Azir will try to delay a team fight and shoot you down with his W as much as possible before his team starts. Do not let him shoot you down by starting the fight as soon as possible rather than delaying it. CC is your best friend to counter his engagement and Shurima Shuffle. If he enters, try and CC him as soon as possible to stop him and prevent him from pushing your team towards his. After his first back, Azir will push constantly. Try and choose champions who have the pressure to kill and can match his clear wave so that you don't lose your Tour early.


At level 9, Aurelion will max his 1st ability. This is a very good power spike for him as it will allow him to dish out more damage, and clear waves easier.

During the mid-game, Aurelion Sol should’ve completed multiple items. He should be able to dish out a lot of damage in team fights with his Ultimate and Passive.

Level 11 is another good power spike for Aurelion Sol because he gets to put a second point in his Ultimate.


Jarvan’s all-in can be interrupted, but it will be hard. It’s best to try and dodge it and then turn it around.

Try to keep the Drake warded so you can see if Jarvan is taking it. Ping and communicate with your team so you can counter them and try to kill them or steal the Dragon if possible.

Beware of Jarvan's early game pressure. They’re much stronger than you and will try to make plays to get themselves and their teammates ahead.

Jarvan truly comes online when they have’ve unlocked their Ultimate and hit level 6. Beware that they will start ganking more frequently when they have it up.


At level 11, he will have access to his level two Ultimate R. This will allow him to use his Ultimate R more frequently while increasing the healing and damage inflicted with the help of this ability. The first ability will be maximized at level 9. At this time, Warwick will become truly powerful. He will be able to easily support himself while making primary goals or taking part in important battles. Warwick is extremely good at making choices, thanks to his Ultimate R. This helps him make choices of the fog of war that will definitely catch enemies out of the watch.


Katarina’s major power spike comes with finishing her first component item- giving her more sustain and more burst damage. Upon purchasing this item, Katarina will force more skirmishes and trades.

Once Katarina hits level 6, her kill pressure will intensify as her Ultimate R is a great tool and deals tons of damage. Respect her all-in once she hits level 6.

Katarina is really good in team fights. Make sure you lock her down with CC as soon as she engages so she cannot get a good Ultimate R off.


He gets a significant power spike at level 11 due to him getting access to his level two Ultimate e. The damage is increased significantly, mainly if has managed to procure some items along with it.

At level 9, his 1 will be maxed out. Anyone who is caught out by Karthus will take a massive chunk of damage and will probably even die if they are singled out by Karthus.

Karthus can control a large part of the lane during the mid-game and pick off enemies with his ranged abilities. He can even slow enemies with his wall, which allows his team to collapse and initiate fights.


Vel'Koz will have his Q maxed at level 9. This means that he will do more poke damage and completely dismantle an enemy range team. He will have two points in his Ultimate R once he reaches level 11. This means that Vel'Koz will use the Ultimate R more effectively as a final step to get rid of the low-health targets. Team fights will be really good for Vel'Koz due to his kit. If he manages to score a hit on a target, he will probably kill them instantly with his team.


Lissandra's first item component will allow her to wave clear more efficiently. This is quite beneficial for her team as she can roam around a lot.

Lissandra will get a massive power spike at level 6 due to her ability to chain CC an enemy to oblivion. This is really useful when dealing with a fed or mobile carry.

Putting multiple points in her Q will make her more powerful. It will let her wave clear quickly and allow her to deal a lot of damage to enemy groups.


Zed has an effortless time to kill anyone wandering alone in the fault. He can also install lap dives on the beaten track quite frequently. He just needs to push his wave before roaming. At level 11, Zed will have two points in his Ultimate R. This means that his potential at a stroke will be increased massively, and he will be able to destroy the isolated enemies with ease. At level 9, Zed will have his first maximum ability. This means that he will provide tons of damage to the enemy target, mainly if he uses his Ultimate R on someone.


Akali has a powerful early game with her Q and Passive. She will look to harass you whenever you go for CS. Avoid letting her get free harass on you by keeping your distance and staying at max range at all times. If she does use her Q and it hits, do not walk forward for some time.

Akali has no built-in sustain and she has poor base stats. She is also melee. Use this to your advantage to trade with her early on and harassing her whenever she goes for CS. A good time to trade with her is when she has used/missed her Q.

Akali’s W is important for trading and her survivability, but it has a long cooldown. Trade and harass her whenever it's down.


Extended trades work in the Kalista’s favour. Try to keep trades short and sweet so she cannot deal tons of damage with her r.

Kalista is a very strong early game champion. Try to harass and poke her down so she is unable to play aggressive and snowball.

Post level 6, be careful about focusing the enemy Support in a trade as Kalista can save them with her Ultimate x. Keep this in mind and try to focus the Kalista instead.


Shaco’s first major power spike is at level 6 when he unlocks his Ultimate l. His clone can be very sneaky, and it can deal a lot of damage if you fight 1v1.

At level 9, Shaco would’ve maxed his first ability. His ability to trade with you in the lane will increase and he will be a little more obnoxious.

When Shaco’s completed his first component item, his trading power in the lane will increase and he will be stronger in the 1v1. Unless you equal his damage, think twice before looking to fight him.


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

Very high pick potential due to her Passive and Ultimate R. After shoving the wave, she should be aiming to roam around with her Jungler and help the team.

Once she gets her core items, she can pretty much burst down any enemy squishy who doesn't have any form of Magic Resistance in their kit. Purchasing a Sweeper and playing around with vision will give her a boost in power.


Level six is the 'power spike' for Teemo. It will let him be extraordinarily obnoxious and sneaky now, especially as the game progresses.

The first item component will increase his overall damage in the game. This will help him in duels and will allow him to use his spells frequently as well.

Multiple items in the first ability will increase the damage and reduce the cooldown of the said ability. It can allow Teemo to do a lot of burst damage.


Kled will always be stronger when he is mounted. He is slightly weaker when he is dismounted.

At level 6, Kled has increased mobility and the potential to impact multiple lanes with his Ultimate R. He can also use his Ultimate R to engage and chase down the enemy. Do not overextend in lane as he can easily kill you.

Kled is one of the strongest champions in the game. He will try to fight you as much as he can to get an early lead.


Once you have destroyed the first lap in the track, turn to the middle lane and try to seat the center tower to open the map. While Draven has tons of pressure to kill, it's important that you don't walk too far from your team at any given time. Stick with your Support and hold their hand. Wait for your teammates to make the first move. Let them engage while you focus on the automatic attack of the nearest enemy champion and pick up your Axes g.


The danger increases when you don't have your ultimate R ready. Because of your soldier positioning mechanic, any enemy champion who has a dash, or other form of mobility spell, can turn out to be a really hard target to catch and kill for you. Your own mobility can prove to be a weak point for you. If the enemy manages to bait your R in an aggressive way and then the enemy Jungler shows up for a gank, you will have a really hard time getting out of the situation without your ultimate R.


Do not fight in the late game unless your Ultimate R is up. It is crucial that you only commit or look for fights when it is available as you will miss out on a lot of potential kill pressure.

Your Ultimate R will be on a shorter cooldown in the later stages of the game. If you can find an opportunity to do so, use it to catch out someone isolated and alone, too far forward or way out of position.

Peel for your carries to keep them alive for longer. If your allies die quickly, there will be little chance that you will win the team fight.


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


Xin Zhao will have two points in his Ultimate R at level 11. It will allow him to use the ability more often, making it easier for him to convert fights into a 1 v 1 as and when required.

His first ability will be maxed out by the time he hits level 9. This is a crucial power spike as it massively increases his damage output and dueling capacity.

Xin is excellent in team fights and picking of enemies due to his kit. His Ultimate R will allow him to single out enemies, allowing him to be immune from ranged carries.


Focus on roaming around and getting your team ahead as well. Your Jungler would be pretty pleased if you were to help him invade or take the Rift Herald once you have shoved your wave in.

Your ability to secure picks is really high during this phase of the game. Ensure that you keep an eye on the side lanes as you can easily find isolated enemies in those lanes, and catching them becomes really easy.

