Karthus has a great objective control due to the amplified damage inflicted by his 1 on unique targets. It will allow him to finish the goals quite quickly once he has obtained some articles. Level 6 is an important peak of power because it allows him to stack his run, as well as to finish the enemies who managed to escape with a burst of health. Once Karthus gets his first element, he spams his abilities frequently because of the increased mana. His damage will also increase and will allow him to get a global lead in the game.


Ekkos main source of damage comes from his Passive. Avoid letting him stack his Passive by dodging his Q and standing outside his E range.

Ekko will look to set up a W stun by walking out of vision. Be cautious of this and wait a few seconds after he appears again before trading with him.

Ekko will look to constantly push the wave with his Q.  Punish him whenever he uses it for waveclear by engaging in trades.


His W can allow him to heal a lot of health in terrible situations. Being a point and a click, it is quite easy to land and can easily change the tide of a fight. The initial casting of his E allows him to move to a certain place. This can allow him to avoid hot skills and also to get on a still or vulnerable port.


Nunu’s weak early in the laning phase. However, his strengths come from elsewhere.

Nunu is a very good roaming champion and will try to roam around the map. Use this insane early game pressure to get your allies ahead.

His level 6 power spike is pretty good. It will increase his power in lane and also make him even stronger when roaming.


At level 16, Fiddlesticks will put the third and final point in its Ultimate R. As long as it can get the channel out, it will be very good in the late part. The teams will continue to group in the late part. This will allow the Fiddlesticks to get a good amount of damage to the entire enemy team. While you are good in the late part, you are incredibly squishy. Lookout and be careful trying to get a good Ultimate Roff so that you don't get killed before a fight breaks out.


Try to stay with your support throughout the middle of the game. You are very vulnerable and easy to kill if you are alone. Staying with your support will increase your survival. Keep picking up the farm in the side lanes when there are no team fights, 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 will be able to eliminate the damage in the fights. Look for choices with your support/Jungler to get murders and increase your lead. If you kill a key target, you could make the call for Baron.


During the mid-game, all you need to do is look for picks all around the map. This is the time for lane swaps so it should be easy for you to get kills.

Target immobile carries as much as you can. They can't do much to save themselves and you will be able to escape using your Ultimate R.

Look for flanks on the enemy team and see if you can catch them off-guard by using the fog of war. This will make team fights really unfair for the enemy team.


The second point of his Ultimate R should allow him to catch frequently the out-of-guard enemies. His combo of brilliant damage will also become more dangerous. It is really great during the middle of the game that he can get many peaks now. He should be able to ruin the life of the enemy squishy door when possible. His damage is excellent during this phase of the game due to his core of articles being completed and he is really agile. The fact that the enemy will turn a lot will allow him to secure the peaks quickly.


She will be able to maximize her Ultimate R at level 16. This will have a significant impact on team fighting since her Ultimate R will be on a very short cooldown. Lillia is excellent in team fighting at the end of the game. This is due to her AoE abilities and mobility, which can allow her to get a 5-man Ultimate R. Lillia will now have several articles.


Lisandra has to commit to an all-in in order to make use of her kit. This can be a problem if her team is not on the same page as her.

Her Ultimate R is more of a utility tool rather than a damaging tool. This can be an issue against stronger mid lane champions.

If you’re behind, you’re going to deal no damage in team fights and your poke/all-in will not be very good.


At level 9, Aurelion will maximize its 1st ability. It is a very good peak of power for it because it will allow it to flatten more damage, and clear waves more easily. In the middle of the match, Aurelion Sol should have completed several elements. It should be able to flatten a lot of damage in team fighting with its Ultimate and Passive. Level 11 is another good peak of power for Aurelion Sol because it gets to put a second point in its Ultimate.


2 points in his Ultimate R will be a decent power spike as he can use the ability frequently and use it effectively during objective fights. It also serves as a good pick ability.

Maokai is quite decent in late-game team fights. This is due to his Ultimate R and his all-in combo, which ensures that any champion he targets will die if his team follows up on the engagement.

Maokai's first ability will be maxed out at level 9. This is terrible news for the enemy team as they can expect to find high damage saplings or a Maokai with a super powerful all-in combo in the jungle brushes.


Jayce won't be spiking too hard at level 11 because it won't be giving him as much stats or utility as most other champions' ultimates. It will definitely allow him to increase his overall burst damage, though.

Once he maxes his s at level nine, he will be able to dish out a lot of damage. This is especially true if Jayce hides in the fog of war and manages to burst down an unsuspecting squishy enemy with his w > s combo. This can also be done from the lane brushes if the enemy doesn't ward them.

Jayce's poke is directly proportional to the number of items and components he has at that time. Due to his ranged stance, he can quickly go for short burst trades where Jayce is guaranteed to come out on top if he spaces well.


A very weak early game causes her to have no form of lane presence. She is an easy gank target at this point, and shutting her down at this point of the game is very easy.

She is quite prone to CC abilities, especially when her Ultimate R is down to buy her some time for the CC to wear out. Even in fights, she will need to be careful, else she will get chain CC’d and deleted.

As far as her playstyle is concerned, she will be focused on catching the side waves and not accompanying her team most of the time. This gives the enemy team a huge advantage over her team in terms of numbers and sustenance.


Look to assassinate enemies with your Ultimate R. Catching someone while he's going to the hall or moving from one track to the other is a great way to move forward. Focus on securing goals when possible in the middle of the game. You can take them alone or with your team. Look for choices on enemies who are too far ahead or alone. You can get on them just before they are able to react thanks to your Passive.


Her first ability will be maxed out at level nine. From this point, she will start hitting like a truck as her e will be up very quickly in the game.

Getting two points in her Ultimate n will cause her to spike again. It will help her a lot in team fights, especially when the enemy team is filled with heavy CC champions.

She will have her core items by now, which means that she will deal a respectable amount of damage. She can even duel enemies and won't need her Support to babysit her if she masters her e usage.


Look for short burst trades in this matchup as much as you can. What you want to do is keep harassing enemies from the lane brush, go in and then fall back once they are knocked up.

You should have a really easy lane provided you can keep the river warded. It will keep you safe from ganks and will allow you to play the lane on your terms.

Remember that your dash is your only means of escape and engage. Using it at an improper time can get you killed quickly and lose you a major fight.


Be a part of as many fights as you can during this phase of the game. Your Q and W should make life easy for your team. Do not ignore the field aspect of your W. It can come in really practical situations where you fight around choking points. Your Ultimate R will be game change so make sure your E is ready to escape or dash after throwing the ability. It will catch the out-of-guard enemy.


As suggested, she is a snowball heavy champion, so if you do not get an early lead, it will be hard to carry later on.

She suffers against teams that are smart and group together. It makes it riskier for you to go in alone, and you need your allies to go in with you.

She can be kited pretty well after she has gone in. It can be hard to handle champions with dashes or escape tools.


Kog'Maw will have multiple items during this phase of the game. This will result in him dealing a lot of damage to enemies and just bursting down the enemy backline during a fight.

Kog'Maw is very squishy and can be killed quickly in the late game by assassins or enemies with tons of CC. He will have to rely on his team to help him survive.

Getting 3 points in his Ultimate y will amplify the poke damage dealt by the ability. It will be his prominent damage-dealing ability that should hit like a truck at this point.


The first element will allow him to inflict more damage and spam his abilities due to the increased mana. Level six is a massive peak due to his ability to get his Ultimate R. This will allow him to play around the card and get his team before. He is really a great starter champion that his damage bursting during the start of the game is phenomenal. Anyone who is still will have problems with him.


You have strong poke in the early game with your auto-attacks and your Q. Keep harassing the enemy from the get-go.

At level 3, you’ll have access to all your basic abilities. This is one of your first major powerspikes in the early game.

Your level 6 power spike is pretty major because it can help you and your ADC stay safe in lane.


Your Ultimate R will be on a short cooldown during this phase of the game. Make sure you regularly use it to catch enemies and get frequent murders on the enemy. The fog of the war will help you a lot during this phase of the game. Prepare some brushes with your young E and all-in-the-enemy as soon as they come nearby. You will be very powerful during this game phase, and your tankness will be really high. Just make sure you don't leave your backline without protection, otherwise you will have a hard time to win the game.


Miss Fortune is not very strong in the early game but she does have a lot of poke damage with her t. Watch your positioning and avoid standing behind minions when possible.

Post 6, stand in the middle of the lane at all times to make it easier for you to get out of her Ultimate e when she channels it. If you stand near a wall, it will be harder for you to escape the damage.

When paired with a hard engage Support, do not stand too far forward as the enemy Support may engage and set up the Miss Fortune for a good Ultimate e. If you have a dodge, don’t use it when her Ultimate e is up.


Avoid taking too much damage early from self-attacks. Play around your cooldown E and stay back while it's on the cooldown. Once you're level 2 or 3, you can play aggressive. Only enter if your ADC can fight though. Try to play around your cooldown Ultimate. Make sure to use it whenever it's high.


His tankiness is really high during this phase of the game. This should allow him to soak up a lot of damage and be a very effective frontline for his team.

At level 16, Skarner will put the third and final point in his Ultimate. This will put his Ult on a rather short cooldown.

At this stage of the game, he would have secured many objectives to give his team a big advantage.


