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

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

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


By playing the role of the disruptor, you should always be on the lookout for neutral goals as your Ultimate R can maintain a goal long enough for your Jungler and your team to do something. Don't forget to collect your chimes regularly. They increase your damage production and you can literally 1 v 1 squishy champions if you collect enough. In addition, your slow AoE self-attack will play a major role during the team fights. During the objective fights, always try CC the enemy Jungler because of them possessing the Smit assignment spell. This will give your Jungler plenty of time to steal the Baron. Another thing you might want to do is use your Ultimate R to cancel reminders on a bunch of enemy targets. This works like a charm when your team has a split pusher.


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


Shyvana will try to delay a team fight so that she can harass you and harass you with her l in the shape of Dragon t. Fight as soon as you can so that she can't shoot you down and from a distance. Shyvana can flank on the side with her Ultimate t and her l. Make sure you have your flanks watched so you can see her before she gets the chance to crash and shoot you.


Teemo will place tons of Mushrooms t around objectives and in high traffic areas. Make sure you buy Control Wards and avoid obvious paths around the map.

Teemo is really squishy, so if you can catch him out as he goes to ward, you will increase your chances of winning the fight.

Focus him down first! While Teemo is “Support” he is still going to be a really strong threat in team fights.


Avoid sieging objectives like the Baron or Dragon in the mid-game if Kog’Maw is alive and nearby. He can easily poke you down and force you off the objective and this will result in you either dying or wasting a lot of time.

In team fights, try to lock Kog’Maw down as quickly as you can. This will reduce his ability to deal lots of damage with his e and auto-attacks.

Positioning is key for Kog’Maw. If he mispositions or walks too far forward to harass and poke with his y, make sure you capitalize on it and take him down.


Watch out for a potential Flash engage by Pantheon. In team fights, don’t stand too far forward in case he tries to make a play.

Ward your flanks! Pantheon may try to attack you from the side and get on to your carries when his Ultimate R is on cooldown.

Good times to fight is when Pantheon is split pushing. Forcing a fight when he is on the opposite side of the map could be a good idea as it will take him some time to get into the fight even with his Ultimate R.


Cassiopeia has a lot of pressure to kill in the middle of the game, especially once she puts 2 points in her Ultimate R. The reduction of the cooldown and the additional damage make her a huge threat during this stage of the game. Cass should have her tear stacked by this stage of the game. She will have a little endless mana pool once he is exhausted. At level 9, Cass goes max on her E. As long as she lands her Q, her brute potential will be incredibly powerful. Her all-in-in-fortune at this stage of the game.


Your immobility is the clearest weakness that you have, both during the laning phase as well as the team fighting stage. This puts the additional task of making sure that you are positioned well during fights as one misstep can get you killed.

The enemy team will look to gank you multiple times during the laning phase to set you back. Although it doesn't affect your utility, you won't be able to get enough items to impact fights later on which will cost your team multiple fights and objectives.

Farming alone in the side lanes can be really dangerous for you as you are quite easy to get picks on. You only have your Ultimate w to protect you from the enemy. Any form of CC is a weakness for you during the entirety of the game and you may need to rely on your frontline to keep you safe as you have no dashes in your kit.


Jhin scales decently into the mid and late game. Try to take advantage of his lack of mobility and weaker combo in the early game to shut him down.

Take note of who his Support is. If he has an engage Support, his level 2 will be very strong as he can use his W to CC chain you with the help of his Support.

When Jhin gets 100% crit damage, his trading power will increase dramatically. Always keep an eye on what items he currently has and avoid fighting him alone if his items are better than yours.


Quinn can't fight a team easily. She'll try to flank her Ultimate R side and get into a carry. Ward your flanks to make it harder for her to engage for free. If Quinn can fight a team, she'll stay in a side track and try to split the thrust. You can either send someone who has TP to prevent her from taking side turns, or you can quickly engage in the enemy team and start a fight. Do not delay a team fight because it will give Quinn time to take a goal or turn to join her team. Quinn, the selection potential is high.


Kog. Maw is rather squishy in early play. Try to abuse his weakness and look for fights to put him behind. Post-6, Kog. Maw will do a lot of damage in a job thanks to his e and his Ultimate there. Try to lure his e before committing to the all-in. Note that Kog. Maw will constantly try to poke you away in the way to get you down. Look in the purchase of a first pair of Boots to make him avoid his abilities easier.


If your allies move on your track after destroying their turn, rotate and move around the map to continue growing and winning XP and gold. Use your capabilities to quickly clear the minion waves so your team can besiege/prevent an enemy team seat. If you can land poke while also pushing the minion wave, you can look for a favorable trade. By sitting Baron or Dragon, or whenever you push the enemy under their turn, look for a peak with your abilities. If you can catch someone out of position or blow them up, you will be able to take the goal for free.


It is important that you stay with your team in the late game. Do not move around the card or go anywhere unless someone is with you. Stand back from your team near your support. Avoid walking too far from anyone in the late game. Being caught will lead the enemy will be able to push his advantage and finish the game. Look at your positioning in the late game. Focus on the kiting and automatic attack of the nearest enemy champion. Avoid walking too far forward so that you are not taken out and focused by the enemy.


3 points in his Ultimate e will not be an excellent power spike. This is because it only ensures his prolonged survivability and nothing else.

He will be dealing a lot of damage during the later parts of the game. This is since he will have multiple items and will be able to duel anyone.

His late-game scaling is phenomenal, and he can one-shot squishy enemies after slowing them down and catching up to them. It will give him a pivotal role in the game.


As a Support, you are very vulnerable and can easily be killed when you go to the room, when you're in motion around the map, and when you're alone. 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 this main objective is fresh next. If it quickly spawns, make sure that you place the vision around the lens as quickly and safely as possible before withdrawing to safety. Having the vision around the main objectives is the key.


Level 3 is a significant powerspike for Hecarim. He can look for easy all-ins on the enemy laner with his abilities. Going for short burst trades while using the lane brushes to drop vision on the enemy would be the best course of action.

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

The first component will allow Hecarim to duel more reliably in this lane. His damage output will increase, and he can also take part in river fights and reach major fights before his laner.


Delay a team fight for as long as possible while you poke and harass the enemy with your W. Once the enemy is low, you can commit to the fight.

Place vision around the mid lane and wherever you and your ADC are currently playing. This will increase your chances of surviving an all-in.

Stick with your ADC throughout the mid-game. If you’re alone, you’ll be an easy target for the enemy. Similarly, if your ADC is alone, they might try to collapse on them and kill them.


Try to keep the wave either in the middle of the track, or keep pushing it into its turret so you can win a good CS lead. At level 6, Jhin is stronger than you in 2v2. But if he activates his R, run on him to force him to cancel it. Focus on early farming so you can get CS and gold under your belt. When you have your first item, look for more aggressive play.


Poke the enemy and harass them as much as you can before looking to fight. Bursting someone down with a few Q’s and your R will allow you to force a team fight with the numbers or health advantage.

Avoid using your E aggressively in late game fights as you’ll be vulnerable briefly. Only use it aggressively if you’re 100% sure you cannot get abused for it.

Stick with your team and avoid walking too far away from them. If you get caught out, your team will lose out on a lot of damage in a team fight, and it would be your fault. Stick with your team as much as possible.


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


The second point in his Ultimate R should allow him to catch enemies off-guard way frequently. His burst damage combo will become more dangerous as well.

He is really great during the mid-game as he can get many picks now. He should be able to ruin the lives of squishy enemy carries when possible.

His damage is excellent during this phase of the game due to his core items being completed and him being really nimble. The fact that the enemy will be rotating a lot will allow him to secure picks quickly.


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

At level 6, her all-in increases dramatically. Keep your distance to limit her all-in potential.

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

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


Keep you close so you can fight quickly. Keep playing around your cooldown Ultimate R and look for fights when it rises. Do not fight when it comes to cooldown because you will miss a lot of extra damage. In the late game, stay with your team and look for choices with your Ultimate R. If you are able to catch a champion out of position, you can take them and win the fight.


Can mess up his ADC’s farm with his turrets Q.

As he will be pretty much constantly pushing, the enemy might be able to freeze or zone him and his ADC away from farm.

If the enemy team focuses on destroying his Q turrets before all-in’ing him, he will have to play defensively till he can bring his Q  turrets back up.


Investing in an Executor Call to reduce Nami's healing on herself and her allies. This article is priceless when the enemy has a lot of support. Taking Nami first before a team struggle happens will make it really difficult for her ADC to survive because they will not have any coat or protection. Avoid team fighting around the goals or inside the jungle like Nami="s Ultimate R is big enough and if you fight in tight areas, it is guaranteed to land several knock-ups.


You should focus more on roaming and killing overextended enemies whenever your Ultimate is up. When the Ultimate  is not up, just focus on shoving your wave but don't overextend while doing that.

Try swapping to a side lane as soon as you can. It will allow you to chase enemies more easily with your Ultimate  and E. Securing picks during this stage will make it easier for your team to obtain neutral objectives.

