Blitzcrank may try to steal or delay your Junglers first buff. A ward in the river at 1:25 is a good way of knowing if he’s going to Hook b it or not. If he shows on the ward, make sure the monster is pulled outwards so he cannot easily land his Hook b.

Never use your dash or dodge ability unless Blitzcrank has his b on cooldown. Otherwise, you’re going to be an easy target for his Hook b and it will be harder for you to dodge it.

If you’re a squishy champion or you’re without Flash or a dash, do not put yourself in unnecessary danger. Avoid pushing,  playing too far forward or playing overly aggressive when Blitzcrank’s b is up.


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.


Gwen's first major power peak is at level 6 when it unlocks its Ultimate R. It offers its tons of additional trading potential and will allow it to fight the enemy Jungler with ease. When Gwen purchased its first component, its escaring power and clear speed increase sharply. Gwen can start to crash after level 3, but it is more common for her to start crashing after level 4.


Your Q can allow you to kill enemies who decide to go through bottlenecks. Always make sure that you peel for your portages during the fight. Your tankness and Passive should allow you to do so very easily. Configure yourself by using the fog of war relentlessly. This will allow you to take enemies who wander without a goal through their Jungle.


At level 16, Ekko’s Ultimate R will deal a lot of damage and be on a really short cooldown. He can look for insanely aggressive plays whenever it is up.

Multiple items offer him low cooldowns and a lot of burst damage. Don’t be afraid to go for plays.

Teams will group closely in the late game. This is good for Ekko because it can allow him to get a multi-person W off and CC the whole of the enemy team.


Step away from the minion wave, this is especially important when it has upgraded its E. Try to match its thrust power once it has its E upgrade. Its clear wave will be important and you don't want to let it push you under its turn. At level 6, both your pressure to kill increases. Remember if you are weak so it can't kill you.


Her first games are very powerful as she can quickly E someone to a wall and allow her teammates to collapse on them in a jiffy. She can also cancel the dashes with her W that prevents enemies from escaping. Level six is a good tip as she can now disrupt the fighting with ability. She can also extend the CC to an enemy if needed. The first element will allow her to eliminate the Jungle quickly and do her business more damage.


Its level six is a massive powerpike because it allows it to play games on the whole map. Combined with its Gold CC card, it should be able to get it and the tracks in advance quickly. Its first element will allow it to spam its abilities and allow it to flatten a lot of damage quickly. It will allow it to track quite easily. Twisted Fate is fragile before-six. It can be spoiled frequently and quickly closed if it is overstretched in the track.


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 1v1 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


Post 6, fighting Lillia alone could be difficult as she can use her Ultimate R to protect herself or turn around the exchange. Avoid committing to fight unless you are certain that you can kill her quickly. Keeping the wave closer to your side of the map early will force her to extend for the farm that you can abuse to all of it or set up your Jungler. Look out for Lillia. It has a very versatile construction path and will build many different items. Keep this in mind and buy items that counter-built it.


Another point in his Ultimate R will allow him to peel for his carts much more frequently. He should let him grieve the team fights very easily, mainly if he is divided pushing in another way. His tankness is really high during the middle of the game, and he should be able to be the first line for his team quite efficiently. His Q and W should allow him to absorb a lot of damage as well. The first ability will be maximized at level 9.


Zyra is strong at level 3 as she has access to both her Q and E. Expect her to dish out a lot of damage in a trade.

Once Zyra hits level 6 and unlocks her Ultimate R, her kill pressure increases dramatically and she can one-shot the squishiest of champions.

After Zyra has completed Liandry’s, her damage output intensifies. Watch out for her poke damage in lane.


Quite vulnerable when his E is down. This can allow the enemy to all-in him and kill him quite easily during the early game.

His Ultimate R positioning can get him killed if his team doesn’t follow up on him. Besides, going in too deep without any assistance can also get him killed.

Pantheon loses most level 6 all-ins against champions with strong damaging Ultimates. This will make his level 6 power spike much weaker compared to many champions.


In team fights, he can easily get poked down by ranged champions. He can also get kited easily, which makes it hard for him to team fight sometimes.

He can find it hard to gank his allies without his Ultimate R. Pre-6, it will be hard for him to gank too.

Sion doesn’t have the greatest objective control in the early game. If you’re not able to take the objective alone, you’ll need help from your bot lane.


Level 16 will see Sylas get a maximum of Ultimate R. The power of its Ultimate R will always depend on the enemy team's comp, but it will be able to use more ultimates in a given time. Its damage will be really significant during this phase of the game. The brilliant damage that it can make completely catch the out-of-guard enemies and ruin their chances of winning the game. Sylas is decent enough during late fighting as it can inflict tons of damage and heal itself for massive amounts at the right time. It will allow him to separate the enemy front line from the rear line and help his team a lot.


Take advantage of your range as much as possible to poke and harass Braum.

Avoid detaching from your ally when Braum reaches level 6 or when his ultimate ability is available, as it can result in a dangerous engage.

Be mindful of your positioning and use minions as a shield to block Braum's Q (Winter's Bite) poke. Focus on harassing him from a safe distance.

If Braum decides to roam, ping your teammates to alert them and try to poke down the enemy ADC using your Q and basic attacks.


It will be remarkable at the end of the game. That's because Qiyana can shoot down the enemies easily and take over from the team fights with his Ultimate R. It can also allow him to steal crucial goals. Level 16 is perfect for Qiyana because his Ultimate R will be maximized. It will cut down too much damage for the enemy squishes to manage, and that too often. It will have most of its capabilities maximized during this phase of the game. This means that its release of damage will be massive, and its capabilities will be sooner.


Rengar can be really good during the late game if he picks his fight well. He can't blatantly go into the enemy backline and expect to survive without his team following up.

Level 16 is a massive power spike, which means that he can completely decimate enemies who are singled out. He will need to frequently find flanks on the enemy to ensure that he can take over the game and win quickly.

Most of his abilities will be maxed out by now. His overall damage and sustain will be really high, and the enemy will have difficulty getting rid of him.


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


Excellent CC chain if he or someone else on his team manages to CC a target. This works especially well against immobile carries. You can follow up with your E (press it twice) and pull the enemy closer.

Can regenerate a lot of health with his W and hence outsustain his enemies in the lane. His Ultimate R amplifies this effect and is really effective when fighting in closed spaces.

He can use his W to set-up ganks for his Jungler as well. This allows him to catch up to his target while also providing vision of the area. The latter part is very useful when it comes to objective control.


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

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

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


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

To make getting on the enemy backline easier, group with your team but stay off to the side. If you flank from an unwarded bush, the enemy will find it harder to react to your all-in. Avoid splitting or being away from your team in the late game as the enemy will force a fight while you’re gone.

Play around your Ultimate e in the later parts of the game. Avoid fighting unless your Ultimate e is up. Fighting with out it will make the late game team fights much harder. Delay fights and be prepared to disengage if it’s still on cooldown.


You should spend a lot of duel time and kill enemies who imprudently push in the sideways. Make sure you use the fog of war to the maximum. All your items should be ready now, making you an extremely powerful duel. Try not to get CC'd during the fights and kill the squissy targets first. Since you are a diving champion, try to get a defensive element when possible. This will allow you to survive for longer. Also, prioritize tenacity.


After recalling, Twitch can enter the lane in stealth with his s. Avoid pushing up too far when you know Twitch has just backed as he may pop up and go for a favourable trade.

Twitch benefits from extended trades. Try to go for short bursty trades over long ones with him when possible.

If Twitch has pushed the wave and left lane, he is either trying to bait you forward and go for a trade, or he has gone to the mid lane with his Support. Have consistent vision around your lane so you know what he’s doing and where he’s going.


The first power peak of Xin Zhao in the track is at level 3. It can all-in the enemy at level 3 when it gets access to the 3 basic capabilities. At level 6, Xin Zhao=s kill pressure increases strongly. It can instantly kill any enemy lantern and chase them down once it has its Ultimate R. After Xin took its first component element, it can trade very aggressively with the enemy.


A very important power spike when he hits level two. This is because he can easily all-in unsuspecting enemies with his Q and W along with some help from his lane partner.

Another power spike is at level three as he gets access to all his abilities and can now both all-in and play defensively as the game requires him to play. His E damage mitigation is very powerful and provides immunity against projectiles that would otherwise go past him.

Major power spike on getting his Ultimate r as he can now disrupt entire team fights and can pick enemies with ease in the enemy Jungle. When combined with his Flash, he can also initiate fights with ease.


Picks and ganks are the names of this phase. Make sure you blow up enemies quickly and snowball your lead in the game. Once you've finished with your basic items, you should be able to deposit a lot of damage. That being said, do not barricade in the enemy team/base. Otherwise, you will get CC'd and killed due to your squishiness. Roam with your Support and get some spikes in the enemy Jungle when possible. Bonus points if this is done before spawning a neutral goal.


