Having 2 points in his Ultimate R will make it easier for Viego to kill his targets. It will help him a lot during team fights and skirmishes near the objective pits.

His first ability will be maxed out at level 9. This will give him a massive boost to his skirmishing potential. He will be powerful when fighting in choke points.

Viego is good in team fights as he can move quickly through his E, CC crucial targets with his W, and gain multi-kills with his Ultimate R.


Keep your E for situations where you need to avoid getting CC'd. Use the track brushes as much as you can to make sure you can put your poke on the enemy team. This will allow you to accumulate an advance and push the enemy out of the way. During neutral objective fighting, your main goal is to make sure that you can pull the enemy team out before major Smite combat. In this way, they will not be able to do anything and will die if they try to do everything.


Use your Q and E to target both enemies and minions simultaneously to use your mana effectively. Don't spam those abilities either, as you will run out of mana quickly.

Once you get your first item component, you should be able to spam abilities way more frequently. Now you can look for aggressive trades with your Q and E.

Getting your Ultimate R will be a huge turning point in the game. You can use it in a solo fashion, but the best use will be during clumped fights.


Keep a constant eye on her Feathers and avoid standing in front of them. This will reduce her ability to burst you down and trade with her E.

Xayah’s rather weak in the early game. Try to abuse her as much as possible to get an early advantage. With low range, she can easily be poked down and harassed.

Avoid committing for extended trades with Xayah unless you have an advantage. Thanks to her E and W, she wins extended trades.


Low during the early game, especially against constant poke damage that can prevent him from regenerating his passive shield. Before six, he is quite susceptible to poke so that he will be forced to play defensively. He probably did not get any ganks either because he does not have his Ultimate h. The appropriate vision control of the enemy team will prevent Malphite from catching the out-of-guard enemy team. This will reduce his effectiveness and force him to find other ways to engage on the enemy team.


If you are able to get a choice and heal your team with your Ultimate R quickly, the chances of winning the fight will be higher. Whenever your TP is down or your team is not very strong alone, stay with them and fight like 5 instead of playing divided.


If you are unhappy with the marked area, returning to a certain distance will reset the position. Playing around the W of Fiora is a focal point of the track. Try to bait it before you all in it to prevent it from neglecting your CC. Keeping the minion wave closer to your side of the map will make it very difficult for it to chase you and kill you in the way. If you push and freeze, you will be very vulnerable to the ganks and all-in of Fiora.


After level 6, Vladimir gets a peak of power with his e, so play a little more passively against him in this stage. The best opportunity to talk with Vladimir is when he used his l, because it's his only tool or survival in his kit, and he can inflict damage while using it with his I>E combo, so that he makes it even more vital for him. Vladimir is strong at all stages of the game, because he has so integrated the hold and the ladders later, but wavplelar is the only thing you have that is more powerful than his.


It's really hard to play when the enemy team gathers together. Nocturne wants the enemies to split up so he can use his Ultimate a to pick them up. Nocturne is super squishy and gets blown up in the team fights quickly even with his s. This makes it difficult for him to fight unless he advances. It's very easy to fall back during the Nocturne game. If you take a lot of damage through a bad game, you won't be able to play aggressive in the way.


Level sixteen is the most essential power spike for Kassadin. This allows him to use his Ultimate k frequently, which can cause a lot of mayhem in the enemy team.

Kassadin will be dealing a lot of damage during this phase of the game. It will let him take off huge chunks off the enemy's health bars, which will allow him to win the game for his team.

His presence in team fights will be really high, especially if he manages to get a flank on the enemy team. His ability to barge in, burst enemies down, and get away is phenomenal.


Continue playing around 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!


Syndra is strong once she has her first item as she will easily be able to push the minion wave with ease and force you under Tower.

Syndra’s main power spike early is at level 6 when she unlocks her Ultimate R.

Once Syndra has completed Luden’s Echo it will add lots of additional burst to her champions kit.


Once you get some items, it's time to invade the enemy Jungle with your allies. See if you can get some choices here and there. When you take neutral, objective fights, make sure you place your x boxes near the Jungle entrances and one in the pit. This way, no one can try a surprise flight. Your Ultimate I will be extremely useful during team fights. Just make sure that you use it to delimit the enemy rear line of the front line. This way, you will gain a massive advantage during team fights.


Try to fight as a team in the open air so that he is unable to use his E qualified to stun your entire team. Do not fight in the jungle because the size of his E is about the same as the jungle. Once Heimerdinger reaches level 6, he technically unlocks 3 new abilities. Be careful trying to initiate a skirmish with him because he could just remove his magic card and kill you.


Has no form of mobility and can easily be all-in’d once her E is down. Any kill against her sets her back by miles as she is a heavy scaling ADC, and needs to farm safely.

Atrocious early game as she does no damage during that stage and is very vulnerable to all-ins. She can easily be zoned out of CS, which is not a good thing for her as she needs her core items to be useful.

Her effectiveness will decrease if she runs out of mana in the lane. This is due to how her Q rockets work. It will take away her long-range CS ability, which will allow the enemy to zone her off easily.


Rely on picking off enemies during this phase of the game and then immediately forcing a team fight due to a numbers advantage on your end. Don't let the enemy team have a fair team fight.

You may be able to death brushes in the enemy Jungle with your Ultimate t . Also, keep an eye on the side lanes and see if you can go and kill an enemy who is carelessly pushed up in such a lane.

A defensive item should help you a lot when diving into an enemy team. If you are behind in the game, shift your focus to peeling for your team rather than making aggressive plays.


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.


Really strong dueling potential in the lane thanks to his W. This ability allows him to both block damage as well as heal himself by a respectable amount.

Post-six, he can select any target and convert the fight into a 1 v 1. This can mean hell for any immobile or low health enemy carry as Mordekaiser can easily E>Q them.

Once he gets enough items, he will be nearly unkillable unless the enemy team focuses him down. In a team fight, his E can be extremely beneficial when fighting against clumped enemy teams.


Your tankness will be like God during this phase of the game so make sure to set up fights and also peel for your bearings during the fights. When you get your items, you should have a really easy time to blow up enemies with ease. Set some deep areas to facilitate long-range Qs on the enemy team. During neutral objective fights, you should be able to disrupt a fight due to your ultimate R, especially if the enemy is tainted. Just make sure you land the ability.


Volibear is a very strong laner. Expect him to play aggressive in attempts to get an early lead over you.

Once Volibear is level 6, avoid staying in lane when low as he can use his Ultimate R aggressively and catch you out. If you are forced to recall, do not recall under tower as his Ultimate R can stop towers dealing damage.

Stay at max range at all times and retreat briefly if he activates his Q. Staying at max range when you’re not looking to trade will make laning against him much easier.


Focus on poking down the opposition with your Q and W. It should be pretty easy for you once you slow them down with your E.

You are highly immobile so it should be important for you to take some countermeasures against ganks. Ward around the lane and keep the wave on your side when possible.

Farm a lot and get your core items quickly. This will help you get kills and burst down enemies with your obnoxious Q damage.


A maximum of the Ultimate h will allow Malphite to flatten large amounts of burst damage. Ennemy squishies will have a heinous moment in the game. It is solid during the end-of-game fights that his d and Ultimate h will hit like a truck now. He only has to wait for the perfect moment. According to the construction for which he is going, he will either blow up enemies on the whole map or a reliable linear front for his allies. Anyway, his goal is to enter the enemy rearline and separate the front line from the rear line.


Once Sona reaches level 6, her death pressure increases and she can start playing more aggressively. In addition, her Ultimate R offers her additional gank configuration, so expect her Jungler gank post 6. Her healing of her W will be a problem as the game unfolds. Make sure your team invests in Execution.


Zyra is strong at level 3 because she has access to her two Qs and Es. Expects that she will take a lot of damage in a job. Once Zyra reaches level 6 and unlocks her Ultimate R, her death pressure increases considerably and she can shoot the most squishi of the champions.


Your goal in the laning phase is to abuse the enemy and get kills. Try to play aggressive when suitable to get an early lead.

Use your strong 1v1 potential to roam around the map and help your allies secure kills. If you can get kills and help your allies, your chances of winning the game will be much higher.

Once your allies have rotated to the mid lane, rotate to a different lane and split push. It’s important that you do not fall behind in CS and XP by staying mid when there are lots of other champions there.


