Has to powerfarm early game and hence has no impact unless the enemy overextends or overstays. He will mainly focus on cleaning up during the early game.

His e can easily be interrupted by any form of hard CC. This can make tower dives risky and can get him killed almost instantly if he doesn’t use the ability properly.

Can’t do much if the enemy team just disengages when his Ultimate r is active. Very susceptible to CC, so if the enemy saves their CC for him, he will die.


Avoid fighting in areas like the jungle or around the Dragon / Baron pit as this will allow Leona to get a really good Ultimate e off. Try to stretch and fight in a way if possible. When you fight, try not to group too closely as it will give Leona a really good Ultimate e and stun several people. Separate yourself so that she can only CC 1 or 2 people at best. Leona is prone to poke and disengagement. As soon as she tries to engage, try to disengage and create a distance between you and her.


They are stronger than you early. Avoid fighting so you don't fall behind. Keep the minion wave closer to your side of the map so that you can protect yourself against their all-in. If they wander, ping and communicate with your team. You can't match their roams. Abuse your range in poking with your abilities. Try to self-attack when you can, but don't force it.


Heimerdinger can take goals very quickly in the late game thanks to his Turrets Q. Be ready to make the call for them as you can often cheese them for free. Look for picks with your E to start the fight. If you are capable of CC all the enemy team, you will give your team a good chance to win the game. Keep peeling for your allies to keep them alive in the fights. You are good to peel, so you should do it in the late game.


At level 16, Varus will be able to add 3 points in his Ultimate R. It will increase the damage dealt by the ability while simultaneously reducing the cooldown.

Varus will have a lot of items during this stage of the game. This will let him dish out a lot of damage, and his burst potential due to his W will be phenomenal.

Varus is excellent in team fights due to his Q and Ultimate R. A good Ultimate R can literally allow Varus' team to win a significant battle with minimal effort.


Lee Sin is one of the funniest junglers in the game. He has a crazy choice rate, and basically all players like Lee Sin. He can win the early game alone through early ganks. Lee Sin can start to glove from level 3 once he has unlocked his e, e and e. Lee has a high skill ceiling which means that if you put a lot of effort in him, you will find a great success with him.


Quinn’s early game is incredibly strong. At level 1, do not let her bully you down with her basic attacks.

Unlike other champions, Quinn’s level 6 power spike doesn’t offer her much in lane. But her Ultimate R does offer her a lot of roaming potential. As soon as she hits level 6 and goes missing, communicator with your team so they know shes left lane.

Once Quinn has completed her first item, her kill pressure intensifies. If you’re behind, avoid fighting her at all costs as she will undoubtedly beat you in a 1v1.


Akshan can look for an early aggressive game once he unlocks his Q and E. He can look for an aggressive game if he has been able to intimidate the enemy down to level 1. One Akshan has supported and recovered his first component element, his release of damage and his ability to trade increases. He should look for aggressive games once he has brought his first component element. Level 6 is good for Akshan. That's because he unlocks his Ultimate. He can help him kill and execute the enemy lantern.


When Fizz puts a second point in his Ultimate R at level 11, he will be incredibly scary to play against because his Ultimate R will be on a low cooldown and deal a lot of damage.

Fizz will max his first ability at level 9. His kill pressure and skirmishing power will be quite high post level 9.

Thanks to his low cooldowns and the overall game state, during the mid-game he will be able to assassinate and get picks on low health enemies as they walk around Summoners Rift alone.


Make her bait an all-in on you. Once she goes in, you can CC and kill her with your team.

She will try to get your Passive out actively in this matchup. Keep some distance from her to keep yourself safe.

Ulting her is of paramount importance in this matchup, else she will wreak havoc on your team.

Keep the wave close to your tower for as long as possible. It will make her life hell in this matchup.


Don't fight at the end of the game unless your **Ultimate** is in place. It's crucial that you only start or look for fights when it's available because you're going to miss out on the knockup potential it provides. Your **Ultimate** will be on a shorter cooldown in the later 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 maneuvers to keep them alive longer. If your allies quickly die, there's little chance that you'll win the team fight.


Split push during the mid-game and try to secure side objectives. Avoid grouping if possible.

Use your strong duelling potential in the mid-game to fight and duel anyone who tries to stop you from split pushing.

Although you’re a really strong split pusher in the mid-game, be prepared to group with your team and fight 5v5. You should usually start grouping when there are no nearby objectives to take.


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

As you’re a Jungler, you need to try and secure every Drake during the mid-game. Getting them and securing the Dragon Soul for your team will increase your chances of winning the game.

Look for picks with your team. If you can pick someone off, make the call for Baron or Dragon to further your lead.


Avoid standing too close to Azir’s Soldiers W as he can auto attack you from afar. When he places a Soldier W, move to a safer position out of its range.

Go for a trade after Azir’s Soldier W has disappeared. It’s best to wait for the Soldiers W to disappear first before fighting him as his damage output will be decreased.

After level 6 keep a keen eye on the map and Azir’s mana bar. If you spot the enemy Jungler nearby, back away as Azir might try to Shurima Shuffle and set up his Jungler.


Good selection potential with R. He can help her get a lot of murders for her and her team. She swings like a truck and becomes extremely strong during the end of the game. He allows her to inflict respectable amounts of damage while healing and protecting her team for a good amount. Her Q poke accumulates immensely over time. With the constant use of this ability, Sona can force her travelers to suddenly remember and cause a setback in their plans.


Try and use your range advantage to bully and harass Viego whenever he walks up to farm. He is a melee champion who can easily be bullied by ranged champions.

Viego will find it difficult to kill you in lane if you keep the minion wave closer to your side of the map. This will give him less room to manoeuvre.

Make sure there is a minion between you and him at all times. This will make it impossible for him to CC you with his W.


Once Soraka hits level 6, her map pressure increases and she can impact the map with her Ultimate R. Once she is level 6, make sure you ping your team so they know she has her Ultimate R available.

After Soraka has completed her first item, her damage output and sustain will increase. Expect her to play slightly more aggressive when she has this item completed.

When Soraka has her 3 healing items completed, her healing ability will skyrocket. Make sure your carries have healing reduction items like Executioner’s Calling or Morellonomicon.


Lissandra is very good at level 6 while her Ultimate R increases her death pressure. She can also easily install her Jungler with her Ultimate R. Lissandra reaches her real potential when the team fights as its Ultimate R and W are both AOE. Her Passive can also wreak havoc in a team fight. Once Lissandra has finished her first element, her clear wave will be very strong.


Powerfarm in the middle of the game. You have to win as much gold and XP as possible so you can level quickly. Avoid fighting too much in the middle of the game. It is better for you to fight only when it will work in your favor. Focus on agriculture rather than fighting.


Get level 2 first and look for a favourable trade. Gaining an early health lead is key to getting a kill later on down the line. Level 2 in the bottom lane is the first minion wave followed by the next 3 melee minions.

Your goal during the laning phase is to look for kills and abuse the enemy as often as you can. Try to play aggressive frequently to gain a lead.

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


Avoid getting caught by his Q in this matchup. Don't do it will entice Olaf to all of you once you're low. If you're looking for an all-in, make sure you commit. Get some Grievous Wounds while you're at it for maximum efficiency. Once you get your Ultimate, you should be able to look for all-in regularly. Just enter when his Q is down. Keep the wave near your turn and ask your Jungler of gank as much as you can. It will allow you to get an advance easily.


Kassadin will be divided by pushing in the middle of the game so that he can reach his level 16 power peak and then try to flank in the team fights with his Ultimate k. If you see that Kassadin is divided by pushing, you can try to start a team fight with the advantage of numbers because he won't be able to join the fight quickly.


The slow on her W can allow her to get killed quite easily. She will have to whip her target before that, or she can rely on a gank or her support. Her damaged E tower allows her to buy plates and destroy the towers with ease. This will put her forward in the way, as well as quick lenses if she is left unchecked. Her self-plubbing ability is strong enough and she can get out of sticky situations with her W and Ultimate R. This is probably one of the safest door in the game.


The extended trades will always favor Kalista thanks to its r. Try and avoid going to expand the trades with it. Kalista is the first peak of power when she takes her Greaves from Berserker as he will give her the first piece of attack speed that she needs snowball. Once Kalista has finished Hurricane Runaan, she will pump much more damage and apply Rend re stacks really quickly.


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.


Be cautious of Galio's level 2 all-in potential on your ADC. Galio can quickly engage and deal significant damage, so be prepared to assist your ADC in disengaging or using your W (You and Me!) to attach and escape.