It can easily be killed if it enters without its Ultimate t and gets CC.d by the enemy team. This will allow the enemy carried kite gate and kill it while the enemy tanks keep it away from their portages. The enemy can completely counter it if they play in open spaces like the way and are properly spaced when Hecarim enters. This will prevent Hecarim from fearing the whole team and will allow the enemy team to retaliate. Hecarim is not able to flank the enemy freely if the enemy team puts a good vision around the way they fight. This will force Hecarim to engage on the enemy team in a direct way, which will allow the enemy team to react accordingly.


They will not be able to go into the enemy at all if their ADC constantly pushes the wave in the beginning of the game. Can easily be overturned by various champions in the way. Watching your positioning is the key when you play like this champion. Must commit to all in. If you go, you will be in an extended position that could allow the enemy to turn the exchange and kill you.


Kassadin is at his weakest in the early game. Try to fight as much as possible so he falls behind.

Post level 6, if you have any CC abilities, do not use them unless his Ultimate k is down as he will use their cooldowns to play aggressive and trade with you.

Kassadin lacks wave clear in the early game. If you can keep the wave closer to your side of the map early on, it will be very difficult for him to farm or break your freeze. If he does walk up to last hit, you can look to trade with him.


Really good duelist and can one vs one anyone if she manages to get a lead early on. Her Passive along with her Q allows her to do a lot of damage to both squishies and tanks alike while allowing her team to do what they want.

Her W is the most important ability in her kit and she can completely negate any form of damage and CC with that ability. The fact that it can block the Ignite tick damage in itself can be tilting for her enemies. When used properly, she can even CC a group of enemy champions by countering any source of enemy CC.

If she manages to find someone separated from their team, she can one vs one them easily, even if she is behind. This is due to the amount of damage that she can dish out with her Passive and her Ultimate R. Such picks can easily allow her to pressurize and take over a portion of the map.


His tankness and damage are really high during this phase of the game. He can also use his Zhonya Hurglass to be impassable for one while inflicting damage all the time. A maximum-out Ultimate R will allow him to survive the fights with ease. The damage will be pretty devastating for the enemy team as well. Swain's late match is strong due to his prowess fighting team. He can immediately kill the enemy team if he manages to catch them near a choke point.


Playing around Irelia's Passive is key. Avoid fighting when she has a lot of stacks, or if it is fully stacked already.

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

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

Whenever Irelia leaves lane, try to communicate with your team so they know they’re missing. If you can, try to match their roam


Level 6 is really strong for Kennen because it gets access to an AoE CC capability that can quickly turn the tide of a fight. Kennen should try to flank the enemies for maximum efficiency. Its first element of the element will significantly increase its damage. Kennen is unpleasant for its poke damage, and the element will only improve it. Kennen is not very early because it only relies on AP to maximize its poke damage. He will want to use the track brushes to catch the out-of-guard enemy whenever possible.


To reduce the chances of dying and being taken out of position, try to stay with your team at all times. Keep a constant eye on which major goal is the next spawning. If it quickly spawns, make sure to place the vision around the lens as quickly and safely as possible before withdrawing to safety. Having the vision around the major goals is the key. Look for choices during the middle of the game. If you can choose someone with the help of your allies, you can abuse their death timer to win more gold and eventually take a turn, goal or get more dead.


Once he uses his W offensively, he won’t have any other form of escape left to him. This leaves him vulnerable to ganks and baits from the enemy team.

His Ultimate R does no bonus damage to an enemy target if he misses his abilities on them, or if his entire damage is absorbed by a shield.

It becomes hard for him to secure kills later in the game due to every enemy building defensive items and peeling for their carries. Team fights are not his cup of tea and hence he has to resort to split pushing, leaving the enemy team at a numbers advantage.


level 3 is a decent powerspike as Heimerdinger will have access to all his abilities. He can easily CC immobile ADC and burst them down with his turrets and rockets. He may also use the lane brushes to catch enemies off guard with his W or E.

Level 6 is arguably a massive power spike for Heimerdinger. He can now bait enemies to their deaths with ease. He can also take towers very quickly or slow multiple enemies with his E.

The first mythic item will allow Heimerdinger to dish out a ton of poke damage in the lane with his turrets. His burst damage will be pretty potent as well, and he can one-shot enemies with utmost ease.


If you succeed in reaching a high priority target, you should be able to enter and do a quick job from them. Get a defensive element as quickly as you can. This will help a lot when you deal with CC in this game, because CC is your worst enemy can get you killed indefinitely. In the late game, look for shots on immobile or misplaced enemies. Taking someone into the late game can give you enough time to force a fight, seat a goal or take the Baron or the Old Dragon.


After entering with your Ultimate R, be ready to fold and peel for your allies in the team fights at the end of the game. To make it easier to get to the enemy backline, group with your team but stay out of the way. If you're flanking a nonwarded bush, the enemy will find it harder to react to your all-in. Avoid dividing or being away from your team in the game at the end of the game because the enemy will force a fight while you're gone. Play around your Ultimate R in the later parts of the game. Avoid fighting unless your Ultimate R is standing. Fighting without that will make the team fighting at the end of the game much more difficult.


Avoid dismounting unless Blitzcrank's Q ability (Rocket Grab) is on cooldown to minimize the risk of getting hooked.

Keep the wave close to your side of the lane to force Blitzcrank to overextend if he wants to engage.

Play aggressively at level 1, and then mount up at level 2 to gain access to additional abilities and increased safety.

If your ADC gets hooked, don't hesitate to detach from them to avoid dying. As soon as Blitzcrank begins to pull them in, dismount and quickly retreat to safety.


If Jax decides to fight as a team, try to lock him up with CC before he has the chance to engage. While his e will block the basic attacks, he is vulnerable to disengagement and CC. Jax will seek to divide the thrust in the last stages of the game. Always keep an eye on where he is at a given time. Do not let him take goals and open your base for free.


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

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

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


As soon as Mordekaiser activates his W, disengaged as he will block the damage you inflict on him if you continue to fight him. Mordekaiser is quite still. If you keep the wave of minions closer to your side of the map, you will force him to extend for the farm. Then you can capitalize on it and get the help of your Jungler. Once Mordekaiser reaches level 6, his pressure of death in the way grows. Keep this in mind and be careful with your positioning when weak as he can try to catch you with his Ultimate R.


Peel for your carries in late game team fights to increase the chances of your team winning the fight. If they die at the beginning, you will not be able to win the fight alone.

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

Focus the nearest enemy champion to your carries and work as a team to take down the enemy one by one. If you focus the backline alone, you may be an easy target for the enemy and may die quickly. By focusing on the nearest champion, you will survive for longer and keep your carries alive.


Staying with your team in the late game. Do not separate or move away from them otherwise the enemy can try to withdraw you or initiate a 4v5 fight when you are away from your team. Use your s to harass the enemy as much as possible before engaging in the team fight.


Vladimir is at his weakest in the early game. Try your hardest to put him behind to make him less obnoxious in the mid and late game.

At level 9, Vladimir would’ve maxed Q. It has a short cooldown and deals a lot of damage. Avoid letting him use it on you too much.

Vladimir is really good in the late game and in team fights. Try to end the game as quickly as you can so he is unable to spike.


Gragas' Ultimate R is very good in team fighting. It deals a lot of damage and can move the entire enemy team. It has good support in the way (compared to many other champions) with its W. This will allow it to look for jobs more frequently and heal after a job. Its E can be used in conjunction with Flash to get surprise jobs/commitments with the enemy. It can also use it to interrupt enemy abilities and dashes.


If he goes to another way, just push the wave and get as many plates as you can in this matchup. This is especially true if he uses his ult. During the fighting, watch for occasions to flank the enemy. Going to his back will be relatively easy once he has initiated an all-in-one. Keep the wave near your turn. The enemy does not have some kind of sifting potential and can easily be exposed to the ganks.


Test of Spirit E is essential when it comes to trading. Dodging this ability is key as it will reduce her trading power. Ensure that you’re always stood behind at least 1 minion. Do not stand inside the minion wave though as Illaoi can use her Q to push the wave and poke you at the same time if you stand in it.

If you’ve been hit by her E and escaped the zone, don’t kill all the Tentacles. Stand next to one of them so another one cannot spawn.

Try and freeze the wave closer to your side of the map. Illaoi is weak early on and will try to freeze the wave and then zone you away from minions when she is stronger. By keeping the wave closer, you’ll limit her ability to farm and scale.


Try to catch the enemy by surprise by installing death brushes in the enemy jungle. You can easily Ultimate R the enemies of them and blow them up with your team. Peel for your carts in the team fights at the end of the game to increase your team's chances of winning the fight. If they die at first, you will not be able to win the fight alone. Focus the closest enemy champion to your carts and work as a team to remove the enemy one by one. If you focus on the rear line alone, you can be an easy target for the enemy and may die quickly. By focusing on the closest champion, you will survive longer and keep your carts alive.


