If your allies move to your lane after destroying their tower, rotate and move around the map to continue farming and gaining XP and gold.

Use your abilities to clear the minion waves quickly so your team can siege/ prevent a siege from the enemy team. If you can land poke while also pushing the minion wave, you could look for a favourable trade.

While sieging Baron or Dragon, or whenever you’re pushing the enemy under their tower, look for a pick with your abilities. If you can catch someone out of position or blow them up, you’ll be able to take the objective for free.


Master Yi is strong in the late game as he can one-shot enemy carries. Reduce his usefulness early to make him weaker later on.

His first major power spike is at level 6 when he unlocks his Ultimate r.

Master Yi will become stronger and stronger with gold. Denying him gold, XP and resources will make him less effective.


In the meantime, try to land your Q on the wave of the minion and the enemy champion. Since you use energy, and your abilities are hungry for energy, you should always take a look at your resource bar before trying an all-in. Keep track of the enemy Jungler from the beginning of the game as he will try to camp your way until you reach level 6. Use your E discreetly in this way because it allows you both the all-in and the disengagement against the enemies. Your goal should be to get your first item as quickly as possible so that your all-in becomes more powerful and deadly.


Ward your flanks like Mordekaiser can try to attack on the side to get on a high-value target with his Ultimate R. If Mordekaiser misses his E in a team fight, it would not be a bad time to focus it because he will be unable to shoot your team in when his E is on the cooldown. Avoid starting major goals like the Baron or a Dragon when Mordekaiser is nearby because he can take your Jungler into the Shadow Realm with his R that will make it take the risky goal.


Use the track brushes to hide and trample the enemy with your Q every chance you get. Staying out of the sight will allow you to easily all-in the enemy with your E and W. Since you are a protective champion, you will want to be the first to respond to the fights around the map, especially in the river side bot. For this, make sure you have the wave slightly pushed up so you can respond in time. Once you get your ultimate R, you should have your eyes stuck to the map during the skirmishes.


Despite having a lot to offer, she really needs that Attack speed to come online and if she gets put too far behind before she can get those few core items, she may never be able to recover.

Bel’Veth relies heavily on her Q, her passive and her auto attacks to deal the majority of her damage, this means naturally she’s incredibly countered by any form of hard CC. Her E is also a channel ability which can additionally be interrupted by Crowd control.

If Bel’Veth doesn’t get any take downs on champions or objectives in teamfights she can never activate her True Form which is when she becomes so much harder to deal with.


Her early game ganks on pushed-up targets are going to be quite phenomenal. This is because she can camouflage herself and hit enemies hard in a jiffy. Her damage output will be really high as well.

Level 6 is a massive spike and should allow her to dominate fights and duels in the Jungle. She can effectively one-shot any squishy enemy who is wandering around aimlessly as well.

The first item component will let her deal a lot of damage, and her trading will be highly optimized. She will need to conserve health when possible so that she can all-in enemies and execute ganks properly.


Teemo may not join team fights as he isn’t very good in them. He may instead be split pushing and trying to take objectives in the side lanes. Make sure someone is able to stop him from splitting.

Teemo will place Mushrooms t around objectives and in high traffic areas. Avoid going anywhere that Teemo has recently been in without a Sweeping Lens. He and his teammates may be ready and waiting and try and pounce on you.

As Teemo will be split pushing or away from his team during fights, you could use the numbers advantage to force a fight 4v4 or 5v4. Just keep an eye on him and be prepared to rotate if he gets close to your tower.


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


Very squishy and can be easily gotten rid of if she is CC’d. This is especially true if she is going for the AD build.

Can’t be very effective if the enemy sets proper vision around and can notice Neeko changing her forms or hiding in a brush to land her E.

Due to her pushing power, she can be very susceptible to ganks especially after she has used up her W.


Use your strong duel potential in the middle of the game to fight and duel anyone with your n trying to stop you from pushing into the division. Although you are a very strong division pusher in the middle of the game, be ready to group with your team and fight 5v5. You should usually start grouping when there are no goals to take in the vicinity.


Galio's Ultimate R will really shine during this phase of the game because it can now impact team fighting whenever this ability is rising. Moreover, it really works well when its target is the one that has to approach the enemies to attack them. At level 9, its Q will be fully maximized. This will give a massive boost to its damage and clear wave. Moreover, it can now help other washers frequently and keep its wave shoved at all times. Galio will have its basic items at this stage. This is beneficial to him, and his team as its overall production of damage and survival will be higher.


When invading Ekko, try to wait inside a bush for him to use his W (and wait for it to expire) before going on to him. When his shield is down, he is much weaker and easier to kill.

Try and place vision inside the river and around his jungle entrances. This will make it harder for him to gank successfully if you always know his approximate location. Having vision in lane bushes will also help prevent ganks as you can spot him setting up his W.

Ekko doesn’t have the healthiest of clears even with his W. If you are a strong dueler, look to invade his jungle and shut him down in the early game.


Stay in your minion wave to avoid being labeled by Kennen's 1 easily. If it strikes, it can follow it with a t in the self-authorized attack for a trick. After Kennen gets his m, his lethality is very enchanted. If you try to fight without your Passive or over half of your health, Kennen can easily counter your E with his m to put his entire kit on you without a way for you to escape it. You will not be able to decide where the wave goes in this matchup. However, try to keep the wave close to your turn if you can, then you can try a commitment once Kennen is not too close to harass you. Be aware that Kennen can use his h to gain a great speed of movement.


AP Support Twitch has similar power spikes as ADC Twitch. Keep this in mind, especially around level power spikes.

Once Twitch has completed Lich Bane, his damage output and burst damage increases dramatically. Watch out for cheesy plays with his s as he may look to kill you once you return to lane.

At level 6, Twitch will unlock his Ultimate c. It offers him a lot of additional kill pressure in lane.


Stay with your team in the later parts of the game. If you move away from them and die, it will be 4v5 and the enemy may be able to force a fight or end the game. Concentrate the closest enemy champion in the team fights and monitor your positioning. Keep your W for the right occasion. Do not use it recklessly.


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


Keep playing around goals like the Rift Herald and the Dragon to keep your team forward. Make sure to also use your Ultimate and constantly looking for ganks with it. Supports will start walking on the card alone in the middle of the game. Capitalize on this to get you killed for free.


Senna's early game is quite lovely. She can heal for a decent amount, and the damage is pretty substantial as well. She will need to care about her positioning, though.

Level 6 is a decent powerspike as Senna will get her Ultimate R and can help allies all over the map. She can also get finishing kills with the ability.

The first item component increases her damage and allows her to use her abilities a bit more frequently. She is still mana-hungry, so she will need to be careful about spamming spells.


Orianna is good in team fights as her Ultimate d has a large radius and can CC multiple targets at once. Avoid standing close to your ADC post 6 so she cannot Ult d both of you.

Orianna is weak early, but her poke can be very hard to deal with once she has a few levels behind her. This is especially true after level 4.

Once Orianna has completed her Mythic item, her damage output will be extremely high. Look out for surprise Ultimates d and try and stay away from her d.


Janna may try to ward alone in the mid and late game. If she does, try to ambush her by camping in a bush near the Baron or Dragon.

In team fights, Janna will try to use her e and d to knockback/knockup enemies to delay their engage. If you need to get on to the enemy to kill them, be prepared to flank from the side to make it harder for her to anticipate your movements.

For AD champions, invest in an Executioner's Calling when Janna is ahead. This will reduce her healing and shielding capability on her allies.


Once Maokai's Ultimate R is exhausted, the enemy will not have a perfect time in the game. Maokai's team will quickly capitalize on its CC, however. Its tankness is massive during the last game. His Passive will not let him die while he plunges the enemy's rear line, inflicts damage on them, and ensures that they cannot join the fight. He is decent during late fighting like his W, and Q can easily CC a high priority target and prevent them from fighting. This gives his allies time to damage the other enemies or collapse on target CC'd.


If it uses any ability on the minion wave to hit last, make sure that you abuse cooldowns. Don't forget Anivias Passive. It has a long cooldown, so once it's jumped, make sure you try to kill it when it's the most vulnerable. Call for help and ask for ganks while it's down. Try not to use all the dashes that can help you avoid a hit. Anivias t and e can be deadly if you don't have tools to get out of it. Make sure your dash is always up so you can avoid its t.


