Stand behind minions at all times if possible. Stand behind them, but away from them so he can't poke you and push at the same time.

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

Let her push you into your towe early on. As it will prevent her from denying you CS and XP>

Good times to trade vs Karma is when they’ve used one of their damaging abilities as they will lack damage to out trade you.


He becomes vulnerable when his Q and E are down in the lane. Besides that, he is susceptible to poke in the lane if he happens to be against a ranged laner.

Falls off during the late game due to his enemies building defensive items and such. Besides that, his Ultimate R can easily be cleansed with a Quicksilver Sash, thereby negating the threat of the ability.

Extremely immobile when his E is down, arguably making it the best time to trade with him. Even in team fights, if he tries to go in with this ability, he can be finished off quickly.


It can do a surprising amount of damage in a full trade at level 4. Keep your distance so it can't jump on you. Jayce=s w s or sw combo is very good to push and bring you down. Stand behind the minion wave so they block the damage of its s. Don=t stand close to the wave as its s is AOE. It is very good in team fights. Make sure you engage as soon as possible so that it can not bring you down and get you out of the team fight.


At level 16, you would have put the third point in its Ultimate. Its cooldown Ultimates will be a little lower at that time, so you have to play around it as much as possible. In the late part, Camille will do a lot of damage but also be quite tanky, so you should look to peel and protect your carts. The more the game goes, the more items you can buy. You will be stronger as the game goes.


You can use your E more liberally to get murders from now on. Your Ultimate will be on a short cooling time, to make sure you use it quite frequently. It will certainly help you cut off enemies who have already taken damage. If you have allies who have CC integrated into their kit, try to stay close to them. You should always focus on target CC'd and kill them when you get a chance. Also, if the enemy has a murderer, try to shade them and see if you can get the murder on them if they assassinate your allies.


His tankiness and damage are really high during this phase of the game. He can also use his Zhonya's Hourglass to be untargetable for a while dealing damage all the time.

A maxed-out Ultimate R will let him survive fights with ease. The damage will be pretty devastating for the enemy team as well.

Swain's late game is solid due to his team fighting prowess. He can instantly kill the enemy team if he manages to catch them out near a choke point.


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

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

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


Disengage as soon as Taric has activated his Ultimate R so the enemy takes damage. If a target is low though, try to burst them down quickly before the Ultimate R comes into effect.

Taric has surprisingly good engage and catch potential with his E. Watch his positioning at all times so it’s really difficult for him to catch someone out.

Invest in an Executioner’s Calling to reduce the healing of Taric in team fights.


Once you’ve gone in with your Ultimate t, peel back and help your allies. In particular, if you’re behind, use your Ultimate t aggressively and then fall back and help your team.

Continue to look for picks in the late game and then use the numbers advantage to call for Baron or force a fight while it’s 5v4.

Play around your Ultimate t. Avoid fighting unless your Ultimate t is up in late game team fights.


Your goal in the early game is to gank as often as possible to get your allies forward. You are a strong early game Jungler, so make sure to try to exploit your early advantage. Look to secure the goals whenever they're. This will give your team an advantage as the game goes. Find a healthy balance between your allies, farming your jungle and security goals. Make sure you don't fall back in XP trying to gank constantly.


Once you get your core items, you should participate in multiple fights. This is crucial for you to take over the game.

Your E will come in very handy while making plays during this period of the game. Always look for opportunities to play around vision and flank the enemies.

Take a good look at what your team is missing during fights and use your Passive accordingly. Generally, it is better to transform into the most fed member of the enemy team.


Once Aatrox hits level 9, his Q will be maxed. The reduced cooldown and additional haste will mean this ability is on a very short cooldown.

During the mid-game, Aatrox will have brought items that will reduce his abilities cooldown. Through levels 9-13, his abilities will be on a very short cooldown.

When Aatrox hits level 11 and puts two points in his Ultimate, he will be a severe threat to the enemy in team fights. Fight around your Ultimate to deal a ton of damage and survive the team fight.


Its positioning is important in team battles as well, otherwise it can be flanked by enemy assassins and be immediately removed. Without its Ultimate c or s, its ability to dominate a team struggle decreases considerably. The fight during this stage will give the enemy team a much greater chance of winning. Virtually gets counterbalanced by a Control Ward because it forces it to reroute. It is because of the short-term nature of its automatic attacks, which allows it to detect itself quite easily.


The Qiyana team's presence is huge thanks to its Ultimate R. Disperse yourself and don't fight in bottlenecks like in the jungle or under a lap to reduce its usefulness. When no team fight occurs, Qiyana will share the push. You can use this as an opportunity to engage in her team when she is unable to impact the fight. Keep an eye on her however and be prepared to remember if she gets closer to your turn. Burst and CC are your best friends in a team fight. As soon as she engages, try to lock her up with CC and bring her down so she is unable to lay down tons of damage and kill your teammates.


In the first few levels, play safe and avoid trading. Camille’s very early game damage is rather weak, so you’ll probably lose a trade vs an aggressive laner.

Once you’re level 4, you can look to fight and punish the enemy. Play around the enemies abilities to make trading easier.

Try your hardest to get kills with your Ultimate R. You can do this by requesting ganks or looking to roam and help the Mid laner. Just make sure you push the wave before leaving lane.


Nautilus has an incredibly strong level 2, make sure you hit level 2 first and look for an aggressive play.

Staying healthy is key when playing Nautilus. If you get poked down, you’ll never be able to engage. When you’re waiting on your cooldowns, play safe and out of auto-attack range.

Use Nautilus’s strong roaming ability to move around the map and help your allies. Good times to roam are straight from base or when your ADC will be safe and will not die.


Although you are a Support, you can easily decide to take matters into your own hand if you have a good enough lead. Do not do anything rash though, else you will easily be the reason why your team loses.

The map should be filled with your Ultimate t traps. They not only do damage but also give vision of an area until it explodes or disappears.

During team fights, make sure that you stick with your backline at all times. Playing too far forward will easily get you killed.


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.


His first power spike is when he gets his first component item as this increases the damage output from his Q and E.

Once you hit level 6, Rumble will unlock his Ultimate. This ability allows him to deal extra damage and adds kill pressure.

He isn’t the strongest champion at levels 1 and 2, but he can start to trade more successfully post-level 3.


Post 6, avoid extensing when you are defenseless. Varus. The Ultimate R can be used to catch you out of position and start a fight. Play safer whenever its Ultimate R is in place. Avoid standing inside the minion wave. This will allow Varus to poke and push the wave at the same time. Standing outside the minion wave will force him to choose between shovelling and poking with his Q. Varus will try his hardest for you poke out of the way. Try your hardest to avoid as much damage and abilities as possible. Opt for additional support if you can't dodge skill shots.


Her e will allow her to peel multiple carries at the same time. The shield will be powerful, so it will work really well against assassination attempts.

Getting 3 points in her Ultimate n will give her a massive damage boost. She will be a source of constant DPS, even if she goes for a fully-fledged Support build.

She will have multiple items during this phase of the game, which will make her shields and abilities way more potent. It helps her deal with burst damage and/or an enemy team filled with hard CC.


Avoid fighting in the jungle as teams will be grouped, allowing her to get a multi-person Ultimate off.

Bait out her W before starting a team fight and then abuse the cooldown. Wait for it to finish, and then start the fight.

Lock her down with CC at the start of the fight. It will make it hard for her to reposition with her E and escape.


As her first game is the weakest point, building such an element can be pivotal to shut her down. The wrong use of her W can cost her the way. Once this ability is lowered, it can be CC=d to forget and get rid of it quite easily. This is especially true if she plunges into the enemy team. Her ultimate R can be easily avoided if the enemy team disengages as soon as she places her final R on a member of her team. During the laning phase, the opponent of Fiora=s can prevent her from proceeding her passive by using the terrain to block the direction in which the Vital appears.


It cannot avoid important CC capabilities without this capability and therefore it will have to use it properly to ensure that an all-in is well. Its Q works differently according to its shape. Using the wrong shape at the wrong time can prevent it from being killed while buying valuable time for the enemy to collapse on it. Its blue buff is very important to it. The flight during the early game will prevent it from being able to throw its capabilities frequently, which will eventually allow the enemy Jungler to invade it easily.


