Your Ultimate is an incredible tool that can cause damage and CC all the enemy team if you are able to hit them all with it. This makes Aumu an incredibly strong team fighter. Aumu, the construction path is incredibly versatile. Your team needs a tank? You can build a tank. Your team needs AP? You can build AP. If you are in front, you can go for a complete AP build and blow up enemies. With 2 ss, you can look for aggressive parts in the way and start a snowball.


It is therefore very difficult to catch and kill him in a team fight. A great objective control thanks to his Ultimate R. It can allow him to move from a Dragon to a Baron almost immediately. He can also pull back doors with this ability. The CC on his W allows him to put games for himself and his team. This can be really effective if he reaches CC a high priority target, and get rid of them quickly.


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


Irelia is very strong every time she has her Passive completely stacked. Avoid fighting with her at that time. When Irelia reaches level 6, her death pressure increases as her Ultimate R is a very good duel tool. Irelia benefits from prolonged jobs, so try to avoid going for them whenever you can.


Once Twisted Fate has its components for its first item, it will be able to push quite easily with its s and d. Stand outside the minion wave so that it is unable to push you and poke at the same time. When Twisted Fate. D is on cooldown, you should look to abuse it and go for a trade. If it chooses a blue card, you can enter a trade. Avoid trading when it has the premium gold card. At level 6, Twisted Fate.


Morgana can start ganking after she hits level 3. However, the more levels under her belt the better.

At level 6, Morgana will unlock her Ultimate R. This in conjunction with her Q or allied CC will make it very easy for her and her team to get picks and kills.

When she has completed her first component item, Morgana’s damage output and skirmishing power heavily increase. Her Q will hit like a truck too!


The sooner you get it, the better. Harass and poke the enemy as often as you can with your Q. Slowly whipping the enemy with your Q will increase your chances of winning a follow-up fight. Back early once you have enough gold for your first item. Usually Ezreal will want to remember once he has enough gold for Tear.


At level 9, Jarvan will get his first ability maxed out. This will give him a massive damage boost, impacting fights at a much higher level.

Once Jarvan gets to level 11, he will put two points into his Ultimate m. This will increase the damage of that ability while simultaneously reducing its cooldown. This will allow Jarvan to look for picks more often.

Jarvan IV is good in team fights due to his d Passive and his ability to CC multiple enemies at a go with his d > e combo. His Ultimate m will also allow him to single out enemies which need to be dealt with quickly.


Fizz has good kill pressure at level 3 and 4. Respect his all-in and try to poke him down before he gets the chance to play aggressive.

Fizz's Playful / Trickster E allows him to dodge damage and escape from trades. Do not go for all-ins unless he has already used this ability beforehand so you’re guaranteed to hit your abilities on him.

Keep an eye on your XP bar between levels 5 and 6. If you think Fizz is going to hit level 6 first, try to stay at max distance and play safer. When Fizz hits level 6, his kill pressure intensifies and he can easily kill you if you’re level 5 and are overextended.


Miss Fortune can melt the enemy health bars with her t. This can often give her a huge early play advantage. Her Ultimate e is very strong in team fights. Getting a good Ultimate e Off could lead your team to win the game. It's just important that you throw it away from a safe and out of immediate danger. A lot of poke in the way with its t and t. This can give her a lot of pressure in the way itself and let her tyrant the enemy go down with ease.


Ryze is excellent at the end of the game as he can completely resume the game with his general damage combo and his passive. All he needs to do is be part of significant fights. Level sixteen is a decent peak when it comes to macro-based games. He can quickly jump from one goal to another, which can easily lead to victories for him. His release of damage will be really high during the later parts of the game. This will kill most of his enemies if they get CC'd by Ryze.


Gwen’s first major power spike is at level 6 when she unlocks her Ultimate R. It offers her tons of extra trading potential and will allow her to fight the enemy Jungler with ease.

When Gwen has purchased her first component item, her skirmishing power and clear speed heavily increase.

Gwen can start ganking after level 3, but it’s more common for her to start ganking after level 4. The extra point in her Q is very beneficial when ganking.


This matchup is easy early but harder post-6 as Anivia has a lot of wave clear and will just keep pushing you in.

Focus on farming and limit looking for fights.

If you can, try and aim your abilities so they hit her and the minion wave at the same time. This is especially true post 6 when you want to match her wave clear.

Due to Anivia’s Passive, it is going to be hard for Hwei to get kills early without the help of your Jungler.


Extremely squishy early on and is very susceptible to burst/poke damage. She can be easily gotten rid of if she gets crowd controlled.

Improper usage of her E can give windows to the enemy team to all-in Soraka or her laner partner. Trying not to use it for poke is Soraka’s best bet.

Her healing can easily be reduced with the purchase of a Grievous Wounds item. She is also countered by enemies who have some form of dash which they can use to dodge her Q.


You're stronger than him at level 6. Your Ultimate is much stronger than his in 1v1s. Post 6, match his thrust power so he can't push you into your turn. Aim for your abilities so they grow and hit him at the same time. Try to harass him when he's in the minion wave. This will mainly be an agricultural confrontation. But, you can kill him and he can't really kill you. But he has a lot of poke.


Extended trades will always favour Kalista thanks to her r. Try and avoid going for extending trades with her.

Kalista’s first power spike is when she picks up her Berserker's Greaves as it will give her the first bit of attack speed she needs to snowball.

Once Kalista has completed Runaan’s Hurricane, she will pump out a lot more damage and apply Rend r stacks really quickly.


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.


Your Ultimate has will be on a very short cooldown now, so use it frequently to get choices when possible. Your goal is to make sure that enemy squishes can't play the game. Get a defensive element when possible to make sure you survive for longer during the fighting. It will allow you to kill several targets, especially during team fighting.


Jayce will try to delay a team's fight as long as possible so that he can fight with his s and w combo. Do not delay team fights at any cost so that he can't shoot you down. Don't try to take goals like the Baron or Dragon when Jayce is nearby. As your team will be grouped closely, he will be able to land devastating blows with his s and that could cost you your team the goal and your lives. If Jayce is in a side lane pushed by division, make sure to keep an eye on his positioning at all times. He can quickly erase the waves and take-off towers with his d. Don't leave him uncontested for too long.


Just hide in the track brushes and wait for the enemies to show up near the brush in which you hide. Your Q will easily take care of them if the brush is not awarded. Always try to slow down your enemies by using your E on the minions so that it hits the champion. Also, make sure you use your W correctly in this matchup. After six, look for the gank track your remaining allies. It will allow you to deposit a lot of damage and get your team a massive advance during the start of the game.


As this is a poke matchup, you mustn’t let Zyra push you into your tower otherwise you will struggle to survive. Try to match Zyra's pushing power by auto-attacking minions and dodging their poke.

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

It’s very important that you hit level 2 at the same time as Zyra. If you’re not going to, back off slightly so they can’t all-in you as soon as they get the level up.

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


She will be outstanding during the late game. This is because Qiyana can burst down enemies easily and take over team fights with her Ultimate R. It may also let her steal crucial objectives.

Level 16 is perfect for Qiyana as her Ultimate R will be maxed out. She will be dishing out way too much damage for the enemy squishies to handle, and that too very frequently.

She will have most of her abilities maxed during this phase of the game. This means that her damage output will be massive, and her abilities will be up sooner. It should be easy for her to take over the game now.


Darius is really easy to kite. As he is immobile, champions with dashes, range advantage or poke make it difficult for Darius to get on to them and kill them.

He falls off in the late game. Darius is an early to mid game champion and once it gets to the later stages of the game, his strengths become weaknesses.

His Ultimate e is crucial in team fights to take down key targets. If he miss-times his Ultimate e, his damage output will be reduced heavily and it may cost him the team fight. This is why he needs to cast his Ultimate e as soon as the enemy gets into health range.


Veigar is at his weakest in early play. Try to abuse him to put him back. Delaying his batteries will make him less effective in the later stages of the game. When Veigar uses his n, try to abuse cool down as he is his only defensive tool in early play and once he is quite vulnerable. In order to get ganks or kill the Veigar, you need to bait his n first. You can do it by constantly tipping into and out of range of him. Make sure you always bait him before you commit to the whole.


Rengar will power farm so he can get his Ultimate R quickly. You can delay his power spike by stealing away his camps or invading him.

He is really good after the laning phase has ended as he can get picks with his Ultimate R. Avoid walking around Summoners Rift alone otherwise he may try to catch you out of position.

Rengar is stronger whenever he has 4 stacks of Ferocity. Avoid fighting him if you come into contact with him when he is fully stacked.


