Akshan doesn’t do too well into ranged matchups and champs with easy to land CC as he will be unable to use his E aggressively.

His Ultimate  can be interrupted pretty easily. You have to be very careful when trying to use it otherwise the enemy will cancel its channel.

Versus poke or champions with a lot of wave clear, it is going to be near impossible for you to roam and help your allies as the enemy will keep you pushed in or take your tower while you’re roaming.


Use the track brushes to mark the impact on the enemy lantern whenever possible. Go for quick exchanges and then step back. Once you get your first element, you should be able to extend the duration of your fights. Just make sure you keep the river you're going to getganked differently. Getting your Ultimate R will allow you to be part of many team fights. Focus on zoning the squishier targets off during the skirmishes.


Vi is an early game Jungler, try to place the vision around its entrances into the jungle and into the river to reduce the chances of getting successful ganks. Vi can gank from level 3 as soon as she has her Q. Try your hardest to equal the pressure of Vi by glove often or against the ganking it. If you are not as good as it is in early play, try to get targets if she shows on the opposite side of the map or invade her jungle and steal camps.


Annie will now have her complete construction. Her ability to impact the team fights will be at its peak, and she can easily flank and get killed on the enemy backline. She will not have to worry much about being taken out of the square without her Ultimate R to save herself during this game phase. This ability will be almost all the time increasing. Annie can take the game alone if she manages to control the placement of the vision around the card. Any form of death brush will be deadly for the enemies due to Annie's overall damage.


Fully maxed out Ultimate a will reduce the cooldown of that ability quite significantly. He will be all over the map during this phase of the game.

He will start falling off during this game phase because the enemy will have invested in defensive items. It will also become easier to kill Nocturne if he gets caught by some form of CC.

Picking enemies off will take a massive hit during this phase of the game as the enemy team will have shorter cooldowns and be more resilient. They will also be grouped up, making it easier to kill Nocturne and save their teammate.


Morgana has a good objective control with his W that allows him to take Drakes with ease. Moreover, Morgana has a good free jungle with his W because it has a large area of effect.


As Yuumi 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.

Yuumi's a squishy champion. If you keep the minion wave closer to your side of the map, you can force them to over extend and then all-in or fight Yuumi when they overextend.

Don’t let Yuumi harass and poke you down. If you lose a lot of health, you’ll never be in a position to play aggressively. Watch your positioning, dodge Yuumi's damage and don’t let them abuse you for free.

Keep an eye on their mana bar and try to fight them (her or the ADC) after they’ve used an ability as they cannot use it to trade back with. Yuumi is less of a threat when they have an ability down.


Post 6, place vision inside the Pantheons jungle to spot it before he is able to gank a way with his Ultimate R. Pantheon is a game very early Jungler. Avoid fighting it if you meet him alone by moving around Summon Rift unless you have a clear advantage as it will probably come out ahead. As Pantheon is strong in the game early and can gank frequently, having a vision in the river and around his jungle entrances will make it harder for him to ganks.


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.


Tremendous wave clearing potential with a lot of poke built in his kit. His Q alone can force the enemy to recall back to base if they keep getting tagged by it.

Can displace enemy units into his E by using his W. This can act as a really good finishing move against low health enemies, or it can be used to pull off an escape when necessary.

Is a menace to recall against as one bad recall can allow him to take the enemy tower really quickly due to his Passive and W.


In the middle of the game, avoid separating yourself by staying in the team. Nocturne has great selection potential and will try to kill squishy champions who are on their own thanks to his Ultimate a. Every time Nocturne is divided by pushing across the map, he has no way to get to his team quickly. If you see it elsewhere, look to engage and start a team fight. Nocturne will try to reduce the most squischi high priority target at the beginning of the fight. It's usually the Mid or ADC. Clump together in team fights to reduce its potential at once.


Tahm's tankiness in this phase of the game will be extremely high. He will be a reliable engager and can easily peel for his team as and when necessary.

Level sixteen will give Tahm Kench a considerable boost in his damage. He can easily duel enemies, incredibly squishy champions in the side lane.

Tahm Kench's abilities will have a really short cooldown on his abilities. This means that he can secure picks with ease on anyone. The poke damage on his Q is quite respectable as well.


Your initial plan will be to play the lane safely and not get cheesed early on by the enemy Jungler. Set proper vision around the lane and use your k to scout your surrounding before you decide to push the wave.

Maintain your range from the enemy and keep poking them whenever an opportunity arises. The best thing to do will be to use your y in such a way that it hits both the enemy champions and the minions at the same time. It will give you push priority as well as the trade advantage.

Try to save an k charge for when you skirmish with the enemy bot lane. This will prevent the enemy ADC from dropping vision in the lane brushes. Also, always keep your Q charged up as you don't know when it can come in handy.


Split push during the mid-game and try to secure side objectives. That being said, keep an eye out on the map as you may still not be able to 1 v 3 yet.

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

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


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


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.


Twisted Fate will look for picks with his Ultimate y during the mid-game. Avoid splitting too far apart to reduce his ability to get picks.

As Destiny y gives him a lot of map pressure, expect him to be split pushing in the mid-game. While you could fight with the numbers advantage, make sure you keep an eye on him so you can disengage if he makes his way to the fight.

Twisted Fate will look to poke as much as possible before initiating. Do not allow him to poke by engaging as soon as you spot him.


Keep a constant eye on what the main goal is for next spawning. If it is soon spawning, make sure to place the vision around the goal as quickly and safely as possible before going back to safety. Having the vision around the main goals is the key. Look for choices during the middle of the game. If you can choose someone with the help of your allies, you can abuse their death timer to earn more gold and maybe take a turn, a goal or get more dead. Move around the map and look to help your allies.


His W is almost useless against you, because only your d can be blocked by it, but he can also save his death by having him almost always out of the water down. Try not to stay close to your minion wave, because Yasuo can use it as a way to close the distance and make trades favorable for him. Let Yasuo push the wave to levels 1-5, because he can't really trade you under turn unless he has the help of the jungle, and use these windows to make it fall using your d and self-attacks.


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

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

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


When sieging an objective, make sure you ward around the objective in question to catch out Fiddlesticks before he engages with his R. Deny his surprise engages by warding around your team.

Seek fights when Fiddlestick’s R is on cooldown because with it down his team fighting potential decreases a lot.

Do not group to closely together when dancing with the enemy. As Fiddlesticks R can deal tons of damage to your whole team if you're grouped close to one another.


Yasuo becomes really powerful once it reaches level 16. This means that its Ultimate R will inflict massive amounts of damage in a short period of time. Moreso, the short cooling period will allow Yasuo to deal regularly with tanks. Yasuo will have a pile of articles completed during this phase of the game. This means that Yasuo will decimate the enemy due to its passive damage and r. It can pretty much a squishie blow with ease. Due to all its completed articles, and its ability to quickly jump around and drill through the armor of the tanks, Yasuo will be able to make a plethora of damage in a short time. The enemy team could as well at this time if Yasuo manages to advance.


At level 1, Rengar may try to cheese you to get an early health lead. You can reduce his all-in potential by waiting for him to show before walking forward.

Keep the minion wave closer to your side of the map so Rengar cannot jump out of the bushes and trade with you. Furthermore, stick towards the bottom side of the lane at all times to make it harder for him to jump on you.

Once Rengar hits level 6 and unlocks his Ultimate R, he may look for the all-in. Alternatively, if he is unable to kill you, he may push the wave and try to roam with his Ultimate R. If he leaves lane post 6, make sure you ping that he’s gone to reduce the chances of him getting a successful Ultimate R off.


Just make sure that you keep around to keep you safe. Make sure to use your E correctly and in a timely manner in this matchup. The enemy will try to lure him then do nothing impulsively. Your Ultimate R can be a really good escape tool if you manage to use it out of sight. When you push a wave, make sure you have safe points around you to hide and run.


Fiddlesticks will look to gank more frequently when their Ultimate is up. Ensure you ward the enemy's jungle entrances so your team can spot the Jungler leaving their jungle with their Ultimate.

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

If you see Fiddlesticks ganking or walking over a ward, try to invade their jungle and steal away their camps to delay their power spike.

As you’re much stronger than Fiddlesticks early on, make sure to gain an early lead by ganking your allies before Fiddlesticks even gets a chance to come online.


As you’re a Support, avoid warding alone in the late game. If you get picked off, the enemy will be able to take nearby objectives or use their numbers advantage to win a team fight.

Consistently place vision around the map to help your team secure objectives and get picks. Having vision around the Baron and Dragon is needed to help your team to victory.