Disengagement is Master Yi's worst nightmare. As soon as he activates his Ultimate r and runs to your team, disengagement so that he can not resume the fight. When he is weak, make sure to get over it even if Master Yi is not there. If he takes free and easy blows, he will make heavy snowballs and take over from the next team fight. Try to wait for Master Yi to use his e before locking him up with CC. As he can use his e to avoid skill blows and CC if time is correct, it is best to wait for him to use this ability before trying to kill him.


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.


Zac will look to ganker more frequently when their Ultimate is up. Make sure to keep the enemy's jungle entrances so your team can spot the Jungler leaving their jungle with their Ultimate. Make sure to place the neighborhoods at your jungle entrances so you can spot them before they jump over you. The neighborhoods and river districts at your jungle entrances are the key to counter Zac. Beware of Zac's early play pressure. They are much stronger than you and will try to make games to make themselves and their teammates before. Use your superior goal-taking ability to make plays and take goals such as the Dragon or Rift Herald.


Olafs' Ultimate k allows him to avoid the CC because it prevents him from being blocked by the hard control of the crowd. Olafs 1v1's potential is extremely strong. This makes him a formidable opponent in 1v1 and makes him difficult to play against. Look to play aggressive and fight the enemy whenever possible. You have the ability to take the Dragon or Rift Herald alone whenever your allies have priority in the vicinity. Look to secure them whenever you can.


He will have his core items by now, which means that his d and Ultimate h should hit like a truck right now.

Multiple points in his Ultimate h will allow him to use the ability frequently, make picks, and land multi-man Ultimate h on enemies fighting near choke points.

Malphite is quite good during team fights. He can damage many enemies at once and do so from out of vision, giving the enemy a tiny window to react.


The power of his Ultimate R will always depend on the comp of the enemy team, but he will be able to use more ultimates in a given time. Sylas will have a lot of elements during this phase of the game. He will increase his survival and damage in the game and let him deal with it alone with several targets effectively. His overall damage will be really high during this phase of the game. The brilliant damage he can do will completely catch the out-of-guard enemies and ruin their chances of winning the game.


Harass the enemy throughout the laning phase with your Q. Your goal is to constantly harass the enemy whenever possible and get kills.

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. Poke and harass the enemy Mid laner and force them away from the objective to make it easier to secure the mid lane tower.

Keep a constant eye on the minimap and your allies health. Use your Ultimate R on allies that are low and have the potential to turn around and win the fight or survive. Avoid wasting your Ultimate R on allies that are going to die even with your Ultimate R.


During the team fights, Diana's kit offers a lot of bursting damage thanks to her Ultimate R. Try to bring her down before she engages to make it really difficult for her to engage and kill anyone. Diana's engagement is beautifully scripted. Ward on the side during a nap of a goal so she can't surprise your team with an all-in. Diana is a murderer and can quite easily a-shot any squishy target walking alone across the river. Do not enter the river unless you've kept it or know where Diana is.


Urgot's early game is pretty good, especially once he gains access to all his basic abilities. He can easily all-in an enemy and then proceed to destroy them with his Passive and auto-attacks.

Urgot's level six is solid as it lets him execute his targets when they are below a certain health threshold. This is really good when trying to deal with tanks.

Urgot's first item component will be beneficial as it will boost his overall damage and survivability in the lane. It will be instrumental when combined with the regular usage of the lane brushes by Urgot.


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


The track brushes must be controlled by you as they will allow you to catch the out-of-guard enemies with your W. It also goes off-minion enemy zone. Continue poking the enemy with your Q as much as you can. It is difficult to avoid, and the damage will quickly accumulate and leave you all enemies. Your Ultimate R will allow you to make cross card games with ease. You can even wander directly after the reminder and then show to your original path with your Ultimate R.


Use your abilities to disrupt Quinn's mobility and limit her ability to reposition in fights.

Building armor will help you to reduce the amount of damage Quinn can do to you with her physical damage, increasing your chances of surviving and engaging in fights.

Consider using your ultimate to interrupt Quinn's ultimate. You can then bash her head in with your CC.

When possible, try to engage on Quinn when her E is on cooldown. This will reduce her ability to escape and increase your chances of taking her down.


Yorick's Maiden will be mighty from level 16 as his Ultimate R will be completely maxed out. It will also allow Yorick to use the ability often.

Yorick can keep on split pushing or decide to join team fights at this stage of the game. Either way, he will be dealing a plethora of damage and will excel in clumped fights.

Yorick's second ability will be maxed out at level 14. This means that dueling him will become really hard for the enemy, and Yorick will be able to turn a fight on its head easily.


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.


The teams tend to regroup during the end of the game. This means that Lissandra will have a gala to find choices and CC'ing the entire enemy team. Her Ultimate R will become really powerful when it is maximized. This means that she will be able to take enemies with ease and whenever she wants. This is really beneficial to her team. Lissandra will have several articles during this phase of the game. This means that she will make huge amounts of AoE damage that will harm the enemy team.


You’re weaker than them whenever they have their Ultimate up. If you’re at risk of dying, always recall at level 5 so you do not get killed when they hit level 6.

Hit level 2 first and then use your level advantage to gain a significant health lead.

For a better chance at all-inning and chasing Renata down in the lane, try to keep the minion wave close to your side of the map. Remember that pushing will hinder your ability to engage and secure kills in this matchup.

Bait out abilities before looking to fight Renata. They can turn around exchanges, and to make trading more favourable, you should wait for them to use one of their abilities before fighting them.


Use your t to prevent the enemy ADC from doing anything in this game. Always focus on the champion that is close to your carry for maximal effectiveness.

Try to lure enemies into fighting near your Ultimate t infested areas. It will allow you to auto-win a major fight due to the amount of damage your Ultimate t traps do.

Ensure that your Ultimate t traps are in the choke points during neutral objective fights. This will make it really hard for the enemy team to do anything in the fight.


Her first peak of power, like many Junglers is at level 3, where she unlocks her basic abilities. Fighting for the first crab can be dangerous! When Briar reaches level 6, her real inflation potential comes to light, and she will look for gank and help her allies from afar. She is good in the middle of the game, and if she gets an early lead, she will be strong during this game phase.


Qiyana's team combat presence is huge. Disperse yourself and don't fight in bottlenecks like in the jungle or under a lap to reduce its usefulness. The thrust in Split could be a good way to counter Qiyanas R, but make sure that the players who are facing it don't get caught by her R as she usually will use it to start the team fight.


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

Flank in team fights to make getting on the enemy backline easier. Use your W to speed yourself up to get off a good Ultimate R.

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


It can be strong against the all-in champions, but weak against the range champions. It reaches level 6 as it can use its clone l to inflict tons of additional damage to the enemy. Moreover, it is an excellent tool for juke damage and save its life. Its first peak at the beginning of the game is when it recalled and picked up its first component. Its production of damage and its trading potential will increase considerably.


Unique mechanic with her Q and basic attacks. This can be hard to master.

She is pretty weak from behind, but then again so are many other champions. If you get a good early lead, you can easily snowball though.

Her E is her only movement spell, and it has a really long cooldown compared to other champions who are played in the same lane.


If the enemy team is loaded with heavy CC, be sure to get a defensive element to help you. You should always remember that you hold the Smite for your team. Your goals are to secure choices and peel for your squissy targets during this phase of the game. Your Ultimate k will come in very practical and will allow you to make a lot of games. Securing goals is very important, especially during this phase of the game, as these goals can be the game decision maker. Your e should allow you to make some really fancy games. You should try to get the enemy Jungler out of the pit using your Ultimate k.


* In team fights, take care that Lucian can use his E to reposition and escape danger. Try and wait for him to use his  E before using your CC abilities so it’s harder for him to dodge them.
* Avoid letting Lucian get a full channel of his Ultimate R on you in a team fight by disengaging or cancelling it with CC.
* Lookout for Lucian’s positioning. He will often walk forward in order to land auto attacks. Once he has mispositioned, use this to your advantage to focus him down.


Vi has excellent pick potential with her Ultimate R. The range allows her to catch enemies off-guard with her Ultimate R and kill her targets due to her burst damage.

Vi's objective control will still be preserved during this phase of the game. This means that she can quickly melt through towers with her E and take neutral objectives with ease.

Her impact will be massive during the mid-game. This is because she will have her core items, and she will be able to pick enemies off with ease with her Ultimate R. She can easily flank the enemy and get to their backline.