During team fights, ensure that you can use your h consistently and on multiple enemies. This will allow you to do a ton of damage, and you will be able to survive for quite some time.


Graves inflicts a lot of damage on any target during this phase due to its liabilities and articles. It is a significant peak of power for him, which can very well allow him to carry a game alone. Once he gets three points in his Ultimate t, no ill-health enemy on the map will be safe. He can just put on, auto an enemy twice, and then use his Ultimate t to finish them. Using the fog of war to do it is a great way to choose targets. At level 13, Graves will be able to do a lot of bursting damage and play around the enemy due to its maximum outside l and e. Moreover, it will give him an excellent advantage of the due.


You are weak against long-range poke because of your spell range being low to moderate (depending on ability). You are not as effective if you are not able to accumulate an advance on your enemies early. Whatever the extra speed of movement as your offers E, Annie has little or no escape form. If you are stretched without your E to protect yourself, you will be an easy target.


Push the first few waves and then remember for your first element. This will give you one on the enemy in the early lacquering phase. Keep a constant eye on the minimap, push the wave and look to impact your sideways with your W. In early play, focus on getting as much star dust as possible to increase the rest of your abilities.


If you miss your Ultimate R, you’re going to miss out on the potential resets and you’ll definitely miss out on gold and damage. Try your hardest to know who has Flash and who doesn’t to increase your chances of landing your Q.

He is a mechanically difficult champion to learn and will take a lot of getting used to. Expect to put in a lot of work trying to learn him.

Unfortunately, Pyke has nothing to offer when his Q is down. Missing this ability will be devastating and you’ll have to play safe until it’s back up. Try to get as close to the enemy or bait out any dashes before using your Q.


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

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

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


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

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

Keep the minion wave closer to your side of the map in the early game. This will ensure safety and reduce your chances of dying in lane.


Trading against Heimerdinger can be extremely tedious, but it can be done. Removing his Turrets Q will be the main focus for poke or trading with him. When you use your skill shots (if they are AOE), try to target them so that they hit both Heimerdinger and his Turrets Q. This will allow you to clean them up more easily and increase your death pressure in the way. Once Heimerdinger reaches level 6, his death pressure and strength increase considerably. Keep this in mind and attention to his abilities empowered.


To maintain parity in the laning phase, aim to hit level 2 at the same time as Nautilus. This ensures that you and your ADC have access to your full abilities and can better respond to any aggression from the enemy duo.

Whenever Nautilus roams, be proactive in pinging and communicating with your team. Alert them to his absence from the lane, as he can be a potent force in ganking other lanes. This allows your teammates to play more defensively and avoid potential engages or roams from Nautilus.

When you are detached from your ADC, be mindful of your positioning to avoid getting hooked by Nautilus's Q. Position yourself behind minions or out of range to minimize the risk of being caught and engaged upon.

Take advantage of your range advantage as Yuumi when Nautilus's Q is on cooldown. During this window, you can safely poke and harass him with your abilities. However, always be mindful of your positioning, as Nautilus can punish mispositioning with his crowd control abilities.


Having three points in his Ultimate R is a massive powerspike for Xin Zhao. This will allow him to use the ability frequently, giving him an overall benefit during fights.

Xin will have two of his abilities maxed out by level 14. This is a significant boost to his dueling power, and it will let him dominate 1 v 1's with utmost ease.

During this phase of the game, Xin will be really tanky while simultaneously dealing a ton of damage to his enemies. This means that he will be tough to take down, and immobile or CC'd enemy carries will mostly die if they can't get Xin away from them.


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

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

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


At level nine, Garen will have his first ability maxed out. This is a decent power spike as it allows him to duel enemies easily and go for regular short burst trades.

Once he manages to get 2 points in his Ultimate R, he will have an effortless time catching enemies off-guard and killing them. He should use the lane brushes to go for regular short burst trades.

His survivability is outstanding during the mid-game, and he can run enemies down while peeling for his carries. If he takes a lot of damage, he can quickly back off and let his Passive kick in.


Once Maokai gets his ultimate R maxid, the enemy will not have a perfect time in the game. Maokai's team will quickly capitalize on his CC, however. His tankness is really high during the end of the game. His passive will not let him die while he plunges the enemy backline and inflicts damage on him. He is decent during late fighting like his W, and Q can easily CC a high priority target and prevent them from joining the fights. This gives his allies time to damage the other enemies or collapse on target CC'd.


When you reach level 9, you’ll max out your first ability which is important for you in the laning phase.

At level 11 you’ll put your second point in your Ultimate. It will leave your Ultimate on a shorter cooldown and you’ll be stronger overall.

At level 13, you’ll max your next ability. As teams will be grouping at this stage of the game, you will be extremely useful with level 13 under your belt.


At level 9, Akali would have maximized his Q. At this stage of the game, she will be able to erase the waves quickly and 1v1 most champions if they try to prevent him from cultivating in a side track. Once Akali reaches level 11, she will have 2 points in her Ultimate. She can look for more aggressive pieces and try to assassinate targets that are isolated or walk on the map by themselves. Since Akali is an Assassin, she should have some articles finished during the middle of the game. If you are able to catch someone who is alone, this could easily give rise to a potential call for the Baron.


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

During objective fights, always try to get a multi-man knockup when you can. If such a thing is not possible, focus the enemy Jungler and do whatever you can to keep him out of the objective pit. This will let your Jungler Smite the objective peacefully.

While warding, keep looking at the map and see if you can flank the enemy and dive them under their tower with your Ultimate. Only do this if your team is in a position to follow up, and displace the enemy carry with your e.


Jarvan IV will be unlocking his d > e combo at level two, which will allow him to catch and CC overextended enemies with utmost ease. This will also let him show extreme prowess during Jungle duels.

Jarvan's first item component will give him a massive boost to his dueling and survivability. He will now be able to put his d Passive to good use, especially if he manages to catch an enemy out on his own.

Jarvan IV will unlock the ability to completely separate an enemy out from their team and lock them down at level 6. It is incredibly beneficial when the main goal is to separate out a single target and get rid of them quickly.


The slow on her W can allow her to get kills quite easily. She will need to whittle her target down before that, or she can rely on a gank or her Support.

Her E tower damage allows her to procure plates and destroy towers with ease. This will put her ahead in the lane, as well as get rapid objectives if she is left unchecked.

Her self peeling ability is quite strong and she can get out of sticky situations with both her W and Ultimate R. This arguably makes her one of the safest carries in the game.


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


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


At level 1, expect Shaco to have placed multiple boxes x around the lane. Wait for the minion wave to approach before walking to lane. Do not hug the side of the lane at level 1 as it is likely he has placed boxes there.

If Shaco has been picked first, avoid playing somebody who needs to hard engage as it will be very difficult for you to engage without dying. Pick someone who is ranged and can poke instead.

When playing as a ranged champion, try and use your range advantage to poke and harass him as much as possible.


Expect Sett to flank in a team fight or use Hexflash to get over a wall and catch someone out with his E or Ultimate R.

Avoid grouping to closely as it may allow Sett to get a multi-person E off which will help his team win the team fight. Splitting up slightly will be better for you in the long run.

Do not walk too far forward when sieging an objective as Sett may use his Ultimate R to pick up the closest champion and launch them into their allies behind them. If you’re grouped together and in line with one another, it will be harder for him to do this.


The junglers can camp it at this stage as well as it will no longer have any other form of escape, and its E has a very long cooling period. It takes enough time for its itemization to work. It also depends on the fact that it is very skillful to shoot hard and that it will have to place its Qs on the enemy to be effective. Bouffer its E won=t works too well if the enemy has some form of varied CC that it can use to follow on Ezreal after using its E. This obliges it to play a little more defensively, and it cannot push in the wave either, otherwise it can be crushed by the enemy.


Getting to level 3 will be quite important in this matchup so ask for a hard leash and quickly erase the Jungle. Once you are level 3, you can start to glove. Try to initiate the ganks using your E to slow down the overheard enemies. This will mean that you will need gank when a new wave of minion appears. In the first levels, play safe and avoid engaging in any duel. Your game early is pretty weak, so you'll probably lose jobs against an aggressive jungler.