Prioritize poking down Zyra herself rather than her ADC, as she is generally squishy and easier to harass. By reducing her health, you can create pressure and limit her ability to freely use her abilities.

Maintain the minion wave closer to your side of the map to create opportunities for your jungler to gank. This forces Zyra to overextend, making her more vulnerable to ganks and reducing her ability to escape effectively.

Be cautious when facing Zyra at level 6, as her kill pressure significantly increases. Adjust your playstyle to be more defensive and play safer during this phase of the game.

Avoid detaching from your ADC when Zyra's E ability (Grasping Roots) is up, as it can interrupt your W (You and Me!). Being caught without your W can leave you vulnerable and susceptible to being eliminated.


Level 16 is a massive spike for her as she can decimate squishy enemies. It will allow her to take down core enemy teammates.

She will have most of her abilities maxed out during this phase of the game. This means that she will be a lingering threat wherever she goes. The enemy will have to invest heavily in Magic Resistance.

Syndra will have many items during this phase of the game, which will directly translate into damage for her. Her ability to dish out a lot of damage will keep the enemy on their toes.


Take advantage of your range advantage and harass Taric regularly whenever possible. Use your automatic attacks and abilities to push him down and exert pressure in the way. Be ready to use your E (Zoomies) ability to reposition and swindle Taric's E (Dazzle) stunning. This will help you avoid being taken out of position and mitigate his crowd control. If possible, try to keep the minion closer to your side of the map. This forces Taric and his ADC to extend for the farm, creating opportunities for your jungler to capitalize and potentially secure murders or call spells. Make sure that you and your ADC reach level 2 at the same time as Taric. Taric can seek to engage and fight early at level 2, so it is important to be ready and ready to respond.


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

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

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


Keep a constant eye on how many Style points she has. The closer to S rank, the more mobile she will be and the deadlier she can be too. Post 6, she cannot use her Ultimate R unless she is fully stacked on Style points

Samira is an incredibly mobile champion. To reduce her mobility and increase your survivability, try and keep the minion wave closer to your side of the map. This will make it impossible for her to use her E aggressively. If you’re a weak ADC in the early game, definitely keep the wave closer to your side of the map.

Playing around her W in lane is crucial as it can block projectiles (auto attacks). Whenever she uses this ability to trade with, try to abuse the cooldown and go for favourable trades.


Her E and Q bring down turrets a piece of cake. Avoid letting her get free blows on your turret as the tower trays will give her a golden advantage over you. Avoid prolonged exchanges with Tristana every time her E is on you. The more she hits you with self-attacks with- the more damage you will take. Tristana will often use her W aggressively. If you are strong and have good all of it, you could try to trade with her and use her bad position to kill her.


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

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

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


When Ekko hits level 9, his waveclear drastically increases. At this point in time, he will look to go collect CS from side lanes and split push. Send someone to match him in the side lane to prevent him from farming for free and taking turrets.

Once Ekko hits level 6, his kill pressure increases and he will look to go for kills. Respect his all in potential when his Ultimate R is up as he will use it to escape after a kill.

Ekkos biggest power spike is at two items (Protobelt and Lichbane). When he completes these items, he will become a one-shotting machine. Ensure there is vision around the map and do not walk in un-warded areas when you’re unsure where Ekko is.


Look for aggressive parts at level 2 that you are stronger than it at level 2. Look for aggressive parts when its dizziness is down. Fight it after it uses its dizziness that you will win a battle with it. After you have obtained your first element, just keep pushing it in and get turn plates. Look for roaming opportunities when possible.


Do not group very closely because it will allow Hecarim to get a multi-person Ultimate T that will help him and his teammates win the fight. Hecarims Ultimate T is about the same width as the paths inside the jungle. Try and avoid fighting in the jungle as it will allow him to get his Ultimate T on all your team. Hecarim can try to flank in team fights so he can get back with his Ultimate T.


This champion is quite motionless and is subject to CC. If they get caught by any CC, they will probably die. In particular, when she channels her Ultimate e she is vulnerable. Unlike many ADCs, she does not have a dash or escape ability. This can be a huge problem for her throughout the game. Miss Fortune is not very good in 1v1s and her outplay potential is not the best. Due to her Passive, she is rather weak in 1v1s unless she is in advance or can get a very good Ultimate e Off.


Its Ultimate R can easily be avoided by enemies who have dashes or tools of movement. If the enemy has a good positioning in the track, it will be very difficult for you to engage or use your E in the track. It is because your E can be blocked by minions if the target is not directly behind them.


Do not 1v1 Kai.Sa if you are alone as her Q will focus you. Fighting near minions will be useful as they will block some of her damage. Prolonged trades work for Kai.Sa thanks to her Passive. Try to keep the trades short so she can't activate her Passive on you.When you remember, especially when weak, make sure to keep an eye on your champion as Kai.Sa can try to finish you with her W. Do not shop until you have successfully recalled to ensure maximum safety.


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


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

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

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


One of Sion’s power spikes is at level 6 when he unlocks his Ultimate R. It offers him extra kill pressure and survivability.

Sion’s item power spikes depend on which build he’s going. He has two distinct build paths (damage and tank) and each spike at different times.

Less lane dominant champions should give him some space at level 3 as Sion can do a surprising amount of damage in the right matchup.


An additional point in his Ultimate R will increase his overall damage and allow him to use the ability frequently. He will help him massively during team fighting. His first ability will be maximized to level 9. This massively increases his damage, and his duel potential will be respectable now. His ability to disrupt team fighting and secure catches during this phase of the game is really high. Just make sure that he has an appropriate follow-up during all the in.


Once she reaches level 9, she will max her first ability. This is very impactful and will make Vex a lot stronger in lane.

At level 11, Vex will put a second point in her Ultimate R. She will be much more of a threat at this stage of the game.

In the mid-game, teams will start to group. Vex is good in team fights and she will be quite a big threat


Place vision inside and near his jungle entrances. This will reduce his usefulness and his ability to gank as your team can see him before he arrives at their lane. This will also reduce his ability to successfully use his Ultimate.

Fiddlesticks will be trying to powerfarm until level 6 where he gains access to his Ultimate. Try to invade him if you spot him on the opposite side of the map to delay his level 6 power spike.

Unless you can surprise him (such as attacking from inside a bush), it will be quite difficult to kill him alone as he will often use his Q and then run away. If you invade, try to stick to the bushes to make fighting him easier. Alternatively, team up with an ally and try to collapse on him.

As Fiddlesticks will be power farming, try to get your allies ahead by ganking as much as possible. This will make it harder for him to gank once he is 6 as they will be stronger.


The different weapon combinations available to you make you a very versatile ADC who can adapt to nearly any given situation (provided you don't fall back massively in the game).

The AoE damage on your Infernum UltimateRas well as the potential to CC an entire enemy team with your Gravitum Ultimate Rmakes you really good during team fights (especially in closed and clumped fights).

You excel in extended trades with slight variations depending on your weapon combination. Combined with the sustenance from items and your Severum, you can easily turn the tide of a fight if you manage to survive the enemy's attempt to kill you at the start of a fight.


Kog'Maw will have several objects during this phase of the game. This will give him a lot of damage to the enemies and will simply crush the enemy rear line during a fight. Kog'Maw is very squishy and can be killed quickly in the end of the game by assassins or enemies with tons of CC. He will have to rely on his team to help him survive. Getting 3 points in his Ultimate will amplify the damage of poke inflicted by the ability. It will be his important ability to treat the damage that should hit like a truck at this stage.


Try flancing in the team fights with your Q and t to access the enemy rear line and close them. Flank on the side instead of running directly to the enemy as they will be able to disengage or drop you. When no team fight occurs, go on a side track and push. It is important that you continue to grow during the middle of the game so that you can get your items as quickly as possible. Do not stay right in the middle if you can't get anything done. Avoid overextension or die alone. When you are dead, the enemy may be able to sit a goal, start a fight or secure the Baron or Dragon.


Poke the enemy relentlessly in this lane and use the lane brushes frequently to proc your Q on them. Save your Q active to send the enemy scurrying away from you if they all-in you.

Make sure that you set vision around the lane when possible. You may be a prime gank target before you hit level six, as you're pretty immobile.

Once you get your Ultimate R, your team fight impact should increase massively. Use the effigies and bamboozle enemies with surprise Ultimate R's on them.


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

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

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


A laner should always prepare for a Rek-Sai at level 3 because they are very likely to ruin one of the tracks. When Rek-Sai touches level 6 and unlocks its Ultimate r, it inflicts even more damage and can drag the majority of the Junglers without they escape. After Rek-Sai has finished his juggling, his pressure of death increases considerably. At this point, it will be difficult for you to fight it unless you are in advance in terms of articles and murders.