When detaching from your ADC, try to stay close to them. This makes it easier for you to quickly attach back to them with your W and help them escape Galio's engage.

If Galio roams, ping your teammates to alert them and take advantage of his absence by harassing and pressuring his ADC.

Keep the wave closer to your turret. This reduces Galio's opportunities to engage and makes it harder for him to effectively trade or go all-in.


Its immobility is its main weakness because it has a large target painted on its head because of this. If the enemy manages to catch it, it will die. Due to its passive, it is not really good against tanks, especially those who can put themselves on its face. It will take ages for it to get rid of a real tank. The Ultimate R root it in place. This allows the enemy both flank and concentrate it with ease.


During the middle of the game, your goal will be to be clear and get the priority of the track. The middle lane would certainly be better for you, but don't forget to show up for the skirmishes. Use your ultimate R very carefully, as it can be the decisive factor when it comes to winning a fight. Use the ability of multiple CC targets and chain it with your E CC. Fighting around closed spaces will help you a lot because you can easily target several champions. Your ultimate R and E should be quite easy to land.


Level 6 is a massive power peak because she can now heal her entire team during team fights. The return is very beneficial as the last point disengagement tool as well. Janna is a monster during the early match and is very oppressive in the way due to her d. She should use the track brushes to amplify this effect and make the laning very difficult for her enemies.


Irelia is extremely strong when her Passive is stacked up. This is when she should be going for a significant fight as it will ensure a massive victory for her as long as she has a target to auto-attack. Bonus points to survivability if she can Q to minions and reset the ability.

The first item component will help Irelia massively in this lane. It will bolster her dueling potential and increase her survivability. It will be highly beneficial when her Passive is stacked up completely.

Level 6 is a significant power spike where Irelia can start dictating the pace of this lane. Her opponent will have to be very careful as Irelia can decimate them with her Ultimate R and Q should they get hit by the initial Ultimate R cast.


If they invade you early, right back. It's especially true if they are early, because you won't win early fights with them. As they will often gaunt in early play, you need to make sure that you also look at gank as often as you can and abuse your E. Focus on securing these goals. You need to take Rift Heralds and Drakes whenever you can!


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

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

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


Make sure you're still standing behind a minion at any time to make it harder for him to land his Q and push you down. The best time to go for trades and kicks on Ezreal is when his E is on the cooldown. If he's using it aggressively, try to abuse cooldown and look for an aggressive game while he's defenseless. If Ezreal uses his Ultimate R to sniper someone on the map, ping your team while he's moving through Summoners Rift. This will help them avoid incoming ability. Although this ability is on the cooldown, you could look to play aggressive and try to fight it.


Ensure you’re always behind a minion so it is harder for him to land his Q. If he is able to land his Q, he may look for a fight.

As soon as Tahm Kench activates his Grey Health E, disengage from the fight as it will offer him protection and you may be unable to kill him through the bonus health.

Tahm Kench is quite immobile. If you can, try to keep the minion wave closer to your side of the map. This will force him to overextend for farm, which can allow you to chase him down, or set up your Jungler to kill him.


The lane brushes need to be controlled by you as they will allow you to catch enemies off-guard with your W. It will also zone enemies off minions.

Keep poking the enemy with your Q as much as you can. It is tough to dodge, and the damage will quickly build up and let you all-in enemies.

Your Ultimate R will allow you to make cross-map plays with ease. You can even roam directly after recalling and then show up to your original lane with your Ultimate R.


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

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

Flank in team fights to make getting on the enemy backline easily. Ensure you’re in range to press R.


Singed will often seek to replace the first wave between the two towers installing a huge early pressure leading to gold and the led experience. Singed can=t fight both you and the minions simultaneously, so escort your minions as they walk the way to force him to walk back to the track. If Singed is able to replace you firm, just let the enemy minions hit your turn and focus on the agriculture that you can. Do not lose tons of health trying to tank the minion wave. Do not hunt Singed. Chasing Singed is a bad idea that his l inflicts a lot of damage if you are in it too long.


Level six is a significant spike for Neeko as she gains access to her power Ultimate R. Team fighting will become really easy now.

Her early game is pretty decent as she can poke the enemies out from range. Her E will be empowered if she can manipulate the minion wave properly.

The first component will allow her to spam abilities and not run out of mana. It will also let her deal a lot of damage in the lane.


His tankiness is out of bounds during this phase of the game. He can quickly run down enemies and peel for his carries at the same time due to his overall tankiness.

A maxed-out Ultimate R will allow Nunu to dish out a lot of damage in a short time. If he can set up a death brush, he will automatically win the fight.

His late-game team fighting will be extreme as he is very tanky, and his ability to frontline will make it really easy for his team to succeed in fights.


Try to secure the peaks during this phase of the game whenever possible. You will begin to fall, so you must avoid 5 v 5 team fights when possible. Keep track of the enemy Jungler and remain almost neutral as much as possible. You do not want to be spotted on the other side of the map and lose a crucial goal out of nowhere. Use the fog of the war to flank the enemy whenever possible. The goal is to get rid of the enemy carries as quickly as you can. You can also opt for a tanky construction and act as a front line if necessary.


If you play as a varied support, try to intimidate and harass Gragas as often as you can. But don't force him as he has a lot of burst damage. Gragas can tease a commitment when his Body Slam E is standing. Try to stand behind or near the minions at any time. However, don't stand too close to them since the ability has an AOE and if you're close to them, you'll be hit by his E. If Gragas uses his W, it, because he wants to do something like set up his Jungler or go for an exchange. Play safer for a short period of time when he uses his W.


In the late game, you would’ve completed multiple items and got a lot of levels under your belt. You will be strong in the late game, too.

At level 16, you’ll put the final point in your R, giving your R a shorter cooldown and increasing your chances of getting picks.

Stick with your team in the late game! Hwei is excellent in late-game fights, thanks to his AOE abilities and late-game damage output.


Diana can start crashing from level 3, but the most levels behind her best. She should avoid forcing the ganks if they are too risky for you to fall behind. Level 6 offers Diana a lot of bursting damage and CC. Because your Ultimate R is such a strong tool, make sure to try gank whenever it is available. When Diana finished her Mythic article, her 1v1 potential is incredibly strong. Don't be afraid to fight the enemy Jungler alone if you have the article and the level advantage.


Split push during the mid-game and try to secure side objectives. Avoid grouping when your Ultimate R is down.

Group with your team when your Ultimate R is up. Rotate from the side lane to wherever your team is and look for a pick with your Ultimate R.

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


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


Her roaming potential can catch your teammates off guard, so alerting them allows them to play more cautiously and be prepared for potential ganks or plays from Neeko.

Be cautious at level 6, as Neeko's kill pressure significantly increases  This can make the matchup more challenging for you and your ADC. Exercise caution and be prepared to play defensively, as getting caught in her ultimate can result in significant damage or death.

Avoid frequently detaching from your ADC when Neeko's E (Tangle-Barbs) is available. Her root ability makes you an easy target if you separate from your ally. Instead, focus on providing sustained healing and utility from your attached position, keeping your ADC safe and secure.

While it's important to prevent Neeko from freely pushing you under your tower, be mindful not to let the wave crash too close to your turret. This can leave you vulnerable to ganks and make it difficult to farm effectively. Aim for a balanced wave position that allows you to control the lane and trade without the risk of being ganked.


Irelia is extremely strong when her Passive is stacked up. This is when she should be going for a significant fight as it will ensure a massive victory for her as long as she has a target to auto-attack. Bonus points to survivability if she can Q to minions and reset the ability.

The first item component will help Irelia massively in this lane. It will bolster her dueling potential and increase her survivability. It will be highly beneficial when her Passive is stacked up completely.

Level 6 is a significant power spike where Irelia can start dictating the pace of this lane. Her opponent will have to be very careful as Irelia can decimate them with her Ultimate R and Q should they get hit by the initial Ultimate R cast.


His tankiness knows no bounds during this phase of the game. Killing him will prove an ordeal for the enemy team, and he can frontline for days for his carries.

A maxed-out Ulitmate R should let him use his Ultimate R quite frequently and increase the shield amount. He can split push regularly and still show up to team fights on time.

He is pretty good in late-game fights and can alter the tide of fights easily. His E will be pretty massive during objective and clumped fights, especially if he can get multiple enemies CC'd with it.