In the late game, make sure you’re with your team at all times. If you leave them, the enemy may start a fight without you being there to protect them and keep them alive. Stay towards the frontline so you can peel and block damage with your E for your carries.


Stay away from minions as she will use both her E and Q to push the wave and harass.

Take care of her range advantage and expect her to bully you in lane.

Always bait out her E before looking to engage in a fight.

Her level 6 is stronger, and she can counter your all-in with her R.


Rell 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 Rell. 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 Rell , strong roaming ability to move around the map and help your allies.


Try your hardest to earn as much gold as possible. The more gold Illaoi earns, the harder she will be to deal with in the later parts of the laning phase/ game.

Once you’re level 6, you can look for an all-in or go for a kill. Try to get them low before doing so though.

Poke the enemy as often as possible with your E and Q. If you can get them low and play around your Tentacle placements, your ability to get a kill in lane will increase.


Level 6 is really strong for Kennen as he gets access to an AoE CC ability which can quickly turn the tide of a fight. Kennen should try to flank enemies for maximal effectiveness.

His first item component will increase his damage significantly. Kennen is obnoxious for his poke damage, and the item will only enhance it.

Kennen isn't very strong early on as he solely relies on AP to maximize his poke damage. He will want to use the lane brushes to catch the enemy off-guard when possible.


Unfortunately, Blitzcrank will be quite motionless in the late game. If it exceeds, uses its b and spleen, it can easily get killed. You will need to look at your positioning and not extend without backup. The good thing is that your b will be on a lower cooldown in the late game. You will be able to look for peaks frequently and you will also be able to get your second bup after landing or missing your first. In the late game, Blitzcrank would be almost complete. It should be very tanky and offer his team a lot of utility. Keep in mind that it will still be vulnerable and still, but it will be able to absorb more damage.


Can absorb a lot of damage for his team with his Passive. This allows him to be a frontline for his team while also being able to escape from death when he goes in with his Ultimate h.

Post-six, he can set up multiple ganks for both his lane as well as other lanes with his Ultimate h. This is highly beneficial if the lane he is ganking has some form of CC built in their kit.

He is the bane of all immobile carries, especially the ranged immobile ones. He can quite easily get on top of them and prevent them from doing anything in a fight. If Malphite goes AP, there won’t be an enemy carry for most part of the game.


Avoid being hit by his Q in this matchup. It does a lot of damage and can cause problems for you in this matchup. Once he gets his Ultimate, you will want to be very careful in this matchup. Not doing so can easily get you pined and killed. Short trades are usually a bad idea for you because of how your kit works and your lack of mobility. Try to get to the enemy rear line when possible to cause chaos. Keep the wave somewhere in the middle of the way. It will give you enough opportunities to take the enemy down.


Corki is really good in team fights thanks to the AOE poke from his b and Ultimate e.

He can be good post 6 as he has a lot of poke and wave clear. This can help him get early turret plates and kills.

Outside of the laning phase, and in team fights, Corki has a lot of poke. Delay the team fights for as long as possible while you harass and bully the enemy down.


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. A good player will play around their Ultimate as often as it comes. You have to counter their deganking pressure by doing the same thing. He will beganking much sooner. Make sure to apply as much pressure as you can to match his first ganks.


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

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

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


Her Passive prevents her auto-attacks from going through if the enemy drops vision in the fog of war/lane brushes. This can get Kalista killed if both the fighting parties are low on health.

Getting CC’d will definitely get her killed as she relies heavily on her mobility to kite around and win skirmishes. She is squishy, and getting CC chained will indefinitely lead to her demise.

If she uses her r improperly, she can easily miss a chance to score multiple kills in a short period. This will also give the enemy enough time to all-in her if she happens to be close by, and kill her.


She attacks again at level 16 as she puts the final point in her Ultimate R. At the end of the game, she can cut down a lot of damage as she would have finished several articles at this stage. As mentioned earlier, she is good in team fighting, so she will be strong in team fighting at the end of the game.


Poke the enemy and harass them as much as you can before looking to fight. Bursting someone down with a few Q’s and your Ultimate R will allow you to force a team fight with the numbers or health advantage.

Avoid using your E aggressively in late-game fights as you’ll be vulnerable briefly. Only use it aggressively if you’re 100% sure you cannot get abused for it.

Stick with your team and avoid walking too far away from them. If you get caught out, your team will lose out on a lot of damage in a team fight, and it would be your fault. Stick with your team as much as possible.


His game plan for early play should involve power farming until he gets his Ultimate h. That's because he has no way of gank other tracks unless they are drastically overstretched. Level six is a massive peak of power that Malphite will now be able to pull ganks and disrupt the flights. This is really useful when the enemy is still and does not have Flash. Its first element will allow him to take more fighting and clean the jungle camps quickly.


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


At level thirteen, both his e and d will be maxed out, and he will be able to look for picks more often. The best place to do so will be in the unwarded areas of the map and in choke points.

Once he gets to level 16, he will have 3 points in his Ultimate m. This increases the overall damage output and will let Jarvan use the ability quite often. It will help his team follow up on fights with ease.

Jarvan becomes really tanky during the late game. It not only allows him to be an active engager for his team but also lets him survive all-ins and peel for his carries during significant fights.


All-in'ing Teemo is vital in this matchup because not doing it will make you come out meaningfully and you won't be able to do anything. The way will be shredded with traps in this matchup so it's vital that you use a Sweeper and buy Control Wards. Teemo is not really a massive threat, but make sure you remove it from every chance you get in this matchup. Its blind can be really heinous and prevent your door range from doing anything in this matchup. Keep the wave near the tower and focus on getting tankier in this matchup. Not doing so can easily allow the enemy to all-in you.


Level 6 is a significant powerpike for Malphite because it allows it to unlock its real combo of brilliant damage. Once it reaches level 6, its roams become more powerful, and its presence becomes intimidating for the enemy. Malphite has significantly less pressure before-6, and it is completely dependent on the brushes of the track to not get hit in the way. All that it can do is sometimes throw a rock on one of the enemies with its d. Once it gets its first element, it will do a lot of damage with its d in the way.


Renekton's first item component will help him massively with his laning. His dueling power should increase quite decently now.

Level six is a massive power spike for Renekton as he gains his Ultimate t now. It will allow him to initiate all-ins and zone the enemy off during neutral, objective fights.

Renekton is quite a solid early game champion. His ability to duel enemies and impact neutral objective fights is massive and should allow his team to dominate during the early game.


Fighting near the ground is his bread and butter because of its functioning. It can help him to do a lot of burst damage in a very short time, and combined with his Passive, he can blow up any squissy target with ease. Its e allows him to avoid important skills and allows him to reposition quickly if he manages to make a false step. It also allows him to avoid bad situations as he can use it to get over the ground and easily disengage.


Morgana is a good start to Jungler game. Expect it to go for frequent ganks. It can start to crash after level 3. Morgana level 6 power peak is pretty powerful as it can lock you for a long period of time with its Q and Ultimate R. After Morg has finished its first element, its damage output will be extremely high.


Watch the map properly, you don't want to get trapped by someone who has his team waiting. Focus the closest enemy champion on your carts and work as a team to get the enemy down one by one. If you focus only on the rear line, you can be an easy target for the enemy and die quickly. By focusing on the closest champion, you will survive longer and keep your carts alive. You have to stay with your team in the late game. Don't move around the map or go anywhere, unless someone is with you.


Try to take fights around choking points. This will allow you to use your e really easily and increase your overall efficiency during the game. You might have to adjust your gameplay according to your lead in the game. If you're too far ahead, focus on building damage, otherwise focus on saving your teammates. Be a part of as many neutral goal fights as you can in this phase of the game. This will really help you get more goals due to how your Ultimate t works.


Focus on farming and ganking as often as possible. This will help you get ahead and help you get your allies ahead too.

Watch the Supports early itemisation and be prepared to adjust your items. There’s no point buying the same items.

One of Iverns early strengths is that he can steal away camps. If you know where the enemy Jungler is and one of their camps is about to spawn, you should try to steal it.


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

When no team fights are occurring, go to a side lane and push. It’s important that you continue to farm during the mid-game so you can get your items as quickly as possible. The more gold Master Yi has, the stronger he will be.

If your team gets a kill or two, make the call for Baron or the Dragon. You should be able to take them with ease as Master Yi.


In the late game, continue to split push if your team isn’t at risk of dying or getting caught out.

If your team is going to get caught out or if the game isn’t one-sided, you need to group with your team to help them fight.

Play on the side of the map that has the next major objective up so you can rotate to take it with your team. Alternatively, if you have Teleport, you can go to the bot side of the map and use it to get to your team.