At the end of the game, keep looking for games with your Ultimate and E. If you pull the doors in your team, then just focus them. If you don't pull the squishes in, just peel and protect for your allies. To make it easier to get to the enemy rear line, group up with your team but stay out of the way. If you're flanking a non-warded bush, the enemy will find it harder to react to your all-in. Avoid dividing or being away from your team in the late match as the enemy will force a fight while you're gone. Play around your cooldown Ultimate in the late match. Avoid team fighting when your Ultimate is down to make sure you're useful in team fighting!


It can also increase its chances of surviving in the skirmishes. It is really versatile and can also block the enemy from entering some part of the map. With your Ultimate m, Anivia's seat power is incredibly strong. With a lot of mana, you can constantly push the enemy into the enemy tower and force them to stay in the way.


Your champion is weak in the early game. Avoid fighting until you have a few levels behind you. Once you have an article and a few levels under your belt, you can look for skirmishes with the enemy. Focus on agriculture and pick up as much farm as possible in the early game. This will make you more than one threat in the later parts of the game.


As you’re a Support, avoid warding alone in the late game. If you get picked off, the enemy will be able to take nearby objectives or use their numbers advantage to win a team fight.

Consistently place vision around the map to help your team secure objectives and get picks. Having vision around the Baron and Dragon is needed to help your team to victory.

Use your Ultimate R on as many enemies as possible. Brand’s late-game damage is insane and as long as you’re able to use it on multiple champions at it bounces- you will deal lots of damage.


Keep roaming and try to get picks with your Jungler. You are extremely good at it, and securing picks should be easy due to the enemy team changing lane assignments frequently.

Use the fog of war to catch enemies off-guard whenever you get the chance. This will allow your team to follow up and get easy kills on the enemy.

Peel for your ADC every time, as they will be the primary source of your damage in the game. Do not go in blindly, and make sure you have enough follow-up damage from your team.


Shyvana will look for aggressive pieces and aggressive jobs early. Keep this in mind. Avoid pushing the wave constantly. Shyvana has great potential all-in and hunting. Keeping the wave closer to your side of the map will reduce her chances of running in the way. If you see that Shyvana has its Ultimate t, avoid all-in over-commitments as she might just escape. For example, don't Flash for her unless her Ultimate t is down.


Bard will leave the road to take Chimes when he's safe. Abusing the fact that he's missing everything in the enemy CDA. Try and stay away from the minion wave at all times. This will make it really difficult for him to land his Q and stun you. Do not stay too close to the wall so he can't stun you in this way either. When you play as a melee champion, don't stay too close to him or the minion wave or else he can bring you down and harass you with basic attacks. Walk forward when you want to harass or hit the last time, but return to safety after.


Hard engage is the best way to deal with Ezreal during the laning phase. But you’ll need to wait for him to use his E if your CC is a skill shot.

Ezreals poke damage starts stacking up if you take too many Q’s to the face. Ensure you’re always stood behind the minion wave at all times.

In team fights, you mustn’t let Ezreal poke you down before you get the chance to engage. If he’s isolated, run at him as quickly as you can to start the fight. Do not delay team fights against an Ezreal.


Staying with your team in the late game. Do not separate or get away from them otherwise the enemy can try to remove you or initiate a 4v5 fight when you are away from your team. Look for choices with your abilities. Choosing someone and then collapsing on them to remove them is a great way to win a team fight and end the game. Look for choices on isolated targets if possible. Keep a constant eye on you and your allies position. You need to drop the enemy and delay the fights in the late game, but you need to look at your positioning as you move forward to harass.


Shen gains global map pressure at level 6 as his Ultimate R can be used to help any of his allies. With this in mind, ping once he hits level 6.

Shen is actually strong at level 2 if he can get a good engage off with his E. He can be strong at level 1 if he starts E too.

He is really good in the mid-game as his kit is very versatile and can be used to either start fights, bait enemies and save his allies. He will also be stronger as the game goes along as he will get tankier and tankier.


Fiora's Passive can make a huge difference when trading with her. If you’re unhappy with the area marked, walking back a certain distance will reset the position.

Playing around Fiora's W is a focal point of the lane. Try baiting it out before you all in her to prevent her from neglecting your CC.

Keeping the minion wave closer to your side of the map will make it very hard for her to chase you down and kill you in lane. If you push and she freezes, you will be very vulnerable to ganks and all-ins from Fiora.


Once Quinn reaches level 6, her death pressure in a trade does not increase exactly as her Ultimate R is a tool of utility. However, her ability to wander does. If she leaves the track, ping your teammates so they know that she is missing. She has a lot of bursting damage early. Keep this in mind when launching against her and expects her to play aggressively and look back. When she returns to the track, Quinn can look for an aggressive whole. That's another thing to keep in mind. You can reduce her chances of going all-in by looking back at you when you go back to the track, or keeping the wave closer to your side of the track.


As Yuumi has a lot of built-in support, make sure you get some form of healing reduction quickly to make it easier for you to kill them. Yuumi is a squishy champion. If you keep the minion wave closer to your side of the map, you can force them to exceed the extension and then all-in or fight Yuumi when they superextend. Do not let Yuumi harass you and bring you down. If you lose a lot of health, you will never be able to play aggressively. Look at your positioning, Dodge Yuumi damage and don't let you abuse for free. Keep an eye on their mana bar and try to fight them (she or the CDA) after they have used a capability as they can't use it to trade with. Yuumi is less of a threat when they have a ability to get down.


Go for regular short trades with your e > auto-attack in this lane. You may want to use the lane brushes quite liberally for this purpose.

Your n will be your best friend in the lane if you're dealing with a tank early on. Ensure that you save it from getting the enemy away from you if they manage to land their CC on you.

Getting your Ultimate n will help you a lot and will allow you to mince through tanks quite easily. Just ensure that your positioning is correct.


Gragas is an early game support. Expect to play aggressively during levels 1-6. Once Gragas gets his ultimate R, he will be looking for aggressive games once you stretch out. Try to stay as far away from him as possible to make you easier to avoid his R. Keep an eye on what Gragas articles or game style is running. If he builds defensive items, he will be more tankier. If he will damage items, he will crush a lot of damage incredibly quickly.


Lillia’s early game is rather weak. She needs to hit level 6 as fast as possible to make her ganks more effective.

As Lillia is usually built AP, she will struggle against teams that have high burst damage. She also struggles against poke and disengage, which can make team fighting difficult for her.

While her Ultimate R is a great team fighting tool, it does take some time to come into effect. Your allies can also disrupt your damage if they deal damage to a sleepy target.


Cho-Gath can easily get kited by ADCs and champions with dashes in team fights. This makes it difficult for him to catch the mobile champions. If Cho-Gath decides to use his Ultimate t on a minion, he has to wait a long time for him to come back. When he is on the cooldown as well, he lacks on many real potential damage. Cho-Gath is pretty weak in the way depending on the match he is in. He is really weak against the champions with strong early matches.


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

When you hit level 6, you need to play a bit safer as you do not have an Ultimate G, unlike every other Top laner. Play respectfully and stay at max range while harassing the enemy from afar.

Use your s to poke the enemy as often as possible. Use your basic attacks in conjunction with this ability to get the enemy low.


Each point in your t will increase your overall damage in this matchup. It will allow you to force enemies off the minion wave while giving your ADC enough safety to farm.

Level 3 is a massive power spike. You will have access to all your basic abilities and you will be able to run enemies down with your poke while ensuring that no one can get to you.

Keep controlling the lane brushes at all times and do your best to make sure that you can ward up around the lane consistently. It will allow you to stay safe and poke enemies consistently.


Always stay out of sight and try to run your lane down with your W and E. It should let you cut them massively and probably kill them soon too. Once you unlock your Ultimate R, you should be able to all enemies with ease. Set up almost neutral objective death brushes to maximize the effect. Although you are not the Jungler, your Q will always be extremely valuable when it comes to winning.


In the late game, Camille is good at picking off champions with her Ultimate R. It should be on a low cooldown and if you’re able to Ult R the right champion (like a carry), you could win the game.

While you have good pick potential, the enemy will start building defensive stats which will make it harder for you to kill the carries on your own. Keep this in mind when diving in with your E.

Although you will find it harder to kill carries on your own, you will be quite tanky and deal a lot of damage thanks to the items you buy. Don’t be afraid to jump in and soak up damage if you need to.


Her early game is decent as she can waveclear pretty quickly and deal a lot of damage with her Q.

Level 6 is a massive spike as it now allows her to enable her team to collapse on targets. It also allows her to run away from threats.

The first item component will allow Sivir to deal more damage and maintain lane priority by pushing the wave infrequently.


Buy items that provide Grevious Wounds like Executioner’s Calling or Morellonomicon. This will prevent him from healing and surviving team fights.

In team fights, avoid grouping too closely as it will allow Volibear to get a great Ultimate R off. Group, but do not stand too close together.

Volibear has great pick potential in the mid-game. Avoid going in unwarded parts of the map if you know Volibear is in the vicinity.


Your goal throughout the laning phase is to poke and harass the enemy in the way. You have a lot of poke, so try poke the enemy down as often as you can. Play safe for the first levels while you land poke on the enemy with your Q. Once they are low enough, you can commit to an all-in-one. Once you hit level 6 and bought key elements, look to constantly harass and push the enemy in their turn. This will allow you to win turret plateau and increase your gold income.


