornado to hit and follow him with his Ultimate R. Fighting outdoors will make the team fight more effective for your team. CC is your best friend in team fighting.


As Ekko is a champion in the middle, he will be harassed by the top range of other mediums. He must not let them bully down otherwise he will fall into gold and XP. Common flank points can easily be monitored by the enemy team, reducing Ekko's flank potential. Ekko will have to spend some time cleaning the pupils if he wants to succeed in pulling enemy champions. Ekko is subject to CC. If he is hit by CC in layers, it will be difficult for him to inflict damage, use his W or escape combat with his Ultimate R.


In the last game, the damage to Anivia will be really horrible. She will have several items finished, and her Ultimate m will inflict tons of constant damage. The teams will continue to regroup in the last game. This helps Anivia as she can land a 5 person t, and her Ultimate m is an AOE tool. This means that she can inflict a lot of damage to the targets if they are grouped closely. In the last game, Anivia will have very few cooldowns on most of her abilities. She will be able to look for more frequent choices and secure kills with her team. Her t, in particular, will be on a very low cooldown in the last game.


Very good objective control because of his Q and Smite. It also allows him to heal both in the way and in the Jungle, which gives him an innate advantage against other Junglers. Great potential for glove because of his W, especially if there is no vision set up by the enemy team. This can lead to a large CC chain. Its Ultimate R can allow him to set phenomenal death brushes while contesting objectives. This can allow him to put an end to the game or take the goal quite freely.


Darius starts to fall off in the late game, but he is still powerful. He falls off as other champions start getting items that counter him, and many champions will be tankier, which makes it harder for him to kill them.

At level 16, Darius’s Ultimate e will be an essential tool in team fights. As it can deal a considerable amount of damage and as it is an execute- he will be able to take down targets and use the reset to kill multiple targets.

By this stage of the game, Darius should be near max build. As he builds items that enhance his damage and offer him protection, he will be relatively tanky and challenging to take down.


Take advantage of your range advantage and poke Tahm Kench whenever his Devour (W) ability is on cooldown. This allows you to harass him without the risk of being instantly devoured and taken out of the fight.

Be cautious of Tahm Kench's all-in potential. It's best to stay attached to your ADC when his Devour (W) is available, as you can be an easy target for him to catch and disable.

By keeping the minion wave closer to your side of the map, it becomes more challenging for Tahm Kench to engage on you effectively. This denies him the space he needs to make aggressive plays and increases your safety in lane.

Tahm Kench is particularly strong at levels 1 and 2 and may look to make aggressive plays during this time. Keep this in mind and prioritize your safety to avoid falling victim to his early aggression.


Once Neeko has her Ultimate R, her kill pressure will increase. Make sure you back when you’re low when she has her Ultimate R up.

Neeko can deal a lot of burst damage if she’s able to land her E on you. Position towards the opposite side of the lane and as far back as possible to make it harder for her to land this ability on you.

Stand outside of the minion wave at all times if possible. Neeko’s root from her E will be increased if she is able to throw it through the minion wave.


Your goal in the early game is to play safe, pick up gold and XP and avoid dying to the enemy laner. You are rather weak in the early game and need time to come online.

Once you have quite a few levels under your belt, you should look for short favourable trades. As you’re not strong in the early game, you may wish to wait for the enemy to waste an 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 lane.


If they die at first, you won't be able to win the fight alone. Stay with your team at the end of the game. Don't separate or stay away from them otherwise the enemy can try to take you or initiate a 4v5 fight when you're away from your team. Focus the closest enemy champion to your carts and work as a team to remove the enemy one by one. If you focus the backline alone, you can be an easy target for the enemy and can die quickly. Focusing on the closest champion, you will survive longer and keep your carts alive.


Once it is level 6, Xayah will have additional protection in the way that its Ultimate R can help its dodge damage. At this point, it will be a little harder for you to kill it whenever its Ultimate R is in place. The more the game goes, the stronger Xayah will become. Try to put it behind in the early game so that it is not as useful in the middle and end of the game. When Xayah gets 2 finished elements, its death pressure and the release of damage will be very high. At this point, it would be advisable not to fight it unless you have a significant advantage in damages or numbers.