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.


Cho=Gath is powerful at level 6 because it is able to inflict real damage with its Ultimate t. Always consider its damage results whether it is built as a full tank or AP. Cho=Gath becomes stronger and stronger than the game continues. Try to close it to make it useless in team fights, or finish the game as quickly as possible so that it can not become a mega tank. Every time he has his m or e up, his survival and self-pleasure are greatly increased. Wait for him to use one of these abilities before he engages or fights him.


As Kennen is a ranged champion, when playing as a melee champion, don’t let him poke you down with his 1 or basic attacks. Be prepared to sacrifice some CS for XP.

Kennen has a versatile build path. Keep an eye on which build he is going for and build items to counter it accordingly.

Extended trades will benefit Kennen. Try to fight him when he’s low on energy or has no stacks to stun you with.


His early game ganks are decent, but he should be focusing on enemies who are wholly pushed up. This way, she won't have to rely a lot on his CC to win the game.

Level 6 is the kidnapping power spike which will allow Skarner to win games easily. All he needs to do is lock down the highest priority target and get them to his team.

The first item component will allow Skarner to clear his camps quickly as well as increase his chances of winning 1v1s with the enemy Jungler.


At level 16, Varus will be able to add 3 points in his Ultimate R. It will increase the damage dealt by the ability while simultaneously reducing the cooldown.

Varus will have a lot of items during this stage of the game. This will let him dish out a lot of damage, and his burst potential due to his W will be phenomenal.

Varus is excellent in team fights due to his Q and Ultimate R. A good Ultimate R can literally allow Varus' team to win a significant battle with minimal effort.


During the middle game, you will want to shove the wave in and then work with your teammates to pick off enemies when possible. Your Q should help you a lot with that.

Getting a Zhonya's Hourglass will amplify your all-in potential, and you will be able to dish out humongous amounts of damage without taking much in return.

Neutral Objective fights should be your bread and butter as your Q, W, and Ultimate R will completely shut off paths for the enemies to even get close to the objective pits.


The more the game goes, the stronger Senna will be in the team fights. Try to put an end to the game as quickly as possible so that she is unable to be really effective in the middle of the game. Close Senna as quickly as you can in a team fight. This will reduce her ability to bring you down, inflict damage and win the fight. If you can't close it quickly, you might need to flank her and attack on the side. Play around Sennas Ultimate R. If she uses it, you have a long cooldown to abuse her and her team.


Janna is very strong once she has a few points in her d. This can make it difficult for you to trade against her when she has her d available because she can come forward. Go for all the ins rather than short trades. Once Janna has her Ardent Censer, she will become really heinous in the way and look at poke whenever her d is available. Try to engage on her as soon as possible and don't let her lower you. Janna will always be strong once she has her d because he provides so much utility for her and her team. Watch to play hyper aggressive when she hasn't available to increase your potential to kill in the way.


Its ultimate R can stop the enemy in their tracks during a team fight. It is very versatile and can keep its allies alive for longer and completely mitigate the damage. Taric, W provides its portage with bonus resistances that can be really beneficial in the long term because of usually not wearing any defensive items, especially in the lower elos. To a crazy amount of cheese potential thanks to its E. It can go into the enemy jungle, surprise them and then take them down.


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.


Once Neeko has her Ultimate R, her death pressure will increase. Make sure to come back when you are low when she has her Ultimate R up. Neeko can do a lot of burst damage if she is able to land her E on you. Position to the opposite side of the way and as far back as possible to make it harder for her to land this ability on you.


After entering with your Ultimate R, be ready to fold and peel for your allies in the team fights at the end of the game. To make it easier to get to the enemy backline, group with your team but stay out of the way. If you're flanking 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 game at the end of the game because 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 that will make the team fighting at the end of the game much more difficult.


Annie is great in team fights thanks to the large AOE on her Ultimate R. When paired with her Passive stun, she will be able to stun multiple champions if they’re grouped together.

Annie is really good at bursting down and ambushing squishy, low health enemy champions. Getting a few kills on Annie can make her Ultimate R incredibly scary. Look to pick off low health targets for easy kills.

She is really good at forcing the enemy Support to play safe and avoid overextending if she holds on to her stun for a period of time.


Nasus has crazy damage at the end of the game if he was able to get tons of piles with his Q. Is an easy champion to pick up and understand. His game plan is pretty much the same in each game too. Nasus is a very good split pusher and should seek to divide the thrust and open the card during the later parts of the game. It can be incredibly difficult to stop if he is ahead.


Try to use your E > Flash combination to make sure you can CC multiple targets during a fight. It will help your carriers focus on the mobile ports of the enemy team. Your E is really effective around the bottlenecks, so make sure to try CC multiple enemies with it sometimes. This should be very useful if you can use the war fog with it. Choose a high priority target that you want to protect during this phase of the game. Make sure they survive anything so that you can easily win team fights and get a lead.


Keeping the wave closer to your side of the map early will help reduce Xin Zhaos killing pressure in the way and increase your chances of surviving in bad matches. Investing in the reduction of healing will help you a ton against Xin Zhao because it tends to have a lot of hold in the way and throughout the game. Xin Zhao is strong in early play. Expect him to go for aggressive coins in attempts to get an early lead.


Ornn is quite vulnerable in early play and can be heavily abused if he is against a dominant laner of early play or a varied enemy champion. If you get CC-D or miss your ultimate R timing, you will not be able to hit the enemy. Missing on a ability like this can be devastating in the fights of the late game team. He is weak if his allies are behind. Whatever he does, he needs his team to survive and track the damage on the enemies he took out of position.


His first clear may be a bit hard to complete effectively, so he should ask his teammates to give him a decent leash. If that is not possible, he should kite the camp around well enough to ensure that he takes small amounts of damage.

On unlocking all his basic abilities, Brand should start ganking over-extended lanes whenever a chance presents itself. He will want to get a lead early on to dish out a lot of damage in late-game fights.

Once Brand gets his Ultimate R, he should take part in more fights, primarily neutral objective fights. He should try to take fights around choke points and use his Ultimate R on clumped enemies.


When walking around Summoners Rift, do not go alone if you’re squishy. Fizz can easily assassinate somebody who is walking through the river alone. Take appropriate paths through warded areas whenever possible.

Do not use any executing abilities or key skill shots on Fizz unless he has used his E as he can easily dodge them by going untargetable.

If you’re hit by Fizz’s Ultimate R, do not walk close to your allies as the AOE damage from his shark will deal lots of damage to them too. Walk towards them but don’t get close.


His ultimate R is completely dependent on the comp enemy team. If the enemy has ultimate lacklust, Sylas will not be able to do much. If he is misused, his W can have him killed because of his move to another place. If the enemy buys Grieve Injuries, they can easily counter this healing with a good amount.


Very weak during the early match and can easily be killed, especially if the enemy he is confronted finds himself being varied in nature. Grievous Wounds are a must buy against him during the early match. He prevents him from healing much, especially when he uses his W, Q engage on a target. Controlling the appropriate vision of the enemy team will remove any form of chance of flanking that Maokai can exploit in order to initiate an all-in. This will reduce Maokai's effectiveness.


At level 16, Varus will be able to add 3 points in his Ultimate R. It will increase the damage inflicted by the ability while simultaneously reducing the cooldown. Varus will have a lot of articles during this stage of the game. This will allow him to cover a lot of damage, and his potential for bursting due to his W will be phenomenal. Varus is excellent in team fighting due to his Q and Ultimate R. A good Ultimate R can literally allow the Varus team to win a meaningful battle with minimal effort.


Your level 2 is much stronger than the enemies. Try to get level 2 first (the first wave followed by 1 melee minion) and then look for an all in. Make sure you hit 2 first to win the exchange.

The enemy will be using their abilities on the minion wave to push. Try to stand outside of the minion wave but close to it so they have to choose between pushing and poking.

Keep an eye on your mana at all times, especially at the level 2 and level 3 all in. If you run out of mana, you have no way of trading back with the enemy and you will be quite vulnerable.

The enemies all in potential is incredibly strong, try to remain as healthy as possible and back off if you’re low. If the enemy gets the chance- they will look for the all in and if you fall behind, you’re going to find it difficult to come back.