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 as around the goals or in the Dragon that his Ultimate R will hit your entire team. Fight in the tracks rather than in the jungle and make sure you are not grouped closely together. Every time Gangplank has his Ultimate R, ping your team so they know that it can impact skirmishes.


Try to end the game as quickly as you can as the longer the game goes, the stronger Kayle becomes.

Kayle will tend to be split pushing during the mid-game. You can use this time to force a team fight with the numbers advantage while she is pushing in a side lane.

Kayle is rather vulnerable when her Ultimate R is on cooldown. Try to force fights and kill her while her Ultimate R is down.


During this phase of the game, work with your Jungler to get some picks by using your W to CC the enemy team.

Riddle the enemy Jungle with your E traps. This will help you slow down the enemy team and detect them before major neutral fights.

When using your Ultimate R, make sure that you are not too far away from your team. Failing to do so will probably get you killed by an enemy assassin.


It will continue to sting with each point in its e. This means that it will dry a lot of damage when this ability is active and will melt through the health bars. At level six, Kog'Maw will have access to its Ultimate y. This is important because the poke damage is really beneficial by taking low on the enemies of health.


Taric will have his Q maxed at level 9. This means that he will heal up a lot during a fight as long as he has enough mana to constantly use the ability.

At level 11, Taric will have two points in his Ultimate R. This means that he can use the ability frequently, which will make him quite powerful in team fights.

At level thirteen, Taric will have two of his abilities maxed out. This means that he will excel in team fights and will be successfully peeling for his carry.


Watch your positioning at all times so she cannot land crucial spells on you.

Keep the minion wave closer to your side of the map to force her to over-extend for farm.

Senna is quite weak early, you might be able to abuse that to gain an early health advantage. But if you can’t, don’t worry.

Focus on farming early on if you can’t get kills. Try to poke her down often: whenever she uses her Q, try and use yours.


Cho’Gath has almost unlimited sustain thanks to his Passive in lane. Just make sure you land the last hit on minions so you get the health back!

His e has a very large range. This makes it easier for him to land and CC. The only problem is that it can be difficult for him to land it against champions with dashes or escape tools.

Cho’Gath is a strong scaler with a versatile build path. This means that he is great in the later stages of the game regardless of how ahead or behind he was in the earlier stages of the game.


Sivir is very strong once she has tons of writing. This makes her strong enough during the middle and end of the game. Once Sivir unlocks her Ultimate R, her death pressure increases but not in a usual 2v2 fight. As it is a utility tool, it allows her to chase you down or engage hard with her Jungler. Expect that she gets ganks post 6. Sivir is really good in the team fights that her Ultimate R can help her team catch enemies who are overheard or out of position.


Another point in his Ultimate a will allows him to take more fights around the map. His presence will be felt around the map, and the enemy will have difficulty pushing up. He is quite solid during the middle of the game due to his gank potential. He can quickly turn the tide of a fight with his Ultimate a and use it defensively to scare enemies. Nocturne inflicts a lot of damage during the middle of the game. He will have access to his basic items and can easily choose the enemies when they turn alone.


Olaf is excellent during the late game, as his tankiness will be phenomenal now. Combined with his overall damage, it will become tough to deal with him for the enemy team.

The final point in his Ultimate k will grant him a massive spike, and he will be able to dish out tons of damage to the enemy. Since the ability will be up frequently, he will be able to pick off targets easily.

Olaf will have multiple abilities maxed out during this phase of the game. The amount of damage that he can deal now will be really high and will most likely catch the enemy off-guard.


Always watch your positioning during the laning phase. Try and stay at max distance so it’s harder for her to root you with her E. This will also make it harder for her to get a good Ultimate R off as she has to close the gap in order to stun you.

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

Once Neeko has her Ultimate R, her kill pressure will increase. Make sure you back when low whenever she has her Ultimate R up.


Fiddlesticks has the ability to solo the Dragon at a very early level. Take this into consideration and keep vision on Dragon at all times.

If a predicted Fiddlesticks suddenly stops having Tremors on Rek’Sai’s Tremor Sense W, it is highly likely that he is channeling his Rand you should run out of the potential Fiddlesticks’ R immediately.

Fiddlesticks has predictable gank patterns pre-6 which can easily be mitigated with wards in the river. Furthermore, Rek’Sai’s good counter ganks can be used to easily punish an immobile Fiddlesticks if he attempts a gank.

Avoid trying to invade Fiddlesticks unless you know where he is. You can’t win 1v1’s against him as he has many disengage options and can easily escape an invade. Try to steal away his camps when he is somewhere else on the map.


Very still that can make him a primary target to hire the champions. Once engaged, he can do nothing unless he gets help from his teammates. Once his e is down, he will be useless unless he has some kind of element or number advantage. His e forms the core of his whole kit so that if the enemy waits for him, he won't be as effective.


Try and space Veigar accordingly in the team fights. Do not position too far forward that it will allow Veigar to catch you with his n and start a team fight. Locking Veigar down with CC will be the best way to deal with him in the team fights. He is pretty squishy so if you are able to mount him and shoot him at the beginning of the fight, your team will have a easier time to win. Veigar will use his Ultimate R to try to bring down a weak / defenseless enemy. Buying items that will make you less likely to a-shot with his Ultimate R. Standing as far away as possible will also reduce his chances of using it on you.


When she is paired with all-in-one champions, she will be good in the all-in-one game. Her level 6 power peak is quite useful. She can use her Ultimate R to reposition, engage and disengage from fighting, and protect herself.


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

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

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


Very motionless and can be easily killed if crowd control is superimposed on him. All-in Supports hiding in a trackbrush while waiting naturally goes to him the zoner of the minion wave. Extremely vulnerable while his Ultimate R is down. He can be flanked with ease so and assassins can easily get rid of him if his team forgets to peel for him. Misuse of his E can lead to lost team fights.


Its levels one and two are good for long-range robbery in the track. It should focus on gathering a few souls early on, hitting Level 2 quickly, and then going for an all-in on the enemy with its level W. Level 6 is a decent powerpike because it unlocks a final and defensive movement. It can use it to impact battles on the other side of the map and escape if a fight goes south. The first element will help it survive the track for a longer time. It allows it to increase its overall production of damage, which means that it will set up games for its ADC.


Continue to peel for your allies to keep them alive in fights. You’re good at peeling, so you should do so in the late game.

Look for picks with your E to start the fight. If you’re able to CC the whole enemy team, you will give your team a good chance of winning the game.

Heimerdinger can take objectives really fast in the late game thanks to his Q. Be prepared to make the call for them as you can often cheese them for free.


Use your Ultimate R} on as many enemies as possible. Brand’s late-game damage is insane and as long as you’re able to use it on multiple champions at it bounces- you will deal lots of damage.

Continue trying to harass the enemy as much as you can before committing to the fight. Get them low and then use your R and call for the engage.

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


It will have a lot of articles during the end of the game, which will allow it to blow squishies up and inflict a lot of damage to the grouped enemies. It will also allow it to take more minor damage due to the theft of life. A full-maximum Out Ultimate R will allow Tristana to resume the game very quickly. The ability will be on a short cooldown that allows her to use it both aggressively and defensively when she wants it. All her abilities will be maximized now, which means she will be able to use her W to reposition frequently and inflict massive amounts of damage to her enemies simultaneously.


When Corki finished his first article, his clear wave and poke damage will increase sharply. He should not find it at all difficult to keep the enemy pushed into their turn once he finished it. At level 6, Corkis clear wave increases as his e can help him push the enemy in their turn. His e are also a good tool to blow up and push the wave simultaneously. He's not necessarily strong at levels 1-4, but he has his basic attacks, and his Passive that makes him annoying to handle if you play like a melee champion against him.


Staying with your team in the late game. Do not separate or walk away from them otherwise the enemy can try to withdraw you or initiate a 4v5 fight when you are away from your team. Delaying the team fights while you take the damage with your base combos. Make sure to stay safe in the team fights by looking at your position and avoiding too much superextend. Ryze in the late game inflicts a lot of brilliant damage. Hide in the high traffic areas if you are ahead and look to blow someone up.


It can be trapped to the oblivion, especially when it is against a varied range with some form of dash or coat. Misuse of its W can cause it to kill because it is its only form of mitigation of damage. It cannot escape easily if someone includes it after using this ability. If the enemy is intelligent, they will avoid regrouping during the fighting. This will prevent Sett from effectively using its Ultimate R, as it has not been able to land much damage or slow down several members of the enemy team.


