Its first power peak is at level 3. It could look for an aggressive game once it has access to all its basic capabilities. Nilahs second power peak is when it reaches level 6. It will usually hit level 6 before the enemy in the track, so keep this in mind when you are both level 5. Another power peak for Nilah is when it gets its first component element. Nilahs bargaining power will be improved, and it will be stronger in the skirmishes.


Urgot's first game is quite good, especially once it has access to all its basic capabilities. It can easily all-in an enemy and then proceed to destroy them with its passive and automatic attacks. The level six of Urgot is solid because it allows it to execute its targets when they are below a certain threshold of health. It is really good when trying to deal with tanks. The first element of Urgot will be beneficial because it will increase its overall damage and survival in the way. It will be instrumental when it will be combined with the regular use of track brushes by Urgot.


Very still and can be killed almost immediately if she is caught without her g. Layered CC will make her absolutely useless. She is somewhat the dependent element, so camping and killing her a lot during the early game will just make her a shield boot during the late match. She can be easily chosen by the enemy team if she wanders too far from her team, or when she tries to take the Blue Buff. She will also be very weak against the complete all-in of the enemy team.


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

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

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


Your job will be just like a Support during this phase of the game. Stay near your carries and participate in each and every team fight that happens on the map.

Using your Ultimate R during neutral objective fights will be the difference between a won and a loss fight. A good time to use it will be before a major Smite fight.

During team fights, make sure that you stick with your backline at all times. The only time you may go ahead is when you're trying to use your E.


Hecarim's h will be maxed out once he hits level nine, which will allow him to dish out a lot of consistent damage when he is in the middle of the enemy team. It will also let him sustain himself due to his items and runes.

Hecarim's Ultimate t will be more robust now because it has two points at level 11. This means that he can use it frequently, which translates into more dead enemy carries.

Mid-game is when everyone is lane swapping and warding around. This is the perfect time for Hecarim to take over the game due to his kit being able to pick and burst enemies down in a jiffy.


This champion is quite motionless and is subject to CC. If they get caught by any CC, they will probably die. Less transport potential compared to many other Supports. Lulu relies on her team to carry while she provides them with healings and shields. Lulu is a squishy champion with low points of success. This makes her rather vulnerable and easy to kill. Choosing your fights and avoiding constant trading is the key to winning.


Trendamere is good at level 6 as its Ultimate e offers it additional protection in the skirmishes. It is a good split pusher in the middle and end of the game. Make sure someone defies his thrust throughout all the stages of the game. At level 9, Trendamere would have maximized his first ability. His power of skirmishes at this stage will be much stronger and it will be deadly to fight him alone.


Corki is really good in team fighting thanks to the AOE poke of his b and Ultimate e. It can be good post 6 because he has a lot of poke and clear wave. This can help him get early turret plates and kills. Outside of the laning phase, and in team fighting, Corki has a lot of poke. Delaying team fighting as long as possible while you harass and intimidate the enemy.


Split push during the mid-game and try to secure side objectives. Avoid grouping when your **Ultimate** is down.

Group with your team when your **Ultimate** is up. Rotate from the side lane to wherever your team is and look for a pick with your **Ultimate**.

Peel for your allies in team fights. As you’re a tank, you’re rather weak unless your carries are alive. Thus, keeping them alive is key in team fights. Be prepared to peel for them when necessary.


During the late game, you will mainly function as a mage based on the seat. Focus on taking spins quickly and open the card. This will make you really easy to control the state of the game. Being complete will allow you to explode enemies with ease. All you need to do is combo properly with your W, E, and Ultimate R. This strategy is best used in neutral and objective combats. Use the fog of the war to catch out-of-guard enemies. You can work with your Support and Jungler to set up death brushes for enemies.


If Darius is able to land his E on you and shoot you in, do not use your W immediately. Use it once Darius has used his W so you can remove the slow and potentially escape. Before looking for a whole in it, make sure that Darius is below 50% health by dropping it with your Q. If he is more than 50% health, don't bother aggressively trading. When you fight in Darius, try to avoid long trades with him as he will come out with his Passive. Keep pleasant and short trades, preferably where you are able to stay outside his E range. Always keep mental distance between you and Darius. If you are close to him, he will be able to pull you with his E. Try to stay out of reach of that ability at any time.


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


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

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

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


While she doesn’t have a fighting Ultimate R, her Ultimate R is a great roaming tool that can allow her to get back to lane quickly and also roam around the map and help her allies.

She can blow enemies up who are alone when she’s ahead. Look for picks on squishy and immobile targets to gain a further lead.

Pretty strong early game ADC who can go for aggressive plays with her early strength to get early kills and snowball.


Can't gank very efficiently until she gets her level six. She will be heavily dependent on the enemy team pushing up and will therefore spend most of the time in power farming. Control Wards are her deadly enemies. If the enemy team invests a lot in them and places them in key points, it will become very difficult for Evelynn to pull successful ganks. She will have to be really careful while she's getting someone when her Ultimate R is on cooldown. It's very important when she gets someone who has a lot of CC in their kit.