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


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


The level six is a massive power peak because Viego will be able to unlock a powerful finishing capacity. It can help a lot in clutch situations where Viego needs to execute his target quickly. Its early death pressure is really high since all he needs to do is to land his W and then follow him with his Qs and auto-attacks. This combo becomes much more devastating once Viego gets his Ultimate R. His first element will give him a massive boost in solo lacquering.


Really good burst potential with her entire g, l, Ultimate n combo. This can delete a squishy enemy with ease starting from level six itself.

Her e shield is deceptively strong as it can allow her to save all her team members from a lot of poke. This is also applicable when she is Support.

Her g can be used to secure picks inside the enemy Jungle or from blind areas. This can be extremely beneficial if the picked target happens to be the enemy Jungler or the ranged carry.


Level 16 is dull because it won't get much, except for a reduced cooling on its Ultimate R. It won't be as strong as other ultimates. Its tankness will be phenomenal during this phase of the game. It can continue to absorb the damage and act as a reliable front line for its team in the fights. It will play a pivotal point during this phase of the game. It will make its tanky and leave its first face on the enemy team. It will play a massive role in team fighting for the enemy team.


You will need a hard leash early on others you will run around the card without any mana. It would be better if you go for the Blue Buff first in this game. Once you hit level 3, you should be good to go and can start to glove. Overheard enemies should be your main target and use your W and E to CC and kill enemies. Once you get your Ultimate R, you should be all good to focus on a track and a door. It's up to you if you want to carry to have your camps but don't fall too behind on CS.


Tahm Kench can absorb a lot of incoming damage in lane and in team fights with his E. If he activates it at the right time, he can have basically two health bars and be near impossible to kill.

His Ultimate r is very versatile. It can be used to save an ally, or catch somebody out of position. It is a great tool especially in mid and late game team fights

His W is very versatile. It can be used to escape skirmishes, get over walls, look for plays and many other things.


Level 3 is a decent peak of power because Veigar can trap his enemies and peel them with his abilities. A complete rotation of his basic abilities will cause a good amount of damage to his target. Level 6 is a significant peak of power because Veigar gets access to his Ultimate R, which is a very great finishing movement. He will help him take the game later. The first element will be a significant peak of power as well. That's because his AP will be increased, which, combined with his passive, will allow him to have more AP than most other players.


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

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

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


His Passive can be really obnoxious to deal with, especially when he is hiding in a brush and moving in and out while pelting his laner with his t and t.

He is the bane of ADC mains as his t quite literally makes them miss their auto-attacks. This can reduce the effectiveness of the carry for a while, which gives his team some time to engage/disengage freely.

The Ultimate t can act as a substitution for vision, as well as deal a lot of damage when kept in the right spots. This is especially useful when it comes to avoiding ganks.


At level 11, Warwick will put an extra point in his Ultimate R. The cooldown will be reduced and he will be able to get choices on the enemies moving around the map or try to fight it alone. At level 9, Warwick will maximize its first ability, which is usually its Q. The additional support and damage it gives this ability will make it a huge threat to the enemy.


As soon as Thresh arrives on the track, the race for level two follows. That's because the level two of Thresh is devastatingly strong and can immediately get him killed. Level 6 is another massive power peak. That's because it can slow down several targets easily and easily trap an isolated target in the walls and prevent them from escaping.


Always watch your positioning at level 6. Her level 6 is stronger so she can easily kill you if she lands her 6.

Post 6, focus on ushing and matching her wave clear. This will reduce her chances of pushing you into your tower and gaining a gold lead.

Stand outside of the minion wave at all times. This will make it harder for her to push and poke you at the same time.

Try to stay at max range and poke her from afar. Apart from her Q and Ultimate, her Q and R are not very high, so she will be unable to hit you with them.


Try to aim your abilities when pushing so they hit her and the minion wave at the same time.

Your level 6 is very strong. Try to poke her down first before committing your Ultimate on to her.

Play safe early on. She is stronger than you and you need some time to come online, so make sure you limit how much damage she can deal via auto-attacks.

If she roams, just let her. You cannot match her roams in the early game. Instead it is better for you to just focus on farming.


Once again, when Bard puts another point in his Ultimate R at level 16, he will not necessarily spike as his Ultimate R doesn’t deal any damage. But, it will be on a shorter cooldown which can enable him to get picks.

In the very late game, his abilities will be on much shorter cooldowns. This is very useful for Bard as he will be able to use his Q multiple times in a team fight. This alone may either win his team the fight or help him peel for his carries.

The effects of Bard’s Chimes or Meeps gets better and better as the game develops. In the late game, his empowered auto-attacks will deal a considerable amount of damage and have a huge slow if you auto-attack an enemy champion.


Soraka can prevent an all-in by placing her E Silence on herself as soon as you commit. Try to lure the E Silence before looking for the all-in. To increase your death pressure in a Soraka match, focus the Soraka rather than the CDA. Focusing on CDA will not be useful because Soraka can simply cure them with his W. If you get it, try to get an early execution call. This will reduce his ability to heal and increase your death pressure in the way.


Stay with your team in the late game. Avoid running too far with them as the enemy can force a fight and win the game if you are nowhere near. In the late game team fights, try to peel for your carts if they are fed so you can protect them and keep them alive. If you are ahead, look to remove the enemy Mid laner or ADC. Flank in the team fights to make it easier for you to get on key targets with your W. Make sure you keep flancing otherwise you will be high and forced to retire.


Her passive Ultimate R can legitimately remove people from the card if Annie is even slightly ahead. Flanking to achieve this increases her power. Great potential for AoE damage with her Ultimate R and W due to her completed elements. Finding tight fights and using her Ultimate R correctly allows her to take the game by hand. The reduction of her Ultimate R cooldown allows her to have Tibbers all the time. She doesn't need to worry about being caught without her Ultimate R that frequently.


While it can dry a lot of damage at levels 1 and 2, it becomes much stronger when it has access to its basic capabilities. The next major power peak for Cassiopeias is when it unlocks its Ultimate R. Its Ultimate R is very versatile and can be used either to engage or disengage from a fight. It can also be used to set up its Jungler. Cassiopeias will start doing much more damage in the trades when they took their first item.


In the team fights, lock it with CC at the beginning of the fight so that it cannot extinguish the damage. CC will also stop its Ultimate R prematurely, so try to lock it fast if she uses her E. Samira will often be left alone in the average track at the farm during the middle of the game. You could use this as an opportunity to catch her and her Support out of position and force a goal after. Try to force the fights as soon as you spot Samira or when she is on low-style points. Delaying a fight will allow her to get Style points and keep them for the next team fight.


The Jax O will be maximized to level 9. This will give it a massive increase in damage, and it will frequently use the ability. Moreso, it will allow it to mitigate more damage in turn. Jax is excellent during the middle of the game because it will have its basic items with it. This means that it can look for peaks and can quickly get killed on isolated targets. At level 11, it will have two points in its Ultimate t. This means that it will absorb more damage, completely plunge the enemy rear line, and still survive.


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

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

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


During the fight against Sett, make sure you don't go for extended trades. Sett will be able to throw you out easily otherwise. It can try to get some reduction of healing early on. It can significantly hinder your survival so make sure to keep an eye out for it. Sett will try to get you out of your team. Make sure to reposition yourself quickly so that Sett has a hard time to do. Keep the wave close to your turn. The enemy doesn't have some kind of sieving potential and can easily be exposed to ganks.


Expect Teemo to place the mushroom t in the river and around the Scuttle Crab and your entrances into the jungle. Opt for a scanning lens to reduce the chances of you walking in one. If you notice Teemo on the upper side of the map, try to invade the lower side of its jungle to steal its camps. This will make it really difficult to get gold and XP. It has little control over the Dragon and can't take it alone. If you are able to take it undisputed, you should do it. After all, it will just gank bot lane and take it with them if you don't get it before.


When the laning, make sure that you have always stayed far behind, but in front of your Caster Minions. This will not allow him to land his Root E and CC you. The extended automatic attack jobs will always work in favor of the AD champions. Wait for him to use his E before playing aggressively and looking for the all-in-one. Swain=s support will be a problem; especially if he is with a healing support.


Continue until you touch level 3. Once you do, start to glove when possible. Just make sure you are not detected from the advance, however. Use your y very carefully as this ability can quickly get you an advance if used correctly. Also, counter-gang the enemy as much as you can. Once you get your Ultimate n, you should have a higher impact on team fighting. Make sure you target high priority champions when possible.