Hard engagement is the best way to deal with Ezreal during the laning phase. But you will need to wait for him to use his E if your CC is a skill shot. Ezreals poke damage starts to stack if you take too many Qs in the face. Make sure you are still standing behind the minion wave at all times. In team fights, you must not let Ezreal fall before you have the chance to engage. If it is isolated, run on it as fast as you can to start the fight. Do not delay team fights against an Ezreal.


Destroy its turrets as much as possible with your basic attacks and abilities. Try not to let Heimerdinger get turret plates early and gold by matching his poke and pushing power. Your level 6 will be stronger than his. But you have to make it fall first if you want to kill his at level 6. This will be an agricultural/poke match. Focus on getting him down and farming.


Its tankness will be really high during this phase of the game due to its articles. This, combined with its W, will make it almost indestructible and will allow it to absorb a lot of damage. A completely exhausted maximum Ultimate R will further strengthen its all-in-all potential and the overall damage inflicted in the long term. It will be a massive peak of power for it because it can ensure easy choices with it. It is great during the fighting of the team of the end of the game due to its Q and Ultimate R. Its efficiency increases if it manages to find a flank on its enemies or land its Ultimate R on a group of enemies stuck together.


Tahm Kench’s level 6 r is one of his major power spikes. It offers him extra kill pressure. Keep this in mind when skirmishing post 6.

Tahm’s early game is rather weak. Try and abuse this to get an early led.

The longer the game goes, the stronger and tankier Tahm Kench will become. Put him behind in the early game to reduce his potentness in the late game.


Another point in his Ultimate n will increase his overall damage and allow him to skirmish way more efficiently. Team fights will be a breeze for him.

The first ability will be maxed out at level 9. This will help him dish out a lot of damage to enemies he manages to get his hands upon.

During this phase of the game, multiple items will allow him to dish out a lot of damage while surviving fights with ease.


Try to delay team fighting as long as possible while you harass the enemy and crush them with your p. If you can lower them, then you can engage in team fighting. Keep a constant eye on what major goal is next. If it quickly spawns, make sure to place the vision around the goal as quickly and safely as possible before going back to safety. Having the vision around the major goals is the key.


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.


Another point in his Ultimate R will allow him to 1 v 1 target quite frequently. He should be able to secure picks even now.

He is pretty decent during late-game fights, as his AoE abilities will hurt a lot. His survivability is quite appreciable as well.

His tankiness will be massive during this phase of the game. He should be focused on absorbing a lot of damage for the enemy team while simultaneously picking off enemies when possible.


In the late game, you would’ve completed multiple items which makes you extremely tanky and hard to kill.

At level 16, you would’ve put the third and final point in your Ultimate. The extra cooldown reduction will help you get picks with your team.

As you have lots of CC in your kit, you are good in team fights. In the late game, you will be grouping with your team and looking for fights as 5, so you’re good at this stage too.


Ward your flanks like Mordekaiser can try to attack on the side to get on a high-value target with his Ultimate R. If Mordekaiser misses his E in a team fight, it would not be a bad time to focus it because he will be unable to shoot your team in when his E is on the cooldown. Avoid starting major goals like the Baron or a Dragon when Mordekaiser is nearby because he can take your Jungler into the Shadow Realm with his R that will make it take the risky goal.


At level 9, Darius would’ve maxed out his e. His all-in potential and kill pressure is still very good during the mid-game.

At level 11, Darius will put a secondary point in his Ultimate e. If he gained a slight lead in the early game, he will be tough to handle in the mid-game, and he should be able to kill any enemy who tries to prevent him from split pushing.

During the mid-game, Darius should’ve completed a couple of items. He should be able to deal a lot of damage to targets, and also be somewhat tanky. The items he picks up makes him a huge problem during this stage of the game.


After going in with your Ultimate R, be prepared to fall back and peel for your allies in late-game team fights.

Look for picks in the later stages of the game. If you can pick someone off, you should rotate to the Baron or Elder Dragon.

Keep a constant eye on which primary objective is spawning next. Do not split push or go on the opposite side of the map when a significant objective is up or about to spawn, and work with your Jungler to set vision around that side.


Aim to trade when Jax has used his e as it will block basic attacks. It has a long cooldown, so make sure you exploit his weakness.

Jax has no build-in sustain and is melee. If you have the range advantage, try to poke and harass him as much as possible to prevent him from looking for the all-in. This will also force him to burn through his potions quickly.

After level 6, every third auto will deal extra magic damage. Do not commit to extended trades with him- especially if he’s been able to stack his auto attacks on minions beforehand.


Nasus is at his weakest in the early game. Try to deny as many stacks as possible so he is unable to scale quickly.

The longer the game goes, the stronger Nasus gets. Make sure you end the game as quickly as possible.

While he will be focusing on farming, once he has his Ultimate R, his kill pressure will increase and so will his survivability. Make sure you’re not too cocky otherwise he can turn the exchange around.


Her Q can easily be ruled out because it has a very short range. Can be easily killed if she overextends with her E. She also acts as a front line so that the enemy can flank her teammates before leaving for her. The misuse of her Ultimate R can land both her and her team in huge problems. It is especially true if the enemy team has a kind of heavy commitment that can get on her team.


You really don't have to panic unless it succeeds in slowing you down, when you can just go away. Keep flipping on its health bar with your Q in this matchup. This is the only sure way to keep you safe in this matchup and prevent Trynd from chaining you regularly. Post Six, you can easily chain CC Trynd with your ult so that he can't use his ult. Just make sure you do it in yourself when it's around 20% HP, and then follow it with your Dash CC. If your team is near you, Trynd will die in a jiffy. Keep the wave somewhere near your turn in this matchup. This will give you many opportunities to bring the enemy under the risk of your Jungler/laners ganks.


Graves is really strong in early play and he will try to abuse 1v1 fights in the jungle. Make sure to keep the river and communicate with your team every time he is spotted. From levels 1 to 4, unless you are in good health, you will find it difficult to trade and fight Graves unless he goes to a difficult start. If you notice it, do not automatically try to fight it as it is incredibly early. Once Graves reaches level 6, his duel power increases considerably. Continue to avoid fighting him when he has his Ultimate T as he will beat most Junglers unless he is behind.


Its mobility makes it really difficult for you to win any fight against it, so it's probably better to avoid trying to fight it early on. It's an early ganker and has a strong presence of early play. Look to counter gank it and try to be as proactive as you can be early on. At level 6 is where you really come online. Look at gank every time your Ultimate is up. Make sure to focus these goals that you have good objective control and can take them easily.


It is really important that you land those **Q**s early on. The cooldown is long early, and if you miss once, you wont be able to get the third stack and CC the enemy as the timer will run out.

Make sure you keep the minion wave a little closer early on. Post 6, you will not be able to engage if you’re pushing as you will not be tanky enough to dive the enemy.

As you have lots of CC tools in your kit, you can look to make plays with your Jungler. Freeze the wave near your tower so you can get ganks and all-in the enemy.


Level 9 is a massive powerpike for Heimerdinger. It will now have maximized a capacity and will be paying a lot of damage depending on its maximum capacity. Moreover, as a laner medium, it will now be able to CC and blow up enemies with its capabilities. Adding another point to its Ultimate R will skyrocket its overall power in the track. That's because the powers will be more powerful, and Heimerdinger will use them both offensively and defensively. Moreover, it will allow it to relentlessly harass the enemy lantern when they try to close in the track. Heimerdinger excels during team fighting that he can control a large area with its Q turrets. This will be really useful in crowded areas like the objective pits and Jungle paths.


LeBlanc should never be involved in direct team fights unless she is completely pushed into the enemy base. Staying in the fog of war is highly beneficial for her.

Looking for picks on the enemy Jungler, Support, or ADC should be her game plan. Taking one of these targets out will easily allow her team to secure neutral objectives.

If the enemy team is CC laden, Leblanc will have to preserve her power by purchasing a Zhonya's Hourglass or Banshee's Veil. She is a glass cannon and should always be careful about going in.


Aphelios is not very mobile so if he runs in a certain direction, he could run towards his Jungler and you could run in danger. Stay out of the minion wave when Infernum r is active because it provides him with a lot of AOE damage and clear wave. Make him choose between pushing the wave and poaching you. When marked by Aphelios r, don't bother to retreat too far as his long-range auto from his second weapon will hit you again. Stay close to him so you can go back.


During the middle of the game, you just have to look for picks all around the map. It's time for the track swaps so it should be easy for you to get killed. Still target carries as much as you can. They can't do much to save themselves and you'll be able to escape with the help of your Ultimate R. Look for the sides of the enemy team and see if you can catch them out of sight using the fog of war. This will make the team fights really unfair for the enemy team.


Level 3 is a peak of power because Illaoi has access to all its capabilities and can now go to short gusts against its lantern. It is effortless for her to use the track brushes and to shoot down the enemies even before they can react. Level 6 is a significant peak of power. It can now take the entire enemy team, especially if they find themselves involved in nature. It will also strengthen its all-in-potential potential significantly. Getting its first element will give it a necessary boost during the duels. It will survive longer in the fighting while simultaneously inflicting more damage to the enemies.


It can be trapped to oblivion, especially when it is against a varied portage with a shape or dash or coat. Misuse of its W can cause it to kill because it is its only form of mitigation of damage. It cannot escape easily if someone includes it after using this ability. If the enemy is intelligent, they will avoid regrouping during the fighting. This will prevent Sett from effectively using its Ultimate R, as it was not able to land much damage or slow down several members of the enemy team.