Skarner can start crashing at level 3 or 4 and can also take the Void Grubs very easily. Its first major power peak is level 6 however, when it unlocks its Ultimate. Its Ultimate will result in the search for choices and try to make games as often as possible. Try to finish the game as soon as possible. The more the game goes, the tankier it will be. The only way to counter this is by making sure you get pen pieces.


Gwen is difficult to play into ranged champions. They can constantly harass and bully her which will make it difficult for her to survive the early game.

Your Q will only be as impactful as you make it. If you use your Q without multiple stacks, the damage will be futile.

Her W doesn’t block tower shots, but it does increase her defensive stats. With this in mind, always think twice before committing to tower dives.


In the first levels, play safely and avoid trading. Camille is very early game damage is quite weak, so you're probably going to lose a trade vs an aggressive laner. Once you're level 4, you can look to fight and punish the enemy. Play around enemy abilities to facilitate trading. Try your toughest to get killed with your Ultimate R. You can do it by asking for ganks or looking to wander and help the Mid laner. Just make sure you push the wave before leaving the track.


Its potential of duel and decapitation of enemies should be capitalized by it. Neutral objective combats will have to be treated differently. Camille should always try to enter the enemy backline using the fog of war to her advantage during such combats. This is mainly because she does not have a constant AoE DPS capability in her kit. Its basic elements should allow her to take any significant unimpeded combat. She should focus on the glove of her losers frequently to help them accumulate an advance during this phase of the game.


In team fights, avoid grouping too closely as Ornn can use his Ultimate R to get a multi-person knock up and start the team fight.

Ornn has the ability to knock up enemies that are close to his Q, terrain and walls. Avoid fighting inside the jungle as it will allow him to land an easy knockup.

Ornn will tend to stick in a side lane when no team fights are occurring and when there are no major objectives up. Use the numbers advantage to start a team fight while he is away from his team.


Delay the team fights while you harass the enemy with your s. Get them as low as possible before you engage in the fight. Push and focus on agriculture in the middle of the game. Join the team fights only when there are no more tricks to take nearby.


You will definitely want to sit in the lane brush and try to Q enemies. If you are in a matchup where you want your ADC to scale, focus on using your Q defensively.

Being a part of team fights and neutral objective fights is a must. Your W has a very good chance of reviving someone but always prioritize an ally who can destroy the enemy quickly within the decay period.

Once you get your Ultimate R, look for as many clumped fights in the Jungle as you can. Sit in a Jungle brush and wait for a bunch of enemies to walk towards you.


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

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

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


As Taric has a lot of built-in sustain, make sure you get some form of healing reduction quickly to make it easier for you to kill them.

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

Their Ultimate offers them a ton of additional kill pressure. Play smart and recall when you’re low so Taric cannot use their Ultimate to execute you.

Try and harass Taric as often as possible with your superior range. Bully them as often as possible and then look for an all-in when they’re low.


When it's weak in mana, it's not a threat to you because its kit requires a lot of mana to trade effectively. When it's weak, there's your chance to fight. During team fights, Diana's kit offers a lot of brilliant damage thanks to its Ultimate R. Try to bring it down before it engages to make it really difficult for her to engage and kill anyone.


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

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

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


When teams come together, make sure to keep your flanks to spot Talon before he can jump over the wall and assassinate your team. As soon as Talon engages, try your hardest to break it out before he is able to disengage and do a lot of damage. Since Talon is a murderer, expect him to look for peaks with his Ultimate R. Avoid walking around the Rift of Invocators alone. Do not walk in the non-paid areas of the map if you know that Talon is nearby.


Xerath has very reliable wave clear and push thanks to his low cooldown abilities and kit. Avoid taking unnecessary damage by standing outside of the minion wave when he uses his abilities.

Look to trade with Xerath when his 2 or r is on cooldown. When he doesn’t have either of these abilities, he is incredibly vulnerable. Mix this with his low mobility- he is easy pickings for any would-be aggressor.

Avoid roaming if Xerath is in lane as he can push the lane very quickly while you’re gone. Look to roam when he’s either dead or in base.


Your Ultimate R will have a very short cooldown. This simply means that you can often fight around the map. Make sure you participate in neutral and objective battles as well. Focusing on the enemy rear line should be your goal from now on. It should be effortless for you to do so as long as you are in the fog of the war and have a defensive element like a Zhonya's Hurglass. Try to invade the enemy Jungle and set up death brushes when possible. If you find a high priority target, don't hesitate to Flash > Q they at CC and kill them with your team.


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

Try and siege objectives with your team during the mid-game. You have strong poking tools which will allow you to siege objectives with ease. Try to poke the enemy down as much as possible while your team tries to take towers (or the Dragon or Baron).

Delay team fights for as long as possible while you harass the enemy and poke them down with your s.


Keep the wave closer to your side of the map early. This will make it much harder for Jarvan to keep you in the way and get away from the farm. Beware of his level 6 all-in. If he can't physically everything within you, he can look to wander and use his Ultimate m in the middle lane instead. It's pretty early, so expect him to go for aggressive coins. Look at his positioning and play on the other side of him to make it all more difficult for him to everything in you.


Brands Ultimate R is very good in team fights as it can bounce between enemies. If the enemy is grouped in the jungle, his damage output will be very high.

Brand has good ganks in the early game. As long as he gets close to the enemy before using his Q, ganks should always work in his favour.

He has a healthy clear in the current meta. As long as you kite camps, you should remain relatively healthy on your first few clears.


You will want to get to level 3 quickly and utilize the fog of war to gank overextended enemies. This will allow you to get a quick early lead which you can capitalize on later on.

Your W will be of paramount importance in this game. Make sure that you time it correctly, as it can be the difference between a won and a lost fight.

Always try to gank pushed-up enemies but make sure that you are not on the opposite side of the map when a neutral objective is about to spawn. Otherwise, you will lose an easy objective.


At level 9, her Q will be completely exhausted. Being her main ability to damage, she will now be able to defeat the enemies with ease. Zoe is not too strong at level 11 because he does nothing for her. She will always have to rely on the use of the terrain for her opponents and then blow them up with her Q. Once Zoe reaches level thirteen, she will have increased the potential to pick due to her completely exhausted E. This will make her extremely deadly in the fog of the war.


Leona has an incredibly strong level 2, make sure to hit Level 2 first and look for an aggressive game. Staying healthy is the key when you play Leona. If you're piqued down, you'll never be able to engage. When you're waiting on your cooldowns, play safe and out of the automatic attack range. Use Leona, strong roaming ability to move around the map and help your allies.


If your allies move to your lane after destroying their tower, rotate and move around the map to continue farming and gaining XP and gold.

Use your abilities to clear the minion waves quickly so your team can siege/ prevent a siege from the enemy team. If you can land poke while also pushing the minion wave, you could look for a favourable trade.

While sieging Baron or Dragon, or whenever you’re pushing the enemy under their tower, look for a pick with your abilities. If you can catch someone out of position or blow them up, you’ll be able to take the objective for free.


He can keep the enemy pushed into their tower in the early game which allows him and his ADC to get early tower plates.

Heimerdinger can often prevent ganks alone by having 3 turrets Q up as it is quite hard for a Jungler to gank when he is surrounded by them.

Heimer has tons of poke throughout the laning phase with his Q and W. He also has good trading setup with his E too.


When you hit level 6, more opportunities open up to you. For instance, you can look for aggressive plays or use your Ultimate R defensively. Your Ultimate R is a genuinely diverse tool that can help you gain a lead or prevent you from losing one.

After you’ve picked up your first component item, your r poke and damage will increase dramatically. Don’t be afraid to look for fights once you’ve picked up your first item.

While Azir’s poke is good, he is incredibly weak in the early game. Don’t trade too much before your first back, so you don’t fall behind. You need time to come online, so focus on farming and surviving the very early game.


Nasus's level 6 is an important peak of power as it can actually be duel properly with enemies now. It will give it a massive advantage when it deals with enemy travelers who are pushed up and run by it. Nasus is very weak early and can be bullied hard because of the absence of HP and batteries on his Q. Its main objective will be to cultivate and pile up until decimate the opposition during the later parts of the game. Nasus' first element will give him a boost in the way. It will bring him a step closer to reaching his most powerful form in the game, but it should always focus on agriculture and stack his Q.


