Vayne shines during the late game as she can run down enemies due to her e and s. All she needs to do is to avoid getting CC'd.

A fully maxed out Ultimate n will give a massive power spike to Vayne. This is absolutely necessary to win the game and will allow Vayne to dish out tons of damage.

Vayne will have multiple items by now, which means that she will be hitting enemies like a truck. A defensive item should allow her to solidify her position as the primary carry of the team.


If your team is good in team fights, stay with them. If your team is not in advance or not very strong, you could try to divide the thrust and attract the attention of enemies while your team sits a goal elsewhere or does the Baron. Kassaddin is very good to get choices thanks to its Ultimate k. Look for choices in the late part to get your team before.


Caitlyn would’ve completed multiple items during the mid-stage of the game. This is good for her as her damage output will be quite high. However, while she does a lot of damage, her survivability in the mid-game is incredibly poor.

At level 9, Caitlyn will max her Q. She should be able to clear waves pretty quickly at this stage in the game thanks to the damage it provides and the items she will have at this stage of the game. She should be good at taking down early towers.

At level 11, Caitlyn’s Ultimate R will come in handy as she can execute higher health targets. However, her Ultimate R leaves her incredibly vulnerable which means she cannot use it in the middle of a battle like other ADC’s.


His Q helps him with the gank configurations, and takes in the middle of the game. The length of the root can easily allow him to hide in a Jungle brush and wait for his target to walk in his Q range. The E can allow him to make one of his invincible portages at CC for a while. It's really beneficial during team fighting, or during heavy CC laning.


Wave close early on as he will deny you CS if the wave is pushed too far.

Keep in mind his stronger level 6, as he can poke you down and potentially all-in.

Stand outside of the wave to prevent him from pushing and poking you simultaneously.

Counter his roams whenever he has his package to minimize his impact on other lanes.


If Wukong falls behind, it will be really difficult for him to get back into the game. Wukong expects to be a nuisance and get an early advance to take control of the card. Its there is his only real disengagement tool. Once it is down, or if he abuses it, his enemies can easily kill him in the way. If Wukong falls behind, he can build a tank, but he will only do little or no damage in a team fight. Keep this in mind, but be ready to adapt.


Once it's done (or during farming), you can use the minion wave as bait and set up death brushes around it. It will allow you to catch ignorant enemies with your E and shoot them down before they can react. Team fights should be similar in mid-game. Always look for ways to flank the enemy and pull out one or two members of their backline. It will also act as a signal for your team to engage, and if they don't commit, you can always use your last ultimate charge to get out. The fog of the war is your friend and you should use this to set up death brushes with your team. This works especially well when a major fight is going to take place for a neutral goal like the Baron. Also, try to take fights in closed areas like the Jungle, as it will allow you to hit several people with your Q.


His Passive allows him to go out on short trades that are quite advantageous to him. Due to the quality of the scales of Gangplank, his passive damage is really useful to keep his enemies away from him. His E can be set up with strange angles that can catch the out-of-guard enemy and cause a lot of damage. It's really good if Gangplank has access to the track brushes in order to hide his barrels E. With his Ultimate R, he can impact any part of the map immediately and can act as an enabling force for his leftists / Jungler to everything in their counterpart and get an advance.


At level 6, Neeko will be strong enough. Its Ultimate R can be used as a tool of engagement or disengagement / utility. Be on the lookout for its Ultimate R! Neeko will sting once it is back and gets its first component element. But, this force depends on whether it is going AP or AD Neeko. Neeko can be really good in team fighting if enemy groups together. Avoid grouping too closely to reduce its effectiveness in fighting.


However, a disadvantage to him having a lot of abilities is that it can make him quite complicated and overwhelming for players.

He also has a lot of combos in his kit, which makes him quite difficult to master. He is a challenging champion for beginners to learn from.

When he is behind, he isn’t that good. While he does have AOE and a lot of damage, he does nothing in fights when behind.


If your team is grouped and you have no vision on Shaco, make sure you have a Sweeping Lens and vision surrounding you, so you will be alerted if Shaco tries to jump in and assassinate a carry.

Do not chase Shaco as he may be baiting you into running into his Boxes x or towards his team.

Shaco will try to assassinate squishy targets that are moving around the map alone. You can prevent this by playing as a team and by avoiding walking in unwarded areas if you don’t know where he has been.


More than often you can turn a gank right on its head with proper W placement along with the usage of your Q or E. Use E if the enemy ganker has some form of Movement Speed ability with which they can gap close quickly.

Poking is your main power in the lane and it is really obnoxious during the early game. With your poke, you can quite easily zone the enemy laners off without even getting close to them.

Your brush power is unparalleled and one rotation of your spells on an unsuspecting enemy will force them to play defensively. Don’t try to play too passively and always be on the lookout to land a multi-man E.


Just like in the middle of the game, you have to stay with your support throughout the later parts of the game. Do not go around the map alone because you will die easily. Do not play super aggressive in team fights. Just kite and automatic attack the nearest enemy champion. If you walk too far forward, the enemy will concentrate and down you. Continue kiteing in team fights and systematically adapt your positioning.


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


His first ability will be maximized to level 9. This will dramatically increase his damage and leave his squishies at one stroke if they take many automatic attacks from Twitch. Once he has 2 points in his Ultimate c, he will easily be able to resume team fighting and disrupt them as well. His positioning will be very important.


Jax will have his e maxed at level thirteen. This will allow him to deal more damage with an increased frequency which is quite beneficial when dealing with picks.

Jax will have most of his items and will be able to deal a lot of damage now. Anyone within his leap range will die if they have no form of mobility spell on them.

Jax will have a lot of items during this phase of the game. This will help him kill enemies with ease as his Passive will allow him to deal a lot of damage in a concise time.


During the mid-game, Ekko will have completed multiple items. He should be a lot stronger at this stage of the game.

Combined with more items, at level 11 Ekko will put an additional point in his Ultimate R. He will be able to look for more aggressive and risky plays.

At level 9, Ekko will max his Q. It will help him farm and trade with the enemy.


It can be very difficult for him to get to an enemy if they have a lot of dredging or dashing tools too, even with his point and click on CC on his W. If Pantheon doesn't advance, it will be really difficult to play in the later parts of the game. It will be quite useless outside his W and E. Unlike many Junglers, Pantheon can't use his Ultimate R in a 1v1 frame. He can't use his Ultimate R in the skirmishes or in team fighting either (although he can start a skirmish with his R).


At level 16, Kayn will have his Ultimate R maxid completely. This will directly strengthen his ability to all enemies and kill them because of his bursting damage. Kayn will now have several objects. It is good for him, depending on his form. He can assassinate people if he goes for the blue shape, while he can act as a front line if he goes for the red shape. Depending on the shape and build, Kayn will be either a murder machine due to his bursting damage or a tanky and non-killable front line that will easily detach for his wagons.


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


At this stage of the game, you want to get into a secondary track and focus on agriculture so you have a stronger game late. In the later parts of the middle game and when the enemy starts to group, make sure to follow the sequence and start grouping with your team. Use your ultimate R to get choices with your allies on enemies who are isolated or separated from their team. If you can catch someone, try to take the Dragon or Baron after.


Catching Sona out when she goes to ward will allow your team to potentially allow you to take the Baron, Dragon or start a team fight when she is unable to protect her team.

Avoid team fighting in areas where you’re forced to group close together like inside an objective pit or in the jungle. This will allow Sona to get a multiperson Ultimate R. Try and group but not too close together.

In team fights, Sona will be stood next to her ADC. This might make it difficult for you to kill her. Not to worry, you could flank in team fights to make killing her or her ADC easier.


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

Post-six, Singed gets a massive boost in his power as he gets a team fight impacting Ultimate n. It allows him to roam around and get ganks off as well.

The first item component will give a boost to his survivability and overall damage. He will be able to use his l for a prolonged period as well.


Avoid regrouping closely because this will give Malphite a great opportunity to land a 5 person who strikes with his Ultimate h. Don't look for fighting in the jungle or around the Dragon or Baron. That's because the teams will usually be grouped closely together- which allows him to get a good Ultimate h off. Instead, try to fight in the open air in a way. Poke and disengagement are the biggest threats. If you can, try to bring him down as much as possible before a team fight occurs to make it almost impossible for him to engage without dying.


Once Jhin gets two points in his Ultimate R, he will secure picks with ease and help his team catch up to enemies. The damage will also be increased.

His first ability will be maxed out at level 9. This will let him clear minions waves with ease, and the damage dealt to champions will be really high.

Jhin's damage ability will be really high during the mid-game. He can blow up squishies with his abilities and 4th shot. He will just have to ensure that he can kite around tanks.