Caitlyn is a great champion at the end of the game. As long as you can kite on her, you will be incredibly powerful in the fights of the team at the end of the game. At level 16, Cait will put the third and final point in her Ultimate R. It's a good point for her because she can use it to finish higher health goals. But, just like in the middle of the game, she can't use it in a team fight that is one of her many falls. At the end of the game, Cait would have reached 100% critical strike.


Tahm Kench will have several completed elements during this phase of the game. It will increase his survival and allow him to get rid of a lot of damage as well. Once Tahm Kench has reached level eleven, he will have added two points to his Ultimate r. It will increase the damage inflicted by the ability while increasing the shield if this ability is used defensively. His first ability will be maximized to level nine. This will allow him to all enemies with increased efficiency while using the track brushes constantly.


A maxed-out Ultimate R will let Neeko use the ability quite frequently. All she needs to do is find a flank on the enemy team.

Her late-game team fighting is really potent. She can disrupt an entire team with a well-placed E or Ultimate R.

Her damage during the late game is absolutely massive. One E > Q combo is enough to half-health any squishy target.


If Dr. Mundo is not in advance, he will find it hard to be the first line for his team. If he is behind, he will not be able to carry much damage and will have to fall back soon enough. Without his ultimate m, Dr. Mundo does not have much pressure to kill or drive out potential, unless he can land his t. If he misses his Q by trying to ruin a track, he can do nothing to stop the enemy.


Do not group or fight inside the jungle as it will allow Rumble to get a good Ultimate off. By fighting in the open, it will be harder for him to get a 5 person Ult.

Never try to take an objective like Baron or the Dragon if Rumble is alive and kicking. As you will be quite close together inside the pit, you are allowing him to land a devastating Ultimate on your whole team.

Rumble is prone to disengage. As soon as he uses his Ultimate, try to disengage or reposition so it’s harder for him to deal follow up damage and win the fight.


Depending on the ADC synergy, Galio can spike at level 2 or 3 if his ADC is an aggressive, early game dominant champion.

Try and stay at max range at all times to make it very hard for Galio to use his E and W aggressively to taunt you. He is much stronger and has good gank set up when he’s healthy and both of these abilities are up.

Galio’s biggest power spike is reached at level 6. His R gives a large opportunity to gank and assist other lines or introduce himself in a team fight. However, he doesn’t have much kill threat against enemy laners in a 1v1 at level 6.


If you can interrupt it as soon as it channels its Ultimate R, its damage release will be low and you will have a greater chance of winning the team fight. Avoid fighting in tight and closed areas. Katarina has crazy AOE damage and if your team is grouped closely, she will be able to melt you. Try to fight in areas that let your team slightly divided. Force a team fight when Katarinas Zhonyas is down is a good way to get her out of the team fight quickly. This will reduce her ability to take control of the team fight with her resets.


Zyra’s early game poke is very good. Once you have a few levels behind you, you’ll be able to constantly harass the enemy with your Q and E. Gaining an early health lead could set up your Jungler or could allow you to get an early kill.

Once Zyra has upgraded her Boots, her mobility and damage output will increase. Zyra should get Boots and upgrade them as quickly as possible to increase her damage output.

At level 6, Zyra’s damage output and kill pressure further intensify. Play around your Ultimate R to look for aggressive plays with your ADC. Your Ultimate R will deal a considerable amount of damage, so you should be able to get kills with it easily.


Stay away from your team and look at the farm and win as many XPs as possible. You need to hit your level peaks as quickly as possible and one way to do so is to stay on a side track. Focus on agriculture and avoid fighting in the middle of the game. If you die or have to burn your Flash, you will be incredibly vulnerable. Split push and stay away from your team unless they need you. You will be stronger if you avoid fighting and grouping unless you have to do it.


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

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

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


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


At level 1, make sure to harass Alistar with basic attacks to get his weak health before reaching level 2. His level 2 all-in is strong enough, so you should try to get a health advantage to make it impossible for him to engage. Once level 6, Alistar can engage freely and trick dive with his Ultimate. If you are below 50% of health, make sure you can remember how easily he can dive and survive thanks to his R. Once Alistar takes Mobi Boots, he can wander and help other ways. As soon as he leaves the track, ping that he is missing. Communication is the key and you need to communicate with your teammates when he's gone.


It is very important that you hit Level 2 at the same time as Irelia. If you don't go, step back slightly so they can't get all of you as soon as they get the level. Try to follow the ultimate cooling station of Irelia 6. It is important to do so because you don't want to be caught by the top damage post of Irelia 6. When Irelia leaves the track, try to contact your team so they know they are missing. If you can, try to match their path.


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

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

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


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

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

Keep the minion wave closer to your side of the map in the early game. This will ensure safety and reduce your chances of dying in lane.


Volibear is a very early Jungler game and will look to gank a lot. Ward its jungle entrances to make it harder for him to get successful ganks. It's good Dragon and objective control in the game early. Make sure you keep the Dragon monitored at all times so you can spot it before it is able to take the goal. If you know Volibear has its ultimate R available and you see your allies on weak health, ping them to remember. Volibear has an incredible diving potential and can pick up free murders under the towers.


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

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

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


Ryze will try to avoid team fighting in the middle of the game because he still needs time to come online. The search for fights as soon as the laning phase is over is favorable. Team fighting in the last game is where Ryze can shine. Finishing the game as quickly as possible will reduce his chances of coming online and winning the fight for his team. Warding your flanks will reduce Ryze's ability to get a good final R and surprise your teammates. Avoid pushing too far forward when you don't know where Ryze is to reduce the chances of catching you with his ultimate R.


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.


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.


Do not separate from them or get away from them otherwise the enemy may try to take you or initiate a 4v5 fight when you are away from your team. Avoid fighting in the late game unless your Ultimate R or Zhonya. Hurglass is in place. Do not fight or hug with the enemy until they are both. Being killed could cost you the game. Playing on the side of the card that has the next major goal up so you can turn to take it with your team. Otherwise, if you have Teleport, you can go to the bots side of the card and use it to get it to your team.


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


Quinn will try to poke you from a safe distance. Do not stay clumped with minions else you will get chunked out massively.

Quinn may try to roam post-six. Let your laners know if she is missing, and see if you can set wards in the river previously.

Stick to the lane and force Quinn to roam by making the lane completely dormant. Only look for all-ins when your Jungler is arriving.

Keep the wave close to the tower and focus on getting tankier in this matchup. Failing to do so can easily allow the enemy to all-in you.


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


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


Level 6 is a massive power spike for Syndra as she can easily burst down enemies now. It also lets her use her E properly.

The first item component will give her a lot of wave apparent and damage. It will also give her a lot of mana to cast her abilities frequently.

Level 3 is a decent power spike as it allows her to gain access to all her primary abilities. It also lets her go for regular burst trades against her enemies.


Renekton is one of the strongest early game champions in the game. You can use this advantage to gain a lead.

Has tons of sustain in lane thanks to his e. The additional healing will make fights favoured as he can heal back some of the damage taken.

Once ahead, Renekton can constantly bully the enemy laner and over again and snowball his lead quickly. Make sure you keep playing around your cooldowns to further your lead.


Focus on farming and fighting the enemy during the laning phase. Keep the minion wave closer to your side of the map to make it easier.

Look for plays when your Ultimate is up: keep the wave near your tower to make it easier to kill the enemy.

Be prepared to roam around the map and help your mid laner with your Ultimate.


An additional point in his Ultimate R will boost his overall damage and let him use the ability frequently. It will help him massively during team fights or when trying to secure picks.

His first ability will be maxed out at level nine. This increases his damage, and his team fighting potential will be pretty respectable now. He will pose a lot of threats if he can use the ability while hiding in a brush.

His tankiness will be colossal during this phase of the game. He will soak up both tower shots and enemy damage simultaneously and make it very easy for his allies to follow up on his engagement.