Level 16 isn't that great because she won't be getting a lot except for a reduced cooldown on her Ultimate R. It won't be as strong as other ultimates.

Her tankiness will be out of bounds during this phase of the game. She can keep soaking damage and act as a reliable frontline for her team in fights.

She will have a lot of items during this phase of the game. It will make her tanky and will let her dive face-first into the enemy team. She will play a massive role in disrupting team fights for the enemy team.


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

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

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


If he can pull a single shot at the person he is aiming for, he will be controlled almost immediately by the crowd and killed on the spot. Unbelievably vulnerable once his Ultimate R is about to cool down. The enemy team should seek to fight him during this time and target him in front of anyone else. Not very effective against a group of champions because he is extremely dependent on the peaks to get a lead. Moreover, the crowd controlling him can allow the enemy team to get rid of him quite easily.


It is vulnerable when its t is down, and can be engaged if its speed of movement k is reduced. Its ultimate t can easily be rid by the enemy by buying Control Wards. Enemy Junglers with jumps and dashes can also bypass these mushrooms by taking strange routes. It falls quite drastically during the end of the game and can only resort to split thrust. This puts his team in a disadvantageous state and causes a lot of tension to accumulate within the team.


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


Ahri ès Passive offers her additional support in the way that can help her survive even the hardest matchups. Although healing is not much, it can be impacted. Thanks to Ahri ès E, she has great selection potential throughout all the stages of the game. When used in conjunction with her R, she will be able to catch the enemies out of position and increase her gold lead. In team fights, your mobility is pretty great. With your Ultimate, you are able to flank the enemy on the side, get a murder and then escape before anyone is able to catch you.


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

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

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

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


Avoid standing in the minion wave at any time as this will allow Zyra to poke and push the minion wave at the same time. Harass Zyra when there are no W seeds around her. This will make it much harder for her to come back with you. At level 6, Zyras kills pressure greatly increases. Respect her pressure to kill at this stage of the game.


Graves deals a lot of damage to any target during this phase due to his Passive and items. It is a significant power spike for him, which can very well allow him to single-handedly carry a game.

Once he gets three points in his Ultimate t, no low health enemy on the map will be safe. He can just dash in, auto an enemy twice, and then use his Ultimate t to finish them off. Using the fog of war to do so is a great way to pick targets.

At level 13, Graves will be able to deal a lot of burst damage and play circles around the enemy due to his maxed out l and e. In addition, it will give him an excellent dueling advantage.


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.


Level 11 is a decent power spike as he will have another point in his Ultimate n. His overall damage dealt will increase, along with his resistances.

At level 9, his l will be maxed out. This means that he can deal a lot of consistent DPS during team fights if he manages to not get CC'd.

His tankiness will be really high, mainly if he uses his Ultimate n. It will allow him to do his primary job of running circles around the enemy team with his l.


Another point in its Ultimate d will increase the damage to the ability and let it play games frequently. Several elements will allow it to take the game easily. It should be part of as many fights as possible. The first ability will be maximized to level 9. This will bring a lot of damage to the enemy team and increase the frequency of use of this ability.


The first element will allow her to do a lot of damage and survive the way. It will also be favorable when trying to go for all-in combos. Level six is a massive peak for her because she can now affect the fights easily with her ts and r. Its use will dictate how good a Riven is. She is a decent champion early, especially if she manages to use the track brushes to her advantage in the way. Her all-in combo will be quite powerful if she catches her out-of-guard enemies.


Ryze is excellent during the late game as he can completely take over the game with his overall burst damage combo and his Passive. All he needs to do is be a part of significant fights.

Level sixteen is a decent spike when it comes to macro-based plays. He can quickly jump from one objective to another, which can easily lead to wins for him.

His damage output will be really high during the later parts of the game. This will kill most of his enemies if they happen to get CC'd by Ryze.


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

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

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


Hecarim is a strong early game Jungler. Try your hardest to gank as frequently as you can to get you and your allies ahead.

As he is a strong skirmisher, look to invade the enemies jungle to steal away their camps. This will not only reduce their gold income, but it will make you stronger overall and make your mid-game much more effective.

While ganking is key, you need to find a healthy balance between farming and ganking. If you focus on one or the other, it will be harder for you to win the game. Actively look for ganks but make sure you’re getting gold and XP too.


Work with your Jungler and set up traps inside the enemy Jungle once you're done shoving the wave in. Your g will allow you to get free kills effortlessly.

Fighting around choke points will be really good for you, so look for opportunities to do so. This is especially applicable during neutral, objective fights in the game.

Getting your core items will make you really powerful. Use the brushes to set up death traps for squishies in your lane. Also, transition to the mid-lane as quickly as you can.


Try to break Lillia out as quickly as possible in a team fight so she can't use her Ultimate R to sleep your entire team. Keep an eye on where Lillia moves around the river and sitting goals like the Baron or Dragon because she can use her E to cause brilliant damage to you and your team. Keep in mind that in team fights, her Ultimate R will be able to put enemies who have piled on them to sleep.


Gwen will be split pushing in the mid-game. You can use the numbers advantage to take her down or start a team fight on her team while she is elsewhere on the map.

She will be hard to kill in team fights, so you’ll need to play around her W to make it easier for you to shut her down.

Healing reduction will be very useful in team fights as Gwen will get a lot of sustain.


His tankness is out of bounds during this phase of the game. He can quickly shoot enemies and peel for his wears at the same time due to his overall tankness. A maximum-out Ultimate R will allow Nunu to flatten a lot of damage in a short period of time. If he can set up a death brush, he will automatically win the fight. His team fight at the end of the game will be extreme because he is very tanky, and his frontline ability will make it really easy for his team to succeed in the fights.


A maximum-out Ultimate l will confer the benefits of a weaker and greater break-up of the damage of the Shaco clone. It will leave Shaco enemies at one blow if they destroy it while it is nearby. It will do a lot of damage to the enemy team now, especially the squishy targets. It has the potential to a low-shot, still, and squishy targets quickly now. Shaco is pretty decent in team fighting due to its clones and short cooling on its capabilities. It can quickly get rid of critical doors due to its e and set traps for the enemy team using its Ultimate l and x.


When it buys its first component element, its escarment power increases considerably. Look for aggressive parts after you get your first component element. Rumble is a strong early escarment champion. Search for ganks frequently to get yourself and your team before.


Stick with your team in the later parts of the game. If you walk away from them and die, it will be 4v5 and the enemy may be able to force a fight or end the game.

Focus the nearest enemy champion in team fights and watch your positioning. Hold on to your W for the right opportunity. Do not use it recklessly.

Stick towards the back of your team near the Support and ADC so they can peel and protect you.


This champion is pretty immobile and is prone to CC. If they get caught out by any CC, they will probably die.

Has less carry potential compared to a lot of other Supports. Lulu relies on her team to carry while she provides them with heals and shields.

Lulu is a squishy champion with low hit points. This makes her pretty vulnerable and easy to kill. Picking your fights and avoiding constant trading is key to winning.


Look at the ambushes around the map. It's really good to start skirmishes and pick up weak and still champions. Keep this in mind and avoid walking on the map alone. In the team fights, once they enter with their d, they have nothing to offer and will be in an overstretched position. Use their forward positioning to play aggressive and shoot them. Constantly try to punch and harass him. Having him in poor health will prevent him from playing or positioning aggressively.


Malzahar’s first major power spike is when he gets his first component item. It will allow him to spam his abilities on the enemy laners.

When Malzahar hits level 6, he can look for picks and set up kills for his ADC or the Jungler.

During the early game, Malzahar should try to use his Ultimate R whenever he can. Using it as soon as it comes up will help his lane get more kills and start a snowball.


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.


Elise can start ganking after she hits level 3. She can technically gank at level 2 if she takes her E second, but after 3 she should be ganking for sure.

Elise doesn’t spike at level 6 as she has her Ultimate at level 1. When skirmishing with the enemy, keep in mind that their Ultimate will be more useful than yours.

After Elise has picked up her first item, her kill pressure increases dramatically. She should be able to 1v1 most enemy Junglers if she gets the jump on them.


Proper turret placement and spacing is vital towards winning this matchup. Make sure that Ornn can't pin you against terrain either.