Very mobile with its e et t which allows it to emerge from sticky situations with ease. This makes it a threat to the enemy rear line. Its Ultimate e can allow it to easily execute low-health champions. This becomes really valuable in a team struggle. It has its own form of CC on its r which, when combined with its dashes can allow it to land a multi-man stun. This will allow its teammates to follow the set.


Try to harass and poke her down with your abilities before initiating a team fight. She is pretty squishy. If she uses her W trying to block incoming skill shots, look to start a fight while it’s on cooldown.

Gwen will be split pushing in the mid-game. You can use the numbers advantage to take her down or start a team fight on her team while she is elsewhere on the map.

When playing pick champions like Blitz, Thresh, Ashe, Vel’koz etc, try to get close to her- or at least keep in mind that she can stop you from catching her out with her W. Bait it out if possible.


If Maokai throws a Sapling in a bush, you can walk up to it and then detach yourself from the path with your E so that it does not damage you. If a wave is nearby, run to it. The damage of the explosion of its Sapling will be on the wave that will force it to push towards you that leaves it in a vulnerable place for a whole in. The extended trades work heavily in your favor against Maokai. Try to keep them going as long as possible as it will not be able to damage you early. Keep the minion wave closer to your side of the map. This will force Maokai to expand if he wants to grow. Keep the wave here also allows you to zone it away from the farm, or aggressively trade if he tries to hit a minion for the last time. Maokai can escape your W and dodge your Q's easily with his W. Or wait for his W to be on the cooling before committing to fight or lure him and use his superhesive positioning to finish your combo.


Try and force him to over extend for farm by keeping the minion wave closer to your side of the map. This will also protect you from all-ins.

Try and abuse your range advantage, especially in the early levels. He is melee, so keep harassing him as much as possible.

Stand away from minions and keep your distance while harassing to reduce his chances of all-ining you.

At level 6, you need to be more careful when fighting him. Continue to keep your distance, but be prepared to Flash or E away so he cannot knock you up and kill you.


Once Taric has managed to get his boots, he will be much more effective in roaring and skirmishes. That's because he's going to stick to his target for a longer time and stack his Q. Level 6 is an important pick-up because Taric gains the ability to not completely any form of damage from all of his team for a short time. It's perfect when it comes to strong and commitment-based teams. At level 4, Taric will have two points in his Q. It's really beneficial because the amount of constant healing he gives to him and his ADC/teamates can really change the tide of a fight.


It is a good peak of power for him because it will allow him to exchange more effectively with the enemy lantern. When he puts 2 points in his Ultimate t at level 11, his death pressure increases considerably as his Ultimate t will allow him to execute a higher health enemy. In the middle of the match, Cho=gath should have used his Ultimate t on the minions or enemy champions. He will be stronger and stronger the things he consumes.


Play around your Zhonyas Hurglass in the team fights at the end of the game. Avoid fighting unless it is available for you. Stay together with your team, but avoid engaging immediately. Wait for the right time for your Ultimate R to not be interrupted. Kill and shoot down key targets in team fights. Your goal is to clean up the fights and inflict as much damage as you can before falling.


Continue to pick up and secure jungle camps whenever possible. Not falling behind in the mid-game is crucial as a Jungler, so make sure you continue to farm!

When no team fights are occurring, go to a side lane and push. You must continue to farm during the mid-game so you can get your items as quickly as possible.

If your team gets a kill or two, make the call for Baron or the Dragon. You should be able to take them with ease with Morgana.


Malzahar has great pick potential with his Ultimate R. Picking off one champion could win you the game!

Malzahar has a shield that will protect him against incoming damage. This increases your survivability in lane.

You have great wave clear thanks to your Q, W and E. Once you have an item behind you, you can constantly push the enemy into their tower.


Rammus's first ganks are decent enough if the enemy is pushed up. He should be able to get his team quite before if he finds regular opportunities to do so. Level six is a good peak as it allows him to access his Ultimate 2. The ability will allow Rammus and his team to get a lot of dead during the skirmishes.


Nocturne falls into the late part because he cannot shoot enemies because of defensive objects. He will have to choose the enemies carefully. The last point in his Ultimate a will be the ultimate nail in the coffin of the enemy team, especially if Nocturne is in advance. His damage is relatively significant during the late part, but an enemy fired will also be difficult for him. In return, it will be difficult for the enemy to kill him quickly too.


Avoid regrouping closely because this will give Malphite a great opportunity to land a 5 person who strikes with his Ultimate h. Don't look for fighting in the jungle or around the Dragon or Baron. That's because the teams will usually be grouped closely together- which allows him to get a good Ultimate h off. Instead, try to fight in the open air in a way. Poke and disengagement are the biggest threats. If you can, try to bring him down as much as possible before a team fight occurs to make it almost impossible for him to engage without dying.


As a result, she will easily win any duel, provided she has not dropped drastically at the beginning or middle of the game. Gwen excels during team fighting because she can dry up a lot of damage, especially when she fights around rough areas. Her W allows her to mitigate a lot of damage, and her E allows her to reposition herself quite quickly. Gwen makes misleadingly high amounts of damage during this phase of the game due to her articles. She will also have maximized most of her abilities. She can spam her abilities, which translates directly into more damage and healing for her.


If you can get a murder or two, you can snowball your lead quite quickly. Every time your Ultimate R is up, you can look for aggressive games to try to kill the enemy. Your Ultimate R is an excellent trading tool that makes you much stronger. Keep the minion wave even or slightly closer to your side of the map early. This will allow you to run the enemy down while protecting yourself from the ganks. If you keep pushing when you are not forward, you will be unable to run the enemy down and you will be an easy target for the enemy Jungler.


Brand has lots of poke with his W with the added benefit of it being long-ranged too. This allows him to poke the enemy down from afar and get them low.

His Ultimate R is really good in team fights- especially if the enemy are grouped together. He can make his Ultimate R bounce between enemies and deal a lot of damage.

Brand is able to complete his warding quest incredibly quickly as he can constantly harass the enemy from afar.


His early game is excellent as he can completely CC and blow up an enemy target when required. Using it from the lane brushes will allow him to reap a lot of benefits.

Level six is an excellent spike as he can now control the pace of a team fight. He can easily be in between the enemy team while dealing a lot of health and regenerating a lot of health in return.

The first item component will allow him to spam his abilities frequently and dish out a lot of damage. It helps a lot with his overall laning prowess.


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

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

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


Kalista is vulnerable to slow down and to the CC. Try to lock her up at the beginning of the fight so she can't dry up a lot of damage. Kalista can stay in a side lane to divide the thrust. When she's not with her team, you can force a team struggle or take a goal. If you don't know where Kalista and her Jungler are, they could try to sneak in the baron or the Dragon. Make sure you kept it at any time as she can easily take it thanks to her r.


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.


To reduce the chances of dying and being taken out of position, try to stay with your team at all times. Keep a constant eye on which major goal is the next spawning. If it quickly spawns, make sure to place the vision around the lens as quickly and safely as possible before withdrawing to safety. Having the vision around the major goals is the key. Look for choices during the middle of the game. If you can choose someone with the help of your allies, you can abuse their death timer to win more gold and eventually take a turn, goal or get more dead.


It's a little weak before six because it doesn't have a reliable form of CC on it. It should rely on the drags that have hard CC. The first element will allow it to be really tanky and inflict constant damage when around enemies. It will also prevent enemies from escaping quickly. Its objective control is fairly decent as its E, and Passive allows it to offer and take a lot of neutral objective damage. It will certainly win any Smite fight if it uses its E correctly.


Team fighting can be difficult for Rammus as most players will disengage as soon as he runs towards them. This means Rammus will probably try to flank you in team fights so he can get on a high-value target.

If you’re a carry, invest in a Quicksilver Sash to escape his taunt t so he is unable to target you in a team fight.

Make sure you group as a team and avoid splitting up too much as Rammus will try to pick off and start a fight when teams are split up.


It needs time to come online. Focus on agriculture and avoid forcing fights. You have to wait for your first major power peak to be really effective. Amumu the first power peak is when it unlocks its Ultimate y. Hitting level 6 is crucial, and you have to hit it as soon as possible to help your allies. Once Amumu has finished its first element, it will be much more robust and more a threat on the Rift Invocation. Make sure to find a healthy balance between glove and agriculture so as not to delay your first article.


At level 16, Kayn will have his Ultimate R maxed out completely. This will directly fortify his ability to all-in enemies and kill them due to his burst damage.

Kayn will have multiple items by now. This is good for him, depending on his form. He can assassinate people if he goes for the Blue Form, while he can act as a frontline if he goes for the Red Form.

Depending on the form and build, Kayn will either be a killing machine due to his burst damage or a tanky, unkillable frontline who will easily peel for his carries.


Getting 2 points in his Ultimate 2 will make Xerath's damage skyrocket. He can still impact team fights happening far away from him with ease. The only difference will be that he will be more efficient in doing so.

His first ability will be maxed out at level 9. This means that he can dish out a lot of damage with his p and snipe enemies down easily. Immobile enemies will have a tough time dealing with him.