As Zed is an Assassin, he will seek to descend targets that walk around the map alone. Avoid crossing the river if it is not monitored. Keep a constant eye on the map and don't put yourself in the same area as Zed if you don't know exactly where it is. Expect Zed to flank and remove squishy targets with his ultimate R. Make sure your flanks are monitored during a goal nap so he can't get the jump on you. During the middle of the game, Zed will often be in a side lane pushed at the slot.


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

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

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


From level 2, Rammus can gank with its t. If you know where it started, it can try level 2 gank mi or try level 3 gank on the opposite side of the card. The more the game goes, the Rammus tankier becomes. Make sure you get magical penetration elements for AP champions and shielding pen for AD champions. Once Rammus reaches level 6, it becomes more of a nuisance because it will now inflict more damage when it ganks. Play respectfully and avoid overextending position 6 to reduce its chances of visiting your way.


Can initiate tower dives early on and try to get kills once his laner pushes the wave in. His e and e allows him to drop tower aggro and take reduced tower damage respectively.

Is a scaling monster, and if he manages to get his items and hit the mid-to-late game, he will be almost unstoppable. For a squishy champion, he can one-man the Baron if he is ahead.

His Ultimate r can completely shift the tide of a fight if he is left unchecked. This allows him to use his e frequently, which allows him to avoid CC. Combined with his Wuju Style, he deals a lot of damage.


At level 16, Fiddlesticks will put the third and final point in his Ultimate R. As long as he can get the channel off, he will be very good in the late game.

Teams will continue to group in the late game. This will allow Fiddlesticks to get a lovely amount of damage down to the whole enemy team.

While you’re good in the late game, you’re incredibly squishy. Lookout and be cautious when trying to get a good Ultimate R off so you don’t get killed before a fight breaks out.


In the late game, you would have completed several elements and got a lot of levels under your belt. You will be strong in the late game, too. At level 16, you will have put the final point in your R, giving your R a shorter cooling time and increasing your chances of getting choices.


Stick with your team and look for picks with your E. Avoid walking or moving around Summoners Rift alone.

Use your Ultimate in the late game as a utility tool to keep your allies safe and to prevent the enemy from getting on to your teammates.

Try your hardest to kite and move around in team fights. It’s important that you stay alive for as long to dish out damage with your Q.


His scaling is unparalleled and he does really well in duels due to his e and e. The longer the game goes, the more dangerous he gets and can practically kill anyone no matter how healthy they are.

The e makes him take less damage from AoE abilities. This is really beneficial for him during full-blown team fights. Besides, the e CC also acts as a really good initiation tool for his team.

His Passive allows him to split push relentlessly. This can be extremely useful when Jax’s team is behind and can’t win a fair team fight. His e allows him to escape collapse attempts with ease.


Ekko's main source of damage comes from his liabilities. Avoid letting him stack his liabilities by escaping his Q and standing outside his range E. Ekko will seek to set up a W stun by walking out of sight. Be careful of this and wait a few seconds after he appears again before trading with him. Ekko will seek to constantly push the wave with his Q. Punite him every time he uses it for the waveclear by engaging in trades.


Lee Sin will have several objects during this phase of the game. It will allow him to inflict robust amounts of damage while ensuring that his survival is preserved. His first ability will be maximized to level 9. This means that he will be paying a significant amount of burst damage and will eventually kill unhealthy enemies by himself. At level 11, he will have two points in his Ultimate k. This will allow him to use this ability totally and frequently ruin the ability of the enemy divers to enter his backline.


The Rek-Sai-Sai kit allows it to have a creative gank through the walls; therefore, the possible Rek-Sai guard paths can gank through. It has a very good Dragon control in early play. Make sure you keep Drake monitored at any time so you can spot it before she is able to kill him alone. Rek-Sai can gank as soon as she reaches level 3 and has access to her E. Expect to get a gank early.


Warwick's largest power spike is when he hits level 6 and unlocks his Ultimate R. If you’re at risk of dying,  be ready to Flash as soon as he shows up in your lane.

He falls off in the late game but it doesn’t mean he is useless. A good Ultimate R on a key target is enough to win the game. Investing in a QSS will offer you some protection.

Warwick can solo objectives in the early game with ease. If there are no gank opportunities for him, he may be trying to take the Dragon instead. Keep it warded at all times so you can see him on it.


Unique Mechanic with his Q and the basic attacks. This can be difficult to master. She is pretty weak from behind, but again are many other champions. If you get a good advance early, you can easily snowball though. His E is his only spell of movement, and he has a really long cooldown compared to other champions who are played in the same way.


Try to keep the minion wave closer to your side of the map early. Doing so will make its all-in less effective. Post 6, try to interrupt or in some way or force Akshan to top its Ultimate. This will increase your survival and it will be put on a short cooldown. Keep in mind that the early armor will be very beneficial in this matchup. Akshan is an AD champion, so picking up the early armor will protect you from some of its damage.


Place vision in unusual warding locations outside of the river. This will help you spot Skarner before he can use his E.

Delay his level 6 power spike by invading his jungle and stealing away his camps. His Ultimate is a very strong tool, and delaying it for as long as possible is key.

He has good objective control. Make sure you keep objectives warded at all times so you can spot him before he can take it.


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.


Duel in the middle of the game as much as possible. Your goal is to make sure that the enemy is shot down so that he can't fight. Keep pushing dry when possible. This is very important because it allows you to get a lead on different parts of the map while escaping when you see the enemy collapsing. Although you are a powerful dry 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 be taken nearby.


Watch your flanks and avoid walking on an unclassified territory because Syndra has an excellent configuration with its combo Q and E. Don't let Syndra take you down before a team fight happens. Its goal will be to harass as much as it can before you look for a choice. Get involved as fast as you can so that it can't bring you down. Avoid fighting in the jungle or around an objective as it will facilitate multi-person landing and stunning. Fight in the open air when possible and avoid regrouping too closely.


Your initial plan will be to play the way safely and not to make cheese early by the enemy Jungler. Set a good vision around the track and use your k to spot your surroundings before you decide to push the wave. Keep your enemy's reach and continue to throw them whenever an opportunity arises. The best thing to do will be to use your y so that it hits both enemy champions and minions. It will give you the priority to push as well as the commercial advantage. Try to save a k charge for when you crash with the enemy bot track. This will prevent the ADC enemy from dropping the vision into the track brushes.


Try your hardest to harass and bully Jarvan down. If he is low on health, he will be unable to engage.

Post level 6, avoid using any dashes until his Ultimate m is down. If he goes in while your dash is down, it will be impossible for you to escape it without burning Flash.

Stand away from his d in lane. If you stand near it, you’re giving him an opportunity to engage and start a fight.


Shen is weak before he hits level six as he is melee-ranged, and his all-in is heavily dependent on his E landing on his enemies. Missing it will make him take a lot of damage from his laner.

Once he gets his Ultimate R, he will have a lot of map presence. He can quickly turn the tide of a fight with a well-timed Ultimate R to save his carry.

The first item component should allow Shen to increase his survivability and damage in the lane. The lane brushes should be used frequently to catch the enemy off-guard and secure kills.


Play around your Ultimate e in the late game. It deals tons of damage and you need for it to be up before committing to a fight.

Stick with your team in the late game. Getting caught out will result in your team having to play 4v5. As you’re the Jungler after all, if you die when the Baron’s up, the enemy will take it for free.

Rush objectives as soon as they spawn. You should be able to take them fast thanks to your 1.


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

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

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


Once Aatrox hits level 9, his Q will be maxed. The reduced cooldown and additional haste will mean this ability is on a very short cooldown.

During the mid-game, Aatrox will have brought items that will reduce his abilities cooldown. Through levels 9-13, his abilities will be on a very short cooldown.

When Aatrox hits level 11 and puts two points in his Ultimate R, he will be a severe threat to the enemy in team fights. Fight around your Ultimate to deal a ton of damage and survive the team fight.


Avoid lane brushes at all costs in this matchup. Teemo can easily Blind you from them and you won't be able to do anything about it.

Get a Sweeper and keep clearing his traps in this matchup. This will help you significantly when it comes to fighting Teemo.

You must not fight Teemo in clumped spaced as his traps will make it really hard for you to do anything to him.

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


Can use his Q to poke the enemy while securing minions from afar. If he uses his Q to push and poke at the same time, he is making good use of his mana.

Has built-in Grevious Wounds with his E. This will reduce the enemies healing in the lane and in team fights too.