Keep poking him regularly in this matchup to hinder his all-in potential as much as you can.

If he has used his ult, and he is about to send the ram towards you, CC him immediately. His ult will go to waste this way.

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


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

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

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


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

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

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


Once you've changed with the average, make sure you have the average priority at all times. This will help a lot in neutral goal fights. When no team fight occurs, go on a side track and push. You have to continue growing during the middle of the game so you can get your items as quickly as possible. Do not just stay in the middle if you can't get anything done. Play around your ultimate R in the middle of the game. It's an incredibly strong tool that can help you get an advantage of killing. With the advantage of numbers, you can then make the call for Baron or seat a round nearby.


It has a lot of poke damage built in its kit. Its s is the most heinous because it helps it both poke and wakelear at the same time. This allows it to freely push the way and get damage as well. Its d makes a completely versatile champion and provides it with subsistence in the form of mana. It can even set up kills for its team with its gold card. Its Ultimate makes it the king of macro as it can use it to be present in any team fight, even if it happens to be on the other side of the map. It also allows it to detect each enemy champion on the map, which is very beneficial for its team.


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


Look for short burst trades in this matchup as much as you can. What you want to do is keep harassing enemies from the lane brush, go in and then fall back once they are knocked up.

You should have a really easy lane provided you can keep the river warded. It will keep you safe from ganks and will allow you to play the lane on your terms.

Remember that your dash is your only means of escape and engage. Using it at an improper time can get you killed quickly and lose you a major fight.


Focus on early farming. You need time to come online, and you just need to focus on getting gold and XP. However, if you find an opportunity to ganking or counter-ganking nearby, don't be afraid to take it. If they invade you early, just back; you don't win early skirmishes with them.


Try and stick with your Support throughout the mid-game. You’re quite vulnerable and easy to kill if you’re on your own. By staying with your Support, your survivability will increase.

Continue picking up farm in the side lanes when no team fights are occurring, but spend as little time away from your team. You need gold and XP to buy items and if you fall behind, it will be unlikely that you’ll be able to dish out damage in fights.

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.


In team fights, look for his Ultimate r. He can either use it to protect an ally, or catch someone out of position. Keep this in mind during fighting. Avoid stretching alone in the average track without your team as he can use his W to get on you and start a fight. Try to burst Tahm Kench before he is able to activate his E. CC is your best friend and he will not be able to activate it if it is locked with CC.


In team fights, use your authorized E to get choices to start the fight. Catching someone and then getting a murder could provide your team enough time to take the Baron or Dragon. Peel for your team in team fights. Use your Q on the nearest champion to protect you and your ADC.


As Lucian is an AD champion, when playing as an AP Mage, avoid going for prolonged self-attack trades with him as he will always win them. Wait for Lucian to use his E before starting a fight or trying to land CC. Every time his E is down, he is much weaker and will find it harder for him to defend himself.


At level 9, you will be maximum on your **Q**. When it is maximized, its damage and cooling will be better, so you can use it more often to inflict more damage to the enemy. At level 11, you will put the 2nd point in your Ultimate it will help you get murders and choices with your team. K=Sante is good in the middle of the game because it is more tankier and will be good in team fights.


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

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

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

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


As a Support, you are very vulnerable and can easily be killed when you go to the room, when you're in motion around the map, and when you're alone. To reduce the chances of dying and being taken out of position, try to stay with your team at all times. Keep a constant eye on this main objective is fresh next. If it quickly spawns, make sure that you place the vision around the lens as quickly and safely as possible before withdrawing to safety. Having the vision around the main objectives is the key.


Your Ultimate e makes you unqualified for a period of time. This makes it difficult to kill you who can give you time to kill the enemy. Is incredibly mobile that allows him to escape sticky situations, waste enemy time and overplay the enemy too. Trendamere is a large split and dualist pusher. It can 1v1 most enemy champions in a side track during the middle of the game.


He will have a lot of Passive stacks during this phase of the game. This scaling is infinite, which means that Veigar can pretty much one-shot full health squishy targets.

His n will be on a very short cooldown during this point in the game. He will be able to secure a lot of picks, especially around choke points.

Once his Ultimate R gets maxed out, he will execute enemies with ease. Any enemy who gets hit by his e will be within Ultimate R kill range of Veigar.


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


In the late game, stick with your team and look for picks with your R. If you’re able to catch a squishy champion out of position, you can take them down and win the fight.

Continue to play around your Ultimates R cooldown and look for fights when it’s up. Do not fight when it’s on cooldown as you’ll miss out on a lot of extra damage.

Flank in team fights to make getting on the enemy backline easily. Make sure you’re nearby so you can get in the fight fast.


Use the minion wave to block Aatrox from landing his W and go for all-in. Always make sure there's at least one minion between you and him at all times. Both his Q and E have enough cooldowns in early play. If he uses them, try to abuse cooldowns and trade with him while they're on the ground. Aatrox benefits from unbridled trades with his Q. Try to keep your distance at all times and be willing to sacrifice some CS, so he doesn't blow you up.


His E allows him to CC key targets but has a long cooldown early on. Fortunately, he will not have this problem during the late game and will now take down many enemies with his E.

Adding another point to his Ultimate R will give his empowerments more overall strength. It can be convenient when taking neutral objectives and fighting enemies who rely on diving and locking Heimerdinger down.

Heimerdinger will have many items now, and his abilities can easily one-shot enemies if they are not careful or if Heimerdinger sets a death brush somewhere. He can also take on the Baron singlehandedly.


Continue to look for picks with your Q and R. If you’re able to get a pick, try to abuse the numbers advantage and finish the game.

Again, stick with your team and avoid walking too far away from them. If your ADC gets caught out, then the chances of winning will be reduced. So by sticking with them you’ll increase your chances of winning.

Continue peeling for your team in team fights. Make sure you keep them alive for as long as possible.


Another point in his Ultimate n will bolster his overall power during duels. It will also let him have a massive presence during team fights.

He should have his core items by now. This means that he will be tanky and will deal a lot of damage to his enemies. This should be amplified with his Ultimate n.

His first ability will be maxed out at level 9. This will give a significant boost to his skirmishing potential during this phase of the game.


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


Avoid team fighting around major objectives if Seraphine is nearby. Grouping closely together is going to benefit her and allow her to get a good Ultimate R off and CC your whole team.

Similarly, avoid fighting in the jungle as your team will be grouped together which can allow her to get another good Ultimate R off. Try to fight in the open and split slightly apart so she cannot CC your whole team.

Seraphine will often go to ward alone during the mid-game. You can use this to your advantage to fight and pick her off. While she’s dead, you can look to take the Baron, a Dragon or look for a team fight with the numbers advantage.


Warwick is weak early, but once he gets some levels under his belt, he can be a real pain for the enemy lantern. At level 6, Warwick can go for more aggressive games and close the enemy lantern. He can also use his Ultimate R to help his allies in other ways. Once Warwick has a few Q points, his keeping in the track will help him even in the toughest matches. He will also be able to exchange more effectively in the way


In addition, it works really well when its target is the one that has to approach the enemies to attack them. At level 9, its Q will be fully maximized. This will give a massive boost to its damage and clear wave. Moreover, it can now help other losers frequently and keep its wave stuffed at all times. It will also be able to pull the enemies from the brushes of the way. Galio will have its basic items at this point. This is beneficial to him, and his team as his overall damage output and survival will be higher.


Try to go for short burst trades with your 1 in the lane. The goal is to ensure that the enemy can't all-in you during the laning phase. Ward around and just aim to play safely.

Once you get your first item component, you should spam your abilities more frequently in the lane. It will help you use your n combined with your 1 to go for regular trades with the enemy. You still need to play safely, though.

On getting your Ultimate e, you should be able to finish off kills in other lanes. Make sure that you show up to neutral, objective fights as well since your e will be really effective in those situations.


Be a part of neutral objective fights. Your Ultimate R will be especially helpful in pushing the enemy Jungler off the neutral objective.

Look for picks with your Jungler when possible. It will allow you to accumulate a massive lead and will let you take over the game single-handedly.

Do not forget to farm in the game as you still need your core items to win the game. If you manage to accumulate a lead, make sure that you push it harder and get other lanes ahead.