If you can keep it pushed in, you might be able to get things done elsewhere on the map. It will be difficult for you to get ganks in this matchup. Don. Don't expect your Jungler gank unless you've cleaned the Shrooms t of the way. Try and don't choose a melee champion in him. You'll find more success with a varied champion instead.


You will be able to blow up squishies with your Ultimate e with ease now. Even if they don't die, they will be too chunked to participate in a team fight.

You will be able to burn through the entire enemy team with proper positioning. Your 1 combined with your n will be able to one-shot enemy squishies. Use this strategy during neutral, objective fights.

Remember that your n placement can make or break an entire team fight. Place it well and from the fog of war so that the enemy team doesn't anticipate it and take necessary precautions beforehand.


However, a disadvantage for him to have a lot of abilities is that it can make him quite complicated and overwhelming for the players. He also has a lot of combos in his kit, which makes him quite difficult to master. He is a difficult champion for beginners to learn from. When he is behind, he is not so good. Although he has AOE and a lot of damage, he does nothing in the fights when behind.


Fizz is an incredibly weak champion up to level 3. If he gets shot, he won't be able to look for an all-in early or the first blood. Even if he's incredibly mobile with his E, when he's on the cooldown, he's incredibly squissy and still. Even with his E available, he's pretty squishy if he gets hit with CC. Fizz has to go ahead early to do well in the last stages of the game. If he loses the track or doesn't have a lot of gold, he won't be much threat in the middle of the game.


His tankess will be quite powerful during this phase of the game. He will not take any damage and will act as a reliable front line for his team. A maximum of Ultimate R will help him save his allies frequently. He will also allow him to share the push very effectively, as he can join a fight from anywhere on the map. He is great in the fights of the end of the game because of his kit, because he can play both aggressively and defensively at the same time. His ability to deny the damage will be the final nail on the coffin of his enemies during this phase of the game.


It is very easy to kite because it has a small range and is a champion of melee. It will fight to kill mobile ADCs in team fights. If it goes full of damage, it will be very squishy and die easily in team fights. This can make this construction path rather risky to go. Hard to master. Rek-Sai is not as easy as many players think. You will need to put in a lot of practice if you want to master this champion!


Drive around the map and look for peaks with your b. If you can catch someone, call for a nearby goal and abuse their timer of death. Place the vision around the medium track and never you and your ADC are playing. This will increase your chances of surviving an all-in. Set up ambushes on the enemy as they move around the map.


Consider getting an armor pen as Ryze tends to buy armor items. Expanded trades will work for you, prioritize them on the shortest. Care for its range and auto attacks to avoid unnecessary damage.


Galio should be finished now. This will give it a massive peak in its ability to peel for the allied carts. Its damage production will be quite high as well. The Ultimate R of Galio will always be useful during the fighting due to its collapse and low cooling. It can quickly go to enemy territory to divert the vision of the area / set-up then return. Level 16 is not so great a peak for Galio. Although its Ultimate R cooldown is reduced and the range of casting is increased, it will have no incentive to use it for itself.


After entering with your Ultimate I, be ready to fold and peel for your allies in the fights of the late game team. Look for peaks in the later stages of the game. If you can choose someone, you should be able to turn to the Baron or the Old Dragon. Keep a constant eye on what major goal is fresh next. Do not divide push or go to the opposite side of the map when a major goal is up or on the spawning point.


Make sure you play around your Ultimate as much as possible. You’re way stronger than Milio at level 6, so make sure you poke them down first and then commit to an all-in whenever you hit level 6.

Pushing will prevent you from engaging and securing kills. Make sure you keep the minion wave closer to your side of the map throughout the earlier parts of the game.

Try to keep the minion wave closer to your side of the map. It will let you all-in Milio and chase them down the lane. If you’re pushing, his Jungler will just gank you and if your cage is down, you're going to die!

Keep harassing Milio with your abilities while pushing the minion wave. Try to aim your abilities so they hit Milio and the minion wave at the same time.


It can easily catch enemies wandering on their own. Another point in its Ultimate R will increase its overall damage in the game. This will allow it to explode the squishies easily. The first max ability at level 9 will allow it to inflict a lot of damage to the enemy on which it uses. This will also allow it to proceed its Passive easily, which means that it will get killed quickly with it.


Aurelion Sol has lots of utility built into his kit. They offer him tons of protection and manoeuvrability. He has tools to stop ganks and protect himself from all-ins.

Aurelion Sol is a very strong roaming champion thanks to his W. This will allow you to impact your side lanes with ease after pushing your lane.

Thanks to his Q, Aurelion Sol has good poke and good wave clear. This will make pushing the wave and trading much easier in comparison to a lot of champions.


Annie is a team combat champion thanks to the AOE on Tibbers R. As the teams will begin to regroup in the middle of the game, it is plausible that she can land on a multi-person stun with him. When she has 2 points in her Ultimate R, she will be able to look for more aggressive pieces around the card. She will also be able to use her Flash to get choices. She will put the second point in her Ultimate R at level 11. Annies E will be on a shorter cooldown during the middle of the game. It's good for her and her ADC because she will be able to protect them more frequently in mid-game team fights.


Beware of early all-ins. She is stronger than you early and can easily kill you if you over extend or get caught out of position.

This is a farming matchup. Focus on farming and just harassing with your abilities.

Stand outside of the minion wave at all times. They will be trying to push, and by standing out of the wave, you force them to choose between using mana on the wave or you.

Investing in early boots can help you dodge their skill shots and make the laning phase less stressful.


During the mid-game, avoid splitting up as Rengar will try to assassinate a target that is alone. Make sure you stick with your team to reduce his chances of picking someone off.

In team fights, Rengar will try to take down an immobile or squishy target. Regardless of who you are playing, get close to one another to reduce his chances of picking someone off.

If Rengar activates his Ultimate R in a team fight, be prepared to disengage so his Ultimate R runs out. If you can’t disengage, wait for him to jump in before using your CC abilities and lock/ burst him down.


Look for picks all around the map during this phase of the game. If you can take down a carry from the enemy team, the next fight will pretty much be a guaranteed win.

Use your Ultimate l carefully during this phase of the game. Remember that you can easily target the enemy backline with it while your team deals with the enemy frontline.

When fighting around choke points, make sure that you set your x around properly. Also, make it a point to use your Ultimate l around chokepoints for maximal effectiveness.


Pantheon’s early game is incredibly obnoxious. Expect him to play aggressively at level 1 or 2.

Unlike most aggressive Supports, Pantheon’s level 6 isn’t that good in 2v2 skirmishes in the bottom lane. However, he does have good roaming potential and can help his allies from afar.

Pantheon is always going to be a threat when his W is up as he can use it to stun you. Play towards the opposite side of the lane to make it harder for him to engage on you.


If the enemy is grouping, look to group with your team too. In team fights, continue to focus on the squishiest and easiest to kill high-priority targets in the backline. Your Ultimate b will help you a lot with that.

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

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.


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


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

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

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


When he hits level 6, his kill pressure in the lane increases. Expect him to look for aggressive plays with his Ultimate R frequently.

His next major power spike is at level 11 when he puts the second point in his Ultimate R.

After he has completed his first component item, Malzahar’s damage in the lane will increase a lot. His E will be very annoying to deal with too.


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

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

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

Try to secure those major objectives when you can, as you have decent objective control. You could gank bot, then take Drake afterwards.


The neutral objective fights and fights in the river will be your bread and butter when it comes to accumulating an advance in the game. Block the choking point with your Q whenever possible. In a team fight, always try to separate an enemy from their team. Bonus points if the target is still and has no form of escape, as it would be a guaranteed killer. Make sure that the neutral objective pit is out of bounds for the enemy Jungler during the fights. It will help your Jungler secure the lens quickly and without any risk of running out of smit.


Garen’s lack of CC makes it possible for the enemy to kite him till he falls back or overextends and dies. Since he lacks any form of ranged engagement potential, he is really weak against ranged enemy champions.

He relies on flanking the enemy team from the sidelines. If the enemy team manages to set the proper vision, Garen’s game plan will collapse and he will be useless especially if your team managed to set him behind early on.

Due to him having multiple builds, Garen’s effectiveness can vary from game to game. If he decides to go for the full AD build when his team lacks a frontline, he won’t be able to do anything that game if he is set back. This should be a proper signal for the enemy Jungler/team to camp him when possible.


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


Focus on getting level 3 quickly in this matchup and make sure you ask for a hard leash early on. It will allow you to gank enemies quickly after that. Look at all the overt enemies as much as you can since your g and e will both facilitate CC'ing the enemy.