Xerath is really good at securing picks with his ranged abilities, and his ability to impact team fights is really high. His AoE abilities make it quite possible for him to take down multiple enemies at once.


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.


Try and lock Irelia down at the start of the fight. This will make it much harder for her to jump around your team and get resets on her Q.

Avoid fighting too close together as it will allow Irelia to use her Ultimate R on multiple people and allow her Q to reset. Stand together but not super close together.

Try and fight after Irelia uses her E as it is one of her best tools to start a fight. Ideally, try and also fight around her Ultimate R as it will reduce her chances of getting resets.


Maokai is at his weakest during the early game. Look for an early advantage to force him to miss out on gold and XP.

Once Maokai is level 3, he can start trading with you once he has all of his basic abilities. Try and get him low so he is unable to look for a favourable trade.

Avoid standing towards the top side of the lane if you know he’s placed Saplings E in them. However, you could walk towards it before running away to “bait” out the Sapling E.


Keep the minion wave pushed into the enemies tower and look to roam. Keeping them under tower will make them unable to roam or help their allies.

When no team fights are occurring, put yourself in a side lane and push the minion wave. Use your Q and W to move around the map fast and help your allies in case of a fight.

Look to set up picks with your E by charging towards the enemy or using your abilities to flank the enemy from the side.


Cassiopeia has a lot of mana problems in the beginning of the game, but once she gets Tear of the Goddess, she will play a lot more aggressive. Cassiopeia really shines in the end of the game. She swings better than most champions and she can build 6 items. If you get early- Try to close the game as soon as possible. Not many champions are as strong as Cassiopeia is at level 2. Beware of Level 2 all of it with her Q and E spam.


Another point in her Ultimate e will increase her damage significantly. All she needs is to time her e well and use her r to CC multiple targets.

She will now have her core items which means that she will be dealing a lot of damage. She should have an easy time melting through enemy health bars if she manages to catch them off-guard.

Riven's presence during mid-game fights is really fabulous. She should be able to win multiple fights and zone enemies off easily by using her Ultimate e.


Level 6 is a small peak because it allows it to wander but does not provide it with anything else. This means that it will only allow it to play, but it still needs to land its basic capabilities to do damage. The first component will allow it to spam abilities and flatten a lot of damage to its enemies. It will be incredibly beneficial during the lacquering phase.


Thresh is strong at level 1 in the right matchup and he can easily cheese. If you’re playing as a utility Support, take the long route to lane so he doesn’t kill you before you get to lane.

Once Thresh has both his Q and E available, his kill pressure increases. You should play more respectfully when he has these abilities available. The level 2 power spike, in particular, can get him and his ADC ahead if he is able to land a Hook Q.

When he has Boots of Mobility, his roam potential and ability to get ganks off well can cause problems for your team. Ping missing as soon as he recalls or leaves lane.


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.


You will want to keep it falling with your e in this matchup. It will be very easy for you to take Renekton quickly. Keep your Resource Bar half filled before a trade to inflict maximum damage to the enemy. This is important to counter its bursting. Your Ultimate will allow you to easily all-in Renekton or separate it from his team. Use this opportunity to turn the tide of battle in your favor. Keep the wave in the middle of the way as long as possible in this matchup. This will help a lot when it comes to dealing with his all-in.


Stay grouped with your team. Do not leave the side of your carries otherwise, the enemy will capitalize on the fact and leave them helpless.

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

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


At level 6, Mordekaiser’s kill pressure increases. Whenever his Ultimate R is up, you need to play more respectfully.

Mordekaiser has a strong all-in potential as soon as he hits level 3, but before that he can be poked out of the lane. Abuse him as much as possible before he hits level 3.

Team fights are where Mordekaiser can shine. If you’re a carry champion, make sure you invest in a QSS so you can get out of his Ultimate R.


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.

You must stick with your team in the late game. Do not move around the map or go anywhere unless someone is with you. Be a part of neutral objective fights as much as you can

Stand towards the back end of your team near your main carry. 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.


Make sure you reposition and move away from Katarinas Blade drops. This will reduce her ability to trade and kill you with her r. Do not blindly follow Katarinas roams or you could get ambushed punish her by pushing the wave in her turret every time she leaves the way. One of Katarina's weaknesses is her lack of reach.


Once Karthus has its Ultimate e, it can impact the card regardless of its positioning. Every time you fight the enemy, always take into consideration that it can use its Ultimate e to finish you. The more the AP and the more magical penetration Karthus gets, the better and the more it will be. Try to close it or constantly invade it to reduce its gold revenues. The more the game goes, the stronger the Karthus will be. Make sure to put it behind in the early game to make it less useful as the game goes.


As Vayne is a ranged champion, when playing as a melee champion, be prepared to sacrifice CS for XP and health. Don’t let her kill you in the early game as you’ll make her late-game even stronger.

If Vayne ever uses her e, use the cooldown to play aggressive and try to kill her. She is rather vulnerable when her e is down.

Keep the minion wave closer to your side of the map in the early game. This will reduce her chances of zoning you away from the minion wave. It will also make her susceptible to ganks.


Rumble deals more damage when its bar is more than 50%. Be careful to take trades when it is above this amount. Although, if you can bait its bar and overheat it will lack capacity damage. Once Rumble has its Ultimate b, its death pressure increases. Do not underestimate its all-in-potential with its Ultimate b. If it uses it on you, try to back off as its Jungler could try to gank as its Ultimate b is a good gank configuration. Rumble is strong in team fighting so wait for it to be the grouping and looking for choice with its Ultimate b during the middle and end of the game.


When it comes to securing an objective like the Dragon or Baron, never go for the 50/50. Because of Nunu’s Q, he will win every battle. Try to take the objective when he is dead or on the other side of the map.

Nunu is rather immobile when it comes to team fighting (once the fight has started). Lock him down with crowd control and kite him during the team fight so he is unable to be the frontline and get on to your carries.

Do not clump together when it comes to team fighting. If you stand close to one another, he will use his Snowball W to engage from afar and run into the enemy. If you are all close to one another- he might be able to get a 5 person knock up. Instead, group but not too closely.


At level 9, Miss Fortune would have maximized her t. Its output of poke and damage will be quite high and odious to deal with. Its level 6 is quite strong, even with an AP construction. Leave its Ultimate e as fast as possible. After Miss Fortune finished its first component, its release of damage and poke in the track will increase considerably.


Another point in his Ultimate R will allow him to use the ability more frequently. It will be helpful in mid-game fights.

His pick potential is incredible during this portion of the game. The attempt should be to work with his Jungler and get some picks when possible.

His team fighting potential is really high due to his W and Ultimate R. All he needs to do is not get caught out, as it will definitely get him killed.


Make sure you're close to your team at all times so you can get in the quick fight. Don't fight unless your Ultimate R and Zhonyas Hurglass is up in the late match. If you're looking to fight when it comes down, you'll be an easy target and die quite quickly. If you're ahead, look for picks or ambush the enemy while they're walking in their jungle. Taking an enemy down might be enough to win the next fight or take the Baron.


During this phase of the game, your only goal is to target the enemy backline and decimate them if you are going AP. Use the fog of war to do so.

If you happen to see someone careless enough to be sidelining alone, just go and kill them. This will allow you to get a numbers advantage and make a fight unfair.

Getting a defensive item like a Zhonya's should help you a lot with surviving your all-ins. It also bolsters your tankiness, so you may want to think about buying the item.


The late-game monster if her team peels for her. She will want to close early and try to get some murders early on what will allow her to snowball easily. Her W makes deceptive damage very early, especially when paired with Rakan. This ability when combined with her Q, E, and an important CC Support, can allow her to get a huge lead in the way. Her ultimate R can allow her to escape situations in which other ADCs won't survive. It also gives her the agency to root the entire enemy team with a naughty use of her Flash and E.


At this stage, your map awareness should be at its peak. You should always try to shove the wave with your Q and try to roam towards any lane which has an extended laner. This will allow you to use your E and Ultimate to catch up to such extended targets, and get rid of them quickly.

When you are fighting for a neutral objective and you manage to land an E on an enemy champion, you don't need to always go-in. This is because your presence, and the threat of your E, W, and R which automatically keeps the enemy carries away from you. This will ultimately result in the enemy team being zoned out.

Proper usage of your W is very important during this stage of the game. If used freely, the enemy laner can bait you into such an all-in and then get rid of Akali quickly. Also, attempt to stay in a longer lane as it gives you more opportunities to all-in someone.


If Twitch invades you early, think twice before fighting him. You should only fight him if you can close the gap between you and him, or else he will just kite you.

Just focus on farming early. You need as much gold and XP as possible to get into the game.

Place vision and buy control wards to help your team spot Twitch before he is able to gank and get kills.

If you see him ganking, invade his jungle and steal away his camps.


Sion can surprise targets that are walking around Summoners Rift alone by waiting in a bush and using his Q to take them down. Avoid walking in areas where you know Sion has been so its harder for you to get caught out by him.