During fights, always try to get to the enemy backline by flanking them from out of vision. A Sweeper may help you with that. If you can't do so, just keep chipping on the enemy frontline, till you can catch someone out with your E.


Peel for your allies and keep them alive as long as possible. If you are in advance, try to shoot down the enemy rearline. If you are not strong, use your e to peel for your allies. Stay with your team in the end of the game. Do not separate or move away from them otherwise the enemy can try to choose you or initiate a 4v5 fight when you are away from your team. Flank in the team fights to get on the enemy rearline easily. Make sure to be close to your team at any time so you can get in the quick fight.


When no team fight occurs, go on a side track and push. It is important that you continue to grow during the middle of the game so that you can get your items as quickly as possible. Do not stay just in the middle if you can't get anything done. As you are good at getting choices and killing isolated targets, try to ambush and assassinate enemies who are alone or walk around the Rift Summoners alone. After killing someone, make the call for a nearby goal. Once you have obtained a choice with your Ultimate a, make the call for Baron or Drake. You must exploit that the enemy misses a key player.


Your Ultimate R will be on a short cooldown during this phase of the game. Make sure you use it regularly to catch off enemies and get frequent kills on the enemy.

The fog of war is going to help you a lot during this phase of the game. Prepare some brushes with your E saplings and just all-in the enemy as soon as they come close to it.

You will be very powerful during this game phase, and your tankiness will be really high. Just make sure that you don't leave your backline unguarded, else you will have a hard time winning the game.


Poppy does not point to level 6 as most Supports that its Ultimate R is primarily a utility tool. However, it can use it closely to start a fight. Keep this in mind and keep your distance. More Poppy gold gets under its belt, the stronger it will be. Note that you will need to invest in armor or magic pen items if you want to break through its defensive stats. Once Poppy has both its E and Q unlocked, its all-in-one potential increases. Try your hardest to stand away from walls at any time during the wool setting phase.


Warwick will look to pick someone off with his Ultimate R to start the fight. Make sure your flanks are warded so you can spot him before he is able to catch someone out of position.

Try to poke and delay a team fight for as long as possible. Warwick is vulnerable to poke and disengage and if you’re able to poke him down, it will be risky for him to engage.

Getting Ulted R by Warwick in a team fight can be game-changing. Be prepared to Flash his engage if you have it up. If not, invest in a QSS so you can escape the CC or lock him down/ interrupt his channel with CC.


Gangplank's level 6 is a good powerspike for him in this lane, especially if Gankplank has been pushed in the entire time. This will allow him to chase down enemies with ease and kill them if he has already poke them with his r. It also has a significant impact during team fights.

His initial core item will give him a massive boost in dueling power. He can now go, and 1 v 1 targets with ease and can completely blow enemies up with his barrels.

His early game is weak as he is entirely dependent on items to be dishing out damage. However, he can compensate for it using his r to poke enemies out with ease and use the lane brushes to conceal his barrels. It will catch enemies off-guard and will allow Gankplank to get the upper hand.


In the late game, continue to look for plays with your Ultimate and E. If you pull the carries into your team, then just focus them. If you don’t pull the squishies in, just peel and protect for your allies.

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 cooldown in the late game. Avoid team fighting when your Ultimate is down to ensure that you’re useful in team fights!


Three points in his Ultimate c will give him a huge peak of power. The ability will increase frequently, allowing him to secure peaks when possible. His life will fly and damage during the end of the game will make him really good in team fights. He will just need to maintain an appropriate positioning and use his s & e at the right time. He will have several articles during this phase of the game. He will allow him to flatten tons of damage.


You are really good at securing objectives in the early game. Look to secure objectives whenever they’re up.

Find a healthy balance between ganking your allies, farming your jungle and securing objectives. Make sure you do not fall behind in XP by trying to constantly gank.

Look to repeatedly gank lanes that are over extended or Flashless. Your champion is very good at repeatedly ganking lanes over and over again.


Seraphim players will often use their authorized Q (or Q) to push the minion wave. By standing outside the wave, she will be unable to poke and push the wave at the same time. Keep an eye on the number of batteries she has. If she has 3, play safer than her next ability will be much stronger. Once she has reached level 6, expect her to look for killers in the way or install her Jungler for ganks. Her Ultimate R is a strong tool that offers her pressure to kill extra.


Careless usage of her E can get her killed on multiple occasions. She can’t avoid important CC abilities without this ability and hence she will need to use it properly to make sure that an all-in goes well.

Her Q works differently based on her form. Using the wrong form at the wrong point can prevent her from getting a kill while buying precious time for the enemy to collapse on her.

Her Blue buff is very important for her. Stealing it away during the early game will prevent her from being able to cast her abilities frequently, which will ultimately allow the enemy Jungler to invade her easily.


Lillia is really fast and mobile thanks to her Passive. This makes it difficult to catch her out of position. It will also allow you to avoid skill shots and CC. Your goal in early play is to win as much gold and XP as quickly as you can. Power farm and gank the tracks that are overstretched to increase your gold income. Your Ultimate R is an incredibly strong tool. Every time he is up to it, try to use it to help your allies get killed.


Her early ganks are pretty good as she can find creative gank paths easily. She needs to make sure that she is not detected beforehand, though.

Level 6 is a decent spike as it is a good finishing move. The goal is to either get kills on low health targets or avoid CC and get to the enemy backline.

The first item component will help in duels, and the Jungle clears. It becomes pretty easy for Rek'Sai to move around the map quickly.


At level 16 and with 3 points in her Ultimate R, the damage to AOE Diana and all the potential will be extremely high. As the teams will regroup in the last game, she will be able to inflict a lot of damage to several enemies at once. While Diana will inflict a lot of damage in the fights of the late game team, it can be more difficult for her to targets at one stroke because the enemies will start building defensive elements to protect them from her burst.


Dr. Mundo will look at the food farm early to unlock his Ultimate m. When he has his Ultimate R, he will look to gank as often as possible as he provides him with a lot of trading power. Once Dr. Mundo has finished his first article, his trading power is intensifying and he can 1v1 most Junglers if he is healthy. Do not fight him if he is healthy level 6.


Aphelios is very strong in team fights thanks to his Ultimate R. Try to take him down before or at the start of the team fight to reduce the enemies chances of winning the fight.

Extended trades work in the favour of Aphelios depending on his weapon setup. Try to keep trades short- preferably around his r.

Once Aphelios gets his first item, he will be very strong and sustain very well in lane. Unless you match his damage, try not to fight him too much unless you can catch him out of position.


Cho’Gath can easily get kited by ADCs and champions with dashes in team fights. This makes it hard for him to catch out mobile champions.

If you can’t hit your e or m on a target when fighting them alone, you’re pretty much always going to lose the skirmish as you need to land these abilities to interrupt the enemy.

When you’re behind, it’s really hard for you to get back into the game as the enemy can invade you over and over again.


Aatrox is strong from the 2-6 levels. Make sure to keep your distance to make it harder for him to land his Q and push you down. Aatrox peaks when he gets his first article (as well as both components). Respect his everything in the potential when he has finished the recipe as his damage production will increase sharply. Aatrox is very important if you can't avoid all the cases of his Q. Practice makes perfect, but try to avoid them every time you are able to.


Focus on securing the goals. Elise can do them alone or with his team. Secure each Dragon if possible. Look for choices with your E. Elise is really good to choose champions and catch them out of position with that ability. If you can catch someone, call for a close goal. Continue picking up the farm and secure your jungle camps. Getting gold in your pockets will make you a higher threat in the middle of the game.


He is weak early on as his presence is negligible, and he can't do much against ranged champions. All he needs to do is conserve his health till he gets to level six.

Once he hits level six, his presence will skyrocket, becoming a significant threat for the enemy laner. Working with the allied Jungler will help him massively.

The first item component will allow him to spam his abilities quite frequently. It will also let him deal more damage, especially once he gets his Ultimate.


In the middle of the game, she is powerful every time her Ultimate R is in place. By wandering on overstretched enemy tracks and gauntling the advanced allied tracks should give her a massive lead. Very high potential to pick due to her passive and Ultimate R. After pushing the wave, she should aim to wander around with her Jungler and help the team. Once she gets her core of objects, she can pretty much explode any squishy enemy who has no form of magic resistance in their kit. Buying a Sweeper and playing with vision will give her a boost in power.


Alistar will not hesitate to Flash over walls to start fight. Be sure to ward your flanks when sieging an objective or starting the Baron or Dragon.

Alistar’s Ultimate provides him with a ton of extra defensive stats. In team fights, don’t focus him as it will be very hard for you to kill him. Instead, try to peel back and wait for his Ultimate to end before focusing him down.

Avoid grouping very closely as a team and never stand together inside the jungle. Alistar’s basic t>e combo has a rather large AOE and you may lose the team fight if he can get a multiperson knock up.


The first element of Renekton will help him massively with his laning. Its duel power should increase quite decently now. Level six is a massive power peak for Renekton as he wins his Ultimate t now. It will allow him to initiate all-in and zone the enemy out in neutral and objective battles. Renekton is a fairly solid champion of the beginning of the game. Its ability to duel enemies and neutral impact objective fights is massive and should allow his team to dominate during the start of the game.