Whenever Annie has her stun available, you need to respect her and play slightly safer. If you’re melee, stand back and wait for her to consume it before walking forward. Post level 6, respect Tibbers R and her stun.

Pay attention to the number of stacks on her Passive. You can trade with Annie before she gets 2 stacks without the fear of getting stunned.

Annie is prone to poke even though her E offers her some protection in trades. Try to poke her down with your abilities before committing to the all-in.


If you play as an early game champion, try to get an early advantage to reduce his scale. His Root E will only trigger on the first enemies he hits on his return. Stand by your Caster Minions and walk forward when he throws him so that the minions get CC.D and not you. At level 6, his pressure of death and survival increases. Unless you have the advantage, turn off as soon as he activates his Ultimate R.


Be wary of his CC as much as possible in this matchup. Failing to do so can easily get you taunted and killed.

If he leaves the lane, or ults out, look to push hard and take down Shen's tower. The extra gold will always help your team.

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

Shen must be poked out before looking for an all-in. This way, even if he manages to all-in you, he will die.


Its R allows it to bring additional damage that can be a great advantage during Smite's fights. Its locking potential is immense because it has both varied as well as CC melee options. It can act as an initiator, or as a CC tracking source according to its team comp. It can act as a heavy front line for its team, and take a lot of damage without being too weak due to its Passive. This makes it a very good source of peel.


Ornn is quite vulnerable in early play and can be heavily abused if he is against a dominant laner of early play or a varied enemy champion. If you get CC-D or miss your ultimate R timing, you will not be able to hit the enemy. Missing on a ability like this can be devastating in the fights of the late game team. He is weak if his allies are behind. Whatever he does, he needs his team to survive and track the damage on the enemies he took out of position.


Due to your range advantage, you should always try to push the wave in when the enemy Jungler is not near your lane. This will allow you to whittle the enemy tower down and possibly take it quickly. Once that is done, immediately swap to the mid-lane as you will be safer there and will be able to get more objectives that way.

Before major objective fights, use your k to scout around for death brushes set up by the enemy. Besides that, always maintain your range and use your Q and auto-attack slow to constantly kite the enemy team. You don't want to get caught out by any form of CC as it will spell death for you then and there.

If the enemy carry is highly mobile, you may want to save your Ultimate w until you have a clean shot on them. Getting them CC'd will allow your team to collapse on the said carry while giving you enough time to position well.


Ahri is not very early and needs a little time to come online. Do not play too aggressive in early play especially when your E is on the cooldown. Constantly look at poke and chip away at the enemy health bar before looking for all-in. In team fights, look to peel at the beginning. When an enemy walks too far forward or is taken out of position- look at all-in them.


A good guard of the enemy team can reduce Diana's flank potential in team fighting as it will be detected by the enemy over time. This can really reduce her team fighting ability. When she spoils an enemy, if she misses her Q, her gank will probably fail because she will be unable to use her t twice. She will also miss a lot of additional damage. Unfortunately, Diana is counting on moving forward. If you don't advance it, the likely hood is that you won't be strong in the later parts of the game.


The longer the game goes, the more stacks Cho’Gath will have. This makes him quite strong in the late game.

When he hits level 16, Cho’Gath will put the third and final point in his Ultimate t. He will be able to easily bite down on and execute enemies who are caught out of position by his team.

Depending on his build path, Cho’Gath will either deal a lot of damage in late game fights or be incredibly tanky.


Annie is great in team fights thanks to the large AOE on her Ultimate R. When paired with her Passive stun, she will be able to stun multiple champions if they’re grouped together.

She is easy to learn. Lots of pros, analysts and high ELO players recommend playing Annie if you want to learn the basics of the mid-lane.

Annie is really good at bursting down and ambushing squishy, low health enemy champions. Getting a few kills on Annie can make her Ultimate R incredibly scary. Look to pick off low health targets for easy kills.


You should only w in when he just used his w. Abus the cooldown to go for a greedy business. Stand outside the wave so he doesn't land his w or q on you when he pushes the wave. Post 6, keep him pushed in so it's impossible for him to wander. At level 6, tristana is much stronger than twisted destiny. Use this to your advantage to get an advance.


Swain's level 3 is a massive power spike as he can now go for all-ins with a high amount of burst damage. Concealing his position in the lane brushes should give him the element of surprise as well.

Level 6 is another significant power spike. He can now all-in an entire enemy team and deal a lot of AoE damage. This is very useful during neutral objective fights and clumped team fights.

The first item will give him a massive burst damage boost. This is vital and will lead to Swain taking over the game quickly. He can use the lane brushes to solo kill enemy targets with ease.


Nocturne will rather play in safety early because he lacks real damage until he gets his first article. Try to bring him down and force him to come back early so he lacks on the gold and the experience. His level 6 is very strong. If he is unable to kill you, he will seek to wander and use his Ultimate elsewhere. If he activates his Ultimate has and it is not Ulting to you, push the wave as quickly as you can and take Tower plates. When he plays like a varied AP champion, try to keep your distance as far as possible. If you allow him to climb on you, it will be difficult for you to get him out of there. Never try to exchange cars with him once he is on you or he will always come out of the business you blow to blow.


Very strong level one due to his shotgun knees. He can 100 to 0 any enemy champion by running circles around them if they are careless, and get an early lead.

His Ultimate R allows him to be an excellent tank buster during late-game fights. It also acts as a great finisher from a large range, especially on unsuspecting enemies.

His early game is quite strong which is only increased once he gets his Ultimate R. The strength also increases once he manages to get his first two items.


LeBlanc's first power spike is at level two. Her Q, W combo should be enough to chunk the enemy laner's health bar.

Her next power spike is at level three when she gets access to her E. Combined with her initial Q, W combo, and Ignite, she can quite literally kill someone at level three.

Getting her Ultimate R is Leblanc's next significant power spike. She can now roam and repeat her W, R, W combo to kill her laner.


Placing wards over walls near lanes instead of lane bushes will be more effective at spotting Kayn as he can use his E to avoid common warding spots.

Kayn will look for early skirmishes so he can get his form as quickly as possible. Expect him to invade or gank a lot in the early game.

Because of Kayn’s Ultimate R and mobility, make sure you watch yourself as you recall, and make sure you stand in the middle of the lane so it’s easy for you to escape if he springs up nearby. Don’t give him easy kills by window shopping when you recall.


Be a part of as many fights as you can during this phase of the game. Your Q and W should make life easy for your team.

Do not ignore the terrain aspect of your W. It can come in really handy during situations where you are fighting around choke points.

Your Ultimate R will be game-changing so make sure you have your E ready to escape or dash after casting the ability. It will catch the enemy off-guard.


Take care of its level 6. It has a good gank configuration and take the potential when it unlocks its Ultimate. Let Jhin push towards your side of the map. It is ideal to keep the minion wave here because it lacks a dash and escape tool, so you can get your Jungler to gank and kill it. The best time to fight Jhin is when it is weak on the ammunition. Wait for him to use his fourth shot on a minion, and then try to fight it.


In the last game, Rumble would have a lot of damage and magic pen. His abilities will really hurt the enemy. At level 16, he will put the final point in his Ultimate. His Ultimate will be mortal in a team fight if used correctly. Rumble is a great team combat champion, and due to his weak cooldown Ultimate, he can look for choices and force fights on enemies who are over-stretched or taken out of the positon.


After six, he can start avoiding the ganks and can wander around and try to get the murders. Once he gets the snowball roll, it is very difficult to stop him, especially if he reaches level eleven. Excellent potential of burst damage on an ill-placed enemy. This becomes extremely strong from level eleven, and can practically a target shot.


By using your capabilities on the minion wave, try to target your b and e so that 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 for the farm with. Ideally, do both at the beginning and in the middle of the game. Abuse your range advantage to harass and intimidate the mixed Supports down so that they can't engage while being in poor health.


Singed's Level 1 is strong in the right matchup. Expecting that he will replace the first waves to get an early lead. Once Singed hits Level 6, his death pressure and general boredom increases. Once he activates his Ultimate n, it would be a good idea to disengage and avoid fighting him. Singed is really good in the middle of the game because he can pull a lot of pressure. At this point, he will have a lot of damage and will be super tanky and fast. It will be difficult for you to kill him alone.


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.


She is countered heavily by CC, especially the ones which have no cast time. If she doesn’t use her r properly, then she will end up dying a lot due to being CC’d.

She relies on the lack of vision to roam around and acquire kills. If the enemy team sets up proper vision and has enough map awareness, they can easily stop Katarina from getting a lead.

Mispositioning and using her Ultimate R at the wrong time can make her quite an easy target for the enemy. Her Ultimate R roots her in place, so she can be targeted by a CC chain.


Nautilus can play aggressive early because it has a lot of CC. Keep this in mind in the game very early. In the way, always make sure that there is a minion between you and him at any time to make it really difficult for him to land his g. Keep in mind that Nautilus has the most CC in the game. Try and commit yourself to trading when his g or e is down to make it easier for you to kill him.


Really good Objective control due to his Q and Smite. It also allows him to heal up both in the lane and in the Jungle, which provides him an innate advantage against other Junglers.