Kite and disengage is Sion’s biggest threat in a team fight. Try to keep him away from your team so he is unable to get a good Q knockup.

Avoid grouping and fighting in the jungle as it will allow Sion to either get a really good knockup with his Q or get a really good Ultimate R off. Group together, but do not stand on top of one another so he is unable to get a multi-person knockup.


Jayce is really good at poking enemies down with his w > s combo. He can even one-shot targets if he is far ahead of the enemy team. This will allow him to create an advantage for his team before a major fight.

Once Jayce is full build, no squishy enemy target in the game is safe. This is because he can easily blow enemies up with his w > s combo. Sometimes a single combo is all it takes to kill a target (like a squishy support, for instance). All he needs to do is sit in the enemy Jungle and wait for an unsuspecting enemy to come near.

Jayce won't spike at level 16 either because his Ultimate G won't be providing with him a lot of raw stats, which other champions' ultimates offer them with. He will still have to rely on flanking and using the fog of war to poke enemies down. The greater the number of enemies hit, the better it is for his team and him.


If you can get a murder or two, you can snowball your lead quite quickly. Every time your Ultimate t is up, you can look for aggressive games to try to kill the enemy. Your Ultimate t is an excellent trading tool that makes you much stronger. Keep the minion wave even or slightly closer to your side of the map early. This will allow you to run the enemy down while protecting yourself from the ganks. If you keep pushing when you are not forward, you will be unable to run the enemy down and you will be an easy target for the enemy Jungler.


As soon as Zed reaches level 3, his death pressure increases once he has access to his basic abilities. He can look for an all-in if he has been able to poke you down beforehand. Every time Zed reaches level 6 his death pressure increases once again and he will seek to go to kill every time he has his ultimate R available for him. Expects that he will play aggressive once he gets the higher level. Zed is pretty good in the middle of the game because he will have 2 articles and will be able to assassinate any squishy target he comes into contact with. Avoid walking in areas where you know that Zed is or has been in recently.


The extended trades against Senna will help you in the long run. She doesn't have the best support and her automatic attack speed is very low. Capitalize on this by looking for long-wind trades when possible. Expect Senna to go for an aggressive level 1 game to get batteries. Try not to let her poke get you down too much otherwise you won't be able to trade at 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.


Drive and kill several enemies during this phase of the game. Remember that you can cross very quickly because of your Passive so make use of it. Pull the pressure while your team tries to sit targets elsewhere to open the map. You can also try to sneak some goals when your team is busy distracting the enemy. Always try to take all of it and take the enemy Jungler every chance you get. Doing so will allow you to take neutral goals easily.


She is very good at roaming and ganking, so make sure to contact your team so they know when she's missing. Place the vision in her jungle entrances and the river. In the middle of the game, she will seek to remove targets that walk around the map alone. Avoid crossing the river if she's not monitored. Playing around her Packmates in the middle of the game and during team fights will be extremely beneficial as she will lack damage.


Your goal in the early game is to win as much gold and Xp as quickly as you can. You want to prioritize inflation pathways with low mobility or for allies with the early CC as the strength of your basic capabilities at level 3 and 4 is quite important. Try and secure early goals that you can take them pretty quickly and if you kill them, you can transform into your True Form like using this to remove any nearby enemy.


Jinx's level 6 is an important peak of power since it can allow it to kill puffs on the other side of the map. It is also a good finishing capacity after a prolonged skirmish where enemies escape with little or no HP. The first element will give a boost to Jinx's skirmishing potential. It will allow it to flatten much more damage during the skirmishes. It excels by using its Q rockets in the team fighting set up as long as someone peels for it. Additional points in its Q will allow it to flatten more damage and help it with its late scale. Combined with its basic elements, the correct use of this ability will make the difference between a great and a bad Jinx.


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


When laning, make sure you’re always stood far back but in front of your Caster Minions. This will make it impossible for him to land his Root E and CC you.

Extended auto-attack trades will always work in AD champions favour. Wait for him to use his E before playing aggressive and looking for the all-in.

Swain’s sustain will be a problem; especially if he is with a healing Support. Invest in an early Executioner’s Calling to reduce his healing in lane.


Galio's damage will increase a lot once he has his first element. This will allow his Q and E to hit like a truck during all in. Once Galio reaches level 6, he unlocks the ability to make cross card games around the card. This is advantageous for his team and will allow you to impact the game much more. Since Galio has a limited range, he will have a difficult time early during the game. However, he can use his Q to bypass this. Using his Q, he should try to hit the enemy champion for bonus points.


Morgana is decent enough in the team fights because she will be able to run the enemies with her Q and Ultimate R. Her E will allow her to warn her allies of the hard CC and engage. Adding 2 points in her Ultimate R will give her a massive peak of power. She will be able to use the ability frequently, impacting the team fights often. At level 9, her Q will be maximized outside. It will allow her to get frequent catches on the enemy, especially the fog of the war.


Urgot is good in the early game. Expect him to play aggressive and look for kills.

Once Urgot is level 6, his kill pressure and ability to trade increases again. His Ultimate R is an execute and getting hit by it will make it very difficult for you to out trade him in a fight.

After he has completed The Black Cleaver, he will be able to go for more frequent trades and he will be harder to kill.


Try and stay behind the minion wave but not in it. This will force Brand to choose between harassing you with his W or pushing the wave. This is also a good place to stand as the minions will block his Q.

Don’t let Brand harass you for free. Try and stand back and out of range of him so he’s unable to attack and harass you with his W. Ensure that you remain healthy otherwise you’ll never be able to fight him.

A good time to fight Brand is when he’s out of mana or has an ability on cooldown. This will make trading much better for you as he will not be able to dish out a lot of damage (or possibly stun you if his Q is on cooldown) as he’ll have 1 less ability to use.


Tryndamere will look to split push during the mid-game and he’ll rarely join team fights. You can use the numbers advantage to force objectives or look for favourable fights to gain an advantage.

If Tryndamere is split pushing in the bottom side in the mid-game, avoid sending lots of people to stop him when Baron’s up. It will take you some time to kill him even if you commit 5 champions to kill him which could give his team lots of time to take the Baron.

Try to fight when Tryndamere doesn’t have his Ultimate e} up. This will make it incredibly difficult for him to dish out lots of damage in a team fight.


Karma has a powerful early game and is strong enough from levels 1 to 3. Try not to let her do too much by hiding between the wave of the minion and recoiling when she advances. Remember that Karma has her Ultimate has at level 1 and can dry up a lot of damage if you are hit by her self-nominated Q.


Can undo a lot of poke, and give her a vital boost of movement speed to avoid incoming skills, especially champions with crowd control. Once she gets her Ultimate R, she can pretty much keep any form of engagement away from her port as long as she has her Ultimate R Up.


In team fights, as soon as Aatrox runs in, try to CC him and burst him down first. He is pretty vulnerable to CC and if you can kill him before he gets his combo off, the enemy will lose out on a lot of damage.

Try to look for fights when Aatrox doesn’t have his Ultimate or Flash. He will have a much harder time at impacting fights when either of these are on cooldown.

Aatrox likes to split push after the laning phase has ended. When he shows in a side lane alone, you could try and start a team fight with his teammates. Have wards on that side of the map though just in case he makes his way to join the fight.


Locking down Ekko in team fights will prevent him from using his Ultimate R to escape with. Keep track of his Ultimate R in fights as he can use it to either set up an escape or an engage.

Keep vision in typical flanking spots as Ekko will try to set up an engage with his W from out of vision. If you see him running towards you, back up for a few seconds as he would have used his W.

When no team fights are occurring, Ekko will be looking to split push. Avoid leaving him alone in a side lane by making sure there is always someone matching him.


A really good initiator for his team with the ton of CC he brings to the table. Besides that, he also has a reliable form of poke with his 1, which he can use to whittle down enemies.

His Passive is what makes him so dangerous. It allows him to easily CC and pick off multiple enemies with his Ultimate m and h. This allows his team to follow up on him with ease.

He is a lane bully, and his poke allows him to easily beat melee matchups. He can easily use this fact to his advantage and initiate a snowball from his lane.


Shyvana relies on her Jungler to secure goals so she can get additional statistics. When her Ultimate t is broken, she is quite vulnerable and has no real disengagement, although her has can help her escape a little. She has so many meters in the upper lane. It can be really difficult to play Shyvana in many different matches.


Just look to choose enemies with your abilities when possible. It will help make team fighting really unfair for the enemy team. Try to shoot enemies before all-in'ing. You may need to get the Blue Buff to make sure you have enough mana to maintain spamming ability. Use your ultimate R to choose enemies when possible. It would be a remarkable ability to use when you see an enemy on a side track.


Kayle is at her weakest in the game early. Try to abuse her weakness by playing aggressively and getting murders. Putting her behind in the game early will reduce her ability to continue later in the game. Keeping the minion wave closer to your side of the card will force Kayle to extend for the farm. Once she goes up and tries to hit the last time, you can play aggressive and try the all-in. Once Kayle hits Level 6 and unlocks her Ultimate R, she will also become varied and she will find it easier to hit the last time.