At level 9, Lissandra's Q will be maxed out. This means that she will be dealing tons of damage now, especially in grouped fights.

Lissandra is really good in team fights. She can easily CC high priority targets and single-handedly win a team fight due to her AoE abilities and Passive.

Her Ultimate R at level 11 will provide her with a lot of pick potential. She can use that ability frequently, which means that team fights and picks will be pretty frequent.


At Level 1, make sure to harass and poke Rell with basic attacks to get her weak health before reaching Level 2. Get an early health benefit so she can't engage. When Rell reaches Level 6, her Ultimate R can be used in various ways. Don't commit to fighting near her turn as she may seek to play aggressively and get killed.


You should spend a lot of time dueling and killing enemies who are pushing carelessly in the side lanes. Make sure that you use the fog of war to the fullest.

All your items should be ready by now, making you an extremely powerful duelist. Try not to get CC'd during fights and kill the squishy targets first.

Since you are a dive-based champion, try to get a defensive item when possible. This will let you survive for a longer time. Also, prioritize tenacity.


Play safe in the early game. You need time to come online and if you fall behind, you will struggle to lane and you will delay your first major power spike.

Focus on power farming and minimizing trading until you’re level 6. Once you unlock your Ultimate R, you can start to be more aggressive.

Once you’re level 6, you can look to play more aggressive as you can use your Ultimate R as a trading tool and something to fall back on.


Once Olaf reaches level 6, it will be difficult for you to kill him or lock him up with CC. Do not commit to using any hard CC ability when you know that his Ultimate k is up. Olaf is a steep heavy jungler and will be looking for gank frequently in the early game to get himself and his allies in front. Olaf can solo goals in the early game with ease. If there are no gank opportunities for him, he can try to take the Dragon instead.


Jayce has tons of poke damage and can constantly abuse the enemy before starting a fight. Try to delay fighting while you harass the enemy with your s. As Jayce is a varied champion, you can often intimidate the melee champions down and harass them every time they walk to the last blow. Jayce has a lot of utility thanks to his basic abilities.


Consider investing in healing reduction items or abilities to counter Senna's sustain. This can help reduce their ability to heal and trade effectively during skirmishes and all-ins.

Maintain the minion wave closer to your side of the map. This encourages Senna and their ADC to overextend, creating opportunities for your jungler to gank and potentially secure kills or summoner spells.

Take advantage of windows of opportunity to detach from your ADC and harass Senna when they've used one of their abilities. This puts them at a disadvantage in trades, as they have one less ability to trade back effectively.

Be cautious at level 6, as Senna's kill pressure increases with her ultimate ability. Expect them to look for aggressive plays and be prepared to play defensively, utilizing Yuumi's healing and utility to keep your ADC safe.


Viktor first power peak is once it has reached level 6. Its Ultimate m will give it an additional death pressure in the track and it will start playing a little more aggressive. Its capabilities will be stronger with each upgrade. Once Viktor has finished its first element, and improved its y, it will be able to release the minion waves very quickly and keep you pushed under your turn.


Mordekaiser will take some time to be really overpowering in the lane, so he will need to play safely for that duration. Conserving health is the way to go.

Level 6 is a massive spike for Mordekaiser as he can now use his Ultimate R and 1 v 1 anyone he desires.

The first item component will allow him to fight more efficiently. His damage will be pretty significant as well.


Chokepoint fights and fights initiated from the fog of war will be vital for you. Your ability to keep the enemies zoned out is next to none, and hence you should not let them come close to the objective pits.

You will be really tanky during this phase of the game so make sure that you initiate fights for your team. Let your team know before you all in, though, and keep track of your Passive.

Separate the enemy backline from the enemy frontline as this will let your allies play more freely and will keep them safe from the damage dealt by the enemy backline. Try to deal with the tanks first as you deal more damage to them.


Extremely squishy and can be easily killed if he is CC’d. His positioning matters in team fights as well, otherwise, he can get flanked by enemy assassins and get instantly deleted.

Without his Ultimate c or s, his ability to dominate a team fight drastically decreases. Fighting him during this stage will give the enemy team a much greater chance of winning.

Practically gets countered by a Control Ward as it forces him to reroute. This is because of the short-ranged nature of his auto-attacks, which makes him get detected quite easily.


Lillia is really fast and mobile thanks to her Passive. This makes her hard to catch out of position. It will also allow you to dodge skill shots and CC.

Unlike a lot of AP champions, Lillia can initiate and start a team fight if she can catch multiple enemies out of position with her E. Ping once you activate your Ultimate R so your team knows you want to go in.

It’s possible that you’re able to put the whole enemy team to sleep with your Ultimate R. This will increase the chances of your team winning the game. Try to apply your Ultimate R to as many champions as possible.


Force a team fight as quickly as you can so Karma isn’t able to poke your team down before you have the chance to engage. Delaying a team fight will allow her to harass your team and make the fight much riskier.

If Karma uses her empowered Q when trying to poke, you should use the cooldown to start a team fight. When Karma’s Ultimate a is down, she cannot give her team a huge shield d which will make fighting much easier.

Don’t be afraid to invest in an Executioner’s Calling. It will reduce her healing and shielding and it will make winning the team fight a lot easier.


At level 9, Brand will put the final point in his W ability. This will allow him to constantly harass the enemy laner and get them low enough to where either they or their ADC can look for a kill.

At this stage of the game, Brand would’ve picked up multiple items. His damage output and kill pressure will be incredibly high. Also, as teams start grouping in the mid-game, he will deal a lot of AOE damage.

At level 11, Brand will put a second point in his Ultimate R. This is a good power spike for Brand as he will be able to deal a considerable amount of burst damage and allow him to snowball further.


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


Lissandra is really good in team fighting because you can flank the enemy on the side with your E. She has an incredible gank set up throughout the laning phase thanks to her W and R. This makes her a formidable opponent against the squissy champions. Your wave is incredibly strong and you can erase the waves quickly. You can then use your lane priority to wander with ease.


Prevent Ivern from getting 3 buffs from going back and forth by watching the two river bushes at 1:25. This should give you enough time to the vertical jungle. Ivern is rather weak in the beginning of the game. If you play a strong first game champion, try to invade him to put him behind. Ivern has good Dragon control thanks to Daisy R, but he can also do it after havingganking bot. Make sure you keep the vision on the Dragon at any time to spot him while he's on it.


Once he gets two points in his Ultimate R, Kled can focus on running enemies down and completely destroying them with his team. He can even score singular picks with it.

At level 9, his first ability will be maxed out. This will give him a massive damage boost, and he will kill people in an instant. It will be quite the power spike for him.

Kled will have multiple items in the mid-game, which will make him a devastating force to deal with. This is really helpful for his team, and Kled will quickly act as the frontline for his team.


Jhin’s first major power spike is when he hits level 6. Although, his Ultimate R is not going to be effective during the skirmish.

When Jhin gets 100% crit damage, his trading power will increase dramatically. Always keep an eye on what items he currently has and avoid fighting him alone if his items are better than yours.

At level 9, Jhin will be a lot stronger as he would’ve put the final point in his Q.


Extended auto-attack trades will always work in an AD champions favour. After she uses an ability, you could look to play aggressive.

Syndra’s E has an incredibly long cooldown. If she uses it to trade with and misses, use this timer to play aggressive and look for a trade.

Always stand outside of the minion wave so Syndra is unable to push the minion wave and harass you at the same time. Constantly adapt your positioning so she is unable to land a stun with a ball and her E.


Can’t gank very effectively until she gets her level six. She will be heavily reliant on the enemy team pushing up and will thus spend most of the time power farming.

Control Wards are her mortal enemies. If the enemy team invests a lot in them and places them in key spots, it will become very hard for Evelynn to pull off successful ganks.

She will have to be really careful while she is ganking someone when her Ultimate R is on cooldown. This is very important when she is ganking someone who has a lot of CC in their kit.


Your goal in the early game is to win the most gold and XP as quickly as you can. Focus on agriculture rather than sowing or fighting. Look to secure the goals as often as possible. This will give your team an advantage as the game unfolds. Your Ultimate r is an incredibly strong tool. Every time it is up, try to use it to help your allies and get murders.


You will want to get to level 3 quickly and use the fog of war for over-extended gank enemies. This will allow you to get a fast advance early that you can capitalize on later. Your W will be of paramount importance in this game. Make sure that you time it properly, as it can be the difference between a won and a lost fight. Always try to gank the pushed enemies but make sure that you are not on the opposite side of the map when a neutral goal is about to spawn. Otherwise, you will lose an easy goal.


Ziggs will try to delay a team fight for as long as possible while he pokes with his Q. Try to force a fight so he is unable to poke you down and force you to disengage.

It’s going to be difficult for you to siege objectives like Towers when Zigg’s is alive. Try to catch him out of position or flank him when he’s alone to make taking these objectives easier.

Keep track of jungle camp timers and steal away his blue buff as it spawns. This will reduce his effectiveness in team fights and make it harder for him to poke you down before a team fight occurs.