The Shaco is particularly strong if you play as a champion who needs everything in the beginning of the game. Melee Supports are very weak against Shaco in the beginning of the game due to its x. Once Shaco is level 6, it can be difficult for you to kill him in the way that his survival, damage and sneakness increases considerably. Shaco can assassinate targets during the middle of the game. Make sure you stay in team so he can't take someone.


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

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

Whenever Gragas has his E up, he is a bigger threat and you need to position and play safely. If he uses his E and it misses, you can look to turn the exchange around.


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


Your plan should be to use the war fog to bamboozle the enemy backline. With your Ultimate e on a massively short cooldown, you should be able to run the enemies down quickly and take the backline in a jiffy. Try to avoid CC when possible. Tenacity will be your friend in this game, especially if the enemy is CC-heavy. Invest in items such as and when possible that it will help your team win fights.


Look for picks with your Q and R in team fights. If you’re able to catch somebody out with the help from your allies, you’ll increase your chances of winning the fight.

Peel for your team as much as possible in team fights. Peeling and keeping them alive for as long as possible will help you win the fight.

If you’ve been harassed and poked down by the enemy, try to retreat and let your Passive kick in. Avoid recalling if possible as the enemy may force a fight while you’re in base.


Once Ashe has her Ultimate w, do not overextend as she can easily set up her Jungler with it. Keep the lane warded at all times as that is the only time when it will be safe for you to overextend post 6.

Ashe doesn’t have any escape abilities or built-in sustain. Use this to your advantage by poking her down frequently and then looking for the all-in when she is low.

To prevent Ashe from getting extra damage down on you in the early game, stand behind the minion wave at all times so they block her Volley y damage for you.


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.


She is very motionless and can be killed easily if she is all-in-one. This can stop her during the early game and force her to play defensively. Her enemies can look at everything as soon as she misses her W, so she has to use this ability quite carefully. She will be more focused on getting her passive batteries in order to be able to carry later in the game. Invisibility E can be easily counterbalanced with a properly placed Control Ward. Her Q costs a lot of mana so and can make her run out of resources if she uses this ability in a carefree way.


Avoid fighting around objectives as Viktor has a lot of poke with his y. His Ultimate m also deals AOE damage which will help him in forcing you off the objective.

Viktor’s job in team fights is to poke as much as he can before committing to the fight. Try to force a fight as quickly as you can rather than allowing him to poke you down with his y and m.

In team fights, flank from the side or create different angles of approach to get on to him. This will make it really difficult for him to survive the team fight.


Bel’Veths early objective control is very strong due to her high attack speed and low cooldowns. She can also turn into her True Form after killing it and then use this to punish any pursuing enemies.

Bel’Veth will get significantly stronger with each time she recalls, due to how much she benefits from every piece of attack speed she buys. Once she’s completed that first Mythic item, she’s going to be a lot harder to deal with, especially if she gets it earlier than expected.

More attack speed means a lower cooldown on her Q, which is her bread and butter ability, aiding her damage, mobility and clear speeds. The sooner she gets that attack speed, the stronger she gets.


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.


Rumble’s first major power spike is when he hits level 6. Unlocking his Ultimate b is a major power spike for Rumble.

When he purchases his first component item, his skirmishing power increases dramatically. Look for aggressive plays after you’ve got your first component item.

Rumble is a strong skirmishing champion early. Look for ganks frequently to get yourself and your team ahead.


Your goal early is to keep poking them down. Try to avoid going for extended trades as they will often win those.

Care for their level 2 all-in. They can play aggressively at level 2 and gain a significant health lead.

Similarly, try and keep the minion wave even or closer to your side of the map. This will reduce her all-in potential and keep you safe.

You’re stronger than them at level 6, as your Ultimate can be used in a fight. But, the utility they provide ina  skirmish is also very valuable and their Support could all-in you at level 6.


Very efficient wave clear which also allows him to damage multiple enemies at the same time. This gives him an innate advantage against ranged matchups, as well as lane priority in general.

Can disrupt an entire fight with his d and Ultimate m, so fighting in close spaces is very advantageous for him. He can also chase a single target down with some fancy footwork, by using his r.

His poke damage is obnoxious and very strong. This can allow him to force his enemy laner out of the lane and then take objectives with a numbers advantage. In the bot lane, he can use the lane brushes for an added effect of obscurity from enemy laners.


Stay close to your team at any time in the late game. While your Ultimate R has a long range, the enemy can force a fight when you show elsewhere on the map. Play around your Ultimate R and wait for one of your allies to commit. Once they have entered, use your Ultimate R on them. Otherwise, wait for the enemy to commit and then throw your Ultimate R on a cart. Peel for your portages in the late game team fights.


Try to place your gaules in Jungle's brushes. This will help you a lot when detecting enemies and picking them up. You should start to glove at level 3. Your W and Q compensate for some excellent locking and CC, while your E can distribute some damage to the target. Getting your Ultimate R will be a massive peak in the game. This is important for the rest of the game, and you can easily catch enemies and launch team fights.


Watch your position in the late game team fights. Stay as safe as possible so you won't be killed first. Cassiopeia is one of the strongest late game champions, so staying alive is the key. Stay with your team in the late game. Do not separate or move away from them otherwise the enemy can try to choose you or initiate a 4v5 fight when you're away from your team.


In the team fights, try to catch Lulu out of her position or lock her up with CC. If you can get her down first, her ability to protect her ADC and her portages will be diminished. If you can't kill her, you might be able to self-kill her Ultimate R. Lulu will often go to the room alone. You can look at her to ambushe and shoot her while she's isolated and then start a team fight with her team while she's dead. For AD champions, invest in the call of an executor when Lulu and her team are ahead. This will reduce her ability to heal and protect her allies.


If Blitzcrank ever misses his b in a team fight, make sure you focus him down and kill him while he’s out of position. He is quite vulnerable to CC and if you can lock him down, he’s an easy target.

Blitzcrank is rather squishy and immobile. Catch him out of position and ambush him when he goes alone to ward objectives like the Baron or Dragon.

If Blitzcrank is nowhere to be seen, he might be on the flank your team and trying to get a good Hook b. Make sure you have vision near you when sieging objectives.


His early game ganks are quite decent during this phase of the game. His Q and E should let him get to his enemies quickly.

Level six is a massive power spike as it allows Sett to pick off one enemy and separate them from the team. He will want to suplex a tanky enemy into the enemy team, though.

The first item component will increase his overall capability to fight and survive. His W will hit like a truck now.


Throughout the laning phase, try and keep the wave closer to your side of the map. If you push, he could zone you away from the farm and kill you when you walk up to CS.

Master Yi is weak early, but will be stronger once he hits level 6. Take care and avoid staying in lane if you’re low so you don’t get killed by him.

Avoid giving him kills early. Master Yi is a snowball heavy champion and can easily take over the map if you let him get ahead.


Udyr is a good early game Jungler. Avoid giving him kills to reduce his ability to carry in the mid-game.

Trinity Force is a key item on Udyr. Once he has this item, taking him down alone will be difficult. Team up with a buddy or two to make killing him easier.

Udyr falls of in the late game, but he can still be useful thanks to his E. Avoid overextending if you know Udyr is nearby.


Once Swain maximizes its Ultimate R, the enemy team will have a lot of trouble trying everything in it. It can zone the enemies out and take care of the immobile enemy champions alone. Its overall damage is really high during the end of the game. This is due to the drop in cooling on its abilities that make it really easy for Swain to all the enemy champions frequently. Swain the fighting ability of Swain's late team is really high. Its kit allows him to afflict several targets at once while ensuring that the enemy rear line cannot follow on their frontliners engage.


When no team fights are occurring, go in a side lane and look to split push. You’re strong in a 1v1 and should be able to fight anyone who tries to stop you.

Whenever you’re split pushing, watch what your team is doing and be prepared to move from the side lane to help your team. Flank the enemy with your E to get on to key targets.

Look for picks in the mid-game with your E or Ultimate R. Catching someone out when your team is nearby can easily result in a kill and possibly an objective after it.


Lulu's early game damage, combined with the utility of her spells, makes her highly dominant in the lane. She can negate all-ins almost immediately with her W and ensure that the enemy top laner is pushed out of the lane.

Level 6 is a massive power spike. She will now annoy the enemy by completely negating assassination and burst down attempts from the enemy's end. She can use the ability to slow enemies down, especially the ones trying to escape from her.

The first item component will surely help Lulu out a lot in the lane. She can spam her abilities frequently and deal additional damage to the enemy. The lane brushes will help her immediately.


His first ability will be maxed out at level 9. This will significantly boost his damage and let her one-shot squishies if they take many auto-attacks from Twitch.