Level 16 is not so big that it won't get much money, except for a reduced cooling on its Ultimate R. It won't be as strong as other ultimates. Its tankness will be out of bounds during this phase of the game. It can continue to soak up the damage and act as a reliable front line for its team in the fights. It will have a lot of articles during this phase of the game. It will make its tanky and allow it to dive face-to-face into the enemy team. It will play a massive role in team fighting for the enemy team.


If you can get a murder or two, you can snowball your lead quite quickly. Every time your Ultimate R is up, you can look for aggressive games to try to kill the enemy. Your Ultimate R is an excellent trading tool that makes you much stronger. Keep the minion wave even or slightly closer to your side of the map early. This will allow you to run the enemy down while protecting yourself from the ganks. If you keep pushing when you are not forward, you will be unable to run the enemy down and you will be an easy target for the enemy Jungler.


Vulnerable when his W is down as he has no other escape ability left in his kit. The same applies for when he is too pushed up in the lane.

His Q can be dodged quite easily if the enemy is standing at some distance from him. It is his main form of poke damage, so without it he will be useless.

Level one Ultimate R does very little damage if the enemy is away from the epicenter of the blast. It cannot be used as an effective finishing move unless Ziggs has items or two points in that ability.


Avoid regrouping too closely otherwise, Lissandra will be able to engage with her E and land on a multi-person W. If you can, try to separate slightly so that she can only hit 1 or 2 champions to the maximum. Play around Lissandras Ultimate R cooldown. Once he's on cooldown, she's rather vulnerable and can't fight as a team properly. You can use this to your advantage to force team fights when you know it. Lissandra has tons of clear wave, so the nap targets in the middle and the end of the game will be difficult. Keep this in mind and try to take her down or push her off the track so she can't defend her Turrets.


Neeko is really good in team fighting because of her E and Ultimate R. She just needs to make sure she can reach the enemy team in her Ultimate R channel time. Another point in her Ultimate R will allow her to inflict massive amounts of damage with her Ultimate R. The cooldown will also be reduced. She will have her basic elements now, allowing her to inflict a lot of damage while peeling for her teammates. This will help her team during the fights, especially the fights of choking points.


Twitch is a hyper carry and will become stronger and stronger as the game goes on. Ending the game quickly is often the wisest choice when playing against him.

Once he has access to his Ultimate c, his kill pressure increases. It’s extended range and damage: in conjunction with his s, can be hard to deal with in lane.

Once Twitch has got Runaan's Hurricane, his damage output will be deadly. It is very important that you do not let him dish out his damage by bursting him down at the start of the fight.


Janna excels during team fights and fights around clumped areas. Her e can act as a source of engagement and a disengage depending on the situation and the enemy team comp, but her ability to let her team fight for a long time is what makes her so good.

Getting multiple items will boost her usefulness massively. She won't ever run out of mana, and her shield strength will increase by a lot. That, along with the damage it provides to her carries will allow her to carry a game from behind.

Three-points in her d at level 16 will allow her to heal up her entire team within seconds during a significant fight. This means that taking neutral objectives like the Baron and Dragon after an exhaustive fight will always be possible.


After entering with your Ultimate R, be ready to fall and peel for your allies in the team fights at the end of the game. To get on the enemy's backline quickly, try to use the war fog to flank the enemy. If you fllank with a bush not awarded, the enemy will find it harder to react to your all-in. Avoid separating or being away from your team in the game at the end of the game, as the enemy will force a fight while you're gone. Play with your Ultimate R in the later parts of the game. Avoid fighting unless your Ultimate R is standing. Fighting without this will make the team fighting at the end of the game much more difficult.


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


At level 11, Zilean will be very hard to deal with.His Ultimate will keep him or a key target alive and will make assassins' lives a living nightmare.

At level 9, his Q will be maxed out and will allow him to deal tons of damage with a single bomb. It helps a lot when executing his Q > W > Q combo.

Zilean's damage and utility in any given fight are non-questionable. He can speed his allies out of trouble, revive them, or use them as a Q transport mechanism. Similarly, he can slow enemies, CC them, and allow his team to collapse on them.


Trundle is strong in the game very early in the role of Support. It expects it to go for the first games to move forward. At level 6, Trundle will be much stronger thanks to its Ultimate n. It will buff it and make it much more difficult to manage. Once it has bought boots, Trundle is the roaming potential and the overall pressure of the card increase.


Can’t gank efficiently till she hits level six. This is because she has no form of reliable engage and hence needs to powerfarm.

She is very reliant on her items in order to frontline during the late game fights. If she is setback early on, she won’t be able to last for too long after diving into the enemy team.

She is very vulnerable when her Ultimate t is down. She is quite prone to ganks when she is laning as her a doesn’t provide her with that much mobility.


After the first return of Aphelios, he would have recovered his first damaging element. He can look for more favorable exchanges with the enemy once he has bought his first element. When Aphelios has reached level 6, he gets his first peak of major level power. Unlocking his ultimate R offers him a lot of trading and killing pressure. After Aphelios has finished his Mythic article, it will be comfortable to win exchanges with the enemy. It is especially true if he gets his Mythic article before the ADC enemy.


In the middle of the game, you focus on the snowball your lead and get these basic elements to peak as soon as you can. The more big items you get, the faster you become unstoppable. Continue to focus on securing these goals and consider fighting on them, all it takes is a piece of Void Coral to jump and start carrying these fights in your true form.


Her kill pressure increases during this phase of the game due to her maxed out Ultimate R. As a result, she will easily win any duel, provided she didn't fall drastically behind during the early or mid-game.

Gwen excels during team fights as she can dish out a lot of damage, especially when fighting around clumped areas. Her W allows her to mitigate a lot of damage, and her E lets her reposition quite quickly.

Gwen does deceptively high amounts of damage during this phase of the game due to her items. She will also have maxed out most of her abilities. She can spam her abilities, which directly translates into more damage and healing for her.


Stack early magic resitance.

Poke down with q as often as possible.

Keep the wave closer early so you can pick up farm.

Pre 6, be prepared to sacrifice some cs for XP so they don’t bully and all-in you.


Avoid regrouping too closely as this will allow Rakan to get a good Ultimate Roff and he could be able to CC your entire team. Play slightly separately when possible. Do not fight in the jungle or around goals when Rakan has his Ultimate Rup that your team will be grouped closer. Remember, being slightly separated will make it harder for him to get a multi-person Ultimate R. Bursting Rakan down as soon as he engages is very favorable. As soon as he activates his Ultimate R, try CC him and bring him down so he is unable to get a good engagement.


Let him push you in. He can't use his **Ultimate** on you post 6 if he still pushes. Try not to let him bring you down with his **Q**. This could allow him to look for an all-in-one and kill you. Although he will be quite tanky, he inflicts a considerable amount of damage when he goes for these extended trades.


He will now have his basic items, which means that his **Q** and **R** should hit like a truck at the moment. Several points in his **Ultimate** will allow him to use capacity frequently, make peaks, and land multi-man **Ultimate** on enemies fighting near bottlenecks. Malphite is pretty good during team fighting. He can damage many enemies at once and do so through vision, giving the enemy a small window to react.


Always look to pin him to a wall and beat him up when you get the chance. This is important towards ensuring that he can't channel his abilities.

Avoid fighting him when his Resource bar is half filled. It will otherwise make you take a lot of damage and you will get chunked out quite a bIt.

Keeping your carries safe is of paramount importance so make sure that you take him out of a fight as soon as possible.

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


After your bot track has moved halfway, turn to the bot side of the map or somewhere on the map so you can continue to grow and win XP. Try to sit goals with your team during the middle of the game. You have strong pose tools that will allow you to sit goals with ease. Try to bring down the enemy as much as possible while your team tries to take turns (or the Dragon or Baron).


Prolonged trades work in Kalista's favor. Try to keep the trades short and soft so that she can't inflict tons of damage with her r. Kalista is a very strong champion from the beginning of the game. Try to harass and get her down so she can't play aggressive and snowball. Position Level 6, be careful to concentrate the enemy Support in a job that Kalista can save them with her Ultimate x. Keep this in mind and try to concentrate the Kalista instead.


Level 11 isn't great because she can only roam around and make plays. It will reduce the cooldown but do nothing else when it comes to dealing damage.

She starts coming online during the mid-game. Her burst damage is very significant, and she can quickly get picks with her abilities. Her team fighting is pretty potent as well.

Her first ability will be maxed out at level 9. She can deal much damage now, especially when fighting near the objective pits or choke points.


Play safe for the first few levels. You need time to come online and you shouldn’t be fighting unless you have a clear early advantage.

Once you have a few levels under your belt, you can start to play aggressive and look for aggressive plays. However, you will rely on your Support to do the heavy lifting early on.

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.


Excellent CC chain if he or someone else on his team manages to CC a target. This works especially well against immobile carries.

Can regenerate a lot of health with his W and hence outsustain his enemies in the lane. His Ultimate R amplifies this effect and is really effective when fighting in closed spaces.