Another point in her Ultimate d will increase the damage of the ability and let her make plays frequently.

Multiple items will allow her to take over the game easily. She should be a part of as many fights as possible.

The first ability will be maxed out at level 9. This will deal a lot of damage to the enemy team and increase the frequency of using that ability.


A maxed-out Ultimate R will help Seraphine out a lot during team fights. She can dish out a lot of damage, and the CC will allow her team to collapse on the enemy quickly.

She should be really great as the game goes on because she will be getting all her items by now. She will need to take care of her fighting positioning to ensure that she isn't picked off.

All her significant items will be completed now, and she will be able to dish out a lot of damage in very short burst trades. She will also provide a lot of peeling and healing for her teammates.


Very efficient wave clear which also allows him to damage multiple enemies at the same time. This gives him an innate advantage against ranged matchups, as well as lane priority in general.

Can disrupt an entire fight with his d and Ultimate m, so fighting in close spaces is very advantageous for him. He can also chase a single target down with some fancy footwork, by using his r.

His poke damage is obnoxious and very strong. This can allow him to force his enemy laner out of the lane and then take objectives with a numbers advantage. In the bot lane, he can use the lane brushes for an added effect of obscurity from enemy laners.


Avoiding Yorick's E is going to be really important in this lane. You can use your E to do so but make sure you get rid of the ghouls first if you do get hit by his E.

Your Q should let you trade a lot if you manage to use the lane brushes properly. An excellent time to all-in him will be where his Q graves won't be present.

Once you unlock your Ultimate, you should be able to 1 v 1 him quickly. Just bait his E out first so that you can take more minor damage during the trade.

Get some Grievous Wounds to mitigate Yorick's healing. Also, if he happens to use his Ultimate, disengage immediately.


Another point in his Ultimate b will seriously tip team fights in chokepoints into his favor. All he needs to do is time it well and drop it at the proper places.

He will now have multiple items at his disposal. This means that his damage will increase significantly, and he should have an easy time melting through enemy health bars.

Rumble's presence during mid-game fights is really fabulous. He should be able to win multiple fights just by using his Ultimate b properly.


Get rid of the enemy CDA at the beginning of the fight, which will make the fight much safer for your team. Avoid getting too far away from your team. While Eve is a murderer and can get caught with her R, if she gets caught out of her position and too far from her team, the enemy will be able to kill you and take a goal. Look for choices in the late part. If you can get down someone, you can use the benefit of numbers to force a fight or a goal. The right time to look for a choice is when the enemy clears camps, side waves or wait for their allies to group.


Look to fight it when it doesn't have a lot of Q batteries as its ability to trade with you will be reduced. Its damage output will be weaker when it doesn't have batteries. The good times to look for fighting are when it used its W. When it activates its W, it will win defensive statistics bonus. If you can bait or disengage when its W is active, you will find it easier to kill it when it is on the cooldown.


Although it does not increase its pressure of death in the way, its ability to wander and help its allies increases considerably. To make it harder to wander, keep it pushed in. Twisted Fate is really weak in the first levels and also when it is overtended. Try to abuse it as much as possible at the beginning of the game. Once Twisted Fate has its first element, it will do a lot of burst damage if you are hit by one of its cards d.


Yone is better at trading once he unlocks his Ultimate R as he offers him tons of pressure to kill. Once Yone gets 100% chance of critical strike, he takes a lot of damage. Remember that his Passive gives him double chance of writing. Yone is very good in team fights if he is able to get a good Ultimate R off. Don't forget to stay away when it's possible.


This is the point in the game where the champions will start grouping up. This makes it really good for Twitch as he can use his Ultimate c effectively.

Level 11 is a power spike as he will get two points in his Ultimate c. He will also have multiple items, which means that he should be able to dish out a lot of damage with ease.

His first ability will be maxed out at level 9, which means that he will deal a lot of damage now. Combined with his Passive, it should play a pivotal role in destroying the enemy team.


Rengar will feed the farm so it can get its Ultimate R quickly. You can delay its peak power by flying its camps or invading it. It is really good after the laning phase has finished because it can get peaks with its Ultimate R. Avoid walking around Rift Invocators alone otherwise it can try to catch you out of position. Rengar is stronger every time it has 4 piles of Ferocity. Avoid fighting it if you come into contact with it when it is completely stacked.


Your early game will be a bit hard till you hit level 3. You should be able to gank enemies freely once you unlock your W and E and instigate tower dives on low-health enemies.

Always look to gank overextended enemies when possible. Your kit will let you CC the enemy to oblivion and will allow you to burst them down just as quickly.

Unlocking your Ultimate R will make it relatively easy for you to gank your enemies. Notify your teammates beforehand as your Ultimate R can go unnoticed by them, especially in lower elos.


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


Gragas can look to gank lanes after he hits level 3. This is because he will be his Q and W early on to ensure that he can clear his camps healthily. Once he gets his E, he should be able to gank overextended lanes with ease.

Once Gragas gets his first item, his damage output will increase significantly. He will now be able to duel the enemy Jungler freely, and his ganks will pack a lot of punch, especially after he gets his Ultimate R.

Gragas' level 6 is a significant power spike because he can now displace key enemy targets during a gank or all-in. It can let him pick off the enemy backline should he decide to go for the entire AP build.


Poke the enemy as much as possible with your Q to get them low. Use your early lane dominance to gain a health advantage over the enemy.

Watch your positioning at all times. Karma is super squishy and will easily die if she walks too far forward.

Make sure you place vision around your lane to keep you and your ADC safe. Staying alive is key to winning in the later parts of the game.


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

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

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


After the laning phase has ended, go to another way (or stay up) and just divide the thrust. You are a good split pusher and can draw a lot of attention to your path. If someone tries to challenge your split push, look to fight them. Irelia is a good duelist and will be able to fight most of the enemies who are trying to stop it. While you are a champion who is usually sent to divide the thrust, you may need to group with your team if the enemy is trying to force something. Be ready to turn around the map and help them fight.


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

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

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


When Cho’Gath ganks your lane, try and avoid walking close to the wall because it makes it easier for him to land his e. Run through the middle of the lane if you can.

If you invade Cho’Gath, wait for him to use his abilities on the camp before initiating the engage. Cho uses these abilities to help his clear, and he is weaker when they’re down.

Keep the Dragon and Rift Herald warded as much as possible because Cho’Gath can take these objectives thanks to the damage on his Ultimate t. Try and take them before he can.


Draven will be able to one-shot the enemy in the late game as long as he watches his positioning and doesn’t get caught out.

At level 13, Draven will max his second ability. This is great for Draven because it will allow offer him additional protection in the late game.

Draven’s level 16 is pretty good. The extra damage his Ultimate t offers him will come in handy and allow him to execute enemies. As his Ultimate t is an AOE ability, it will also deal damage to multiple champions at once.


Zilean will often be left alone to erase the waves with his Q. Try to choose him before sitting a goal to make the catch much easier. Avoid grouping too closely as it will allow Zilean to land a good dizziness with his Q and potentially start the team fight. Playing around Zilean-S Ultimate t is crucial to winning fights. Try to force fights when his Ultimate t is down.


Her first major peak of power in the laning phase is when she reaches level 6. She can set up ganks for her Jungler, or look for killers to get an early lead. When Lillia finished her first component element, her damage production will increase sharply. She can look for more skirmishes with the enemy lantern and will be able to exchange frequently with them. Between levels 4 and 5, she would have put several points in her Q. Her production of damage and trading ability will be quite strong during this period.


Getting your base elements will allow you to run down enemies and burn them to oblivion. Use your ultimate e at regular intervals to make sure you can help your teammates. Fight close to the bottlenecks to maximize the effectiveness of your combat team. Sometimes it would be wise to throw you into the enemy team, especially if the enemy front line decides to all-in-one without any follow-up. Another point in your ultimate e will allow you to destroy the opposition due to your constant burn damage. Use your e properly to make sure you win intertwined fights.


Garen's construction path can be very different from one game to another. Keep an eye on its itemization and play according to what it buys. If it's in full damage, you probably haven't been able to fight it alone. It will be difficult for Garen to engage or start a team fight because it lacks hard CC. This means that he will try to flank in team fights with his Q. Make sure that you keep your side at all times and kite upside down as soon as it appears. Avoid losing valuable resources like Summoner Spells or Ultimates on Garen unless you are sure you are able to kill it. Garen can quickly complete his health bar full thanks to his Passive that will lead your team to lose on key spells for the rest of the fight.


Don't regroup or fight in the jungle because this will allow Rumble to get a good Ultimate b off. By fighting out, it will be harder for him to get an Ult 5 people b. Never try to take a goal like Baron or Dragon if Rumble is alive and kick. As you will be close enough together inside the pit, you will allow him to land a devastating b on your entire team. Rumble is inclined to disengage. As soon as he uses his Ultimate b, try to disengage or reposition so it is harder for him to follow the damage and win the fight.


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

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

In the late game, make sure you’re with your team at all times. If you leave them, the enemy may start a fight without you being there to protect them and keep them alive.