Get wards down! Evelynn might be cloaked when walking but not when doing camps. Place vision on her jungle camps rather than inside lane bushes.

Evelynn will look to execute someone before a team fight or an objective spawns. Do not move around the map alone whenever a major objective is about to spawn. Stay as a team if possible.

Keep track of Evelynn’s Ultimate R. When it’s down, she is a lot less mobile and cannot escape skirmishes without using her Flash.


Nunu is a dominant early-playing Jungler and will be looking for gank as much as he can. Once Nunu reaches level 6, his death pressure and his ability to gank increases thanks to the CC on his Ultimate R. Ward your flanks so that you can see him before he is able to reach your way and kill you. Nunu has really good objective control throughout the game. Make sure you keep the goals monitored at any time so you can see him do it.


Gwen will be stronger when she has 4 piles on her Passive. Avoid committing to fight when she has maximum piles. When Gwen unlocks her Ultimate R, she will be much stronger and her trading power increases considerably. Extended trades will always work in her favor, especially once she's finished one or two items.


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

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

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


Its first peak of power is at level 3 when it gets access to all its basic capabilities. When it finishes its first element, its trading and escarment power increases. Another peak of early play power is level 6, where it unlocks its ultimate R capability.


His Q is his foremost poke ability, and it is pretty reliable, so adding more points in it will directly boost his overall damage in the lane. It will let him decimate his opposition, primarily when he uses the ability from a brush.

The first item component will allow him to spam his abilities consistently due to his increased mana pool. It will also increase his overall damage, which will enable him to completely take over the lane as his waveclear is impeccable.

Ziggs is relatively weak early on when compared to other ADCs. This is because he is ability reliant than traditional ADCs who are auto-attack reliant. This can cause him to run out of mana quickly and be useless in the lane. To compensate for this, he should use the lane brushes to zone enemies off. It isn't necessary to use the abilities as the threat is enough to keep enemies at bay.


Rumble is very immobile and subject to all in. Try to freeze the wave closer to your side of the map. This will force it to extend for the farm, which can allow you to all of it, deny it from the farm or even set up your Jungler for an easy take. Rumble is rather squishy early and suffers strongly when its r is on the cooldown because it will lack damage.


Nautilus is very early thanks to the amount of CC he has in his kit. But, it can be really weak if he's in a bad matchup. At level 6, Nautilus has great gank set up and can go to kill in his way or in others. If you can't install your Jungler, look halfway and help your Mid Laner. When Nautilus has finished its first component, his trading power in the track increases considerably.


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


Yone is better at trading once he unlocks his Ultimate R as it offers him tons of kill pressure.

Once Yone gets 100% critical strike chance, he will dish out lots of damage. Remember that his Passive gives him double crit chance.

Yone is very good in team fights if he is able to get a good Ultimate R off. Remember to stay apart when possible.


Quinn is an early game bully who is ranged. This allows her to harass and whittle away at melee Top laners to get a lead.

While she doesn’t have a fighting Ultimate R, her Ultimate R is a great roaming tool that can allow her to get back to lane quickly and also roam around the map and help her allies.

She can blow enemies up who are alone when she’s ahead. Look for picks on squishy and immobile targets to gain a further lead.


See if you can secure picks during this phase of the game when possible. You will begin to fall off, so you must avoid 5 v 5 team fights when possible.

Keep track of the enemy Jungler and stay near-neutral objectives as much as possible. You don't want to get spotted on the other side of the map and lose a crucial objective out of nowhere.

The fog of war is your friend, and you will want to use it to flank the enemy when possible. The goal is to get rid of the enemy carries as quickly as you can. You may also opt for a tanky build and act as a frontline if need be.


Stay with your Support throughout the mid-game. If you move away from them, you will be an easy target for the enemy. Make sure you’re always near at least 1 ally.

Group and stay with your team at all times. Do not split push or avoid grouping unless you have a good reason to be away from them.

Look for picks with your Support/Jungler to get kills and increase your lead. If you kill a key target, you could make the call for Baron.


Once it unlocks its basic capabilities, it should easily ruin any track where the enemy is overstretched. Level 6 is an important peak of power for Volibbear. It is mainly due to its ability to initiate independent fighting and to instigate tower dives with ease. Any unhealthy target will be forced to play safely and to suddenly remember. Volibbear's objective control is good too. It can quickly clean its camps and take neutral goals with ease if an opportunity arises. Its E will help him a lot by taking these goals.


He is inefficient before he gets his Ultimate n so he can be invaded during this time. He can easily be taken down if the enemy roams with another teammate.

His y is the only form of self-peel for him. Once that is down, his enemies can easily catch up to him, as well as crowd control him and force him to recall.

Heavily countered by proper vision placement, especially during the early game. This will prevent him from roaming/ganking and will keep the solo laner safe against him.


Cho’Gath is a monster as the game goes on. He can easily eat an unsuspecting squishy target that is roaming through Summoners Rift alone. If you do not know where Cho’Gath is, do not walk through the river isolated or without vision.

Cho’Gath’s abilities are crucial when it comes to winning team fight. Do not group too close together so he is unable to land his e on your whole team.