He can use his W to set-up ganks for his Jungler as well. This allows him to catch up to his target while also providing vision of the area. The latter part is very useful when it comes to objective control.


You can reduce Sejuani’s ability to get successful ganks of by warding her jungle entrances or placing wards in the river. If you know where she is, she will be unable to get good ganks off.

Sejuani has good Drake control in the early game. Ensure that you take the bottom side scuttle crab and keep the Drake warded at all times so she is unable to sneak it away from your team.

Once Sejuani hits level 6 and unlocks her Ultimate R, she will be looking to gank as often as she can. You could delay this power spike by invading her in the early game or stealing away her camps when she is spotted on the other side of the map.


Avoid going for extended trades in this matchup as they will generally win them.

Your level 6 is much stronger than theres, but his poke intensifies post 6.

Focus on poking and limit fighting early on. Wait until you have some items so you can match their auto-attack damage.

Keep the wave closer to your side of the map early on. It will help keep you safe, and they’re immobile and you can capitalize on this with your Jungler.


In team fights, try to catch Lulu out of position or lock her up with CC. If you can shoot her first, her ability to protect her portages will be diminished. If you can't kill her, you might be able to force yourself to launch her Ultimate R. For AD champions, invest in the call of an executor when Lulu and her team are ahead. This will reduce her ability to heal and protect her allies.


His mid-game team fight is quite powerful during this phase of the game, especially if he gets a multi-man E on the enemy. The second point of his Ultimate R will allow him to do more damage with the ability. It is necessary to make sure that he throws the target in the right direction. His first ability will be maximized to level 9. This will allow him to inflict massive amounts of damage during the ganks and mid-game fights.


The final point in her Ultimate R will secure more picks in the later parts of the game. The goal is to ensure a pick on the enemy Support or Jungler and get a neutral objective after that.

Her overall damage will be really high during this phase of the game. She will be pretty safe due to her E and Ultimate R.

Her Q and W will be maxed out now. She will be able to dish out a lot of damage in clumped fights and will be able to push waves quickly.


Jayce doesn't really spike at level 6 due to his Ultimate G from level one. This also means that he has access to three more ability variations than his opponent. He should use them to get a lead pre-6.

Jayce is weak early on and does rely on his w > s combo to poke enemies out before going for a kill. This will allow him to garner a lead and burst the enemy down once they are low enough. The lane brushes are to be used relentlessly to ensure swift domination of the lane.

The first component will give a damage boost to Jayce and will let him play more aggressively. It will allow Jayce to go for frequent burst trades after poking the enemy out with his w > s combo.


Consider investing in healing reduction items or abilities to counter Soraka's sustain. This can help reduce their ability to heal and trade effectively during skirmishes and all-ins.

Maintain the minion wave closer to your side of the map. This encourages Soraka and their ADC to overextend, creating opportunities for your jungler to gank and potentially secure kills or summoner spells.

Take advantage of windows of opportunity to detach from your ADC and harass Soraka when they've used one of their abilities. This puts them at a disadvantage in trades, as they have one less ability to trade back effectively.

Be aware that at level 6, Soraka's ultimate ability, Wish, can be used to heal her allies across the map. It's important to ping and communicate with your team when Soraka hits level 6, so they can be cautious and adjust their play accordingly.


Tahm Kench can absorb a lot of incoming damage in the track and in team fighting with his E. If it activates it at the right time, it can basically have two health bars and be almost impossible to kill. Its Ultimate r is very versatile. It can be used to save an ally, or catch someone out of position. It is an excellent tool especially in the middle and the end of the game team fights His W is very versatile. It can be used to escape the skirmishes, get over the walls, look for parts and many other things.


Seraphine's early game is pretty decent. Her damage and CC are pretty substantial, especially if she can use the lane brushes.

Level 6 is a decent powerspike as Seraphine will get her Ultimate R and can now change the tide of a fight if the enemy team is stacked together or is standing in a line.

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


Kog. Maw is rather weak in the early game. Play safely and avoid fighting until you have some levels under your belt. Avoid fighting in the early game. Instead of focusing on agriculture and winning as much gold and XP as possible. Once you have some levels behind you, you can start fighting. Once you have destroyed the lower lane tower, turn to the middle lane and try to take this tower down to open the map.


The team fight can be difficult for Rammus as most players will disengage as soon as it runs towards them. This means that Rammus will probably try to flank you in team fights so that he can get a high-value target. If you are a carrier, invest in a Quicksilver Sash to escape his tongue t so he is unable to target you in a team fight.


Try to ride around when possible as your Ultimate R, E and Q should compensate for some easy ganks during this phase of the game. Work with your Jungler to invade the enemy Jungle and secure the peaks. Your goal is to hide in the fog of the war during the team fights and then get a massive CC of the enemy team. Fighting around the bottlenecks should be very fruitful for you. Setting up death brushes will be a pretty viable strategy during this phase of the game as well. Just make sure that you use your effigies to deceive enemies regularly. Sometimes you can be able to bait crucial abilities as well.


Sion is weak early, but once he has a few levels under his belt, he can be a proactive ganker.

Deep vision will help counter Sion’s ganks. Ward his jungle, when you can, to help your allies stay alive.

His objective control isn’t very good in the very early game, try and secure objectives like the Dragon before he can gank the bot lane and take the Dragon with them.


Make sure you're still on the side of the map that the next major goal is on. If the Baron is up, always stay on the upper side. If you go bot and show up, the enemy will take the goal for free. Look to remove the enemy carriers. Focus on the backline and try to get them out of the fight. Focus them on your other front line champions. Even if you're a laner, you can easily get the Baron or the Dragon down on your own. What you want to do is try to get them out of the enemy team while your team is busy trying to distract the enemy.


Yuumi will look to poke you down with her Q. When she uses it, run inside the minion wave so she cannot easily land it.  Alternatively, if it’s safe to do so, stand inside the minion wave at all times.

Invest in an early Executioner’s Calling or a similar Grevious Wounds item to reduce her healing and sustain in team fights.

Abuse her cooldowns and look to fight her after she uses her Q or E. She is vulnerable when both are down.


Prone to CC abilities, especially when his E or Ultimate R is down. Once CC’d, his squishiness allows him to be an easy target to takedown.

Improper usage of his E can get him killed on multiple occasions. The usage of the ability needs discretion, as mistiming it can prevent him from getting his resets which can inadvertently get him killed.

Kha’Zix will need sufficient vision around isolated champions as the enemy can sometimes try to bait him in, and collapse on him as soon as he shows up. He will also need to clear vision, else he won’t be very effective in getting kills.


At level 16, Aurelion will put the third and final point in his Ultimate. He should be able to deal a lot of burst damage in team fights at this stage of the game.

In the late game, Aurelion Sol will be able to dish out a lot of damage as he should be coming near to completing his build. Ensure that you’re playing around your Ultimate and E effectively to stay alive.

At level 13, Aurelion would’ve maxed out both his first and second abilities. He should be a real contender to start team fights with his Q.


At level 6, Yone will unlock his Ultimate R, which will allow him to set up games with ease for his Jungler and his team during any stage of the game. Yone will get short peaks of power as he continues to add points to his Q. This will allow him to go for short gusts against his laner so he can do everything later. The first element will bring significant improvements to Yone's trading in the track. Depending on the component he gets, the effects will vary, but it will be good for him independently.


At level 11, Aumu will have 2 points in his Ultimate y. This means that his Ultimate will be there on a shorter cooldown that can help him in team fighting and help his team get choices. The teams start to regroup during the middle of the game, and since Aumu is a team combat champion, he is pretty good during this stage of the game.


Keep walking and try to get spikes with your Jungler. You are extremely good at it, and secure peaks should be easy due to the enemy team changing track tasks frequently. Use the war fog to catch the out-of-the-garde enemies every time you get the chance. This will allow your team to track and get easy kills on the enemy. Peel for your ADC each time, as they will be the main source of your damage in the game. Do not go blind, and make sure you have enough follow-up damage from your team.


Swain’s early game is rather weak. If you’re playing as an early game champion, try to get an early advantage to reduce his scaling.

His Root E will only trigger on the first enemies he hits on its return. Stand near your Caster Minions and walk forwards when he throws it out so the minions get CC’d and not you.

At level 6, his kill pressure and survivability increases. Unless you have the advantage, disengage as soon as he activates his Ultimate R.


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.


Ahri isn’t very strong early on and needs some time to come online. Don’t play overly aggressive in the early game especially when your E is on cooldown.

Constantly look to poke and chip away at the enemies health bar before looking for the all-in.

In team fights, look to peel at first. When an enemy steps too far forward or is caught out of position- look to all-in them.