His waveclear and burst damage is impeccable. He can also keep poking the opposition with his W and set some Q turrets in the lane brushes/around him to prevent all-ins.

He can push up freely as long as he is in the cover of his Q turrets. These turrets, when combined with his E, can allow Heimerdinger to turn an enemy gank into an easy kill for him.

His Ultimate R provides him with a lot of versatility. He can use his empowered Q to take down turrets and enemies, his empowered W to take down low health enemies, and his empowered E to set a multi-man, long-ranged CC which can allow his team to follow up on his CC.


Dr Mundo has lots of sustain thanks to his Passive and the items he picks up. Make sure to invest in Executioner’s Calling or another item that inflects grievous wounds to reduce his healing.

In team fights, Ignite will help reduce his healing, so make sure you Ignite him as soon as he engages.

Crowd control is your best friend against Dr Mundo. If you can layer CC on him in a team fight, it will make it very hard for him to activate his Ultimate R and dish out damage. It will also reduce the healing from his Ultimate R if he activates it if you focus him down and kill him first.


Disengagement as soon as Taric has activated his Ultimate R so that the enemy takes damage. If a target is weak however, try to shoot them down quickly before the Ultimate R comes into effect. Taric has surprisingly good engagement and catch the potential with his E. Watch his positioning at any time so it's really hard for him to catch someone.


At level thirteen, his e and d will be maximized, and he will be able to look for peaks more often. The best place to do so will be in the unrewarded areas of the map and in the choking points. Once he reaches level 16, he will have 3 points in his Ultimate m. This increases the overall production of damage and will allow Jarvan to use the ability quite often. This will help his team to follow the fights with ease. Jarvan becomes really tanky during the late match. This allows him not only to be an activator for his team but also allows him to survive all the in and peel for his wears during important battles.


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.

After getting a kill, make the call for Baron or Dragon if your team is nearby and able to help you. Securing these objectives as a Jungler is crucial is in the mid-game.


Invest in early sustain and an early Executioner’s Calling. He will try to out sustain you, so you need as many resources to equal or counter his sustain in lane.

Look for fights when Fiddlesticks has an ability down. Preferably, his Q or W so he is unable to escape/ trade back with you.

Try and keep the minion wave closer to your side of the map. Fiddlesticks is quite vulnerable to ganks and by keeping the wave near your side of the map, he will have to overextend for farm.


Do not fight in the late game unless your Ultimate R is up. It is crucial that you only commit or look for fights when it is available as you’re going to miss out on a lot of potential kill pressure.

Your Ultimate R will be on a shorter cooldown in the later stages of the game. If you can find an opportunity to do so, use it to catch out someone who is isolated and alone, too far forward or way out of position.

Peel for your carries to keep them alive for longer. If your allies die quickly, there will be little chance that you will win the team fight.


Trendamere is not so good if it is behind and weak in gold. It needs a lot of gold and XP to carry solo in the later parts of the game. Whenever its Ultimate e is in decline, it is quite vulnerable which makes it (somewhat a little) weaker. Can be kited quite easily and is prone to disengage/CC in team fighting. This can make the team fight difficult for a Trendamere.


Jax should try to divide the thrust and the duel anyone if he is not too far behind. Jax's main point comes when he reaches the late match and has several items in his inventory. Now, he can actually 1 v 5 against the enemy team and get out on top. He can play a game of mind and see if he can catch the enemy carrying agriculture in the side track. The brushes in the jungle are great places to hide to achieve this goal. Since Jax can treat a lot of coherent DPS and is strongly the related article, he will be powerful once complete build. He should get a defensive element, however, as he needs to survive to actually deal with the damage.


Play safe in the early game. Cho’Gath needs time to scale and come online. Avoid fighting if possible.

Keep the wave closer to your side of the map early. This will make the laning phase so much safer.

Avoid trading with the enemy if possible. Even though you have good sustain, you can easily die if you try to fight in the first few levels. If the enemy tries to play aggressive, m them and fall back to safety.


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

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

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


Group and stay with your team. Go to ward when you know where the enemy is so you do not get picked off and killed before an objective spawns.

Look for picks with your Ultimate e. Nautilus can quickly force objectives or team fights with ease if he can catch someone who walks too far forward.

Peel and protect your allies as much as possible in mid-game team fights. If you let them die, it’s going to be difficult for your team to win the fight. After engaging, retreat and peel for your ADC.


A very good initiator for his team with the ton of CC he brings to the table. In addition, he also has a reliable form of poke with his 1, which he can use to overthrow enemies. His Passive is what makes him so dangerous. It allows him to easily CC and take several enemies with his Ultimate m and h. This allows his team to follow him easily. He is a rough track, and his poke allows him to easily beat melee matches. He can easily use this fact to his advantage and throw a snowball from his track.


In the jungle, focus on getting level 3 as quickly as you can. Your h will be really useful during duels, so use it properly. Fighting around bottlenecks can allow you to separate enemies from their teammates. Your e and e should allow you to block the enemy and shoot them down. Neutral goals need to be constantly secured by you. You are really good at doing so; so make sure you try to secure some of the other goals after a gank.


Your goal is to hit level three as quickly as you can. Once you unlock your abilities, you should be on the lookout to all-in the enemy whenever they extend beyond their safe zone.

If the enemy laners are playing safe, you should roam around and see if you can make plays elsewhere. The roaming becomes a mandatory thing once you get your boots as Alistar roams are very powerful.

During an all-in, always make sure you e the most important/most mobile target when possible. Always try to call your Jungler before you crash a huge wave into the enemy tower as you can set up a tower dive with your Ultimate.


Try to hit both champions and minions with your Q for maximum mana efficiency in the way. Disembarking from the outside of the vision is relatively easy as well. Your W and E will be instrumental to your combo inflamed in the way. Make sure you don't do anything terrible and use it carefully because your E is the only ability to save you from everything. Unlocking your Ultimate R will be an important step as you will now be able to break out enemies with ease. Just make sure you don't get CC'd while doing this.


Team up with your team during this phase of the game and make sure you can land consistent DPS on enemies. Your ultimate R should be saved for yourself, but exceptions are applicable if one of your doors is in danger. Use your W wisely during this phase of the game. This ability can completely change the result of a fight if you use it at a good time. An appropriate time would be to ruin the combo of complete damage of a mage by W 'ing them. During neutral, objective fighting, stay somewhere near your Jungler so that they are not taken off during or before a fight. Losing crucial goals will certainly lead to your loss if you are not careful enough.


Decide in the early game if you’re going to be proxy farming or having a traditional laning phase. Decide early but be prepared to switch it up.

Look to roam to the mid lane frequently once you push the wave. Singed is good at helping his allies if the enemy is overextended.

Keep a constant eye on the minimap at all times. Do not die constantly by trying to kill the enemy or proxy farming their minion wave.


It is important that you stay with your team in the late game. Do not move around the card or go anywhere unless someone is with you. Stand back from your team near your support. Avoid walking too far from anyone in the late game. Being caught will lead the enemy will be able to push his advantage and finish the game. Look at your positioning in the late game. Focus on the kiting and automatic attack of the nearest enemy champion. Avoid walking too far forward so that you are not taken out and focused by the enemy.


Three points in his Ultimate R will give him a huge peak of power. The ability will increase frequently, allowing him to use it defensively to get away from bad situations. His life flying combined with his damage during the end of the game will make him really good in team fights. She will just need to maintain an appropriate positioning and use his E at the right time. She will have several items during this phase of the game. It will allow him to deposit tons of damage.


Do not fight in the late game unless your Ultimate R is up. It is crucial that you only commit or look for fights when it is available.

Your Ultimate R will be on a shorter cooldown in the later stages of the game. If you can find an opportunity to do so, use it to catch out someone who is isolated and alone, too far forward or way out of position.

Peel for your carries to keep them alive for longer. If your allies die quickly, there will be little chance that you will win the team fight.


Try not to group too closely as this will allow Vladimir to get a good Ultimate e Off. By separating slightly, Vladimir will have to use his Ultimate e on fewer targets. Expect Vladimir to flank on the side in the team fights. Watch your flanks so that you find him before he is able to climb to the top of your team. If you don't already have, you need the reduction of healing on your portages to reduce his healing and support in the team fight.