His Ultimate R gives Varuus a ton of playmaking and pick potential for his team.


Karthus is a heavy farm champion and will have to absorb many wave minions and jungle camps to be useful throughout the game. His Ultimate e basically does not inflict any damage in early play. This is not good for Karthus because he only wants to use it when the enemy is super low. Meanwhile, the enemy could have already been killed by your ally, and you wouldn't get any help. Channeling your Ultimate e near an enemy champion could be very dangerous as they could interrupt the channel with CC.


Incredibly low early play. This means that he needs to play safely and avoid trading until he gets several levels under his belt. He has a lot of bad matches. In the current meta, he will fight many enemy champions. He relies heavily on the late game to win. As the games end around or before the 30-minute mark, his late porting potential is diminished.


During this phase of the game, you will want to stay behind your front line and flatten as much poke damage as you can. Watch your flanks for the killer to try to get you out quickly. Getting a defensive element will help you a lot in this game against all comps. You will want to make sure that you stay alive to inflict a lot of damage, and a Zhonya's will help you a lot when it comes to doing this. Your e should hit like a truck now too, so you will have to keep your positioning in mind while inflicting damage. Do not launch a game flashing before and out of the protection of your team.


Look to fight her when she doesn’t have many Q stacks as her ability to trade back with you will be reduced. Her damage output will be lower when she has no stacks.

Good times to look for fights are when she has used her W. When she activates her W, she will gain bonus defensive stats. If you can bait it out, or disengage when her W is active, you will find it easier killing her when it is on cooldown.

Extended trades work in her favour. Try and keep them short and sweet- around her Passive.


Lee Sin can try to kick someone like the CDA in his teammates. Group closely together to make it harder for him to throw a hand in his team's arms. As Lee Sin needs to get on someone in order to kick them to his team, lock him up with CC as soon as he engages is ideal because he is rather squishy and will be unable to escape if he is chained CC. Lee Sin is really good at removing or removing isolated targets. Make sure you group closer to your team to make it harder for him to take anyone alone.


His first ability will be maxed out at level nine. Now he can pretty much do a quarter of a squishy target's health bar with his e.

At level 11, he will have two points in his Ultimate R. This will amplify his damage massively, and Veigar will easily be able to one-shot squishy enemies and tanks alike.

Veigar will now have multiple stacks, which will grant him a lot of free ability power. This is horrible news for the enemy team as Veigar will soon be unstoppable.


Levels one and two are decent power peaks as Sett can use its E and W to launch multiple all-in. Combine this with its Flash, and Sett can easily cheese the enemies once it reaches level 2. Level 6 is another significant power peak, especially if the enemy finds itself having a tank Support in their ranks. It can easily Ultimate R them again in their team, inflicting a lot of damage on them together. Boots are a significant peak of power as it can now easily wander and stick to enemies with ease. It will also allow it to reach Jungle skirmishes faster than anyone else.


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. You benefit from extended trades, so try to go for them frequently. When you hit level 6, ask for help from your Jungler to kill the enemy lantern.


You really don't have to panic unless it succeeds in slowing you down, when you can use a trackbrush and minion to reposition. Make sure you don't let it close peacefully in this matchup, otherwise it will easily regenerate its health and you will be left defenceless in this matchup. Post Six, you can consider ruining other ways when possible. Your chances of getting a murder increase significantly when this happens. Keep the wave somewhere near your turn in this matchup. This will give you many opportunities to bring the enemy under the risk of your Jungler/laners ganks.


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.

Do not fight unless your Ultimate R and Zhonya’s Hourglass is up in the late game. If you look to fight when it’s down, you will be an easy target and die quite fast.

If you’re ahead, look for picks or ambush the enemy as they walk through their jungle. Taking one enemy down could be enough to win the next fight or take the Baron.


You will have your core items now, and you will be able to bully your laner relentlessly. Hold onto your W for situations where you need to interrupt your laner. Carry on with your onslaught after that.

Use the lane brushes to your advantage in the lane to catch enemies off-guard. The best time to all-in someone will be when one of their powerful spells (like a mobility spell) is down.

Always be prepared to help your Jungler if they decide to invade the enemy Jungle or take the Rift Herald. Your Ultimate R can actually save your Jungler if they get stuck in a bad situation.


Lee Sin may try to kick k somebody like the ADC into his teammates. Group close together to make it harder for him to kick a carry into the arms of his team.

As Lee Sin needs to get onto someone in order to kick them towards his team, locking him down with CC as soon as he engages is ideal as he is rather squishy and will be unable to escape if he’s CC chained.

Lee Sin is really good at taking down or picking off isolated targets. Make sure you group closer to your team to make it harder for him to take anyone down whose alone.


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

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

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


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

Quite vulnerable in team fights without her Ultimate n. She needs the invisibility in order to juke her enemies, otherwise, she can’t really do much other than completely rely on her team.

She is very weak during the early game and hence can easily be shut down with constant ganks from the enemy team. Her short-range doesn’t help her either so the enemy can camp this lane with ease.


Putting the third and final point in Akshans Ultimate at level 16 is really beneficial to him. In the late part, depending on his articles, he may be able to pay tons of damage to a squishy target. At level 13, Akshan goes max on his E. The extra mobility is very powerful in the later stages of the game. Once again, as the teams regroup in the late part, if he can get the closure on a marked enemy, he can bring back an ally to life that could turn the tide of the game.


Trundle's early game ganks are pretty good as he can increase his overall movement speed and obstruct the escape route of the enemy he is targeting,

Level 6 is a massive power spike as it allows him to temporarily steal stats from his target. The stronger the enemy target, the better it is for Trundle.

The first item component will allow him to boost his dueling potential and survivability in the game. He needs to ensure that he constantly ganks and gets himself ahead during the early game.


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.


He is pretty weak before he hits level six. This is because he doesn't have much mobility, and enemies can easily walk away from him if they have a vision of him.

Post-six, Sion gets a decent power spike as he gets a team fight impacting Ultimate R. It allows him to roam around and lane ganks other lanes as well.

The first item component will give a boost to his survivability and overall damage. He will be able to use his Q from the brushes to CC enemies and then follow it up with damage from the rest of his abilities.


Having three points in his Ultimate R is a massive powerpike for Xin Zhao. This will allow him to use the ability frequently, giving him a global advantage during the fights. Xin will have two of his capabilities maximized by level 14. It is a significant boost to his duel power, and he will let him dominate 1 v 1's with the greatest ease. During this phase of the game, Xin will be truly tanky while simultaneously inflicting a ton of damage to his enemies. This means that it will be difficult to remove, and still or CC'd mainly carries death if they can't get Xin away from them.


Once Gragas succeeds in reaching level 11, it will have two points in its Ultimate R. This means that it can initiate fighting and move key enemy targets much more frequently. At level 9, Gragas will have its first maximum ability. This is really beneficial for it because the increase in damage will really help it to duel. This is especially true if Gragas goes for full AP construction. During the middle of the game, the enemy will be busy exchanging tracks and defining the vision. However, as laner, it will use this ability to the maximum potential during the fight around landlocked areas and neutral objectives.


Keep poking Shen with your abilities while he is farming, but make sure that you don't get CC'd by him while doing so.

Try to keep your resource bar more than half filled as much as possible. It will help you when dealing with unprecedented all-ins.

If Shen ults to some other lane to help his allies, you should just focus on pushing and taking as many plates as possible from his tower.

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


You will want CC Rumble when possible in this matchup. Its cars don't do much damage but only go to CC it when it doesn't use any ability. Keep an eye on your allies in this matchup. If you see someone is low and in a skirmish, then they will immediately. It will certainly try to distinguish you in this matchup with its Ultimate. That's why you will have to take it first. Keep the wave near your turn. The enemy doesn't have some kind of nap potential and can easily be exposed to the ganks.


Focus on farming in the early game. You need to earn as much gold as possible to be a major threat later on.

You’re going to naturally push the minion wave with your Turrets Q. While you’re pushing, keep a constant eye on the map. Heimer is vulnerable to ganks if he doesn’t have 3 Turrets Q up, so keep this in mind.

If the enemy laner roams, don’t bother trying to contest their roam. Instead, push the minion wave and start earning turret plate gold.