Avoid regrouping closely because this will give Malphite a great opportunity to land a 5 person who strikes with his Ultimate h. Don't look for fighting in the jungle or around the Dragon or Baron. That's because the teams will usually be grouped closely together- which allows him to get a good Ultimate h off. Instead, try to fight in the open air in a way. Poke and disengagement are the biggest threats. If you can, try to bring him down as much as possible before a team fight occurs to make it almost impossible for him to engage without dying.


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.


Seraphine has low base stats and is pretty vulnerable in the early game. Play safe and avoid taking damage to increase your survivability.

Seraphine lacks an escape tool. This reduces her chances of dodging skill shots and makes it harder for her to escape an all-in from the enemy.

The shield and heal you get from your W is pretty lackluster, especially in the early game. Do not rely on it to save you or your ADC’s life.


If he gets dismounted and the enemy disengages, he will have a hard time getting Skaarl back. If Kled is against a ranged matchup, he won’t be able to even farm safely while being dismounted.

Missing his E will make it really easy for the enemy ranged carries to kite him out. If he goes in with his W on cooldown, he won’t be as effective as he should be in an all-in.

If he uses his Ultimate R and the enemy manages to cut his team off of him, then he won’t have any form of follow up and his team will have lost their frontline. It will cause a lot of mayhem and may cause a team fight loss.


Keep running around the map and look for choices with your Jungler. Your W & E should allow you to CC and kill enemies quickly. During neutral objective fights, you should be able to help your teammates a lot by making sure that the enemy cannot enter the river. This will allow your Jungler to have an easy time getting the target in question. You should be able to support yourself massively in this fight so make sure to use your *Q* and Ultimate R regularly and correctly. Avoid getting CC'd at any cost while doing this.


Dr. Mundo can very easily grow under his turn. Try not to push the way against him because it is really beneficial to him. Instead, keep the wave even or closer to your side of the map so that you can receive ganks. If Dr. Mundo is behind, he will start cultivating with his Q. Don't start there unless he tries to secure a Minion Cannon. Dr. Mundo is rather motionless and can easily be killed when he's locked up.


Once Kindred hits level 6, she will be much stronger as she can use her Ultimate R to go for more unorthodox ganks.

As the game goes along, Kindred will become stronger and stronger with the more stacks she gets. Try to secure them whenever possible to slow down the snowball effect.

After Kindred has completed her jungling item, she will be a much stronger duellist and really good at kiting. Keep this in mind and think twice when fighting her.


His Passive allows him to blow up squishies with ease. This can allow him to get a huge lead early on and then capitalize on it, and finish the game before key enemies come online.

The follow-up CC extension on his kit with his W and E is really strong. This is what makes him really good with champions who have hard CC or slows in their arsenal.

He can keep going for regular short trades with his auto-attacks and his Q. This will allow him to soften up his target without the help of his Support, and once they are low enough, he can all-in them. He becomes safer as he builds critical strike.


Veigar is at his weakest in the early game. Try to abuse him to set him behind. Delaying his stacks will make him less effective in the later stages of the game.

Whenever Veigar uses his n, try to abuse the cool down as it’s his only defensive tool in the early game and once it’s down- he is rather vulnerable.

In order to get ganks or kill the Veigar, you need to bait out his n first. You can do this by constantly toggling in and out of range of him. Make sure you always bait it out before committing to the all-in.


Don't look for fights in the jungle or around the Dragon or Baron. That's because the teams will usually be grouped closely together- which allows him to get a good **Ultimate** off. Instead, try to fight in the open air in a way. Poke and disengagement are the biggest threats. If you can, try to bring it down as much as possible before a team fight happens to make it almost impossible for him to engage without dying.


Avoid grouping tightly together as it will give Malphite a great opportunity to land a 5 person knock up with his Ultimate h.

Do not look for fights in the jungle or around the Dragon or Baron. This is because teams will generally be grouped closely together- which allows him to get a good Ultimate h off. Instead, try to fight in the open in a lane.

Poke and disengage are Malphites biggest threats. If you can, try to poke him down as much as possible before a team fight occurs to make it near impossible for him to engage without dying. Keeping him low will force him to recall.


When there are no team fights occurring and when Shen’s Ultimate R is up, you’ll find him split pushing. Make sure there is someone who can match him in the lane with him so he is unable to split push for free.

Take care as Shen has good ambush potential in the mid-game thanks to his E. Do not go to ward/ walk in unwarded parts of the map if you know Shen has been nearby as it may result in your death.

Forcing team fights when Shen is unable to impact them (such as when his Ultimate R is down) will help your team come out ahead. Force a fight once his Ultimate R is down.


The level 6 power spike for Qiyana is pretty strong because it gives her a game changing Ultimate that can be used in plenty of ways. If you see her making towards your lane, ensure that you run through the middle of the lane to escape. Do not stand close to the walls.

During the mid game is where Qiyana truly shines. This is because she is a great team fighter thanks to her R. Unlike many other Assassins, Qiyana actually favours team fighting 5v5. Do not group to close to the wall during this time as she may look to engage.

Once Qiyana has her jungling item completed, she will be looking to duel and trade more frequently thanks to the extra damage and cooldown reduction it will provide. Unless you have a clear advantage, be cautious when heading into the 1v1.


Taric will have his Q maxed at level 9. This means that he will heal a lot during a fight as long as he has enough mana to constantly use the ability. At level 11, Taric will have two points in his Ultimate R. This means that he will be able to use the ability frequently, which will make him powerful enough in team combat. At level thirteen, Taric will have two of his maximum capabilities out. This means that he will excel in team combat and will be successfully peeled for his port.


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


You will want to stay with your ADC and your team as much as you can. In addition, neutral objective fights will be your bread and butter. Ward up correctly and work with your Jungler to secure the choices as much as possible. Warding will allow you to make several e and e games. After entering with your e and e, be ready to fall and peel for your allies in team fights. A good time to do so will be when you have used your h and your Ultimate n is about to run out.


Lulu can keep his allies alive for a long time with his E and Ultimate R in team fighting. This increases his ability to inflict damage and survive team fighting. You have a lot of poke thanks to your Q and E. This can allow you to win 1v1 battles with the enemy. You can also use your E to protect yourself rather than use it on the enemy. To tons of utility that can help him in a plethora of scenarios. Lulu is a solid choice and can fit into many team compositions.


Wait for its dash to be used before doing anything major in this matchup. Not respecting can land you in all kinds of problems. Your goal is to CC it no matter what during team fighting. Keep your team as safe as possible from it. Short trades are usually a bad idea for you because of how your kit works and your lack of mobility. Try to reach the enemy rearline when possible to cause chaos. Keep the wave somewhere in the middle of the track. It will give you enough opportunities to take the enemy down.


Level 6 is a good powerspike because Senna will get its Ultimate R and can help allies on the whole card. It can also get the finish kills with capacity. The first element increases its damage and allows it to use its capabilities a little more frequently. It is still mana-hungry, so it will have to pay attention to spamming spells.


The third point of its Ultimate 2 will allow Xerath to inflict increased damage to the enemies. The number of shots will also increase, giving Xerath more chances to hit an enemy reliably. It offers a lot of poke during the later parts of the game. This comes within reach before neutral objective fighting, as the enemy team will not be able to do everything or contest this goal because of their escape. Xerath is huge during team fighting because its capabilities can burst several targets with a single shot. It will destroy the enemy if it happens that they are piled together.


Vi's selection potential will still be preserved during this stage of the game. It should be able to enter the backline and lock high priority targets with ease as well. It will now have three points in its Ultimate R. This means that Vi can easily use the ability to lock enemies in a frequent way. Any squishy enemy target will have a hard time playing the game. This is the point of the game where Vi starts to fall. This means that it will have to focus on the coat for its ports or act as an activator when possible.


Cassiopeia has a powerful level 2 everything in with its Q and E spam. Make sure to hit level 2 at the same time which is the first wave followed by 1 melee minion on the second wave to reduce its ability to kill you. Cassiopeia has mana problems in the early game. If it is weak on the mana, it could be a good time to fight it because its release of damage will be greatly reduced because it relies heavily on the mana for the trade.


As Zed is an Assassin, he will look to take down targets that are walking around the map alone. Avoid moving through the river if it’s not warded. Keep a constant eye on the map and do not put yourself in the same area as Zed if you don’t know his exact whereabouts.

Expect Zed to flank and takedown squishy targets with his Ultimate R. Ensure that your flanks are warded when sieging an objective so he cannot get the jump on you.

During the mid-game, Zed will often be in a side lane split pushing. With this in mind, you could use the fact that he cannot impact the fight to start a team fight 4v4 or 5v4 with the numbers advantage.


Once Gragas reaches level 16, he will have his Ultimate R maximed out. This will give him a massive increase in damage, and the low cooling combined with the return to normal will help him to choose high priority targets. Gragas will either be very tanky or a glass cannon depending on the landing of his combo depending on the construction. As top laner, Gragas can go for a balanced construction or tanky, making him the main absorber of damage and engager for the team. His dash and Ultimate R compilent for a significant amount of peeling for his trolleys. If he goes for the road of construction of the tank, he will successfully absorb a lot of damage for his team while his team follows the commitment of Gragas.