Focus on farming and getting as much gold and XP as possible. You need time and gold before you’re able to come online and deal damage.

Your champion is incredibly weak in the early game. Focus on farming and avoid fighting with the enemy until you’ve got an item behind you.

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. Do not fight anyone unless you have an advantage over them. Continue to get XP and gold.


His early game can be pretty good, especially if he's in a favorable matchup. Look at trading and escarmouche with the enemy frequently. At level 6, your trading power is intensifying. You can use your Ultimate in your own way or to help you gank your mid-lane. Once you've got your first item, you can trade strongly with the enemy.


If your team is able to do so, you could collapse on it and on the Support, then force a goal like the Dragon or the Baron with the digital advantage. Group like a team and avoid breaking up too much. Sivirs Ultimate R is an excellent tool to launch team fights and if it is able to collapse on a target that is alone or overheard. In team fights, make sure you can bait or play around Spell Shield E. If you are able to play around, killing it will be much easier.


Quite squishy during the early game and hence can be killed easily. He can either be poked down gradually, which will force him out of the lane, or he can be all-in’d by the enemy laner and the Jungler/Support.

Once his h is down, he becomes a gank target if he is too pushed up. This will allow his laner to get a free kill on him, especially if his laner manages to use some wave management technique to bait Kennen.

Relies on flanks to get team fight wins so proper vision from the enemy’s side will counter him heavily. This will prevent him from getting into the backline of the enemy team and dealing massive amounts of damage.


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

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

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


Kennen lacks clear wave that you can abuse in early play to push him into his turn and win turn plates. Avoid fighting Kennen if he has several piles of his Passive on you. Landing his 1 or using his t could lead you to CC-D and lose the fight. Although Kennen-S Ultimate m is strong, it does not inflict a lot of brilliant damage like many other Mid laners. Use it to your advantage to blow him up before he is unable to get a good Ultimate m off.


Annie’s best power spike in lane is once she unlocks Tibbers R. She can look for aggressive picks and Flash plays with Tibbers and her stun.

Annie will always be a little bit strong when she has her stun ready or almost ready. If the enemy looks to fight you while you have max stacks, you can quickly turn around the fight.

Once Annie has completed her first component item, her wave clear and trading power increases. In particular, her Q and W will make trades go more in her favour.


Xin Zhao is an early Jungler game and will look for gank often in early play. You can reduce its efficiency in early play by placing the vision around its entrances into the jungle. Once Xin has finished Trinity Force and its jungling element, it will be very strong. Avoid fighting it if you meet him alone at this stage of the game. In particular, once he has unlocked his Ultimate R. Xin Zhao falls into the late game or when champions start to group and get defensive elements.


Make sure you keep the wave closer to your side of the card as it will allow you to deny Pyke all-in opportunities while also reducing Pyke's trading potential. It will allow you to set up your Jungler too. Try to harass Pyke as often as possible with your higher range. Harass them as often as possible and then look for an all-in when they are low. Make sure you hit Level 2 at the same time as Pyke, as they are much stronger than you at Level 2 and hitting Level 2 before or at the same time you will have a better chance of fighting back. You are weaker than them every time they have their Ultimate Up. If you are at risk of dying, always remember Level 5 so that you are not killed when they hit Level 6.


Level 6 is a massive power peak for Syndra because it can easily shoot down enemies now. It also allows it to use its E correctly. The first element will give it a lot of apparent wave and damage. It will also give it a lot of mana to throw away its abilities frequently. Level 3 is a decent peak of power because it allows it to access all its primary capabilities. It also allows it to go to regular exchanges against its enemies.


Your ability to keep enemies out of the area is next to none, and therefore you shouldn't let them come near the objective pits. You'll really be tanky during this phase of the game so make sure you initiate the fights for your team. Let your team know before you all in, however, and keep track of your Passive. Separate the enemy rear line from the enemy front line as this will allow your allies to play more freely and keep them safe from the damage inflicted by the enemy rear line. Try to deal with the tanks first that you inflict more damage on them.


You will want to focus on clearing the waves and preserving the mana during early play. Your Q has a wide range and the hitbox, so make sure you target both minions and the enemy simultaneously. Keep track of your passive timer as it is the difference between a win and a lost battle. If the enemy relies on you dive, W they will fear them and reposition them quickly. Unlocking your ultimate R will allow you to ride freely after pushing the wave in. See if you can catch the enemies in the side lane and blow them up.


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.


Gwen is perfect during this stage as team fights frequently occur, which gives her multiple targets to land her abilities on. As a result, she will dish out tons of damage while healing up during a major fight.

Gwen will get a massive boost to her fighting power at level 11 due to her Ultimate R now having two points. It is highly beneficial for her team as that ability does a lot of damage and can completely change the tide of a fight.

At level nine, Gwen will be able to max out her Q. That ability is her paramount damage ability, and it will start dishing out a lot of damage from now. As a result, her enemies will have a hard time dealing with her now.


When you reach level 9, you maximize your first ability that is important to you in the laning phase. At level 11 you=ll put your second point in your Ultimate. It will let your Ultimate on a shorter cooldown and you=ll be stronger overall. At level 13, you=ll max your next ability. As the teams will regroup at this stage of the game, you will be extremely useful with level 13 under your belt.


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

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

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


Trundle is quite decent during the late game as he will have his items and be highly tanky. His damage output should be pretty high as well.

A fully maxed out Ultimate n will allow Trundle to take over fights way easily. He can quickly become tankier or deal more damage depending on which enemy he uses the Ultimate n on.

Trundle is perfect during team fights. It will allow him to quickly blow up squishy enemies and slow their escape/advances. His e and e should help his team and him a lot.


His early play is terrible, and he should avoid fighting for longer periods of time during this game phase. Focus on scale and agriculture. Level six is a decent power peak because it allows Viktor to develop a decent amount of pressure to kill in the way. It will allow him to impact the fights quite easily as well.


Level 11 is not a massive peak because it only gives a slight increase in capacity damage. That being said, the lower cooling certainly helps. Pantheon is quite decent during the middle of the game. That's because it can dry a lot of damage in a short time and can secure peaks all around the map. Its first ability will be maximized to level 9. This means that it can inflict a massive amount of burst damage to any enemy that it gets too close.


Sion can cheese the enemy at level 1. Thus, his level 1 is very strong in the Support role.

At level 6, Sion can get set up his ADC or his Jungler in lane to get kills. If he can’t set anyone up, he can look to roam and help his Mid or Top laner instead.

As soon as Sion upgrades his Boots, he can roam with ease. This combined with his Ultimate R makes Sion a good roaming champion early.


Your Ultimate e makes you unkillable for a period of time. This makes it hard to kill you which can provide you time to kill the enemy.

Is incredibly mobile which allows him to escape sticky situations, waste the enemies time and outplay the enemy too.

Tryndamere is a great split pusher and duelist. He can 1v1 most enemy champions in a side lane during the mid game.


At level 6, Swain’s damage output and survivability increases. You shouldn’t commit to a fight with him unless you can burst him down quickly as his Ultimate R will offer him extra protection and health regeneration.

Swain’s early game is abusable as he is really weak early on. Once the mid-game hits, you’ll have to play more respectable.

He is really good in team fights thanks to his AOE Ultimate R. Bursting him down at the start of the fight will make it difficult for him to deal damage and win the fight.


Evelynn gets stronger with kills. Try and reduce her gold income by not overstaying your welcome and getting killed by her. By not dying to her, you will reduce her effectiveness as the game goes on.

Evelynn needs level 6 as quickly as possible so she can unlock her Ultimate R and become invisible. Respect her ganks post level 6 and make sure you track her with good vision throughout her jungle.

If the enemy bot lane goes missing, they might be helping Evelynn take the Drake. She cannot take it alone early, so try to take it away yourself if you’re able to. If not, gank bot lane and take it with them.


Don't try to hunt Zeri down the jungle or river because she probably waits for her E to be back and she will use it to escape. Look for the fights when she's not around. Her Ultimate R is really useful in the fights, so fighting when she's not there is favorable. Ward your flanks in the middle of the game! Zeri can use his E to close the gap of a wall and surprise himself on your team.


Focus on getting level 3 first so that you can gank reliably. Try to ask your laners to give you a hard leash and make good use of your Passive.