It is weak early because its presence is negligible, and it cannot do much against the various champions. All it has to do is to maintain its health until it reaches level six. Once it reaches level six, its presence will skyrocket, becoming a major threat to the enemy lantern. Working with the Jungler allies will help it massively. The first element will allow it to spam its abilities quite frequently. It will also allow it to inflict more damage, especially once it has its Ultimate.


Master Yi needs time to scale and will be looking for the farm as much as possible to come online. Without his Ultimate r, it is rather weak, so he will be looking to hit level 6 as quickly as possible. Go into the jungle of Master Yi. To steal his camps if you see it on one side of the map. This will delay his power peaks, and also reduce his gold revenues. Master Yi can take goals like the Dragon or Rift Herald alone in the game. Make sure you keep these goals monitored so you can see it before he assures them for his team.


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


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


Pick fights when Tryndamere is nowhere near his team. This will make it easier for your team to win the game and secure goals. If Tryndamere engages in a team fight, lock him up with CC and blow him up before he has a chance to activate his Ultimate e. His pick potential is actually pretty good.


He could drive your team in danger or an ambush. Try to look for fights when Akshan is not there. This way, he won't be able to benefit from his W. Playing around Akshans Ultimate will be very beneficial during the middle of the game. Otherwise, he will be unable to maximize his release of damage.


Renekton is an early dominant champion of the game. Expects that he plays aggressive and goes to kill. Every time Renekton is above 50 Fury, his next ability will be empowered. Stay at a maximum distance so he can't get an e or e empowered on you. Avoid fighting when he has tons of Fury too. Don't underestimate Renekton's reach with his Dash e. He can use it on the minion wave to close the gap and trade with you.


Focus on the enemy of the range and use your Q to slow down if they try to fly and catch up to you. It will allow you to scale and intimidate your opponent unabated. Do not push too far in this path without putting the right vision around. Junglers will certainly try to gank you because of your immobility. You can play more liberally once you get your Ultimate R. It will also allow you to lure enemies into diving when you are weak in health. Combined with your W, you can quickly secure the murders.


Gragas can start ganking once he has access to all 3 core abilities. Keep this in mind and try to track him so you can counter gank at level 3.

Like most champions, Gragas spikes again at level 6 as his Ultimate R is a really good tool when it comes to ganking. Expect him to gank overextended lanes whenever he is level 6.

Always keep an eye on what items he’s buying. Gragas can go tank or can build a lot of AP. If he’s going AP, respect his damage output.


Sylas is an early game strong Jungler. Expects that he starts to crash after level 3 when he has access to all the basic abilities. The stronger Sylas will become. Avoid feeding him in early play to reduce his strength in the middle and end of the game. Once Sylas is level 6 and unlocks his Ultimate R, he can visit someone on the way to steal their Ultimate. If he steals yours, contact your team so they know he has your Ultimate.


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


Once Gragas manages to get to level 11, he will have two points in his Ultimate R. This means that he can initiate fights and displace key enemy targets way more frequently.

At level nine, Gragas will have his first ability maxed out. This is really beneficial for him as the damage increase will really help him duel. This is especially true if Gragas is going for the full AP build.

During the mid-game, the enemy will be busy swapping lanes and setting vision. As a Jungler, Gragas can easily use his Ultimate R to pick such enemies out before significant fights.


Cassiopeia's Ultimate R is an excellent tool in team fights. Struggle 5 champions at a time is a sure way to win the team fight. She inflicts a lot of damage in the prolonged trades as long as she lands her Q. She has to make sure she keeps an eye on her mana pool although she does not run to mana. Cassiopeia can often get early murders in the way with a level 2 all-in. Getting an early murder will make the laning phase much easier for her.


You will be unable to engage at all if the enemy has knock-ups or interrupts in the lane. To work around this, either look to roam or use your t from an unwarded bush to engage.

Rell is very immobile when she is dismounted. This makes her incredibly vulnerable when she is dismounted t.

If you’re behind, it’s going to be impossible for you to get a good Ultimate R or t off as you’ll be too squishy and die as soon as you go in.


Every time you have your Ultimate, you should look at gank. Get your allies forward by gauntling each time your Ultimate is high as it will always result in a murder or blown flash. Your objective control is quite high. Try to secure the Dragon or Rift Herald whenever you can. You need to keep Hecarim away from your teammates so make sure to use your Ultimate at CC Hecarim so your team can kill him. If you can't against Gank Hecarim, steal his camps. You can't just allow him to accumulate benefits and play passively.


Ping every time Akshan misses. He's really good at roaming and he could leave the way easily. Make sure to ping every time he leaves your way. Stay out of the minion wave so he can't push you and hit you at the same time with his Q. As Akshan is an AD champion, he will win automatic attack trades with you. Don=t trade auto attack with him because he's always going to win them. Focus on agriculture over the fights. Your goal is to survive the laning phase and win an XP and gold lead. Then you can be stronger in the middle of the game, as long as you don't fall back.


Yuumi's first element will give her an important boost of power as she can spam her E frequently in the track. It will allow her and her to go for more frequent jobs. Once she reaches level 6, she will become impressively skilled to disengage. Her level 2 is a small peak of power because she will have access to all her abilities at that time. She can now use her Passive and E to continue to do short poke jobs and protect her ADC after that.


His first game ganks are quite solid because he can push CC targets with ease. That being said, the allied ganking with hard CC is always preferable for Shen. Level 6 is a massive power peak for Shen. It is also a free gank/roam ticket for him because he can immediately show up to a track and catch the out-of-guard enemy. The first element will allow him to inflict more damage and strengthen his overall survival. He will also allow him to clean his camps quickly.


Disengagement as soon as Neeko advances and tries to minimize the utility of his Ultimate R. Watch your flanks and bushes nearby when you sit targets like Neeko can use his Passive and W to get a good engagement with his Ultimate R. Splitting and not being too close together will help reduce the number of Neeko people and amaze with his Ultimate R. Group during team fighting, but don't stay too close together.


If she does, try to ambush her by camping in a bush near the Baron or the Dragon. In team fights, Janna will try to use her e and d to hit / knockup enemies to delay their engagement. If you have to go to the enemy to kill them, be prepared to flank side to make it harder for her to anticipate your movements. For AD champions, invest in the call of an executor when Janna is ahead. This will reduce her ability to heal and protect her allies.


Zilean does not have much damage to level 1 but once he has access to both Q and W at level 2, his death pressure will increase. Even if it is unlikely that he will get a level 2 kill, his release of damage is nothing wrong with it. At level 6, Zilean, the death pressure does not increase exactly, but its survival does. Every time he uses his Ultimate R, try to abuse cooldown and play aggressive while he goes down. Once he has the maximum reduction of cooldown, Zilean, Ultimate t} will be on a very short cooldown. It will be harder to get choices during the middle and the end of the game as he will save them with his Ultimate t.


When teams are grouping, make sure you ward your flanks to spot Talon before he is able to jump over the wall and assassinate your team.

As soon as Talon engages, try your hardest to burst him down before he is able to disengage and deal lots of damage.

As Talon is an assassin, expect him to look for picks with his Ultimate R. Avoid walking around Summoners Rift alone. Do not walk in unwarded areas of the map if you know Talon is nearby.


Vayne’s level 6 all-in will be stronger than yours. Avoid fighting at level 6.

Force her to over extend for farm by keeping the minion wave closer to your side of the map early on.

Your goals in this matchup are to really just poke her down and focus on farming.

Extended trades will work in her favour, so just try to focus on farming.


Its basic elements should allow it to blow up any squishy target that it puts on its eyes. It should wander around and see if it can be killed on the extended side tracks. The optimal time to enter during the skirmishes will be when the enemy has their targeted DC capability down. In this way, they will not be able to CC Leblanc when she uses her W to launch in. Its level eleven peak of power is quite powerful as well. It will now inflict more damage with her broken combo. To hide in the fog of the war and try to blow up the enemies will be her style of power play.


As Teemo is a varied champion, expect him to try to harass you as much as possible. Investing in defensive starting objects could be a good way to deal with him from going back and forth. Teemo will place Shrooms t around the edges of the track. Avoid walking on the side of the track and only walk the path that your minions take to reduce your damage taken. Be prepared to sacrifice some CS for XP and health. Teemo has a lot of pressure to kill if he takes Ignite and is able to harass you and make you fall.