At level 16, Fizz will put the third point in his Ultimate R if he can land it on a squishy target who doesn’t have a Guardian Angel or Hourglass, he will be able to quickly take them down.

Unless he focuses on defenceless targets, it will be hard for Fizz to assassinate targets as smart enemies will start to build defensive items to protect them against his damage. They will also start to group which makes it harder for him to pick someone off.

A full build Fizz is a very scary fish! The more gold and kills he has, the more damage he will deal in fights.


Stay with your team during the middle of the game and continue to play with your Ultimate on enemies who are overstretched or alone. Make sure to invest in a magic pen during this stage of the game. The teams will be grouped, and you will need to help it with their defensive stats. Make the call for major goals like the Dragon after getting choices with your Ultimate.


Once Karthus has its Ultimate e, it can impact the map regardless of its positioning. Every time you fight the enemy, always take into consideration that it can use its Ultimate e to finish you. The more the AP and the more magical penetration Karthus gets, the better and the more it will be. Try to close it or constantly invade it to reduce its gold revenues. Once Karthus has finished its juggling, its death pressure and its ability to gank will increase.


It can wander around the map and place its Ultimate t mushrooms in heavy traffic areas. It will allow it to detect enemies as well as get killed on unsuspecting low-health targets. Its first ability will be maximized to level 9. This will allow it to inflict high amounts of bursting damage and will allow it to kill its enemies quickly. It is not remarkable in team fighting, so it should either resort to secure peaks and blow people with its abilities or just separate by pushing until the enemy responds to it.


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


This champion is an early game bully. Play aggressive throughout the laning phase to get kills. If you can get a kill or two, you can snowball your lead pretty quickly.

Whenever your Ultimate R is up, you can look for aggressive plays around the map. Your Ultimate R is a great tool that you can use to help your allies win their lane.

Keep the minion wave even or slightly closer to your side of the map early on. This will allow you to run the enemy down while protecting yourself from ganks. If you keep pushing when you’re not ahead, you will be unable to run the enemy down and you’ll be an easy target for the enemy Jungler.


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.


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


Its early enema is incomplete and it can be exploited quite easily due to the lack of mobility in its kit. Its loss of E will make it vulnerable, especially before it touches level 6. This will make it really weak against any enemy who has a dash or blinks in its kit. Quite vulnerable to the ganks when it is pushed up and has no spell because of its W. Once the crowd is controlled, it has no form of escape because its Ultimate R will only return it to the location of the original recast.


Keep securing picks with your overall burst and Ultimate R in the game. This will help you single-handedly take over fights if you use your abilities and Passive correctly.

Try to set up death brushes when possible. Your W will easily fear enemies when combined with your Passive, and then you can proceed to blow them up.

Stick with your team and take fights in or around chokepoints for maximal effectiveness. This will allow you to get multiple kills in a brief period and eventually win the game.


Gwen is a strong 1v1 champion- especially if she was able to get an early lead. Look to apply pressure and fight whoever on the enemy team tries to stop you.

Neutral Objectives need to be secured regularly in this matchup. It will give your team the edge it needs to make team fights unfair for the enemy team.

Continue to play around your Passive and your Q in mid-game fights: especially in 1v1 skirmishes. You will miss out on a lot of damage if you don’t play around it.


Renekton is an early game dominant champion. Expect him to play aggressive and go for kills.

Whenever Renekton is above 50 Fury, his next ability will be empowered. Stay at max distance so he cannot get an empowered e or e off on you. Avoid fighting when he has tons of Fury too.

Do not underestimate Renekton range with his Dash e. He can use it on the minion wave to close the gap and trade with you.


You must be very respectful against Draven as he can bring down tons of damage if he gets a few dead in the laning phase. Keep an eye on his itemization as the game develops and plays accordingly. Draven is difficult to play in team fights as he must control his Axes g. In team fights, try to lock him up with CC to make it really difficult for him to pick up his Axes g and flatten the damage. Try to kill Draven every time his Adoration piles are high. He will deprive him of a huge influx of gold after getting a murder.


Warwick is very weak early and will focus on agriculture and survive the game very early. At level 6, Warwick will be much stronger. Its ultimate R is an excellent tool to start fighting, look for roarings and much more. Remember when weak so it doesn't kill you. Warwick is weak early, but strong in the later parts of the laning phase once it has some levels and items under its belt.


Putting the third and final point in Akshan’s Ultimate at level 16 is really beneficial for him. In the late game, depending on his items, he may be able to dish out tons of damage to a squishy target.

At level 13, Akshan will max out his E. The additional mobility is very powerful in the later stages of the game.

Once again, as teams will be grouping in the late game, if he can get the shut down on a marked enemy, he can bring an ally back to life which could turn the tide of the game.


Level 11 is not a massive spike like other Junglers. It gives only a minor increase in the damage and no utility, unlike other Junglers. That being said, the lower cooldown certainly helps.

His first ability will be maxed out at level 9. This means he can deal a massive amount of burst damage to any enemy he gets too close to.

Pantheon is quite potent during the mid-game. This is because he can dish out a lot of damage in a short time and can secure picks all around the map.


When Tryndamere has finished his Mythic article, he will be really strong in the 1v1 skirmishes with the enemy. He will also be really mobile and difficult to kill thanks to his Ultimate e and E. At level 6, Tryndamere will be unstoppable and will not die in the 1v1 fights. It will be really difficult to kill when his Ultimate e is in place. Tryndamere has good objective control and can easily solo the Dragon and Rift Herald in the early game. Try to take them if you can do them undisputed.


Watch your position so she can't put her Q on you. Stand behind the minion wave at all times. Focus on agriculture and poking. Limit the tradin with it. Step away from the minion wave. Morgana=s will use their W to push the minion wave. Stand outside the wave so it doesn't push and push at the same time.


During the middle of the game, avoid separating as Rengar will try to assassinate a target that is alone. Make sure to stay with your team to reduce their chances of taking someone. In the team fights, Rengar will try to shoot down an immobile target or squishy. Regardless of who you play, approach each other to reduce their chances of taking someone. If Rengar activates his Ultimate R in a team fight, be ready to disengage his Ultimate R is running out.


She will be able to max out her Ultimate R at level 16. This will drastically impact team fights since her Ultimate R will be on a very short cooldown.

Lillia is excellent in late-game team fights. This is due to her AoE abilities and mobility, which can let her get a 5-man Ultimate R.

Lillia will have multiple items by now. Her damage output and prolonged burn damage will be really obnoxious for the enemy to deal with.


Jarvan can gank at level 2 once he’s unlocked his e and d. Be aware of this as he may try to cheese an early gank in the mid or bottom lane.

Jarvan is really good at ganking in the early and mid-game. He will be looking to gank a lot, so it’s important that you try to equal his gank pressure and gank as much as you can to prevent him from getting his laners ahead.

He has rather good Dragon and objective control. Make sure you keep major objectives warded at all times so you can spot him before he secures the objective.


Continue to pick up and secure the jungle camps whenever possible. Do not fall back into the middle of the game is crucial as a Jungler, so make sure to continue growing! When no team fight occurs, go on a side track and push. It is important that you continue to grow during the middle of the game so that you can get your items as quickly as possible. After getting a murder, make the call for Baron or Dragon if your team is nearby and able to help you.


His E is very advantageous in group combats. He can send the enemy team into disarray and force to play defensively. His Ultimate R allows him to impact any fight on the map with ease. This allows him to change the results of skirmishes and duels throughout the game.


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 get us wrong though, she is easy to pick up.

Orianna is quite immobile in the early parts of the game. If she is pushing, she can be susceptible to ganks from the enemy Jungler. Make sure that when you’re pushing, you reposition or have vision around your lane.

Quite vulnerable to all-in and hard engage in team fights. If she gets caught out of position, she is going to die instantly.


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

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

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


Kassadin is very weak in the early game. Try to exploit this to gain a lead and prevent him from taking over the map. Giving him a rough start will reduce his scaling.

Once Kassadin has his Ultimate k, he will be able to trade more frequently and also escape danger. At this stage, his kill pressure also increases.

Kassadin is a later game monster and once he’s level 16, he will be very slippery thanks to his Ultimate k and short cooldowns. Try and end before he gets a chance to reach level 16.


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


During the middle of the game, you will want to group as much as possible. This will help you deal with the enemies who are more tanker than you. You will be safe enough from the assassins as well. Your Q should do a lot of damage now. Make sure to get the enemy down before you all in them, you may not have enough damage to kill your target. Fight around closed areas whenever possible, as your Ultimate R will be quite easy to land there. Cooling will also be reduced, which will allow you to use capacity frequently.