At level 11, Vex will put a second point in her Ultimate R. She will be much more of a threat at this stage of the game. In the middle of the game, the teams will begin to regroup. Vex is good in team fighting and she will be a great threat.


When no team fights are occurring, split push and draw the enemies attention to you while your team sieges or makes plays on the other side of the map.

Make sure you continue to farm during the mid-game so you can upgrade your Ultimate R and earn more gold.

Keep a constant eye on the map during the mid-game so you can assist your allies with your Ultimate R when appropriate.


Samira fights for the team fight if her team has no follow-up engaged. Once she enters, the enemy will just concentrate it if she is alone. He relies heavily on items in the middle of the game. If she is behind, she will fight to bring down a lot of damage. She is vulnerable to indiscretions and damage when her E and W are both below. She will not be able to block incoming damage or avoid/disengage from it.


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

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

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


Talon is incredibly strong at level 2 and 3. Look at your positioning so you don't die at an all-in-one early. Once Talon is level 6 and unlocks his Ultimate R, his death pressure increases considerably. You have to play more respectful at this time and avoid engaging in prolonged fighting. If Talon Get Mobi Boots, his roaming pressure increases. As soon as he disappears, ping that he's gone and push the wave


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

Be proactive with your Ultimate. Force ganks with your R!

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

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


You should be focusing on catching enemies out with your Ultimate R at this point. Playing the role of the disruptor, you should always be on the lookout for neutral objectives as your Ultimate R can stall an objective long enough for your Jungler and team to do something.

Don't forget to collect your chimes regularly. They increase your damage output and you can quite literally 1 v 1 squishy champions if you collect enough of them. Besides, your auto-attack AoE slow will play a major role during team fights.

During objective fights, always try to CC the enemy Jungler due to them possessing the Smite summoner spell. This will give your Jungler ample time to steal the Baron. Another thing you may want to do is use your Ultimate R to cancel recalls on a bunch of enemy targets. This works like a charm when your team has a split pusher.


Kled needs some time to come online. Play safe in the very early game unless you have a favourable matchup.

Once you have a few levels under your belt, you can look for aggressive plays and extended trades.

At level 6 your kill pressure increases and so does your all-in. Wait for the enemy to overextend before initiating a trade with your Ultimate R.


Fortunately, it has little to do to kill the pressure on you, so focus on harassment and get an advance. If Aurelion Sol errs, try to push the wave into its turret and pick up free gold and XP. Try and target your abilities so they hit it and wave minion simultaneously.


Once Azir has taken his Nashor Dent, he will push the wave very quickly. Try to keep the wave as well as possible by matching his damage on the minion wave. If he uses a capability, you will need to use one too. The best time to fight Azir is when the W soldiers are down. That's because he will lack a lot of damage. Try to start fighting every time he doesn't have W soldiers available. After Azir touches level 6, he will have much more protection and can easily disengage thanks to his Ultimate R. While his Ultimate R is down, try to abuse cooldown and look for killers.


The longer the game is and the more gold Tristana has, the stronger it will be. Reduce its chances of wearing it by putting it behind in the early game. In the right matchup and with an all-in-one support, Tristana is really strong at level 2 or 3 when she has her W and can look for an early murder. Once Tristana has finished her first element, she will be much stronger and able to trade more effectively. Do not go over or push too far in the way if she has the advantage of the article.


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.


Taliyah will want to delay a team's fight as long as possible while pushing you with its Q. Try and force a fight as soon as you spot it. Avoid separating and playing alone. Taliyahs Ultimate R will allow it to take enemies who are alone or isolated without assistance. Do not push too far forward if you don't have anyone nearby. Taliyah has good potential with its C. If you don't know where Taliyah is in the middle of the game, don't walk around Summoners Rift alone and avoid areas with no vision that it might be looking for a surprise attack.


Caitlyn has a lot of autonomy and early poke. It can get an early advance purely by constantly pushing the minion wave and getting turn plates. Caitlyn's early play is really good and if it is able to get an advance, it will be difficult for the ADC enemy to catch up to it. Its ultimate R is really good at executing enemies if they are alone and low. It can be difficult to use in some scenarios however, but if the enemy is weak, it should lead to an easy murder.


He is really difficult to play when the enemy team is grouping together. Nocturne wants enemies to split up so he can use his Ultimate a to pick them off.

Nocturne is super squishy and gets blown up in team fights quickly even with his s. This makes it difficult for him to fight unless he’s ahead.

It is very easy to fall behind when playing Nocturne. If you take a lot of damage through one misplay, you will not be able to play aggressive in lane.


Try to set up death brushes when possible. Your W will easily fear enemies when combined with your Passive, and you can then blow them up. Stay with your team and take fights in or around bottlenecks for maximum efficiency. This will allow you to get multiple murders in a short period and ultimately win the game.


Putting the second point in Fiddlesticks Ultimate R at level 11 is very important to him. It will put his Ultimate R on a shorter cooldown and allow him to look for more aggressive pieces. At this stage of the game, Fiddlesticks should have finished one or two articles. Its damage release will be quite high that will allow him to win team fights mid-game. In the middle of the game, the teams start to regroup. It's good for Fiddlesticks because he benefits from teams regrouping closely because his Ultimate R is an AOE tool.


Look for constant skirmishes with the enemy to gain health or kill lead. Keep the minion wave closer to your side of the map in early play. This will allow you to hunt and all-in-the-enemy when they walk to the farm with your Q. Once you are level 6, use your strength to fight the enemy and go for a kill. Your Ultimate R is an excellent duel tool and can help you get a lead in the way.


Gwen can do a lot of damage very quickly with a fully stacked Q. Look for jobs when you have max batteries. His Ultimate R can be recast several times. It also offers him a cure that helps him in 1v1 fights. Your W is an excellent tool that can stop incoming abilities such as Thresh Q or Blitzcrank b. Although he does not protect your allies, you can get between you and the enemy so your ally doesn't get CC.


Delay a team fight as long as possible while you push and harass the enemy with your W. Once the enemy is low, you can engage in combat. Place the vision around the medium track and wherever you and your ADC are currently playing. This will increase your chances of surviving an all-in-one. Stay with your ADC throughout the middle of the game. If you are alone, you will be an easy target for the enemy. Similarly, if your ADC is alone, they could try to collapse on them and kill them.


Jarvan IV will unlock his d > e combo at level two, which will allow him to catch and surpass the enemies with the greatest ease. This will also allow him to show extreme prowess during Jungle's duels. Jarvan's first element will give him a massive boost to his duel and survival. He will now be able to put his d Passive to good use, especially if he manages to catch an enemy on his own. Jarvan IV will unlock the ability to completely separate an enemy from their team and lock them at level 6. It is incredibly beneficial when the main objective is to separate a single target and get rid of them quickly.


Her first major power spike in the laning phase is when she hits level 6. She can set up ganks for her Jungler, or look for kills to get an early lead.

When Lillia has completed her first component item, her damage output will heavily increase. She can look for more skirmishes with the enemy laner and will be able to trade frequently with them.

Between levels 4 and 5, she would’ve put multiple points in her Q. Her damage output and trading ability will be quite strong during this time.


Do not forget to take as many neutral and objective fights as possible. Your Ultimate R & E will help you massively with it. Since you will dive into the enemy team, you will want to get a defensive element like a Zhonya Hurglass. This will allow you to use your Ultimate R effectively. You will need to take care of your backline and see that they are not being subjugated and killed. If a murderer tries to kill them, E kills him immediately.


At level 16, Fizz will put the third point of his ultimate R if he can land on a squishy target that doesn't have a Guardian Angel or Hurglass, he can quickly remove them. Unless he focuses on defenseless targets, it will be difficult for Fizz to assassinate targets like intelligent enemies will start building defensive objects to protect them from his damage. They will also start grouping what makes it harder for him to take someone.


Riven will be looking to split push when no team fights are occurring. Make sure somebody who can contest her is sent to stop her from pushing. Avoid fighting her during the mid-game though unless you’re stronger.

Teamfights will be difficult for Riven as she is prone to CC, disengage and gets kited by champions easily. To make team fighting easier, she will probably flank or Flash in to engage. Ward to the side when sieging an objective to spot her before she gets the chance to engage.

Riven is quite good at picking off champions when they’re too far forward or alone. Don’t let her pick someone off by staying in line with each other. Do not group too closely as it may allow her to get a 5 person r stun.


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

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

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


Try to ride around and neutral impact, objective fights with your e and Ultimate m. You should use your t to CC several targets during a trip and completely cut the escape of the enemy champions. Be the first to turn and switch to goals like the Dragon or Rift Herald and help your Jungler take them. Anivia can help take these incredibly fast goals while zoning the enemies with your Ultimate m. Make sure you have the vision around your way at all times. As you will constantly push, you must make sure that your flanks are monitored, so that you do not die while you are overstretched and pushing.


See if you can get some roams off on overextended enemies in the mid-lane. Your t can let you decimate immobile champions if they happen to be too pushed up.