At the end of the game, look for choices about the immobile or mispositioned enemies. Taking someone at the end of the game can give you enough time to force a fight, sit a goal or take the Baron or the Elder Dragon. If the enemy is in a group, watch to group with your team too. In the team fights, keep focusing the most squishi and the easiest to kill high priority targets in the backline. Flank in the team fights to get on the enemy backline easily. Make sure to be close to your team at all times so you can get in the quick fight.


Look for choices all around the map during this phase of the game. If you can take a portage from the enemy team, the next fight will be about a guaranteed victory. 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 front line. When fighting around bottlenecks, make sure that you adjust your x correctly.


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

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

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


Once Gnar’s E is down, he becomes susceptible to ganks, so if his opponent manages to bait it out, he will have a really hard time escaping out of that situation.

Gnar’s Ultimate R won’t be very effective if the enemy is playing in open spaces and is spaced out evenly. This will force him to go for a higher priority target which may involve flanking the enemy team, which can cause him to get caught out and killed.

The enemy can completely counter him by choosing to disengage when he gets his mega form. Once his mega form is down, the enemy won’t be under the looming threat of getting ulted into a wall by him, and hence will be able to fight more freely.


Dusty during the middle of the game and try to secure the secondary goals. That said, keep an eye on the map that you can not yet be able to 1 v 3 yet. Use your strong duel potential in the middle of the game to fight and duel all those who try to prevent you from split push. Although you are a really strong split pusher in the middle of the game, be ready to group with your team and fight 5v5. You should usually start grouping when there are no goals to take nearby.


Forcing team fights while Xayah’s Ultimate R is down will make winning them so much easier. Whenever she uses it, try to force another fight after healing up.

At times, Xayah will be left in the mid lane with her Support to farm. If you spot her team in the side lanes, force a fight with the numbers advantage and then take the mid lane tower afterwards.

As Xayah is really good at kiting, you may need to flank her in team fights to make it harder for her to kite and escape a fight.


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

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

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


If you’re constantly pushing the minion wave, it’s going to be hard for you to play aggressive. The enemy can also zone you away from farm and XP.

Can easily be poked down by ranged champions in the lane. Watching your positioning is key when playing as this champ.

Has to commit to all-ins. If you go in, you’ll be in an overextended position which could allow the enemy to turn the exchange around and kill you. Only go in when you know you can win, and when you know where the enemy Jungler is.


Split push whenever your Ultimate m is down in the mid-game. While team fighting is important for Kennen, falling behind in gold and XP will make you pretty much useless in team fights.

Look to flank in team fights. Fighting as Kennen can be difficult if the enemy is able to disengage or has poke damage. To make team fighting easier, look to flank from the side.

Whenever your Ultimate m is up or whenever your team is ready, you should group with them.


Play safe for the first levels. You need time to come online and you should not be in combat unless you have a clear advantage early. After destroying the lower lane tower, turn to the middle track and try to take this turn. This will open the map and give your team a gold lead. Once you have some levels under your belt, you can start playing aggressive and looking for aggressive parts. You benefit from extended trades, so try to go for them frequently.


Aatrox is a lane bully who can snowball quite quickly. If you can get an early lead, try to abuse it to get more kills in the lane to increase your chances of winning the game.

You’re a very mobile champion thanks to your E. It can be used in multiple ways and is a good way of turning around exchanges with the enemy.

You have tons of sustain thanks to your Passive and Ultimate. This will increase your survivability in team fights and skirmishes.


Jayce will try to use his range advantage to harass you and bring you down. Try to stay away when you're not looking to hit the minions last or he can attack you for free. Try to keep the minion wave closer to your side of the map in early play. Jayce can zone you away from the minions easily if you've pushed in his turn. If Jayce lands his s and jumps on you, use your e directly under you. This way, if he changes shape and jumps on you, it will be hit. Your level 6 is much stronger than Jayces. Use this knowledge to your advantage to start playing more aggressive.


Once Gragas succeeds in reaching level 11, it will have two points in its Ultimate R. This means that it can initiate battles and move key enemy targets much more frequently. At level 9, Gragas will have its first maximum ability. This is really beneficial to it because the increase in damage will really help it to duel. This is especially true if Gragas goes for the complete AP construction. During the middle of the game, the enemy will be busy exchanging tracks and defining the vision. As Jungler, Gragas can easily use his Ultimate R to choose such enemies before significant fighting.


Gwen is not powerful early, so she has to use her Q to her full potential in the way. This will give her a lot of support and damage, but she will have to invest a little time in stacking it. Gwen's Level 6 is an important pick-up for her. She can quickly run the enemies now that the amount of healing she gets from the output of capacity damage is quite powerful. She should win a duel with ease from now. Getting the first component will surely help Gwen's laning phase a lot. Its release of damage will increase, which will let her go to short burst operations on her enemy with her E and Q. She will later be able to use her W to escape.


Once again, when Bard puts another point in his Ultimate R at level 16, he will not necessarily pick up as his Ultimate R does not inflict any damage. But, he will be on a shorter cooldown that can allow him to get choices. In the game very late, his abilities will be on much shorter cooldowns. This is very useful for Bard as he will be able to use his Q several times in a team fight. This alone can win his team the fight or help him peel for his wears. The effects of Bard=s Chimes or Meeps becomes better and better as the game develops.


His early play is quite decent because he can simply go for coherent jobs and return to safety because of his y. He will not take much damage either with the proper use of this ability. The first element is a decent peak because it strengthens his survival and damage. He will help him to take the track easily. Level six is a massive peak because he can now impact team fighting overall. He can also look for flanks and dive the enemy rear line.


She will execute multiple targets with her Ultimate R once it is completely maxed out. This will help her maintain her distance and proc her Passive.

At level 13, Jinx will have 2 of her abilities maxed out. This will increase her overall damage and self-peel potential in the game.

Jinx is huge during late-game fights if she has her items. Her Passive will let her kite once proc'd, and she will be able to use her range advantage to melt enemy teams.


Lulu's early game can be incredibly hard to play against if you are a melee champion. Opt for support and defensive statistics in the early game. Once Lulu has finished his first element, his protection and shielding ability will increase dramatically. At this stage, she will also make a huge amount of damage during trading. Team fights are where Lulu shines thanks to his E and Ultimate R that can be used on his allies.


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

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

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


At level 9, Thresh will have his first ability maxed out. This means that he will be able to secure more picks in a short duration of time.

Thresh will have two abilities maxed out at level thirteen. This will bolster his overall all-in potential, making him the primary engager and playmaker for the team.

Thresh's main power comes from his ability to pick off champions during the mid-game. This is really important towards winning the game, and he will have an easy time doing it if he roams around a lot.


Destroy his turrets as much as possible with your basic attacks and abilities.

Try not to let Heimerdinger get early turret plates and gold by matching his poke and pushing power.

Your level 6 is going to be stronger than his. But you need to poke him down first if you want to kill his at level 6.

This is going to be a farming/ poke matchup. Focus on poking him down and farming. Just don’t let him poke you back.


The longer the game goes, the stronger Sion will become. Depending on his build path, he will peak at different items.

Sion is strong at level 6 as he can quickly gank lanes from out of vision. Deeper vision will be needed to reduce his effectiveness.

At level 9, Sion would’ve maxed his Q. His all-in potential and strength when ganking will be very high.


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

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

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


Nidalee is really good at countering juggling and stealing camps away from the enemy Jungler. This allows him to move forward while putting the enemy behind. Has good objective control. This allows him to secure the Dragon with ease. It can also take the Rift Herald alone and fast! Nidalee is a strong and duellist skirmisher. This makes him a pain to manage for the enemy. As long as it can avoid CC (or wait for the enemy to use a key capability first) and land its s, it should win most of the 1v1s.


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

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

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


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


Malphite is at his weakest in the early game. Try to put him behind to delay his next power peak. At level 6, Malphite will get his Ultimate h. It's defensible the biggest power peak for him because it allows him to play more aggressive and start ruining his allies. Team fights are where Malphite really shines like his Ultimate h is an AOE ability and can shoot down several people.


Does not have any form of gank agency so probably will not get a gank during the early match. It is rather weak early as well and is quite useless if the game does not continue for too long. Misuse of his l can have him killed immediately, especially if the enemy is running on their ability to control the main crowd. This can make him a very easy gank target. Wounds grise you are a jerk to his existence, especially if it is acquired early. This weakness can allow his enemy to get a huge advantage over him due to the reduced Q health.


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.