Stay at max range as much as possible to make it harder for him to land his E on you. Getting too close to him will make it difficult for you to dodge and escape his Q.

Stand behind minions at all times so it is impossible for him to land his Hook Q. Avoid walking outside of the minion wave or in the open as much as possible.

Beware of Thresh’s gank setup as he can easily set up ganks with his W. If he walks near a wall, his Jungler could be approaching and waiting for the Lantern W before moving in.


Your Ultimate is extremely strong. It is crucial that you be proactive with your Ultimate and gank every time your Ultimate is up as it will do exactly the same. It is stronger than you post 6. Keep your distance and run away if you find it alone. Make sure you make sure these Dragons so you can keep your team in the game! Counter-ranking Briar is really easy on this champion.


Lux will not have a lot of articles and will do a lot of harm due to its AP ratios. Any squishy who gets caught by his g will certainly end up dying. She will climb really hard to level 11. It is mainly because of her upgrade Ultimate n, which will increase the damage of this ability while drastically reducing its cooling. The mid-lane brushes will be a good place to wait for unsuspecting enemies. Lux is usually good during team fighting, but she will excel in fighting in the bottlenecks. The enemy will not be able to do anything to avoid the g of Lux and will be zoned by her poke l.


It will be very tanky as it would arrive towards the end of its construction. If it has not gone full tank, its release of damage will be good enough in the fights of the team of end of match. At level 16, Amumu will put the third and final point in its Ultimate y. Its Ultimate should be on a short cooldown and he should have it a little more frequently. Avoid fighting unless it is up in the late match. The teams will always be closely grouped in the late match. It's good for Aumu as he will be able to CC all his team with his Ultimate there.


As you are good at getting choices and killing isolated targets, try to ambush and assassinate enemies who are alone or walk around Summon Rift alone. After killing someone, call for a close goal. Try to secure the Baron or Dragon whenever possible. Securing goals is the key as a Jungler during the middle of the game. Continue cultivating your jungle as well as gank and helping your allies.


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


He will fall off during the late game unless he is really far ahead. This is due to the enemy building defensive items and completing their builds.

He will be able to get all his empowerments by now. This will still allow him to focus and kill isolated targets, especially if he manages to catch someone in the Jungle or a side lane.

Kha'Zix will have multiple items by now. This means that he will be dishing out a lot of damage but will get killed if he is CC'd. He will have to look for flanks and play around vision to be successful.


Master Yi will get strong and stronger with the more kills he’s given. Avoid giving kills to him in the early game.

Once Master Yi hits level 6, he will start ganking as his Ultimate r offers him tons of added kill pressure.

Master Yi is very strong in the late game. Try to reduce his income to make it harder for him to snowball and take over the game.


Cassiopeia has a lot of kill pressure in the mid-game, especially once she puts 2 points in her Ultimate R. The reduced cooldown and 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 somewhat endless mana pool once it’s maxed out.

At level 9, Cass will max out her E. As long as she lands her Q, her bully potential will be incredibly potent. Her all-in heavily intensifies at this stage of the game.


Once Renekton gets two points in his Ultimate t, he will be able to run down enemies with ease. The best effect will be seen during fights around chokepoints, though, as the enemies won't be able to run away easily.

Renekton will have multiple items now. This means that he will be dealing a lot of damage to his enemies while simultaneously tanking a lot of damage. Any enemy who gets caught out by him will get chunked out and probably die.

Renekton is decent in the mid-game, but he should focus on ending the game during this phase of the game itself. Taking as many team fights as possible and getting rid of the enemy backline is his win condition.


Level six is a massive peak of power because it unlocks Lux's 100 to 0 combo. Any enemy who gets caught by its g will be in a world of pain from now on. Its first element will allow it to spam its abilities with a higher frequency, to inflict more damage, and to assert the domination of the way due to its long reach. Its early play is not so bright because its damage is not too high because of any element. As the game progresses, it should have a simple time with its opponents.


Its e is very versatile. It can use it to reposition and close the gap between it and the enemy lantern. At level 6, its Ultimate t is very strong and can allow it to execute enemies who are in poor health. If it is confronted with a weak lantern, do not be afraid to go to kill it. The e quasi-visage can cause chaos for an enemy team, especially if they are piled together. This ability can prevent the ADC enemy from choosing a target on which to concentrate while Graves continues to spell them with his self-attacks.


It can easily hide somewhere and use its clone to crush the enemies and inflict free damage on them. Its first ability will be maximized at level 9. This makes it really difficult for the enemy to catch it during all the ins, and Shaco will easily be able to inflict a lot of damage without taking a lot of return. Shaco is really good to get peaks with the team during this phase of the game. It can easily set up death brushes and use its x to pull the enemies before a neutral and objective fight.


Thresh is really tanky during this phase of the game as he will have a lot of items. This will allow him to both engage and peel for his carries at the same time.

Thresh doesn't spike too hard at level 16 because his Ultimate a effects still remain the same. This basically means that he has begun falling off and is now reliant on his Q to win the game.

Thresh exists to peel for his carries and find targets with his Q at this stage of the game. If he happens to miss the ability, he won't be able to do anything till it is back up again (unless he has his Flash).


Shyvana is very weak before-6, and you are much stronger than her. Go and invade her and try to fight her to deny her gold and XP. Post 6, it will be harder to fight her alone, so keep this in mind if you want to play aggressively. Try gank as often as you can early. You are much stronger than her and can get a lead just by being active on the card. Don't forget Shyvana. Make sure you take these Dragons away from her whenever possible.


This is particularly true at the beginning of the game. Her Ultimate R has the probability of having her entire team killed if it is inappropriately used. She is also very vulnerable when her C is broken. The ground engineer on her Q can easily allow her drags to play in the middle of the track as she can continue to block her enemies with continuous Qs.


Try to flank in team fights with your Q and t to get on to the enemy backline and shut them down. Flank from the side instead of running directly towards the enemy as they’ll be able to disengage or poke you down.

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

Avoid overextending or dying alone. When you’re dead, the enemy may be able to siege an objective, start a fight or secure the Baron or Dragon.


Xin Zhao’s first power spike in lane is at level 3. He can all-in the enemy at level 3 when he gets access to all 3 basic abilities.

At level 6, Xin Zhao’s kill pressure heavily increases. He can instantly kill any enemy laner and chase them down once he has his Ultimate R.

After Xin has picked up his first component item, he can trade very aggressively with the enemy. Furthermore, the extra damage he gets from this item will help him last hit and farm easily.


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


Level three is a decent power spike as Veigar can trap his enemies and then pelt them with his abilities. A full rotation of his basic abilities will deal a good amount of damage to his target.

Level 6 is a significant power spike as Veigar gets access to his Ultimate R, which is a really great finishing move. It will help him take over the game later on.

The first item will be a significant power spike as well. This is because his AP will be increased, which, combined with his Passive, will allow him to have more AP than most other players.


It is its main defensive tool, which, if used offensively, can allow the enemy team to kill and cover it (if it is too pushed up). If a Caitlyn can't use its W in an appropriate way, it can't really be too effective in the laning phase. It takes some time to get used to placing the W traps, especially against enemies who have a dash or flash shape in their kit. It falls massively in the middle of the match because it is extremely dependent on the critical chance to hit to be able to eliminate a lot of damage. Its counterparts can do a lot of damage and have a lot of utility at this point because of their kits, which puts Caitlyn in a rather weak point.


Tahm Kench will have multiple items completed during this phase of the game. It will increase his survivability and will let him dish out a lot of damage as well.

Once Tahm Kench hits level eleven, he will have added two points to his Ultimate r. It will increase the damage dealt by the ability while also increasing the shield if that ability is used defensively.

His first ability will be maxed out at level nine. This will let him all-in the enemies with increased efficiency while using the lane brushes constantly.


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


Zac’s E can be used from afar to start the team fight. Make sure you ward your flanks when sieging an objective.

Avoid fighting in the jungle as it will make it easier for Zac to land his E and knock up your whole team with his Ultimate R. Fight in the open when possible.