Gragas' Ultimate R is very good in team fighting. It deals a lot of damage and can move the entire enemy team. It has good support in the way (compared to many other champions) with its W. This will allow it to look for jobs more frequently and heal after a job. Its E can be used in conjunction with Flash to get surprise jobs/commitments with the enemy. It can also use it to interrupt enemy abilities and dashes.


Jarvan’s level 2 all-in is pretty good. Once he unlocks both his d and e, he can look for a favourable trade.

Depending on his build path, he can either deal a lot of damage, be incredibly tanky, or offer his team a lot of utility. It all depends on his build! This makes Jarvan incredibly versatile.

His Ultimate m is really good in team fights as it can lock down multiple enemy champions at once.


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.


Very effective long-range poke and passive supply agency. Its poke also allows it to heal with its Q, so it is really good against poke. Its W can allow it to CC a whole group of enemies with the greatest ease. This ability becomes very powerful when it fights in closed spaces. Its E can allow it to sneak all a team through an unrewarded area and to surprise an enemy team.


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

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

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


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.

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

Thanks to Anivia’s sustain and her Ultimate m, she has good control over objectives like the Baron or Dragon. Don’t be afraid to team up with your Jungler and the ADC to quietly take these objectives while your team does something elsewhere on the map.


Investing in early armor will be very beneficial against her basic attacks in the laning phase.

Your level 6 power spike is much stronger than hers, don’t be afraid to play aggressive when you get the level up.

Pre-6, keep the wave closer to your side of the map. It will prevent Quinn from zoning you away from farm and will it’ll allow you to play aggressive and look for kills.

Don’t worry too much about baiting out her E before looking to fight. Many Quinn’s will use their E while your mid-combo actually counter themselves and get themselves killed. Keep this in mind when fighting.


It is quite weak before reaching level six. It is because it does not have much mobility, and enemies can easily get away from it if they have a vision of it. After six, Singed gets a massive boost in its power because it gets a team struggle impacting Ultimate n. It allows it to ride around and get ganks as well. The first element will give a boost to its survival and overall damage. It will be able to use its l for a prolonged period as well.


Stick with your team and look for picks with your s. Even taking down 1 enemy could be enough to take a major objective like the Baron or Dragon.

Look for fights where the enemy is grouped closely together (such as in the jungle or around an objective) and try to CC as many enemy champions as possible.

Once you’ve used your Ultimate y on the enemy, ask yourself what you need to do next. Either stick to the enemy backline or peel for your carries. If the enemy has a strong all-in/frontline, be prepared to fall back and help your carries to keep them alive.


Stay together with your team. Do not leave your ADC side, otherwise the enemy will capitalize on the fact that you are not there to protect your ADC. Peel for your carts in the team fights. After using your R, step back and protect your allies and focus the closest champion. Look for choices with your R Ultimate. If you can catch someone when the enemy is not organized, you can force a team fight or a goal afterwards.


Very vulnerable when his E is at the bottom that can allow him to be very sensitive to the ganks. Enemy Junglers can take advantage of this opportunity to camp him tirelessly. By relying on elements to win the game. If he is put back in place during the early game, he won, he can't do much in the late match as he just fell. If he manages to get an early advance, he can be able to snowball if left unchecked. He falls massively even though the more the game goes, the worse it is for Lucian.


Can one-shot squishies as soon as she gets her Ultimate R. Getting hit by her E is a death sentence post-six, and her Ultimate’s R mobility allows her to dodge skillshots.

Her W is a powerhouse and can allow her to provide a lot of utility for both her team and herself. This ability can allow her to win the lane quite easily if she gets lucky.

Zoe’s E can be used to set-up ganks from a long-range. The proper usage of terrain can help her roam to other lanes and get free kills with her E Q combo.


His E is quite short-ranged which makes it hard for him to land this ability from clear vision. This can hamper his all-in potential.

If he uses his W and Q carelessly, then he and his team will be in a really disadvantageous position, and will get pelted down quite easily.

His Ultimate R has a very long cooldown and will force him to lose priority almost instantly.


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

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

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


Level sixteen is a massive peak of power as it increases the defensive capabilities of its Ultimate r. Its ADC will really be safe due to the huge shield they will get. Tahm Kench will be out of the world during this phase of the game. He can peel for days for his team and get spikes on the enemy with his Q. His Q will be on a really short cooldown. This means that his potential for pick and poke will increase a lot. He should try to use the fog of war combined with his W to secure peaks on the enemy.


His E is very telegraphed and can be skipped without sweat. This makes it very difficult for him to be an initiator of fights without his Flash. His Q costs a lot of mana and will make him miss mana if he is against a poke comp. This will force him to abandon the priority of the track during the early match, which can sometimes mean an instant loss. He focuses on empowering people with his Q, W and Ultimate R. If everyone on his team does hurt, there is nothing he can really do to save the game.


Ezreal's first power peak is when he takes Sheen. His Q damage will increase considerably and he will look to poke constantly. Once Ezreal has finished his Manamune and upgraded it to Muramana, his damage output and maintain will be much higher. Every time Ezreal has his E, it is much safer and harder to kill. Try to abuse cooldown whenever you can.


Azir will try and delay a team fight and poke you down with his W as much as possible before his team initiates. Don’t let him poke you down by starting the fight as soon as possible rather than delaying it.

CC is your best friend to counter his engage and the Shurima Shuffle. If he goes in, try and CC him as fast as possible to shut him down and prevent him from pushing your team towards his.

After his first back, Azir is going to be pushing constantly. Try and pick champions that have kill pressure and can match his wave clear so you do not lose your Tower early on.


Gwen is difficult to play into ranged champions. They can constantly harass and bully her which will make it difficult for her to survive the early game.

Your Q will only be as impactful as you make it. If you use your Q without multiple stacks, the damage will be futile.

Her W doesn’t block tower shots, but it does increase her defensive stats. With this in mind, always think twice before committing to tower dives.


Use the track brushes to hide and trample enemy travelers with your Q. It should prevent them from trying everything in your ADC in the way. Remember that your E can be interrupted by minions. That's why use your W to get closer to them and then E to CC them. Once you get your ultimate R, you should have much more efficiency in fighting enemies. Try to separate the ADC enemy from their Support for maximum efficiency.


Sivir is very strong once she has tons of crit. This makes her pretty strong during the mid and late game.

Once Sivir unlocks her Ultimate R, her kill pressure increase but not in a usual 2v2 fight. As it’s a utility tool, it allows her to chase you down or hard engage with her Jungler. Expect her to get ganks post 6.

Sivir is really good in team fights as her Ultimate R can help her team catch out enemies who are overextended or out of position. Avoid splitting up or overextending in the later stages of the game.


Delay team fights while you harass the enemy down with your s. Get them as low as possible before committing to the fight.

Split push and focus on farming in the mid-game. Only join team fights when there are no towers left to take nearby.

When split pushing, use your strong duelling potential to fight anyone who tries to stop you from farming or taking towers.


Very motionless and is extremely vulnerable to crowd control. It has a weak early game as well, so it can easily be abused and killed with some ganks. Its n is on a really long cooldown, and it's its only form of self-peel. Once it's down, it can easily be all-in-a-d and killed with crowd control. It will take a lot of time to come online if it gets killed a few times during the early game. It's not going to be very effective if the game continues for too long so try to close it early and finish the game quickly.


In the supporting role, she has great potential to pick with her E and Ultimate. She can catch any enemy who surpasses post 6. She can constantly pick up murders in the way with her Ultimate. If you can't get murders in the way, watch to wander and help your allies instead. Camille can play aggressive from the back and forth.


The automatic attacks of Graves are not always effective because monsters/minions/turns block its damage and consume a bullet. Stay behind a monster or minion to avoid its automatic attack damage. When you fight around the Scuttle Crab, make sure it is between you and him to block a car. When you dualize Graves, try to stay away from the ground because he will use it to his advantage to blow up his l faster.


2 points in his Ultimate e will allow him to use the ability quite frequently. He will be very deadly if he manages to use it from the fog of the war. Once Nautilus gets several articles, he will absorb a lot of damage while simultaneously helping his team to avoid damage. He can even ride reliable dive during this stage of the game. His first ability will be maximized to level 9. He will be able to g very frequently and make the strategy of death brush viable for his team.


Be the first line for your team at all times. It's the key that when you play Dr. Mundo, you're always at the front of your team. When no team fight occurs, look to split the thrust and draw the enemy's attention to you while your team tries to sit another goal somewhere else on the map. After being the first line for your team, fall back and peel for your portages with your Q to keep them alive. If they die quickly, the team fight stops while you're going to lack damage.


If the enemy has lots of CC, it will be hard for Vayne to do too much as she can easily get shut down by CC.

If Vayne falls behind in the early game, you will find it hard to do well in the later stages of the game.