Getting your Ultimate k will let you take over skirmishes quite easily. The anti-CC aspect will allow you to all-in enemies in the enemy backline.

Work with your Jungler to get some picks around the map. Your t and Ultimate k should let you run down enemies with ease.


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


In the team fights, as soon as Aatrox comes into play, try the CC and bring it down first. He's pretty vulnerable to the CC and if you can kill him before you get his combo, the enemy will lose on a lot of damage. Try looking for fights when Aatrox doesn't have his Ultimate or Flash. He'll have a lot more time to hit the fights when either of them are on cooldown. Aatrox likes to split the thrust after the laning phase has finished. When he shows in a single side track, you could try and start a team fight with his teammates.


Quinn's Q is a potent tool in the lane. It can completely negate the ability to auto-attack from one or multiple enemies.

Gaining her E is a significant power spike in the lane. This ability makes her very slippery and a menace to deal with.

Getting her Ultimate R unlocks Quinn's roaming potential. She can now go for a 'hit and run' kind of playstyle and gank other lanes when required.


Be careful of when Jhin is running at you with his 4th shot during team fights. In the mid to late game, this auto can deal a lot of damage.

Wait for Jhin’s team to engage or when he is isolated to try and pick him off. He doesn’t have an escape or a dash, and he is very squishy too so he should be pretty easy to kill.

If Jhin uses his Ultimate R in a team fight, he is unable to reposition quickly. If you’re on the flank, try to take him down while he’s focusing on his shots.


His Passive allows him to come out on top of short trades which is quite advantageous for him. Due to how well Gangplank scales, his Passive damage is really helpful in keeping his enemies away from him.

His E can be set from weird angles that can catch the enemy off-guard and cause a lot of damage. This is really good if Gangplank has access to the lane brushes in order to conceal his E barrels.

With his Ultimate R, he can impact any part of the map immediately and can act as an enabling force for his laners/Jungler to all-in their counterpart and get a lead. Besides, the longer the game goes on, the greater is the scaling for Gangplank due to his r gold mechanic.


Nocturne needs to get level 6 as fast as he can to be able to use his Ultimate has for gank the tracks. Once he hits this power peak, he will look to gank actively whenever his Ultimate is on the rise. Nocturne is a good assassin and will try to kill any isolated target including the position out of mi and the end of the game. Avoid letting him pick up the free dead while remaining in the team.


Orianna is good in team fights because her Ultimate d has a large radius and can CC multiple targets at a time. Avoid standing close to your ADC post 6 so she can't Ult both. Orianna is weak early, but her poke can be very difficult to manage once she has some levels behind it. This is especially true after Level 4.


Once Lucian unlocks his 3rd stage Ultimate R, he will be able to bring tons of constant damage, especially to low health targets. This will make it easier for him to break up enemies. Lucian will have access to several articles during this stage of the game. He will be able to both support himself, as well as provide high amounts of constant damage. Lucian Q and E will be maximized during this stage of the game. It will allow him to systematically and will allow him to reposition himself frequently.


Taliyah’s kill pressure doesn’t increase at level 6 but her ability to roam does. If you’re strong at level 6, try to abuse her.

After she has her first item completed, Taliyah can quickly push the wave with her Q. Ensure you’re always behind the minion wave or outside of it so she cannot push and poke at the same time.

The more items she gets the stronger Taliyah will be. Avoid letting her poke you down with Q as she will deal lots of damage to you. In particular, do not let her delay a team fight with her Q.


Once Jarvan maximizes his first ability to level 9, he will be able to inflict a fairly decent amount of damage. His all-in potential will also see a significant increase depending on the ability he has decided to max first. The level 11 achievement is another important peak of power for Jarvan IV, as his ability to all-in reliably will increase a thousand folds. He will have a reduced cooling and will inflict a heavier amount of damage. His ability to pick up enemies during this phase of the game is massive. He can try to invade the jungle of the enemy with his Jungler and see if he can get some peaks there. His all-power potential will be quite powerful during the battles piled up as well.


Once his Ultimate R maiden is killed, he loses a lot of sustained DPS in a team fight. Picking the maiden off before a fight won’t let him dish out a lot of damage to you.

In the lane, Yorick will use his Q ghouls to get him the push advantage, as well as the poke advantage in the lane. Killing these ghouls first will take a lot of damage off Yorick.

Using waveclear abilities against Yorick will put a period to his pushing power. Following his movements on the map will give you an opportunity to always thwart his split-push attempts. Also, the team may need Grievous Wounds to beat Yorick.


Zeri’s first power spike is at level 3 when she unlocks each of her basic abilities. She will be relatively strong at level 3.

Her next power spike will generally be once she unlocks her first component item as it allows her to go for more favourable trades with the enemy laner.

At level 6, Zeri will unlock her Ultimate R. This is a good spike for Zeri and it will allow her to win all-ins even in the hardest of matchups.


Continue to pick up and secure jungle camps whenever possible. Do not fall behind in the middle of the game is crucial as a Jungler, so make sure to continue growing! As you are a Jungler, you must try to secure each Drake during the middle of the game. Get them and secure the Dragon soul for your team will increase your chances of winning the game. Look for choices with your team. If you can choose someone, make the call for Baron or Dragon to continue your lead.


Her mobility makes it really quite hard for you to win any fight versus her, so it’s probably best to avoid trying to fight her early on.

She is an early ganker and has a strong early game presence. Look to counter gank her and try to be as proactive as you can be early on.

At level 6 is where you truly come online. Look to gank whenever your Ultimate is up.

Ensure you’re focusing those objectives as you have good objective control and can take them easily.


When training with Viego, try to make sure that there is a minion, monster or crab between you and him so that he blocks the CC on his W. Viego has good objective control. Try to keep major goals monitored so that you can spot him before he is able to secure the lens for his team. If you counter gank Viego, keep an eye on him stealing your allied abilities and return the exchange. Be ready to back off if he kills and takes your ally.


They are going to be ganking early, and Pantheon can gank early too. Make sure you apply as much pressure to them as you can.

Before invading, make sure you have your Passive stacked so you can win the trade.

If they invade you, be prepared to fight, but only do so if your Passive is stacked and you can win, otherwise just back off.

Post 6, they win the 1v1 as they’re stronger when their Ultimate is up.


His early laning is not particularly strong, but he can use the lane brushes and his E to keep the enemy laner at bay. He may even hide in them to all-in enemies when they are pushed up.

Level six will allow him to initiate fights more reliably, especially when setting up ganks. The allied Jungler will have an easy time ganking this lane.

The first item component will allow Maokai to survive longer and dish out more consistent damage in the lane. He just needs to make sure that he doesn't get poked out before a fight.


Its passive can be really heinous to manage, especially when it hides in a brush and moves in and out while peeling its laner with its ts and ts. It is the jerk of the ADC sector as its t quite literally makes them miss their auto-attacks. This can reduce the efficiency of the portage for a while, which gives its team some time to engage/disengage freely. The Ultimate t can act as a substitution to the vision, as well as do a lot of damage when it is kept in the right places.


His Ultimate T can help him execute enemies, so that a large number of Cho-Gaths will be able to farm up to 6. Cho-Gath has good objective control thanks to his Ultimate T. Get each Drake with the help of your team. It is weak in 1v1=S early especially if he is taken out without his m to an enemy invasion.


At level 13, Corki will max his second ability which is usually his n. This is a very powerful spike for Corki as it will allow him to shred through tanks in late game team fights.

At level 16, Corki will put the third and final point in his Ultimate e. As teams will be grouping at this stage of the game, he will be able to poke them down a lot before initiating a fight.

Corki is very good in the late game as long as he is not behind. Try and avoid falling behind in the early game to make you an overwhelming force to be reckoned with in the late game.


Zoe’s range increases on her Q and E once she hits level 6. At this time, her kill pressure will also increase. Whenever her E is up, play safer.

Her damage output increases dramatically once she has her first item completed. She’ll also be able to clear waves very easily. Stand behind the minion wave at all times.

The longer the game goes, the stronger Zoe becomes. In particular, she is very good in the mid-game and her pick potential is incredibly strong.


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.


Level 6 is a decent peak of power for Trundle as it can now take duels and easily them. It will also allow it to affect team fights massively. It is not powerful during the start of the match, so it should aim to take short gusts when possible and retreat quickly using its e & e. The first component will allow it to survive the fights and flatten a lot of damage during the duels. It should be able to take frequent fights now.


Has great sustain in lane thanks to his Q and the items he will pick up throughout the laning phase.

Good pick potential throughout the game with his Ultimate R. Even if he can’t use it top, he can use it somewhere else.

Good split pusher and good at chasing down enemies in the mid and late parts of the game.


Stay with your Support throughout the mid-game. If you move away from them, you will be an easy target for the enemy. Make sure you’re always near at least 1 ally.

Group and stay with your team at all times. Do not split push or avoid grouping unless you have a good reason to be away from them.

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


Lee Sin will be trying to gank as often as he can in the early game. He is a strong duelist and will look to abuse his early game strength.