Trundle is decent enough during the late part because it will have its articles and will be very tanky. Its damage production should be quite high as well. A maximum of Ultimate n will allow Trundle to take control of the fighting in an easy way. It can quickly become tankier or inflict more damage depending on the enemy it uses the Ultimate n on. Trundle is perfect during the team fights. It will allow him to quickly blow up squishy enemies and slow their escape/advances. His e et e should help his team and him a lot.


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


Poke Twitch does as much as you can. Avoid trading with him if you can- just poke him down. Once he has completed Lich Bane, he will win most auto trades, so avoid letting him trade back with you if possible.

After recalling, Twitch can enter the lane in stealth with his s. Avoid pushing up too far when you know Twitch has just backed as he may pop up and go for a favourable trade.

AP Twitch doesn’t deal a lot of damage in the very early game, but once he has completed his first item, he will win most trades. Avoid over extending at all costs if he is ahead.


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

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

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


His first games are quite solid because he can quickly E on the walls and catch the out-of-guard enemies. His damage is nothing to saw at either. Level 6 is a massive peak. He increases his overall burst of damage in the game, and he can easily bamboozle enemies by hiding himself. He can also use it defensively to avoid adverse situations. The first element should help him a lot with duels and his compensations. His release of damage will be really high during this phase of the game, and he can catch the out-of-guard enemies easily.


The longer the game goes and the more gold Tristana has, the stronger she will be. Reduce her chances of carrying by putting her behind in the early game.

In the right matchup and with an all-in Support, Tristana is really strong at level 2 or 3 when she has her W and may look for an early kill.

Once Tristana has completed her first item, she will be much stronger and able to trade more effectively. Do not overextend or push too far up in lane if she has the item advantage.


Quinn's Q is a powerful tool in the way. It can completely deny the ability to self-attack one or more enemies. Winning its E is a significant peak of power in the track. This ability makes it very slippery and a threat to manage. Getting its ultimate R unlocks Quinn's roaming potential.


At level 16, Rell will have maxed out her Ultimate R. This allows her to use the ability more frequently, making it harder for the enemy team to roam near unwarded areas.

She is exceptionally tanky during the late game, and her play-making potential is immense. All she needs to do is make sure that she doesn't go in without any follow-up damage.

Her pick potential skyrockets during this phase of the game, especially during fights near choke points. Her Ultimate R's short cooldown will help her secure multiple picks frequently.


Zoe will be looking for choices at the beginning of the team fight with her E. Try to stay as far as possible and away from her to reduce her chances of getting you to bed. She will be looking to delay a team fight while she tries to bring you down with her Q and get choices with her E. Fortifying a fight and not letting her lower you will make the team fight much easier. Sieging Tours will be difficult when Zoe is alive because she has a good clear wave.


Diana’s early game is rather weak, but she does have kill pressure on you if she is able to land her Q. If you meet her on the rift alone and she lands her Q, back off unless you can kill her.

Diana can start ganking after level 3 and will look to constantly gank post level 6 whenever her Ultimate R is up. Keep this in mind and try to gank as often as possible to make it harder for her to impact the map when she gets around to it.

Be aware of her level 6 power spike as it is huge for her. Keep track of her early through wards and try to delay her power spike for as long as possible by taking away her camps or killing her in her jungle.


At level 6, Sivir’s all-in potential increases. Avoid over-extending without vision post 6.

Stand away from the minion wave as much as you can. This will limit how much poking and pushing power she has.

Try and keep the wave closer to your side of the map, or even (without vision). She has good all-in potential and you’re quite immobile and prone to all-ins.

Limit auto-attack trades. Focus on poking her down and not taking damage in return. She will normally win auto-attack fights with you.


In the middle of the game, Blitzcrank, b will be on a cooldown a little shorter. This is very beneficial for Blitzcrank as it will allow him to use his b again and again if he misses the first hook b. As the teams will start to regroup during the middle of the game, Blitzcrank Ultimate d will be a very useful tool as it can silence several enemies at once. Silenting the right enemy or several enemies could provide his team with the time needed to dry the damage or reposition. Blitzcrank should have finished one or two articles by this stage of the game. It will be much more tankier that will allow him to absorb a lot of damage for his teammates.


Shyvana wants to power farm in the early game to get level 6 and unlock her Ultimate t and get her transformation. You can delay this by invading or trying to fight her early.

Thanks to her Passive, Shyvana will be trying to secure every Dragon. Make sure you keep them warded so you can spot her before she takes them for free.

Because Shyvana will not be ganking much, look to gank as much as you can in the early game to get your allies ahead.


Focus on electric farming. You will need to hit level 6 as quickly as possible to unlock your Ultimate e. Once you are level 6, keep an eye on the minicard and the enemy health bars. Whenever your Ultimate e is up, you will have the overall card pressure. Play safe in early play. You need time to come online and if you fall behind, you will fight for the farm and you will delay your first major power peak.


Foresix it is rather weak especially when its Q or t is in decline. Being mixed in nature, it can really not deal well with the varied wearer when its t is in decline. Diana is quite weak and needs time to come online. If she gets harassed by range, it will be difficult for her to close and reach her peak of power.


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.

After getting a kill, make the call for Baron or Dragon if your team is nearby and able to help you. Securing these objectives as a Jungler is crucial is in the mid-game.


Every time Anivias Passive fails, she is incredibly vulnerable to an all-in. Play safer every time he is on the cooldown. Pre-6, Anivia has a minimal threat in the way. She must play safe and wait for her level 6 peak power before starting to follow correctly. Focus on agriculture and play safe in early play. Anivia relies heavily on the mana throughout all stages of the game.


Level six is an important peak for Neeko as it gains access to its Ultimate R power. Team fighting will become really easy now. Its early play is pretty decent because it can get the enemies out of the range. Its E will be empowered if it can properly manipulate the minion wave. The first component will allow it to spam capabilities and not lack mana. It will also allow it to do a lot of damage in the way.


Getting to level 3 is going to be pretty important in this matchup so ask for a hard leash and quickly clear the Jungle. Once you're level 3, you can start ganking.

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.

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


Karthus is really good at the end of the game. His abilities will hit like a truck due to his articles. His Ultimate e will be pivot to win the game. Once he gets 3 points in his Ultimate e, he will allow him half-healthy enemies squishy easily. This means that all those behind the enemy team will suffer a lot. At this stage of the game, Karthus would have maximized his 1 and e. His release of damage in the team fights will be very high.


Zac has really long cooldowns on his engage abilities. Because of this, he can only really use them as an engage or escape tool once per fight. If you know he is without these abilities- try to fight him.

Keep the minion wave closer to your side of the map pre-6. This will make it harder for him to jump in with his E and should overall increase your survivability in lane.

Zac has really good roaming potential. If he goes missing, communicate with your team as he may be roaming to the mid lane.


Lux will not have many items and will hurt a lot due to her AP ratios. Any squishy who gets caught by her g will most definitely end up dying.

She will spike really hard at level 11. This is mainly because of her Ultimate n upgrade, which will increase the damage of that ability while drastically reducing its cooldown. The mid-lane brushes will be a good place to wait for unsuspecting enemies.

Lux is generally good during team fights, but she will excel when fighting in choke points. The enemy won't be able to do anything to avoid Lux's g and will be zoned out by her l poke.


Try to try to go for short exchanges against the enemy lantern by using your passive and r whenever possible. This will help you prevent all-in on yourself. Once you get your first component, your duel potential will increase considerably. Try to take part in more fights now to make sure you get an advance.


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


His first ability will be maxed out at level 9. This will give him a massive damage boost and will let him take over the mid-game easily.

Lucian is excellent during the mid-game as this is the time where he is the most powerful. He can get rid of squishy targets quickly.

At level 11, Lucian will be able to get his stage 2 Ultimate R. It can help him massively during neutral, objective fights and duels due to the amount of damage it dishes out.


Continue to pick up and secure jungle camps whenever possible. Do not fall behind in the middle of the game is crucial as a Jungler, so make sure to continue growing! As you are a Jungler, you must try to secure each Drake during the middle of the game. Get them and secure the Dragon soul for your team will increase your chances of winning the game. Look for choices with your team. If you can choose someone, make the call for Baron or Dragon to continue your lead.


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.


In the last game, Camille is good at choosing champions with his Ultimate R. It should be on a cool down low and if you are able to Ult R the right champion (like a cart), you could win the game. Although you have a good potential of choice, the enemy will start building defensive statistics that will make it harder for you to kill the carts on your own. Keep this in mind when you dive with your E. Although you will find it harder to kill carts on your own, you will be quite tanky and will suffer a lot of damage thanks to the items you buy.