Gangplank will always be stronger if he has a Barrel E placed under him. Keep this in mind and try to fight him when there is none. At level 6, ping that Gangplank has his Ultimate R key. It=s that your team knows that he can use his Ultimate R to impact a fight. Gangplank is rather weak in early play and needs time to come online. Try and abuse his weak early game to move forward.


Vayne is incredibly weak in the beginning of the game. Try to abuse it if you can. Finish the game as fast as possible. Vayne is a monster of the end of the game and will be incredibly hard to kill in the end of the game.


At level 6, the exit and survival of the damage increases. You should not engage in a fight with him unless you can bring him down quickly that his Ultimate R will offer him additional protection and health regeneration. Swain, early play is abuseable because it is really weak early. Once the mid-game hits, you will have to play more respectable. It is really good in the team fights thanks to his AOE Ultimate R. Bursting him at the beginning of the fight will make it difficult for him to inflict damage and win the fight.


Delay the team fights until your Rage Bar is fully stacked. Do not fight a team until you are ready to change. Once you have changed shape, make sure to engage and fight. Group as often as you can. Gnar is a very good team fighter in the middle of the game as long as he can get his Ultimate Roff.


Take care of its range and auto attacks as they inflict significant damage early. Do not approach the minions to prevent its Qs and Ws from quickly pushing the wave. Try to lure its ultimate before committing to an all-in-one if possible. Its level 6 is stronger, but you can try to exploit it by engaging while its ball is far from its position.


You always need to be above half the health once Darius has his Ultimate, otherwise Darius can easily kill you even while you are under the effects of your Ultimate. Never take longer trades against Darius, especially if he did not use his E to engage the fight. Once his Passive grants him additional damage, he will almost certainly turn the fight around quickly. If you try to run away, he will shoot you again with his E. Darius will kill the minions extremely quickly with his Q if he uses it in the minion, causing the wave to push in your turn. You want that, because it helps to prevent Darius from freezing by his turn and forcing you to use your Q to catch the minions.


Jax’s Ultimate t will give him increased defensive stats in a trade. It is very good for duelling.

Once Jax gets his first item, he becomes much harder to duel unless you have items that match his damage. Don't over commit to fighting him without a backup plan.

As the game goes along, Jax will get stronger and stronger. Keep an eye on him at all times as he will look to split push and take objectives quickly.


During the mid-game, keep ganking and see if you can get leads around the map. Your E should be on a shorter cooldown now, making it easier for you to catch up to your enemies.

Neutral Objective fights should see your presence regularly. Your ability to persistently get off a Smite due to your Ultimate e should allow your team to benefit a lot.

Do not forget to farm in the game as it will be your main source of income. You will want to get your items as quickly as you can for maximal effectiveness.


Her mobility is everything in her kit. Make sure you go for short burst trades and then get out before she can get too many spears in you.

Work with your Support to kill her. The best time to all-in her is when her r is down, or she is CC'd.

Post-six, you will want to be careful about her Ultimate. Failing to do so will easily get you knocked up and killed.

Keep the wave near your tower and see if you can expose her to ganks.


You should spend a lot of time skirmishing and accumulating a lead during this phase of the game. Your main target is the enemy backline so try to get on them.

Flanks and the fog of war are your friends in this game. Always try to use the fog of war to get to the enemy backline and allow your allies to follow up on your engage.

Fighting around choke points will be really helpful. Make sure that you don't do anything to get picked off and use your Ultimate n to knock up multiple enemies simultaneously.


Staying with your team in the late game. Do not separate from them or get away from them otherwise the enemy can try to remove you or initiate a 4v5 fight when you are away from your team. Look for choices with your abilities. Choosing someone and then collapsing on them to remove them is a great way to win a team fight and end the game. Look for choices on isolated targets if possible. Keep a constant eye on you and your allies position. You need to drop the enemy with your Q and delay the fights in the late game, but you need to look at your positioning as you move forward to harass. Do not let yourself be caught trying to harass and bring down the enemy.


The lane brushes need to be used ample amounts of time when trying to land your C and E on the enemy. It will easily let you disrupt fights with ease.

Always use your Q in the middle of the lane. It will give you more area to dodge and you will be able to hit most of the shards on the enemy.

Post-six, you should be able to block enemies from escaping or entering the river during neutral objective fights. Make sure you use it correctly though else you may very well end up dying.


Riven will start falling off as the game goes on, so she will have to accumulate a lead early on. She should rely on picks to win the game.

She will have many items during this phase of the game, which will let her dish out a lot of damage if she manages to catch an enemy.

Level 16 is a massive power spike, which means that she can completely decimate enemies who are clumped together. She will need to find flanks on the enemy frequently.


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.


When you play as a melee champion, don't go for prolonged trades with Fizz because he'll always go out ahead with his W. Unless you take advantage of any other wave manipulation, try to keep the wave even or closer to your side. This prevents him from engaging with you or continuing down. Fizz has a potential for crazy roaming. Don't follow him blindly because he can easily turn around and kill you.


Cho’Gath has great objective control and can secure every Drake with his Ultimate t.

Has great sustain in the jungle thanks to his Passive.

Tons of built-in CC with his e and m. It makes him a huge threat when ganking or skirmishing with the enemy.


You should use your range advantage and always go for the front-to-back trades in the fight against the enemy. Always try to self-attack the closest enemy champion to you (while trying to do several enemies) so that you can kite them long enough to get out of their zone of influence. Your Ultimate w can be a game decision maker if you use it properly during this phase of the game. Use it in combination with your y to secure long-term choices for your team. During the objective fights, you can use the same Ultimate w to CC the enemy Jungler, so your Jungler can Smit the goal safely. Try to get mid-priority with your team before taking any kind of goal. You don't want to be in the side tracks unless it's completely pushed into your turn otherwise you'll be taken out easily and get killed immediately. Also, don't forget to buy a form of anti-CC if the enemy team has many champions with their abilities on the hard side.


Very strong all-in-the-way potential with its E. This when combined with its slow Q, can allow it to lock an enemy for a while. Its W is the jerk of any champion with dashes, especially all carriers that depend on their dashes. Its Ultimate R can allow it to turn the tide of a fight almost immediately because it can turn a 5 v 5 into a 5 v 2 easily. It also acts as a great source of disengagement for it.


Blitzcrank will play hyper-aggressive at level 2 in attempts to get an early kill or to blow your Summoner Spells. Make sure you hit level 2 before or at the same time as him which is the first wave followed by the next 3 melee minions.

Blitzcrank is useless and offers limited resources when his b is on cooldown. While it’s down, make sure you make use of his vulnerability and look to abuse the cooldown.

At level 6, Blitzcrank can deal a surprising amount of damage. Try to avoid his Hook b so he is unable to all-in you with his combo.


Karthus will be looking to farm as much as possible so he can get his Ultimate e as quickly as he can. You can delay his level 6 power spike by invading his jungle and stealing away his camps.

Once Karthus has his Ultimate e, he can impact the map at any given time. When fighting, always consider that he can use his Ultimate e to turn the exchange around.

Taking away Karthus’ blue buff will make it harder for him to clear the jungle as he needs as much mana as he can get to clear it quickly. If you know his buffs about to spawn and he’s on the other side of the map, try to steal it away.


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

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

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


If Lee Sin is late in the game, it will fight in the later parts of the game. Lee Sin is vulnerable to hard engagement and CC. If the enemy has a lot of CC, you will need to play around their CC tools if you want to perform cool maneuvers with your Ultimate k. It fights in the way when it plays against champions with good counter-engagement, short cooldowns and range: especially if they know how to handle minion waves.


Kayn will try to assassinate targets that are alone during the mid-game. Avoid walking through the river alone if you’re unsure of Kayn’s location.

Kayn can tower dive while sieging thanks to his E. Make sure you have your flanks warded so you can spot him before he jumps onto you or your team.

Shadow Assassin will look to nuke your backline by flanking or going through walls. Try to peel your backline or set up vision so that you know where he is at all times.


Zed’s skirmishing power is very high early on. Keep this in mind when attempting to fight him in the very early game.

When invading the enemy Zed, try and wait inside a bush or only go in on him when he is low on energy so he will find it hard to trade back with you.

Zed’s early scuttle crab prowess is very strong. If you’re weak at level 3, don’t bother trying to contest the scuttle against him as he may probably kill you. The less gold Zed gets early- the better.