Once Lee Sin is level 6, his kill pressure intensifies as his Ultimate k can be used to set up ganks or finish enemies off. He is very strong at level 6.

As soon as Lee Sin has completed his jungling item, his kill pressure will be very high as he will have lower cooldowns and more damage.


Try your toughest to avoid Vélikoz Qs in the way. Invest in early boots if you are in trouble to avoid this ability. As soon as he channels his Ultimate R, either disengage, CC him or commit to the all-in. Hard CC will interrupt his Ultimate R, but the roots do not. After Vel.koz has a few points in his Q, he.s out of damage will be high. Make sure you are always close to the minion wave so that you can run on it if necessary.


Her first ability will be maxed out at level 9. This means that she will deal a lot of damage and will be able to finish off enemies quickly.

Her team fighting is pretty decent. This is mainly due to her knockup mechanism and the Q AoE aspect.

Another point in her Ultimate r will allow her to deal a lot more damage. This will actually let her assassinate and blow up enemy squishies.


At level 6, Teemo’s pressure increases thanks to his Ultimate t giving him extra damage and the ability to place Mushrooms {{championSpells.TeemoRCast} all around the map.

The more ability haste Teemo buys, the more Shrooms t he can place around on the map. Try to take unorthodox pathing to prevent walking through them.

Nashor’s Tooth is a core item for Teemo. It gives him lots of additional stats- which makes him more of a threat.


Anivia doesn’t spike at levels 2 or 3 like most champions. This is because she is weak in the early game and needs a lot of time to come online. But, that doesn't mean landing a cheeky t will not be impactful.

Once Anivia has completed her first component item, her kill pressure and ability to trade with the enemy will increase. It is not a bad option to play somewhat safe early and then play more aggressive after your first back.

Whenever Anivia’s Egg is down, you need to play somewhat safe and avoid overextending. You’re an easy target for the enemy ADC and Support if you overextend while it’s down.


Another point in her Ultimate R will see her be the most powerful she can be in the game. She can now slice through the enemy team with proper positioning.

Her late-game damage is very high, and she will need to be taken out beforehand if the enemy team has any chance of winning the game.

Her 3rd empowerment is essential and will make Kayle very powerful. Her auto-attacks being permanently empowered will do a number on the enemy team.


Neeko is pretty weak early, especially if the enemy can see its ability to throw. You will constantly want to use the track brushes and get your Q & E from the enemy inside them. When you try to push the enemies, make sure you don't push the wave into accidentally. This is very important when you deal with enemies who are tanks and rely on you being pushed up in the way. Always try to land your E through enemy minions to increase the power of the ability.


Avoid fighting in areas of the map that force your champions to be close to each other. Rellos Ultimate R is an excellent team combat tool that can CC multiple enemies at a time. CC and interruptions are the best way to counter Rellos W engage in team fighting. Hold on to these abilities to interrupt his engagement and burst while it is immobilized.


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.


Continue to pick up and secure jungle camps whenever possible. Do not fall behind in the middle of the game is crucial as a Jungler, so make sure to continue growing! As you are a Jungler, you must try to secure each Drake during the middle of the game. Get them and secure the Dragon soul for your team will increase your chances of winning the game. Look for choices with your team. If you can choose someone, make the call for Baron or Dragon to continue your lead.


You can abuse this to get an early lead or blow his Spells of Invocation. At level 6, Kog-Maw will have easier time to make and trade thanks to his Ultimate there. Take care during trading with him, and try not to let him shoot you down. Kog-Maw benefits from extended trades once he has a few points in his e. Do not go for extended trades with him unless you have an advantage.


It has a very fast clear jungle. This allows it to hit the major power peaks faster than the enemy Jungler. Karthus has tons of card pressure when his Ultimate e is up. As long as he keeps an eye on the minimap at all times, he can use it to easily pick up the killed. Even when Karthus dies, he is still a threat to the enemy team thanks to his Passive as he can continue to use his 1 and e briefly while he is dead.


Karthus is a farm heavy champion and will need to soak up many minion waves and jungle camps to be useful throughout the game.

His Ultimate e deals basically no damage in the early game. This isn’t good for Karthus as he only wishes to use it when the enemy is super low. During this time, the enemy could have already been killed by your ally, and you wouldn’t get an assist.

Channelling your Ultimate e near an enemy champion could be very dangerous as they could interrupt the channel with CC.


Taric’s first major power spike is when he hits level 6. He can look for aggressive plays such as dives or risky skirmishes when he has his Ultimate R up.

Taric can look for disgustingly aggressive plays if he invades, camps in bushes and tries to abuse the enemy Jungler.

When he purchases his first component item, Taric’s aggression and overall tanky stacks will improve heavily. Expect him to go for more aggressive plays when he has picked up this item.


Level 6 a significant peak of power for Jhin as it can now put the final nail on the coffin of the targets that managed to escape with a healthy shine. It will also allow him to take the enemies with his Ultimate R slow. The first element will allow Jhin to do much more damage to the enemies and will strengthen his fourth firing efficiency. It will help his phase of overall lacquering by many. Jhin's Q is both his capability of clear wave damage and primary.


The first peak of power of the brand is once it reaches level 3. Although it will have poke up to this stage, it is not enough to proceed its passive. The second peak of power of the brand is once it unlocks its Ultimate R. It will offer it a lot of additional damage and it should be able to blow up the enemy Mid laner if it was able to land a bit of poke in advance. Once Brand has finished its Mythic article, it can constantly keep the enemy Mid laner pushed in their turn. Its damage will also increase sharply once it has taken this article.


Cho’Gath is powerful at level 6 as he is able to deal true damage with his Ultimate t. Always take into consideration his damage output whether he is being built as a tank or full AP.

Cho’Gath becomes stronger and stronger as the game goes on. Try to shut him down to make him useless in team fights, or end the game as fast as possible so he cannot become a mega tank.

Whenever he has his m or e up, his survivability and self peel are heavily increased. Wait for him to use one of these abilities before engaging or fighting him.


If Rengar gets late at the beginning of the game, it will be really hard for him to get back into the game. His W is his major defensive tool. In the team fights, if he uses it at the wrong time, he will get CC-D, and locked by the enemy.


Camille Support can be aggressive from level 1, 2 and 3. Watch your positioning and stay far back and away from walls so she can’t gain an early health lead.

Stay away from walls, especially whenever her E is up. She can get kills and make plays whenever her E is up. So play around its cooldown.

At level 6, Camille will look to make plays with her Ultimate. Track her Ultimate cooldown and play far back, and avoid overstaying your welcome if you’re low to deter her form playing aggressive.


Jinx doesn't have much help in the mobility department. If you or your team lands any crowd control on her, it should result in a kill. Try and lock her down as quickly as you can so she is unable to “Get Excited!”

In team fights, avoid grouping too close together as it will allow Jinx’s Rockets Q to deal lots of AOE damage. It will also make her Ultimate R less effective if you’re slightly split up.

When taking objectives, make sure you’re not low as Jinx may be able to take you down with a well-timed R. She can also steal objectives like the Dragon or Baron with her Ultimate R, so make sure you finish the objective off with Smite.


After your bot track has turned towards the medium track, move to the side track and start cultivating and winning XP there. You can look at 1v1 any enemy who tries to stop you. Look for frequent trades with the enemy throughout the laning phase. Getting an early killing could snowball the way strongly in your favor. Once you are level 6, look for more aggressive play. Your Ultimate R is an excellent scarring tool and you can get killed with it.


Brands Ultimate R is very good in team fights as it can bounce between enemies. If the enemy is grouped in the jungle, its damage release will be very high. Brand has good ganks in early play. As long as it gets closer to the enemy before using its Q, ganks should always work in his favor. It has a healthy clear in the current meta. As long as you camp kites, you should stay relatively healthy on your first ganks.


Once Jinx has obtained its core (Infinity Edge and 2 Zeal items) it will pump DPS into team fighting with its rockets. When you try to fight as a team, engage as soon as you spot it- don't leave its free self-attack in the backline. At level 6, Jinx, Ultimate R can be an excellent trading tool and it can turn the tide of the track. If it doesn't use it in its own way, it could try to secure the killers with it in other ways with it. If you see its use of Ultimate R and it, up, ping your team. At level 9, Jinx, auto-attacks will do a lot of damage as it would have done at that time. Keep this in mind and avoid fighting it alone as it is good in prolonged trades.


Try to disengage and kite Darius when he engages in a team fight. Try not to let him get on to you or your allies as he can deal tons of damage if he gets in range to pull e them in.

For AD champions, investing in an Executioner’s Calling will help reduce his healing and survivability in lane and in team fights.

Do not overstay in a team fight when you’re low as you might set up Darius for a Pentakill with his Ultimate e.


When you hit level 6, more opportunities open up to you. For example, you can look for aggressive games or use your Ultimate R defensively. Your Ultimate R is a truly diversified tool that can help you win an advance or prevent you from losing one. After you have taken your first component element, your poke r and damage will increase considerably. Do not be afraid to look for fights once you have taken your first element.


As Ezreal will be poking a lot in lane, when your Spell Shield E is down, ensure you stand behind your minions so he cannot land poke on you.