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

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

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


His boots will give him a massive pick-up that allows him to ride easily, and he can turn between the tracks easily. He can also allow him to set traps for the enemy by recalling early and walking towards the path faster than his enemies. Level 2 and level 3 are important power peaks as it allows Zac to strengthen his all-in-one potential. Both levels add a layer to his all-in-one and CC, which will allow his ADC to follow the whole-in-one with ease. Level 6 is another major pickup because it can allow Zac to massively affect team fighting. He will make neutral objective fighting much easier for him.


His Ultimate R is an excellent tool that can set up his Jungler. It is also a good tool in 2v2 fights. Finally, it is great in team fights because it could potentially hit 5 enemies. Ornn scales incredibly well in the later parts of the game. It is one of the few champions that is relatively good at all stages of the game.


During the half-game, Corki will have finished several articles. He will have a lot of poke during the half-game too. This makes him quite good during this stage of the game. At level 9, Corki will maximize his b. His clear wave and the ability to push the enemy in their turn will be constantly high enough. If he is laning vs. a heavy roam champion, he will force them to stay in their way. At level 11, Corki can put a second point in his ultimate e. This will increase his clear wave and poke.


During the middle of the game, push and apply pressure on the edges of the map while your team exerts pressure elsewhere. Illaoi is very strong in team fighting, so it is recommended that you find opportunities to group with your team. In particular, you are good around the goals and in the jungle.


If you invade Nunu, don't fight it when it's near a jungle camp because it can use Q to gain a health benefit. Ideally, fight it when it's in the river or not near a camp. Nunu can easily solo the Dragon on level 4 and after. Be ready for that by keeping the Dragon at all times and always taking the lower side Crab Scuttle. At level 6, Nunu can channel his R. When he does, make sure you cancel it or interrupt it. If you can interrupt his channel early, his R won't do much damage and it could save you or your allies. Cancel his R with CC.


Putting the second point in Fiddlesticks Ultimate R at level 11 is very important for him. It will put his Ultimate R on a shorter cooldown and allow him to look for more aggressive plays.

At this stage of the game, Fiddlesticks should’ve completed an item or two. His damage output will be quite high which can allow him to win mid-game team fights.

In the mid-game, teams start to group. This is good for Fiddlesticks as he benefits from teams grouping closely together as his Ultimate R is an AOE tool.


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


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.

Delay team fights while you dish out damage with your basic combos. Make sure you try to stay safe in team fights by watching your positioning and avoid overextending too much.

Ryze in the late game deals a lot of burst damage. Hide in high traffic areas if you’re ahead and look to blow someone up.


When your team isn’t looking to fight, split push and apply pressure elsewhere on the map.

Avoid team fighting during the mid-game unless you have your Ultimate R up. When it’s on cooldown, you’ll miss out on a lot of sustain and damage, so you must play around with this abilities cooldown.

In mid-game team fights, look for picks by flanking the enemy backline. If you can get on to an enemy carry, you will increase your chances of winning a fight.


Very vulnerable when his E is down. This can allow the enemy of everything in him and kill him quite easily during the early match. His ultimate positioning R can have him killed if his team does not follow him. Moreover, going too deep without any assistance can also have him killed. Pantheon loses most of the levels 6 all-in against the champions with strong damaging Ultimates. This will make his level 6 peak power much weaker compared to many champions.


Lissandra is really good in team fights as you can flank the enemy from the side with your E.

She has incredible gank set up throughout the laning phase thanks to her W and her R. This makes her a formidable opponent against squishy champions.

Your wave clear is incredibly strong and you can clear waves fast. You can then use your lane priority to roam with ease.


His tankiness will be on another level during this phase of the game. Combined with his W and Q, that will make it really hard for the enemy to kill him.

Another point in his Ultimate R will increase the shield amount and reduce the ability's cooldown. Both of them are beneficial to Shen and his team.

Shen is extremely decent in team fights. He can easily CC multiple enemies with his E > Flash combo and immediately defend his carries with his Ultimate R, Q, and W.


Later the game goes, the stronger Nasus will be. The more piles he has on his Q, the stronger he will be. At level 16, Nasus will put the final point in his Ultimate R. The additional statistics he gets from this ability will be incredibly useful in team fights and he will remain alive for a long period of time. His main peak of power is during this phase of the game, as he will have several articles, several piles, and will be able to openly select all enemy champions at his will.


Rakan has a great mobility thanks to the articles he picks up and his E, W and R. His mobility is dramatically increased when the language with Xayah. You have a great Ultimate R that is incredibly impacted in the team fights. If you are able to charm the entire enemy team, you will provide valuable time for your team to inflict damage and win the fight. Rakan is a great traveling champion.


Syndra is really potent during the mid-game as she can dish out a lot of damage to squishy enemies. She can easily set up death brushes as well.

Multiple points in her Ultimate R will allow her to blow off enemies with ease. Enemy squishies will have a tough time dealing with Syndra.

Her first ability will be maxed out at level 9, and she will be dishing out a lot of damage consistently. She can also deal a lot of damage if she is sitting somewhere out of vision.


His first power peak is when he gets his first component element because it increases the damage output of his Q and E. Once you hit Level 6, Rumble will unlock his Ultimate. This ability allows him to inflict additional damage and adds the pressure to kill. He is not the strongest champion at Levels 1 and 2, but he can start trading more successfully after Level 3.


Sett is a strong early game ganker. Expect him to gank every lane in the early game to get himself and his allies ahead.

Once Sett is level 6 and unlocks his Ultimate R, his kill pressure increases again and he’ll look to gank whenever his Ultimate R is up.

Sett is good at picking off champions in the mid-game. Make sure you’re never too far forward as he may try to catch you out of position with his E.


This can also allow it to go up to all enemies once they are low enough after taking the Poke Ezreal Dam has to offer. Its Ultimate R has a very short cooldown and can be used freely during early play to wave. This is very useful when it tries to clear the wave quickly in order to get a reminder. Ezreal="E allows it to exit sticky situations with ease and makes it one of the safest ADCs in the game. It can also buffer it in response to the CC capabilities that will allow it to avoid following CC if it manages to get the initial CC capability.


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

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

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


The second point in his Ultimate R will increase the shield amount and reduce the ability's cooldown. Both of them are beneficial to Shen and his team.

His tankiness will be prominent during this phase of the game. Combined with his W and Q, that will make it really hard for the enemy to kill him.

Level 9 is when his first ability will get maxed. This will let him deal a lot of damage to enemies he has managed to catch. It will also allow him to negate damage from the enemy team while dealing a decent amount of damage in return.


Try to stay closely together as a team when she plays against Camille so that it is very difficult for her to engage. Camille will want to lock an isolated target with her Ultimate R, but by standing close to him, this will reduce her ability to do so. Camille will often hunt vulnerable targets that are isolated by walking around the map. Stay with your team to reduce Camille's assassination attempts. In addition to regrouping closely, Camille cannot easily run back to the enemy. Instead, she will try to flank the side.


At level 6, Vex will unlock her Ultimate R. Her kill pressure and pick pressure increase dramatically at this stage of the game.

The more gold Vex gets under her belt, the stronger she will be. Respect her damage output after she has picked up her first component item.

When Vex completes her Mythic item, her wave clear and poke in lane will become devastating. Watch your positioning and stay out of the minion wave.


Play safe for the first levels. You need time to come online and you should not be in combat unless you have a clear advantage early. Once you have some levels under your belt, you can start playing aggressive and looking for aggressive parts. However, you will rely on your Support to do heavy lifting early. After destroying the lower track tower, turn to the middle track and try to take this turn. This will open the map and give your team a golden lead.


Even if his ultimate e does not cost much mana, he can run low on mana quickly if he is constantly using his b and Ultimate e together. When he is out of mana, he is not a threat and nor can he use his b to escape. Corki is a squishy champion. This makes it difficult for him to survive the phases of laning against champions with a lot of brilliant damage and poke. Compared to other ADC, Corkis mobility tool b has a very long time cooling early.


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

As you’re the Jungler, you need to make sure you’re always alive in the late game. If you die before a major objective spawns, the enemy will be able to take it.

Make sure you are always on the side of the map that the next major objective is on. If the Baron is up, always stay on the top side. If you go bot and show yourself, the enemy will take the objective for free.


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


Your r will hit like a truck and will allow you to quickly take neutral goals. Take all the goals of the map and do nothing that could have the chance to get you killed. Get a defensive element when possible. This should help a lot if you manage to take a bad step during a major skirmish. Enter only when the enemy has used all the primary forms of CC. You will be a prime target for the assassins, so make sure you are careful during the fighting. Also, use your W carefully to cover your flanks when you are lucky to do so.