When sieging an objective like Baron or Dragon, do not start it if Cho’Gath is alive. With his Ultimate t, he deals more damage than Smite, so it’s best to not take the 50/50.


At level 6, Lee Sin will unblock his Ultimate k. His total pressure and kill increases sharply at this stage of the game. The first element will allow him to get a boost and increased survival during all the in. He will give him more chances of being killed during a duel.


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

Their level 6 is stronger than yours. Keep this in mind when fighting post 6. Recall if you’re low.

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.


Master Yi is strong in the late game as he can a-shot enemy door. Reduce his early utility to make him weaker later. His first major power peak is at level 6 when he unlocks his Ultimate r. Master Yi will become stronger and stronger with gold.


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

Lulu relies on her team to carry while she provides them with heals and shields.

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


Cassiopeia’s Ultimate R is a great tool in team fights. Hitting 5 champions at once is a sure-fire way of winning the team fight.

She deals a lot of damage in extended trades as long as she lands her Q. She needs to make sure she keeps an eye on her mana pool though so she doesn’t run out of mana.

Cassiopeia can often get early kills in lane with a level 2 all-in. Getting an early kill will make the laning phase much easier for her.


Similarly, avoid engaging if he has his E available. As Jax is so weak early, just go into their jungle and try to fight them or force them to remember. Putting them behind will delay their power peak. Try to take Dragons as often as possible. This is the key to getting yourself and your allies in advance. As you are much stronger than Jax early on, make sure to get an early lead by gaunting your allies before Jax even has a chance to come online.


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


Level 11 is not a massive spike as it gives only a measly increase in the ability's damage. That being said, the lower cooldown certainly helps.

Pantheon is pretty decent 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.

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.


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.


If you reach the late game like Dr. Mundo, you should have brought a ton of tank and defensive items. At this stage of the game, you will be very, very tanky and quite unqualified. Look for aggressive fights with your team to win a win. At level 16, Mundo will put the third point in his Ultimate R. The regeneration that he gets from this peak of power will be incredibly powerful. Even if the enemy picks up items of healing reduction, he will gain another ton of health. As Dr. Mundo is a tank, he will be good in the late parts of the game because he can stick to the enemy rear line and force them to concentrate it rather than his portages. Due to this style of play, he should be a major threat in the fights of the late game team.


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

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

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


After entering with your Ultimate t, be ready to fold and peel for your allies in the fights of the late game team. To make access to the enemy backline easier, 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 separating or being away from your team in the late game as the enemy will force a fight while you are gone. Play around your Ultimate t in the later parts of the game. Avoid fighting unless your Ultimate t is standing. Fighting with outside will make the fights of the late game team much more difficult.


Keep the wave closer to your side of the map early. This will make it much harder for Jarvan to chase you down the lane and zone you away from the farm.

Beware of his level 6 all-in. If he physically cannot all-in you, he may look to roam and use his Ultimate m in the mid lane instead.

He is quite strong early, so expect him to go for aggressive plays. Watch his positioning and play to the opposite side of him to make it harder for him to all-in you.


His first objective game control is phenomenal, especially if his laners have the priority of the way. He must avoid appearing on the card early, however. Level six is an important peak for Master Yi because he can now gank and clean the fights reliably. Its use will determine whether all the ins are successful or not. The first element is a good peak for Master Yi because it gives him increased damage. He will help him with the cleanings, and his Jungle light.


Ashe is much stronger in the long skirmishes because it allows her to activate her Q in the trade. Do not go for prolonged trades with Ashe unless you can kill her. Once Ashe has her Ultimate w up, her ability to get kills increases. You have to respect her level 6 and respect her all-in whenever her Ultimate w is up. Ashe is very dependent on her Ultimate w as it can be used in various ways. Try to abuse her when her Ultimate w is on cooldown because she is incredibly vulnerable while he is on cooldown.


Go to the mid lane after destroying or losing the bottom lane tower. Rotate with your ADC or hold hands with your Mid laner to prevent the enemy from taking the mid lane tower.

In team fights, use your empowered d to provide a large shield to your allies. Unless you need to use your Qor d, you should try to use your d to help them survive.

Stay with your allies in the mid-game. Do not move too far away from them at any given time as you’ll be an easy target for the enemy. Similarly, do not go to ward unless your allies are nearby and able to help you.


Sylas is quite strong during the mid-game, especially if he gets a solid ultimate from the enemy team. His life steal will prevent him from dying quickly during significant fights.

Two points in his Ultimate R will allow him to take enemy ultimates quickly and will increase their effectiveness as a whole. It can be highly beneficial in team fights.

His first ability will be maxed out at level 9. This will give him a massive damage boost and allow him to blow up single targets with ease.


His first ability will be maximized to level 9. He should strengthen his survival and damage in the game, and he should be able to make more choices now. Skarner's team fight is phenomenal during this phase of the game. He can absorb the damage while making sure that he gets crucial choices in the enemy team. At level 11, he would put a second point in his Ultimate. Cooldown will reduce him to make choices more frequently.