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.

After Galio has completed his first item and has many points in his Q and E, he will be able to quickly push the wave and roam. Try and match his wave clear and keep him pushed in so he cannot roam for free.


Take control of the lane brushes and keep poking the enemy champions with your Q and W. You should easily be able to zone enemies off doing this.

The first item component is a significant power spike in this game. It will give Annie the incentive to use more spells and poke the enemy relentlessly to help her ADC.

Her most significant power spike is when she obtains her Ultimate R. She can easily burst people down and roam to other lanes using her E after stacking up her Passive.


Zac really has long periods of cooling on his engagement abilities. Therefore, he can really use them as a tool of engagement or escape only once in a fight. If you know that he is without these abilities- try to fight him. Keep the minion wave closer to your side of the pre-6 card. This will make it harder to jump with his E and should increase your overall survival in the way. Zac has really good roaming potential.


When Ahri’s Charm is down, she has no real way of defending herself without blowing her Ultimate. Look to fight her when her Charm is not available.

Try and stand outside of the minion wave, but close to it. This will force her to choose between pushing with her Q or poking with it instead. Stand close to the wave so you can run inside of it to dodge her E.

Ahri is incredibly vulnerable when her Ultimate is down. Make sure you abuse the long cooldown early on.


This is a tank versus tank matchup. Your best bet is to just avoid them and focus on farming early.

However, they are a stronger ganker than you in the early game, so be prepared to counter-gank and track them.

If you can’t get a lead from easy ganks, try to invade their jungle and steal away their camps.

Post 6, look to make plays and gank your allies whenever your Ultimate is up. It heavily increases your kill pressure.


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.


Avoid grouping closely together in team fights as it may enable Galio to get a 5 man knock-up with his R once one of his allies has engaged. Space out between one another for maximum survivability from the get-go.

If Galio uses his Ultimate R when you’re near him, you can disrupt it with any crowd control abilities. This will be very helpful as it can stop him from using his Ultimate R to help his allies.

In team fights, try to harass and poke him down as much as possible before he can look to engage. By poking him down first, you’ll make it impossible for him to look for an engage with his E and W.


Focus on safe play and keep your ADC alive as long as possible in the way. Your early play is weak and you need time to come online. As you are a melee support, monitor your positioning at all times so that you are not harassed by the enemy Support if they are understood.


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


2 points in his Ultimate e will allow him to use the ability quite frequently. It will be very lethal if he manages to use it from the fog of war.

Once Nautilus gets multiple items, he will soak up a lot of damage while simultaneously helping his team avoid damage. He can even tower dive reliably during this stage of the game.

His first ability will be maxed out at level 9. He will be able to g quite frequently and make the death brush strategy viable for his team.


Viego's ganks are quite potent early on. He really shines when dealing with overextended enemies during the early game. His W and E should help him a lot.

Level 6 is a massive power spike as it allows him to escape from botched fights and use it aggressively when needed. It will also make it easier for him to take over enemy champions.

Viego has really great objective control because his abilities do a lot of damage and that he can melt through them very quickly. He should try to gank his bot lane, get the enemy to recall, and then ask for assistance when trying to kill the neutral objective.


From level 2 onwards, Rammus can gank with his t. If you know where he started, he may try to level 2 gank mid or try to level 3 gank the opposite side of the map.

The longer the game goes, the tankier Rammus becomes. Make sure you get magic penetration items for AP champs and armour pen for AD champs.

Once Rammus hits level 6, he becomes more of a nuisance as he will now deal more damage when he ganks. Play respectfully and avoid overextending post 6 to reduce his chances of visiting your lane.


Varus has good pick potential with his Ultimate R. Avoid overextending or being in range of him when sieging in the mid lane as he could look to start the fight.

Picking off Varus before a team fight is highly effective. Bursting him is one of the best ways to do so as he is rather squishy and immobile due to the lack of a dash or escape ability.

Varus will try to delay a team fight for as long as possible while he harasses with his Q and E.


Keep the wave closer to your side of the lane to force Janna to overextend, creating gank opportunities for your jungler.

Consider investing in an early healing reduction item, as Janna's healing abilities can be quite potent. Items like Executioner's Calling or Bramble Vest can help reduce her healing effectiveness.

Take advantage of Janna's positioning when she walks forward to harass your ADC. Dismount and poke her with basic attacks and your Q while she's vulnerable.

Keep in mind that Janna's level 6 brings stronger 2v2 potential and team fight presence. Adjust your playstyle accordingly and be cautious during these moments.


Split push during the mid-game and try to secure side objectives. Avoid grouping if possible.

Use your strong duelling potential in the mid-game to fight and duel anyone who tries to stop you from split pushing.

Although you’re a really strong split pusher in the mid-game, be prepared to group with your team and fight 5v5. You should usually start grouping when there are no nearby objectives to take.


Twitch's early game is pretty strong as he can poke enemies down with his e while slowing them with his k. The lane brushes will help him a lot.

Level six is a colossal power spike as it allows Twitch to impact and disrupt fights massively. It will be a devastating tool in clumped fights.

His first item component will increase his dueling potential significantly. His ability to dish out damage in the lane will also skyrocket.


If Tristana uses her W aggressively, burst her down or CC her so she is unable to reposition and clean up the fight. Taking her down early will make it really difficult for her team to win the fight.

In the mid-game, if Tristana is ahead, avoid walking too far forward if you’re alone. She has great all-in and pick thanks to her W and E. Keep at an appropriate distance away from her so she cannot easily take you down.

Tristana has a lot of self peel with her W and Ultimate R. To make fighting easier, try to play around her Ultimate R or look to flank her in team fights. This will make it harder for her to kite/escape the fight.


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.


Diana will be ganking a lot early. While you may be unable to match her, post 6 you need to actively look for plays with your Ultimate as it heavily increases your kill pressure. As soon as it is up, try to gank a lane.

When 1v1ing Diana, you need to dodge her Q in order to win the 1v1. If she lands this ability, just back off as she will probably beat you otherwise.

Her level 6 power spike is very good. She will probably beat you in 1v1 at the stage of the game, so don’t bother trying to fight her alone unless she is low.

Diana’s objective control is good and she can secure objectives like the Dragon or Rift Herald without any help. Try to keep them warded or ideally take them before she can to reduce her overall effectiveness.


To avoid all-in-time opportunities and reduce Nautilus' trading potential, keeping the wave closer to your side of the card is important because you can configure your Jungler. Try and follow Nautilus' ultimate cooling post 6. It is important to do so because you don't want to be caught by Nautilus' top damage post 6. Nautilus can all-in-one level 2. If you're not in a position to hit Level 2 at the same time as them, step back so they can't all within you and kill you. You have the reach advantage, so you have to abuse! Try harassing Nautilus with basic capabilities and attacks when they walk to the last minion strike.


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 with your Q 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.


Keep an eye on your position as champions as well as his. If you keep your eye out of the ball for 1 second, Cho-Gath can end up hitting you with his e or m. Cho-Gath has a lot of support thanks to his passive that restores health. Watch to trade frequently or he will suffer all the damage you inflict on him. Cho-Gath will get a lot of support through his liabilities and the items he buys. Try to match his support starting with Corrupting Potion and buy items like Morello or Executioner.


You can use it to your advantage by trying to invade it at the beginning of the game if you are strong. Watch for the damage of the surprise brand during roaming around the card. Thanks to its combo E Q W, it can lock you up and blow you up if it attacks an undeserved bush. Do not let yourself be caught by the amount of damage of the surprise brand that it can inflict.


During the middle of the game, switch to a longer track to be safer and work with your team to secure choices. It will help you close the game quickly. Do not overextend during the fights as you are still. The enemy will try to lure your E out so be very careful. During neutral objective fighting, you should be able to disrupt a fight due to your ultimate R, especially if the enemy is enclaved. Just make sure that you land the ability and use your W properly.


Anivia needs to invest in mana early so she can farm easily. You can benefit from this by using your early advantage to win trades and gain a health lead.

Whenever Anivia has her Passive up, her ability to survive all-ins is much higher. Try to look for frequent trades while her Egg is down, and call for assistance when needed.

Anivia comes online when she has unlocked her Ultimate m as it allows her to farm much more effectively. She will have much more lane presence once her Ultimate m is unlocked and she will start to look for trades.


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.

Your damage will be pretty severe to deal with for the enemy team. Make sure you position yourself well and do not get caught out of nowhere or assassinated by assassins.