Once he has 2 points in his Ultimate c, he will easily be able to take over team fights and disrupt them as well. His positioning will matter a lot.

Twitch is really good in mid-game fights as he can overrun the enemies down if they are clumped together. That, combined with his k slow and life-steal, will prevent him from dying.


Viego will have 3 points in his Ultimate R now, which will make him do a lot of damage and allow him to execute the enemies with ease. This will be useful during the fights. Viego will now have several articles. This will increase his damage and maintain and will make it very difficult for the enemy to kill him without CC. Viego will have two of his maximized abilities when he reaches level 14. This means that his release of damage will be really high, and he will eventually take control of the game.


Camille may look for an all-in at level 3 or 4 once she has access to her core abilities. Try and not lose too much health prior to hitting level 3 otherwise it is guaranteed that she will look for the all-in.

Whenever Camille has her E available, you need to be careful with your positioning as it will provide her with an opportunity to engage if you’re stood by a wall. Stand in the middle of the lane as much as possible.

At level 6 Camille will gain access to her Ultimate R which can be deadly if you’re low and overextended. Respect her all-in and do not push without vision as her Ultimate R can also be used to set up her Jungler.


Its level 6 is low in a solo track, especially against someone with a strong level 6 all-in like Renekton or Darius. If it falls back during the laning phase, it will be almost useless in the later parts of the game. If the enemy is tanky or has many slows or tools to reduce its mobility, it will fight to kite the enemy.


He is very tanky in the middle of the game and will act as a very powerful front line for his team. Another point in his Ultimate 2 will give him an important boost and allow him to get choices frequently. The team fight is the place where Rammus excels the most. He can quickly chase enemies, and the fights of choking points are his bread and butter.


Once Graves gets his first item, his kill pressure will increase. Expect him to play more aggressive once he has some levels and item components behind him.

At level 6, Graves will gain access to his Ultimate t. Once he has his Ultimate t available, his kill pressure increases dramatically.

The more gold Graves gets, the stronger he will become. Try to reduce his gold income by constantly matching his pushing power and avoid dying to him during the laning phase.


When there are no team fights, push and draw enemy attention to you while your team sits or plays on the other side of the map. Fizz is really good at getting choices with its Ultimate R. Look to catch enemies who are alone or are too far ahead. Look to fight anyone trying to prevent you from pushing split or cultivating in a side track. You are a strong 1v1 champion and as long as they are not a tank, you should be able to fight them.


Once Kha’Zix gets level 6, he can upgrade any one of his abilities thanks to his Ultimate R. He will be much more potent and better at skirmishing once he has an empowered ability.

As Kha’Zix is an assassin, he is really good in the later stages of the early game and in the mid-game. At this time, he will try and take over the map and snowball.

One Kha’Zix completes his first item, he will be looking to fight more often and go for more ganks/invades.


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

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

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


At level 13, Jarvan will have both his e and d maximed out. This means that he can all-in enemies more frequently and inflicts a significant amount of damage with ease. Bonus points if he can flank the enemy team. Once he manages to get three points in his Ultimate m, his ability to launch battles will increase. With a short Ultimate m cooldown, we can expect him to be choosing left, right, and center enemies. Jarvan IV becomes quite tanky during the late part due to his articles and build. He can absorb a lot of damage for his team and can easily peel for his aircraft carriers if necessary.


If Warwick invades you early, just back off. This is especially true if he is ahead, as you will not win early fights with him.

Be proactive with your Ultimate, as they will look to use theirs whenever it is up. Force ganks with your R!

As they will be ganking often in the early game, you need to make sure that you are also looking to gank as often as you can and abuse your E.

Focus on securing those objectives. You must take Rift Heralds and Drakes whenever you can!


At level 9, Darius would’ve maxed out his e. His all-in potential and kill pressure is still very good during the mid-game.

At level 11, Darius will put a secondary point in his Ultimate e. If he gained a slight lead in the early game, he will be tough to handle in the mid-game, and he should be able to kill any enemy who tries to prevent him from split pushing.

During the mid-game, Darius should’ve completed a couple of items. He should be able to deal a lot of damage to targets, and also be somewhat tanky. The items he picks up makes him a huge problem during this stage of the game.


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

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

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


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

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

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


Its first ability will be maximized at level 9. From that moment on, it will begin to hit like a truck that its e will be at the top very quickly in the game. This and its n will make it impossible for a single enemy top laner to catch it. Obtaining two points in its Ultimate n will pick it up again. This will help her a lot in team fighting, especially when the enemy team is filled with heavy CC champions. She will have her basics by then, which means that she will make a respectable amount of damage.


His early game is excellent as he can completely CC and blow up an enemy target when required. Using it from the lane brushes will allow him to reap a lot of benefits.

Level six is an excellent spike as he can now control the pace of a team fight. He can easily be in between the enemy team while dealing a lot of health and regenerating a lot of health in return.

The first item component will allow him to spam his abilities frequently and dish out a lot of damage. It helps a lot with his overall laning prowess.


At level 9, you maximize your first ability. This ability will significantly increase at this stage, which will help you win fights. You are good in team fights because of your AOE abilities. The teams will be grouped in the middle of the game so that you will be strong at this stage of play. At level 11, you will put an additional point in your Ultimate. Use this advantage to get choices in the middle of the game.


Once he enters with his E, he can't go out due to his E being on a very high cooldown initially. If his Passive is down, he can't play so aggressively because of the threat of his being killed. This is applicable for early fighting in the middle of the game only. Teams with lots of CC and disengagement tools are really good against Zac. He struggles to get targets, use his Ultimate R and make use of his Q when the enemy escaped/ or CC.


Split push and draw the enemies attention to you while your team sieges a nearby objective.

Try to pick someone off at the start of the fight. If you’re able to get a pick and heal your team with your Ultimate R quickly, the chances of winning the fight will be higher.

Whenever your TP is down or if your team isn’t very strong alone, stick with them and fight as 5 rather than playing split.


Trade with Xerath when his 2 or r is on cooldown. When he doesn’t have either of these abilities, he is vulnerable to attack.

Investing in sustain and early protection will help to deal with Xerath’s poke in lane. A Refillable Potion wouldn’t go amiss in this matchup.

For Utility Supports, take Relic Shield instead of Spellthief’s as it’s unlikely you’ll be able to stack this item effectively.


Varus is subject to all-in because he does not have a dash. If the enemy layeres CC on him, he will die very quickly. Varus, the only self-peel tool is his Ultimate R. When he is down, he can easily be all-in, by a strong enemy laner. If Varus falls behind early, he will struggle to return to the game: whatever its construction.


The real empowerment potential of Ivern will come to level 9, where he will have his maximum E. He can now peel for his portages with the greatest ease or use the slow of his E to throw an all-in. His Ultimate R will have two points once reached level 11. It will be a great time for him to start the fights, especially those involving the dive in turn and the enemy or to take a neutral goal. Ivern excels in the team fights because he can peel for his portages while making sure that his Ultimate R does all the dirty work for him. He can easily target an enemy and allow his team to collapse on them.


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

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

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


Annie gets her first peak of power when she unlocks her Q and W. The Q mana mechanic allows her to save a lot of mana, while her W gives her the priority of the track due to the potential for wave release. Her biggest peak of power is when she gets her Ultimate R. Now she can easily explode people and go to other ways using her E, after pushing the enemy wave with her W. Her first base element decides when she's going to push the strongest.


When playing Yuumi against Nami, it can be beneficial to keep the minion wave close to your side of the lane. This creates opportunities for your jungler to gank and potentially secure kills or summoner spells from Nami and her ADC.

Be aware that at level 6, Nami's kill pressure increases significantly, especially if she lands her Aqua Prison (Q). It's crucial to be cautious and avoid getting caught by her crowd control, as it can lead to your demise or that of your ADC. Position yourself defensively and be prepared to detach and use your E (Zoomies) for the speed boost to help dodge her abilities during fights.

When engaging in poke or dismounting to auto-attack, try to anticipate Nami's Aqua Prison and actively dodge it. Utilize the speed boost from your E ability to help you sidestep her skill shots more effectively, increasing your chances of avoiding her crowd control.

Consider investing in healing reduction items early in the game to counter Nami's sustain. It can significantly reduce the effectiveness of her healing abilities, diminishing her ability to sustain herself and her ADC in trades or all-ins.


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


Split push when your Ultimate R is up. Keep a constant eye on your allies and be prepared to cast your Ultimate R on them when necessary.

Look for picks during the mid-game with your E. Catching someone out of position could result in your team picking up a lot of free gold.

Peel for your carries in mid-game team fights. If they die, you’re not going to win the fight. Peel and keep them alive for as long as possible.