Your goal in the early game is to win the most gold and XP as quickly as you can. Focus on agriculture rather than sowing or fighting. Look to secure the goals as often as possible. This will give your team an advantage as the game unfolds. Your Ultimate is an incredibly strong tool. Every time he is up there, try to use it to help your allies and get murders.


Jax needs time to come online. Although he can trade in the early game, it's best to get a few levels behind you before looking for a murder. Be ready to scale if you're in a difficult matchup so that you don't fall behind and become useless in the later parts of the game. Keep the minion wave closer to your side of the card in difficult matchesups. Jax will find it really difficult to survive the laning phase if it constantly pushes.


Level six is an important peak for Neeko as it gains access to its Ultimate R power. Team fighting will become really easy now. The first component will allow it to spam capabilities and not miss mana. It will also allow it to do a lot of damage in the way. Once the guard search is complete, Neeko can start putting in place a vision around the map.


Alistar’s first power spike is once he hits level 2 as he will gain access to the two main CC tools he needs to start skirmishes with the enemy. Hitting level 2 first and unlocking both your W and e is crucial to gaining an early advantage.

After Alistar has picked up his Boots, he can start to roam around the map freely. As he has a lot of kill pressure, he should look to roam when opportunities arise.

At level 6, Alistar can go for riskier plays thanks to the added protection his Ultimate provides him. At this stage of the game, he can look for potential dive opportunities in the bottom or mid lane.


Be a part of the largest number of fights you can in this phase of the game. This will really help you get more murders due to your Ultimate functioning. Chokepoint fights and the search for flanks should be the main goals during the fights. Chokepoints will facilitate your Q landing while flanking will completely disrupt the fights. Do not pee in the enemy team if you have no follow-up of your team. You are an important part of the fight and it is vital that you stay alive, lest you want the enemy team to take over neutral goals.


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.


At level 16, Renata will put the final point in her Ultimate R. The cooldown Ultimates will be slightly lower which could allow her team to win the fight by picking up a key target. She would have finished several articles at this stage of the game. Her peeling potential increases sharply and her team combat skills. The teams will be regrouped in the end of the game, and as her Ultimate is an excellent tool for team fighting, she will be very strong in the end of the game.


Very strong when the enemy is pushed up and a new wave of minions is approaching. This allows him to use his E to catch up his enemy lantern and then hit them with his r. Yasuo can quite easily set up ganks with this tactic as well. Playing around the W can allow him to completely dismantle the various enemy matches. He can run around the windshield and save himself from a lot of damage in this way. Aglaist melee champions, it is always wise to retreat and maintain a certain distance from them. After six, he becomes extremely strong due to his Ultimate R crowd control as well as the penetration of the bonus armor he gets on the use.


After entering with your Ultimate t, 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 t in the later parts of the game. Avoid fighting unless your Ultimate t is standing. Fighting without this will make the fights of the late game team much more difficult.


Once Jhin gets two points in his Ultimate R, he secures the shots with ease and helps his team catch up with the enemies. Damage will also be increased. His first ability will be maximized to level 9. This will allow him to clear the minion waves with ease, and the damage inflicted on the champions will be really high. Jhin's damage capacity will be really high during the middle of the game. He can blow the squishes with his abilities and 4th shot. He will just have to make sure that he can kite around the tanks.


At level 16, Akali will have 3 points in her Ultimate She will be able to bring a lot of damage to anyone she contacts. Your Ultimate will also be on a lower cooldown, which is very beneficial. At this stage of the game, Akali would be close to max build. Unloading an E on an enemy squissy champion should lead to an easy murder. This murder could result in either the Baron or a favorable forced fight 5v4. Akali falls into the later parts of the game that the teams begin to group. Akali is at its strongest in split fighting or peaks rather than the 5v5 right. Moreover, the enemy should start buying defensive items, which will make it harder for them to remove them.


When Xin Zhao hits level 6, his all-in pressure intensifies. He may look for an aggressive play as soon as he gets the level up.

When Xin has brought his first component item, he will be really strong in 1v1 skirmishes. Keep this in mind when trying to fight him.

Xin is very good in the mid-game. Expect him to frequently look for plays around the map, or look to kill you over and over again.


Blitzcrank’s level 2 is very strong. Landing a Hook b on the enemy Support or ADC and knocking them up with your t could result in an early kill.

When Blitz has picked up his Boots, he can start roaming around the map and help his allies. Look to roam after purchasing and upgrading your Boots.

At level 6, Blitzcrank can start to deal a lot of burst damage if he can land his b. His Ultimate d can also be beneficial and destroying shields in clutch 2v2 fights in the bottom lane.


Always keep an eye on what Ultimate Sylas has. If her Ultimate R is a very strong Ultimate combat team, try to wait for it to cool down before forcing a fight. Look at the flanks as Sylas will often try to flank a combat team with her E to get started. Make sure no one in your team is standing too much before or out of position as it can allow Sylas to choose them with her E and start the team fight.