Post 6, she can't use her Ultimate R unless she's completely stacked on the Samira Style points is an incredibly mobile champion. To reduce her mobility and increase your survival, try to keep the minion wave closer to your side of the map. This will make it impossible for her to use her E aggressively. If you're a weak ADC in the beginning of the game, definitely keep the wave closer to your side of the map. Playing around her W in the way is crucial as it can block projectiles (automatic attacks).


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

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

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


Group with your team and do not leave them. If you start to split push, the enemy will force a fight and kill your team while you’re gone.

Delay team fights while you wait for your Ultimate m to come back up. Do not team fight unless your Ultimate m is up. Additionally, waiting for your Zhonya’s Hourglass to come up would be beneficial too.

If the enemy has lots of disengage or poke, continue to flank in team fights to ensure you get on to the enemy before they’re able to disengage or poke you down.


His Q can allow him to heal massive amounts of damage later in the game. This when combined with his Passive, can let him heal as much during the early skirmishes.

The Ultimate R can completely change the course of a fight due to it making everyone invulnerable. This is very effective on hyper carries, or when against a champion who has a timed ultimate (Master Yi for example).

His W provides his carry with bonus resistances which can be really beneficial in the long run due to carries generally not buying defensive items, especially in lower elos.


Annie’s greatest power spike is when she hits level 6 and unlocks her Ultimate R. Respect her damage output once Tibbers R is primed and ready.

 Annie is clearly stronger when her stun is ready, and when she has 3 stacks on her Passive. Whenever she has her stun ready, you need to respect her damage output and her ability to trade with you.

Annie is strong during the mid-game and in team fights (if she can get a multi-person stun). If possible, do not walk around the map alone and without your team. Stick to warded areas and try to stay away from her at all times.


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

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

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


Quinn cannot team fight easily. She will try to flank from the side with her Ultimate R and get on to a carry. Ward your flanks to make it harder for her to engage for free.

If Quinn can’t team fight, she will stay in a side lane and try to split push. You can either send someone who has TP to prevent her from taking side towers, or you can quickly engage on to the enemy team and start a fight. Do not delay a team fight as it will give Quinn time to take an objective or rotate to join her team.

Quinn’s pick potential is high. When sieging an objective, make sure nobody in your team is too far forward as she can pick them off with her E and start the fight.


A good Xin Zhao will use their Ultimate whenever it is up to gank an ally. Make sure you gank as much as possible, too so you can apply just as much pressure as them.

Xin Zhao is a weak early game champion. This makes them vulnerable to invades by you and your team. Try to invade Xin Zhao as much as possible.

As you’re great at duelling and strong early on, try to make early plays around the map to get yourself and your allies ahead.

As Xin Zhao has strong invade potential, it is crucial to ward your jungle entrances so you can spot them before they invade your jungle and kill you.


At level 9, Dr Mundo will max his E. His ability to 1v1 the enemy Jungler, or 1v1 any lane champion, will be very high. Don’t be afraid to 1v1 champions if you’re ahead.

During the mid-game, Dr Mundo should’ve completed a couple of core items. As every item he buys offers him defensive stats, he will be very tanky throughout the mid-game. He should be a giant menace in team fights.

At level 11, Dr Mundo will put the second point in his Ultimate R. The additional health regeneration combined with his overall tankiness will be very hard to deal with in the mid-game. He will be incredibly tanky during this stage of the game.


Nasus is weak early. You can use it to your advantage to invade him and steal his camps. Stealing his camps will refuse him batteries. His ability to take Dragon is really weak early. Try to take the lens before he can gank bot lane and take it for himself. Counter ganking Nasus is pretty easy, so try to do it. Once he has entered with his W, he only really has his automatic attacks and Q to inflict damage.


Your goal will be to use the fog of war to land your CC on the enemies. Fighting in the Jungle should give you easy wins due to your e.

Stay with your team throughout the late game. If you're caught out of position, the enemy will decimate you very quickly, even if you have your Ultimate m. You need to utilize your Passive wisely in team fights to increase your chances of winning.

Try to counter the enemy teams' push and siege attempts by using your Ultimate m carefully. The enemy can't do anything as you will have the superior waveclear in the game.


In the mid game you focus is to snowball your lead and get those core items to spike as early as you can. The more big items you get, the quicker you will become unstoppable.

Continue to focus on securing those objectives and consider fighting over them, all it takes is one piece of Void Coral to pop off and start carrying those fights in your True Form.

Don’t be afraid to take down structures in your down time too. You’re an attack speed champion, so after taking down enemies in lanes, make sure to punish them further by killing their turrets as well as the usual strategy of clearing their camps.


Malzahar isn’t very strong in the early game and can be made weaker by destroying his Passive shield whenever it comes up. As soon as he gets it, pop the shield so he has to play even safer.

Malzahar will be looking to push the wave constantly once he has an item. Avoid standing inside the minion wave at all times so he cannot poke you and push at the same time.

Once Malzahar hits level 6, you’ll have to play more respectful as he will tend to get ganks once his Ultimate R is up. Whenever he has his Ultimate R up, make sure you have wards in the river so you can spot the Jungler before they get to your lane.


Do not fight as a team in the later parts of the game unless your Zhonyas Hurglass and Ultimate W are both in place. Delay / disengage fight if the enemy wants to fight you. Stay with your team in the late parts of the game. If you are caught or the enemy launches a fight while you are not there, the enemy will win the team fight. Poke and delay the team fights while you and your team harass the enemy and knock them down. Once they are low, engage yourself. You can also look for choices with your abilities to catch someone who is out of position.


Remember to not fight when you have been afflicted by his t. You won't be able to do a lot of damage, and will take exponentially more damage.

A well timed W can neutralize his t. Use this to your advantage.

Your Ultimate will play a significant role when it comes to winning this matchup. Make sure that you target him out first during team fights.

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


Multiple points in his Ultimate R will allow him to use it frequently and increase the damage. It will be a tremendous ability during the mid-game.

Mid-game is really good for Pyke as he can secure multiple picks on the enemy team, especially on the enemy Support if he manages to catch them off-guard.

His team fighting is quite good as his Ultimate R can ultimately allow him to turn the tide of a fight. The Q can enable him to separate targets from their team and kill them.


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


Before invading, make sure that you have your passive stacked so that you can win the trade. If they invade you, be ready to fight, but only do so if your passive is stacked and you can win, otherwise just step back. Post 6, they win the 1v1 as they are stronger when their Ultimate is in place.


Try to lock Irelia at the beginning of the fight. This will make it much harder for her to jump around your team and reset to her Q. Avoid fighting too closely together as it will allow Irelia to use her Ultimate R on several people and allow her to reset Q. Stand together but not very closely together. Try and fight after Irelia uses her E as it is one of her best tools to start a fight. Ideally, try and fight also around her Ultimate R as it will reduce her chances of reset.


As Garen has a lot of integrated support, make sure to get some form of healing reduction quickly to make you easier to kill them. Good times to trading vs Garen is when they used one of their damaging abilities as they won't have any damage to you trader. Try to follow Garen's Ultimate cooldown post 6. It's important to do so because you don't want to be caught by Garen's superior damage post 6. Keep harassing Garen with your abilities while pushing the minion wave. Try to target your abilities so they hit Garen and the minion wave at the same time.


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


Capable of mitigating any form of self-attack damage with his W. This can cause enemy physical damage to be practically useless when this ability is active. He can really put good cheese brushes as well as full opportunities with his E. When combined with some articles, Shen can put extra debuffs on the teased champions with ease. His ultimate R can allow him to act as a goalkeeper for his teammates. This becomes really beneficial if one of Shen=s' teammates is fed and needs to be peeled for.


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


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.


At level 11, Fioras Ultimate R will be much better. Putting a second point in its Ultimate R is vital and its 1v1 killing pressure increases. Fiora is good in the middle of the game and will be looking for split thrust. She should be able to attract a lot of attention for her team so they can do things elsewhere like the Dragon or Baron. At level 9, Fiora will maximize her Q. This is a very important peak of power for her because it will allow her to look for more aggressive pieces, help her farm and also help her escape from sticky situations thanks to the cooldown bass.


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

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

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

He will be ganking a lot early on. Make sure you apply as much pressure as you can to match his early ganks.


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


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

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

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


When there is no team fight, push and draw the enemy's attention to you while your team sits or plays on the other side of the map. Look for choices with your Q and R. Garen deals a surprising amount of damage, so don't be afraid to move around the map and try to assassinate someone with your team. Garen is a heavy, skirmish laner.