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

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

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


After your bot track has moved halfway, turn to the bot side of the map or somewhere on the map so you can continue to grow and win XP. Try to sit goals with your team in the middle of the game. You have strong pose tools that will allow you to sit goals with ease. Try to bring down the enemy as much as possible while your team tries to take turns (or the Dragon or Baron).


Graves comes out on a scale and unless he has taken the lead at the beginning of the game, it is unlikely that he will take over in the later parts of the game. He is squishy and getting CC-D will get him killed very quickly. It is very beneficial for the enemy team, as they can concentrate him quickly, get rid of him, then go for neutral goals. The enemy lantern can prevent him from doing damage with his automatic attacks by hiding inside or behind the minions.


Get level 2 first and look for a favourable trade. Gaining an early health lead is key to getting a kill later on down the line. Level 2 in the bottom lane is the first minion wave followed by the next 3 melee minions.

Your goal during the laning phase is to look for kills and abuse the enemy as often as you can. Try to play aggressive frequently to gain a lead.

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.


Ezreal’s first power spike is when he picks up Sheen. His Q damage will increase substantially and he will look to constantly poke.

Once Ezreal has completed his Manamune and upgraded it to Muramana, his damage output and sustain will be much higher.

Whenever Ezreal has his E, he is much safer and harder to kill. Try to abuse the cooldown whenever you can.


His poke can be difficult to handle, so position near minions for some protection.

Bait out his E before going in for an advantage.

Stand near minions, but not within the wave, to limit his wave push with W.

Allow him to push early; consider coordinating with your jungler for gank opportunities.


You will now have your basic objects, and you will be able to intimidate your laner unabated. Keep on your W for situations where you have to interrupt your laner. Continue with your assault after that. Use the track brushes to your advantage in the way to catch the out-of-guard enemies. The best time for all in someone will be when one of their powerful spells (like a mobility spell) is down. Always be ready to help your Jungler if they decide to invade the enemy Jungle or take the Rift Herald. Your ultimate R can really save your Jungler if they are stuck in a bad situation.


Pyke is strong at level 1 and 2. Make sure to hit level 2 at the same time or before him to reduce his ability to get an early murder. Once Pyke touches level 6, his death pressure increases as his Ultimate R is an execution. Step back when weak so he is unable to kill you and snowball his lead. Pyke is really good at roaming. Once he has Mobi Boots, expect him to wander around the map and help his allies. Ping every time he disappears.


An additional point in his Ultimate R will boost his overall damage and let him use the ability frequently. It will help him massively during team fights or when trying to secure picks.

His first ability will be maxed out at level nine. This increases his damage, and his team fighting potential will be pretty respectable now. He will pose a lot of threats if he can use the ability while hiding in a brush.

His tankiness will be colossal during this phase of the game. He will soak up both tower shots and enemy damage simultaneously and make it very easy for his allies to follow up on his engagement.


Watch your positioning at all times so it can't put crucial spells on you. Its level 6 is much stronger than yours. Disengagement if it clicks on R. Keep the minion wave closer to your side of the map to force it to exceed for the farm. Try to match its thrust power however, as you don't want it to win a gold lead by getting early turret plates.


Zac’s E can be used from afar to start the team fight. Make sure you ward your flanks when sieging an objective.

Avoid fighting in the jungle as it will make it easier for Zac to land his E and knock up your whole team with his Ultimate R. Fight in the open when possible.

Do not group too closely. If you’re split up slightly, it will be impossible for Zac to catch out and knock up your whole team with his E and Ultimate R.


Look for an aggressive level 1 game. They can easily try to get you down if you exceed. Try your toughest poke and harass the enemy, but don't engage in it because they can turn around an exchange easily. Level 6 of enemies is not very strong in 2v2 fights as their Ultimate R is a utility tool.


At level 1, Rengar can try to cheese you to get an early health advance. You can reduce its all-in potential while waiting for it to show before walking forward. Keep the minion wave closer to your side of the map so Rengar can't jump bushes and trade with you. Moreover, stay towards the lower side of the track at any time to make it harder to jump on you. Once Rengar touches level 6 and unlocks his ultimate R, he can look for the all-in. Otherwise, if he is unable to kill you, he can push the wave and try to wander with his ultimate R. If he leaves track 6, make sure you ping that he went to reduce the chances of getting him a success R Ultimate Roff.


Trundle is a duelist and will look to trade early. At levels 2 and 3, he may look for an all in if you’re low enough. Play cautiously when low and do not overextend if he has his Pillar e.

If you are a tank, Trundles level 6 all-in can be deadly as it reduces your defensive stats to a crisp. When trading, be careful around the level 6 mark as he may look for an all-in.

Depending on what build path the Trundle has gone for, he will peak at different times. Keep this in mind and always look to see what item’s he has purchased and play accordingly.


Akshan has tons of mobility thanks to his E. He can allow him to move in the way with ease, and go to the enemy to sound quickly. Akshan can bring back his dead allies if he can kill the enemy who killed them. It's great, especially in the last stages of the game where the time of death is long enough. His W allows him to get out of sticky situations and allow him to be camouflaged for a long period of time if he remains close to a wall.


Don't fight in the late game unless your Ultimate R is in place. It's crucial that you don't engage or look for fights when it's available as you're going to miss on the CC it provides. Your Ultimate R will be on a shorter cooldown in the later stages of the game. If you can find an opportunity to do it, use it to catch someone who is isolated and alone, too far forward or out of position. Peel for your rides to keep them alive for longer. If your allies are dying quickly, there's little chance that you'll win the team fight.


Level 16 is a massive spike for Pyke as the ability will now be up almost every team fight. The damage done will be pretty significant as well.

His Ultimate R will be critical and effective during fights. Squishies can be one-shot, and he can pretty much take down multiple enemies at once.

He will have his significant items during this phase of the game which means that he will both deal massive amounts of damage and survive fights and heal himself up quickly.


Once level 6, Maokai’s kill pressure in lane will increase. At this time, he might start getting ganks as his Ultimate R is a great tool for initiating ganks.

At level 3, Maokai can start to play more aggressive as he will have access to all his basic abilities.

Maokai is good in team fights as his Ultimate R has a large area of effect. Make sure you split up or disengage as soon as you see him so he is unable to utilise this ability.


Very squishy during the early game which makes her quite disposable and easy to set back. She can’t do much if she gets camped in the lane.

Has no form of priority in the lane during the early game as her Q does meager amounts of damage and her W is best not used until absolutely necessary.

Missing her Ultimate R guarantees a team fight win for the enemy team and reduces Sona’s usefulness by a huge amount. Improper usage of her Passive can yield the same results.


At level 9, Renata Glasc maximizes her first ability. It will be really good for her as she will inflict damage and be able to keep her allies alive for much longer. 2 points in her Ultimate R at level 11 offers her additional selection potential at this stage of the game. As the teams begin to regroup in the middle of the game, she will be strong enough. Putting an extra point in her Ultimate R is great for Renata as the teams start to regroup in the middle of the game.


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


Its kitting potential makes it a very safe choice against the melee champions who don't have a dash or have a very telegraphed form of a dash. The Q combined with its W allows it just to jump around and peel its enemies endlessly. Once it gets some passive marks, it can easily resume the game due to the increased range and how many damage bonuses it can extinguish. It can solo the Dragon with ease and can use its Q to jump on the walls and take creative ganking routes. Its Ultimate R can save its team and itself from assassination attempts. The use will vary according to the distance to come Kindred is in the game. This ability can also delay a goal for some time, which can allow Kindred to win a battle of Smite by forcing the enemy to Smite at the wrong time.


She should start ganking as soon as she hits level three as her burst damage is relatively high, which will allow her to quickly get a Flash from the enemy champions' side.

Getting her Ultimate R will make her quite dangerous in fights that happen around choke points. This helps her teammates a lot as they can easily collapse on the enemies Diana has Ultimate R'd.

Her first item will allow her to get a massive boost in her overall damage. This will let her win duels with ease. She will now invade the enemy Jungle, provided the allied laners have prio in their lanes.


When there are no team fights occurring and when Shen’s Ultimate R is up, you’ll find him split pushing. Make sure there is someone who can match him in the lane with him so he is unable to split push for free.

Take care as Shen has good ambush potential in the mid-game thanks to his E. Do not go to ward/ walk in unwarded parts of the map if you know Shen has been nearby as it may result in your death.

Forcing team fights when Shen is unable to impact them (such as when his Ultimate R is down) will help your team come out ahead. Force a fight once his Ultimate R is down.


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.


At level 6, Ezreal will unlock its Ultimate R. Its Ultimate R is an excellent tool at all stages of the game. It allows it to inflict a considerable amount of damage to anyone on the card. After Ezreal on first return, it will recover its first component. Its release of damage will intensify and it can look for more aggressive parts once it has it. When Ezreal completes its Mythic element, its release of damage will increase again. A good Ezreal will seek to bring down the enemy with his Q before launching a whole.