It has excellent wave damage and splashing with its Q. This allows it to obtain the priority of the track and to help its other langers/Jungler when they contest the objectives. Its d allows it to protect everyone in its team. It also allows it to increase the speed of movement of the allied team, which can help them catch an overcrowded enemy. When it fights 1 v 1, it has virtually no weakness when all its spells are lifted. If someone tries to approach it, it can just Q them and escape, If she engages, she can use her d and Ultimate has both the ability to disengage and regain a great deal of health. Her Ultimate is the backbone of her strength in the way and an appropriate use will allow her to move forward.


Once Kayn gets 2 points in his Ultimate R, he will be able to all enemies much more frequently. He will be perfect as he will also get his form. His Q will be maximized to level 9. This is really useful for him because it is his primary damage ability. It will allow him to flatten a lot of damage and kill squishies and tanks (depending on his form). During the middle of the game, he should be able to get multiple shots in the enemy team.


Powerfarm and unlock your Ultimate R as quickly as possible. Once you have your Ultimate R, you can start to actively gank. As suggested, once your Ultimate R up, you should look to gank a path. Each Ultimate R use should result in a murder, so make sure you are actively looking to use it. Fiddlesticks has good objective control thanks to its W. Make sure you take every goal when possible, and ask for the help of your allies if you can't do it alone.


Rengar will try to feed the farm earlier so that he can get his R and start crashing more effectively. Try to delay this peak of power by invading and flying his camps. Try to place the vision inside the jungle of Rengars so that you know where it is at all times. If you spot it on the upper side (before level 6), try to invade the jungle on the lower side and take its camps.


Xerath's level 6 is very powerful since it can sniper targets of one long range at a time in its track or another. Damage production will increase with the items, so it will only make it more powerful. The first purchase of the item will make Xerath extremely heinous in the track. That's because its poke damage will be very high, and the enemy will be be beheaded even before they can reach it.


Once Caitlyn has a few points in its Q, it can constantly keep the enemy pushed in its turn as its Q offers it a lot of free wave. When paired with poke support, the enemy should never be able to leave their turn. This will also lead to a huge gold lead, due to the plates of the tower. After Caitlyn the first return, it will pick up its first component. This will increase its potential of poke and trading in the track. This will also make it a huge threat if it has a better first element than the ADC enemy. Caitlyn the level 6 is pretty good, but it does not have a Ultimate R fight. This means that it cannot use its Ultimate R during a skirmish. However, it is an execution and can be used when it is in a safe position and not in immediate danger.


A maxed-out Ultimate will allow him to play a lot during this game phase. He will not be as powerful as the other champions, but his ability to divide the thrust will be really high. At level 14, he will have 2 of his maximum abilities. He will allow him to do a lot of damage, especially if he reaches the CCs in advance. His brilliant damage during the end of the game will be a strength to count with. He can even a-shot door, provided he manages to catch them out of sight.


Once Pantheon reaches level 6, communicate with your team every time Pantheon remembers or leaves the track as he can use his Ultimate R to wander and help another way. It's not uncommon for Pantheon to call back and run the bot with his Ultimate R. Take care in the game early that Pantheon will try to skim frequently and go to kill. Keep this in mind and be willing to sacrifice some CS for XP if you're weak in the game early. Avoid trading with Pantheon when his Passive has a lot of batteries because it's going to do a lot of damage in a business. The best time to fight it is when he doesn't have batteries, and a ability on cooldown.


Play safe for the first few levels. While Ekko’s early game is strong, you need to remain healthy so you can look for an all-in after you have more levels under your belt.

Ekko has strong roaming potential and is a strong skirmisher. Get priority in your lane and then look to roam and assist your allies.

Play around your Ultimate W. It is a strong tool that can help win fights and outplay the enemy. Always keep this ability in mind when you’re fighting the enemy.


Use the lane brushes to your advantage and take control of them early on during the game. It will allow you to E enemies easily.

Roam around as much as possible and try to help other laners as well. This will grant you a lot of assists which will be translated to gold.

Peeling for your carry is your utmost priority in the lane. After engaging with your E, fall back and ensure that no one gets too close to your carry.


Just hide in the lane brushes and wait for the enemies to show up close to the brush that you're hiding in. Your Q will easily take care of them if the brush is unwarded.

Always try to slow your enemies down by using your E on the minions in such a way that it hits the champion. Also, make sure that you use your W appropriately in this matchup.

Post-six, look to lane gank your remaining allies. It will allow you to dish out a lot of damage and get your team a massive lead during the early game.


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


His y is a great tool that can allow him to escape ganks and skirmishes with the enemy during the laning phase.

Wukong’s Ultimate n is a very good tool. It can be used to help his team win team fights, and for him to get kills during the laning phase.

Wukong excels at extended trades with his s and k. He is a very strong duelist in the laning phase.


It must hit level 6 as quickly as possible to make its ganks more efficient. As Lillia is usually built AP, it will fight against teams that have cutting-edge damage. It also fights against poke and disengagement, which can make the team fight difficult for it. Although its Ultimate R is an excellent team combat tool, it takes some time to come into force. Your allies can also disrupt your damage if they inflict damage to a sleeping target.


Can soak a lot of damage for his team as a front line. This allows him to peel for his carries with ease, which can allow his carries to play more freely.

His Ultimate R can be used to set up ganks on other lanes. No one suspects a Sion to ult from base and down to the bottom or middle lane.

His E is a very easy skill to land which guarantees a Q from Sion’s end. This can be of great value for setting up ganks for his Jungler.


It is very dependent to play around its Passive before getting its shape. If it happens that it gets the wrong shape early, it will be rearranged massively. With its Ultimate R, it becomes completely dependent on the positioning of the target that it is in. If the target takes it under their turn and the CCs, it will take a lot of damage. Its E can be interrupted. This allows the enemy team to put it in a very disadvantageous position that can actually get it killed immediately.


Start looking for roams after pushing the wave. You can start roaming after level 6.

Play around your Ultimate and look for kills whenever it is up.

Don’t forget to keep good objective control! Gank the bottom lane and then rotate to Drake.


Once she gets 2 points in her Ultimate R, she will be able to do a lot of damage to the enemies in a short period of time. This means that the enemy squishes will be in serious danger. Her first ability will be maximized at level 9. This will increase her damage and poke in the game, which will make it very difficult for her laner to deal with her. She is exceptional in team fighting due to her Ultimate R and Q > r combo. It's over for the enemy team if she manages to get a flank on them.


Malzahar will be a real threat when he hits level 6. You need to watch your positioning and not walk too far forward just in case he uses his Ultimate R to catch you out of position.

Destroy Malzahar’s shield whenever possible. It offers him a lot of protection and getting rid of it forces him to play safer.

Focus Malzhaar in this matchup. He is weak early and will die quickly if you focus him first.


Ziggs is pretty good in the middle of the game and team fights if he is allowed to delay a team and poke fight with his Q. You can prevent this peak of power by not allowing him to shoot you down and delay a team fight. His early game is rather weak but he has a constant poke. Try to abuse him in the beginning of the game by trying to play aggressive. Once Ziggs has finished his first element, his poke and clear wave is very strong. Avoid forcing him to remind you otherwise he can easily take your Tour with his Passive and self-auto-auto-auto-auto-auto-auto-attack.


Avoid the Gragas Q as much as you can because it can set up ganks for its team and causes a lot of damage. Use Gragas' W cooldown, which has a considerable duration and can be exploited to commit to it. Be careful to Gragas' E which allows it to fill the gaps quickly and it can also serve as a route of escape. Try to save your Ultimate for when Gragas uses its ultimate since, if it pushes you into his team, you could all with it quickly.


Warwick will look to pick someone off with his Ultimate R to start the fight. Make sure your flanks are warded so you can spot him before he is able to catch someone out of position.

Try to poke and delay a team fight for as long as possible. Warwick is vulnerable to poke and disengage and if you’re able to poke him down, it will be risky for him to engage.

Getting Ulted R by Warwick in a team fight can be game-changing. Be prepared to Flash his engage if you have it up. If not, invest in a QSS so you can escape the CC or lock him down/ interrupt his channel with CC.


A maxed-out Ultimate will be up frequently, and clumped team fights will become a breeze during this portion of the game.

His damage is massive during the late game, especially with his W. He will have to use it at a proper time for maximal effectiveness.

He is a decent team fighter during this phase of the game. He can regenerate his health quickly because his Passive and his W true damage will melt through enemy health bars.


Do not 1v1 Kai’Sa if you’re alone as her Q will focus you. Fighting near minions will be helpful as they will block some of her damage.