Do not group too closely. If you’re split up slightly, it will be impossible for Zac to catch out and knock up your whole team with his E and Ultimate R.


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.


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

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

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


Brand is quite still. It can be frequently invaded by strong early game champions like Lee Sin, Elise or Pantheon. In addition to being quite still, Brand is also quite squishy. In team fights, he is inclined to everything and will die quickly if he is taken out of position.


When Yorick hits level 6 he becomes so strong he can 1v2 in certain situations. Killing his Maiden R  is your main priority when it's activated. While she’s up- avoid fighting him directly.

Once Yorick has completed his first item, his damage output will increase. Depending on the matchup, Yorick may start to play super aggressive after he’s completed this item.

Yorick is quite good in the mid-game and he’ll be looking to split push during this time. You’ll need to stop him from split pushing otherwise with the help from his Maiden R, he will take objectives for free.


It can use its Q both poke and clear wave, which allows it to obtain the priority of the track, and its Jungler can safely invade the enemy accordingly. The first component offers a lot of poke from the end of Karma because it increases the damage of its Q and allows it to use it frequently because it will have more mana to use. Level 6 is not a huge peak, but it certainly increases the amount of poke damage that it can do with its capabilities. Its Qualified Q is a force to count with once it reaches level 6.


Very motionless and weak at the beginning of the laning phase. It is especially true if he is confronted with a champion who can all-in and CC him. Is quite vulnerable when his E is down as is his main form of CC. Painful injuries can completely counter his kit at the beginning of the game and also affect his playing environment. He is very weak when his Ultimate R is down as he has won.


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


Needs her team to follow up in team fights or else she will get blown up.

The interaction between her E and W is a bit annoying.

If she doesn’t fight in the jungle or near walls, she is missing out on extra CC.


Make sure you reach level 3 really fast in this game. It will allow you to run ganks easily and get a quick lead on the enemy. Once you get your Ultimate R, you should be able to blow up your opposition regularly. Look for peaks all around the map and keep a trace of recently completed fighting. Once you get your first element, your brilliant damage will be really high. Just make sure you don't get CC'd for a big all-in, you will definitely end up dying.


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


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

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

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


Once she has 2 points in her Ultimate R, she can easily take over the team fights and disrupt them. Her positioning will be the determining factor from now on. Samira is excellent in mid-game fights because she can overthrow the enemies if she gets her S-rank. This, combined with her mobility and life theft, will prevent her from dying. Her first ability will be maximized at level 9.


Xin is vulnerable to the CC during the team fights, don't ignore it. Focus on him when he engages. As he is a powerful champion of skirmishes, he will look for choices on enemies who walk around Rift Summoners alone. Avoid walking in areas that are not rewarded unless you know where Xin Zhao is. When Xin Zhaos Ultimate R is on cooldown, he is incredibly vulnerable. Force Team fights when his Ultimate R is down to increase your chances of winning the fight.


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


Her earliest power spike, like many Junglers is at level 3, where she unlocks her core abilities. Fighting her for the first crab may be dangerous!

When Briar hits level 6, her true ganking potential comes to light, and she will look to gank and help her allies from afar.

She is good in the mid-game, and if she gets an early lead, she will be strong during this game phase.


Dr Mundo will be looking to power farm early to unlock his Ultimate m. When he has his Ultimate R, he will look to gank as often as possible as it provides him with a lot of trading power.

Once Dr Mundo has completed his first item, his trading power intensifies and he can 1v1 most Junglers if he is healthy. Don’t fight him if he is healthy post level 6. Only fight him if he is low.

Dr Mundo has good Dragon control and can solo it easily. Make sure you have it warded at all times so he doesn’t get the early objective.


Keep in mind your position when you are disassembled due to its W poke from Ashe. Avoid going for prolonged trades; instead, aim for automatic attack and then climb up quickly. After level 6, be careful on disassembly when Ashe has its ultimate (R) available. Keep the wave near your side as Ashe is squishy, making it vulnerable to the ganks of your jungler.


Keep playing with your Ultimate R to get more dead and more choices. Choosing the right target can allow you to take the Baron or Dragon. Keep trying your hardest to get goals with your team so you can win a global advantage over the enemy. Keep picking up and securing 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!


This is the phase of the game where you will be dealing a ton of damage. You can use your E more liberally to get some kills from now on.

Your Ultimate will be on a short cooldown, so ensure that you use it quite frequently. It will definitely help you with chunking out enemies who have already taken some damage.

If you have allies who have CC built into their kit, try to stick near them. You should always focus on the CC'd target and kill them when you get a chance. Also, if the enemy has an assassin, try to shadow them and see if you can get the kill on them if they assassinate your allies.


Nasus will seek to divide the thrust throughout the middle of the game. It is good to divide the thrust thanks to his Q. When Nasus is divided push, you can use the number advantage to start a team fight. During the fight, check the map and keep an eye on Nasus. Be ready to disengage if he is about to take a turn. If Nasus gathers for team fights, try to lock him up with CC so that he is unable to get on your portages and kill them with his Q and R.


Interrupt him whenever he tries to CS. Making sure that he can't stack his Q is of paramount importance.

If he uses his W on you, jump out of the fight immediately to keep yourself safe.

You are really CC heavy so focus on making plays in other lanes. These unexpected ganks can easily get you and your team some free kills.

Keep the wave close to your tower and ask for ganks. Make it a point to initiate the fight though, as your CC is more reliable.


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

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

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


Items such as Banshee, Guardian, QSS or ZhonyaS Hurglass are excellent against Annie because they protect you from her damage. If she advances, make sure to invest in one of them. In team fights, don't gather too closely because Tibbers R is an AOE capability that can stun several members of your team if you are grouped together. Stay close, but not very close that she can CC all your team. Lack of mobility and defensive statistics make her difficult to fight. Try to delay team fights as long as you can while you push her down. If she is weak, engage or use her Q or Tibbers R aggressively will be very dangerous for her.


Lock Ekko in the team fights will prevent him from using his Ultimate R to escape with. Keep track of his Ultimate R in the fights as he can use it to set up an escape or engagement. Keep the vision in typical flank locations like Ekko will try to set up an engagement with his W from out of sight. If you see him running towards you, step back for a few seconds as he would have used his W. When no team fights happen, Ekko will try to divide the thrust. Avoid leaving him alone in a side lane by making sure that there is always someone who matches him.


At level 9, Akshan will max out his Q. This is really important for Akshan as maxing his Q offers him a lot of extra damage.

When Akshan puts the second point in his Ultimate at level 11, he will find it quite easy to execute enemies.

At this stage of the game, teams will be grouping. Akshan’s w will be really good at this stage of the game because he can bring back a recently deceased ally.


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


Taric could start jerking off as soon as he reaches level 3. He will also be strong enough in the fight of scuttle crab. Taric is very strong in the team fights that his Ultimate R can be used to protect his allies. Disengage or finish the targets quickly as his Ultimate R descends. His healing and shielding will be heinous in team fights. Get some form of healing reduction to make him less powerful.


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


Another point in his Ultimate b will seriously tip team fights in chokingpoints in his favor. All he needs to do is time it well and drop it at the appropriate places. He will now have several items at his disposal. This means that his damage will increase considerably, and it should have an easy time to melt through the enemy health bars. The presence of Rumble during mid-game fights is really fabulous. He should be able to win several fights just by using his Ultimate b correctly.


The mid-game should be focused on picking off the enemy laners and champions who are squandering about the map. Her potential to duel and pick off enemies should be capitalized on by her.

Neutral objective fights will have to be dealt with differently. Camille should always try to get into the enemy backline by using the fog of war to her advantage during such fights. This is mainly because she doesn't have any consistent AoE DPS ability in her kit.

Her core items should allow her to take up any fight without significant hindrance. She should be focusing on ganking her laners frequently to help them accumulate a lead during this phase of the game.