Great ganking potential due to his W, especially if there is no vision set-up by the enemy team. This can lead to a great CC chain.

His Ultimate R can allow him to set-up phenomenal death brushes while contesting objectives. This can allow him to end the game or take the objective quite freely.


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


Don't play too aggressive or lose a lot of health early. Wait to trade and be willing to sacrifice some CS for XP so you can look for an all-in later. Once you have a few levels under your belt, look for aggressive play and go to kill. Fizz has tons of burst damage, which will make it easier to kill the enemy. But once again, staying healthy is the key if you're looking for anything in someone. Once you have your ultimate R, look for an all-in. Fizz has tons of pressure to kill with its ultimate R and it will usually lead to a kill.


Your goal throughout the laning phase is to poke and harass the enemy in lane. You have a lot of poke, so try to poke the enemy down as often as you can.

Play safe for the first few levels while you land poke on the enemy with your Q. Once they’re low enough, you can commit to an all-in.

Once you’ve hit level 6 and purchased key component items, look to harass and constantly push the enemy into their tower. This will allow you to earn turret plating and increase your gold income.


Gwen will be stronger when she has 4 stacks on her Passive. Avoid committing to fights when she has max stacks.

When Gwen unlocks her Ultimate R, she will be much stronger and her trading power increases dramatically.

Extended trades will always work in her favour, especially once she completes an item or two. Avoid fighting her alone unless you can burst her down and kill her.


Aphelios is very strong in the team fights thanks to his Ultimate R. Try to take him down before or at the beginning of the team fight to reduce the chances of enemies to win the fight. The extended trades work in favor of Aphelios according to his weapon configuration. Try to keep the jobs short-preferably around his r. Once Aphelios gets his first element, he will be very strong and maintain very well in the way.


Consider investing in healing reduction items or capabilities to counter Senna's maintenance. This can help reduce their ability to heal and trade effectively during skirmishes and all-in. Keep the minion wave closer to your side of the map. This encourages Senna and their ADC to extend, creating opportunities for your gank jungler and potentially secure kills or summons spells. Enjoy the windows of the opportunity to detach your ADC and harass Senna when they have used one of their abilities. This disadvantages them in trades because they have less ability to exchange effectively.


It can use its Q both poke and clear wave, which allows it to obtain the priority of the track, and its Jungler can safely invade the enemy accordingly. The first component offers a lot of poke from the end of Karma because it increases the damage of its Q and allows it to use it frequently because it will have more mana to use. Level 6 is not a huge peak, but it certainly increases the amount of damage to the poke that it can do with its abilities. Its Qualified Q is a force to count with once it touches level 6. The use of the track brushes will provide an additional layer of safety to Karma while ensuring that the enemy lantern has a horrible time in the track.


Level 11 is not a massive peak like other Supports. It only gives a slight increase in damage and no utility, unlike other Supports. That being said, the lower cooling certainly helps. Its first capacity will be maximized to level 9. This means that it can inflict a massive amount of burst damage to any enemy it gets too close. Pantheon is quite powerful during the middle of the game.


You will naturally push the wave of minions with your Turrets Q. As you push, keep a constant eye on the map. Heimer is vulnerable to ganks if he doesn't have 3 Turrets Q up, so keep this in mind. If the enemy's lantern wanders, don't try to challenge their roam. Instead, push the wave of minions and start winning the gold of the turret plate.


Your goal in early play is to take calculated jobs while fighting the enemy. Use your range advantage where appropriate to intimidate the anthill win an advance. Once you have several levels under your belt, you should look for suitable short jobs. You may wish to wait for the enemy to waste a ability before playing aggressive. Keep the minion wave closer to your side of the map in early play. This will ensure safety and reduce your chances of dying in the way.


Garen will have three points in his Ultimate R at level 16, which will give him a massive increase in damage and the luxury of using capacity frequently. Of course, this helps a lot when he manages to catch an out-of-guard enemy. His tankness is overcharged during the late part due to all his articles. However, he will not die much and can easily delimit the enemy of his team, especially if the enemy team has a murderer who likes to dive the allied backline. Garen will have a lot of articles now, which will give him both a blow of damage and survival in the way.


Akali has a powerful early game with her Q and Passive. She will try to harass you every time you go for CS. Avoid letting her harass for free on you while keeping your distance and stay at the maximum range at all times. If she uses her Q and he hits, don't walk forward for a while. Akali hasn't integrated support and she has poor basic statistics. She's also melee. Use this to your advantage to trade with her early and harass when she goes for CS. A good time to trade with her is when she used/missed her Q. Akali.


Udyr is a good early Jungler game. Avoid giving him murders to reduce his ability to carry in the middle of the game. Trinity Force is a key element on Udyr. Once he has this article, taking it alone will be difficult. Equipping with one or two buddies to make it easier to kill him. Udyr falls from in the late part, but it can still be useful thanks to his E. Avoid overextending if you know Udyr is nearby.


At level 3, Volibear can gank a lane as he’ll have access to his Q. Expect him to look for a level 3 gank.

After Volibear has completed his jungling item, he will be incredibly strong and hard to deal with. Avoid fighting him unless you have a clear advantage.

Volibear gains a lot of trading power once he hits level 6 and has his Ultimate R available. Ping your allies if they’re low on health and you notice Volibear nearby.


Peel for your team in team fights. Keeping them alive and using your E to protect them and keep them alive is important. Focus the closest champion to your wearer to make them easier to kill as well. Look for choices with your E. CC. Catching them out of the position will make it easier to win late team fights: especially if your allies are nearby. Avoid separating. You have to stay with your team in the late game to win. Elise is at this point unless she advances in the late game.


On getting his Ultimate R maxed out, he will be able to deal massive amounts of damage and can completely decimate squishy targets. He will also be able to pick enemies for his team with his Ultimate R.

His 4th shot will hit like a truck during this phase of the game. This means that squishy enemies will never be safe, especially when Jhin is properly peeled by his team.

His damage output and kiting potential will increase in the late game due to his items. This also means that he will be pivotal towards securing neutral objectives.


The first element will give him a huge boost in the Jungle. He will make his ganks more powerful, especially once she has her final R. She will be able to clean up the camp quite quickly as well. Lilia is an early ganker and should use the lack of vision during the early match to disrupt the enemies and force them to concede their ways to her teammates. The search for pushed targets should be relatively easy for her. Level 6 is an important power peak for her. This will improve her potential of gank and team combat, and she will be able to decimate enemies who are stuck together during the fighting.


If Lee Sin falls behind in the early game, he will struggle in the later parts of the game.

Lee Sin is vulnerable to hard engage and CC. If the enemy has lots of CC, you will need to play around their CC tools if you want to perform any cool manoeuvres with your Ultimate k.

He struggles in the lane when playing against champions with good counter engage, short cooldowns and range: especially if they know how to manage the minion waves.


Make sure that the neutral objective pit is out of bounds for the enemy Jungler during fights. It will help your Jungler secure the objective quickly and without any risk of missing smite.

Always respond faster than the enemy Support when fights break out in the river. Due to your kit, you should have quite an easy time all-in'ing and disrupting escaping enemies.

Roaming is going to help you a lot, especially when your ADC is not in the lane. Use your E, Q, and Ultimate R to completely cut off an enemy laners escape while roaming.


Shyvana is really weak up to level six because she doesn't have a reliable way to ruin the enemies. She should focus on agriculture and reach level six as quickly as possible to start impact fighting. When Shyvana resumes her first element, it will allow her to clean the camps quickly and inflict a lot of damage during the duels. He will help her blow her enemies as soon as she gets her Ultimate t too. Her objective control is really great because of the speed with which she can capture the goals.


Avoid fighting in tight quarters such as inside the jungle or around an objective. This will make his Ultimate R a lot less potent. With that said, when grouping try not to group too close together so he cannot bounce his Ultimate R between multiple champions either.

In the later stages of the game, Brand will go and ward objectives alone. Use this to your advantage by setting up an ambush and taking him down before an objective spawns.

Brand will try to deal a lot of damage and delay a team fight for as long as possible while poking you down. To prevent him from destroying your health bar, you need to fight him as soon as you see him.


During the middle game, make sure you're not ADC'ing regularly. Clean up kills when possible, but don't get too close to the other heavy CC champions, you'll definitely get killed. Look for opportunities with your Ultimate to catch the enemies, but don't enter unless your team is there to help you. Continue picking up the farm in the side lanes when no team fight occurs, but spend as little time away from your team.


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.


Kog’Maw is rather squishy in the early game. Try to abuse his weakness and look for fights to set him behind.

Post-6, Kog’Maw will deal lots of damage in a trade thanks to his e and his Ultimate y. Try to bait out his e before committing to the all-in.

Note that Kog’maw will be trying to constantly poke you from afar in lane to get you low. Look into buying an early pair of Boots to make dodging his abilities easier.


At level 9, Akshan will maximize his Q. It's really important for Akshan as maxing his Q offers him a lot of extra damage. When Akshan puts the second point in his Ultimate at level 11, he will find it pretty easy to execute enemies. At this stage of the game, the teams will be grouped. Akshans w will be really good at this stage of the game because he can bring back a recently deceased ally.


If they invade you, just back, as they can easily kill you, especially if you are behind. They can secure the lens so much easier than you can. Keep them guarded to spot them before they can secure the lens. A good player will play around their Ultimate as often as it comes. You have to counter their deganking pressure by doing the same thing. He will beganking much sooner. Make sure to apply as much pressure as you can to match his first ganks.