He becomes vulnerable when his Q and E are down in the track. In addition, he is likely to be poke in the track if he finds himself against a varied laner. Unlocked during the late part due to his enemies building defensive items and so on. Moreover, his Ultimate R can easily be cleaned up with a Quicksilver Sash, thus denying the threat of ability. Extremely motionless when his E is down, probably by making the best time to exchange with him. Even in team fighting, if he tries to enter with this ability, it can be completed quickly.


Anivia has one of the strongest Passives in the game. It can prevent her from dying which offers her tons of extra protection throughout the game.

Thanks to your Wall e, Anivia has a lot of utility that can protect her and her allies. It can also increase her chances of surviving in skirmishes. It is really versatile and can also block the enemy off from entering a certain part of the map.

With your Ultimate m, Anivia’s sieging power is incredibly strong. With lots of mana, you can constantly push the enemy into the enemies Tower and force them to stay in the lane.


At this point in the game Bel’Veth will have her full core item build path and she will deal a huge amount of damage whilst being incredibly slippery. This makes her adept at being a consistent huge damage output and being hugely threatening to enemy teams backlines. Not only will be shred down carries but due to the nature of her itemization she should have an easy time tearing through those frontliners too.

If she consumes a Void Coral at this point in the game and activates her True Form, she’s going to be very hard to take down due to all those bonus stats she gains. She also benefits from increased pushing power if she consumes an empowered void Coral from Baron nashor or a rift herald. This means when she kills minions, she will summon voidlings to push lanes and punish enemy structures.


Split push whenever your Ultimate m is down in the mid-game. While team fighting is important for Kennen, falling behind in gold and XP will make you pretty much useless in team fights.

Look to flank in team fights. Fighting as Kennen can be difficult if the enemy is able to disengage or has poke damage. To make team fighting easier, look to flank from the side.

Whenever your Ultimate m is up or whenever your team is ready, you should group with them.


The damage she can deal with a fully stacked Passive, along with her increased damage to shield mechanic, allows her to perform a lot of outplays if she uses her Q in a proper fashion along with her Passive. This can allow her to get rid of multiple enemies single-handedly.

Her E allows her to land a multi-man CC chain, which can be used as an extension of CC to already CC’d targets. It also allows her to Q to such targets without putting that ability on cooldown. This ability can be the difference between a won team fight, or a botched up all-in, depending on its use.

Her Ultimate R not only prevents the enemy from escaping quickly, but it also allows her teammates to land their own CC on the slowed/trapped enemy team. It can act as a very effective initiation tool that scores her team a win.


Avoid fighting in tight neighborhoods like inside the jungle or around a goal. This will make its Ultimate R much less powerful. With that said, when the group tries not to get too grouped together so that it can't bounce its Ultimate R between several champions either. Brand will try to inflict a lot of damage and delay a team fight as long as possible while poking down. To prevent it from destroying your health bar, you have to fight it as soon as you see it. Don't try to take goals like the Dragon or Baron when Brand is alive because he can use his Ultimate R to inflict a lot of brilliant damage.


Go for regular burst trades in this matchup against Urgot. Approach from a side where his legs aren't lit up and initiate from within a minion wave.

It is a must to all-in Urgot when your resource bar is half filled. You will be able to dish out a lot of damage and Urgot will easily be baited into using his dash defensively.

Contest every CS that he goes for in this matchup as failing this can easily allow Urgot to get a significant lead on you. Just go for aggression with your ranged abilities.

Keep the wave somewhere close to your tower in this matchup. It will give you ample opportunities to bring the enemy under the risks of ganks from your Jungler/laners.


Watch out for a potential Flash engage by Pantheon. In team fights, don’t stand too far forward in case he tries to make a play.

Ward your flanks! Pantheon may try to attack you from the side and get on to your carries when his Ultimate R is on cooldown.

Good times to fight is when Pantheon is split pushing. Forcing a fight when he is on the opposite side of the map could be a good idea as it will take him some time to get into the fight even with his Ultimate R.


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

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

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


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


Don't fight Miss Fortune and her team inside the jungle as her Ultimate e will cover all the way that will allow her to inflict tons of damage on your entire team. As soon as Miss Fortune channels her Ultimate e, try to cancel it by CC. If you can cancel it quickly, its release of damage will be very low. Don't regroup to close together as Miss Fortune will be able to hit your entire team with her Ultimate e. Separater is not a bad idea trying to fight as a team.


Place the vision on the walls and around its jungle entrances to spot Talon before he can jump on a wall with his E and gank a track. Talon has a good potential for invasion and can 1v1 most Junglers. Make sure your team has a good vision of him at all times. If he invades you, step back unless you have a clear advantage. Talon does not have incredible control Dragon or Rift Herald in early play. If you can, try to take these goals before he is able to get help from a nearby track.


Nami’s poke at level 1 and 2 is pretty deadly. Don’t let her bully you down at level 1 so it’s harder for her to look for the level 2 all-in.

Once Nami hits level 6, her kill pressure intensifies as her Ultimate R is a great tool to start skirmishes or disengage from fights. Make sure you have vision in your lane as she may use her Ultimate R to set up her Jungler.