Lulu can keep his allies alive for a long time with his E and Ultimate R in team fighting. This increases his ability to inflict damage and survive team fighting. You have a lot of poke thanks to your Q and E. This can allow you to win 1v1 battles with the enemy. You can also use your E to protect yourself rather than use it on the enemy. To tons of utility that can help him in a plethora of scenarios. Lulu is a solid choice and can fit into many team compositions.


Level 11 is a good power peak for Nilah. Nilah will put a second point in his Ultimate at level 11. Teams begin to regroup in the middle of the game. Nilah is good in team fights and will be good in the middle of the game. At level 9, Nilah will maximize his first ability.


His boots will give him a massive powerspike as it allows him to roam easily, and he can rotate between lanes easily. It can also allow him to set traps for the enemy by recalling early and walking back to the lane faster than his enemies.

level 2 and level 3 are significant power spikes as it allows Zac to bolster his all-in potential. Both levels add a layer to his all-in and CC, which will enable his ADC to follow up on all-ins with ease.

level 6 is another major powerspike as it can allow Zac to affect team fights massively. It will make neutral objective fights way easier for him.


If you can't hit your e or m on a target when they fight alone, you'll almost always 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 that the enemy can invade you over and over again.


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

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

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


When your team doesn't want to fight, divide the push and apply pressure elsewhere on the map. Avoid team fighting during the middle of the game unless you have your Ultimate R Up. When it's on the cooldown, you'll miss a lot of support and damage, so you have to play around with this cooldown of abilities.


Good vision control can make it really difficult for him to gank lanes with his E and Ultimate. He must avoid these warding locations if he wants to get ahead.

Skarner is prone to CC, which makes using both his E and Ultimate quite difficult. To fully use these abilities, you must look for situations where you cannot be interrupted.

If the enemy team splits up, or if the frontline is always blocking the enemy carries, it will be hard to use your Ultimate on a carry champion. Using your Ult on a tank isn’t really worth it.


When fighting Gwen alone, try and only commit to fights when she doesn’t have many stacks otherwise she will deal a lot of damage to you.

Gwen is a skirmish heavy Jungler in the early game. If she ganks a lane and you cannot contest it, try and invade her jungle on the opposite side of the map or gank another lane to equal her pressure.

Gwen has very good objective control and can solo the Dragon and Rift Herald frequently. Place vision to spot her before she is able to take these objectives alone.


Do not push the lane without having the lane bushes warded in the bottom lane. You never know, Fiddle could be hiding in there and ready to pounce.

Fiddlesticks is rather immobile and generally pushes the wave. Try to request ganks from your Jungler and then go in just before they arrive for the maximum chance of killing him.

Try and bait out his Q before fully committing to an engage otherwise he will interrupt the exchange. One way you can do this is by walking forward and falsely baiting an engage. Whenever he uses his Q, abuse the cooldown.


Xin Zhao will have two points in his Ultimate R at level 11. It will allow him to use the ability more often, which will make it easier for him to convert fighting to 1 v 1 as and when necessary. His first ability will be maximized at the time he reaches level 9. It is a crucial peak of power because he massively increases his damage production and duel ability. Xin is excellent in team fighting and collecting enemies because of his kit. His Ultimate R will allow him to distinguish enemies, allowing him to be immune to various maneuvers.


Play safe in the first few levels. Garen needs some time to come online or else he’ll fall behind and be unable to scale.

Once you’ve unlocked your Ultimate R, you can look to play more aggressive. Your Ultimate R can be seen as an execute and will help you finish off the enemy.

Once you have a few levels or an item under your belt, you can look to play more aggressive and look for fights.


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


Once Kennen has multiple items, he will be able to single-handedly turn the game's tide. His poke damage will be enough to two-shot squishy carries.

When his Ultimate m gets maxed out, he will be dishing out a truckload of damage. Now Kennen will just have to rely on flanks and the fog of war to set up a good fight.

Late game team fights are often decided in the neutral objective pits while taking an objective. Kennen's Ultimate m will come in very handy during this stage and let him win his team's game.


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. When no team fight occurs, go on a side track and push. It is important that you continue to cultivate during the middle of the game so that you can get your items as quickly as possible. Do not stay right in the middle if you can't get anything done. Avoid overextension or die alone. When you are dead, the enemy may be able to sit a goal, start a fight or secure the Baron or Dragon.


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


Purchasing a Sweeper and playing around vision will be really good as you will be able to flank and 'Shurima Shuffle' the enemy backline into your team with your Ultimate R.

Be on the lookout to secure picks when inside the enemy Jungle. The enemy Support and Jungler will have to set vision up, which makes them prime pick targets. Get rid of them and then use the numbers advantage to win a fight.

If you see one of the enemy carries in the side lanes, see if you can flank them from the fog of war and kill them rapidly. This can be done very easily, even when the target is near their tower, due to your Ultimate R displacement distance.


Gwen will be divided by pushing in the middle of the game. You can use the number advantage to take her down or start a team fight on her team while she is elsewhere on the map. She will be hard to kill in team fights, so you will need to play around her W to make it easier for you to close it. The healing reduction will be very useful in team fights that Gwen will get a lot of support.


He is mechanically a very difficult champion. You’ll need a lot of games to master this champion.

He will run out of mana quickly, so you need to always keep an eye on your mana bar.

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


Try to delay team fights as long as possible while you poke the enemy down with your Barrels E. Getting a good Barrel E off can help you win the fight.

Avoid fighting unless your Ultimate R is up. It is a very important ability and you need to make sure it’s up before committing to a fight.

While Gangplank does have a lot of splitting power, it’s better for you to group with your team in the late game as there are strengths in numbers.


Try to go for short burst trades against the enemy laner using your Passive and r when possible. This will help you prevent all-ins on yourself.

Once you get your first item component, your dueling potential will increase drastically. Try to take part in more fights now to ensure that you get a lead.

Always help you Jungler with neutral objectives when possible as your r will make quick work of the neutral objectives and prevent unnecessary smite fights.


Teemo lacks wave clear and will struggle to clear waves in the early game. If you can keep him pushed in, you may be able to get things done elsewhere on the map.

It’s going to be hard for you to get ganks in this matchup. Don’t expect your Jungler to gank unless you’ve cleared the Shrooms t from the lane.

Try and not pick a melee champion into him. You’ll find more success with a ranged champion instead.


This is the point of the game where Zed will have a lot of difficulty in bringing down the enemies. That's because the enemies will buy defensive objects from now on. Yet, Zed should try to go for isolated targets when possible. At level 16, he will have his ultimate R maximd. This means that he will inflict massive amounts of damage to squishier targets and decimate anyone who has been caught alone / Zed will really have weak cooldowns now, and he can do a lot of damage because of that. This means that he will be the lot of squishier targets on the enemy team, and he can get rid of them quickly.


In team combat, it can be put into a kit to death by any transport range that the enemy team has. If the enemy is intelligent and puts the vision in the track brushes, he will not be able to count on his Q to poke/start an all-in-one. Its handling decreases while using its Ultimate R, which makes it difficult for him to land when the enemy is out in the open and has some form of dash or flash.


Stand behind minions to reduce his Q damage.

Ezreal is good in extended trades, so avoid going for extended trades with him.

Unfortunately, their level 6 is stronger than yours, so be careful when fighting post 6.

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


When Galio charges towards you, try to disengage as quickly as possible. If you let him get close, he will look to engage with his E and then taunt you with his W.

As soon as Galio goes missing post level 6, ping your team as he may be looking to roam with his Ultimate R.

If you’re a ranged champion, use your range advantage to harass and poke him down whenever he moves forward to last hit.


Look to lane gank as many allies as you can to ensure that you can help your teammates. This will allow you to take down squishies really easily.

Be a part of neutral objective fights and make sure that you set up death brushes with your Ultimate R. Since you're building AP, you will pretty much blow up everyone.

Look for picks during the mid-game. It should be quite easy for you due to your W and E. Don't forget to heal up with your Q.