She is mechanically challenging to play as one mistake/misstep can get her killed immediately. Crowd control is her mortal enemy, and her enemies can get rid of her as soon as she is crowd controlled.


Stay away from his Q poke in this matchup. Use your mobility to avoid it when possible. He will try to shoot you down from a distance before closing to kill him. Use the track brushes to drop the vision on Varus. Since he built Grievous Wounds, you will want to make sure that you do not take prolonged fighting. Keep the wave near your tower and see if you can expose him to ganks.


Can do a lot of damage to enemy units with his Passive empowered Q and E who are close to him. This makes it easy for him to act as a disruptor during team fights.

His E combined with his W can allow him to run down a single enemy target easily. The W shield allows him to mitigate a good amount of poke as well.

His Ultimate makes him a menace during team fights. The enemy team can’t afford to fight in closed spaces or they will definitely get chunked out by his Ultimate


Focus on getting level three quickly, increasing your clear speed, and frequently gank in the game. Always try to gank overextended lanes when possible.

You will want to get your first item quickly as it will give you a massive damage boost and match quite well with your Ultimate R.

Once you get your Ultimate R, your dueling power will increase. Always try to pick off the enemy jungler with this and then take the Dragon or Rift Herald.


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

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

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


Don't fight in the late part unless your Ultimate R is in place. It's crucial that you don't engage or look for fights when it's available because you're going to lack a lot of potential to kill pressure. Your Ultimate R will be on a shorter cooldown in the final stages of the game. If you can find an opportunity to do it, use it to catch someone who is isolated and alone, too far ahead or out of position. Peel for your efforts to keep them alive for longer. If your allies are dying quickly, there's little chance that you'll win the team fight.


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

To make getting on the enemy backline easier, group with your team but stay off to the side. If you flank from an unwarded bush, the enemy will find it harder to react to your all-in. Avoid splitting or being away from your team in the late game as the enemy will force a fight while you’re gone.

Play around your Ultimate e in the later parts of the game. Avoid fighting unless your Ultimate e is up. Fighting with out it will make the late game team fights much harder. Delay fights and be prepared to disengage if it’s still on cooldown.


Therefore, any champion who can catch him by flashing or flashing can kill him. His Q is quite telegraphed and he can be easily punished once his Q is down. Again, his Q can also be skipped by flashing / moving away from the point of fall of his Q. He is rather a poke/damage boot when his Ultimate t is down. Zilean is intrinsically squishy so it shouldn't be a problem to shoot him once his Ultimate t is on cooldown.


Play safe in the early game. Wait until you have a few levels and item components under your belt before looking to fight.

Try and keep the minion wave closer to your side of the map in the early game. If you push, the enemy will be able to start a fight or deny you from picking up farm.

Once you’re level 6, play around your Ultimate R and look for aggressive plays. Try to poke the enemy down with your Q before looking for an all-in.


Concentrate them with your other front-line champions and Ultimate R. Make sure you're still on the side of the map that the next major goal is on. If the Baron is up, always stay on the top side. If you go bot and show up, the enemy will take the goal for free. As you are the Jungler, you need to make sure you're still alive in the late game. If you die before a major spawning goal, the enemy will be able to take it.


If your Ultimate is powerful, then its Ultimate R will be powerful too. The stronger the game Sylas will become. Avoid feeding him at the beginning of the game to reduce his strength in the middle and at the end of the game. After Sylas has finished his first element, he will have more pressure on the way and will seek to play offensive. Up to this point, try to abuse him as much as possible.


Level 11 allows Kog'Maw to inflict a lot of poke damage on enemies. The wide range also allows him to take ill-healthed enemies recalling at a distance. It will be perfect during the middle of the game, provided it does not collapse and does not stop. CC is his worst enemy, and Kog'Maw will have to keep an eye on his flanks at all times.


Stay mobile and keep a safe distance from Malzahar as much as possible to avoid being caught by its ultimate. Use your E capability to create a distance between you and Malzahar's cancellations if it tries to engage on you. Try to break the shield of Malzahar's fate before using your abilities, as it can deny many of your damage and crowd control effects. You can use your Q to do this just before a gank so that its shield is lowered and your Jungler can the CC quickly. Keep track of Malzahar's ultimate cooling and keep your distance from him when he is high. If an important ally is taken by her, use your Ultimate for CC him immediately. The wave must be kept in the middle of the way to prevent Malzahar from sitting in the oblivion in this matchup.


Camille has a good potential out of the game with her E and Ultimate R. She can often surpass the enemy and turn around or escape the exchanges with ease. She is a difficult champion that is quite fun and rewarding. Players who put a lot of effort to learn her will reap the rewards of a veteran player Camille. Her Ultimate R is a good tool that can lead a murder every time. If she is unable to kill the enemy lantern, she can go another way and use it instead.


CC is your best friend against Anivia as she is squishy and immobile. But she does have tools to defend herself like her t and e. To make locking her down easier, try to flank her rather than running directly at her to make it harder for her to escape.

As Anivia will need to ward, you could set up a death bush around the Baron or Dragon and kill her when she goes to ward. You could then use her death timer to take the objective.

If Anivia goes missing during the mid-game, she may be trying to setup a death bush herself. Ask yourself where would you be right now if you were Anivia. Don’t face check bushes if you don’t know where she or her team is.


Hitting level 3 will be quite difficult so make sure to avoid conflicts and use your Q to heal regularly. This will allow you to soon become gank-worthy. Focus on getting your basic elements as quickly as you can. You are highly dependent on them and will be able to execute enemies down if you manage to get a quick advance.


Once Jhin gets two points in his Ultimate R, he will secure picks with ease and help his team catch up to enemies. The damage will also be increased.

His first ability will be maxed out at level 9. This will let him clear minions waves with ease, and the damage dealt to champions will be really high.

Jhin's damage ability will be really high during the mid-game. He can blow up squishies with his abilities and 4th shot. He will just have to ensure that he can kite around tanks.


Very immobile and can be killed almost immediately if she is caught out without her g. Layered CC will make her absolutely useless.

She is somewhat item reliant, so camping and killing her a lot during the early game will just make her a shield bot during the late game.

She can be picked off easily by the enemy team if she wanders too far from her team, or when she is trying to take the Blue Buff. She will also be very weak against complete all-ins from the enemy team.


Ensure that you’re always stood behind a minion at all times to make it harder for him to land his Q and poke you down.

The best time to go for trades and land skill shots on Ezreal is when his E is on cooldown. If he ever uses it aggressively, try to abuse the cooldown and look for an aggressive play while he’s defenceless.

If Ezreal uses his Ultimate R to snipe someone on the map, ping your team as it moves across Summoners Rift. This will allow them to dodge the incoming ability. While this ability is on cooldown, you could look to play aggressive and try to fight him.


In team fights, try to catch Lulu out of position or lock her down with CC. If you can take her down first, her ability to protect her carries will be lessened. If you can’t kill her, you might be able to force herself to self-cast her Ultimate R.

For AD champions, invest in an Executioner's Calling when Lulu and her team is ahead. This will reduce her healing and shielding capability on her allies.

Forcing team fights when Lulu’s Ultimate R is on cooldown is the best way to win fights as she will be unable to protect herself or her allies.


When playing Yuumi against Pyke, take advantage of your range advantage by poking and harassing him when his Q (Bone Skewer) is on cooldown. This allows you to abuse your superior range and trade favorably with him.

It's important to reach level 2 at the same time as Pyke to maintain parity in the laning phase. Having access to your full abilities and level advantage increases your chances of responding effectively to any aggression from the enemy duo.

Communicate with your team when Pyke goes missing from the lane, as he is a champion known for his roaming potential. By pinging and alerting your teammates, you can help them play more cautiously and be prepared for potential ganks or plays from Pyke in other lanes.

To minimize the risk of being all-inned by Pyke and his ADC, try to keep the minion wave closer to your side of the map. This denies Pyke the opportunity to engage effectively and reduces their chances of initiating aggressive plays. Be mindful of wave management and aim to control the wave position.


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.


It's a little weak early, so try to abuse it at this point so it's not as strong later. Post 6, it has a lot of roaming and all-in-one potential with its Ultimate. Keep this in mind and ping if you see it walking on a room. Don't overextend when you're low; it can easily kill you and put you behind. Once she's finished her first article, she's going to do a lot of damage and be able to push the wave/combat more frequently. Keep this in mind and respect her all-in-one damage.


He’s really weak early on without his s and is prone to poke in the laning phase.

Team fighting can be difficult for Amumu as you’re prone to disengage, poke and CC. Be prepared to flank in team fights to make it easier for you to catch the enemy out of position.

Relies on the ADC to follow up and play aggressively with you. If they don’t play aggressive, you’ll struggle to get kills and win lane.


Split push during the mid-game and try to secure side objectives. Start grouping when your team needs you.

In team fights, either use your Ultimate r on an enemy if you can kill them or use your Ultimate r on a fed ally to keep them alive for longer.