Once Pyke has got Serrated Dirk, he will try to push constantly and roam. Keep this in mind when laning against him.

When Pyke hits level 6, his kill pressure increases as his Ultimate R is an execute. Back away when low so he is unable to kill you and snowball his lead.

Pyke is really good at roaming. Once he has Mobi Boots, expect him to roam around the map and assist his allies. Ping whenever he goes missing.


Jarvan IV is one of the strongest early game junglers. Use this to your advantage to get an early lead by gaunting your allies as often as possible. Although gaunting is the key, you need to find a healthy balance between farming and gauntling too. If you fall late in gold and XP, you will find it hard to do well in the middle or end of the game. Focus on getting goals as often as you can. If you are unable to get them alone, ask for help from your allies so you can get them together.


Swain's Ultimate R is going to be really powerful from level 11. He will be able to affect team fights quickly, and his zoning potential will increase drastically to ensure that his backline remains safe at all times.

Swain will have the opportunity to impact team fights during the mid-game, predominantly neutral objective fights a lot. This is quite beneficial for him, given the AoE aspect of his Ultimate R.

His first ability will be maxed out at level 9. This will increase his burst damage by quite a lot and make it easier for him to secure picks on isolated enemy targets.


Darius is one of the best duelers in the game, so don’t overstay your welcome. Do not go for extended trades with him as he will always come out ahead.

Darius will look to reposition when using his e. Try and stay in the inner ring so it doesn’t deal much damage.

Darius is relatively immobile and weak when he is getting attacked by multiple champions. Let him push, poke him down and then request a Jungle gank for a guaranteed kill.


Kalista's level 11 doesn't give her a significant peak, but it's an advantage for her ally Oathbound. Her ability to protect them from all-en-boutés or get them to throw them all-in for the team increases a thousand folds. At level 9, she should have her first maximum ability. Most of the time, it will be her r, which will give her a boost of massive damage and allow her to take unwavering goals. Kalista is remarkable in the middle of the game. It's mainly because she can get a lot of damage with her auto-attacks and Passive while her team is peeling for her. Her Ultimate x also helps her set-up to engage.


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


Hard engagement is the best way to deal with Ezreal during the laning phase. But you will need to wait for him to use his E if your CC is a skill shot. Ezreals poke damage starts to stack if you take too many Qs in the face. Make sure you are still standing behind the minion wave at all times. In team fights, you must not let Ezreal fall before you have the chance to engage. If it is isolated, run on it as fast as you can to start the fight. Do not delay team fights against an Ezreal.


Watch your flanks and avoid walking on an unclassified territory because Syndra has an excellent configuration with its combo Q and E. Don't let Syndra take you down before a team fight happens. Its goal will be to harass as much as it can before you look for a choice. Get involved as fast as you can so that it can't bring you down. Avoid fighting in the jungle or around an objective as it will facilitate multi-person landing and stunning. Fight in the open air when possible and avoid regrouping too closely.


Jinx's level 6 is a significant power spike as it can allow her to snipe kills from the other side of the map. It is also a good finishing ability after an extended skirmish where the enemies escape with little to no HP.

The first item component will give a boost to Jinx's skirmishing potential. It will allow her to dish out a lot more damage during skirmishes. She excels when using her Q rockets in clumped team fights as long as someone is peeling for her.

Additional points in her Q will allow her to dish out more damage and help her with her late-game scaling. Combined with her core items, the correct usage of this ability will differentiate between a great and a bad Jinx.


As you are a Support, avoid dealing alone in the late game. If you are selected, the enemy will be able to take goals nearby or use their digital advantage to win a team fight. Constantly place the vision around the map to help your team secure goals and get choices. Having a vision around the Baron and Dragon is necessary to help your team win. In the late game, make sure you are with your team at any time. If you leave them, the enemy can start a fight without you being there to protect them and keep them alive.


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

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

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.


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


In the late game, you need to call for Baron or the Elder Dragon. Do not die otherwise your team will not be able to secure them and the enemy will take it for free.

Look for picks on the enemy when they’re out of position. If you can catch out the enemy Support, you can rotate to Baron or Dragon or force a fight with the numbers advantage.

Once you’ve gone in, make sure you fall back and peel for your allies. Use your m to lock down key targets and then use yourd and e to knock up the enemy on your carries.


Gwen is hard to play in a variety of champions. They can constantly harass and intimidate him which will make him difficult to survive the early game. Your Q will only be as impacted as you do. If you use your Q without multiple piles, the damage will be futile. His W does not block turn shots, but it increases his defensive stats.


Warwick’s weak early on, but once he gets some levels under his belt, he can be a real pain for the enemy laner.

At level 6, Warwick can go for more aggressive plays and shut down the enemy laner. He can also use his Ultimate R to help his allies in other lanes.

Once Warwick has a few points in Q, his sustain in the lane will help him even in the toughest of matchups. He will also be able to trade more effectively in the lane


At level 11, Zilean will be very difficult to manage. His Ultimate will keep him or a key target alive and will make life of assassins a living nightmare. At level 9, his Q will be maximized and will allow him to inflict tons of damage with a single bomb. He helps a lot when executing his combo Q > W > Q. The damage and utility of Zilean in a given fight is not questionable. He can speed up his allies out of trouble, restart them, or use them as a Q transport mechanism. Similarly, he can slow down enemies, CCs, and allow his team to collapse on them.


He can roam around the map and place his Ultimate t mushrooms in heavy traffic areas. It will allow him to block off enemies when taking neutral, objective fights or steal them with well-placed Ultimate ts.

His first ability will be maxed out at level 9. This will let him deal hefty amounts of burst damage and will let him kill his enemies quickly. The squishier enemies will have a tough time as he can camp those lanes after clearing his Jungle quickly.

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


His d is the only form of self-peel for him. Once that ability is down, he is quite vulnerable to ganks. In team fights, he can be flanked with ease as well.

He will be trying to play safe during the early game and will not have a lot of damage if he can’t upgrade his Passive Core. Playing aggressively and forcing him out of the lane early on can allow his enemy to get a huge advantage on him.

Very prone to all-ins, especially in the bot lane when against a hard crowd control Support. He has some form of movement speed buff with his r but layered crowd control can easily counter that.


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

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

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


Level 3 is a decent powerpike because Heimerdinger will have access to all its capabilities. It can easily ADC still CC and explode them with its turrets and rockets. It can also use the track brushes to catch enemies out of sight with its W or E. Level 6 is probably a massive power peak for Heimerdinger. It can now bait enemies to their death with ease. It can also take laps very quickly or slow several enemies with its E. The first mythical element will allow Heimerdinger to deposit a ton of damage of poke in the track with its turrets. Its burst damage will also be quite powerful, and it can a-shot enemies with the greatest ease.


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.


Multiple points in her Ultimate R will just enable her to help her team pick off-targets. Other than that, she can also use it defensively.

Her mid-game potential is quite strong as she can secure picks and gain mid-priority when possible. It translates into neutral objectives.

Her first ability will be maxed out at level nine, allowing her to deal out much damage. The wave clearing will let her pressurize the enemy team really hard.


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.

Use your e to initiate a fight or try to pick someone off with it and then kill them. Once they’re dead, either move to Baron or the Elder Dragon or siege and try to end the game.

Make the call for objectives like the Baron or Elder Dragon when an enemy is dead and when your Ultimate t is up. Use your Ultimate t to secure the objective for your team.


Wukong's level 3 is quite strong. Once he has all his basic abilities, he can look for a favorable trade. Once Wukong's level 6 is hit, his death pressure increases considerably. Expecting that he is looking for murders once his Ultimate n is up. Wukong is strong in the mid-game team fights thanks to the AOE strike on his Ultimate n. Expect that he is looking for fighting by attacking on the side.


He has a lot of AOE tools in his kit. This makes him excellent in team fights. Unlike some LoL champions, Hwei has integrated CC, which is useful when it comes to making games and getting choices. He has many abilities, making a unique and fun champion.


Use the track brushes and keep hitting enemies with your E. The goal is to get as many Procs as you can in this way without taking a lot of damage in return. Your effigies should help you massively when it comes to setting up the vision around the map. Make sure that the track entrances are monitored and that you continue to hit the enemy relentlessly. Once you get your Ultimate R, your team fighting impact should increase massively. Use effigies and bamboozle enemies with surprise Ultimate R's on them.