His Passive allows him to blow up the squishies with ease. This allows him to get a huge advance early and then capitalize on her, and finish the game before the key enemies come online. The CC extension tracking on his kit with his W and E is really strong. That's what makes him really good with champions who have hard CC or slowed down in their arsenal. He can continue to make regular short trades with his self-attacks and Q. This will allow him to soften his target without the help of his Support, and once they are low enough, he can all.


Play safe for the first levels. You need time to come online and you should not be in combat unless you have a clear advantage early. Once you have some levels under your belt, you can start playing aggressive and looking for aggressive games. You enjoy extended trades, so try to go for them frequently. Keep the minion wave closer to your side of the card throughout the early game. This is the best place for the wave to be as it offers you tons of extra protection.


His mid-game is decent as he will have his core items, and he will be able to dish out tons of damage. All Brand needs to do is hit his abilities on enemies during a fight.

Brand should melt through neutral objectives and enemy champions alike. Hence taking fights around neutral objectives will be a thing Brand should follow. His ability to cause mayhem with his Ultimate R will really help him.

Brand should be taking care of his positioning during this phase of the game. He will be a prime target to be CC'd and picked off by the enemy team, so he should work with his Support or tankier teammates to set vision around the map.


During the fighting, use the fog of the war to get closer to your enemy and then use your Ultimate R at the right time to completely dismantle the enemy team. If the enemy team is heavy on CC, you will want to make sure that you do nothing rash and stack the tenacity when you get the chance. This will allow you to do much more in the fighting. Neutral Objective combats should be easy enough to manage if you use your Ultimate R correctly. It is on a very short cooling time, so you will be able to use it quite frequently.


Poke the enemy and harass them as much as you can before trying to fight. Bursting someone with some Q.S. and your R will allow you to force a team fight with numbers or health advantage. Avoid using your E aggressively in the end-of-game fights that you will be vulnerable briefly. Use it only aggressively if you are 100% sure you can not be abused for it. Stick with your team and avoid walking too far from them. If you are caught out, your team will lose on a lot of damage in a team fight, and that would be your fault.


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

Once he maxes his s at level nine, he will be able to dish out a lot of damage. This is especially true if Jayce hides in the fog of war and manages to burst down an unsuspecting squishy enemy with his w > s combo.

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


Always keep an eye on what Ultimate Sylas has. If her Ultimate R is a very strong Ultimate combat team, try to wait for it to cool down before forcing a fight. Look at the flanks as Sylas will often try to flank a combat team with her E to get started. Make sure no one in your team is standing too much before or out of position as it can allow Sylas to choose them with her E and start the team fight.


Irelia’s early game is strong. Look for plays to get an early kill on the enemy laner. If you can get one kill or get an early health lead, you’re going to have an easier time during the laning phase.

Once you’re level 6, play aggressive and look for a kill. You should try to get them low before committing to the all-in, but it should be plain sailing.

Remember your Q will reset if you use it on a low health minion. Keep a constant eye on the minion wave and look for these aggressive plays.


Level six is a decent power spike for Trundle as he can now take duels and them easily. It will also let him affect team fights massively.

He isn't powerful during the early game, so he should aim at taking short burst trades when possible and retreat quickly using his e and e.

The first component will allow him to survive fights and dish out a lot of damage during duels. He should be able to take frequent fights now.


To make it difficult for Sylas to land his E on you, always make sure to be behind at least 1 minion so that he can not land the CC on you. If Sylas is able to reach you, try to disengage as quickly as possible. A lot of Sylas damage is inflicted when it is on you. Try to stay within the maximum range as much as possible to make it harder to reach you. Sylas really has good card pressure and can err with ease. If he has left the track and started wandering, communicate with your team and push it in to deny him gold and XP.


Can be kited to oblivion, especially when he is against a ranged carry with some form or dash or peel.

Misuse of his W can get him killed as it is his only form of damage mitigation. He can’t escape easily if someone all-ins him after he uses this ability.

If the enemy is smart, they will avoid grouping up during fights. This will prevent Sett from using his Ultimate R effectively, as he won’t be able to land a lot of damage or slow multiple members of the enemy team.


Yuumi is strong once she has finished her first article. In this team, her exit of healing and damage will increase. Once Yuumi is level 6 and when she unlocks her Ultimate R, her pressure of death increases, but also her survival in the way. Team fighting is good for Yuumi as she can empower her carriers.


When there are no team fights, go to a side track and focus on agriculture and win XP and gold. In team fights, try to flank the enemy. This will increase your chances of getting a good R Ultimate.


Play around your ultimate e in the late game. It deals tons of damage and you need it to be up before you engage in a fight. Stay with your team in the game late. Get caught will give your team to have to play 4v5. As you are the Jungler after all, if you die when the Baron is up, the enemy will take it for free. Rush goals as soon as they scare. You should be able to quickly take them through your 1.


Multiple points in his Ultimate R will allow him to take over fights much easily. His damage output will be pretty phenomenal as well.

His mid-game presence and fighting style is really great. He can zone off enemies and separate the enemy front line from the backline. He can also pick off-targets.

The first ability will be maxed at level 9, adding a lot of burst damage to his kit. It helps Swain get rid of squishy targets quickly.


Once Gragas reaches level 16, he will have his Ultimate R maximd out. This will give him a massive increase in damage, and the low cooling combined with the return to normal will help him to choose high priority targets. Gragas will either be extraordinarily charent or a glass cannon depending on the landing of his combo depending on the construction. As Jungler, Gragas will mainly be the last, so his main goal will be to blow up the enemy rear line when he gets lucky. His dash and Ultimate R Compilent for a significant amount of peel for his carts. If he goes for the road to build the tank, he will successfully absorb a lot of damage for his team while his team follows the Gragas commitment.


He can easily start pulling people once he manages to get his first element. Extremely powerful when he fights in closed spaces as he can easily land his e and r on several targets while the crowd controlling them with his n. Very high potential to set up gank with his n. This can allow him to call his Jungler to gank his way and help him get an early lead, which will be pretty devastating for the enemy team.


The 2 points in his Ultimate R will give him another significant peak of power. This will allow him to get rid of a lot of damage. His first ability will be maximized to level 9. This will allow him to poke his enemies with ease and allow him to clear the waves quickly. His 2nd power is where the real peak of power is triggered. It will get added effects, and consecutively self-attack will allow him to melt through the enemies.


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

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

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


At level 16, Akali will have 3 points in her Ultimate She will be able to bring a lot of damage to anyone she contacts. Your Ultimate will also be on a lower cooldown, which is very beneficial. At this stage of the game, Akali would be close to max build. Unloading an E on an enemy squissy champion should lead to an easy murder. This murder could result in either the Baron or a favorable forced fight 5v4. Akali falls into the later parts of the game that the teams begin to group. Akali is at its strongest in split fighting or peaks rather than the 5v5 right. Moreover, the enemy should start buying defensive items, which will make it harder for them to remove them.


Qiyana’s team fight presence is huge. Spread out and do not fight in choke points like inside the jungle or under a Tower to reduce her usefulness.

Split pushing could be a good way to counter Qiyana’s R, but ensure that the players who are facing her do not get caught out by her R as she will usually use it to start the team fight.

Burst damage is one of the biggest problems Qiyana faces because she doesn’t always buy defensive items. As soon as she uses her E aggressively, burst her down.


Once Taric gets 3 points in his Ultimate R, he will have a very easy time fighting with enemies. The short period of invulnerability can easily win Taric's team. Taric is pretty decent in the team fights. It is mainly because of his Ultimate R, which allows him to defend high priority targets while the enemy team takes damage. Taric is also quite tanky during this phase of the game because he will have a lot of articles now.


Getting 2 points in her Ultimate R will give her another significant power spike. This will empower her and will allow her to dish out a lot of damage.

Her first ability will be maxed out at level 9. This will allow her to poke her enemies with ease and will let her clear waves quickly.

Her 2nd empowerment is where the real power spike kicks in. She will get added effects, and consecutively auto-attacking will allow her to melt through enemies.


You can use track brushes fairly liberally for this purpose. Your n will be your best friend in the way if you're dealing with an early tank. Make sure you spare him from moving away from the enemy if they manage to land their CC on you. Getting your Ultimate n will help you a lot and will allow you to pass through tanks quite easily. Just make sure that your positioning is correct.