Peel for your allies in team fights. As you’re a tank, you’re rather weak unless your carries are alive. Thus, keeping them alive is key in team fights. Be prepared to peel for them when necessary.


Look at the ambushes around the map. It's really good to start skirmishes and pick up weak and still champions. Keep this in mind and avoid walking on the map alone. In the team fights, once they enter with their E, they have nothing to offer and will be in an overstretched position. Use their forward positioning to play aggressive and shoot them. Constantly try to punch and harass him. Having him in poor health will prevent him from playing or positioning aggressively.


If you see Karthus using his Ultimate e at the start of the fight, try to CC him so it cancels his Ultimate e.

If you kill Karthus at the start of the fight, try to reposition and get away from his Passive. This will reduce his damage output and make surviving the team fight easier.

If you spot Karthus in a side lane split pushing, you could start a team fight. But, you need to keep in mind that he can influence the existing fight with his Ultimate e.


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

To make getting on the enemy backline easier, group with your team but stay off to the side. If you flank from an unwarded bush, the enemy will find it harder to react to your all-in. Avoid splitting or being away from your team in the late game as the enemy will force a fight while you’re gone.

Play around your Ultimate R in the later parts of the game. Avoid fighting unless your Ultimate R is up. Fighting without it will make the late game team fights much harder. Delay fights and be prepared to disengage if it’s still on cooldown.


In difficult matches, it will be impossible for him to do a lot without ganks. If Trundle falls behind early after a bad game, it will really be difficult for him to get back in the game as he will be behind in gold and XP. Trundle needs to play aggressive early. If he can, then Trundle won't be as strong as he could be. You choose Trundle for early aggression and make coins.


Having 2 points in his Ultimate R will allow Viego to kill his targets more easily. This will help him a lot during team fights and skirmishes near objective pits. His first ability will be maximized to level 9. This will give him a massive boost to his skirmish potential. He will be powerful during fights in choking points. Viego is good in team fights because he can move quickly through his crucial targets E, CC with his W, and win several skills with his Ultimate R.


Do not team fight in the later parts of the game unless your Zhonya's Hourglass and Ultimate R are both up. Delay / disengage fights if the enemy wants to fight you.

Stay with your team in the late parts of the game. If you get caught out, or the enemy initiates a fight while you're not there, the enemy will win the team fight.

Poke and delay team fights while you and your team harass the enemy and get them low. Once they're low, engage. You can also look for picks with your abilities to catch someone who is out of position.


It is countered by Grievous Wounds because it prevents him from healing by many, thus reducing his diving tower and all-in-potential. Dispersing in a team fight will prevent him from getting a massive final R, and changing the tide of a team fight. His trading power is weaker when his ultimate R is on the cooldown. His main goal is to get an early lead by constantly gaunting.


Lulu's early game damage, combined with the utility of her spells, makes her highly dominant in the lane. She can negate all-ins almost immediately with her W and ensure that the enemy top laner is pushed out of the lane.

Level 6 is a massive power spike. She will now annoy the enemy by completely negating assassination and burst down attempts from the enemy's end. She can use the ability to slow enemies down, especially the ones trying to escape from her.

The first item component will surely help Lulu out a lot in the lane. She can spam her abilities frequently and deal additional damage to the enemy. The lane brushes will help her immediately.


Your goal is to poke her out with your W in this matchup as much as possible. This will make all-in'ing her later on, really easy.

She may try to E you into a wall so be wary of your positioning near terrain in this matchup. Any mistake can easily cost you the fight.

Her Ultimate makes her really strong, and invisible, so make sure that you tag her with your W. This way you will be able to see he silohuette gradually and know where she is.

Keep the wave somewhere close to your tower in this matchup. It will give you ample opportunities to bring the enemy under the risks of ganks from your Jungler/laners.


Once Volibear reaches level 3, it can look for a favorable occupation when the 3 of its basic capabilities are on the rise. Expect that it plays aggressively at that time. At level 6 and whenever it has its Ultimate R up, you have to play more cautiously and avoid committing to fight when you are low. In particular, remember if you are low, under the tower and when it has its Ultimate R available. Once Volibear has finished its first article, its release of damage increases a lot.


Its poke damage will be a force to count with that it can quickly push its laner out of the upper track. It can also set up ganks and provide utility with its d and d. Karma will be able to maximize its Q at level 9. It is terrible news for its enemies that its AoE poke damage will be truly heinous for the enemy to face. Level eleven will be a decent peak of power due to its ability empowerment potential.


Once Cho-Gath put several points in his s, he will be able to trade more effectively with the enemy. Combined with some of his other power peaks, we will discuss, he can start to exceed the trade of many enemy champions. Cho-Gath can't trade too well until after his first back. When he takes his first component element, the trade becomes much easier for him as his damage and survival increases. At level 6, Cho-Gath kills the pressure increases as he can execute an enemy champion if they exceed. Even if he can't kill them, he can still put his Ultimate t to good use.


When playing Yuumi against Alistar, keep in mind that jumping from your ADC when it has its CC tools can be risky. Wait for Alistar to use or miss its Q before launching. The best moments to get off your ADC and harass Alistar are when it has wasted its Q. You can jump from your ADC and hit it with a few cars while it is down. Make sure to communicate with your team by pinging when Alistar errs. When it does, it is a good opportunity to get off your ADC and try to harass the ADC enemy with your auto-attacks. To reduce the risk of all in, try to position the minion wave closer to your turret. This can make it harder for Alistar to engage with your ADC and can give you more time to react.


Disengage is your best friend when dealing with Neeko and her Ultimate R in team fights. Disengage as soon as Neeko walks forward and tries to engage to minimize the usefulness of her Ultimate R.

Ward your flanks and nearby bushes when sieging objectives as Neeko may use her Passive and W to get a good engage off with her Ultimate R.

Splitting up and not standing too close together will help reduce how many people Neeko and stun with her Ultimate R. Group when team fighting, but don’t stand too close together.


Avoid regrouping closely as this can allow Sett to get a multi-person E that will help his team win the team fight. Slightly split up will be better for you in the long run. Don't walk too far in setting a goal as Sett can use his Ultimate R to take the closest champion and throw them into their allies behind them. If you are grouped together and online with each other, it will be harder for him to do it. When there is no team fight, Sett will set himself in a side lane and try to divide the thrust. When he is alone, you could look for him or start a team fight with his allies when he is unable to help them.


Mid-game will let him secure multiple kills due to the way the enemies will be rotating. He can easily catch enemies roaming on their own.

Another point in his Ultimate R will boost his overall damage in the game. This will allow him to burst down squishies easily.

The first ability max at level 9 will allow him to deal a lot of damage to the enemy he uses it on. It will also let him proc his Passive easily, which means that he will get kills quickly with it.


Your Ultimate R will have a very short cooldown. This simply means that you can frequently fight around the map. Ensure that you are taking part in neutral, objective fights as well.

Focusing on the enemy backline should be your goal from now on. It should be effortless for you to do so as long as you're in the fog of war and have a defensive item like a Zhonya's Hourglass.

Try to invade the enemy Jungle and set up death brushes when possible. If you find a high-priority target, don't hesitate to Flash > Q them to CC and kill them with your team.


A fully maxed out Ultimate r will allow Master Yi to mow down the enemy team. This is highly beneficial when it comes to cleaning up late-game fights.

His damage will be massive during the late game. He can keep on all-in'ing enemies as his Ultimate r will be up quite frequently.

His team fighting is on another level during this phase of the game. This means that he will be the pivot for his team's success, and his e usage will determine the game's outcome.


Lee Sin should finish the game with this point, as he will now begin to fall. He will always be able to choose enemies, however. Once Lee Sin gets 3 points in his Ultimate k, he will disrupt enemy fighting frequently and act as an asset for his team. Lee Sin will have several elements during this phase of the game. It will allow him to survive longer during his fights and allow him to play the role of the disruptor very effectively.


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.


In the late game, you have to call for Baron or the Elder Dragon. Do not otherwise die your team will not be able to secure them and the enemy will take it for free. Look for spikes on the enemy when they are out of position. If you can catch the enemy Support, you can turn to Baron or Dragon or force a fight with the advantage of numbers. Once you have entered, make sure you fall back and peel for your allies. Use your m to lock the key targets and then use your and e to hit the enemy on your ports.


Every time Anivias Passive is down, she's incredibly vulnerable to an all-in-one. Play safer every time it's on the cooldown. Her t is easy to avoid. If she's missing, she's incredibly vulnerable to an all-in-one. You should only throw her out if you're sure you can land her. Anivia relies on mana and will need to get a Tear on her first back. This can delay her Mythic which makes her slightly weaker than the enemy will get their Mythic article before her.


Once Lillia hits level 6, her gank and kill pressure will increase thanks to her Ultimate R. Take note that she will be harder to kill at this time.

Lillia’s early game is rather weak. If you’re a strong early game champion, try to invade and set her behind.

Once Lillia completes her jungling item, her clearing speed, damage output and gank pressure will increase. You can delay this spike by invading her and stealing away her camps.