Sett is great in extended trades thanks to his Q. As long as he can stick to an enemy champion, he should win 1v1 fights.

His Ultimate R allows him to both get tanks off his carries as well as deal a lot of damage to the enemy team if he manages to ult his target into them. This can change the tide of a team fight in an instant.

His Passive allows him to regenerate a lot of health so he can resort to short burst trades against enemy champions unlike other tanks. His W does deceptively high damage as well, while providing damage mitigation to him.


If she doesn't use her E and plays safely, you can try a flash to engage her or lure her from inside a bush. An enemy Caitlyn can deposit a lot of damage in a team fight if she is left unchecked. Try to concentrate her as soon as possible so she is unable to deposit a lot of damage. If she is protected, try to surround her. Punishing Caitlyn in the early match will reduce her ability to snowball and destroy your turn. Try and place her behind by killing her again and again with the help of your allies.


Seraphine has low basic statistics and is quite vulnerable in early play. Play safe and avoid taking damage to increase your survival. Seraphine lacks an escape tool. This reduces her chances of escaping skill strokes and makes it more difficult for her to escape from an all-in enemy. The shield and cure you get from your W is missing enough, especially in early play. Do not rely on it to save you or your ADC life.


Remember to take as many neutral, objective fights as you possibly can. Your Ultimate R and E will help you massively with it.

Since you will be diving into the enemy team, you will want to get a defensive item like a Zhonya's Hourglass. This will let you use your Ultimate R effectively.

You will need to take care of your backline and see that they don't get doved and killed. If an assassin is trying to kill them, E the assassin immediately.


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

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

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


Use your W regularly to quickly clear the jungle camps. Remember that your W cooldown is reduced when using it against a large monster.

Look for opportunities to gank the enemy with your Q and see if you can follow it up with your Ultimate R. This will allow you to produce a massive CC chain.

Once you unlock your Ultimate R, you should have a really easy time trying to kill enemies. Also, when clearing camps, make sure that you kite around with the monster in your W.


Nocturne will look at the power farm early so he can get level 6. Try to invade him and take his camps to delay his level 6 power peak. Nocturne will try to move forward early by ruining tracks that are still or are overstretched. Try to follow him in his jungle and against the gank tracks that are ruined. If you can't counter gank, try to ruin a separate lane or steal his camps.


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.


Be careful of Galio's level 2 potential on your ADC. Galio can quickly commit and inflict significant damage, so be prepared to help your ADC disengage or use your W (you and me!) to get out of it. When you withdraw from your ADC, try to stay close to them. This allows you to attach more easily to them with your W and help them escape Galio's engagement. If Galio errs, ping your teammates to alert them and enjoy his absence by harassing and putting pressure on his ADC. Keep the wave closer to your turret. This reduces Galio's ability to engage and makes it more difficult for him to exchange effectively or go all of it.


Vision is your best friend against Graves. If you can see him before he ganks a lane, it will be harder for him to get kills and snowball. Make sure you place wards around his jungle entrances to spot him leaving his jungle.

Grouping against Graves will prevent him from taking down key targets in team fights as he will struggle to get through multiple champions at once. CC is also very good against him as he is quite immobile even with his Ultimate t and e.

In the later stages of the laning phase and early into the mid-game, he will try and kill isolated targets that are walking through Summoners Rift alone. Stick to walking around the map through warded areas only especially if he’s ahead.


Yuumis R has a great field of effect. Do not look at the team struggle if its R is in the jungle or around a goal because it will be able to slow down many champions and heal its team. Try to fight it in open areas where your team is not grouped closely. Yuumis game style allows it to jump on any member of its team if they are nearby. If the enemy seems to be engaged, step back as soon as they play aggressively especially if Yuumi is attached to the front line as she will empower them. If Yuumi is in a bad position, try to kill her. She does not have mobility without her allies nearby and can therefore be punished very quickly.


Use your capabilities to quickly erase 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. While you sit Baron or Dragon, or whenever you push the enemy under their turn, look for a choice with your abilities. If you can catch someone out of position or blow them up, you will be able to take the lens for free. Your Ultimate b is really effective during team fights so make sure you use it in bottlenecks and force the enemy to walk through them.


Ensure there is always a minion between you and Pyke at all times to make it harder for him to land his Q.

Keep an eye on his positioning at all times. Try and stay at max distance whenever possible to make it even harder for him to land his Q.

Pyke is a great roaming champion. Once he gets Mobility Boots, expect him to roam frequently. Ping whenever he leaves lane so your teammates know that he is missing.


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.


Both your E and Ultimate offer tons of outplay potential. You can often escape ganks or turn them around easily if you’re able to play it slow and wait for the perfect opportunity to fight or escape.

Squishy champions will often be left alone, or they will walk around the map unaided. You can use this to your advantage to snowball and get more kills as Akali is a strong assassin and can kill squishy champions easily.

If you’re able to get a few kills in lane, you can snowball quite quickly and further your lead. Try to abuse any slight advantage you get to increase your chances of winning the game.


After entering with your Ultimate t, be ready to fold and peel for your allies in the fights of the late game team. To make access to the enemy backline easier, group with your team but stay out of the way. If you flank a nonwarded bush, the enemy will find it harder to react to your all-in. Avoid separating or being away from your team in the late game as the enemy will force a fight while you are gone. Play around your Ultimate t in the later parts of the game. Avoid fighting unless your Ultimate t is standing. Fighting with outside will make the fights of the late game team much more difficult.


Your early Dragon control is far superior to Evelynn’s. With this in mind, try to secure early Dragons to get your team ahead. One way of doing this is by ganking mid or bot and then rotating straight after.

As Evelynn will not be ganking early, try to gank as much as you can to get your allies ahead

Evelynn is weak in the early game and will be trying to power farm until level 6. Try to invade her to delay her level 6 power spike.

Try to track her through good vision placed inside her jungle. Pre-6, this will help your team know where she is and post 6 it will help reduce ganks. Control Wards in bushes and Yellow Wards on her camps will make tracking her easy.


When Ekko reaches level 9, his wave signal increases considerably. At that time, he will seek to collect CS sideways and split thrust. Send someone to match him in the sidetrack to prevent him from growing for free and taking turrets. Once Ekko touches level 6, his pressure of death increases and he will seek to go to kill. Respect his everything in potential when his ultimate R is standing as he will use it to escape after a murder. Ekkos greater peak of power is two articles (Protobelt and Lichbane). When he completes these articles, he will become a machine to shoot a blow.


Malphite is weak in the early game. Try and trade and play aggressively to delay his power spike and his ability to scale. Once he has an item, you have to be more cautious when trading, but up until then, he can be heavily abused.

The shield from Malphites Passive offers more security in lane. Try to poke and harass him as often as possible so he is unable to get the shield and protect himself.

Once level 6, Malphite may start to receive ganks as his Ultimate h is a great engage tool. Avoid playing recklessly and always keep an eye on the minimap especially if you’re pushed up in lane.


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

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

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

Be prepared to sacrifice CS for XP and health. Recall when you’re low so you don’t fall behind due to poke.


Go for the all-in at level 2 to gain a huge health lead.

If she uses her Ultimate aggressively and misses her R, all-in her and jump on her.

Go for extended trades as often as possible as you win all of them.

Keep the wave closer pre 6 if possible so you can run her down.


Level 11 is not a massive peak like the other Junglers. It only gives a slight increase in damage and no utility, unlike the other Junglers. That being said, the lower cooling certainly helps. Its first ability will be maximized to level 9. This means that it can inflict a massive amount of burst damage to any enemy that it gets too close. Pantheon is quite powerful during the middle of the game.


Make sure you use your Q to kill monsters regularly. It's a sure way to get multiple batteries and take the game later. It would be better if you avoid any conflict and focus on stacking your Q up. It's a really safe way to move forward in the game. Make sure you put some vision around Jungle's entries to check the invasions. It will allow your team to collapse on the enemy if they decide to invade.


Tryndamere isn’t that good if he is behind and low on gold. He needs lots of gold and XP to solo carry in the later parts of the game.

Whenever his Ultimate e is down, he is quite vulnerable which makes him (somewhat) weaker.

Can be kited quite easily and is prone to disengage/CC in team fights. This can make team fighting challenging for a Tryndamere.


Darius starts to fall off in the late game, but he is still powerful. He falls off as other champions start getting items that counter him, and many champions will be tankier, which makes it harder for him to kill them.