Nami is very good when she has 1 or more core healing items as she will be able to sustain and heal her allies back to full health quickly. Try to put her behind in the early game to deny these power spikes.


Make sure you're still standing behind a minion at any time to make it harder for him to land his Q and push you down. The best time to go for trades and kicks on Ezreal is when his E is on the cooldown. If he's using it aggressively, try to abuse cooldown and look for an aggressive game while he's defenseless. If Ezreal uses his Ultimate R to sniper someone on the map, ping your team while he's moving through Summoners Rift. This will help them avoid incoming ability. Although this ability is on the cooldown, you could look to play aggressive and try to fight it.


Illaoi will often push quickly with her Q. Standing outside the minion wave whenever possible, so she is unable to push the wave and push you at the same time. Making her choice between pushing and poking will help you in this way. Unless you can avoid all her Tents, the difference between killing or dying in Illaoi is the healing of her Tents, so try to buy a form of serious injury as soon as possible. Without her Tents, Illaoi the power of duel decreases fairly. Be proactive by destroying them when possible. Using your Q will lock you in place for a short time and Illaoi players will try to capitalize on it with a quick Q. Use your Q for poke or firm when you know that her Q is on cooldown or if it is out of reach.


In the team fights, try to flank the side to make it harder for the enemy to disengage or fall. If you get shot down, you won't be able to engage and you'll probably die. Fiora is a strong skirmisher. Look to fight the one who tries to stop you from pushing. You should be able to fight anyone as long as you're not behind in the middle of the game.


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


Fiddlesticks wants to poke and stay safe in the very early game. He is not very strong, so his job is to survive early.

Fiddlesticks first power spike is when he reaches level 6. Unlocking his Ultimate R offers him extra kill pressure in lane and will allow him to start looking for aggressive plays.

After Fiddlesticks has completed his first component item, he will be a little stronger and can start to trade more aggressively with the enemy.


Cho’Gath can easily get kited by ADCs and champions with dashes in team fights. This makes it hard for him to catch out mobile champions.

If Cho’Gath decides to use his Ultimate t on a minion, he has to wait a long time for it to come back up. When it’s on cooldown as well, he misses out on a lot of potential true damage.

Cho’Gath is quite weak in lane depending on the matchup he is in. He is really weak against champions with strong early games.


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

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

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


When she goes to ward objectives, ambush her and take her down before the team fight starts so the enemy lacks crowd control and damage. This can help swing the team fight in your favour.

Avoid moving through unwarded areas in the map as Zyra has great catch potential with her E and Ultimate R. Do not move through unwarded high traffic areas if you don’t know where Zyra is.

Do not fight in the jungle or around an objective like the Dragon or Baron as your team will be quite close together which could allow her to get a multi-person E and Ultimate R.


Multiple items during this phase of the game will allow him to fight enemies effectively. His damage will be pretty significant now.

Another point in his Ultimate R will make him have a lot of pick potential. He can easily lurk around the map and 1 v 1 squishy targets.

His first ability will be maxed out at level 9. It will grant him increased damage and survivability, and now he will be a massive threat to the enemy team.


Vex has a shield on its W that can protect it from incoming damage. Very good clear wave with its Q and E. Great potential to pick with its Ultimate R that can also be used to help its trip to other ways.


Their level 6 is incredibly strong, and their Jungler will gank them when they hit 6. Make sure to keep the river to spot the Jungler early. Post 6, push the minion wave and walk backwards so they can't trade with you or press R on you. Stand outside the minion wave at any time. He will force them to choose between pushing and poking you. Focus on just farming and poking and harassing the enemy. You're not very early.


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

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

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

Look to gank whenever your Ultimate is up, and try to clean up kills whenever possible.


Invade her early. Bel’Veth is very weak and easy to invade. Try and pick strong skirmishing champions and invade her early.

If you cannot invade her early, steal away her camps when she shows elsewhere on the map. Denying these camps will prevent her from getting stacks.

Counter gank her whenever you can. After she has used her core abilities, she doesn’t have much to offer. If you have CC and are good in 1v1s or 2v2s, you should have an easy time counter ganking her.


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.


Don't play too aggressive or lose a lot of health early. Wait to trade and be willing to sacrifice some CS for XP so you can look for an all-in later. Once you have a few levels under your belt, look for aggressive play and go to kill. Fizz has tons of burst damage, which will make it easier to kill the enemy. But once again, staying healthy is the key if you're looking for anything in someone. Once you have your ultimate R, look for an all-in. Fizz has tons of pressure to kill with its ultimate R and it will usually lead to a kill.


She is rather squishy and easy to kill.

Her Ultimate R is slow-moving and easy to dodge.

Not very strong in the early game, which leaves her open to ganks and pressure from the enemy laners.


Fiora is a great split pusher and one of the best duelists in the game thanks to her Ultimate R and Q. If you can't match her in a side lane, try your best to force an uneven team fight on the other side of the map.

Fiora relies heavily on life steal. Buy a grievous wounds item early to neuter a huge part of what makes her such a good duelist.

Keep a constant eye on the map and the location of Fiora when you’re grouped with your team. If she goes missing, expect that she’s coming to join the team fight. If she stays in a side lane, don’t let her destroy your base while you try and fight.