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

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

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


Watch the track brushes at all costs in this matchup. Sion can easily you CC from them and you won't even know about it. Keep track of its ult noise and see what track it is ruining. If it goes for another way, just get turn plates. During the fights, make sure you don't leave it to anyone. So much your ult and tankness should facilitate this and you can play the fight with relative ease.. Keep the wave near your tower. The enemy doesn't have some kind of sifting potential and can easily be exposed to the ganks.


Level six is an important peak for Neeko as it gains access to its Ultimate R power. Team fighting will become really easy now. Its early play is pretty decent because it can get the enemies out of the range. Its E will be empowered if it can properly manipulate the minion wave. The first component will allow it to spam capabilities and not lack mana. It will also allow it to do a lot of damage in the way.


Olaf doesn’t have the healthiest clear early. If you have strong duelling potential: somewhat equal to Olafs, you should look to invade him and try to kill him while he is low.

He has good Dragon control thanks to his Passive and t. Make sure you take the bottom side Scuttle Crab and keep the Drake warded so you can spot him in case he tries to take it.

Olaf is going to be looking to gank often in the early game. Having vision around the river and jungle entrances will reduce his ability to get successful ganks off.


Care for her poke and range advantage during laning.

Stand out of the minion wave to force her to choose between pushing and poking you simultaneously.

Allow her to push you in to your tower early; coordinate with your jungler for potential ganks.

Be cautious of her ultimate's increased kill pressure at level 6; recall if you're low on health.


Find a healthy balance between ganking lanes, getting picks with your W, securing objectives and farming your own jungle.

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

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


Look to take down the enemy carries. Focus on the backline and try to take them out of the fight. Focus them on your other frontline champions.

As the top laner, you need to ensure you don't ditch your team during all-ins and leave them behind. Remember that you are immune to CC due to your Ultimate k and not your team.

Make sure you are always on the side of the map that the next primary objective is on. This will let you work with your Jungler to secure picks and negate vision around that area. If you get a pick on the enemy Jungler, your team should easily win the game.


When Kayn gets his transformation, he'll be much stronger. If he goes Red Kayn, he'll be more tankier, if he goes Blue Kayn, he'll inflict tons of damage. At level 6, Kayn can be more aggressive and go for more risky pieces than he can use his Ultimate R to protect him from death. Keep this in mind during his struggle. Kayn will seek to sniff as much as he can in early play so that he can get his form early.


Diana's goal control is good and she can guarantee goals like the Dragon or Rift Herald without any help. Try to keep them guarded or ideally take them before she can reduce her overall effectiveness. Diana's goal control is good and she can guarantee goals like the Dragon or Rift Herald without any help. While you may be unable to match it, post 6 you must actively search for coins with your Ultimate because it greatly increases your pressure to kill. As soon as it is up, try to gank a way. When 1v1ing Diana, you must swipe her Q to win the 1v1. If she shows up this ability, just back as she will probably beat you otherwise. Her level 6 power peak is very good. She will probably beat you in 1v1 at the game stage, so don't bother trying to fight it alone unless she is weak.


One element is enough to roll her snowball in the game. She just needs to play the initial part of the laning phase correctly, get this element and then go on a murder spree (with the appropriate use of her r and Ultimate R). Even if she is behind on CS, she can easily catch up by wandering around the map and cleaning the killings. She can even do lap dives with her team if the enemy team lacks CC, or if her teammate takes the aggro turret. Her r reset mechanism allows to get several kills in a very short period. Combined with her W, it can allow her to perform multiple trips and escape unpleasant situations.


Use the track brushes to get a edge on the enemy sleds. You can easily poke them with your t and self-attacks that you will be hidden. If the enemy lantern wanders, do not bother trying to challenge their roam. Instead, push the minion wave and start winning the gold turret. You will want to enigma the track brushes with your t Ultimate and use them as cover to continue cutting your opposition. It should be easy enough to do during early play.


Galio's damage will increase by a lot once he gets his first item. It will allow his Q and E to hit like a truck during all-ins.

Once Galio hits level 6, he unlocks the ability to make cross-map plays around the map. This is advantageous for his team and will let you impact the game a lot more.

Since Galio has limited range, he will have a hard time early during the game. However, he can use his Q to bypass this. When using his Q, he should try to hit the enemy champion for bonus points.


If you are a strong 1v1 champion, try to invade him early to put him behind and delay his level 6 power peak. Amumu must hit level 6 as quickly as possible so that he can gank with his Ultimate y. Try to gank as soon as possible so that your allies are stronger than his. This will make it harder for him to gank when he comes to time. As suggested, Amumu has a weak start game and will be looking for the power farm. If he shows on the map, or if you are stronger than him, you could invade his jungle and steal some of his camps. This will delay his level 6 power peak and delay his Ultimate y that in turn, will also delay some of his ganks.


If you're strong at level 6, try to abuse it. After she's finished her first article, Taliyah can quickly push the wave with her Q. Make sure you're still behind the minion wave or outside of it so she can't push and poke at the same time. The more items she gets the strongest Taliyah will be. Avoid letting her drop you with Q because she's going to inflict a lot of damage. In particular, don't let her delay a team fight with her Q.


Akali’s level 6 all in is much stronger than yours unless you’re full health. If Akali is low on HP, look for an all in as soon as you hit level 6 as she will not be able to trade back with you.

Don’t bother using your W unless Akali is coming towards you with her E . Save this ability for that exact scenario so you can turn around the exchange.

As your Q has high cooldowns in the early levels, make sure you do not put yourself in danger while it is on cooldown as it is your main damaging ability. Once it’s down, play safer and try not to trade with Akali as you’ll lack damage.

The best time to fight Akali is when she is low on energy. She relies heavily on energy to trade with, so fighting when she is out of energy is a great way to create a health lead over her.


Another point in his Ultimate r will not provide him with a huge peak. It will give him some bonus statistics but nothing too special. His s will be maximized at level 9. This ability will hit like a truck now, but it will have to land it properly. Nidalee is extremely good in team fighting. Its ability to dry up a lot of brilliant damage and choose enemies with its s will make it difficult for the enemy to fight well.


Try to harass and catch her with your abilities before starting a team fight. She's pretty squishy. If she uses her W trying to block incoming skill shots, look to start a fight while he's on cooldown. Gwen will be divided pushing in the middle of the game. You can use the number advantage to take down or start a team fight in her team while she's elsewhere on the map.


Try to close Gangplank early with the help of your Jungler. Gangplank will eventually overtake you in the progress of the game, so putting it back will make it harder for him to take control of the card. Do not engage with my trades when Gangplanks Passive is in place. He will help him win trades, so wait for him to use it on a minion before trying to fight. Wait for Gangplank to blow up his Barrels E before trying to fight. If he has a placed in a nearby bush or has a under him, wait for him to blow before trying to fight.


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Delay team fights until your Rage Bar is fully stacked. Do not team fight until you’re ready to change. Once you’ve changed forms, make sure you engage and fight.

Group as often as you can. Gnar is a really good team fighter in the mid-game as long as he can get his Ultimate R off.

When no team fights are occurring, split push. Your champion is good at split pushing, so you may as well go to a side lane and start to push while your team attempts to siege elsewhere.


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

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

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


Its first ganks are pretty good because it can find creative gank paths easily. It must make sure that it is not detected in advance, however. Level 6 is a good peak as it is a good finishing movement. The goal is either to get killed on weak health targets or to avoid CC and to access the enemy rear line. The first element will help in the duels, and the Jungle becomes clear. It becomes easy enough for Rek'Sai to move quickly around the map.


Tryndamere is heavily reliant on his dash to initiate an all-in, combined with his slow. You really don't have to panic unless he manages to slow you, at which point you can just dash away.

Keep chipping on his health bar with your Q in this matchup. It is the only surefire way to keep yourself safe in this matchup and prevent Trynd from regularly all-in'ing you.

Post six, you can easily chain CC Trynd with your ult in such a way that he won't be able to use his ult. Just make sure that you ult him into you when he is around 20% HP, and then follow it up with your dash CC. If your team is near you, Trynd will die in a jiffy.

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


His e will be maxed out at level 9. This is horrible for group-up enemy teammates who can easily target his e and melt down.