2 points in his Ultimate e will allow him to use the ability quite frequently. He will be very deadly if he manages to use it from the fog of the war. Once Nautilus gets several articles, he will absorb a lot of damage while simultaneously helping his team to avoid damage. He can even ride reliable dive during this stage of the game. His first ability will be maximized to level 9. He will be able to g very frequently and make the strategy of death brush viable for his team.


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


Strong power peak at level two that allows him to throw an enemy down with his E, Q combo. This combined with his Passive and Invocative Spells can easily get him killed on a squishy target. Very good clear wave with his W, Q and Ultimate R. This makes him gain the really fast priority and he also helps secure goals with his Jungler. After six, he can practically an enemy with his combo while repositioning simultaneously with his E. His E also makes him quite slippery, which allows him to avoid the ganks with ease.


Kayle is at her weakest in the game early. Try to abuse her weakness by playing aggressively and getting murders. Putting her behind in the game early will reduce her ability to continue later in the game. Keeping the minion wave closer to your side of the card will force Kayle to extend for the farm. Once she goes up and tries to hit the last time, you can play aggressive and try the all-in. Once Kayle hits Level 6 and unlocks her Ultimate R, she will also become varied and she will find it easier to hit the last time.


Once Aumu gets tons of cooldown reduction, his Ultimate will be on a shorter cooldown. This allows him to gank more often and have more success when it comes to deganking. Depending on the construction, you will need either to invest in a armor pen if you are an AD champion, or a magic pen if you are an AP champion. If it will damage, you may need some defensive elements. As the game goes on, it will become stronger and stronger, and tankier and tankier.


Try to disengage and kite Darius when he engages in a team fight. Try not to let him ride to you or your allies as he can inflict tons of damage if he is within range to shoot e in. For AD champions, investing in a Calling Executer will help reduce his healing and survival in the way and in team fights. Do not stay in a team fight when you are weak as you could set up Darius for a Pentakill with his Ultimate e.


Taliyah has good pressure in early play. Make sure to place the vision in the river or at its jungle entrances to spot it before it is able to get a gank off. Post 6, Taliyah can gank from afar thanks to its Ultimate R. Try to place the vision in its jungle whenever its Ultimate R is in place. Taliyah does not have incredible control Dragon or Rift Herald in early play.


If you can avoid Morgana in a Q escarmouche, you should all of it as she doesn't have much else to offer pre-6. She is easy to kill if you can avoid her Q. Morgana will waste often early. Keep this in mind and try to counter her ganks when possible. Her objective control in the early game is pretty good. Keep the goals watched, or take them before she has the chance to do it herself.


When Fiddlesticks gets access to 3 capabilities, it's really hard to manage because they offer it so much utility. If you try to go for a whole in it, make sure to fight when 1 ability is missing. Once Fiddlesticks has his Zhonyas Hurglass, it allows his Ultimate R to really hit at home. If he channels his R and uses his Zhonyas, you can't attack him when he goes into the stasis. At level 6, Fiddlesticks ganks will become stronger and he's looking for gank constantly when he has his Ultimate Rup. Prepare for this and try to delay his peak of power for as long as possible through the invasion.


Stand behind minions at all times to minimize Q damage from Taliyah.

Bait out her W before engaging to avoid getting knocked back.

Her level 6 allows her to counter your roams, so consider roaming from the base instead.

Avoid standing in the minion wave after she gets her first item to reduce the damage taken from her pushing.


Look out for Vex’s Ultimate R as she can use it to pick enemies off. She can also use it again if the marked target dies.

Try and split up slightly so Vex cannot deal lots of AOE damage with her Q and E.

Baiting out Vex’s W with poke before initiating a fight could be very beneficial as she will miss out on the shield to protect herself with. Her damage output will also be reduced too.


Jax is susceptible to disengage, CC and poke. This can make team fighting difficult for him.

If Jax doesn’t get an early lead or cannot help his allies, he will fall behind and not be very strong in the later parts of the game.

If the enemy starts to build defensive items, it is unlikely that he will kill any of the enemy team carries.


Zeri's first power peak is at level 3 when it unlocks each of its basic capabilities. It will be relatively strong at level 3. Its next power peak will usually be once it unlocks its first component element because it allows it to go for more favorable trades with the enemy lantern. At level 6, Zeri will unlock its Ultimate R. It is a good peak for Zeri and it will allow it to win all in even in the hardest matchups.


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.


Use the lane brushes to get an edge on the enemy laners. You can easily CC and poke them with your basic abilities as you will be hidden.

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

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


Diana has a unique game style when it comes to agriculture and commerce during the start of the game. Its impact on the wave is strong and she will tend to push the wave with her. Try to engage and fight it when her s is on the cooldown. Diana is dependent on landing her Q for the all-in. Try to step back if she lands to reduce her chances of following with her t and trade.


In the early game, try to keep the wave closer to your side, but don't let it bounce back. If it bounces, it can look at all of you. Keep the wave outside of your turn. In early play, try to keep the trades short and soft while keeping an eye on its bar if it is disassembled. Look for short, slippery trades rather than extended trades (regardless of the status mounted/demounted) as it is where Kled shines. Kled's second Q applies serious injuries, so try your best to escape the leash if his Q lands on you because it reduces your healing and survival. Walk backwards and out of reach, then reconnect with it once it has disappeared. While Kled when his W is about to cool as it is a large part of his damage.


Your champion is weak in the early game. Avoid fighting until you have a few levels behind you. Once you have an article and a few levels under your belt, you can look for skirmishes with the enemy. Focus on agriculture and pick up as much farm as possible in the early game. This will make you more than one threat in the later parts of the game.


Do not fight with Urgot at level 1 because he will have all his gun knees ready and he can quickly bring your life to zero if he can take them all. Try to avoid Urgots Q and E in the laning phase. They both have long cooldowns and you should chat with him when they are down for a better chance of going out ahead. Try to stay more than 25% healthy at all times. This will increase your chances of winning the way and surviving. If you are lower than that, he can just use his E, auto once and then you end up with his Ultimate R.


He will have his core items by now, which means he will have a lot of mana and spam his Q and W.

Multiple points in his Ultimate R will allow him to use the ability frequently and make crucial picks. His silence will be invaluable as well.

Malzahar is quite good during team fights as he can silence enemies and can lockdown high-priority targets effortlessly.


Once Aatrox reaches level 9, its Q will be maximized. The reduction of cooling time and additional precipitation will mean that this capacity is on a very short cooling time. During the middle of the game, Aatrox will have brought elements that will reduce its cooling capabilities. Through levels 9-13, its capabilities will be on a very short cooling time. When Aatrox touches level 11 and puts two points in its Ultimate R, it will be a serious threat to the enemy in team fighting. Fight around your Ultimate to do a ton of damage and survive team fighting.


Always look at your positioning during the laning phase. Try and stay at maximum distance so it is more difficult for her to root with her E. This will also make it harder for her to get a good R Ultimate as she has to close the gap in order to stun you. Stand outside the minion wave at any time if possible. This will make it harder for Neeko to push you and poke you at the same time with her Q. Once Neeko has its Ultimate R, her death pressure will increase. Make sure to come back when she is low whenever she has her Ultimate R.


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

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

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


ChoGath is still and has a very big hitbox. This makes ChoGath easy to invade and smack with Rek-Sai pre-6. Stay ahead of him even if he Flashes, his hitbox is so big that you can get him up. Avoid trying at 1v1 ChoGath after level 6 because Rek-Sai has a much lower chance of winning the 1v1 because of ChoGath. Instead, put him in place to be caught with your teammates because he has so little way to get away from other champions. ChoGath-Sai has a huge advantage over neutral goals like Baron or Dragon with which Rek-Sai can't compete. Take extreme care when ChoGath is close and avoid neutral goals unless ChoGath is dead, ignorant or in a far area. ChoGath has an extremely weak and linear gank model.


Quinn is an early game bully and will try to harass and poke you as often as she can. Try and stay outside of her auto-attack range and be prepared to sacrifice some CS for XP so you don’t fall behind.

Once Quinn hits level 6, her kill pressure in a trade doesn’t exactly increase as her Ultimate R is a utility tool. However, her ability to roam does. If she leaves lane, ping your teammates so they know that she is missing.

Keeping the minion wave closer to your side of the map in the early game will allow you to get gold and XP without fear of Quinn zoning you away and denying you farm. Post 6, you shouldn’t be freezing as it will give Quinn an opportunity to roam.


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.