Do not hesitate to use your Ultimate R. This is mainly because it will be on a short cooldown, and your Ultimate R will be up frequently.


Soraka is good during team fights due to her W, Q, and E. She will need to watch the flanks, though, as assassins will definitely try to kill her off.

A fully maxed out Ultimate R will ensure that she can use the ability during any given team fight. Combined with her ability haste, she will be able to heal her team a lot.

Her W will be maxed out and will have a very low cooldown. This means that she will heal her teammates frequently and for massive amounts as long as she has enough health or mana to do so.


Brand is an incredibly immobile champion. This makes him more of a target for ganks from the enemy Jungler. Brand is also one of the champions who dies the most in the game!

As Brand is a poke mage, he relies heavily on mana and can run low pretty quickly and he’ll be unable to use his W aggressive if he’s out of mana. You need to always keep an eye on your mana pool at all times.

In addition to being pretty immobile, Brand is also quite squishy. It’s really important that you do not let the enemy poke you down or land poke as you’ll have to play passively. You will also need to play much safer when your Flash is down.


Yasuo becomes really powerful once he hits level 16. This means that his Ultimate R will deal massive amounts of damage in a brief period. Moreso, the short cooldown will allow Yasuo to deal with tanks regularly.

Yasuo will have a bunch of completed items during this phase of the game. This means that Yasuo will decimate the enemy due to his Passive and r damage. He can pretty much one-shot squishies with ease.

Due to all his completed items, and his ability to quickly dash around and pierce through the tanks' armors, Yasuo will be able to deal a plethora of damage in a short time. The enemy team might as well FF at this point if Yasuo manages to get ahead.


In the late game, Brand will be near full build. This is a significant power spike for Brand as his damage output should be incredibly high. However, he needs to make sure he doesn’t get caught out in the late game or else he will not dish out any damage.

At level 16, Brand can put the third and final point in his Ultimate R. He will be able to dish out a lot of damage on grouped enemies in late game team fights.

Take note that while you will have a lot of damage, the enemy team should have started building defensive items to counter your abilities. Try to blow up targets that are squishy or who lack defensive stats.


Its first major power peak is at level 6 as it gets access to its Ultimate R. It will be really strong at this stage of the game. Once it has finished its first component, its trading ability increases sharply. Beware of trading if it gets its first component before you. It is good in team fights thanks to the AOE on its Ultimate R. It will be good when the enemies are grouped closely together.


After level 6, Corki will seek to constantly push the minion wave. Try to match its clear wave so that it does not keep you pushed in. If you do not, you will lose priority and turn plates. According to the champion you play, you may never be able to roll around the card and help your allies. As Corki has a great clear wave and pushing power, you can roam unless he is dead or otherwise he will take your turret down. Stand out of the minion wave or behind it. This will give him to choose between pushing or poking you. Do not stay in the minion wave because he will be able to push and poke with his b or e.


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

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

Picking off wandering enemies should be a pretty viable strategy during this phase of the game. If you manage to find a high-priority enemy target, don't hesitate to Flash > Q the target to kill them.


Just like in the mid-game, you should stick with your Support throughout the later parts of the game. Do not go around the map alone as you will die easily.

Do not play super aggressive in team fights. Just kite and auto-attack the nearest enemy champion. If you walk too far forward, the enemy will focus you and take you down.

Continue to kite in team fights and consistently adapt your positioning. Avoid standing still in fights as you’ll be an easy target.


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.


Gnar needs his Ultimate R to be available and the only way he can get it is through changing into Mega Gnar. Try to team fight when he has very little Rage stacked, so he is unable to change forms.

When Gnar is in Mega Form, and you’re about to team fight, be prepared to disengage and call off a fight until he is in Mini Form. Gnar is very weak in team fights when he’s in Mini Form.

Avoid fighting in close proximity and in areas that are tight like near walls, around objectives or in the jungle. Fighting in these areas helps Mega Gnar get a good Ultimate R or a multi-person W.


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

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

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


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


Her level one and two are good for long-ranged poking in the lane. She should focus on gathering some souls early on, hitting level 2 quickly, and then going for an all-in on the enemy with her W.

Level 6 is a decent powerspike as it unlocks a finishing and defensive move. She can use it to impact fights on the other side of the map and save herself if a fight goes south.

The first item component will help her survive the lane for a more extended time. It allows her to increase her overall damage output, which means she will set up plays for her ADC.


When playing as a ranged mid-laner, try your hardest to harass and poke him down while staying at the maximum distance as possible so he is unable to E you.

Avoid extended trades with Sett early. He has a lot of physical damage and will win most auto-attack trades. Keep this in mind when trading with him.

At level 6, Sett’s Ultimate R is pretty strong. Do not overextend or stay on low health in the lane as he can easily kill you or set up his Jungler.


It's not early against the various matches because it can be swiped quite easily. Regular Poking will eventually get him killed if he stays in the way. He can overplay with his E if he goes and bad time the E duration. Control of the crowd is his mortal enemy, and he can be removed quite easily due to his squishiness. His ultimate R doesn't have much width, which makes it really easy for enemies to avoid him from range. This will require Yone to get closer to the enemy team, who can put him in a vulnerable position.


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 miss the extra damage and CC. Your Ultimate R will be on a shorter cooling time in the final stages of the game. If you can find an opportunity to do it, use it to catch someone isolated and alone, too far ahead or away from the position. Peel for your maneuvers to keep them alive longer. If your allies are dying quickly, there's little chance that you'll 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.


Invest in a Calling or Morellonomicon Executers if your champion takes advantage of it. This will reduce the healing potential of Soraka's W and Ultimate R to help you win the team fight. As Soraka will be positioned in the backline, it will be difficult for you to get her down quickly. To kill her more easily, try to flank her side rather than run straight to her in a team fight. Soraka is unable to cope with split thrusts during the middle of the game. If you are able to, you could set yourself in a side lane and force her to challenge your push. Then you could all in her while she is alone.


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

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

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


The different combinations of weapons available to make you a very versatile ADC that can adapt to almost any given situation (provided you don't fall back massively into the game). AoE damage on your Infernum UltimateRas as well as the potential of CC an enemy team with your Gravitum Ultimate Rmakes you really good during the team fights (especially in closed combat and illuminated). You excel in the extended trades with slight variations depending on your combination of weapons. Combined with the sustenance of the items and your Severum, you can easily turn the tide of a fight if you manage to survive the enemy's attempt to kill you at the beginning of a fight.


Anivia doesn’t spike at levels 2 or 3 like most champions. This is because she isn’t the strongest Mid laner in the early game and needs a lot of time to come online.

Anivia’s first major power spike is when she hits level 6 and unlocks her Ultimate m. She can constantly push the enemy into their tower, which can prevent the enemy from roaming and assisting their allies.

After Anivia has picked up her first component item, and in conjunction with her Ultimate m, Anivia can push the wave quickly and clear waves with ease.


Her poke damage will be a force to reckon with as she can quickly push her laner out of the top lane. She can also set up ganks and provide utility with her d and d.

Karma will be able to max out her Q at level nine. This is terrible news for her enemies as her AoE poke damage will be really obnoxious for the enemy to deal with.

Level eleven will be a decent power spike due to her ability empowerment potential. This will come in really handy during significant fights in the objective pits.


Talon has the highest amount of first bloods in the game. His early kill pressure is insane!

Talon has great roaming potential thanks to his E. This allows him to jump over walls and move around the map quickly.

In the later parts of the game, Talon can pick up extra kills on enemies who are walking around the map alone. As he deals a lot of burst damage, he can kill them quickly before running to safety.


The Force team fights as quickly as possible: preferably when its Ultimate R is on cooldown. Do not delay a team fight as it will allow it to drop your team with its Qs and Ws. Avoid team fights or force goals like the Baron or Dragon when Vel-Skoz is alive and nearby. It has a great poke thanks to its Q, W and R that will make it difficult for your team to secure the goal easily. Avoid fighting in bottlenecks like in the jungle as it will give Vel-Skoz a easier time to land its E, doing damage with its W and founding your team with its Ultimate R.


Heimerdinger is good at level 1 if he has 3 Turrets Q down. Whenever he has 3 Towers Q up, he is always going to be a threat.

At level 6, when Heimerdinger unlocks his Ultimate R, he basically gets 3 new abilities. Take care when trying to fight him as he might just use any one of his abilities to trade with you.

Level 3, 6, 11, & 16 are Heimerdinger’s major level spikes. Take care when he reaches those spikes as he may look to all-in you.