Cassiopeia’s Ultimate R is a great tool in team fights. Hitting 5 champions at once is a sure-fire way of winning the team fight.

She deals a lot of damage in extended trades as long as she lands her Q. She needs to make sure she keeps an eye on her mana pool though so she doesn’t run out of mana.

Cassiopeia can often get early kills in lane with a level 2 all-in. Getting an early kill will make the laning phase much easier for her.


It can almost fool anyone during this phase of the game. The only thing Camille should be careful about is its use E. Disappeared it will probably end with her being beheaded massively. Camille should try to focus on the enemy backline and zone them from the enemy frontline whenever possible. Choosing the enemy Support should be quite easy because they will focus on the guard around the card. Her Ultimate R will be the icing on the cake during this phase of the game. It can easily allow her to separate one of the enemy champions from their team, allowing her teammates to collapse immediately on them.


Fizz has a good pressure to kill on level 3 and 4. Respect his all-in and try to make him fall before he has the chance to play aggressive. Fizz's Playful / Trickster E allows him to avoid damage and escape from the trades. Do not go for all-in unless he has already used this ability in advance so that you are guaranteed to hit your abilities on him. Keep an eye on your XP bar between levels 5 and 6. If you think Fizz will hit level 6 first, try to stay at maximum distance and play safer.


Keeping the wave closer to your side of the map early will help reduce Xin Zhao’s kill pressure in lane and increase your chances of surviving in bad matchups.

Investing in healing reduction will help you a ton against Xin Zhao as he tends to have a lot of sustain in lane and throughout the game.

Xin Zhao is strong in the early game. Expect him to go for aggressive plays in attempts to get an early lead.


Viego can steal the lives of his enemies which can allow him to escape danger. As he becomes untargetable, it can allow him to dodge incoming damage.

Viego is a fun and rewarding champion to play thanks to his Passive and his Ultimate R. Expect yourself to get hooked on him quite quickly.

Viego has a high skill ceiling. This means the more effort you put into him, the better you will be at him. Keep playing him and see yourself skyrocket in the ranks


His e, when combined with his s attack speed increase is a force to be reckoned with. He can get multiple early kills with this combo (and a decent Support if he is ADC). When in the Jungle, the Red Buff can amplify the effects of this combo.

His Ultimate c and his Passive allows him to shred through the enemy team with ease when they happen to be grouped together. This gives him a very strong advantage in choke points.

He can use his s to scout around and set vision for his team as well. Besides that, his k allows for some crowd control set-up for his team which they can follow up on.


Your work will be just like a support during this phase of the game. Stay close to your carriers and participate in every team fight that happens on the map. Using your Ultimate R during neutral objective fights will be the difference between a win and a defeat. A good time to use it will be before a Major Smit fight. During team fights, make sure you stay with your backline at all times. The only time you can go forward is when you try to use your E.


Keep going for short burst trades with your Q in this matchup but don't use your E too freely. It can be used to bait Warwick under your tower.

Your W will help you a lot in this matchup. Make sure you drop it on him when his E is active and he is running at you. Also, do not stay in the lane with low health.

Get some Grievous Wounds quickly in this matchup. It will let you balance the duels that happen in the top lane.

Keep the wave close to your tower and ask your Jungler to gank you regularly. Also, ensure that you tell the Jungler to be on high HP else Warwick will see the gank coming.


Once Kai'Sa has obtained three points in her Ultimate R, she will have a massive shield and will be able to reposition herself instantly if things go wrong during the fights. She will have a lot of enhanced capabilities during this phase of the game. This means that her damage output, as well as her defensive capacity, will be really high. At level 13, she will have two fully maximized capabilities. This means that her damage output with her Q, and her peeling potential with her E will be massive.


Its level 2 is quite an essential powerpike as it can now look for all-in and knockup enemies with ease. The use of track brushes for this purpose only amplifies the effect. Level 6 is another important power peak as it allows Jarvan to add another layer to its all-in combo. It can also separate someone from their team and can easily choose targets. Jarvan is quite oppressive in the track. Its all-out threat is sufficient to keep enemies at hand, and keeping track brushes down will allow Jarvan to catch the out-of-guard enemy with ease.


Lillia is very fast and mobile thanks to her Passive. This makes it difficult to catch her out of position. It will also allow you to avoid skill shots and CC. Unlike many AP champions, Lillia can launch and start a team fight if she can catch several enemies out of position with her E. Ping once you activate your Ultimate R so your team knows you want to enter. It is possible that you are able to put the entire enemy team to sleep with your Ultimate R. This will increase the chances of your winning team. Try to apply your Ultimate R to as many champions as possible.


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


Level 6 is a massive power peak because it offers a lot of pressure because its Ultimate r does a lot of damage to enemies swallowed by it. Its W will allow it to exert a lot of pressure on the map as well. This means that it can try everything in the enemy on its own now. Level 3 is another important power peak as it gives it access to all its basic capabilities. This means that it can do much more in the track while using track brushes. Unfortunately, it will not be able to use its Passive quite well, however.


Up until level 6, look to play safe and farm as much as you can. Once you’ve got enough gold for Tear, recall so you can start stacking the item.

As soon as you hit level 6, use your Ultimate m on the minion wave to keep it pushed into the enemies tower while remaining safe.

Keep a constant eye on your mana bar regardless of how fast or slow you're pushing the wave. If you’re out of mana, you’re no threat to the enemy.


Rell's level 11 is a decent powerspike due to her being able to put 2 points in her Ultimate R. She will be able to use the ability to pull off successful all-ins frequently now.

Her pick potential will be really high during this phase of the game. This is especially true if Rell works with her Jungler to set up death brushes in the enemy jungle.

Rell's team fight presence will be felt across the board due to her t and Ultimate R. She can quickly get a multi-man stun off using her all-in combo.


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

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

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


Morgana is good at level 6 when she unlocks her Ultimate R. Until then, her kill pressure isn’t the best, but it does increase once this ability is unlocked.

Once Morgana has Zhonya’s Hourglass, her survivability in team fights will increase. Try and fight her when her Zhonya’s is down so she is unable to defend herself.

Whenever Morgana has her Blackshield E available, her protection increases dramatically and it will be difficult for you to kill her or the ADC when she can block CC. Try to fight when this ability is down.


If you’re ever invading him, ensure he doesn’t have many Q stacks. If he does, expect a lot of damage coming your way.

Don’t let the enemy Jungler get all the Dragons. Try to secure them with your team after ganking the bottom lane.

Beware of Hecarim's early game invading potential. They can invade you often, so you must be ready. Pay attention to what's happening on the map at all times.

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


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 as often as possible. 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.


Syndra is really powerful during the middle of the game because it can dry a lot of damage to the squishy enemies. It can easily set up death brushes as well. Several points in its Ultimate R will allow it to explode enemies with ease. Enemy squishies will have a difficult time to deal with Syndra. Its first ability will be maximized at level 9, and it will dry a lot of damage regularly. It can also inflict a lot of damage if it is sitting somewhere out of sight.


Putting 3 points in his Ultimate h will be the final nail in the coffin of the enemy team. They won't be able to do anything about the low cooldown of his Ultimate h.

Malphite is quite decent in late-game team fights. This is because his Ultimate h will almost always be up, and he can easily use the fog of war to get to his enemies.

He has a lot of versatility in his kit, which allows him to be an unkillable juggernaut or a glass cannon who excels at one-shooting the enemy. The game state will dictate the optimum path for his team, but it is always better to go for a full AP build when the enemy is filled with squishy and ranged carries.


Yone will get two points into his Ultimate R at level 11, which will be a massive power spike for him. This is mainly because he can easily pick off enemies during this game phase, especially from the fog of war.

At level 9, Yone will have his first ability maxed out. This means that his trades will improve significantly, and he will quickly snowball the game if he manages to get some kills early on.

Yone is really good during team fights as he can pick multiple targets off with his Ultimate R. This will make it very important for the enemy to keep an eye on him, else he can easily Ultimate R multiple people from the fog of war.


Karma's d will be maxed out at level 13. This means that she will be able to peel her teammates with ease and keep them out of troubles way.

Karma will have multiple items completed during this stage of the game. This will allow her to dish out a lot of damage while peeling for her carries at the same time.

Her damage output will be really high during the late game, which will allow her to poke enemies out relentlessly. She will make team fights really unfair for the enemy, especially around choke points.