Unfortunately, Blitzcrank will be quite immobile in the late game. If he oversteps, uses his b and misses it, he can easily get killed. You’ll need to watch your positioning and not overextend without backup.

The good thing is your b will be on a lower cooldown in the late game. You’ll be able to look for picks frequently and you’ll also be able to get your second b up after you land or miss your first.

In the late game, Blitzcrank would be near full build. He should be very tanky and offer his team a lot of utility. Keep in mind that he will still be vulnerable and immobile, but he will be able to soak up more damage.


Level 6 is a massive peak of power for Olaf as it can now reach its target without being interrupted. If it manages to flank its enemies, the stationary wagons will be pretty much condemned. Its first element will be a massive peak, increasing its overall damage in the game. It will strengthen its overall potential for damage.


Stay with your team in the later parts of the game. If you move away from them and die, it will be 4v5 and the enemy may be able to force a fight or end the game. Concentrate the closest enemy champion in the team fights and look at your position. Hold on to your E for the right occasion. Do not use it recklessly. Stay at the back of your team near the Support so they can peel you and protect you.


The first item component will let him deal more damage and spam his abilities due to the increased mana.

Level six is a massive spike due to him being able to get his Ultimate R. This will let him make plays around the map and get his team ahead.

He is a really great early game champion as his burst damage during the early game is phenomenal. Anyone who is immobile will have issues with him.


Xerath’s early game poke can be really hard to deal with in lane. Be prepared to take extra sustain so you are not forced to recall early on.

Once Xerath is level 6 and unlocks his Ultimate 2, he will have a lot of poke and extra damage. Do not over stay in lane post 6 as he might be able to snipe you.

When Xerath has his Luden’s Echo, it will drastically increase his poke and pushing power. Avoid staying in the minion wave so he is unable to poke and push at the same time.


Keep the minion wave closer to your side of the map in the early game. Tryndamere has lots of kill pressure and if you push, he could easily all-in you and chase you down the lane.

Look for fights when he has little Fury in his resource bar. The more Fury he has, the stronger he will be.

Whenever his Ultimate e is down, try to abuse the cooldown and look for kills. Once his Ultimate e is up, his kill pressure and survivability increases a lot.


Group with your allies. Do not leave their side in the late game otherwise the enemy will have the advantage of numbers. Be ready to peel for your allies in the team fights. You are a strong skirmisher, but you should concentrate the closest enemy to keep your allies alive for longer. Look for peaks in the late game with your team. You have good tracking damage, so look for games with your allies to win the advantage of numbers.


If Tryndamere has Ignite, expect him to play aggressive and look for an all-in at level 2 or 3.

Once Tryndamere hits level 6, his survivability increases a ton. Avoid committing to fights with him when his Ultimate e is up unless you can easily beat him in a skirmish.

Tryndamere is really good in the late game and will look to constantly split push and take objectives. Do not let him take your towers for free while you skirmish in the mid lane.


Level 2 in the lower lane is the first wave of minions followed by the next 3 minons of melee. So your goal during the laning phase is to look for murders and abuse the enemy as often as you can. Try to play aggressive frequently to get an advance. 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.


Very motionless and is extremely vulnerable to crowd control. It has a weak early game as well, so it can easily be abused and killed with some ganks. Its n is on a really long cooldown, and it's its only form of self-peel. Once it's down, it can easily be all-in-a-d and killed with crowd control. It will take a lot of time to come online if it gets killed a few times during the early game. It's not going to be very effective if the game continues for too long so try to close it early and finish the game quickly.


Shyvana’s early game strength depends on the matchup she is in. She can either be quite strong or really weak.

At level 6, Shyvanaa will unlock her Dragon t form. She truly comes online at this stage of the game as she basically gets access to a free escape tool and 3 additional abilities.

When Shyvana has completed her Mythic item, her trading potential in lane increases and she can start to look for frequent trades with the enemy laner.


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

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

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


Be careful around the wave of minions because Yasuo will often use its E to pass through the wave of minions to reach you. Stay outside and away from the wave of minions at all times. If you play as a varied champion, try to use your range advantage to harass and bring it down. Don't commit too much to do this although it might look to turn the exchange around. Playing around Yasuo. Windwall W will make it much easier to kill him. If you can, try to lure this ability before engaging in the whole.


Once you get your core item, you should look to duel the enemy as much as possible. If the enemy is playing too safe, roam to some other lane.

Helping your jungle should be really easy for you due to your E. Don't waste any time going to objective fights, as you may be able to get a huge lead there.

Your W will play a pivotal role during this phase of the game. Always make sure that you land it on a high-priority target, as it can help you secure picks quickly.


Your first power peak is at level 3, where you can access all your basic capabilities. When you touch level 6, you unlock your R. You can start playing more aggressively with your R and get your Jungler to gank your track, too. When you get your first component element, your damage output will increase, and your chances of winning trades will increase considerably.


Throughout the laning phase, try to keep the wave closer to your side of the map. If you push, it could zone you away from the farm and kill you when you walk up to CS. Master Yi is weak early, but will be stronger once it reaches level 6. Take care and avoid staying in the way if you are weak so that you do not get killed by him. Avoid giving him kills early. Master Yi is a heavy snowball champion and can easily take the card if you let him move forward.


If you wanted to, you could get some early healing reduction items to help cut down on Sona's healing. It will make killing them a lot easier too.

Ensure that the minion wave is positioned nearer to your side of the map so your Jungler can gank your lane and easily kill Sona.

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

Bait out abilities before looking to fight Sona. They can turn around exchanges, and to make trading more favourable, you should wait for them to use one of their abilities before fighting them.


Try to browse the map and help your allies. Push the wave and then wander. When you use your capabilities on the minion wave, try to target your b and e so that it hits both the enemy and the minion wave at the same time. Try to find a healthy balance between enemy poking and using your farm capabilities with. Ideally, do both at the beginning and in the middle of the game.


Her level 11 power peak is pretty strong. 2 points in her Ultimate R offers Zeri a lot of extra pressure to kill. During the middle of the game, Zeri would have picked up several items. She will do a lot of damage in the fights and be able to carry them solo if she is ahead of her at this stage of the game. At level 9, Zeri will maximize her Q-capacity. As she uses the most this ability, her --cars to do a lot of damage.


You will want to avoid fighting him when his resource bar is more than half filled in this matchup. You will be taking a lot of damage otherwise.

Use your Passive properly along with your e. Also, make sure that you CC him when his resource bar is about to be half filled, and back off immediately.

Do not go in without your team close by during fights. This is to ensure that you don't get separated from your team.

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


With this in mind, play safer at level 6 and keep your distance so that you have more time to react to its cage + combo all-in-one. Stay away from the minion wave so it can't push you and fall at the same time. Play around its cooldown E. If you keep it away, abuse the long cooldown to gain an important benefit on health. Try and force it to extend for the farm by keeping the minion wave closer to your side of the map. You, your Support and your Jungler can then get it down on the long track.


The half-game will ask you to be enemies and healing allies at the same time. Do not walk alone as you kill is very easy. Your placement E can make or break a fight with ease. Try to fight around choking points and always target spellings or assassins with your E. Neutral Goal fights are important, and you must be a part of them. Do not abuse your W however, otherwise you will end up dying quickly.


This is very beneficial for the enemy team, because they can focus it quickly, get rid of it, and then go to neutral goals. The enemies can avoid its automatic attacks by keeping minions and the tower between them and him. It is because of its passive and can easily lead to an out-of-play for the enemy, especially if the enemy gank target has built a large wave of minions. Using its negligent, or very aggressively, can lead to its immediate killing. The ability has a moderately high cooling, and if the enemy does not allow it to self-attack by doing it or by other means, it is not able to use its e frequently and will eventually die.


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

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

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

A good player will be playing around their Ultimate as often as it comes up. You need to counter their ganking pressure by doing the same.


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


Viego’s Passive is only as strong as the enemy team composition. If is picked into a team that lacks a lot of damage, transforming into them might be uneventful.

Viego is a difficult champion to master: in particular, playing around your Passive and your R can be quite challenging for beginners.

Viego has low utility and his W cannot help him get over walls. This is a drawback compared to other mobile champions in the current meta.


Ryze's weakness is quite staggering during the early game, so he should make sure that he plays safely and wards around carefully. The main goal is to scale up first.

His level six won't be very impactful during this phase of the game as it has a long cooldown, and roaming during this phase would be an issue.

The first item component will allow him to deal a lot of damage to his enemies and spam his abilities frequently. Still, he should not play too aggressively and just rely on scaling up.