Buy items that provide Greek wounds such as Executioner=S Calling or Morellonomicon. This will prevent him from curing and surviving team fights. In team fights, avoid regrouping too closely as it will allow Volibear to get a great ultimate R out. Group, but not to stand too close together. Volibear has great potential of choice in the middle of play.


Very squishy during the early game which makes her quite disposable and easy to set back. She can’t do much if she gets camped in the lane.

Has no form of priority in the lane during the early game as her Q does meager amounts of damage and her W is best not used until absolutely necessary.

Missing her Ultimate R guarantees a team fight win for the enemy team and reduces Sona’s usefulness by a huge amount. Improper usage of her Passive can yield the same results.


Don’t chase Akshan in the jungle during the mid-game. He could be leading your team into danger or an ambush.

Try and look for fights when Akshan isn’t there. That way he will be unable to benefit from his W.

Playing around Akshan’s Ultimate will be very beneficial during the mid-game. Without it, he will be unable to maximize his damage output.


If they invade you, just back off, as they can easily kill you, especially if you’re behind.

They can secure objective so much easier than you can. Keep them warded to spot them before they can secure the objective.

Post 6, avoid fighting them at all costs as they are much stronger than you with their Ultimate and they will easily kill you.

A good player will be playing around their Ultimate as often as it comes up. You need to counter their ganking pressure by doing the same.


When Ahri hits level 11, she will have 2 points in her Ultimate. This offers her extra pick potential during the mid-game.

At level 9, Ahri will max out her Q. She will be able to easily push the minion wave during this stage of the game. Mix this with the items she picks up beforehand, she can constantly keep the enemy pushed into their tower.

Since Ahri is a burst Mage Assassin, when multiple items are completed, she will be able to secure picks on squishy targets throughout the mid-game: leading to a possible neutral objective advantage.


Karma can deal a lot of damage in the early game with her empowered a Q. This will help to get the enemy low for an all-in.

Thanks to her Ultimate a, she can give her allies a huge shield d buff that will protect them from incoming damage. It also gives a lot of movement speed which will help her team disengage if needed.

Karma basically has 6 abilities which offer her a ton of different counterplay. Depending on what she needs, she can use either one of her empowered a abilities.


Kled can use his Ultimate R from afar to collapse on enemies that are overextended at the start of the team fight. When grouping, make sure you’re all together and no one is too far forward.

When no team fights are occurring, Kled will attempt to split push. When he isn’t with his team, you could force a team fight with the numbers advantage, but be aware that he can use his Ultimate R to join the fight quickly.

Once Kled has been dismounted, make sure you finish him off quickly otherwise he may be able to remount again and take over the team fight.


Level 3 is a massive powerpike for Gragas because it can now look for full-blown all-in on the enemy target. Positioning can cause some hindrance that its E can be interrupted by minions. The use of track brushes or its Flash should quickly solve the problem. Level 6 of Gragas is an important peak of power because it can now move key enemy targets during a gank or all-in. It can allow it to remove the enemy rear line if it decides to go for the full AP construction. Its main prowess will come during the team fighting, however, where it can separate the enemy door and kill them. Gragas' first element will give it a massive boost in the way. However, it depends honestly on the construction it goes as well. If Gragas goes for the construction of the tank, it will survive much longer during the team fighting due to its first element while inflicting reduced damage.


His poke damage is quite high and obnoxious for the enemy team to deal with. This poke can build up over time and makes it so that the enemy laner is forced to play in the cover of their minion wave.

His wave clearing potential is very high due to his W and Q. This allows him to clear up the waves pretty quickly and get lane priority, which allows him to help his team secure objectives.

Excels in fights taking place in chokepoints and close quarters as it allows him to quickly stack up his Passive. This combined with his Ultimate R can easily allow him to destroy the enemy team.


At level 6, you are both equal in terms of damage, but you will have the best to engage with your R. Try to lure his E before using your R on him. At level 2 Ezreal will want to sting you and then use E to go away. Try to get up so you will always be able to take your R on him. Be aware of Ezreal standing in brushes, as he might try to use his R and then difficult to engage with his E and follow with a W and Q. As Kalista you will want to freeze the wave when facing Ezreal. By doing this, you will make it possible for your Jungler to gank you.


You will begin to fall, so you need to avoid 5 v 5 team fights when possible. Keep track of the enemy Jungler and remain almost neutral as much as possible. You do not want to be spotted on the other side of the map and lose a crucial goal out of nowhere. The fog of the war is your friend, and you will want to use it to flank the enemy whenever possible. The goal is to get rid of the enemy door as quickly as you can. You can also opt for a tanky construction and act as a front line if necessary.


Remember that this is an AoE capability. Therefore, you should try to hit as many targets as possible with it. Once you get your base objects, the burn damage of your Ultimate y and e will be quite unbearable for the enemy team. Just make sure that you are properly positioned during the attack of the enemy. During neutral combats, goals, make sure that you are as far away from the enemies as possible. That said, make sure that your e and Ultimate cover the essential bottlenecks there.


Mordekaiser has a healthy clear but slow clear in the early game. Try and invade him to steal away his camps to delay his first power spike.

Luckily, Mordekaiser has rather scripted ganks. Place vision around his jungle entrances to spot him leave his jungle. If you’re nearby, you could try to counter gank; but at the very least ping his position.

Once Mordekaiser hits level 6, he will find it slightly easier to gank with his Ultimate R. Try to equal his pressure by ganking as much as you can in the early game, and whenever he shows up on one side of the map, try to gank another lane or take an objective.


Very motionless and therefore vulnerable to crowd control in layers. He can't push freely unless he already knows where the enemy Jungler is, otherwise, he's just going to be killed. His E is his only source of self-peel. The abuse of him makes him much more vulnerable to all-in and can probably have him killed almost instantly if the enemy lantern has some kind of wink or mixed crowd control. His Ultimate R root in place, which makes it very easy for enemy champions with varying crowd control to interrupt his Ultimate R and get on him with their team.


Miss Fortune has tons of poke with her t. She can also use her t to blow up enemies in the way. Her Ultimate e is awesome when paired with team compositions with a lot of CC because she can inflict tons of AOE damage to the enemy. She will win self-attack trades with the enemy in the bot track. Even if she builds AP, she will always beat the enemy Support during the automobile trade.


Make sure you’re only using your abilities when you have to; especially your E. Aatrox suffers from long cooldowns and is easily abusable when they’re on cooldown.

You’ll fall off in the later stages of the game. Try and end the game as quickly as you can or snowball your lead so you’ll be a huge threat in team fights.

Aatrox is not an easy champion to learn. He has a unique mechanic on his Q which does take some time getting used to. You’ll need to put in a lot of practice to master this champion.


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


It can easily get rid of if it gets the crowd controlled. The incorrect use of its E can give windows to the enemy team to all-en-Soraka or its partner laner. Trying not to use it for the poke is the best bet of Soraka. Its healing can easily be reduced with the purchase of a Grievous Wounds item. It is also thwarted by enemies who have some form of dash that they can use to avoid its Q.


Level 16 is a massive power peak because Veigar will have its Ultimate R maximized during the game. It can actually allow it to shoot enemies if it has enough AP. Veigar will now have several articles. It should focus on fighting around bottlenecks regularly. This simply means that it can destroy enemies if it manages to catch them out of sight. Its cooldown n will be really weak, which means that Veigar can get frequent peaks on crucial targets and peel for his team simultaneously.


Warwick will seek to take someone with his Ultimate R to start the fight. Make sure your flanks are monitored so that you can spot him before he is able to catch someone out of position. Try poke and delay a team fight for as long as possible. Warwick is vulnerable to poke and disengagement and if you are able to poke down, it will be risky for him to engage. Getting Ulted R by Warwick in a team fight can change the game. Be ready to Flash his engagement if you have it. Otherwise, invest in a QSS so that you can escape the CC or lock/stop his channel with CC.


A fully maxed out Ultimate R will allow Malzahar to dish out hefty amounts of damage. Enchanters and squishy targets will have a hard time.

He is solid during late-game fights as his Q and Ultimate R will hit like a truck now. He will need to check the enemy inventory for a QSS before he decides to all-in a champion, though.

His Q and E will be maxed out and will be doing many consistent DPS during this phase of the game. The Q will let him keep the wave in check as well.


Continue playing around with your Ultimate R to get more kills and more picks. Picking off the right target can let you take the Baron or Dragon.

Keep trying your hardest to secure objectives with your team so you can gain an overall advantage over the enemy.