Rengar will try to cheese at level 1. Do not walk in the track unless it is spotted too wisely, it will jump on you from a bush. It is really good after the laning phase has finished because it can get peaks with its Ultimate R. Avoid walking around Rift Invocators alone otherwise it can try to catch you out of position. Standing down the track at any time will facilitate laning against Rengar. Avoid standing near the bushes as it will be able to jump out of them.


Zac is decent enough during team fighting, especially if he can use the fog of war to his advantage. He will be able to multiple CC targets and completely decimate the opposition if they are not careful. The obtaining of two points in his Ultimate R will increase the overall damage he deals with and will decrease the cooling of capacity. This means that Zac will be able to look for peaks more frequently. At level 9, he will have his first maximum ability. He will have a massive range advantage from now on and will be able to run roams effectively.


It is rather squishy and easy to kill. Its Ultimate R is slow and easy to avoid. Not very strong in early play, which leaves it open to ganks and pressure from the enemy.


When you're not looking to commit yourself, then step back so that it can't attack you automatically. Until Lulu uses his E before fighting or throwing is a good way to get out of the front. Try to lure that ability and then play aggressive as it cools. Post 6 and when Lulu gets his Ultimate R, his survival increases a lot. Keep in mind that it's going to be hard for you to kill her when her Ultimate R is up. Don't commit to the whole unless he comes down or she comes out of mana.


Malzahar is not very strong in early play and can be made weaker by destroying his passive shield every time he gets up. As soon as he gets it, pop the shield must play even safer. Malzahar will seek to push the wave constantly once he has an object. Avoid standing inside the minion wave at any time so that he can't sting and push at the same time. Once Malzahar reaches level 6, you will have to play more respectful than he will tend to get ganks once his Ultimate R is in place. Every time he has his Ultimate R up, make sure you have quarters in the river so you can spot the Jungler before they reach your path.


Depending on Karma’s build path, she may spike earlier rather than later- and vice versa.

Karma has a potent early game and is quite strong from levels 1 to 3. Try to not let her poke you too much by hiding in between the minion wave and backing off when she moves forward.

Remember that Karma has her Ultimate a at level 1 and can dish out lots of damage if you’re hit by her empowered Q.


The Pantheon's beginning game is incredibly heinous. Expecting it to play aggressively at level 1 or 2. Unlike most Aggressive Supports, Pantheon's level 6 is not only good in 2v2 skirmishes in the lower track. However, it has good roaming potential and can help its allies from afar. Pantheon will always be a threat when his W is up as he can use it to stun you. Playing towards the opposite side of the way to make it harder for him to engage with you.


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

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

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


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

Your level 6 is far superior to theirs. Look to gank whenever your Ultimate is up.

Brand has good objective control, so prioritise taking those objectives when you can.

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


Deny Garen’s Passive by auto-attacking him whenever possible. This will reduce his sustain in lane and make killing him easier.

Garen’s E deals extra damage to lone targets. You can mitigate the damage by fighting beside your minions. They will also start focusing him if he auto-attacks you.

Try and stay at max distance at all times against Garen. This will reduce his all-in potential. Additionally, by standing at the maximum distance possible, he will have to waste his Q to get in range of you to trade. You can capitalise on this and look to trade with him while it’s on cooldown.


Varus has a good selection potential with his Ultimate R. Avoiding too extensive or being within reach of him when he was sitting in the middle track as he might be looking to start the fight. Choosing Varus before a team fight is very effective. Bursting is one of the best ways to do it because he is rather squishy and still because of the lack of a dash or ability to escape. Varus will try to delay a team fight as long as possible while harassing with his Qs and Es.


Another point in his Ultimate R will allow him to 1 v 1 target quite frequently. He should be able to secure the choices even now. He is quite decent during the fights at the end of the game, because his AoE abilities will do a lot of harm. His survival is just as appreciable. His tankness will be massive during this phase of the game. He should be focused on absorbing a lot of damage for the enemy team while simultaneously dropping enemies when possible.


Purchasing more items will increase her damage output significantly. She should try to abuse her laner early on with her basic abilities.

Her W should provide her with a lot of vision while roaming around in unwarded territory. The attack speed increase is very potent, as well.

Her Q will come in very handy in fights that occur in tight spaces. She can quite possibly land a five-man blind, which will be huge for her team.


Xin is vulnerable to CC during team fights, don’t ignore him. Focus him down when he engages.

As he is a strong skirmishing champion, he will look for picks on enemies who are walking around Summoners Rift alone. Avoid walking in area’s that are unwarded unless you know where Xin Zhao is.

Whenever Xin Zhao’s Ultimate R  is on cooldown, he is incredibly vulnerable. Force team fights when his Ultimate R is down to increase your chances of winning the fight.


He will have his core items by now, which means he will have a lot of mana and spam his Q and W.

Multiple points in his Ultimate R will allow him to use the ability frequently and make crucial picks. His silence will be invaluable as well.

Malzahar is quite good during team fights as he can silence enemies and can lockdown high-priority targets effortlessly.


Depending on what level you take your W your first power spike is when you hit level 3 or 4. While the W won’t help you in 1v1 fights during the early laning phase, it will allow you to help your Jungler if they need you for a potential early scuttle crab fight.

Once Aurelion Sol has completed his first item, he can look for more favourable trades with the enemy. Whilst around your W, you should poke the enemy down and then commit to an all-in once they’re low.

Aurelion Sol’s main power spike his at level 6 when he unlocks his Ultimate. It offers him a lot of additional damage and can be used in conjunction with his E to CC the enemy. It also helps him in roams too.


Another point in his Ultimate n will increase his overall damage and allow him to squabble more effectively. Team fighting will be a breeze for him. The first ability will be maximized to level 9. This will help him to reduce a lot of damage to enemies that he manages to get his hands on. During this phase of the game, several articles will allow him to flatten a lot of damage while surviving fights with ease.


Her late game is phenomenal as she can peel for her team for days. No one can come close to her team as long as her W and Ultimate R are up.

Lulu's Ultimate R at level 16 is a force to reckon with. It will be challenging for the enemy team to eliminate Lulu's team due to the short cooldown of the ability, and killing Lulu will really become next to impossible.

Lulu will be full build by this time in the game. Her shielding potential will be out of the world, and she can enable her entire team if she manages to use her abilities properly.


Just try to go for all-in with your Q & E track brushes whenever possible. The goal is to stay out of sight and catch the out-of-guard enemy. Once you get your Ultimate R, you will be able to set up parts from a long range. Make sure you time your second Ultimate R proc properly. If the enemy team is heavy on CC, make sure you use your W in time to completely deny the CC and continue with your all-in.


His W can help him escape or close the gap between him and his targets. When it comes to glove, it's a great way to close the gap. Zed has a good all-in-one potential and is very strong when he unlocks his Ultiamte R. However, Zed can start to glove from level 3. Zed has a healthy and fast clear thanks to his W that will help him inflict more damage to the camp when he is combined with his Q and E.


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

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

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


Similarly to level 6 and 11, Elise doesn’t spike too much at 16 when she puts a third point in her Ultimate.

In the late game, Elise’s E will be on a short cooldown. This allows her to look for more picks and potentially win her team the game.

The more items Elise gets, the stronger she will be. However, in the late game it will be harder for her to kill the enemy as they will be tankier.


Focus on unlocking all your abilities before you start ganking around the map. This will give you the much-needed damage and burst to decimate enemies quickly while saving yourself if things go awry.

Always gank enemies who are overextended and try to use the river element to CC multiple targets when possible. Once you CC someone, burst them down before moving on to the next target.

Your Ultimate R should allow you to make a lot of plays all around the map. Any fight around congested areas should be an easy win for you if you land your Ultimate R.


Keep looking for choices as much as possible. Stay with your team however, as you do not want to enter without them. Due to your low cooldown on your Ultimate in the end of the game, make sure to actively search for games and isolate the enemy carriers. Stay with your team at all times, and peel and protect for your allies.


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


Delay a team fight as long as possible while you push and harass the enemy with your b & e. Once the enemy is low, you can engage in combat. When no team fight occurs, go on a side track and push. It is important that you continue to cultivate during the middle of the game so that you can get your items as quickly as possible. Do not stay right in the middle if you can't get anything done. Avoid overextension or die alone. When you are dead, the enemy may be able to sit a goal, start a fight or secure the Baron or Dragon.


If you wanted, you could get some early healing reduction elements to help reduce the healing of Sona. It will kill them much easier too. Make sure that the minion wave is positioned closer to your side of the map so that your Jungler can gank your way and easily kill Sona. Their Ultimate offers them a ton of extra pressure to kill. Play smart and remember when you are weak so Sona can't use their Ultimate to run you.