Focus on early farming. You need time to come online, and you just need to focus on getting gold and XP. However, if you find an opportunity to ganking or counter-ganking nearby, don't be afraid to take it. If they invade you early, just back; you don't win early skirmishes with them.


Level 6 is a mediocre spike as it allows her to roam but doesn't provide her with anything else. This means that it will only let her make plays, but she still needs to land her basic abilities to do damage.

The first component will allow her to spam abilities and dish out a lot of damage to her enemies. It will be incredibly beneficial during the laning phase.

Taliyah is relatively weak during the early game as her lane is shorter and can be ganked easily. Her Q reduces the lane space where she can use the ability freely as well.


He gets a significant peak of power at level 11 because of his access to his level two Ultimate e. Damage is significantly increased, mainly if he managed to buy some items with it. At level 9, his 1 will be maximized. Anyone taken by Karthus will take a large piece of damage and probably die even if they are isolated by Karthus. Karthus can control much of the track during the middle of the game and choose enemies with his varied abilities. He can even slow down enemies with his wall, allowing his team to collapse and initiate fighting.


Once it is level 3, it gets its first major power peak and can easily force a flash. Expect this and play respectfully. Once Renekton is level 6 and unlocks its Ultimate t, it can be really aggressive and kill you. If you are weak, remember and avoid pushing the wave if it is ahead as it can all within you while you are overheard. After Renekton has finished his first article, his death pressure also increases. Avoid trading or fooling unless you are ahead.


Can buff up his team thanks to his Passive which allows him to upgrade his allies items.

His Ultimate R is a great tool that can set up his Jungler. It is also a good tool in 2v2 fights. Finally, it’s great in team fights as it could potentially knock-up 5 enemies.

Ornn scales incredibly well into the later parts of the game. He is one of the few champions who is relatively good at all stages of the game.


Being part of the fights is mandatory during this phase of the game. Make sure you use your E carefully as not doing it can cause you a world of pain. Your Ultimate R will be powerful uber during this phase of the game. The goal is to make sure that you can target as many people with the Ultimate R explosion and then increase the distance with your E. Get a defensive element during this phase of the game if the enemy team has a lot of assassins and tanks. You will want to use your Q regularly to win fights.


Braum can be harassed easily by various champions during the laning phase. You need to position properly at all times so that you are not forced to remember or play safely. When Braums E is down, he and his ADC are vulnerable to attack. He should not be using his E unless he also has. Every time he is downstairs he should play safer. Braum relies more on his team than a lot of tank Supports. That's because he lacks a commitment tool- even if his Ultimate R can be used as a selection tool.


The proper location and spacing of the turret are essential to win this matchup. Make sure that Ornn can't put you against the ground either. Keep trapping him regularly in this matchup to hinder his full potential as much as you can. If he used his ult, and he's about to send the ram to you, CC him immediately. His ult will go to waste in this way. Keep the wave near your turn. The enemy has no kind of sifting potential and can easily be exposed to the ganks.


Ziggs' first component will give him a damage and mana pool boost. It will allow him to frequently use his Q to keep poking the enemy and forcing them to recall abruptly.

Level 6 is a massive power spike for Ziggs as he gets access to a finishing ability that is AoE in nature. He can also use it to help teammates finish off targets while roaming around.

His Q is really obnoxious, and it just becomes more potent as he keeps adding points to that ability. This will allow him to burst enemies quickly, and he will push the wave in quickly. This will let him siege his enemy laner's tower.


After six, he can start avoiding the ganks and can wander around and try to get the murders. Once he gets the snowball roll, it is very difficult to stop him, especially if he reaches level eleven. Excellent potential of burst damage on an ill-placed enemy. This becomes extremely strong from level eleven, and can practically a target shot.


Power farm up to level 6 when you unlock your Ultimate R. Once Evelynn reaches level 6 it will become invisible and will be able to browse the map and esquive vision. Once your Ultimate R is at the top, try to assassinate targets that are alone or weak. This will increase your chances of snowball and win the game. Avoid fighting in the game very early. You need time to come online, so focus on agriculture and survive.


Her first game is decent because she can get up quickly enough and inflict a lot of damage with her Q. Level 6 is a massive peak because it now allows her team to collapse on targets. It also allows her to escape threats. The first element will allow Sivir to inflict more damage and maintain the priority of the track by pushing the wave infrequently.


Annie is excellent in team fights thanks to the great AOE on her Ultimate R. When paired with her passive stun, she will be able to stun several champions if they are grouped. She is easy to learn. Many pros, analysts and top ELO players recommend playing Annie if you want to learn the basics of the mid-lane. Annie is really good at bursting and ambushing low-health enemy champions. Getting some murders on Annie can make her Ultimate R incredibly scary.


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

He has great pick potential in the mid game with his e. Avoid standing too far forward as he may push you towards his team and then all-in you.

Poke is your best friend against Trundle. Getting him really low makes it near impossible for him to all-in or fight your team.


His early game is terrible, and he should avoid fighting for more extended periods during this game phase. Focus on scaling up and getting your first item.

Level six is a decent power spike. It allows Vladimir to unleash his burst combo and develop a decent amount of kill pressure in the lane. It will allow him to impact fights quite easily from now on.

The first item component will give him a significant damage boost. It will also increase his overall survivability in the lane.


Taking someone quickly will give you a huge advantage. As the enemy gets in position and prepares to group, someone can be isolated or alone (or they can be too far ahead). Pull on the trigger and use your ultimate R to collapse on them. Look to group your team in the last game. Regrouping is important because you won't be able to impact the team fights if you're far from them- even with your ultimate R because it takes some time to get in position.


Look for picks with your Q and R in team fights. If you’re able to catch somebody out with the help from your allies, you’ll increase your chances of winning the fight.

Peel for your team as much as possible in team fights. Peeling and keeping them alive for as long as possible will help you win the fight.

If you’ve been harassed and poked down by the enemy, try to retreat and let your Passive kick in. Avoid recalling if possible as the enemy may force a fight while you’re in base.


Avoid putting yourself in choking points to make it harder for Taric to land his E. Stand in the middle of the way and away from the walls to give you more room to maneuver and avoid the spell. If Taric activates his Ultimate R during a skirmish, you have two options to take. You can either try to blow him up and kill him or his ADC before they get protection, or you can disengage and wait for him to disappear before fighting again.


A maximum-out Ultimate R will help Séraphine a lot during the team fights. It can dry up a lot of damage, and the CC will allow her team to collapse on the enemy quickly. It should be really great as she will get all her items from here now. She will have to take care of her combat positioning to make sure she is not picked up. All her important items will be completed now, and she will be able to dry a lot of damage in very short jobs. She will also provide a lot of peeling and healing for her teammates.


Nautilus has an incredibly strong level 2, make sure to hit Level 2 first and look for an aggressive game. Staying healthy is the key when you play Nautilus. If you get swiped down, you will never be able to commit. When you are waiting on your cooldowns, play safe and out of the automatic attack range. Use Nautilus, strong roaming capacity to move around the map and help your allies.


During the mid-game, Corki will have completed multiple items. He will have a lot of poke during the mid-game too. This makes him pretty good during this stage of the game.

At level 9, Corki maxes out his b. His wave clear and ability to push the enemy into their tower consistently will be quite high. If he is laning vs a roam heavy champion, he will force them to stay in their lane.

At level 11, Corki can put a second point in his Ultimate e. This will increase his wave clear and poke.


Stay grouped with your team. Do not leave your ADC’s side otherwise the enemy will capitalise on the fact that you’re not there to protect your ADC.

Peel for your carries in team fights. After using your g, fall back and protect your allies and focus the nearest champion.

Look for picks with your Ultimate e. If you can catch someone out when the enemy is unorganised, you’ll be able to force a team fight or an objective afterwards.


Gnar can easily escape from the ganks with his E. Try and bait this ability before your Jungler gets in your way to reduce his chances of escaping. Do not commit to using your Ignite spells or brilliance if Gnar is about to change shapes like Mega Gnar gives him additional health that will allow him to survive. As he is a varied champion, it is important that you do not let him down and harass you with basic attacks. Be prepared to sacrifice some CS for XP if you are weak.


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

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

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


Vladimir's l has an incredibly long cooldown during the laning phase. Find a way to bait him and then watch to play aggressive while he's on cooldown. Whenever Vladimir has his self-appointed Q available, play safer or walk backwards so he is forced to use his Q on the minion wave rather than you.


At level 1, wait for Shaco to have placed several x boxes around the track. Wait for the minion wave to approach before walking towards the track. Do not kiss the side of the track at level 1 as it is likely that he has placed boxes there. If Shaco was chosen first, avoid playing someone who needs to engage hard because it will be very difficult for you to hire without dying. Choose someone who is varied and can poke instead.


Unlike most champions, Karma unlocks her Ultimate has at level 1. This means that at level 6, she doesn't have as much pressure compared to many other champions especially if they re-level 6 power peak is very strong. When Karmas d is down, she is vulnerable to attack and will need to play safely while he is on the cooldown. His Q can easily be avoided if the enemy builds a huge wave or positions properly.


Rell can destroy shields thanks to her Q. This makes it a great tool against champions with a lot of shielding.