At level 16, Darius’s Ultimate e will be an essential tool in team fights. As it can deal a considerable amount of damage and as it is an execute- he will be able to take down targets and use the reset to kill multiple targets.

By this stage of the game, Darius should be near max build. As he builds items that enhance his damage and offer him protection, he will be relatively tanky and challenging to take down.


Several points in her Ultimate R will simply allow her to help her team choose out-of-target targets. Apart from that, she can also use it defensively. Her mid-game potential is strong enough because she can secure choices and win mid-priority when possible. This translates into neutral goals. Her first capacity will be maximized at level 9, which will allow her to do a lot of damage.


Never move around alone now, as killing you is very easy. Stick with your damage dealers and keep them alive at all costs.

Your Ultimate R will be on a tremendously low cooldown during this portion of the game. Ensure that you use it as and when required because you don't want crucial teammates to die unnecessarily.

Ensure that you use your E properly. Chokepoint fights are crucial, but you can also use it to disrupt mages as they are pretty powerful now.


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.


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


His early play is terrible, and he should avoid fighting for longer periods during this game phase. Focus on the scale and get your first element. Level six is a decent power peak. It allows Vladimir to release his burst combo and develop a decent amount of pressure to kill in the way. It will allow him to impact the fights quite easily from now on.


If Jarvan builds AD, he will be very squishy in the team fights and will get blown up quickly in the team fights. Once he has entered, he will have to engage fully in the fight. To ensure the victory, you must make sure that your team is able to follow. If you enter without them, you will die. Peel, disengagement and CC are the biggest weaknesses. He will be unable to effectively use his d and e combo if the enemy can bring him down, reposition or CC him mid-combo.


All of his abilities will be upgraded during this phase of the game, making him uber-powerful. His abilities will hit like a truck from now on.

Multiple items will further let him deal more damage to enemies, especially those who clump up together during team fights.

A fully maxed out Ultimate m will hurt the enemy team massively. Any kind of fight around chokepoints will automatically make Viktor the winner.


Once he gets two points in his Ultimate R at level 11, his power to assassinate his targets and escape unscathed will increase drastically. As long as he uses his abilities properly, he will have an effortless time taking over the game.

Kha'Zix's Q is his main damage ability which will be maxed out at level 9. He can practically one-shot squishies at this point, especially if they are isolated. It will also let him clear Jungle camps pretty quickly.

Mid-game is the part of the game where champions are roaming around, warding, and changing lane assignments. This is why this time is beneficial for Kha'Zix as he can get multiple solo picks on the enemy and ultimately dismantle the enemy game plan.


Sett is a strong start ganker. Expects that he gank every way in the game early to get himself and his allies in advance. Once Sett is level 6 and unlocks his Ultimate R, his pressure to kill increases again and he looks to gank every time his Ultimate R is in place. Sett is good for picking up the champions in the middle of the game. Make sure you're never too much before that he could try to catch you out of position with his E.


An additional point in his Ultimate R will increase his overall damage and allow him to use the ability frequently. He will help him massively during team fighting or trying to secure peaks. His first ability will be maximized at level 9. This increases his damage, and his team fighting potential will be respectable enough now. He will pose a lot of threats if he can use the ability by hiding in a brush. His tankness will be colossal during this phase of the game. He will absorb the turn shots and enemy damage simultaneously and make it very easy for his allies to follow his commitments.


Keep the minion wave closer to your side of the map to reduce his all-in potential and limit his usage of both his E and Ultimate.

Invest in early armor or magic pen to help you lane against him. Not getting any of it will make it impossible for you to kill him.

If playing a ranged champion, try to harass and bully him down with basic attacks and abilities to gain an early health lead.


Try to abuse your range advantage to gain an early health lead.

Keep the minion wave closer to your side of the map early on to force them to over extend for farm and XP.

When trying to poke, aim your abilities so they hit the minion wave and the enemy at the same time.

Once they’re level 6 they become stronger than you and it will be harder for you to lane against them.


In the mid-game, you will want to take multiple fights and get ahead. It will be pretty hard for the enemies to kill you if you don't get CC'd.

Your W and E will be instrumental to your success in this matchup, especially during ganks. Set up some death brushes in the Jungle when possible.

Do not take full-blown team fights. Instead, rely on picks to win the mid-game. It should be pretty easy to do if you use the fog of war properly.


Go for extended trades with him whenever possible. Just make sure you keep your distance.

Try to kite as much as possible. If he gets in range, W away to create distance and then continue to auto-attack him.

Do not W directly on to him. You need to reserve your W to escape his engage.

Usually you’ll look for an all-in at level 2. You can’t do this vs fizz as he has good turn around potential.


Look for picks during the mid-game to get your team ahead. Getting a pick here or there or blowing an enemy Summoner Spell can be more than enough to get a nearby objective.

Call for objectives during the mid-game. You’re the Jungler afterall and need to prepare and make the call to take an objective whenever it is about to spawn.

Usually, the ADC and Support will go to the mid lane after securing the bottom lane tower. If the enemy rotates to the mid lane too, you should look to gank them so you can get kills and the mid lane tower.


His ganking power during the early game is relatively high. This is because he can quickly slow enemies with his E and then W > Q them to lock them down.

Level six is a massive power spike for Maokai as he can use his Ultimate R from out of vision and CC multiple enemies simultaneously. This will be quite lethal for immobile enemies.

The first item component will allow Maokai to survive fights and will add to his damage as well. He should be able to take a lot of fights during this phase of the game.


Vex has a shield on her W that can protect her from incoming damage.

Really good wave clear with her Q and E.

Great pick potential with her Ultimate R which can also be used to help her roam to other lanes.


Catching Sona when she goes to the hall will allow your team to potentially allow you to take the Baron, Dragon or start a team fight when she is unable to protect her team. Avoid team fights in areas where you are forced to group together as inside an objective pit or in the jungle. This will allow Sona to get a multi-person Ultimate R. Try and group but not too closely together. In team fights, Sona will be standing next to her ADC. This could make it difficult for you to kill her.


A maxed-out Ultimate e will hurt the enemy team massively. Any fight around chokepoints will allow Vladimir to win the fight immediately due to his sustain and damage.

Multiple items will let him deal more damage to enemies, especially those who clump up together during team fights. He should be relatively safe as well and will heal from a ton of damage.

His life steal and damage during the late game will make him really good in team fights. He will just need to use his l and Q at the proper times, and he will be unkillable.


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

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

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


At level 16, you will have put the third and final point in your Ultimate. You will be strong enough and your all-in-pot potential will be high. In the late part, you will start to fall a bit because the teams will be grouped together so you have to play with your team. The enemy group together will reduce your chances of getting choices. Of course, you will have a lot of finished items, or are in the middle of construction at this stage of the game, so you should be able to do a lot of damage and survive fighting.


Another point in his Ultimate e will allow him to dish out a lot of AoE burst damage and use the ability quite frequently.

Vladimir is perfect during mid-game fights. He should accumulate a lead during this phase of the game by bursting enemies down with his Q and Ultimate e.

He is terrific in team fights due to his Q , E, and Ultimate e. If the enemy is clumped up, Vladimir will decimate them with his Ultimate e.


Zac’s level 1 and level 2 is strong if he’s able to jump on you with his E. As soon as he channels this ability, be prepared to run

Once Zac hits level 6, his ability to start fights increases. Expect him to play aggressive whenever his Ultimate R is up.

Zac is really good in team fights as his kit has tons of CC. Try to disengage whenever he E’s in to make it harder for him to get a good knockup.


Gangplank's Ultimate R will be a force to reckon with now as it will have multiple upgrades and will give added benefits to him. This will increase his team fighting strength by a lot.

Now he will have three points in his Ultimate R. With the reduced cooldown and the damage, Gangplank will be able to take over the game effortlessly.

This is the point of the game where Gangplank becomes really scary. He has a truckload of items, his barrels can legitimately one-shot someone, and he can effortlessly chase people down with his Ultimate R. The enemies will have no other option than to walk the plank at this stage.


Viktors first power spike is once he has hit level 6. His Ultimate m will give him extra kill pressure in lane and he will start to play slightly more aggressive.

His abilities will be stronger with every upgrade.

Once Viktor has completed his first item, and upgraded his y, he will be able to clear the minion waves very fast and keep you pushed under your tower.