If Talon falls behind it doesn't go to a single blow from the enemy. Make sure you get so much gold and XP in the early game to make your late game more impacting. If your allies don't have follow-up damage or CC, it will be difficult for you to help their roaming path. Once the enemy starts to group, you will find it harder to choose enemies and further your lead.


Level 6 is a variable power peak highly dependent on the composition of the enemy team. It will have to make sure that it takes the ultimate appropriate ones to be effective in the game. Level 3 is a decent power peak as it allows it to access all its basic capabilities. It will also dry up a lot of damage during the duels and heal with its W when necessary.


She has tons of combos to master. This makes her a mechanically difficult champion to play and do well. Expect to put in a lot of games to control her. According to her Element, she can be a less effective laner. The enemy will always know which Element you have and they will be able to play around him. Also, having a certain Element may not be useful in the way. If Qiyana is behind, she will not do any harm in team fighting.


Play safe for the first few levels. You need time to come online and you shouldn’t be fighting unless you have a clear early advantage.

Once you have a few levels under your belt, you can start to play aggressive and look for aggressive plays. You benefit from extended trades, so try to go for them frequently.

Keep the minion wave closer to your side of the map throughout the early game. This is the best place for the wave to be as it offers you tons of extra protection.


Kled will always be stronger when he is mounted. He is slightly weaker when he is dismounted.

At level 6, Kled has increased mobility and the potential to impact multiple lanes with his Ultimate R. He can also use his Ultimate R to engage and chase down the enemy. Do not overextend in lane as he can easily kill you.

Kled is one of the strongest champions in the game. He will try to fight you as much as he can to get an early lead.


When he reaches level 6, his death pressure in the track increases. Expects that he frequently looks for aggressive parts with his Ultimate R. His next major power peak is at level 11 when he puts the second point in his Ultimate R. After completing his first component, Malzahars damage in the track will increase a lot. His E will be very boring to treat as well.


Darius is one of the best duels in the game, so don't go beyond your welcome. Don't go for prolonged jobs with him as he will always go out ahead. Darius will seek to reposition himself using his e. Try and stay in the inner ring so he doesn't inflict much damage. Darius is relatively motionless and weak when he is attacked by several champions.


Always make sure that you are standing behind at least 2 minions so that she is unable to root you with her g. If Lux uses her g and missing it, use the cooldown of this aggressive ability to play because she will not be able to protect herself and prevent the effectiveness of all-in. Mitigate Lux=l standing behind and not inside the wave minion. This will make her choose between using her l for poke with or to push with.


Its level six is a massive peak of power because it can now use its passive to the maximum potential. It will simply have to make sure that it does not root in a position where an enemy can flank it. Its first element will be beneficial as it will allow it to use its W frequently to make clear waves. This will allow it to prevent the enemy lantern from moving freely. Before level six, Vel'Koz should stick to keeping the wave on its side of the tower because of its squishiness. Its combo is relatively ineffective, also, without its Ultimate R.


It will have a lot of passive piles during this phase of the game. This scale is infinite, which means that Veigar can about a full-health squishy target shot. His n will be on a very short cooldown during this point in the game. He will be able to secure a lot of choices, especially around choking points. Once his ultimate R is maximized, he will execute the enemies with ease. Any enemy who gets hit by his e will be in Veigar's Ultimate R tuture range.


During the mid-game, try to take as many fights as physically possible to make use of your skirmishing power. While fighting, ensure that you don't go too ham and abandon your frontline.

Your Ultimate x will come in handy during this phase of the game as you can quickly start engages with the ability. Use it on the tanky person of the team for maximal effectiveness.

Your W will help you prevent an untimely demise that occurs on face checking a brush. Use the W to cover the back of the objective pits during neutral, objective fights.


Renekton is an early game bully. Expect him to play aggressive and go for kills. Once he is level 3, he gets his first major power spike and can easily force a Flash. Expect this and play respectfully.

Once Renekton is level 6 and unlocks his Ultimate t, he can be really aggressive and kill you. If you’re low, recall and avoid pushing the wave if he’s ahead as he can all-in you while you’re overextended.

After Renekton has completed his first item, his kill pressure also increases. Avoid trading or duelling him unless you’re ahead.


Graves is not quite strong during the early game because the enemy can use the minions to block his attacks. He can compensate for that by consistently thinning out the wave and using his e in a way that he can reposition himself properly to attack his laner.

Once he gets to level 6, he will have unlocked a huge finishing move. It can take out multiple targets with utmost ease should he go for the lethality build. The ability also provides him a means to escape when his e is down.

Graves will get a decent power spike once he gets his first component. It will increase his dueling potential, and he will be close to the phase where he can practically one-shot anyone.


Camille Support can be aggressive at levels 1, 2 and 3. Watch your positioning and stay away from the walls so she can't win an early health advance. Stay away from the walls, especially when her E is at the top. She can get killed and play games whenever her E is at the top. Then play around her cooldown. At level 6, Camille will try to play games with her Ultimate. Follow her Ultimate Cooldown and play far back, and avoid staying your welcome if you are weak to deter her aggressive play form.


During the late game, you will function mainly as a siege-based mage. Focus on taking towers quickly and open up the map. This will make it really easy for you to control the game state.

Being full build will let you blow up enemies with ease. All you need to do is combo them properly with your W, E, and Ultimate R. This strategy is best used in neutral, objective fights.

Use the fog of war to catch enemies off-guard. You can work with your Support and the Jungler to set up death brushes for the enemies.


Try to roam a lot during this phase of the game. Also, work with your Jungler when you can to ensure that you can secure picks with your Ultimate h.

Getting your first item will help you a lot in the game. Ensure that you keep poking enemies with your d and then go in for the kill with your Ultimate h.

Take part in as many team fights as you possibly can. This will let you kill multiple targets with your Ultimate h, especially in clumped fights.


Level 6 is a massive peak for Jax. This is due to the increased resistance he gets when he activates his Ultimate t. This will help him a lot when it comes to using his Passive and attacking in a consistent way. Jax's first element will allow him to gain an advantage over the enemy. It will increase his global duel potential and completely dismantle the game plan of any enemy who is overstretched and has not put the vision around the map.


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


As suggested, she is a heavy snowball champion, so if you don't get an early lead, it will be difficult to continue later. She suffers against teams that are smart and group together. It's more risky for you to enter alone, and you need your allies to enter with you. She can be well-equipped after she's entered. It can be difficult to manage champions with dashes or escape tools.


The fog of war should be used to catch enemies off-guard whenever you get the chance. This will allow your team to follow up and get easy kills on the enemy, especially around choke points.

Keep roaming and try to get picks with your Jungler. You are extremely good at it, and securing picks should be easy due to the enemy team changing lane assignments frequently.

You will need to keep your teammates' safety in mind while looking for an all-in. Don't just blatantly all-in the enemy team while your team just dies because of assassins or enemy bruisers.


Lillia isn’t the strongest early game champion. You can use this to your advantage by invading and trying to fight her if you’re a strong early game champion like Hecarim, Lee Sin or Elise.

Post 6, fighting Lillia is going to be harder as her Ultimate R can put you to sleep. Unless you can kill her quickly, it will be difficult to win a fight against her unless you’re ahead.

Vision will make ganking harder for Lillia, especially post 6. Placing vision around her jungle entrances and in the river will make it very hard for her to find successful ganks.


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


If you can get a murder or two, you can snowball your lead quite quickly. Every time your Ultimate R is up, you can look for aggressive games to try to kill the enemy. Your Ultimate R is an excellent trading tool that makes you much stronger. Keep the minion wave even or slightly closer to your side of the map early. This will allow you to run the enemy down while protecting yourself from the ganks. If you keep pushing when you are not forward, you will be unable to run the enemy down and you will be an easy target for the enemy Jungler.


Look for choices during the middle of the game with Daisy R. If you can catch someone out of position and take them down, you will be able to abuse the advantage of numbers. As Ivern is a support, make sure you are always with your team so you can help them when needed. Peel for your team in team fighting. Use Daisy R to peel for your team while focusing on using your W to protect your transport.


Akali runs out of energy quite easily. You’ll need to keep a constant eye on your energy levels and only go in for aggressive plays when you have lots of energy.

Akali and assassins like her struggle against teams with lots of CC. In team fights, you’ll have to wait for the perfect opportunity to go in so you do not get CC’d and killed pretty much instantly.

Akali is one of the hardest champions to master in the game. Playing around her energy levels, her Passive, her W and her two mobility spells takes a lot of practice. Expect to put in a lot of effort if you want to learn Akali.


* As Lucian is a varied AD champion, when playing as a melee champion, be prepared to sacrifice some CS for XP and health. Dieing at Lucian in the beginning of the game will make it very difficult for you to come back * Wait for Lucian to use his E before starting a fight or trying to land CC. Every time his E is down, it is much weaker and it will be harder for him to defend himself.