Extended trades work in the favour of Kai’Sa thanks to her Passive. Try and keep trades short so she is unable to activate her Passive on you.

When recalling, especially when low, make sure you keep an eye on your champion as Kai’Sa may try to finish you off with her W. Do not shop until you’ve successfully recalled to ensure maximum safety.


Gnar's level 6 is a massive peak of power for him since he can completely dismantle an enemy team with an ultimate R. It will also be instrumental when it comes to flanking the enemy team in important battles. His first element will give him a good boost. He is already a bit heinous due to his Q and W. Yet, the component will now make him recall the enemy abruptly enough. Gnar is relatively weaker early because he does not have his final R available. As a result, he cannot extinguish much damage. To compensate for this, he will want to use the track brushes and his range advantage to continue hitting the enemy champion while using his E as a measure to maintain the spacing between his enemy and him.


Bait out his E before trying to engage if possible. His level 6 power point is stronger, giving him additional survival against all-in. So, you have to keep this in mind during the fight against him. Get healing reduction elements to mitigate his continued fighting.


If a Fiddlesticks predict suddenly ceases to have Tremors on Rek-Sai-Sense W, it is very likely that it channels its Rand, you should run out of the potential Fiddlesticks. R immediately. Fiddlesticks has pre-6 predictable gank models that can be easily attenuated with desks in the river. Moreover, Rek-Sai-Sai can easily be used to punish an immobile Fiddlesticks if he tries a gank. Avoid trying to invade Fiddlesticks unless you know where he is. You can win 1v1-S against him as he has many options of disengagement and can easily escape an invasion. Try to steal his camps when he is somewhere else on the map.


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.


In the first few levels, play safe and avoid committing to any trades. Your very early game is rather weak, so you’ll probably lose trades versus an aggressive laner.

Once your Passive is stacked, you can look for fights with the enemy. Looking for skirmishes when your Passive is stacked will increase your damage output and increase your chances of killing the enemy.

Focus on good wave management and going for favourable trades. If you are constantly pushing, you will not be able to get kills as your W  doesn’t protect you against tower shots.


Once Sett gets 3 points in his Ultimate R, he will be able to run his enemies down with ease and will be able to use the ability quite frequently. This allows him to make quick work of tanks.

Sett is decent during the latter parts of the game. He can dish out a ton of damage while simultaneously peeling for his team and acting as a worthy front liner.

Sett's ability to get picks during the late game is phenomenal. He excels at fights that occur near chokepoints, making it really hard for the enemies to try and get neutral objectives.


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


Avoid fighting with Xin Zhao early on as you will surely lose. If you must take a fight, make sure you have backup.

Once you get your Ultimate e, you should be able to lock and kidnap enemies with ease. Just make sure that Xin doesn't get too close to you.

If you see Xin ganking a lot, feel free to invade him and steal his camps. It should be easy to do and will set back Xin massively.

Try to match his pressure by ganking as often as he is.


After it has a few levels behind it and a few points in Q, it will be able to push the wave and keep you pushed in with ease. Make sure you stop it from getting turn plates by matching its clear wave. Karma has a powerful early game and is strong enough from levels 1 to 3. Try not to let her too much by hiding between the minion wave and recoiling when she advances. Remember that Karma has her Ultimate has at level 1 and can dry a lot of damage if you are hit by her self-nomised Q.


Irelia is very strong whenever she has her Passive fully stacked. Avoid fighting with her at this time.

When Irelia hits level 6, her kill pressure intensifies as her Ultimate R is a very good duelling tool.

Irelia benefits from extended trades, so try and avoid going for them whenever you can. Keep them short and sweet.


Just focus on agriculture during this phase of the game. You want to hit your mid-game powerpike very quickly, and farming your camps is an effective way to do it. Try gank the tracks you are close to, especially if the enemy is pushed up. The same rule applies for counter ganks, but make sure that your W and E are in place before you can glove. If you happen to be on the other side of the map when the enemy jungler gets your sleds, just try to make sure that you invade the enemy jungle and fly as many camps as you can. That way, you won't fall behind.


This champion has a clear health that you can use your W, get buried and get some health back as you move from camp to camp. Rek-Sai is incredibly mobile that allows him to escape sticky situations with ease thanks to his E.


Your complete construction will allow you to kill squishy targets with an e and Ultimate R. Moreso, your Ultimate R will be frequently at the top, hence to use it liberally. Try CC multiple targets at once during this phase of the game. Your AoE damage potential is really high and can completely erase a team if you time it well. Do not wander alone in the unrewarded areas of the card. You are already still, and anyone with a dash or spelling shield can kill you.


As in the middle of the game, Azir does not point to level 16 either. While an additional point in his Ultimate R will come in practice, he will not do it or break it. At level 13, Azir will maximize both his W and his r. He should be a real terror at this stage of the game and he will be able to cover a lot of damage in a short time.


Malphite is at its weakest in the early game. Try to put it behind to delay its next power peak. Once Malphite is level 6 and has its **Ultimate**, its threat of death in the way increases and it can start to be more aggressive. Team fights are where Malphite really shines like his **Ultimate** is an AOE ability and can hit several people.


He has to power farm in the early game to hit level 6 as quickly as possible. He is not very useful without his Ultimate h.

Malphite cannot gank or help his allies unless he has his Ultimate h. He will need to play around it for him to get kills.

If the enemy doesn’t group close together, it will be impossible for him to knock up the whole enemy team. In some cases, it might not be worth ulting one person.


Pantheon is a champion from beginning to half-time and is therefore very strong from levels 1 to 6 and can influence other tracks also when he gets his R. If Pantheon gets 1 or 2 killed, he can finish Ghostblade from Youmuu and his other base elements faster. Be careful what he has of assets and try to play around them. Be careful after the laning phase, as Pantheon will try to kill you with Grand Starfall R and force a 5 vs 4.


His QW Q combo can help him to stun a group of enemies that is very beneficial in near-quarter combat. His ladders are high enough so that he can do a lot of damage through this combo. His Ultimate t, when used correctly, is one of the most odious and overcharged abilities in the game. This combined with his p can make one of his doors almost uncatchable and uncontrollable. His p allows him to guarantee a QW Q hit on a specified target. This can be very beneficial in setting up a death brush before a major objective fight.


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.


Vel’koz first major power spike is once he hits level 6 as his Ultimate R offers him tons of kill pressure.

Vel’koz is really good in team fights thanks to the poke and AOE damage from his abilities. Try to fight when he is not there or when his Ultimate R is down.

Once Vel’koz has a couple of points in Q, he will deal a lot of damage to you if he is able to land them consistently. Stand near the minion wave to make it easier for you to dodge the Q’s.


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


Renekton relies heavily on his cooldowns to get an advance. Whenever his abilities are down, he is not really able to trade as much. Similarly, Renekton has to play around his Fury bar to get the most damage during a trade. If he fights without Fury or uses the wrong self-sustaining ability, he can cost him the trade. Avoid using your self-sustaining e if possible. Renekton falls into the later stages of the game as he no longer has his early play forces when the game goes further. Moreover, he is really bad in the later stages of the game if he has not got an early lead.


If Lee Sin falls behind in the early game, he will struggle in the later parts of the game.

Lee Sin is vulnerable to hard engage and CC. If the enemy has lots of CC, you will need to play around their CC tools if you want to perform any cool manoeuvres with your Ultimate k.

When ganking your allies, if you miss your e , you have nothing to offer and will have to retreat. Make sure you get close to the enemy before using your e , or use your e before your e  to get close to the enemy.


Can deal heavy amounts of burst damage in a very short time, which gives the enemy very little time to react. One such C E Q combo can ruin the enemy laners life.

Her Ultimate R allows her to traverse a long distance almost immediately and can provide a lot of utility in choke points. This will also give her traction to easily land her C.

Her E is really effective against enemies who have some form of dash. She can thus make life a living hell for laners who rely a lot on dashes.


Azir doesn’t spike at level 11 unlike a lot of champions. Keep this in mind during the mid-game as his Ultimate R may be less impactful compared to other champions on the rift.

At level 9, Azir will max his r. This is a good power spike for him as he can use it to poke the enemy down from afar. In conjunction with his W, he should be able to poke and farm from afar without dying to the enemy.

When Azir completes multiple items, he will be very strong and dish out a lot of damage in a short amount of time. Don’t be afraid to make more aggressive plays when you have an item or two.


Unlike most champions, Karma unlocks her Ultimate has at level 1. This means that at level 6, she doesn't have as much pressure compared to many other champions especially if they re-level 6 power peak is very strong. When Karmas d is down, she is vulnerable to attack and will need to play safely while he is on the cooldown. His Q can easily be avoided if the enemy builds a huge wave or positions properly.