Use your skills lavishly in lane to clear minions and hard push into the enemies Turret. Ezreal has little in terms of gank potential, so if you can- push the lane.

Once the enemy hits level 6, their kill pressure in lane increases heavily. Keep this in mind and respect their all in damage.

Keep your R to chase Ezreal down once he uses Arcane Shift E to escape from a gank. Your R will help you and your allies get on to Ezreal with no problems. If possible, bait this ability out with Q beforehand so you do not have to use your R.


If they invade you early, right back. This is especially true if they are early, because you won't win early fights with them Be proactive with your Ultimate, because they will seek to use theirs every time it's up. Force ganks with your R! As they will often gaunt in early play, you need to make sure that you also look at gank as often as you can and abuse your E. Focus on securing these goals. You need to take Rift Heralds and Drakes when you can!


At level 9, Garen will have his first maximum ability. It is a decent power peak because it allows him to easily dull enemies and go for regular short-term exchanges. Once he manages to get 2 points in his Ultimate R, he will have an effortless time catching the out-of-guard enemies and killing them. He should use the river brushes to pretend to wander and then turn on the enemy mid-laner if they try to follow. His survival is excellent during the middle of the game, and he can run the enemies by peeling for his wears. If he takes a lot of damage, he can quickly retreat and leave his Passive kick.


The sooner you get it, the better. Harass and poke the enemy as often as you can with your Q. Slowly whipping the enemy with your Q will increase your chances of winning a follow-up fight. Back early once you have enough gold for your first item. Usually Ezreal will want to remember once he has enough gold for Tear.


His tankness knows no limits during this phase of the game. Killing him will prove a test for the enemy team, and he can in the front line for days for his carts. A Ulitmate R maxid-out should allow him to use his Ultimate R quite frequently and increase the amount of shield. He can divide the thrust regularly and always show up to team fighting in time. It is pretty good in late fighting and can change the tide of fighting easily. His E will be quite massive during the objective fighting and piled up, especially if he can get several CC'd enemies with it.


Tahm Kench's early game isn't solid as he won't be able to protect his ADC during this point. He will deal a lot of damage to the enemy, provided he doesn't get poked out early.

Level six is a massive power spike as it offers both kills pressure and defensive measures for his lane partner. This means that he can try to all-in the enemy on his own now.

Level three is another significant power spike as it grants him access to all of his basic abilities. This means that he can do a lot more in the lane while using the lane brushes. He, unfortunately, won't be able to utilize his Passive well enough, though.


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

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

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


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 in the mid-game. You deal lots of damage and can easily blow champions up. Try to kill someone and then abuse their death timer to earn more gold.


It offers it an extra pressure to kill. Keep this in mind when the snail post 6. Tahm's early game is rather weak. Try and abuse it to get an early lead. The more the game goes, the stronger and tankier Tahm Kench will become. Put it behind in the early game to reduce its power in the late game.


At level 9, Heimerdinger maximizes his Q. The damage that these Turrets will do to the enemy in the way and in the team fights will be quite high. Level 11 is also a great power peak for Heimerdinger because all his basic capabilities will be much stronger when they become empowered by his Ultimate R. He excels in team fights and can control large parts of the cards: according to the R Ultimate he uses in the team fight.


There is a stigma behind Janna's players. Ignore the haters! She is vulnerable to poke and engage. You have to be careful when it comes to trading and you will need to play around cooldowns so that you don't die when you try to harass the enemy-in particular with your basic attacks and d She relies on her team more than some other Supports like Leona or Thresh. If your team is behind, it will be harder to win on Janna.


Really bad against the disengaged champions because he can't do anything to avoid being disturbed while using his W. Disengage and CC can also interrupt his Ultimate R, which can lead to much less damage to his end. The healing reduction can easily counter him during the early match. This will allow the enemy to take Targets quite easily after getting rid of Nunu as he won.


Malzahar cannot wander as much as the other runners. He is also unable to follow the majority of roarings due to his low potential 1v1. While his Ultimate R is on the cooldown, he is incredibly vulnerable to all-in. While you are channeling your Ultimate R, you will be still. This can allow an untargeted champion to fight you or kill you.


Limit trading with them earlier as they’re strong in extended trades.

At level 6 they’re much stronger than you, so be careful about fighting 1v1 post 6.

Keep the minion wave closer to your side of the map early on to protect you from their strong all-in.

They’re a very good roaming champion. Ping if they leave lane. Don’t match their roam, just push and get tower plates.


Soraka is really good in team fights because of her Q and E. The amount of damage and healing she can provide is phenomenal and should allow her team to play without fear in the game. Once Soraka gets 2 points in her Ultimate R, her ability to impact the fights increase overall. She can use the ability quite frequently too, which allows her to save her teammates often. Her W and Q > W combo will provide a lot of healing for her team.


Dr Mundo will be looking to power farm early so he can get as much gold as possible. Try to gank as often as possible to get your laners ahead.

Dr Mundo has good Dragon control and can take it with ease after his first back. With this in mind, ensure that you take the bot side scuttle crab or keep the Dragon warded at all times so you can spot and kill him while he’s doing it.

At level 6, Dr Mundo will start to look to gank as his Ultimate R offers him a lot of duelling power. You can delay this by invading him and stealing away his camps.


Your Q will hit like a truck now, and your W will allow you to heal many allies at the same time. Overall, you will be helping your team out a lot during fights.

Since your Ultimate R will be on a short cooldown, use it as much as you can, and do not fight without it. Otherwise, you will lack a lot of damage and CC to kill enemies.

Neutral Objective fights should be your bread and butter. The fights are pretty congested, and you can easily afflict multiple targets. Just try your best to not get killed, as assassins will definitely try to dive you.


Azir does not have a peak at level 11 unlike many champions. Keep this in mind during the middle of the game that his Ultimate R can be less impacted compared to the other champions on the flaw. At level 9, Azir goes to max his r. It is a good peak of power for him because he can use it to bring down the enemy from afar. In conjunction with his W, he should be able to poke and farm from afar without dying to the enemy. When Azir completes several articles, he will be very strong and deposit a lot of damage in a short time.


At this stage of the game, you want to get into a side track and focus on getting piles so you have a stronger game late. In the later parts of the middle game and when the enemy starts to group, make sure to follow up and start grouping with your team. Look for choices with your n. If you can catch someone during the middle game with it, your team should be able to kill them pretty quickly. Once you've killed someone, make the call for Drake or Baron.


One item is enough to get her snowball rolling in the game. She just needs to play the initial part of the laning phase properly, get that item and then go on a killing spree (with proper usage of her r and Ultimate R).

Even if she is behind on CS, she can easily make it up by roaming around the map and cleaning up kills. She can even perform tower dives with her team if the enemy team lacks CC, or if her teammate is taking the turret aggro.

Her r cooldown reset mechanic allows her to get multiple kills in a very short span. Combined with her W, it can allow her to perform multiple outplays and escape nasty situations.


Your tankiness will be god-like during this phase of the game so make sure that you set up fights and also peel for your carries during the fights.

As you get your items, you should have a really easy time blowing enemies up with ease. Set some deep wards to facilitate long-ranged Qs on the enemy team.

During neutral objective fights, you should be able to disrupt a fight due to your Ultimate R, especially if the enemy is clumped. Just make sure that you land the ability.


Great pick potential with her E especially when the target is hiding behind their minion wave. Her Q provides for a good amount of wave clear which helps her get lane priority.

Extremely useful in team fights due to her Ultimate R CC and damage. This allows her team to play around her and her Jungler to gank her.

Her Passive combined with her Ultimate R can be a deadly combo. If she goes AD, she can run any enemy down if they don’t have some form of CC ability on them.


Consider investing in healing reduction items or abilities to counter Sorakah's maintenance. This can help reduce their ability to heal and trade effectively during skirmishes and all-in. Keep the minion wave closer to your side of the map. This encourages Sorakah and their ADC to expand, creating opportunities for your gank jungler and potentially secure instigators' murders or spells. Take advantage of the windows of the opportunity to detach your ADC and harass Soraka when they have used one of their abilities. This disadvantage in the trades, because they have less ability to exchange effectively. Be aware that at level 6, Soraka's ultimate ability, Wish, can be used to heal his allies across the map. It is important to pin and communicate with your team when Sorakah reaches level 6, so that they can be cautious and adjust their game accordingly.


The third point of her Ultimate R will help Séraphine a lot during team fighting. She can dry up a lot of damage, and the CC will allow her team to collapse on the enemy quickly. She should be really great because she will get all her articles by then. She will have to take care of her combat positioning to make sure she is not taken care of. Her selection potential will only increase during this phase of the game because her E and Ultimate R should be beneficial.


Very immobile and is weak during the early laning phase. This is especially true if he is facing a champion who can all-in and CC him.

Is quite vulnerable when his E is down as it is his main form of CC.

Grievous wounds can completely counter his kit during the early game and also affect his mid-game. He is very weak when his Ultimate R is down as he won’t have the amplified healing and AoE damage.