Rell’s Ultimate R is a great team fighting tool as it can allow her to CC multiple enemies at once. Try to use it on as many champions as possible: preferably when they’re grouped closely together.

You can look for sneaky engages with your E. Put it on the frontline, let them engage and then E and CC the enemy team!


Taric is a utilitarian champion who empowers his allies. If his team is behind it, it will be difficult for him to do a lot in the fight. His E is very telegraphed and can be easily avoided if the enemy sees you using it. This makes it difficult for Taric to be an initiator in team fighting without committing his Flash.


In the team fights, as soon as Viego returns, try the CC and make it burst first. He is quite vulnerable to the CC and if you can kill him before he pulls his combo, the enemy will lose on a lot of damage. Keep track of who he can change at the start and during a fight. Try to play accordingly all his potential new abilities. Do not group too closely in the team fights if he stole a strong title as champion.


Ward major objectives and place vision in high traffic areas in the late stages of the game. Keep them warded so you can see the enemy move around the map and see them starting the objective.

Stay with your team at all times. Avoid moving around the map alone so you do not get caught out. Getting caught out will result in your team having to play 4v5. Do not ward alone unless you know where the enemy is.

Peel for your allies as much as possible. Keeping them alive for as long as possible in team fights is a must in order to win the game.


Level six is a massive spike as he can now impact team fights as a whole. He can also look for flanks and dive the enemy backline.

His early game will be pretty solid as he can just go for consistent all-in trades and get back to safety due to his y. He won't be taking a lot of damage with proper usage of that ability, but he will need to stay out of vision.

He is a decent skirmisher early on, especially once he gets his Ultimate *R*. Looking for clumped fights is his way to go.


Make sure you participate in neutral objective fighting and blind several people with your Q. This ability will do a lot of damage and allow you to break the enemy out. You can try to be an osedevil and look for flanks on the enemy rear line with your ultimate R. That being said, make sure you have a defensive element or escape plan if things go south. Focus the closest enemy champion to your portages and work as a team to take the enemy one by one. If you focus on the rear line alone, you can be an easy target for the enemy and can die quickly. By focusing on the closest champion, you will survive longer and keep your portages alive.


Lulu can keep her allies alive for a long period of time with her E and Ultimate R in team fights. This increases her allies ability to deal damage and survive team fights.

You have a lot of poke thanks to your Q and E. This can allow you to win 1v1 fights with the enemy. You can also use your E to shield yourself rather than using it on the enemy.

Has tons of utility that can assist her in a plethora of scenarios. Lulu is a solid pick and can fit into plenty of team compositions.


Yet again, Quinn doesn’t really spike at level 16 as her Ultimate R is a utility tool rather than a pure damage tool.

Quinn starts to fall off in the later parts of the game as enemies will be buying items that offer them extra protection from her damage.

Thankfully, the more items Quinn gets, the more of a problem she will be for the enemy team. As long as she looks for picks with her team, she should be okay in the late game.


Be careful when Jhin runs on you with his 4th shot during team fights. In the middle of the game at the end, this car can cause a lot of damage. Wait for Jhin's team, or when he's isolated to try to take it. He doesn't have an escape or dash, and he's very squishy too, he should be pretty easy to kill. If Jhin uses his Ultimate R in a team fight, he's unable to reposition quickly. If you're on the flank, try to get him down while he's focusing on his shots.


During the mid-game, Anivia should have her Tear fully stacked. This will be very helpful for her as it will prevent her from running out of mana when using her Ultimate m.

At level 11, Anivia will have 2 points in her Ultimate m. Not only will it heavily increase her damage output, but it will make it hard for the enemy to siege any objectives as she can easily clear the wave.

Anivia is good in team fights, and the mid-game is usually when teams start grouping. This makes her a good mid-game champion.


Alistar has a limited range. With a good enemy positioning, it can be incredibly difficult for him to engage. Unfortunately, Alistar relies on his team more than some other Supports. Before engaging with his combo, he must make sure that his team is close and ready to follow. Once he has entered, it is difficult for Alistar to escape unless he has Flash. Even with his tanky statistics, he is vulnerable in a team fight.


Cassiopeia’s first significant power spike is when she hits level 3. While she can dish out a lot of damage at levels 1 and 2, she becomes much stronger when she has access to her basic abilities.

The next major power spike for Cassiopeia’s is when she unlocks her Ultimate R. Her Ultimate R is very versatile and can be used to either engage or disengage from a fight. It can also be used to set up her Jungler.

Cassiopeia’s will start to do a lot more damage in trades when they’ve picked up their first item. Landing one Q and then following that up with multiple E’s should give you a severe health advantage.


Split push and draw aggro while your team applies pressure elsewhere on the map.

In team fights, use your empowered E to get picks to start the fight. Catching someone out and subsequently getting a kill could provide your team with enough time to take the Baron or Dragon.

Peel for your team in team fights. Use your Q on the nearest champion to protect yourself and your ADC.


During neutral and objective battles, make sure to take the enemy jungler first before taking the goal. Never try to let the goal get some dead because the enemy Jungler can easily steal it. Install death brushes in the enemy jungle and help your support service around the jungle when they try to invade. You might be able to choose a few dead in this way.


Do not group closely together when sieging an objective or team fighting as it provides Gragas with an opportunity to knock your whole team into his with his Ultimate R.

When fighting, make sure you’re not too far forward or split from your team. If you’re too far forward, he could use his Ultimate R to push you into his team. Getting caught out like this could result in the enemy taking an objective shortly afterwards.

Try to constantly poke and harass Gragas. Having him on low health will prevent him from playing or positioning aggressively.


Vayne shines during the late game as she can run down enemies due to her e and s. All she needs to do is to avoid getting CC'd.

A fully maxed out Ultimate n will give a massive power spike to Vayne. This is absolutely necessary to win the game and will allow Vayne to dish out tons of damage.

Vayne will have multiple items by now, which means that she will be hitting enemies like a truck. A defensive item should allow her to solidify her position as the primary carry of the team.


Do not group very closely because it will allow Hecarim to get a multi-person Ultimate T that will help him and his teammates win the fight. Hecarims Ultimate T is about the same width as the paths inside the jungle. Try and avoid fighting in the jungle as it will allow him to get his Ultimate T on all your team. Hecarim can try to flank in team fights so he can get back with his Ultimate T.


Its increased speed of motion on its p can allow it to run down enemies with ease. This is particularly applicable to immobile carriers who rely on their team to live. The h allows it to inflict constant damage while reducing its cooling on capacity. This allows it to take extended jobs while launching, as well as, while juggling. This combined with its choice of rune can make it so. Its Ultimate t can be a game change in a team fight where the enemy is grouped. The CC allows it to separate key targets from their team and kill them quickly with its damage.


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


Aatrox is strong from levels 2-6. Make sure you keep your distance to make it harder for him to land his Q and poke you down.

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

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


Once Karthus has his Ultimate e, he can impact the map regardless of his positioning. Whenever you’re fighting the enemy, always take into consideration that he may use his Ultimate e to finish you off.

The more AP and the more magic penetration Karthus gets, the better and stronger he will be. Try to shut him down or constantly invade him to reduce his gold income.

Once Karthus has completed his jungling item, his kill pressure and ability to gank will increase. This item will give him a lot of AP and the first bit of cooldown reduction he needs.


Once Pantheon hits level 6, communicate with your team whenever Pantheon recalls or leaves lane as he may use his Ultimate R to roam and help another lane. It’s not uncommon for Pantheon to recall and run bot with his Ultimate R.

Take care in the early game as Pantheon will try to skirmish frequently and go for kills. Keep this in mind and be prepared to sacrifice some CS for XP if you’re weak in the early game.

Avoid trading with Pantheon when his Passive has lots of stacks as he will deal lots of damage in a trade. The best time to fight him is when he has no stacks, and an ability on cooldown.


Level 16 is a massive peak for it because it can decimate the squishy enemies. This will allow it to bring down the main enemy teammates. It will have most of its capabilities maximized during this phase of the game. This means that it will be a persistent threat wherever it goes. The enemy will have to invest massively in the magic resistance. Syndra will have many articles during this phase of the game, which will directly result in damage for it. Its ability to deposit a lot of damage will keep the enemy on their toes.


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.


Without his Ultimate R, he really can't gank effectively like a Jungler. Misuse of his W can get him killed during team fighting. It's because it's his main form of CC purifying and without it being really squishy. Vulnerable to silences and other CC abilities that can stop him in his tracks. If the enemy team manages to get him back on early, he can't make much of the whole game.


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


If you're playing as a melee champion, try to minimize your time spent too long during the last strike or get guard-hunting batteries. Wait for Senna to go for an aggressive level 1 game to get batteries. Try not to let her poke take you down too long otherwise you won't be able to trade to level 2 or 3. Once Senna unlocks her Ultimate R, contact your team and tell them that she can impact a fight with her Ultimate R.


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

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

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


In team fights, don't stay too far ahead in case he tries to make a game. Watch your flanks! Pantheon can try to attack you on the side and go to your carts when his Ultimate R is on cooldown. Good time to fight is when Pantheon is divided push. Force a fight when he is on the opposite side of the map could be a good idea because it will take him time to get into the fight even with his Ultimate R.


Look to assassinate targets that are moving around Summoners Rift alone. Katarina is really good at picking people off and taking down squishy targets.