Relies heavily on mana to poke and push. Even though his Ultimate e doesn’t cost a lot of mana, he can run low on mana quickly if he is constantly using his b and Ultimate e together. When he is out of mana, he isn’t a threat and neither can he use his b to escape.

Corki is a squishy champion. This makes it hard for him to survive the laning phases against champions with a lot of burst damage and poke.

Compared to other ADCs, Corki’s mobility tool b has a really long cooldown early. Only use it aggressively if the enemy Support has CC tools on cooldown, or else you’ll be over extended and easily killed.


Keep them guarded so that you can see the enemy moving around the map and see them start the goal. Stay with your team at all times. Avoid moving around the map alone so that you are not caught out. Being caught will lead your team to play 4v5. Do not keep alone unless you know where the enemy is. Peel for your allies as much as possible. Keep them alive as long as possible in the team fights is a must to win the game.


Always try Ultimate e Taliyah as it will make her kill easily. It can't do much once CC'd and Deleted at the same time. Remember that Taliyah will certainly get a defensive element to counter your damage and all-in. You'll have to lure her before looking for a full blow all over her, otherwise you'll definitely end up dying. Taliyah will concentrate to counter a lot of gank in this matchup. This means that when you go for an all-in, use your dash with extreme discretion. It's important to keep an eye on Taliyah's location in this matchup, otherwise she can easily interrupt or initiate a gank using her Ultimate R.


Its Q alone can force the enemy to remember at the base if it continues to be labelled by it. Can move enemy units in its E using its W. This can act as a really good finishing movement against weak enemies, or it can be used to fire an escape when necessary. Is a threat to remember against as a bad reminder can allow it to take the enemy tower very quickly due to its Passive and W.


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


When Ekko reaches level 3, he can start looking for aggressive parts as he would have unlocked the 3 of his basic abilities. Until then, he can fight, but he will probably not gain any significant advantage. As Ekko can do a lot of burst damage, once he has finished his Mythic article, his death pressure gets intensified. At level 6, Ekko becomes an incredible threat. He can go for risky parts and use his Ultimate R to escape. His Ultimate R can also be used aggressively, making it incredibly versatile.


Use your Q to frequently poke Nasus in this matchup. This will help you to reduce his stacking mechanic and make it easier for you to take him down.

When possible, try to engage on Nasus when his W is on cooldown. This will reduce his ability to slow you down, allowing you to deal more damage and increase your chances of taking him down.

Your ultimate can be a key tool in this matchup. Consider using it to interrupt Nasus' ultimate and disrupt his damage output. This can be a pivotal moment in the fight and help turn it in your favor.

Building armor items is important in this matchup. It will help you to reduce the amount of damage Nasus can do to you with his physical damage, increasing your chances of surviving and engaging in team fights. This will also make it easier for you to control the pace of the game.


Although you can activate your W while you're in her W (Miasma), if your champion model is within the W you will not be knocked away and the ability will still be used if you try to use it on yourself. Use it on her to knock her away instead.

Cassiopeia can farm easily under her turret, and although Cassiopeia doesn't have any set up CC, she can follow up and be very successful with ganks with her W. This gives you good reason to freeze the wave as best you can and ask for ganks to abuse her poor early game.

Cassiopeia needs to land multiple E’s (Twin Fangs) after her Q (Noxious Blast) or W to deal heavy damage, you should be able to knock her away with your W to dissuade her aggression, or with a well placed E.

Cassiopeia at level 6 becomes very strong, but her Ultimate R will only stun you if you're facing towards her. Turn yourself around after you use abilities and try to put yourself in her shoes, and think of when you would use it if you were her.


He will now have his core of objects, which means that he will have a lot of mana and spam his Q and W. Several points in his Ultimate R will allow him to make frequent use of capacity and make crucial choices. His silence will also be invaluable. Malzahar is pretty good during team fighting as he can silence enemies and can lock high priority targets without effort.


Stay with your team at any time. Avoid moving around the map alone, so you don't get caught. Getting caught outside will lead your team to play 4v5. Don't take care of it alone unless you know where the enemy is. Your damage will be pretty serious for the enemy team. Make sure you are positioned and not taken out of nowhere or murdered by assassins. Don't hesitate to use your Ultimate R. It's mainly because it will be on a short cooldown, and your Ultimate R will be up frequently.


The effectiveness of Rumble's is greatly diminished when its passive is not half filled. The enemy can try to exchange freely with him during this point. He is rather squishy and vulnerable when his r is on cooling. This also applies when his weapons are overheated, which provides an opening for the enemy to all of him. Due to his immobility, a freeze can completely ruin his laning phase. This will make him inclined to ganks and will not allow him at all to CS.


Get to level 3 quickly, and make sure to use your E to catch out-of-guard enemies. You should have a considerably easy time dealing with pushed enemies. Early murders should come quite easily to you. Focus the enemy bot and mid-lane as they have the most squishiest targets and will allow you to hard snowball. Your ultimate R should allow you to do a lot of games all around the map. You can even use it defensively if things go wrong.


Thresh is one of the hardest Supports to master. It will take you a lot of time and effort to play him to his full potential.

Is pretty squishy. If you look for a pick and miss, the enemy can collapse on you and kill you with ease. This makes it incredibly important that you land your skill shots.

Is skill shot reliant and his skill shots are not easy to land. This is a drawback as you’re only going to be useful if you can consistently hit those Qs.


His early game is very weak and he can be killed countless amounts of time during this phase. If he isn’t able to get his item spikes early on, he will take quite some time to come online.

Can be easily camped during the entirety of the laning phase. This can hamper him from CS’ing and will set him back massively.

Extremely weak against all-in champions, especially ones who have dashes or blinks. He is also vulnerable whenever he doesn’t have Flash early on, hence proper wave management can really be devastating for him.


Scales up like a monster, especially if he manages to get a few kills early on. Can single-handedly snowball a game and win it for his team due to the sheer amount of healing.

His l allows him to get out of sticky situations quite easily while also dismantling ganks from the enemy team, thereby wasting the enemy ganker’s time,

Can destroy the enemy team whenever they are grouped due to his Ultimate e and E. Close quarter fighting is a massive strength for him.


When sitting on a goal, be sure to keep around the target in question to catch Fiddlesticks before he engages with his R. Deny his surprise engages by guiding around your team. Look for the fights when Fiddlestick=S R is about to cool down because with it his team fighting potential decreases a lot. Do not gather closely together during the dance with the enemy.


His first ability will be maxed out at level nine, which will help Graves bolster his overall burst damage in the Jungle. His clears and ganks will be more effective as a result.

Due to his items, he will have a lot of kill pressure during the mid-game. His e and e will also let him catch enemies off-guard, and he can kill them very quickly due to his Passive.

At level 11, Graves will have two points in his Ultimate t. It means that the potential of that ability finishing off low health enemies increases drastically, especially if he is going for the lethality build.


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


Malzahar isn’t very strong in the early game. You can abuse this by poking him down and forcing him to recall early.

Once Malzhar hits level 6, his kill pressure increases thanks to his Ultimate R. Make sure you keep the river warded so you can spot his Jungler before they gank your lane as Malzhar isn’t really able to kill anyone alone.

Once Malzahar gets an item, his ability to push the wave will become obnoxious. Try your hardest to push the wave back as much as possible so he is unable to roam for free, or take your Tower early.


Group and stay with your team. Go to the hall when you know where the enemy is in order not to be chosen and killed before an objective spawning. Look for choices with your Ultimate R. Rell can quickly force goals or team fights with ease if she can catch someone who walks too far forward. Peel and protect your allies as much as possible in mid-game team fights. If you let them die, it will be difficult for your team to win the fight. After engaging, retreat and peeling for your ADC.


It is an agricultural matchup. Focus on agriculture and just harass with your abilities. Stand outside the minion wave at all times. They will try 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 avoid their skill strokes and make the laning phase less stressful. Be prepared to sacrifice CS for XP and health.


If you can dodge Morgana’s Q in a skirmish, you should all-in her as she doesn’t have much else to offer pre-6. She is easy to kill if you can dodge her Q.

Morgana is going to be ganking often early on. Keep this in mind and try to counter her ganks when possible.

Her objective control in the early game is pretty good. Keep the objectives warded, or take them before she gets the chance to do so herself.


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

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

Nasus wouldn’t be seen on the map early, but post 6, he will start ganking a lot. Especially when he has multiple points in his W.