She is somewhat weak early on, so try to abuse her at this stage so she isn’t that strong later on.

Post 6, she has a lot of roaming and all-in potential with her Ultimate. Keep this in mind and ping if you see her walk across a ward.

Do not overextend when you’re low; she can easily kill you and set you behind. Once she has completed her first item, she will deal a lot of damage and be able to push the wave/ fight more frequently. Keep this in mind and respect her all-in damage.


Tahm Kench's first game is not strong because he will not be able to protect his ADC during this point. He will do a lot of damage to the enemy, provided he did not come out early. Level 6 is a massive power peak because it offers both lethal pressure and defensive measures for his partner of the track. This means that he can try everything in the enemy on his own now. Level 3 is another important power peak because it gives him access to all his basic capabilities. This means that he can do much more in the way while using the track brushes. Unfortunately, he will not be able to use his Passive well enough, however.


Stick with your team in the later parts of the game. If you walk away from them and die, it will be 4v5 and the enemy may be able to force a fight or end the game.

Focus the nearest enemy champion in team fights and watch your positioning. Hold on to your E for the right opportunity. Do not use it recklessly.

Stick towards the back of your team near the Support so they can peel and protect you.


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


If he misses his E, the enemy team can quite literally walk up to him (not in melee range) and keep poking and harassing him for a long time.

Can’t do much if the enemy laner wards the river(if he is mid lane)/lane brushes(if he is supporting). As soon as the enemy sees Galio moving out of the lane, they will start playing safely and negate Galio’s threat.

Galio’s effectiveness is greatly reduced if the enemy team positions and spaces correctly during a fight. He is decent against magic damage but AD ranged champions can tear through him, especially after he uses his E.


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.


Snowball heavy champion. If Leblanc gets a kill or two, she can snowball the lane and get herself further ahead with ease.

Has a gap closer/ escape ability thanks to her W. This makes her a huge threat in lane and makes her somewhat safe from ganks.

Leblanc has good wave clear thanks to her W. This allows her to match or outpush most laners.


Amumu will naturally want to grow to level 6 for his y. Delay his level 6 peak of power by invading and pushing him out of his jungle as early and as often as possible. Rek-Sai will beat Amumu in any stage of the game in a 1v1, which is more widespread in early play. Don't be afraid to force a fight with Amumu in early play to take early control of the jungle where he is most vulnerable. Rek-Sai has much more clarity than Amumu that allows more time for vision and control of the jungle. This is particularly important because Amumu has linear gank models with only his s to get vision across the river will drastically reduce his gank success. Rek-Sai is much more gank-heavy than Amumu in early play that allows him to put in place huge advantages through repeated ganks on which Amumu can't act reliably. This helps to take control of the jungle so Amumu has a less impact after-6.


Back away when you’re low on HP in a team fight so he is unable to get the reset on his Ultimate R. Similarly, make sure you use Flash to escape his Ultimate R so he cannot get the reset and win the fight.

Ward the flanks when sieging objectives as Pyke can attack from the side or pick someone off with his Q and win the fight.

When no team fights are occurring, Pyke will be in a side lane split pushing. Keep an eye on his positioning and fall back if you see him rotating to join the fight.


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


Extremely susceptible to getting poked out by ranged laners. In team fights, he can be kited to death by any ranged carry which the enemy team has.

If the enemy is smart and sets vision in the lane brushes, he won’t be able to rely on his Q to poke/start an all-in.

His maneuverability decreases while using his Ultimate R, making it hard for him to land it when the enemy is out in the open and has some form of dash or blink.


Extremely strong duelist, especially during the early game. He can force any enemy champion to at least use their Flash if he manages to catch them out of position.

Volibear’s Ultimate R can allow him to set tower dives very easily. This can be used to kill low health solo laners in the top lane, or kill the enemy bot lane while Jungling.

His pick potential during the mid-game can allow him to take objectives quite freely during the game. This can be converted to an easy win if he can work with his team.


Pre-6, if Vi misses her Q when trying to gank a lane, she will have nothing to follow up with. She will be over extended and may even die for it.

Her kit allows her to go in like a champ but she will have no way out after that. If she goes in too deep, she can easily be killed, which will translate to easy objectives for the enemy team.

Falls off during the late game due to all the enemies building defenses. She is then left to either peel for her team or look for flanks in order to assassinate the enemy carry (probably at the expense of her own life).


When Katarina hits level sixteen, she will be mighty due to her Ultimate R. This will help her clean up the game easily.

Katarina deals a lot of damage during the late game due to all her items. Her burst damage can one-shot enemies and carriers alike.

Since it is the late game, the enemies will have many defensive items. This means that Katarina will have a hard time killing them. Playing around vision should help a lot with this.


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


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

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

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


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


It's pretty easy to lose that Passive so she needs to be careful. In addition to her Ultimate R CC, her W E CC combo is quite difficult to land because the enemy can easily kite the combo. Therefore, Sejuani must be really careful on her movement. Can=t gank very effective until she touches level six and gets her Ultimate R. This gives the first aggressive Junglers an advantage over her that they can then capitalize on to close it.


You will need to be extremely careful about being poked out by the enemy from the lane brushes. Keep the warded and try to catch them off-guard with your r tornado.

Look for frequent trades with the enemy throughout the laning phase. Getting an early kill could snowball the lane heavily in your favor.

Level 6 is a massive powerspike, so look to play more aggressively. Your Ultimate R is an excellent skirmishing tool, and you can get early kills with it.


Nautilus can start ganking as soon as he hits level 3. As he has the most CC off any champion in the game, he can easily gank early.

His level 6 power spike is incredibly strong. A good Nautilus will keep ganking whenever his Ultimate e is up.

When Nautilus has completed his Mythic item, his trading power and ability to 1v1 the enemy Jungler will be very high.


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


The second point of his Ultimate R will allow him to inflict increased damage to the enemies while using it frequently. It will allow him to get far too many peaks in the middle of the game. His middle of the game is solid. He will be hard to catch, and his CC and AoE damage will allow him to easily exceed the damage cards. The first ability will be maximized at level 9. This will allow him to inflict a lot of damage in the fights where the enemy team is grouped or afflicted by his Ultimate R. The second point of his Ultimate R will allow him to inflict increased damage to the enemies while using it frequently. It will allow him to get far too many peaks in the middle of the game. His mid-game is strong. It will be difficult to catch him, and his CC and AoE damage will easily allow him to exceed the damage cards. The first ability will be maximized at level 9. This will allow him to inflict a lot of damage in the fights where the enemy team is regrouped or afflicted by his Ultimate R.


Samira struggles to team fight if her team doesn’t have follow up engage. Once she goes in, the enemy will just focus her if she is alone.

Relies heavily on items in the mid-game. If she is behind, she is going to struggle to dish out a lot of damage.

Is vulnerable to all-ins and damage when her E and W are both down. She will not be able to block incoming damage or dodge/ get away from them.


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

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

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


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


At level 6, the pressure of Teemo's increases thanks to its Ultimate t giving it additional damage and the ability to place mushrooms {{championSpells.TeemoRCast} all around the map. The more the haste capacity Teemo buys, the more Shrooms t it can place around the map. Try to take a non-orthodox path to prevent walking through them. Nashor's Dent is a central element for Teemo. It gives it a lot of additional statistics- which makes it more of a threat.


Taliyah will want to delay a team fight for as long as possible while she pokes you down with her Q. Try and force a fight as soon as you spot her.

Avoid splitting up and playing alone. Taliyah’s Ultimate R will allow her to pick off enemies who are alone or isolated without assistance. Do not push up too far forward if you have no one nearby.

Taliyah has good pick potential with her C. If you don’t know where Taliyah is in the mid-game, do not walk around Summoners Rift alone and avoid areas without vision as she may be looking to set up a surprise attack.


Maokai is good in team fights because his Ultimate R has a great zone of effect. Make sure to separate or disengage as soon as you see it so he is unable to use this ability. Maokai is good at level 2 starting from that he can lock you with his W. Make sure to get level 2 as quickly as possible to deny him level 2 all-in. Once Maokai has his E, he can place his Saplogs E in nearby bushes and area you away from them. Make sure you stay opposite the track so that the Saplogs E can not damage you.