Once level 3, you will want to actively target overextended targets when you get the chance. This will allow you to get your laners ahead and will allow you to assert a lot of pressure in the game.

Level six isn't that huge of a power spike. It allows you to win neutral, objective fights, though. You can just Ultimate R the enemy Jungler away so that they can't Smite the objective.


Use the lane brushes to get an edge on the enemy laners. You can easily poke them with your t and auto-attacks 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 will want to riddle the lane brushes with your Ultimate t and use them as cover to keep chunking your opposition out. It should be pretty easy to do during the early game.


Focus on getting picks around the map during this phase of the game, as you will be able to find many squishy targets roaming around.

Your E should allow you to win fights way more efficiently as it makes you highly slippery and lets you catch enemies off-guard.

Try to kill the enemy Jungler before taking a neutral objective. This will help you secure the objective without any hindrance, and you will have an easier time winning the game.


This level of champions 2 is incredibly strong. They can often gain a health advantage or Summon an advantage in the way by playing aggressive and looking for an early one. You have a very good roaming potential once you have Mobility Boots. This gives you tons of card pressure. Every time your Ultimate e is up, you have a lot of pressure to kill extra.


Continue placing vision and warding for your teammates. Avoid warding alone, or else you will die. Your squishy body makes you very vulnerable in the late game.

Stay with your team at all times. Do not leave their side, as the enemy will force a fight while you’re gone.

Look for picks with your team. Use your E and Ultimate to scout for picks and take down enemies who have over extended without assistance.


Once Miss Fortune hits level 6, her kill pressure increases thanks to her Ultimate e and its damage.

In team fights, Miss Fortune truly shines as her Ultimate e can deal tons of damage if she uses it in a safe place. Disengage as soon as she channels her Ultimate e.

At level 9, Miss Fortune’s t will deal tons of damage if it hits you. Watch your positioning and make sure you’re never directly behind a minion.


At level 6, Sivir's potential increases. Avoid overvoltage without a vision post 6. Stay away as far as you can from the minion wave. This will limit the power it has. Try to keep the wave closer to your side of the map, or even (without vision). It has good all-in-all potential and you are completely motionless and subject to all in. Limit the automatic attack jobs. Focus on the pose and do not take any damage in return. It will normally win automatic attack fights with you.


At level 16, Fiddlesticks will put the third and final point in its Ultimate R. As long as it can get the channel out, it will be very good in the late part. The teams will continue to group in the late part. This will allow the Fiddlesticks to get a good amount of damage to the entire enemy team. While you are good in the late part, you are incredibly squishy. Lookout and be careful trying to get a good Ultimate Roff so that you don't get killed before a fight breaks out.


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.


Malzahar cannot roam as much as other laners. He also is unable to follow the majority of roams due to his low 1v1 potential.

While his Ultimate R is on cooldown, he is incredibly vulnerable to all-in.

While you’re channelling your Ultimate R, you will be stood still. This can allow an untargeted champion to fight or kill you. This is a common downfall of your Ultimate R in mid and late game team fights- especially against hard engage teams.


A fully maxed out Ultimate R will allow Sylas to take over the game very quickly. 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.

Sylas will have many items during this phase of the game. It will boost both his survivability and damage in the game and let him single-handedly deal with multiple targets efficiently.

His overall damage will be really high 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.


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


She is kind of squishy during the early game, especially when her Passive is down. It is quite easy to lose that Passive so she needs to be careful.

Besides her Ultimate R CC, her W E CC combo is quite hard to land due to the fact that the enemy can easily kite the combo out. Therefore, Sejuani needs to be really careful about her movement.

Can’t gank very effectively until she hits level six and gets her Ultimate R. This gives early aggressive Junglers an advantage over her which they can then capitalize on to shut her down.


Jhin's first major power peak is when it reaches level 6. Although, his Ultimate R is not going to be effective during the skirmish. When Jhin gets 100% write-off damage, his trading power will increase considerably. Always keep an eye on what he currently has and avoid fighting him alone if his articles are better than yours. At level 9, Jhin will be much stronger than he would have put the final point in his Q.


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


Stay with your team in the late game. Do not separate or walk away from them otherwise the enemy can try to remove you or initiate a 4v5 fight when you are away from your team. Look for a choice with your n to win the number advantage. Then, use your Ultimate R to get them down quickly before looking to seat or take a goal nearby. At this stage of the game, you should have tons of batteries and be really strong.


Kai’Sa is vulnerable to CC. Try and lock her down at the start of the fight so she is unable to dish out tons of damage.

Keep in mind that Kai’Sa can use her Ultimate R to reposition in a team fight. She may be able to dodge CC or skill-shots this way and turn the exchange around.

Kai’Sa will get buffed up by her Support in a team fight. Try to take down her Support first so she is left rather defenceless.


Veigar's n will be maximized by level 9, which will allow him to trap the targets more frequently and inflict a heavy amount of damage on them. The track brushes should be used for this purpose. He will have two points in his ultimate R at level 11. This will allow him to detonate the enemies easily as the game progresses. Veigar's base elements will be completed during this stage of the game. This means that any enemy he reaches CC will take a lot of damage in return and could even die if they were weak in health.


You will want to CC him as much as possible. You may even be able to interrupt his dash using your *Q*.

Some healing reduction will help you a lot in this matchup. Make it a point to not let him sustain off you.

Always look to ult him before he can get to your allies. This way you will be able to kill him quickly with your team.

The wave can be kept close to your tower if need be. Just make sure that you build up a sizeable wave before looking for an all-in.


At level 9, Jarvan will get his first maximum ability. This will give him a massive increase in damage, impacting the fights at a much higher level. Once Jarvan reaches level 11, he will put two points in his Ultimate m. This will increase the damage of this ability while simultaneously reducing his cooldown. This will allow Jarvan to look for peaks more often. Jarvan IV is good in the team fights due to his d Passive and his ability to CC several enemies to go with his d > e combo. Its Ultimate m will also allow him to distinguish the enemies that need to be dealt with quickly.


Kalista is vulnerable to slow down and to the CC. Try to lock her up at the beginning of the fight so she can't dry up a lot of damage. Kalista can stay in a side lane to divide the thrust. When she's not with her team, you can force a team struggle or take a goal. If you don't know where Kalista and her Jungler are, they could try to sneak in the baron or the Dragon. Make sure you kept it at any time as she can easily take it thanks to her r.


He is the public enemy number one for any squishy carry in the game. He can practically one-shot them with one or two items and can tilt someone hard enough to win the game easily.

His duelling power early on is really strong, especially if he is top lane and has access to the lane brushes. He can initiate a snowball this way, which can easily allow him to win games.

Has good split pushing potential in the mid-game, and good assassination potential on squishy isolated targets.


Look for opportunities to land your s on the enemy bot laner that does not play parallel to their partner. This will allow your ADC and you to cut the target quickly. Using track brushes is essential to your success in this matchup. Make sure you do so and Control Ward at least one trackbrush that the enemy cannot access under any circumstances. Try to wander every time you remember. Your s is misleadingly long-range and can easily catch an out-of-guard mid-laner.


Try to power farm to level 6. This will help you unlock your Ultimate y quickly and allow you to start ganking your lanes.

Whenever your Ultimate y is up, you should try to gank a lane. Every Ultimate y use should result in a kill. Try to gank as soon as your Ultimate y comes off cooldown.

After successfully ganking the bottom lane, make the call to take the Dragon. Getting all the Dragons will give you an early soul and deny the enemy a variety of buffs.


Play safe in the first levels. Garen needs a little time to come online or otherwise it will fall behind and be unable to scale. Once you have unlocked your Ultimate R, you can look to play more aggressively. Your Ultimate R can be seen as an execution and will help you finish the enemy. Once you have some levels or an element under your belt, you can look to play more aggressive and look for fighting.


Thresh is a lane dominant Support. This means he can often win lane and win the game just by getting kills.

He has great pick potential thanks to his Q. One good Hook Q in the mid-game could snowball into a huge advantage.

Thresh has tons of roaming pressure. This allows him to impact multiple lanes and get his allies ahead. Look for roaming opportunities once you have Mobility Boots.