You will want to enigma the track brushes with your x and use them as cover to continue cutting your opposition out. It should be quite easy to do during the start of the game. Your e is not reliable enough during the start of the game so do not move invade or try to cheese the enemy Jungler. You can easily collapse on if you are caught out. Level 6 will be a big peak for you as you will be able to deposit a lot of damage and your clone can easily disrupt a fight.


Very strong Ultimate R that can allow him to hit 5 enemy champions at a time. His W can be very strong if he is put on the right champion. Can give several members of his team a shield with his E.


The incorrect use of his W can cause him to kill in the way. This is especially true against various matchups. The alternative is to step back, which allows the enemy of just Yasuo area of the wave. Very vulnerable to crowd control because it prevents him from throwing his E for a while. He can't throw E on the same target twice, so he can easily be taken out.


You can even use the Allied champions who rely on the dive of the enemy team to secure a massive strike at the heart of the enemy team. Making the fighting unfair for the enemy team should be your main goal. It is not necessary to kill an enemy, but to exterminate them is also a viable stratum. So, if you put in place a deathbrush and manage to catch someone, do not commit and die instead.


Poke the enemy as much as possible with your Q to lower them. Use your early lane dominance to gain a health advantage over the enemy. Focus on agriculture and poking during the laning phase. You should not really commit yourself to fighting the enemy. At level 6, Karma does not have access to a Ultimate like most champions.


Level sixteen is the most essential power spike for Kassadin. This allows him to use his Ultimate k frequently, which can cause a lot of mayhem in the enemy team.

Kassadin will be dealing a lot of damage during this phase of the game. It will let him take off huge chunks off the enemy's health bars, which will allow him to win the game for his team.

His presence in team fights will be really high, especially if he manages to get a flank on the enemy team. His ability to barge in, burst enemies down, and get away is phenomenal.


Her first ability will be maxed out at level 9. This is a massive spike for her and will allow her to deal tons of burst damage to her enemies.

She is an excellent team fighter, especially if she manages to get on top of the enemies from the fog of war. Flanking will help her a lot during team fights.

The second point in her Ultimate t will increase the damage she can deal to her enemies. Again, she will need to rely on flanks to ensure that she can get the most out of that ability.


Thresh is really tanky during this phase of the game because he will have a lot of articles. This will allow him to both engage and peel for his wears at the same time. Thresh does not point too loud at level 16 because his Ultimate an effect remains always the same. This essentially means that he has started to fall and now depends on his Q to win the game. Thresh exists to peel for his wears and find targets with his Q at this stage of the game. If he finds himself missing the ability, he will not be able to do anything until he is back again (unless he has his Flash).


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.


It can remove or move teams with its Ultimate. Shooting a cart or isolating someone could easily train your team to get a choice and a murder. As the game develops, it will do a lot of damage and also be very tanky. It can absorb a lot of damage for its team while being a major threat at the same time. Can help its allies, divide the thrust and be a real pain for the enemy. Its E can be really hard to play against especially in the middle of the game.


Be careful of when Jhin is running at you with his 4th shot during team fights. In the mid to late game, this auto can deal a lot of damage.

Wait for Jhin’s team to engage or when he is isolated to try and pick him off. He doesn’t have an escape or a dash, and he is very squishy too so he should be pretty easy to kill.

If Jhin uses his Ultimate R in a team fight, he is unable to reposition quickly. If you’re on the flank, try to take him down while he’s focusing on his shots. Be careful of when Jhin is running at you with his 4th shot during team fights. In the mid to late game, this auto can deal a lot of damage.

Wait for Jhin’s team to engage or when he is isolated to try and pick him off. He doesn’t have an escape or a dash, and he is very squishy too so he should be pretty easy to kill.

If Jhin uses his Ultimate R in a team fight, he is unable to reposition quickly. If you’re on the flank, try to take him down while he’s focusing on his shots.


Place your x boxes early on in the lane and inside the lane brushes. This way, you will be able to get a lot of poke damage off on careless enemies.

Roam a lot in this lane and see if you can help your Jungler and mid-laner out. This will annoy the enemy team and will tilt them massively.

Once you get your Ultimate l, your roam frequency should increase drastically. Make sure that you use this power spike to the fullest.


Its objective control is quite powerful because its passive allows it to descend them very quickly. It should always try to get an objective if it can free a track after spoiling them. Level 6 is a massive peak of power for Olaf because it can now reach its target without being interrupted. If it manages to flank its enemies, the stationary carriers will be pretty condemned. Its first element will be a massive peak, increasing its overall damage in the game. It will strengthen its overall potential of damage.


Another point in her Ultimate r won't provide her with a huge spike. It will give her some bonus stats but nothing too special.

Her s will be maxed out at level 9. This ability will hit like a truck now, but she will have to land it properly.

Nidalee is extremely good in team fights. Her ability to dish out a lot of burst damage and pick off enemies with her s will make it hard for the enemy to fight well.