Be a part of as many fights as you can in this phase of the game. It will really help you get more kills due to how your Ultimate  works.

Chokepoint fights and looking for flanks should be the main goals during fights. Chokepoints will facilitate your Q landing while flanking will disrupt fights completely.

Do not barge into the enemy team if you don't have any follow-up from your team. You are an important part of the fight and it is vital that you stay alive, lest you want the enemy team to take over the neutral objectives.


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

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

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


Three points in her Ultimate e will give her a massive power spike. The ability will dish out a lot of damage and have a very short cooldown, so team fights will be frequent.

Her life steal combined with her damage and mobility during the late game will make her really good in team fights. She will just need to maintain proper positioning.

She will have multiple items during this phase of the game. It will allow her to dish out tons of damage and one-shot squishy champions. Prolonged team fights will see her winning effortlessly.


Kayn will try to assassinate targets that are alone during the middle of the game. Avoid walking alone through the river if you are not sure about Kayn's location. Kayn can dive tour while sitting with his E. Make sure you have your flanks monitored so you can spot him before he jumps on you or your team.


Sett Level 1 can be difficult to manage. Expect to play aggressively and use Flash to kill you Once Sett is level 6, its ability to get killed in the way also increases. Watch for your positioning and disengagement if it runs towards you post 6 and stay away from your ally laner so it can't slam you in. Sett is good to choose the champions in the middle of the game. Make sure you're never too much before it can try to catch you out of position with its E.


You can work with your support and use the track brushes to get as many peaks on the enemy. When you use your E, try to get both minions and the enemy with it. It will help you wave and automate the ability at the same time. Once you get your first element, your brilliant damage will be really high. Just make sure you don't get CC'd for a big all-in, you will definitely end up dying.


Level 1 is a decent point for Pantheon, provided it succeeds in using the track brushes correctly. Depending on the ability, it can either poke enemies or go for an all-in. Level 6 is not too good because it will not help him in the way as much. That being said, it can wander and take reminders frequently. Boots are a massive peak to its roaming ability in the game. It should seek to make games all around the card.


Kled is really good early because he can use his Q and E for everything and destroy his enemy in the trades. His W also plays a central role in it. Once Kled touches level 6, he will have access to his Ultimate R, which will allow him to do everything in the corridors in different ways. He can even make a surprise visit to the bot track. The first element will increase Kled's duel potential. This will make him more powerful than he is already, which is terrible news for the enemy.


Very mobile with her e and t which allows her to get out of sticky situations with ease. This makes her a menace for the enemy backline.

Her Ultimate e can allow her to execute low health champions easily. This becomes really valuable during a teamfight.

She has her own form of CC on her r which when combined with her dashes can allow her to land a multi-man stun. This will allow her teammates to follow-up on the all-in.


Dr Mundo’s tankiness and health regeneration are unparalleled and quite valuable during late-game fights. He can act as a really potent frontline/disruptor for his team and can go directly for the enemy backline.

His 1v1 potential is pretty high. He can 1v1 pretty much any Jungler if he has a small lead. This is especially true post 6 with his Ultimate R.

His Q can allow him to catch up to targets quite easily. This is invaluable when he is trying to pull off a gank or when he manages to catch an immobile champion out.


It's a tank against tank matchup. Your best bet is just to avoid them and focus on early farming. However, they are a stronger ganker than you in the game early, so be ready to counter-gank and follow them. If you can't get an advance of easy ganks, try to invade their jungle and steal their camps.


He doesn’t do well early on against ranged matchups as he can be poked quite easily from range. Regular poking will eventually get him killed if he stays in the lane.

He can outplay himself with his E if he goes in and mistimes the E duration. Crowd control is his mortal enemy, and he can be taken out quite easily due to his squishiness.

His Ultimate R doesn’t have a lot of width, which makes it really easy for the enemies to dodge it from range. This will require Yone to get close to the enemy team, which can put him in a vulnerable position.


Sett’s laning phase is strong. Expect him to play aggressive and go for early kills. Avoid trading with him at level 1 as he will out damage most champions.

Once Sett is level 6 and unlocks his Ultimate R, his ability to get kills in lane also increases. Watch your positioning and disengage if you’re low as his all-in combo deals a surprising amount of damage.

In the mid-game, Sett will be difficult to fight unless you’re ahead or have assistance. Avoid fighting him and disengage if he runs at you and tries to fight you.


Annie gets her first power spike when she unlocks her Q and W. The Q mana mechanic allows her to save a lot of mana, while her W provides her with lane priority due to the wave clearing potential.

Her biggest power spike is when she obtains her Ultimate R. Now she can easily burst people down and roam to other lanes using her E, after shoving the enemy wave with her W.

Her first core item decides when she will power spike the hardest. She can quite easily start blowing people up from the get-go.


You will need to get your level 3 quickly so ask for a hard leash early on and quickly get to that level. Once that happens, you can start ganking with your e.

See if you can ambush the enemy Jungler near the Scuttle Crab by using the lane brushes to hide and then e'ing them.

Getting neutral objectives is going to be very important, especially once you get your Ultimate t. Focus on the bot lane and get them to help you regularly.


He will have his core items by now, which means that his **Q** and **R** should hit like a truck right now.

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

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


Look for extended trades whenever possible. Gragas relies heavily on his abilities to deal damage, but if they’re on cooldown he cannot really do anything except for auto-attack. Go for extended trades when one of his abilities are down.

Gragas can tease an engage when his Body Slam E is up. Try and stand behind or near minions at all times. However, do not stand too close to them since the ability does have an AOE and if you’re close to them, you’ll be hit by his E.

If Gragas uses his W, it’s because he wants to do something such as setting up his Jungler or going for a trade. Play safer for a short period of time whenever he uses his W.


Shaco's first major power peak is at level 6 when it unlocks its Ultimate I. Its clone can be very sneaky, and it can cause a lot of damage if you fight 1v1. At level 9, Shaco would have maximized its first ability. Its ability to trade with you in the track will increase and it will be a little more heinous. When Shaco's finished its first component element, its trading power in the track will increase and it will be stronger in 1v1. Unless you equal its damage, think twice before trying to fight it.


Care for her range advantage and be mindful of her poke in lane.

Bait out her Q before attempting an engage to avoid getting caught in her crowd control.

Her level 6 is stronger, as she can counter your all-in with her ultimate.

Stand away from minions to avoid being hit by her W while farming and to limit her wave push.


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.


Having 3 points in his Ultimate R will help Viego take over the game effortlessly. His burst damage will increase significantly, and he will melt through the enemy team.

His Ultimate R will come in very handy during late-game fights. His ability to target the lowest health enemy will make quick work of enemies who have managed to escape with a sliver of health.

Viego is decent in team fights, mainly if he uses the fog of war and his E to get to the enemy backline. He can even use his E to zone the enemy off without even trying to kill anyone.


Play safe for the first few levels. While Ekko’s early game is strong, you need to remain healthy so you can look for an all-in after you have more levels under your belt.

Ekko has strong roaming potential and is a strong skirmisher. Get priority in your lane and then look to roam and assist your allies.

Play around your Ultimate W. It is a strong tool that can help win fights and outplay the enemy. Always keep this ability in mind when you’re fighting the enemy.


Skirmishes should be accessible for you as long as you land your Q on multiple targets. This also means that clumped fights will be the win condition for you.

Show up to neutral, objective fights whenever you get the chance. The goal is to use your AoE-based abilities to catch and kill targets who try to disrupt your Jungler.

Use your Ultimate R wisely and combine your W with your Passive whenever possible. This can easily allow you to dive into the enemy backline.


At level 13, Corki maximizes his second ability which is usually his n. It is a very powerful peak for Corki as it will allow him to shred tanks in the end-of-game team fights. At level 16, Corki will put the third and final point in his Ultimate e. As the teams will regroup at this stage of the game, he will be able to bring them down a lot before starting a fight. Corki is very good in the late game as long as he is not late. Try and avoid falling behind in the early game to make you an overwhelming force to count in the late game.


Don't let the enemy Jungler get all the Dragons. Try to secure them with your team after ruining the lower track. Ward for your allies! Gragas is much stronger than you early, and you can decrease their early power by keeping them for your allies, so they don't die for ganks. You're much sooner than Gragas. With this in mind, try to invade often to gain an early advantage. Gragas look for gank more often when their Ultimate is up. Make sure to keep the enemy's jungle entrances so your team can spot the Jungler leaving their jungle with their Ultimate.


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

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

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