Proper warding from the enemy team can diminish Diana’s flanking potential in team fights as she will be detected by the enemy in time. This can really reduce her ability to team fight.

When ganking an enemy, if she misses her Q, her gank will most likely fail as she will be unable to use her t twice. She will also miss out on a lot of extra damage.

Unfortunately, Diana relies on getting ahead. If you do not get ahead on her, the likely hood is that you won’t be strong in the later parts of the game.


Avoid fighting or staying close to your teammates (bundled together). As Nautilus’s e can knock players up who come into contact with it, if you’re close to the focused ally you might get hit too.

Nautilus will often be the frontliner for his team. Once he has gone in, try to focus him down if his teammates do not follow him in. Naut struggles getting out again once going in- so if he makes a mistake, abuse it

Nautilus will auto attack anybody who comes close to him in attempts to CC them with his Passive. Try and stay away and out of range during team fights if you’re squishy.


Do not fight it for a long time because Sett will be easily able to retaliate with real damage. You will have to use your mobility but make sure it is on the outside edge of your Q. During team fighting, make sure you know where Sett is positioned. A small mistake will make you forget CC'd and kill. Continue to chips on his health bar as much as possible in this matchup. Once it is low, look for theult and get off it. Keep the wave near your turn. The enemy does not have some kind of sifting potential and can easily be exposed to the ganks.


Avoid team fighting around major objectives if Seraphine is nearby. Grouping closely together is going to benefit her and allow her to get a good Ultimate R off and CC your whole team.

Similarly, avoid fighting in the jungle as your team will be grouped together which can allow her to get another good Ultimate R off. Try to fight in the open and split slightly apart so she cannot CC your whole team.

Seraphine will often go to ward alone during the mid-game. You can use this to your advantage to fight and pick her off. While she’s dead, you can look to take the Baron, a Dragon or look for a team fight with the numbers advantage.


At this stage, your map awareness should be at its peak. You should always try to shove the wave with your Q and try to roam towards any lane which has an extended laner. This will allow you to use your E and Ultimate to catch up to such extended targets, and get rid of them quickly.

When you are fighting for a neutral objective and you manage to land an E on an enemy champion, you don't need to always go-in. This is because your presence, and the threat of your E, W, and R which automatically keeps the enemy carries away from you. This will ultimately result in the enemy team being zoned out.

Proper usage of your W is very important during this stage of the game. If used freely, the enemy laner can bait you into such an all-in and then get rid of Akali quickly. Also, attempt to stay in a longer lane as it gives you more opportunities to all-in someone.


Do not fight in crowded spaces unless you have cleared it from Teemo's traps. The damage you will otherwise take will probably kill you. Keep the wave near your turn. The enemy has no kind of sifting potential and can be easily exposed to the ganks. Teemo really does not have much he can do against you in this matchup because you are mainly based on ability, making his blind completely useless.


Whenever you have your Ultimate, you should look to gank. Get your allies ahead by ganking whenever your Ultimate is up as it will always result in a kill or a blown Flash.

Your objective control is pretty high. Try to secure the Dragon or Rift Herald whenever you can.

You need to keep Hecarim away from your teammates so make sure you use your Ultimate to CC Hecarim so that your team can kill him.

If you cannot counter gank Hecarim, steal his camps. You can't just allow him to pile up advantages and play passively.


Zac is quite good in late-game team fights, especially if he manages to get a flank on the enemy. Another reason why he is so good is that he can easily bypass vision and catch the enemy off-guard.

Zac will be extremely tanky during this stage, and the enemy team will have a tough time killing him. This also means that he can act as an engager for a team and then revert back to peeling for his carries once the engagement is over.

Once he gets three points in his Ultimate R, he will be able to use it frequently and deal a lot of damage to the enemy team at a go. He should be able to catch enemies off-guard easily, especially when using the fog of war.


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


You are really good at securing the goals in early play. Look to secure the goals whenever they are. Find a healthy balance between the glove of your allies, the agriculture of your jungle and safety goals. Make sure you don't fall behind in XP trying to gank constantly. Look several times at the gank tracks that are wider or Flashless. Your champion is very good at several times the glove tracks over and over again.


After entering with your Ultimate R, be ready to fall and peel for your allies in the fights of the late game team. To make it easier to access the enemy backline, group with your team but stay out of the way. If you flank a nonwarded bush, the enemy will find it harder to react to your all-in. Avoid dividing or being away from your team in the late game as the enemy will force a fight while you're gone. Play around your Ultimate R in the later parts of the game. Avoid fighting unless your Ultimate R is standing. Fighting without this will make the fights of the late game team much more difficult.


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


Now, you can start saving on your Infernum ammo because the Ultimate R will be very convenient in an objective fight. Although you have hit one of your power peaks, you will always have to keep your distance from enemy champions who have hard CC in their kit. You may also need to be reactive (Flashing when someone uses Flash to try and CC you) and build properly (Grieve Wounds for example). Do not waste the tasks of the track and try to stay in the middle when possible. The path is shorter and will allow you to escape assassination attempts with ease while being able to firm easily. You will also be able to get the average priority that can be translated into objectives.


Your abilities will do a ton of damage now. You should focus on blowing up the enemy backline with your Q and Ultimate R, especially if they are clumped together.

Try to work with your Jungler and get picks inside the enemy Jungle with your Ultimate R. Even picking off the enemy Support will grant your team a considerable advantage when it comes to vision placements.

If you are behind, just make sure that you peel for your carries with your abilities. This will help you manage all-ins from the enemy frontline while ensuring that your fed carries can play safely.


Gragas can start gauntling once he has access to all 3 basic abilities. Keep this in mind and try to follow him so you can counter the gank at level 3. Like most champions, Gragas points again to level 6 that his Ultimate R is a really good tool when it comes to glove. If he goes AP, respect his damage release.


Once Azir has picked up his Nashor's Tooth, he is going to push the wave really quickly. Try to keep the wave as even as possible by matching his damage on the minion wave. If he uses an ability, you’ll need to use one too.

The best time to fight Azir is when Soldiers W are down. This is because he will lack a lot of damage. Try to start fights whenever he has no Soldiers W available.

After Azir hits level 6, he will have a lot more protection and can disengage quite easily thanks to his Ultimate R. While his Ultimate R is down, try to abuse the cooldown and look for kills.


When there is no team fight, go into a side track and try to divide the thrust. This way you will continue to win gold and XP that will help you get your next major power peak. Gwen is a strong 1v1 champion- especially if she was able to get an early advance. Watch to apply pressure and fight who in the enemy team is trying to stop you. Continue to play around your Passive and Q in mid-game fights: especially in the 1v1 skirmishes. You will miss on a lot of damage if you don't play around.


It can keep the enemy pushed in their turn at the beginning of the game that allows it as well as its ADC to get turn plates early. Heimerdinger can often prevent the ganks alone by having 3 turrets Q up because it is difficult enough for a gank Jungler when it is surrounded by them. Heimer has tons of poke throughout the laning phase with his Q and W. He also has a good business configuration with his E too.


In team fights, try to stay away from one another so it’s harder for Yone to get a good Ultimate R off.

Avoid fighting in areas around the map that are enclosed like in the jungle or around the Baron/ Dragon as it will allow Yone to get a good Ultimate R off.

Just like the laning phase, avoid chasing Yone down if he runs away as he will just use his E to juke you.


3 points in his Ultimate e will not be an excellent peak of power. That's because he only ensures his prolonged survival and nothing else. He will do a lot of damage during the last parts of the game. That's because he will have several elements and will be able to duplicate anyone. His late scale of the game is phenomenal, and he can a-shot squishy enemies after slowing them down and catching them. He will give him a pivotal role in the game.


An Ultimate R maximum-out will allow Neeko to use the ability quite frequently. All she has to do is find a flank on the enemy team. Her team fight at the end of the game is really powerful. She can disrupt a whole team with a well-positioned E or Ultimate R. Her damage at the end of the game is absolutely massive.


Nocturne is easy to learn and doesn't take hundreds of games to learn like some champions in the game.

Nocturne is a great assassin who can spring out on anyone who walks alone around the map. This makes his pick potential incredibly high.

He has a great roaming ability and can be move literally anywhere on the map quickly with his Ultimate a.


Malphite will have multiple items during this stage of the game. This allows him to be dealing a lot of damage (if he goes for AP) or soak a lot of damage if he goes for the tank build.