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


His W allows him to engage upon a group or enemy champions, or a single enemy champion with ease. This is really beneficial if he can land it from out of vision and then use his E to dash into the W circle to guarantee the stun.

His burst damage is not to be ignored as the game goes on. This is especially true when he happens to be ahead in the game. He can quite literally take the enemy backline out in one rotation of spells, if he manages to W E onto them.

His Ultimate R is the most powerful ability in his kit as it allows him to undo his mistakes, especially when he chooses a bad fight or fails an all-in. As the game goes on, the cooldown of this ability becomes shorter, allowing him to do whatever he pleases as long as he has his Ultimate R up.


Stay close to your team in the late match. You should not be too far from them otherwise the enemy can force a fight or catch your team out of position. Look for choices with your Ultimate R in late fights. If you can choose someone who walks too far forward, you can use the number advantage to start another team fight. Group with your team in the late match, but try to stay hidden. This will allow you to get choices or initiate once the enemy walks too far forward or gets close to your team.


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

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

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


The first power peak of Akshan is when he unlocks the 3 basic abilities. Although, his early play damage is pretty good at level 1 and 2. When he unlocks his Ultimate at level 6, his death pressure increases. Keep this in mind and avoid staying in the way when weak. After Akshans first return, he should have taken a component element for his Myth. Unless you've matched him, be careful because he will win jobs and all-in.


Very good objective control that can allow him to stop counting on his team and get his team forward on his own terms. He can take the early dragons easily, without becoming too low. His Ultimate n allows him to win a huge amount of duel potential that can allow him to go for high priority targets with ease, then exit without dying. His e can allow him to both set up and follow the ganks with ease.


After Cho’Gath has put multiple points in his s, he will be able to trade more effectively with the enemy. Combined with some of his other power spikes we will discuss, he can start to out-trade many enemy champions.

Cho’Gath cannot trade too well until after his first back. When he picks up his first component item, trading becomes much easier for him as his damage and survivability increases.

At level 6, Cho’Gath’s kill pressure intensifies as he can execute an enemy champion if they overextend. Even if he cannot kill them, he can still put his Ultimate t to good use.


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

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

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


Karthus is extremely weak early, try to invade him to place him behind. You are a ganker earlier than Karthus. Try to use your superior ganking potential to get your allies in advance. Post 6, you must use your Ultimate as often as possible. It increases your death pressure and will help you during the ganking. Gank whenever your Ultime is standing and not holding on to it too long. You have several tools to interrupt Karthus Ultime. Use them as soon as you notice it channel its Ultime near you.


Its R, E combo can CC an entire enemy team if they are grouped. This can also be used to select high priority targets. Its E is a multipotent capacity that can keep it safe even when it pushes upwards. With a good guard and this ability, it is quite safe in the track.


Your goal in the early game is to gain as much gold and XP as quickly as you can. Focus on farming rather than ganking or fighting.

Look to secure objectives as often as possible. This will give your team an advantage as the game goes along.

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


During the laning phase, focus on poking the enemy down to gain a health advantage. When the enemy is low, commit to an all-in.

Try your hardest to keep your ADC alive for as long as possible in lane. Provide them with shields whenever they need them.

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


Darius is one of the first strongest game champions in the game. Make sure you are constantly fighting to win an advance. After Darius has finished his first component element, his output of passive and global damage can be extremely heinous. If you were able to win a murder before picking it up, you will have a serious advantage over the enemy that you should seek to increase. When Darius touches level 6, he can use his Ultimate e to execute a target.


Focus on agriculture and hit level 6 as fast as you can. You need to hit level 6 as fast as possible to increase your waste potential. Your ultimate e} is an incredibly strong tool. Every time it is in place, try to use it to help your allies and get murders. Try to secure goals with your team.


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.


Amumu’s level 6 power spike is incredibly strong as it allows him to start ganking thanks to his Ultimate y. You can delay his power spike by invading him early.

Once Amumu gets tons of cooldown reduction, his Ultimate y will be on a shorter cooldown. This allows him to gank more often and have more success when it comes to ganking.

Depending on the build, you’ll need to either invest in armour pen if you’re an AD champion, or magic pen if you’re an AP champion. If he is going damage, you might need some defensive items. As the game goes along, he will become stronger and stronger, and tankier and tankier.


Another point in his Ultimate e will allow him to flatten a lot of AoE damage and use the ability quite frequently. Vladimir is perfect during mid-game fighting. He should accumulate an advance during this phase of the game by bursting enemies with his Q and Ultimate e. He is great in team fighting due to his Q, E and Ultimate e. If the enemy is tainted, Vladimir will decimate them with his Ultimate e.


However, a disadvantage to him having a lot of abilities is that it can make him quite complicated and overwhelming for players.

He also has a lot of combos in his kit, which makes him quite difficult to master. He is a challenging champion for beginners to learn from.

When he is behind, he isn’t that good. While he does have AOE and a lot of damage, he does nothing in fights when behind.


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

Missing his E will put him in a vulnerable spot, especially if he is laning on his own or when he is pushed up. This mistake can easily get him killed.

He is very effective when he is fighting in closed spaces like the Jungle. The enemy can reduce this by fighting in the lanes and then matching his push if he tries to split push. Even in this case, if the enemy destroys his Q turrets, Heimerdinger will be done for.


Your Ultimate a will be on a very short cooldown now, so use it frequently to get picks when possible. Your goal is to make sure that the enemy squishies don't get to play the game.

Get a defensive item when possible to ensure that you survive for a longer time during fights. It will allow you to kill multiple targets, especially during team fights.

Set up death brushes with your teammates and use your Ultimate a to get picks when possible. It will help you massively pick off the enemy Jungler before neutral, objective fights like the Elder Dragon or the Baron.


Diana's core power peak is once she reaches level 6 because she will have control of the crowd on her Ultimate R. At that time, she will look to gank and continue to gank whenever it is available. After Diana has finished her first article, her potential for scarring and damage will increase sharply. She will be a real threat at this stage of the game. The more she kills she gets stronger. Try and counter gank as she has nothing to offer once she blows her Ultimate R or Q.


Her damage during this phase of the game is immense. She just needs to land her Q, and her W and Ultimate R can do the rest.

A fully maxed out Ultimate R will allow Morgana to frequently use her Ultimate R. This means she can pick off the entire enemy team with well-timed Ultimate Rs.

Her late-game team fighting is on another level. She will deal a lot of damage while also ensuring that one of her carries or she is CC immune.


Yuumi is strong once she has completed her first item. At this team, her healing and damage output will increase.

Once Yuumi is level 6 and when she unlocks her Ultimate R, her kill pressure increases, but so does her survivability in lane.

Team fights are good for Yuumi as she can empower her carries. You’ll need to invest in an Executioner’s Calling at this time to reduce her healing.


Play safe and wait until you have access to your main abilities. Don’t let the enemy poke you down in the very early game.

Whittle the enemy down with your Q before looking for the all-in. Just because you land your Q, it doesn’t mean you need to go in. However, you can burst the enemy down with ease if you’re able to find a good opportunity to all-in.

In the toughest of matchups or when the enemy is playing ultra-safe, look to roam. Diana has good roaming/all-in potential post 6 and can help her allies snowball. If you can’t kill the enemy, look to roam with your Ultimate R.


Once Diana hits level 6, she can start to receive ganks from her Jungler as her Ultimate R deals a lot of damage and is CC. With this in mind, try to ward the river and side bushes to spot the enemy Jungler before they show up in your lane.

Whenever Diana lands her Q, she could look for the all-in thanks to the reset on her t. Try and play safer when her Q has landed and wait for it to disappear before walking forward.

Diana is rather weak if she doesn’t get kills early on. With this in mind, try not to feed her and ping whenever she goes missing as Diana will look to roam if she can’t kill anyone in mid.


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


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

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

Keep the minion wave closer to your side of the map throughout the early game. This is the best place for the wave to be as it offers you tons of extra protection


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.

Continue to kite in team fights and consistently adapt your positioning. Avoid standing still in fights as you’ll be an easy target.

Just like in the mid-game, you should stick with your Support throughout the later parts of the game. Do not go around the map alone as you will die easily.


When you invade Ekko, try to wait in a bush for him to use his W (and wait for it to expire) before joining him. When his shield is lowered, it is much weaker and easier to kill. Try to place the vision inside the river and around its jungle entrances. This will make it more difficult to gank successfully if you still know its approximate location.