Pretty strong duelist during the early game and can 1 v 1 any opponent Jungler with ease. The dueling power increases significantly if he has his Red Buff.

Really good Objective control due to his rapid map movements and camp taking abilities. He can take early Dragons quite easily, especially if the enemy team has no form of vision on it.

His pick potential during the mid-game is quite massive. He can work with his Support and E to get some free kills and snowball his lead.


If you invade Nunu, do not fight him when he is near a jungle camp as he can use Q to gain a health advantage. Ideally, fight him when he is in the river or not near a camp.

Nunu can easily solo the Dragon at level 4 and after. Be prepared for this by having the Dragon warded at all times and by always taking the bottom side Scuttle Crab.

At level 6, Nunu can channel his R. When he does this, make sure you cancel or interrupt it. If you can interrupt his channel early, his R will not deal a lot of damage and it could save you or your allies life. Cancel his R with CC.


When your team doesn't want to fight, divide the push and apply pressure elsewhere on the map. Avoid team fighting during the middle of the game unless you have your Ultimate R up. When it's on the cooldown, you'll miss out on a lot of support and damage, so it's vital that you play around this cooldown of abilities.


A maxed-out Ultimate R will let Neeko use the ability quite frequently. All she needs to do is find a flank on the enemy team.

Her late-game team fighting is really potent. She can disrupt an entire team with a well-placed E or Ultimate R.

Her damage during the late game is absolutely massive. One E > Q combo is enough to half-health any squishy target.


Once Yasuo hits level 11, his Ultimate R will have two points in it. This will allow him to deal more damage and will also let him deal with tanks more efficiently as the game goes on.

At level 9, Yasuo will have maxed out his r. This is an excellent power spike for Yasuo as his damage output increases massively and his r tornado poke increases drastically. The lane brushes will help you a lot with this as well.

His mid-game power spike is dependent on his team comp as well. Yasuo will be able to do a lot more in the game with ease if Yasuo's team has a form of knockup on any of their champions. Having a Jungler or roaming mid-laner with a knockup will make Yasuo's laning phase very easy.


In team fights, try to lock Kog’Maw down as quickly as you can. This will reduce his ability to deal lots of damage with his e and auto-attacks.

At times, Kog’Maw will be left alone with his Support in the mid lane. You can abuse this by ambushing the two of them when the enemy is split up around the map. From there, you can take objectives in the mid lane.

Positioning is key for Kog’Maw. If he mispositions or walks too far forward to harass, make sure you capitalize on it and take him down.


If you invade Cho-Gath, wait for him to use his abilities on the camp before launching the engagement. Cho uses these abilities to help his clear, and he is weaker when they come down. Keep the Dragon and Rift Herald monitored as much as possible because Cho-Gath can take these goals through damage to his Ultimate t. Try and take them before he can.


Focus on getting your basic items during the middle of the game. This should be pretty easy if you prioritize agriculture during early play. Choosing enemies should be really easy during this phase of the game. It is suggested to work with your support so that you can capitalize on the placement of vision and withdrawal as well. Always look for flanks during team fights. This will help you separate the enemy backline from the front line and you will be able to get the squishies out of the fight quickly.


Whenever Samira has max style points, she will be able to use her Ultimate R. Avoid trading with her when she has max points. At level 6, Samiras kills pressure increases as long as she has max style points. Be careful that she can look for an all-in when she is at point A. Samira is at her weakest when she is out of mana or out of style points.


Another point in his Ultimate b will seriously tip team fights in chokingpoints in his favor. All he needs to do is time it well and drop it at the appropriate places. He will now have several items at his disposal. This means that his damage will increase considerably, and it should have an easy time to melt through the enemy health bars. The presence of Rumble during mid-game fights is really fabulous. He should be able to win several fights just by using his Ultimate b correctly.


As it lacks any form of varied engagement potential, it is really weak against the various enemy champions. It counts on the side of the enemy team of the side line. If the enemy team manages to put the right vision, the game plan of Garens will collapse and it will be useless especially if your team managed to place it behind early. Due to it having several constructions, the efficiency of Garens can vary from one game to the next. If he decides to go for the complete AD construction when his team lacks a front line, he has not been able to do anything if it is handed over. This should be a good signal for the enemy Jungler/team to camp whenever possible.


Viego's skirmish power is quite high in the game of the time. Keep this in mind by trying to 1v1 him as he is pretty good early. Viego's level 6 is very good. He will often go for incredibly aggressive games with his Ultimate R. If he takes the body of a fed enemy champion, he will be extremely difficult to manage. However, if he takes control of a weak champion, he may not be so great of a threat.


Once Kha-Zix reaches level 6, he can upgrade any of his abilities thanks to his Ultimate R. He will be much more powerful and better at the skirmish once he has an empowered ability. As Kha-Zix is a murderer, he is really good in the last stages of the game and in the middle of the game. At that time, he will try to take the card and the snowball. A Kha-Zix completes his first element, he will seek to fight more often and go for more ganks/invades.


During the mid-game, all you need to do is look for picks all around the map. This is the time for lane swaps so it should be easy for you to get kills.

Target immobile carries as much as you can. They can't do much to save themselves and you will be able to escape using your Ultimate R.

Look for flanks on the enemy team and see if you can catch them off-guard by using the fog of war. This will make team fights really unfair for the enemy team.


Xin is vulnerable to CC during team fights, don’t ignore him. Focus him down when he engages.

As he is a strong skirmishing champion, he will look for picks on enemies who are walking around Summoners Rift alone. Avoid walking in area’s that are unwarded unless you know where Xin Zhao is.

Whenever Xin Zhao’s Ultimate R  is on cooldown, he is incredibly vulnerable. Force team fights when his Ultimate R is down to increase your chances of winning the fight.


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

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

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


Fiddlesticks wants to poke and stay safe in the game very early. He's not very strong, so his job is to survive early. Fiddlesticks first power peak is when he reaches level 6. Unlocking his Ultimate R offers him an additional pressure to kill in the way and will allow him to start looking for aggressive parts. After Fiddlesticks finished his first component element, he will be a little stronger and can start to exchange more aggressively with the enemy.


Yasuo is really strong once he has 100% chance of writing. Thanks to his passive, he can arrive at this stage quite quickly. Once Yasuo is level 6 and unlocks his Ultimate R, his pressure to kill increases. You should play respectfully whenever his Ultimate R is standing as he can quite easily kill you. Yasuo is really good in team fights if he is chosen in a team with several knock-ups.


Nunu's early game is quite strong as he can gank enemies frequently while staying relatively healthy due to his Q.

Level 6 is a massive spike as it allows Nunu's ganks to be more effective. He will also be a better team fighter and deal tons of damage.

His objective control prowess is next to none. One can be sure that a good Nunu player will never lose any objective fight in the game.


Very immobile and hence is vulnerable to layered crowd control. He can’t push up freely unless he already knows where the enemy Jungler is, otherwise, he will just be killed.

His E is his only source of self-peel. Misusing it makes him way more vulnerable to all-ins and can probably get him killed almost instantly if the enemy laner has some form of blink or ranged crowd control ability.

His Ultimate R roots him in place, making it very easy for enemy champions with ranged crowd control to interrupt his Ultimate R and get on top of him along with their team.


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


When you're not looking to commit yourself, then step back so that it can't attack you automatically. Until Lulu uses his E before fighting or throwing is a good way to get out of the front. Try to lure that ability and then play aggressive as it cools. Post 6 and when Lulu gets his Ultimate R, his survival increases a lot. Keep in mind that it's going to be hard for you to kill her when her Ultimate R is up. Don't commit to the whole unless he comes down or she comes out of mana.


A supertank that has a ton of CC integrated into its kit. It can act as a very good front line for its team and can also peel targets from its aircraft carriers. Its ultimate R can allow it to engage at a great distance. It is extremely beneficial when it is used out of sight, or when enemies are near a wall. Provides a lot of vision with its E, which also makes room for the control of the brush. Combine its slow E with its W, it can practically choose a target and CC for a while while while its team has just followed it.


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

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

Aatrox has good skirmishing potential and can 1v1 most champions, especially if he can fight them when they have an ability on cooldown.


Zed will start crashing as soon as he reaches level 3. Expects that he will go for the early ganks to get the murders. Every time Zed hits level 6 his death pressure increases once again and he will seek to go to kill every time he has his ultimate R available for him. Expects that he plays aggressively once he gets the higher level. Zed is pretty good in the middle of the game because he will have 2 articles and will be able to assassinate any squissy target he comes into contact with. Avoid walking in areas where you know that Zed is or has been in recently.