At level 11, Malphite will have two points in his Ultimate h. This will reduce the cooldown of the ability and allow Malphite to have more impact.

He is perfect in team fights as he can completely zone out the enemy due to the threat of his Ultimate h. His abilities will also let him bring added effects and utility to a team fight.


Three points in his Ultimate c will give him a huge power spike. The ability will be up frequently, allowing him to secure picks when possible.

His life steal and damage during the late game will make him really good in team fights. He will just need to maintain proper positioning and use his s and e at the right time.

He will have multiple items during this phase of the game. It will allow him to dish out tons of damage. Prolonged team fights will see him winning effortlessly.


Illaoi’s R can have a huge impact on team fights. Do your best to disengage if you can when she casts her Ult. In addition to this, do not fight in tight areas as it will allow her R and tentacles to run havoc.

One of Illaoi’s strengths is that she is difficult to kill once she lands several tentacle slams because of the damage it deals and the sustain it provides. Invest in grievous wounds to slow her healing down. Thormail, Morrello’s, or Ignite will do the trick.

Illaoi’s E creates a spirit of the champion it hits. This spirit is treated just like a champion for the sake Dark Harvest Stacks. Keep this in mind when pulls and Spirit from you or your team.


His lack of mobility makes him an easy target versus assassins and strong skirmishing champions.

Rumble’s effectiveness is drastically decreased when his Passive is not half-filled.

In some matchups, he will get invaded over and over again due to his weak very early game. When in these matchups, you have to sacrifice a lot to stay alive.


Trundle has great gank set up and can easily catch enemies thanks to its e. If they are in a particular bottleneck, it will be difficult for them to escape from it. Its Ultimate n makes it incredibly tanky and difficult to kill. If it is laning against a tank, it will be really difficult to kill. Trundle offers a good peel and a good usefulness for his team. It is a good Support.


Kayn will try and fight as much as he can in the early game so he can get his form quickly. Keep this in mind and be prepared to fight back.

Because of Kayn’s Ultimate R and mobility, make sure you watch yourself as you recall, and make sure you stand in the middle of the lane so it’s easy for you to escape if he springs up nearby. Don’t give him easy kills by window shopping when you recall.

Opt for early sustain. Kayn has a lot of sustain in lane thanks to the items he buys and his E. Having sustain that matches him will make the laning phase much easier.


Do not fight as a team in the later parts of the game unless your Zhonyas Hurglass and Ultimate d are both in place. Delay / disengage fights 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 make them low. Once they are low, engage yourself. You can also look for choices with your abilities to catch someone who is out of position.


Once he gets three points in his Ultimate R, he will be able to use it frequently and deal a lot of damage to the enemy team at a go. He should be able to catch enemies off-guard easily.

Zac will have a lot of items during this stage of the game. This means that he will be getting a massive boost to his survivability and damage and will be a force to reckon with.

Zac will be massively tanky during this stage, and the enemy team will have a tough time killing him. This also means that he can act as an engager for a team and then revert back to peeling for his carries once the engagement is over.


When Rumble's r is down, its damage production will be greatly reduced. Wait for it to use its r on the jungle camp before initiating a skirmish with it. Rumble has good objective control early. Try to secure the goals before he has the opportunity to take them on his own.


Karthus is really good during the late game. His abilities will hit like a truck due to his items. His Ultimate e will be pivotal to winning the game.

Once he gets 3 points in his Ultimate e, it will allow him to half-health squishy enemies easily. This means that anyone who is behind on the enemy team will suffer a lot.

At this stage of the game, Karthus would've maxed his 1 and his e. His damage output in team fights will be very high.


Level 6 is a decent powerpike because Seraphine will get her Ultimate R and can now change the tide of a fight if the enemy team is piled together or standing in a line. The first element increases its damage and allows it to use its abilities a little more frequently. She is still mana-hungry, so she will have to pay attention to spamming spells.


If they invade you, just back, as they can easily kill you, especially if you are behind. They can secure the lens so much easier than you can. Keep them guarded to spot them before they can secure the lens. Post 6, avoid fighting them at any cost because they are much stronger than you with their Ultimate and they will kill you easily. It will be ruined much sooner. Make sure to apply as much pressure as you can to match its first ganks.


In team fights, try to destroy his Barrels E before he can blow them up. This will reduce his AOE damage and his ability to win fights.

Try to avoid fighting in areas that are tight like around objectives or in the Dragon as his Ultimate R will hit your whole team. Fight in lanes rather than in the jungle and make sure you’re not grouped closely together.

Whenever Gangplank has his Ultimate R, ping your team so they know that he can impact skirmishes.


You are extremely strong during the laning phase due to your long-ranged poke and auto-attacks. This allows you to chip away at your enemy's health bar.

The amount of utility you bring to a team comp is massive. Your auto-attack slows and your Ultimate w can easily help your team secure picks before important objective spawn.

Once you get a few items, your Ultimate *R* will be on a considerably lower cooldown. This can help your team secure more picks


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

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

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


The CC extension on its kit with its W and E is very strong and can allow its support to play really successful. This is especially true if it is paired with a hard CC support. It can quite easily affect the team fights of a long range with its Ultimate R, especially if it involves bringing down an enemy champion who has managed to survive a fight with a burst of health. Its Passive can turn the tide of a fight when it manages to activate it. The increased statistics help his kite as well as do much more damage in a very short time.


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


Rakan is super squishy and dies easily in team fights. As long as you’re able to use your abilities and CC key targets, you should be okay.

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

If you miss your W or get CC’d once you go in, the enemy will be able to trade back with you. During the laning phase, this could be devastating if you go in at the wrong time.


Shyvana’s first power spike is at level 6 when she unlocks her Ultimate t as it allows her to change forms.

The longer the game goes, the stronger Shyvana becomes. In the mid-game, her poke and damage output will be very high. Don’t let her poke you down.

Each Dragon provides Shyvana with a buff that not only helps her whole team but it also directly buffs her thanks to her Passive. Don’t let her take every Dragon if possible.


When there is no team fight, get in a side lane and look to divide the lateral waves of thrust and firm. Look at what your team does in case you need to move to help them at all times. Delay team fights as long as possible while you try to harass the enemy with your long range and self-attacks. Use your ultimate defensive R in team fights. Use it to protect yourself and your allies from the enemy/assassin front line.


It can do a lot of damage to enemy units with its self-sustaining R passive which are close to it. This allows it to act easily as a disruptor during team fighting. Its combined e with its d can allow it to easily descend a single enemy target. The shield d allows it to mitigate a good amount of poke as well. Its Ultimate b makes it a threat during team fighting. The enemy team cannot afford to fight in closed spaces or they will certainly be shot down by its Ultimate b.


You will want to focus on getting your level 3 quickly as it will allow your ganks to be powerful enough to get murders. Ask your teammates for an early hard leash for maximum efficiency. Always target the overt enemies and focus on thinning the vision frequently. Although you are mobile in the Brunt of a fight, you will first need to reach the undetected enemy. Once you get your ultimate R, you should be able to capitalize on your ganks. Make sure you keep cleaning the Jungle and take neutral goals regularly.


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

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

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


Karma's poke is really heinous for the enemy team during the middle of the game. It also provides a lot of utility due to its d and d. It simply means that a good Karma will make his team invincible. At level 9, Karma will have his Q maximd. This increases his overall damage to poke and will leave his enemies in pieces before significant fighting. Level 11 will be a decent peak of power due to his empowerment potential. This will come in real practice during major battles in the objective pits.


Wukong’s level 3 is quite strong. Once he has all his basic abilities, he can look for a favourable trade.

Once Wukong hit’s level 6, his kill pressure increases dramatically. Expect him to look for kills once his Ultimate n is up.

Wukong is strong in mid-game team fights thanks to the AOE knockup on his Ultimate n. Expect him to look for fights by attacking from the side.


Focus on agriculture and get as much gold and XP as possible. You need time and gold before you can come online and inflict damage. Your champion is incredibly weak in early play. Focus on agriculture and avoid fighting with the enemy until you have an article behind you. After your bot track moved to the middle track, turn to the bot side of the map or somewhere on the map so you can continue to grow and win XP. Fight no one unless you have an advantage over them. Continue to get XP and gold.


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