In the team fights, continue to focus on the most squishiest and easiest targets to kill in the backline. Your Ultimate R will help you a lot with that. In the late part, look for shots on immobile or poorly positioned enemies. Taking someone in the late part can give you enough time to force a fight, sit a goal or take the baron or older dragon. Protect your allies with your life in this game. Make sure you use your Ultimate R at the right time or it can very well cost you the game.


Try to catch the enemy by surprise by setting up death brushes in the enemy Jungle. You can easily Ultimate R the enemies from them and blow them up with your team.

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

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


Your goal is to hide in the fog of war during team fights and then get a massive team-wide CC on the enemy team. Fighting around chokepoints should be very fruitful for you.

Roam around when possible as your Ultimate R, E, and Q should make up for some easy ganks during this phase of the game. Work with your Jungler to invade the enemy Jungle and secure picks.

Work with your Jungler and set up death brushes whenever you can. This will help you a lot in this game as your Q Active is really overpowered when bursting people down.


Use a hit-and-run technique and see if you can get picks on squishy carries. Survey the map properly though, you don't want to get baited into all-in'ing someone who has their team on standby.

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

You must stick with your team in the late game. Do not move around the map or go anywhere unless someone is with you.


Every time Anivia has her Passive, her ability to survive is much higher. Try to look for frequent jobs while her Egg is in decline, and call for help when needed. Once Anvia has a few levels behind her, her strength increases considerably. Respect her bursting and all-in-potential in every time her t is available. Post 6, Anivia can quickly push the minion wave with her m. Once she has access to her Ultimate m, she will constantly push you into your turn. Keep this in mind and try to prevent her from doing so.


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

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

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


Her early game Jungle power is a force to be reckoned with as she dishes out a lot of damage in any duel if she manages to land all her abilities. Her W allows her to tank with ease too.

Very good objective control and sustain due to her Passive and her damage. Can easily get her team an early dragon lead, after successfully ganking a lane with her Q.

Her Ultimate R can allow her to focus a target down, which has two uses depending on her role in the game. Either she can use it to peel someone off her carries, or she can use it to get to a high priority carry (like Vayne for instance).


Once you have destroyed the lower lane tower, move to the middle lane and try to take this goal too. Try to harass and poke the enemy as often as you can with your Q. Using your abilities will often allow you to stack your Lane quickly too. Getting it stacked in the middle of the game is crucial. Try your best to stay with your Support as much as possible in the late game. If you are weak, don't leave their side otherwise you will be an easy target.


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.


Taric's first major power peak is when he reaches level 6. He can look for aggressive pieces such as dives or risky skirmishes when he has his Ultimate R up. Taric can look for disgusting assault pieces if he invades, camps in bushes and tries to abuse the enemy Jungler. When he buys his first component element, Taric's aggression.


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


His early game is pretty decent as he can just go for consistent all-in trades and get back to safety due to his y. He won't be taking a lot of damage either with proper usage of that ability.

The first item component is a decent spike as it bolsters his survivability and damage. It will help him take over the lane easily.

Level six is a massive spike as he can now impact team fights as a whole. He can also look for flanks and dive the enemy backline.


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

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

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


If Maokai throws a Sapling in a bush, you can walk up to it then dash out of the way with your E so it doesn’t damage you. If a wave is nearby, run to it. The damage from the explosion of his Sapling will be on the wave which will force it to push towards you which leaves him in a vulnerable place for an all in.

Extended trades work heavily in your favour against Maokai. Try to keep them going for as long as possible as he will not be able to out damage you early.

Keep the minion wave closer to your side of the map. This will force Maokai to over extend if he wants to farm. Keeping the wave here also allows you to zone him away from farm, or trade aggressively if he attempts to last hit a minion.

Maokai can escape your W and dodge your Q's easily with his W. Either wait for his W to be on cooldown before committing to a fight or bait it out and use his overextended positioning to finish your combo.


His E can be blocked by minions, so the enemy can easily hide behind a minion and prevent Gragas from doing anything to threaten them. If the enemy has a dash, it will become really difficult for Gragas to do anything in the way. If the enemy team puts a good vision around the map during the early match, it will find it difficult to crash/rag on other tracks. Although a strong engagement tool, his E is short-range enough and he certainly needs the fog of the war to catch his out-of-guard enemy. While juggling during the early match, Gragas can be invaded early when he is busy crashing.


Jax's objective control is excellent as his e allows him to CC multiple targets with ease. This is especially true in choke points like the objective pits.

Level 6 is a massive spike for Jax. This is due to the increased resistance he gets when he activates his Ultimate t. It will help him a lot when it comes to using his Passive and attacking consistently.

Jax's first item component will allow him to get an advantage over the enemy. It will increase his overall dueling potential and will completely dismantle the gameplan of any enemy who is overextended and hasn't set vision around the map.


Urgot is good in early play. Expects that he plays aggressive and tries to kill. Once Urgot is level 6, his death pressure and ability to trade increases again. His Ultimate R is an execution and getting hit by it will make it very difficult for you to get out of the trade in a fight. After he has finished The Black Cleaver, he will be able to go for more frequent trades and he will be harder to kill.


His early game can be quite good, especially if he is in a favourable matchup. Look to trade and skirmish with the enemy frequently.

At level 6, your trading power intensifies. You can use your Ultimate in your own lane or to help you gank your mid-lane.

Once you’ve got your first item, you can trade heavily with the enemy.


Sion can surprise the targets that walk around the Rift Invocation alone while waiting in a bush and using its Q to shoot them down. Avoid walking in areas where you know that Sion has been so much harder for you to get caught by him. Kite and disengagement is Sion is the biggest threat in a team fight. Try to keep him away from your team so that he is unable to get a good Q knockup. Avoid regrouping and fighting in the jungle as it will allow Sion to get a very good knockup with his Q or get a very good Ultimate Roff. Group together, but not stand on each other so he is unable to get a multi-person knockup.


Be a part of as many fights as you possibly can in this game. Your Ultimate R will quickly get you ahead if you and your team manage to get kills with it.

Always try to roam around and get picks when possible. This will get you ahead and make team fights highly unfavorable to the enemy.

Do not show yourself immediately during team fights. Use the fog of war to get close to the enemy, and then use your W once you're sure that the enemy can't escape no matter what.


If they invade you early, just back off. This is especially true if they are ahead, as you will not win early fights with them.

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

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

Track him with vision and try to counter his ganks. Skarner is a good counter ganker.


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

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

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

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


A fully maxed out Ultimate r will allow Master Yi to mow down the enemy team. This is highly beneficial when it comes to cleaning up late-game fights.

His damage will be massive during the late game. He can keep on all-in'ing enemies as his Ultimate r will be up quite frequently.

His team fighting is on another level during this phase of the game. This means that he will be the pivot for his team's success, and his e usage will determine the game's outcome.


Your immobility is your greatest weakness on Zyra. Therefore, you should always be conscious of your positioning in lane and in team fights.

During a fight, always stay at a distance and avoid crowd control abilities. Once locked down, you won’t be able to do anything to save yourself and will most probably get killed if the enemy follows up on you.

Missing your E places you in a very vulnerable position, so only try to land it when you can guarantee a hit.


Ensure that you’re always stood behind a minion at all times to make it harder for him to land his Q and poke you down.

The best time to go for trades and land skill shots on Ezreal is when his E is on cooldown. If he ever uses it aggressively, try to abuse the cooldown and look for an aggressive play while he’s defenceless.

If Ezreal uses his Ultimate R to snipe someone on the map, ping your team as it moves across Summoners Rift. This will allow them to dodge the incoming ability. While this ability is on cooldown, you could look to play aggressive and try to fight him.


Locking down Ekko in team fights will prevent him from using his Ultimate R to escape with. Keep track of his Ultimate R in fights as he can use it to either set up an escape or engage.

Keep vision in typical flanking spots as Ekko will try to set up an engage with his W from out of vision. If you see him running towards you, back up for a few seconds as he would have used his W.

When no team fights are occurring, Ekko will be looking to split push. Avoid leaving him alone in a side lane by making sure there is always someone matching him.


During the laning phase, focus on poking the enemy down to gain a health advantage. When the enemy is low, commit to an all-in.

Look for picks and favourable trades with your Q. Only use your Q if you’re guaranteed to hit it. If you throw it out and it misses, you will have no pressure in the lane and will be rather vulnerable.