It is important that you try to take these goals whenever possible to give your team an advance. Once Ekko enters, it doesn't have a lot of left. So, you can abuse that that you are a good against ganker. Playing around your Ultimate is crucial in this matchup. Try to make plays whenever you have your Ultimate at your disposal.


When grouping, do not let Nidalee poke you down with her s. Engage as soon as she overextends to throw a Spear s.

Nidalee will look to assassinate targets with her s who are walking around Summoners Rift alone. Avoid splitting up and being alone if the enemy Nidalee is ahead.

CC is your best friend when it comes to handling Nidalee in team fights. As soon as she jumps in with her k, CC her and lock her down.


Level 16 will see Sylas procuring a fully maxed out Ultimate R. The power of his Ultimate R will still depend on the enemy team comp, but he will be able to use more ultimates in a given time.

His damage will be really significant during this phase of the game. The burst damage he can deal will completely catch enemies off-guard and ruin their chances of winning the game.

Sylas is quite decent during the late-game fights as he can deal tons of damage and heal himself for massive amounts at the proper time. It will let him separate the enemy front line from the backline and help his team a lot.


At level 1, play respectfully. If he takes W at level 1, he may look for an early engage and force you to blow your Flash. He tends to do this against utility Supports when they walk forward to harass.

Play towards the opposite side of the lane at all times. This will make it harder for Rakan to get a successful engage on to you or your carry.

If Rakan misses his W, you should try to abuse the cooldown and play aggressive. Getting him low will make it incredibly hard for him to use his W for the second time.


Her overall power increases with the number of drakes she has captured during the early and the mid-game. Hence, she must prioritize them.

Level sixteen is a decent power spike as well. It will bolster her Ultimate t's damage in the game, and she can blow up enemies with ease now.

Her overall strength will depend on the build she goes for. She can either blow up enemies from far away with her AP build, or she can dive into the enemy team and act as a bruiser.


Galio's Ultimate R will really shine during this phase of the game as he can now impact team fights whenever that ability is up. Additionally, it works really well when his target is the one who must go near the enemies to attack them.

At level 9, his Q will be completely maxed out. This will give a massive boost to his damage and wave clear. In addition, he can now help other laners out frequently and keep his wave shoved in at all times. He will also be able to poke enemies from the lane brushes.

Galio will have his core items at this point. This is beneficial for him, and his team as his overall damage output and survivability will be higher.


Malzahar has a great potential of choice with his Ultimate R. Picking a champion could win you the game! Malzahar has a shield that will protect him from incoming damage. This increases your survival in the way. You have a great clear wave thanks to your Q, W and E. Once you have an element behind you, you can constantly push the enemy in their turn.


Don't hang on or stay tight in the team fights against Twitch while her Spray and Pray c will melt you. Spread out and look for a way to blow it up once it turns out. Twitch will often get close to your team after coming out of its s. Once he has left it, try to shoot it as quickly as you can.


The tenacity of Tahm in this phase of the game will be extremely high. He will be a reliable activator and will be able to easily peel for his team as and when necessary. Level 16 will give Tahm Kench a considerable boost in his damage. He can easily duel enemies, incredibly squishy champions in the side track. Tahm Kench's abilities will have a very short cooling on his abilities. This means that he can easily secure choices on anyone. Poke damage on his Q is just as respectable.


Its passive with its Q allows it to do a lot of damage to both the squishies and the tanks while allowing its team to do what they want. Its W is the most important ability in its kit and it can completely cancel any form of damage and CC with this ability. The fact that it can block the damage of the Ignite tick itself can be tilted for its enemies. When it is used correctly, it can even CC a group of enemy champions by running against any source of enemy CC. If it manages to find someone separated from their team, it can one against one easily, even if it is behind. This is due to the amount of damage that it can pull out with its Passive and Ultimate R. These choices can easily allow it to pressurize and take part of the card.


Janna is a very mobile champion thanks to her d. This allows her to escape sticky situations easily.

She is a lane bully and can easily poke and harass the enemy over and over again. An aggressive Janna can solo win the bottom lane.

She provides a lot of healing and shielding for her allies which is very beneficial as it will keep them alive for longer in fights.


Jarvan’s level 2 all-in is pretty good. Once he unlocks both his d and e, he can look for a favourable trade.

Depending on his build path, he can either deal a lot of damage, be incredibly tanky, or offer his team a lot of utility. It all depends on his build! This makes Jarvan incredibly versatile.

His Ultimate m is really good in team fights as it can lock down multiple enemy champions at once.


A good Camille will be able to play around her Ultimate R regularly. Once you have a second point in it, you should be able to get more killers with it. Make sure you constantly look for the coins every time your Ultimate R is up. At level 9, you will maximize your Q. At this stage of the game, your potential 1v1 is incredibly high. Don=t be afraid to look for 1v1 fights. You will have several completed elements in the middle of the game. After your first article, you will be much stronger, and when you have 2, you will be a fierce opponent.


On getting his Ultimate R maxed out, he will be able to deal massive amounts of damage and can completely decimate squishy targets. He will also be able to pick enemies for his team with his Ultimate R.

His 4th shot will hit like a truck during this phase of the game. This means that squishy enemies will never be safe, especially when Jhin is properly peeled by his team.

His damage output and kiting potential will increase in the late game due to his items. This also means that he will be pivotal towards securing neutral objectives.


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

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

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


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 the retreat 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 Q. Karma does not have a peak as well as other Supports at level 6 as she already has her Ultimate has at level 1. You can use this to your advantage to kill her at level 6.


Level 6 a significant power spike for Jhin as he can now put the final nail on the coffin of targets who managed to escape with a sliver of health. It will also allow him to pick off enemies with his Ultimate R slow.

The first item component will allow Jhin to do a lot more damage to enemies and will bolster his fourth shot effectiveness. It will help his overall laning phase by a lot.

Jhin's Q is both his waveclear and primary damage ability. Putting additional points in it will make it more powerful, and enemies will take a lot of damage if the early Q grenade bounces kill the designated target.


His tankiness will be really high during this phase of the game due to his items. That, combined with his W, will make him nearly unkillable and allow him to soak a lot of damage.

A fully maxed out Ultimate R will further bolster his all-in potential and overall damage dealt in the long run. It will be a massive power spike for him as he can secure easy picks with it.

He is terrific during late-game team fights due to his Q and Ultimate R. His effectiveness increases if he manages to find a flank on his enemies or land his Ultimate R on a bunch of enemies clumped together.


At level 6, Vex will unlock its Ultimate R. Its pressure of death and pressure take increases considerably at this stage of the game. The more golden Vex is under its belt, the stronger it will be. Respect its release of damage after recovering its first component. When Vex completes its Mythic element, its clear wave and poke in the way will become devastating. Watch for your positioning and stay out of the minion wave.


Nasus is very low early and can't spoil at all until he has a lot of levels under his belt. When he reaches level 6, Nasus is killed the pressure increases and he can start duplicating the enemy. His survival against the invasions will also increase! He can start to waste after level 3/4 depending on whether he puts his first point in his W.


Nocturne is a great assassin who can come out on anyone who walks alone around the card. This makes his potential of choice incredibly high. Has a quick and healthy clear. This makes him a Jungler who can hold their own and farm a storm and get their article and level power spikes relatively fast. Nocturne is easy to learn and does not take hundreds of games to learn like some champions in the game.


Nami has lots of poke thanks to her W and E. This can allow her to poke the enemy down and win trades with ease. She can also use her W to heal herself back up if a trade goes poorly.

Has lots of kill pressure in the laning phase and in the mid game with her Q and Ultimate R. This makes her a huge threat in team fights.

Can keep her allies topped up with HP thanks to her W and the items she will pick up. This increases her allies ability to deal damage and survive team fights.


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


Focus on power farming. You will need to hit level 6 as quickly as possible to unlock your Ultimate e.

Once you’re level 6, keep an eye on the minimap and the enemies health bars. Whenever your Ultimate e is up, you’ll have global map pressure.

Play safe in the early game. You need time to come online and if you fall behind, you will struggle to farm and you will delay your first major power spike.


Hold on to your CC abilities until Katarina has engaged. If you can interrupt her as soon as she channels her Ultimate R, her damage output will be low and you’ll have a higher chance of winning the team fight.

Avoid fighting in areas that are tight and enclosed. Katarina has insane AOE damage and if your team is grouped closely together, she will be able to melt you down. Try and fight in areas that leave your team split slightly apart.

Forcing a team fight when Katarina’s Zhonyas is down is a good way of taking her out of the team fight quickly. This will reduce her ability to take over the team fight with her resets.


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