The lane brushes can let Gragas assert a lot of dominance during the early game. It can allow him to zone enemies out, and he can also use the fog of war to go to some other lane and help his teammates. His Q makes up for some decent poke as well.

level 3 is a massive powerspike for Gragas as he can now look for full-blown all-ins on the enemy target. Positioning may cause some hindrance as his E can be interrupted by minions. Using the lane brushes or his Flash should quickly solve the problem.

Gragas' level 6 is a significant power spike because he can now displace key enemy targets during a gank or all-in. It can let him pick off the enemy backline should he decide to go for the entire AP build. He can also work with his Jungler and pick off enemies with this ability.


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.


Camille doesn’t have the healthiest or fastest clear. You can use this to your advantage by invading her in the early game and stealing away some of her camps.

Early wards will reduce the effectiveness of Camille’s ganks. In particular, a jungle or river ward at level 1 can stop her from getting a successful level 2 gank off.

Whenever Camille’s Ultimate R is up, she will be looking to gank a lane. You will need to equal her pressure by ganking, counter ganking or by securing objectives on the opposite side of the map.


After entering with your Ultimate R, be ready to fall and peel for your allies in the fights of the late game team. To make access to the enemy backline easier, group with your team but stay out of the way. If you flank a nonwarded bush, the enemy will find it harder to react to your all-in. Avoid dividing or being away from your team in the late game as the enemy will force a fight while you're gone. Play around your Ultimate R in the later parts of the game. Avoid fighting unless your Ultimate R is standing up. Fighting with outside will make the fights of the late game team much harder. Delay fighting and be ready to disengage if it's still on cooldown.


Ward the river to reduce its ability to get early ganks. If you see that it's getting someone on your team, invade the opposite side of its jungle to remove camps and deny its XP. It can easily secure goals like the Drake or Rift Herald thanks to its Packmates. Make sure they are monitored whenever they're high so it can't take them for free.


Use your early game strength to poke and harass the enemy with your W as often as you can.

Post level 3, you’ll be able to use your basic combo to chunk the enemy down. When trading keep an eye on your mana bar though as you’ll be vulnerable when you’re out of mana.

At level 6 your kill pressure increases dramatically. Try to play aggressive and look for kills. Make sure the enemy is infected with Blaze so it deals more damage.


His early game is pretty decent as he can just go for consistent all-in trades and get back to safety due to his y. He won't be taking a lot of damage either with proper usage of that ability.

The first item component is a decent spike as it bolsters his survivability and damage. It will help him take over the lane easily.

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


Fiddlesticks Ultimate R is very good in team fighting, especially in closed areas as it will allow it to inflict damage to tons of champions at once. Moreover, in team fighting, his W will heal him a lot. Additional support/damage will be really beneficial in team fighting.


Stay with your team in the late game so you are not taken out of position and die due to low mobility. Look for choices with your allies. Don't be afraid to use your R to get choices with them. You also have CC tools, so don't be afraid to try to make games as long as your allies can follow. You're good at fighting around the goals, so try to make games with your R around these major goals in the late game.


Kennen is really good in team fights. Avoid fighting in the Dragon or Baron pit as it will allow him to get a good Ultimate m off. Kennen is inclined to peel and disengage. Try to disengage as soon as you see him running towards you. In addition, make sure you have the vision on your side in case he tries to flanculate. Try to harass and poke Kennen as much as you can before a team fight occurs.


Stay with your team at all times in the late game. Do not split push or run away from your team as the enemy will use the numbers advantage to start a team fight.

Make sure you’re always stood towards the front of your team at all times. Reposition and stand at the front for as long as possible.

In team fights, stay towards the front of your team to soak up damage. But, peel for your team with your Q and focus the enemy who is the biggest threat to them (or focus the enemy backline if the enemy frontline is weak) to keep them alive.


You will have to h her as many times as you can before looking to engage in a fight. This way you will be able to take Riven down quickly.

Make sure that you keep CC'ing and slow her as much as possible. Riven won't be able to do much as her entire kit is based on mobility.

You will want to take her down as quickly as you can in this matchup. The best thing will be to pick her off before a major fight.

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


Watch Lucians Q as he will try to line him up so he will hit the minion wave and you at the same time. Lucian is very strong in early play and seek to abuse his forces to get an advance. Avoid dying to him so he will not go forward. Wait for Lucian to use his E before starting a fight or trying to land CC. Every time his E is down, he is much weaker and will find it harder for him to defend himself.


Always try to go-in and take the enemy Jungler every chance you get. Doing so will allow you to take neutral goals easily. Peeling for your carts during the fights will be really important in this matchup. Always stay by your carts and make sure no one can get to them. Your ultimate e will allow you to lock and kill door with ease. Doing so in bottlenecks will easily win you the game.


When it reaches level 3, it becomes stronger and it is harder to manage. Bait out abilities then fight it. Once it reaches level 6, it unlocks its R which makes it better in 1v1 fights. As the game progresses, and as the teams begin to regroup, Hwei becomes stronger and stronger while he is a great team combat champion.


Use the track brushes to land your d and d will really be easy for you in this matchup. Just make sure you keep your distance from enemies at all costs. Remember that you can slow down enemies using your d. It can come in really handy when you getganked and need time to escape. Be part of the neutral objective fights once you get your Ultimate d. Your ability to move will allow you to get several choices for your team.


Ahri is quite vulnerable when her Ultimate is down. Play safer and avoid committing aggressive plays while it is on cooldown.

Ahri has multiple skill shots which makes her somewhat harder than many champions. Additionally, her E hitbox isn’t the biggest, so it can be difficult to land.

Ahri can be difficult to play into team compositions with heavy CC. While she does have tools to help her dodge these abilities, she will be limited on how and when she can use her Ultimate. For example, she may have to wait for the enemy to use their CC tool before using her E aggressively.


As Lillia is usually built AP, it will fight against teams that have significant damage. It also fights against poke and disengagement, which can make team fighting difficult for it. Although its Ultimate R is an excellent team fighting tool, it takes time to enter into force. Your allies can also disrupt your damage if they inflict damage to a sleeping target.


Level 6 is a massive peak since it can now hit the team fights as a whole. It can also look for flanks and dive the enemy backline. Its early play will be quite solid as it can simply go for coherent all-in-one jobs and return to safety due to its y. It will not take much damage with the proper use of this ability, but it will have to stay out of sight. It is a good skirmisher early, especially when it gets its Ultimate *R*.


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


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


Very immobile and is extremely vulnerable to crowd control. He has a weak early game as well, so he can easily be abused and killed with a few ganks.

His n is on a really long cooldown, and it is his only form of self-peel. Once it is down, he can be easily all-in’d and killed with crowd control.

He will take a lot of time to come online if he happens to get killed a few times during the early game. He isn’t going to be very effective if the game goes on for too long so try to shut him down early and end the game quickly.


Once he goes in with his E, he can’t get out due to his E being on a very high cooldown initially.

If his Passive is down, he can’t play as aggressively due to the threat of him being killed. This is applicable for early to mid-game fights only.

Teams with lots of CC and disengage tools are really good against Zac. He struggles to get onto targets, use his Ultimate R and make use of his Q when the enemy has escapes/ or CC.


Remember that you will eventually die if you get CC'd or if the enemy comes too close to you. Keep your distance and hold the poke. Once you get your ultimate R, you should be able to save your allies frequently. Make sure to keep an eye around the map and see if anyone needs help.


It can use its Ultimate R quite frequently, which makes it difficult for the enemy team to do anything. Its tankness is out of the world during this part of the game. Combined with its passive, it will be able to tank damage for days and peel for its wagons. The team of Maokai fights against the skyrocketing efficiency during this phase of the game. This is due to the utility and chooses the potential integrated into its kit.


Unparalleled poke with his p and 2. His 2 slow makes it much easier for him to be able to land his p and r on his opponents.

His r is a stun, which can be game changing if it lands on the proper target. It also gives Xerath some form of self peel as he doesn’t want enemy champions on his face.

His 2 slow can also help him immensely in team fights. He can set-up opportunities for his team to land their crowd control on the 2 slow inflicted member of the enemy team.


The first power peak of Shyvana is at level 6 when it unlocks its Ultimate t as it allows it to change shapes. The more the game goes, the stronger the Shyvana becomes. In the middle of the game, its release of poke and damage will be very high. Don't let its poke come down to you. Each Dragon provides Shyvana with a buff that not only helps his entire team, but he also drinks it directly thanks to his Passive. Don't let her take every Dragon if possible.