After destroying the bottom lane tower, rotate to the mid lane and try to take that tower. This will open up the map and give your team a gold lead.


In team fights, don't regroup closely to make it impossible to land a Ultimate R. Be ready to turn if she looks like she's about to launch her Ultimate R. Never fight the enemy in the jungle or around a goal like her Ultimate R is really good in tight areas when teams are stuck together. Fight spaced in a track when possible. Cassiopeia will seek to ambuish or assassinate targets that move across the river alone. Unless you know where Cassiopeia is, don't walk across the river or around the map on your own, especially if you are squishy. If you die, it could cost your team the next team fight or goal.


Very vulnerable when his E is down which can allow him to be very susceptible to ganks. Enemy Junglers can take this opportunity to camp him relentlessly.

Reliant on items to win the game. If he is set back during the early game, he won’t be able to do a lot in the late game as he just falls off.

If he manages to get an early lead, he may be able to snowball if left unchecked. He falls off massively though so the longer the game goes, the worse it is for Lucian.


Try to get as many marks in the early game as possible. Picking them up as often as possible will make you stronger in the later parts of the game.

Focus on securing objectives. As you’re the Jungler after all, make sure you try to take them as often as possible. Your champion is very good at taking them alone.

While you’re a strong fighter and good in the early game, you need to ensure you put time away to focus on farming and gaining gold and XP. Secure your camps as often as possible.


He can also continue to poach the opposition with his W and put some Q turrets in the track/round brushes to prevent everything. He can push freely until he is in the cover of his turrets Q. These turrets, when combined with his E, can allow Heimerdinger to transform an enemy gank into an easy killer for him. His ultimate R provides him with a lot of versatility. He can use his authorized Q to remove turrets and enemies, his W authorized to destroy weak enemies, and his E authorized to put a multi-man, long-range CC that can allow his team to follow his CC.


His immobility is his main weakness as he has a large target painted on his head because of this. If the enemy manages to catch him out, he will die.

Due to his Passive, he isn’t really good against tanks, especially the ones who can get on his face. It will take ages for him to get rid of a genuine tank.

The Ultimate R roots him in place. This allows the enemy to both flank and focus him down with ease. Due to his squishiness, he can’t really survive for too long.


Gangplank will always be stronger if he has a Barrel E placed under him. Keep this in mind and try to fight him when there isn’t one.

At level 6, ping that Gangplank has his Ultimate R. It’s key that your team knows that he can use his Ultimate R to impact a fight.

Gangplank is rather weak in the early game and needs time to come online. Try and abuse his weak early game to get ahead.


When Draven maxes his g at level 9, his damage output will be incredibly high when trading with the enemy. It will also be on a shorter cooldown which is helpful if you’ve recently dropped an Axe g.

Depending on how far or behind Draven is, he may be very strong in the mid-game or incredibly weak. It is vital that he doesn’t overextend or get killed at the start of the fight to ensure he can dish out as much damage as possible.

Regardless of how ahead or behind he is, Draven will have a lot of damage in the mid-game thanks to his g.


Do not try to execute Wukong if he still has his y available. This is because you may waste your execution on him and he will survive. Keep this in mind when trading too!

Wukong wins a lot of auto-attack battles, so don’t go for extended trades with him unless you can kill him.

If Wukong has left lane after level 6, tell your team as soon as he leaves. He might be trying to use his Ultimate n in a different lane too help his allies.


Keep ganking lanes during this phase of the game. The goal is to help your team accumulate a lead as well so that you can end the game quickly.

Work with your Support to get some picks in the enemy jungle. This helps a lot when skirmishing and setting up vision before critical objective fights.

You are to initiate fights for your team when you get a chance. Your Ultimate R should help you massively with it, especially when the fight is around choke points.


Level 11 will be another spike for Qiyana, this time in damage increase and reduced cooldown. She will be pretty effective in objective fights.

Her core items will be complete, and her ability to one-shot squishy carries will be really high. It will let her do a lot during neutral, objective fights, and clustered team fights.

Her first ability will be maxed out at level 9. This will result in a massive damage increase and immediately make her a high priority target for the enemy.


In the last game, continue to divide the push if your team is not at risk of dying or getting caught. If your team is going to get caught or if the game is not one way, you have to group with your team to help them fight. Play on the side of the card that has the next major goal up so that you can turn to take it with your team. Otherwise, if you have Teleport, you can go to the bot side of the card and use it to get it to your team.


Cho-Gath has great objective control and can secure every Drake with its Ultimate t. Has great support in the jungle thanks to its Passive. Tons of CC integrated with its e and m. This makes it a huge threat during the scam or escarment with the enemy.


Nidalee is really good at counter jungling and stealing camps away from the enemy Jungler. This allows her to get ahead while putting the enemy behind.

Has good objective control. This enables her to secure the Dragon with ease. She can also take the Rift Herald alone and fast!

Nidalee is a strong skirmisher and duelist. This makes her a pain to deal with for the enemy. As long as she can dodge CC (or wait for the enemy to use a key ability first) and land her s, she should win most 1v1s.


Shaco’s early game is particularly strong if you’re playing as a champion who needs to all-in in the early game. Melee Supports are very weak against Shaco in the early game due to his x.

Once Shaco is level 6, it can be difficult for you to kill him in lane as his survivability, damage and sneakiness increases dramatically.

Shaco can assassinate targets during the mid-game. Make sure you stay as a team so he is unable to take anyone down.


It is important to do so because you don't want to be caught by Karma's top damage pole 6. Let it push you into your towe early. As it will prevent you from refusing CS and XP> The good times to trade against Karma is when they used one of their damaging abilities because they won't have any damage to you trader.


Stay away from his Q poke in this matchup. Use your mobility to avoid it when possible.

He will try to burst you down from a distance before closing in for the kill. Use the lane brushes to drop vision on Varus.

Since he has in-built Grievous Wounds, you will want to make sure that you don't take extended fights.

Keep the wave close to your tower and see if you can expose him to ganks. Shutting him down early is key to winning the game.


Nasus will seek to divide the thrust throughout the middle of the game. It is good to divide the thrust thanks to his Q. When Nasus is divided push, you can use the number advantage to start a team fight. During the fight, check the map and keep an eye on Nasus. Be ready to disengage if he is about to take a turn. If Nasus gathers for team fights, try to lock him up with CC so that he is unable to get on your portages and kill them with his Q and R.


Try to use the track brushes and go for short gusts when the enemy has a capacity down. Do not overextend in this other way, you will end up getting killed due to ganks. If possible, ask your Jungler to gank you early on a few times. If you succeed in accumulating an advance, you should quickly take the game from there. Getting your shape will be massive for you. Depending on the shape you get, you should increase your fighting frequency accordingly. This will help you to snowball the game quickly.


Kalista's level 11 doesn't give her a significant spike but is a boon for her Oathbound ally. Her ability to protect them from botched all-ins or make them initiate all-ins for the team increases a thousand folds.

At level 9, she should have her first ability maxed out. Most of the time, it will be her r, which will give her a massive damage boost and will allow her to take objectives flawlessly.

Kalista is outstanding during the mid-game. This is mainly because she can dish out a lot of damage with her auto-attacks and Passive while her team peels for her. Her Ultimate x helps her set-up engages as well.


His e maxed at level 13 will give him a massive thrust of power, and he will be able to win duels with ease from now on. Jax should try to divide the thrust and duel anyone if he is not too far behind. Jax main point comes when he reaches the late match and has several items in his inventory. So now he can actually 1 v 5 against the enemy team and get out on top. Since Jax can handle a lot of consistent DPS and is strongly related to the article, he will be powerful once full construction. He should get a defensive element, however, as he needs to survive to actually do the damage.


Aatrox tends to fall off in the later parts of the game as the enemy will buy items that counter him. They will also be grouping which makes it harder for Aatrox to secure kills.

You will still be able to take down carries in late game team fights if he can get on to them. If you’re able to land a W on high priority target- go in and try to take them down.

It is incredibly important that you play around your Ultimate R in the late game. Fighting while it’s on cooldown could be the difference between winning a fight and losing it. When you have 3 points in your Ultimate, your sustain is very difficult to deal with.