Level 11 allows Kog'Maw to deal a lot of poke damage to the enemies. The vast range also allows him to take down low-health enemies recalling in the distance.

He will be perfect during the mid-game, provided he doesn't get collapsed on and shut down. CC is his worst enemy, and Kog'Maw will have to keep an eye on his flanks at all times.


Xerath's level 6 is convincing since it can sniper targets of one long range at a time in its track or in another. The output of the damage will increase with the items, so it will only make it more powerful. More points in its p will result in more damage to enemy targets. Slowing the target with sound 2 would be optimal to guarantee a p stroke on the enemy. Xerath's first item component purchase will give it two advantages. First, it will wave very quickly (which is vital to move around). Second, it will be able to use its capabilities more times that it will have an increased mana pool.


If you’re nearby when Twitch ganks, don’t be afraid to counter gank as you’re really strong in the 2v2, especially post 6.

If you have a lead, go ahead and invade him. Try to fight him for his camps as you can win the 1v1 as long as you can get on top of him.

Play around your Ultimate to get more kills! It is really important for you.

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


Rammus really has good ganks once he has unlocked his t. It should have a high success rate when gauntling his allies. Thanks to his l, Rammus is incredibly tanky. This means that it can always be the front line his team needs regardless of the distance or behind it is. Rammus Extreme 2 is on a short cooldown and can be used to get choices. This will allow you to gank a track, push and then try to take the tower.


At level 11, Varus will be able to add 2 points into his Ultimate R. This makes it really easy for Varus to pick off enemies, especially when Varus is trying to swap lanes.

His first ability will be maxed out at level 9. This will allow him to deal a lot of damage to his opponents in the lane. It will also provide him the incentive to carry for his team if he is already ahead.

Varus' AoE poke and Ultimate R make clumped fights disastrous for the enemy team. They will suffer if Varus manages to get an excellent Ultimate R during neutral, objective fights.


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

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

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


His E is a major part of his kit that allows him to dive into the enemy team. Otherwise, he cannot do much so by keeping a track on this use of abilities will allow his enemies to counter Warwick quite easily. Warwick. Q can carry him to the enemy champion, but this can be used against him as bait. Any champion with a flash or dash can easily move him under their turn and put him in a very disadvantageous position.


Thresh is a dominant track support. This means that he can often win the way and win the game just by getting himself killed. He has great potential of choice thanks to his Q. A good Q hook in the middle of the game could snowball in a huge advantage. Thresh has tons of roaming pressure. This allows him to impact several tracks and advance his allies.


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

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

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


Her Ultimate R is game-changing. If she gets one good Ultimate R off, it could win her team the game. In particular, if she is able to fight inside the jungle, she should easily get a good Ultimate R off.

Has lots of mobility which can allow her to get on to enemies quickly or escape horrible sticky situations.

Finally, Qiyana has a lot of burst damage thanks to her Q. This means she can one-shot enemies in the late game in one combo.


Master Yi is strong in the late game as he can a-shot enemy door. Reduce his early utility to make him weaker later. His first major power peak is at level 6 when he unlocks his Ultimate r. Master Yi will become stronger and stronger with gold.


At level 11, Sett will have two points in his Ultimate R. This will increase his damage output, and his ability to fight against tanky teams will increase drastically.

His pick potential is really high during this phase of the game. This is because his E will allow him to set up death brushes inside the enemy jungle. This will help him get rid of any unsuspecting enemy who happens to pass by that brush.

His team fight presence is really high. This is mainly because of his W and Ultimate R. He should be able to burst down enemies with his W's true damage aspect in choke points.


Your goal in the early game is to gank as often as possible to get your allies ahead. You are a strong early game Jungler, so make sure you try to exploit your early advantage.

Look to secure objectives whenever they’re up. This will give your team an advantage as the game goes along.

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.


Her Q allows her team to play around her and her Jungler to spoil her. Her passive combined with her Ultimate R can be a deadly combo. If she passes after JC, she can run any enemy if they don't have some form of CC capability on them.


By this time, he will have his first significant ability upgraded. This allows him to garner much team fight pressure, and now he can take regular fights.

Another point in his Ultimate m will allow him to dish out a lot of consistent DPS and use the ability quite frequently.

At level 9, his y will be maxed out. This will let him clear waves in a jiffy and deal tons of damage to targets hit by it.


If Wukong invades, it is wise to disengage as it holds hands in early duels. At level 3, be careful when you meet Wukong at a scuttle crab. Unless you have a clear advantage, it is better to step back to avoid unfavorable engagement. Priorize the glove when your ultimate is available, as Wukong is likely to do the same. Capitalize on opportunities to have an impact on the tracks. Expect Wukong to be active with early ganks. You need to maintain a proactive approach by frequently putting the gantage routes in line with its presence.


Use the minion wave to block Aatrox from landing his W and going for the all-in. Always ensure that there is at least 1 minion between you and him at all times.

Both his Q and E have rather long cooldowns in the early game. If he uses them, try to abuse the cooldowns and look to trade with him while they’re down.

If you’re ranged, use your range advantage to harass him with basic attacks whenever he walks forward to last hit. Do not over-commit or get too close to him though when trying to harass.


Level six is a decent power spike for Sona. It allows her to CC targets now, which can entirely change the course of a team fight.

Her first item will give her a massive boost in her healing. She will also get added mana regeneration which is always suitable for Sona.

Level 3 is a small power spike as it allows her to get access to all her abilities at the same time. Now she can also use her Passive to the utmost potential.


Delaying a team fight will allow him to harass your team and make the fight much more risky. If Karma uses her self-appointed Q while trying to poke, you should use the cooldown to start a team fight. When Karmas Ultimate is downstairs, she can't give her team a huge shield that will make the fight much easier. Don't be afraid to invest in an execution call. This will reduce her healing and shielding and it will make the victory of the team fight much easier.


Once Lucian unlocks his 3rd stage Ultimate R, he will be able to dish out tons of consistent damage, especially to low health targets. It will make it easier for him to burst down enemies.

Lucian will gain access to multiple items during this stage of the game. He will both be able to sustain himself, as well as deal hefty amounts of consistent damage.

Lucian's Q and E will be maxed out during this game stage. It will let him all-in enemies consistently and will allow him to reposition himself frequently.


They will be gloved early, and Pantheon can gank early, too. Make sure you apply as much pressure on them as you can. Post 6, it's best to avoid fighting it unless you have a clear advantage, because it will take some time for you to kill it because of its tankyness and Ultimate. Place the vision around the map to help you spot it before it can gank your allies. Maokai is a strong early ganker. Don't forget to secure these goals. You have good objective control, so make sure to use it!


Every time your Ultimate is up, try to gank an ally. Your Ultimate should lead to a murder for you or your ally if you are constantly looking for peaks. Make sure to place the quarters at your jungle entrances so you can spot them before they jump on you. River quarters and neighborhoods at your jungle entrances are the key to counter Jarvan. Don't let the enemy Jungler get all the Dragons. Try to secure them with your team after ruining the lower lane. Beware of Jarvan's early play pressure. They are much stronger than you and will try to make games to get themselves and their teammates before.


Stay with your team in the late game. Avoid running too far away with them as the enemy may force a fight and win the game if you’re nowhere nearby.

In late game team fights, try to peel for your carries if they’re fed so you can protect them and keep them alive. If you’re ahead, look to take down the enemy Mid laner or ADC.

Flank in team fights to make it easier for you to get on key targets with your W. Make sure you continue to flank otherwise you’ll get poked down and forced to retreat.


At level 9, Irelia will be able to maximize her Q. Being her central damage ability, she will be able to surpass her enemies for days now. The maintenance will be pretty decent too. Once she manages to get an extra point in her Ultimate R, she will use the ability frequently in the way. This will allow her to take more skirmishes and win most duels in the game. Irelia is excellent at the skirmishes due to her mobility, the reduction of damage, and Ultimate R. Fighting in bottlenecks and objective pits will surely bring her forward in the game.