Once your ADC and Support has rotated to the mid lane, look to split push and pick up gold and XP in a side lane.

Look to group with your team once you hit your item spikes. Katarina is a great team fighter thanks to her AOE Ultimate R which will allow you to dish out lots of damage in a fight.


Level six is the "peak of power" for Teemo. It will allow him to be extraordinarily heinous and sneaky now, especially as the game progresses. The first element will increase his overall damage in the game. This will help him in the duels and allow him to use his spells frequently as well. Several elements in the first ability will increase the damage and reduce the cooling of the said ability. It can allow Teemo to do a lot of brilliant damage.


At level 16, you will have put the third and final point in your Ultimate. You will be strong enough and your all-in-pot potential will be high. In the late part, you will start to fall a bit because the teams will be grouped together so you have to play with your team. The enemy group together will reduce your chances of getting choices. Of course, you will have a lot of finished items, or are in the middle of construction at this stage of the game, so you should be able to do a lot of damage and survive fighting.


Hecarim is quite assertive early on and should focus on getting a massive lead to ensure that he can take over the game quickly. He will require access to all his abilities and core items to run his enemies down. Playing the early game properly is crucial for this purpose.

Once Hecarim hits level 3, he can start ganking the enemies blatantly. Pushed-up enemies should be his prime target as they will let him get free kills. He should also be able to clear camps rather quickly from now on a respond to ganks quickly.

Once Hecarim hits level 6, he can terrorize enemies with his flanking potential. It will allow Hecarim to completely isolate a target from their team and burst them down with the help of his team. His sustain will be pretty high as well (due to runes and life steal).


At level 6, Teemo can place tons of mushrooms t around the lane. This can help him prevent ganks from the enemy Jungler, and make it harder for the enemy bot lane from playing aggressive.

Teemo is strong early and can bully the enemy down a ton. However, it depends heavily on the matchup and he must always position carefully so he doesn’t take unnecessary damage.

When he has completed his first component item, Teemo’s poke and damage output in the lane will be a lot higher.


Several points in his Ultimate R will allow him to take control of the fights very easily. Its damage output will be quite phenomenal as well. His presence in the middle of the game and his combat style is really great. He can delimit the enemies and separate the enemy front line from the rear line. He can also choose targets out. The first ability will be maximized at level 9, adding a lot of brilliant damage to his kit.


At level 9, Ezreal will max out his Q. He will be quite strong at this stage of the game thanks to the additional damage his Q will do and the items he would’ve picked up by then.

Putting the second point in Ezreal’s Ultimate R at level 11 will offer him a lot of extra damage. He will also be able to threaten steals on major objectives like the Baron or Dragons.

Ezreal is really good at poking the enemies down before a fight thanks to his low cooldowns and overall damage. During the mid-game, he will be able to harass and poke the enemy a lot.


It is important that you stick with your team in the late game. Do not move around the map or go anywhere unless someone is with you.

Stand towards the back end of your team near your Support. Avoid walking too far away from anyone in the late game. Getting caught out will result in the enemy being able to push their advantage and finish the game.

Watch your positioning in the late game. Focus on kiting and auto-attacking the nearest enemy champion. Avoid walking too far forward so you do not get caught out and focused by the enemy. Use your t as a self peel tool.


Once Xerath is level 6 and unlocks its Ultimate 2, it will have a lot of poke and extra damage. Do not stay at Lane 6 post as it might be able to sting you. Xerath is good in team fighting as long as he is able to poke and harass with p before a fight starts. It is not very good in team fighting if he is unable to poke in advance. So, make sure to engage as soon as you spot him.


Impressive duelling power, especially if he manages to catch an enemy out with his Flash E combo. This is quite potent in the bottom lane as he can use the lane brushes to cheese the enemy.

His Ultimate R allows him to both get tanks off his carries as well as deal a lot of damage to the enemy team if he manages to ult his target into them. This can change the tide of a team fight in an instant.

His Passive allows him to regenerate a lot of health so he can resort to short burst trades against enemy champions unlike other tanks. His W does deceptively high damage as well, while providing damage mitigation to him.


Once Akali has completed her first item, her kill pressure increases and so does her damage output. Respect her all-in pressure once she completes it.

Akali is capable of all-inning squishy champions at level 6 as she gets tons of mobility and damage thanks to her Ultimate. If she hasn't been playing aggressive before level 6, expect her to do so once she gets the level up.

Try not to give Akali kills in the early game. She is a snowball heavy champion and once she has some gold under her belt, she can easily take over the map.


Jax clears the jungle quickly enough and in good health, so you may not be able to fight it early. But, if you find it weak- go ahead to kill it. Jax is good to take goals alone thanks to his o and e. Make sure you have the Dragon watched at all times so that your team knows if he is on her. If you are nearby when Jax ganks a way, try to counter gank him. Once his e and e have come down, he doesn't really have much in his kit to continue the fight. If you have CC, lock him up and turn the exchange around.


Rumble is very immobile and prone to all-ins. Try to freeze the wave closer to your side of the map. This will force him to overextend for farm, which can allow you to all-in him, deny him from farm or even set up your Jungler for an easy takedown.

Rumble is rather squishy early and suffers heavily when his r is on cooldown as he will lack damage. Looking to fight after he uses his r will make trading easier for you.

Don’t underestimate Rumble’s damage in a trade. If you get hit by multiple e’s and stand in his r for too long, he will dish out a lot of damage.


She is a god during this phase of the game when it comes to team fights. She will need to be careful about getting picked off, though.

A fully maxed out Ultimate R will allow Sona to impact team fights quite often. The outcome will heavily depend on how she uses the ability.

Her healing will be tilting the enemy during this phase of the game. As long as she is alive, her allies won't be dying that easily.


Extremely vulnerable when her E is down as she can be an easy target to CC at that time. If she uses this ability with caution, she will die many times in the track, as well as during team fighting. Incorrect positioning or aggressive use of her Ultimate R can get her killed several times. This can allow the enemy team to bait her and get rid of her pretty quickly. If she's down during the early game, she's won, she can't be online as fast as her counterparts.


Try and stay closely grouped as a team when playing against Camille to make it very hard for her to engage. Camille will want to lock down an isolated target with her Ultimate R, but by standing close together it will reduce her ability to do so.

Camille will often hunt vulnerable targets who are isolated walking around the map. Stick with your team to reduce Camille’s assassination attempts.

In addition to grouping closely, Camille cannot easily get on to the backline by running at the enemy. Instead, she will try to flank from the side. So whenever you’re sieging an objective or fighting in a lane, make sure you have sufficient ward coverage to the sides so you can spot her before she engages.


Once Taliyah has reached level 6, she can gank the tracks from far away. Start putting a deeper vision every time her Ultimate R is at the top. The more items she gets the strongest Taliyah will be. Avoid letting her drop you with Q because she will inflict a lot of damage on you. In particular, don't let her delay a team fight with her Q. After Taliyah has finished her juggling, her death pressure will increase. Make sure you avoid her Q=s if you intend to fight her.


Getting 3 points in his Ultimate R will undoubtedly make Maokai spike really hard. He can use his Ultimate R quite frequently, making it hard for the enemy team to do anything.

His tankiness is out of the world during this part of the game. Combined with his Passive, he will be able to tank damage for days and peel for his carries.

Maokai's team fight efficiency skyrockets during this phase of the game. This is due to the utility and picks potential embedded in his kit.


Vi has an excellent selection potential with its Ultimate R. The range allows it to catch out-of-guard enemies with its Ultimate R and to kill its targets due to its bursting damage. Vi's objective control will always be preserved during this phase of the game. This means that it can quickly melt through the rounds with its E and take neutral goals with ease. Its impact will be massive during the middle of the game. That's because it will have its basic elements, and it will be able to choose the enemies with ease with its Ultimate R. It can easily flank the enemy and reach their backline.


If he gets dismounted and the enemy disengages, he will have a hard time getting Skaarl back. If Kled is against a ranged matchup, he won’t be able to even farm safely while being dismounted.

Missing his E will make it really easy for the enemy ranged carries to kite him out. If he goes in with his W on cooldown, he won’t be as effective as he should be in an all-in.

If he uses his Ultimate R and the enemy manages to cut his team off of him, then he won’t have any form of follow up and his team will have lost their frontline. It will cause a lot of mayhem and may cause a team fight loss.


Adding 2 points into his Ultimate e will cause another significant power spike. His ability to burst down low-health enemies will dramatically increase, causing mayhem in the enemy team.

His 1 will be maxed out at level 9, which means that he will deal a lot of damage to single targets. It also has AoE properties which will help in clumped fights.

Karthus is really good in team fights as he can slow down multiple enemies and deal a lot of damage to a group of people. This will keep on increasing with his item count.


Do not fight Trundle if he is ahead. His escarment power is incredibly strong especially if he has his Ultimate n available. Trundle can't really gank if he doesn't have strong tracks- so he will look at the power farm instead. Try gank as much as possible so you can get your allies before. Trundle has good objective control and can solo them with ease. Keep them at any time to make it harder for him to secure them.


At level 16, Zeri will put the final point in her Ultimate R. Her Ultimate R will now inflict the maximum damage in the fights. Team fights are really where it shines. According to her construction, she will be really strong and will be able to do a ton of damage in a fight. At the end of the match, she should be close to full construction. As long as she positions well and kites, she will be very good in team fights.