Stand outsdie of the minion wave as much as possible. It will force the Xerath to choose between pushing and poke you.

Match his pushing power. Try not to let him push you into your tower.

This is a farming matchup, so just focus on farming and staying alive.

Care for his E. try to stay at max range so he cannot land it on you easily.


At level 6, Neeko will be quite strong. Her Ultimate R can be used as an engage or disengage/ utility tool. Be on the lookout for her Ultimate R!

Neeko will spike once she backs and gets her first component item. But, this strength depends on whether she is going AP or AD Neeko.

Neeko can be really good in team fights if the enemy groups together. Avoid grouping too closely to reduce her effectiveness in fights.


Can absorb a lot of damage for his team with his passive. This allows him to be a first line for his team while also being able to escape death when he enters with his **Ultimate**. After six, he can set up several ganks for his track as well as other tracks with his **Ultimate**. It is very beneficial if the track he isganking has a certain form of CC built in their kit. He is the jerk of all immobilizers, especially the various immobilizers. He can quite easily climb on them and prevent them from doing anything in a fight. If Malphite goes AP, there is no enemy to carry for most of the game.


Akshan has tons of mobility thanks to his E. It can allow him to move around the lane with ease, and get on to the enemy laner quickly.

Akshan can bring back his dead allies if he can kill the enemy who killed them. This is great, especially in the later stages of the game where death timers are quite long.

His W allows him to get out of sticky situations and allow him to be camouflaged for a long period of time if he stays near a wall.


Zac has creative gank paths which makes warding against him a little tricker. The best way to ward against him is by placing wards on his jungle camps and near his jungle entrances rather than wards inside lane bushes.

You are really good at counter ganking and ganking in general. If you’re nearby when the enemy Zac ganks, you should try to help your laner in need. If you’re nowhere nearby, you can either gank another lane, move into their jungle or start the Drake.

Prioritize taking Dragons early. You can solo the Dragon with ease, or you can request assistance and rotate to it after helping bot. Make sure you secure all the Dragons when possible to deny them from the enemy.

When fighting the enemy, you win the fight as long as you’re healthy, have your cooldowns and dodge the Zac’s CC. If you do not dodge this ability before going in, you will not win the 1v1.


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


Powerfarm in the mid-game. You need to earn as much gold and XP as possible so you can level up quickly.

Try to secure objectives like the Baron and Dragon. Karthus can take objectives fast thanks to his 1 and e.

Look for picks with your n and your Ultimate e. Catching someone out with your n is a great way of getting the numbers advantage while you can use your Ultimate e to pick off low health enemies.


Darius is one of the first strongest game champions in the game. You can use this advantage to gain an early lead. Extended trades work in favor of Darius thanks to his passive. He will win almost all automatic attack battles. This makes him a great duelist in the bottom ELO as many players like to fight constantly. Is really good in team fights thanks to his Ultimate e that can be reset if he gets the shot of death with her.


Rengar will try to cheese at level 1. Do not walk into lane unless he is spotted overwise he will jump out on you from a bush.

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.

Standing towards the bottom side of the lane at all times will make laning against Rengar easier. Avoid standing near the bushes as he will be able to jump out of them.


She has tons of combos to master. This makes her a mechanically difficult champion to play and do well on. Expect to put in a lot of games to master her.

Depending on her Element, she can be a less effective laner. The enemy will always know what Element you have and they will be able to play around it. Also, having a certain Element may not be helpful in lane.

If Qiyana is behind, she will not deal any damage in team fights. She may, however, be able to get a good Ultimate R off.


Jax’s Ultimate R will give him increased defensive stats in a trade. It is very good for duelling.

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

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


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

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

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


Orianna is a very mechanically difficult champion to master. It will take a lot of practice to play her to her full potential. Don't hurt us, she's easy to pick up. Orianna is quite motionless in the first parts of the game. If she grows, she can be susceptible to enemy Jungler ganks. Make sure that when you push, reposition or have a vision around your way. Quite vulnerable to all-in-one and difficult to engage in team fights. If she gets caught out of position, she will die instantly.


Ahri is quite vulnerable when her Ultimate is down. Play safer and avoid engaging aggressive games while he's on cooldown. Ahri has several assists that makes her a little bit harder than many champions. Moreover, her hitbox E is not the biggest, so it can be difficult to land. Ahri can be difficult to play in team compositions with heavy CC. Although she has tools to help avoid these abilities, she will be limited to how and when she can use her Ultimate. For example, she may have to wait for the enemy to use their CC tool before using her E aggressively.


When you hit level 6, more opportunities open up to you. For example, you can look for aggressive games or use your Ultimate R defensively. Your Ultimate R is a truly diversified tool that can help you win an advance or prevent you from losing one. After you have taken your first component element, your poke r and damage will increase considerably. Do not be afraid to look for fights once you have taken your first element.


Keep poking Yone with your e and backoff as quickly as you can. You do not want to all-in him till you have a health advantage.

Once you get your Ultimate t, you will be able to decimate Yone. Make sure that you use it to kill him quickly.

During team fights, make sure that you can target the enemy backline. Using the fog of war should help.

Keep the wave close to your tower. It will allow you to expose Yone to ganks and get kills on him regularly.


Level 3 is a massive peak of power that Lulu has access to all its capabilities. It can either go for all the complete damage on the enemy or work on the defense of its ADC as needed. Level 6 is a massive peak of power. It will now annoy the enemy by completely denying the assassination and breaking out the attempts of the end of the enemy. The first element will surely help Lulu to get out a lot of the way. It can spame its capabilities frequently due to the increased regeneration of the mana while simultaneously reducing the cooling of its spells.


In team fights, use your empowered E to get picks to start the fight. Catching someone out and subsequently getting a kill could provide your team with enough time to take the Baron or Dragon.

As an unorthodox Support, you may be having more kills than your ADC after the laning phase. You may indulge in split pushing or farming in a side lane if the allied ADC isn't being too effective and won't scale up.

Peel for your team in team fights. Use your Q on the nearest champion to protect yourself and your ADC.


Look for extended trades whenever possible. Gragas relies heavily on his ability to inflict damage, but if they are on the cooldown, he can really do nothing except self-attack. Go for prolonged trades when one of his abilities is down. Gragas can tease a engagement when his Body Slam E is standing. Try and stand behind or near the minions at any time. However, do not stand too close to them since the ability has an AOE and if you are close to them, you will be hit by his E. If Gragas uses his W, it is because he wants to do something like set up his Jungler or go for a job. Play safer for a short period of time when he uses his W.


Avoid fighting around objectives, near Towers and in the jungle as it can allow Orianna to get a multi-person Ultimate d and win the team fight.

Try and split up as much as possible (stand away from each other) so Orianna isn’t allowed to land a good Ultimate d.

If Orianna has a strong frontline, keep an eye on their positioning especially if she has her Ball d on them. If the enemy frontline runs towards you, disengage as quickly as you can so they’re not able to set up her Ultimate d.


Evelynn starts to be harder to play in the late game as teams will be grouping together. It will be harder for her to pick off targets when they’re stacked as 5.

In the late game, enemy champions will start to build defensive items. It will be harder for you to one-shot any squishy target.

If you’re ahead, regardless of how much the enemy team groups you can pick people off with ease. Just don’t over commit to doing it and make sure you always cast your Ultimate R to escape.


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, invest in an Executioner. Calling will help reduce his healing and survival in team fights. Do not stay in a team fight when you are low as you could put Darius for a Pentakill with his Ultimate e.


As soon as Gnar hits level 6, try to avoid standing near walls when he is in Mega Form as he can throw you against them with his Ultimate R and set up his Jungler.

Gnar is really good in extended trades if he can use his range advantage as his W can proc in a skirmish. Try to trade around his Q so he cannot easily proc his W.

Gnar is much stronger once he has his first item, which is usually Black Cleaver. This item will make him much better in a 1v1, and you’ll have to be slightly more cautious if you’re a tank as Black Cleaver offers armor shred and more mobility.


Staying with your team in the late game. Being caught will lead the enemy forcing a fight or taking the Baron. Avoid getting too far away from them. Protect your allies as much as possible in team fights. Keeping them alive as long as possible while inflicting damage will increase your chances of winning the game. In team fights, use your power d to provide a great shield to your allies. Unless you need to use your Q or d, you should try to use your d to help them survive.


Shaco can assassinate targets during the mid-game. Make sure you stay as a team so he is unable to take anyone down.

Once Shaco is level 6, his ability to solo the Dragon or Rift Herald increases thanks to his Ultimate l. Make sure you keep those objectives warded so you can spot him before he takes them.

Shaco’s damage output increases a lot when he completes his first item. At this stage, duelling him is not going to favour you unless you have an advantage.


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


A very weak early game pushes her to have no form of lane presence. She is an easy gank target at this point, and closing it to this point of the game is very easy. She is quite inclined to CC abilities, especially when her Ultimate R is down to buy her some time for the CC to wear out. Even in the fights, she will have to be careful, otherwise she will get CC=d string and deleted. As for her game style, she will be focused on catching the side waves and not accompanying her team most of the time. This gives the enemy team a huge advantage over her team in terms of numbers and livelihoods.


Focus on securing goals when possible in the middle of the game. You can take them alone or with your team. Play around your Ultimate R. Fiddles Ultimate R is really good and should lead to a murder every time. Continue to help your trackers and go pick up choices with your Ultimate R. Make sure you group with your team but use your Ultimate R from an unrewarded area of the map. This will help your team get murders and secure goals.


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


He has lots of AOE tools in his kit. This makes him great in team fights.

Unlike some champions in LoL, Hwei has built-in CC, which is helpful when it comes to making plays and getting picks.

He has many abilities, making him a unique and fun champion.


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

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

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


Zilean should stick to his team like glue as his Ultimate t will cause the enemy team's downfall, provided he uses the ability correctly. The lower cooldown will certainly make extended fights a breeze for Zilean's team.

Zilean will max out his Ultimate t at level 16. This will allow him to have a minuscule cooldown on his Ultimate t. In contrast, the health with which the Ultimate t'd target respawns will increase.

He will have all his items by this point of the game. This means that his damage output will be massive, especially when it comes to his Q > W > Q combo. A single Q on a squishy target can easily chunk them out.


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


It will fall later during the game due to the enemy buying defensive items. It should always rely on peaks to get killed all around the card. Level 16 is not so big a peak because it will only increase the damage of the ability and reduce the cooldown. Pantheon is quite tanky in the late game and can dry tons of damage as well. Its E and W allow him to quickly choose targets without taking any damage in return.


During the middle of the game, you will want to change track and use your E with extreme discretion. Also, please make sure that you use it on the appropriate field, you can end up landing directly in the knees of the enemy team. Getting your base elements should help you a lot and will make your Q hit like a truck. Make sure you regularly use it with your loaded attacks. Although you are mobile, make sure you don't hunt an enemy in their Jungle. You are still an ADC and need to help your team win fights rather than hunt with your E.


In the middle of the game, the teams will begin to regroup. Thanks to Zyra's AOE capabilities, it will be pretty good during this stage in the game as it will be able to inflict damage on several enemy champions at once. Zyra would also have completed several elements when the mid-game roles around it. As a result, your abilities will inflict much more damage on you that will allow you to choose scathed targets. At level 9, Zyra would have maximized his Q or E. No matter which one you maximized first, you should be able to inflict a lot of damage to the enemy lantern during the mid-game or later parts of the laning phase.


Darius is one of the first strongest game champions in the game. You can use this advantage to gain an early lead. Extended trades work in favor of Darius thanks to his passive. He will win almost all automatic attack battles. This makes him a great duelist in the bottom ELO as many players like to fight constantly. Is really good in team fights thanks to his Ultimate e that can be reset if he gets the shot of death with her.


Your Ultimate e makes you unkillable for a period of time. This makes it hard to kill you which can provide you time to kill the enemy.

Is incredibly mobile which allows him to escape sticky situations, waste the enemies time and outplay the enemy too.

Tryndamere is a great split pusher and duelist. He can 1v1 most enemy champions in a side lane during the mid game.


Soraka will go to ward alone during the mid-game. You can abuse this by looking to ambush her as she goes to ward an objective. While she is dead, you could force a fight or take an objective with the numbers advantage.

Invest in an Executioner’s Calling or Morellonomicon if your champion benefits from it. This will reduce Soraka’s healing potential from her W and Ultimate R to help you win the team fight.

As Soraka will be positioned in the backline, it will be difficult for you to take her down fast. To make killing her easier, try to flank from the side rather than running directly towards her in a team fight.


Galio needs time to come online. Play safe in the game early so you can scale and come online. Do not get shot or you will fall behind in CS and XP and not be a threat later. Keep in mind that at level 6, you will not have a threat to kill in the way against most mid-laner enemies. Respect all-damaged enemies past level 6. Your ultimate R is impacted and can be used to help your allies in their own way. Keep an eye on what's going on around you and be ready to throw your ultimate R to help your allies.


Stay grouped with your team. Do not leave your ADC’s side otherwise the enemy will capitalise on the fact that you’re not there to protect your ADC.

Peel for your carries in team fights. After using your e and k, fall back and protect your allies and focus the nearest champion.

Look for picks with your Ultimate e. If you can catch someone out when the enemy is unorganised, you’ll be able to force a team fight or an objective afterwards.


Gangplank early game is quite weak. Focusing on agriculture and winning as much gold as possible to get your key elements quickly. Watch the card at any time after level 6. Your ultimate R is very impacted and can help your allies win fights and skirmishes. Avoid fighting in the game early if possible. Gangplank needs time to come online and in some matchesups you will need to focus on agriculture and survive.


Avoid standing towards the bottom side of the lane as Maokai will place Saplings E inside the bushes and they’ll deal a lot of damage to you if you’re caught by them.

Make sure you hit level 2 at the same time or before Maokai as he has great all-in at level 2. At level 1, if you’re unsure what ability he has taken, make sure you stand back and out of range just in case he starts W, he can’t gain an early health advantage.

In the early game, try to use your range advantage to poke and harass him down. Try and stay at max range though so he cannot get on you with his W.


His first ability will be maxed out at level 9, which will help Graves bolster his overall burst damage when fighting with enemies. He will be able to clear minions very quickly.

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

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


Very good objective control that can allow him to stop counting on his team and get his team forward on his own terms. He can take the early dragons easily, without becoming too low. His Ultimate n allows him to win a huge amount of duel potential that can allow him to go for high priority targets with ease, then exit without dying. His e can allow him to both set up and follow the ganks with ease.


At level 16, Varus will be able to add 3 points in his Ultimate R. It will increase the damage inflicted by the ability while simultaneously reducing the cooldown. Varus will have a lot of articles during this stage of the game. This will allow him to cover a lot of damage, and his potential for bursting due to his W will be phenomenal. Varus is excellent in team fighting due to his Q and Ultimate R. A good Ultimate R can literally allow the Varus team to win a meaningful battle with minimal effort.


Your goal is to match his pushing power with your W.

Stand outside of the minion wave at all times so he cannot push and poke you at the same time. This will be important if you want to survive the laning phase.

Avoid using your Q too often in this matchup unless he is away from the minion wave. It costs a lot of mana and you need the mana for your W!

An option you can take is to put early points in your E for the additional shield strength.


Make sure that you use your Q to regularly kill the monsters. It is a surefire way to get multiple stacks and take over the game later on.

It would be preferable if you avoid any conflict and focus on stacking your Q up. It is a really safe way to get ahead in the game.

Ensure that you put some vision around the Jungle entrances to check for invades. It will allow your team to collapse on the enemy should they decide to invade.


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


Falls off during the late game. If he can’t one-shot the person he is targeting, he will be crowd controlled almost immediately and killed on the spot.

Incredibly vulnerable once his Ultimate R is on cooldown. The enemy team should be looking to fight him during this time and target him before anyone else.

Isn’t very effective against a group of champions as he is extremely reliant on picks to get a lead. Besides, crowd controlling him can allow the enemy team to get rid of him quite easily.


Roam around the map and look for picks with your b. If you can catch someone, call for a nearby objective and abuse their death timer.

Place vision around the mid lane and where ever you and your ADC are currently playing. This will increase your chances of surviving an all-in.

Set up ambushes on the enemy as they move around the map. In particular, you could look to catch out the enemy Support when they go to ward


Infinite scaling on his Passive makes him a late-game monster. He can quite easily start one-shotting people once he manages to get his first item.

Extremely powerful when fighting in closed spaces as he can easily land his e and r on multiple targets while crowd controlling them with his n.

Very high gank set-up potential with his n. This can allow him to call his Jungler to gank his lane and help him get an early lead, which will be quite devastating for the enemy team.


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

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

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


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.


Keep poking enemies with your e and try to target the minion wave with it for maximal effectiveness. Do not do anything which involves you pushing into the enemy territory.

If the enemy is extending too far, just use your e to get some damage off on them. However, back off a bit as sudden aggression from the enemy laner may suggest that you are being ganked.

Getting your Ultimate y will be a massive bonus in the lane. Now you can poke the enemy out of the lane without breaking any kind of sweat while maintaining distance from the enemy.


Gragas’s Ultimate R is very good in team fights. It deals a lot of damage and can displace the whole enemy team.

He has good sustain in lane (compared to many other champions) with his W. This will allow him to look for trades more frequently and heal back after a trade.

His E can be used in conjunction with Flash to get surprise trades/engages off with the enemy. He can also use it to interrupt abilities and enemy dashes.


They’re stronger than you early. Avoid fighting so you do not fall behind.

Keep the minion wave closer to your side of the map so you can protect yourself against their all-ins.

If they roam, ping and communicate with your team. You cannot match their roams.

Abuse your range by poking with your abilities. Try to auto-attack when you can, but don’t force it.


Level 16 is not as big as a peak that it will only increase the damage of the capacity and reduce the cooling. It will not provide any utility. Most of its capabilities will be maximized during this phase of the game. It can look for peaks all around the map and can set up death brushes in the jungle. Pantheon is quite tanky in the late game and can dry tons of damage as well. Its E and W allow him to quickly choose targets without taking any damage in return.


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

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

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


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

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.

Play around your Ultimate R in the mid-game. It is an incredibly strong tool that can help you get a kill advantage. With the numbers advantage, you can then make the call for Baron or siege a nearby tower.


During the laning phase, focus on the descent of the enemy to get a health benefit. When the enemy is low, commit to an all-in. Try your hardest to keep your ADC alive as long as possible in the way. Provide them with W healings whenever they need it. After destroying the lower lane tower, turn towards the middle lane and try to take this turn. This will open the map and give your team a gold lead.


Heimerdinger is good at level 1 if he has 3 Turrets Q down. Whenever he has 3 Towers Q up, he is always going to be a threat.

At level 6, when Heimerdinger unlocks his Ultimate R, he basically gets 3 new abilities. Take care when trying to fight him as he might just use any one of his abilities to trade with you.

Level 3, 6, 11, & 16 are Heimerdinger’s major level spikes. Take care when he reaches those spikes as he may look to all-in you.


You will want to go for extended trades against your laner to ensure that your rune can proc and you can heal up some of the damage which has been dealt to you. Do this consistently to win the game.

Your W and p will be instrumental to your success. Use your lane brushes carefully and try to catch enemies off-guard. All'in'ing them should be really easy once they have pushed up the wave.

Unlocking your Ultimate t will give a massive boost to your overall dueling potential. This will also let you prevent enemies from escaping away with their Flash.


Focus on farming and getting as much gold and XP as possible. You need time and gold before you’re able to come online and deal damage.

Your champion is incredibly weak in the early game. Focus on farming and avoid fighting with the enemy until you’ve got an item behind you.

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. Do not fight anyone unless you have an advantage over them. Continue to get XP and gold.


Cassiopeia has a lot of mana problems in the early game, but once she gets Tear of the Goddess she will play a lot more aggressive.

Cassiopeia really shines in the late game. She scales better than most champs and she can build 6 items. If you get ahead early- try closing out the game as soon as possible.

Not many champions are as strong as Cassiopeia is at level 2. Beware of the level 2 all-in with her Q and E spam.


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


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


Its Ultimate R should have an upgrade now. It will increase its overall efficiency in a fight, and the reduction of cooling time will help Gangplank win battles quickly. Gangplank will soon be able to put another point in its Ultimate R. Once done, its presence around the map will increase massively. It will also help a lot when it deals with neutral goals.


You are weaker than them every time they have their Ultimate up. If you are in danger of dying, always remember at level 5 so that you are not killed when they have reached level 6. Make sure to adjust your position according to where Lux is standing in the track. They have the advantage of the range and if you are standing too far forward, they will harass you for free. Keep an eye on their mana bar and try to fight them after they have used a capacity as they can not use it to trade with. Lux is less of a threat when they have a capacity down.


This is particularly true at the beginning of the game. Her Ultimate R has the probability of having her entire team killed if it is inappropriately used. She is also very vulnerable when her C is broken. The ground engineer on her Q can easily allow her drags to play in the middle of the track as she can continue to block her enemies with continuous Qs.


Be careful of Karma's poke. Detach yourself from your ally when its Q-capacity is on cooling to minimize the risk of taking damage. Keep the wave closer to your side of the road to create opportunities to help the jungle and to have a longer way to pursue Karma and its ADC if necessary. If Karma errs, focus on punishing the enemy CDA by trying to kill or apply pressure. Karma is known for her roaming potential, so expect her to leave the road frequently.


Avoid fighting around the goals as Poppy can use his Ultimate R to shoot down the Jungler and cost your team the Baron/ Dragon. In team fighting, disengage and avoid team fighting in the jungle as this will allow Poppy to get a good boost with his Ultimate R or choose a key target with his E. Fighting around Poppys Ultimate R is a good way to win team fighting.


Swain's Level 3 is a massive power peak because it can now go for the all-in with a large amount of burst damage. Concealing its position in the track brushes should give it the element of surprise as well. Level 6 is another significant power peak. It can now all-in an entire enemy team and inflicts a lot of AoE damage. It is very useful during neutral objective combats and team fighting joined. The first element will give it a massive increase in burst damage. This is vital and will lead to Swain taking the game quickly. It can use the track brushes to kill enemy targets solo with ease.


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.


Ryze is at his weakest during the early game. Try to abuse this by looking for an early all-in to force him to recall.

Ryze doesn’t spike at level 6 as his Ultimate R is a utility tool. Use this to your advantage to win a level 6 all-in.

You should try to end the game as quickly as you can as Ryze becomes stronger and stronger as the game goes along. Shutting him down in the early game or ending it quickly will make it harder for him to carry in the late game.


The first item component will allow her to deal a lot of damage and survive the lane. It will also be conducive when trying to go for all-in combos.

Level six is a massive spike for her as she can now affect fights easily with her t and r. Her e usage will dictate how good a Riven she is.

She is a decent champion early on, especially if she manages to use the lane brushes to her advantage in the lane. Her all-in combo will be pretty potent if she catches her enemies off-guard.


Very strong potential duel in the way thanks to its W. This ability allows it both to block the damage as well as to heal itself of a respectable quantity. After six, it can select any target and convert the fight into a 1 v 1. This can mean hell for any still enemy or weak health carry that Mordekaiser can easily E>Q them. Once he gets enough items, it will be almost impossible to kill unless the enemy team concentrates him down.


Multiple stacks will allow Kindred to simply take over the game. Her damage output will be massive, and she will melt through tanks and squishies alike.

Her first ability will be maxed out at level 9. It will increase the overall damage and will let her be quite mobile during fights.

Another point in her Ultimate R will increase the frequency with which Kindred can use the ability. This helps in neutral, objective fights as it can bait the enemy Jungler to waste their Smite.


Try to disengage and kite Darius when he engages in a team fight. Try not to let him get on to you or your allies as he can deal tons of damage if he gets in range to pull e them in.

For AD champions, investing in an Executioner’s Calling will help reduce his healing and survivability in lane and in team fights.

Do not overstay in a team fight when you’re low as you might set up Darius for a Pentakill with his Ultimate e.


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


Zyra is really good for poking. Opt for additional support by Biscuit Delivery if you take Inspiration and make sure to take a flat magic resistance early. Try to stand on the opposite side of the way to Zyra at any time to make it harder for her to land her Q or E on you. The good times to harass and trade with Zyra are when no W seeds around and when she has overheard for poke. Zyra will often get in a forward position for poke that can easily be capitalized.