The last point of his Ultimate R will give him a massive peak, and he will be able to ship tons of damage to the enemy. Since the ability will increase frequently, he will be able to easily choose targets with his team. Ornn is really great during the team fights as he can peel for his team and set up peaks for them if necessary. Any argument near the field will be favorable for him. His tankness will be phenomenal during this phase of the game. Combined with his misleading damage, it will become difficult to deal with him for the enemy team.


Use your E on Yone after using its loaded Q or E. That's because it's going to escape your ability otherwise, and you won't kill it. Your Qcan allows you to easily interrupt Yone several times when it tries everything in you. Use it properly to make sure that it can't self-attack many times during a fight. Play a little safer in the way, and don't let him hit with his W frequently. This damage will accumulate and will allow Yone to everything in you later. Your Ultimate is exceptionally powerful, so make sure to use it during major team fights.


Pay close attention to Yorick Graves. If he has 3 or more, he can spawn them into Ghouls. Avoid fighting him when there are a few laying around.

Yorick struggles in the early game. Keeping the minion wave closer to your side of the map in the early game will make it harder for him to get farm and carry in the late game.

If you’re ever caught in his W, auto-attack the walls as quickly as you can. Avoid fighting him inside of it and be prepared to Flash if you’re low.


You will want to keep hitting the enemy with your l in this way. Do not let them grow easily, and you should always go and poke your enemy sleds when they go to the farm. Track brushes must be controlled, and always use them to land your g on the enemy. This helps a lot to catch the out-of-guard enemies and execute your 100 to 0 post-six combo. Once you unlock your Ultimate n, you will want to look for more opportunities to land your g on the enemy. Do not get too close to the enemy while doing this, as you are still and can be killed easily.


Olaf doesn't have the healthy light early. If you have a strong duel potential: a little equal to Olafs, you should look to invade him and try to kill him while he is weak. He has good Dragon control thanks to his passive and t. Make sure to take the lower side Crab Scuttle and keep the Drake guarded so you can spot him in case he tries to take it. Olaf will look for gank often in early play. Having a vision around the river and jungle entrances will reduce his ability to get successful ganks.


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.


His trading power increases at level 4, as he will have multiple points in his Q and access to all his basic abilities.

Of course, his second major power spike is at level 6 when he unlocks his Ultimate. His trading power and kill pressure intensify at this stage of the game.

After he has completed his first item, his trading power intensifies. Be on the lookout for all-ins, and avoid committing to trades unless you can win them.


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

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

Always use the fog of war to bamboozle the enemy and destroy the enemy backline that way. It should be really easy to do due to how much damage you can dish out.


Her early laning is lackluster and she can be exploited quite easily due to the lack of mobility in her kit.

Missing her E will make her vulnerable, especially before she hits level six. This will make her really weak against any enemy who has a dash or blink in their kit.

Quite vulnerable to ganks when she is pushed up and has no spell picked up due to her W. Once crowd controlled, she has no form of escape as her Ultimate R will just blink her back to the original recast location.


A maximum-out Ultimate e will massively injure the enemy team. Any fight around the bottlenecks will allow Vladimir to win the fight immediately because of its maintenance and damage. Several articles will allow him to inflict more damage to the enemies, especially those who fight together during the team fights. He should be relatively sure as well and heal from a ton of damage. His life flying and damage during the end of the match will make him really good in the team fights. He will just need to use his l and Q at the right time, and he will be unqualified.


During the half-game, you will want to work with your Jungler to secure choices. Your W and E will certainly allow you to choose many enemies during this phase of the game. Look for the sides of the enemy team whenever possible, but not enter with your W. It is strictly an escape spell if you try to flank the enemy. Chokepoint fights will be better for you because your E and Ultimate R can certainly disrupt the enemy team. Play around the vision to catch the out-of-guard enemy.


In team combat, it can be put into a kit to death by any transport range that the enemy team has. If the enemy is intelligent and puts the vision in the track brushes, he will not be able to count on his Q to poke/start an all-in-one. Its handling decreases while using its Ultimate R, which makes it difficult for him to land when the enemy is out in the open and has some form of dash or flash.


Consistent poke damage with his W and Q which can allow him to push the enemy laners out of the lane abruptly. This can also allow him to all-in enemies once they are low enough after taking the barrage of poke Ezreal has to offer.

His Ultimate R has a very short cooldown and can be used freely during the early game to waveclear. This is very helpful when he is trying to clear the wave quickly in order to get a recall.

Ezreal’s E allows him to get out of sticky situations with ease and makes him one of the safest ADCs in the game. He can also buffer it in response to CC abilities which will allow him to avoid follow up CC if he manages to get hit by the initial CC ability.


Very squishy and immobile when his E is down. If you waste your E, the enemy has time to go in.

Buffering your E can be extremely difficult against certain champions. It will often leave beginners in a sticky situation.

He is mechanically a very difficult champion. While he’s easy to pick up, he is hard to master.


Look for regular all-ins with your W and E in this matchup. It will allow you to chunk immobile mages really easily and you can win the lane early on.

When taking fights, make sure that you utilize the fog of war to catch the enemy off-guard. If the enemy has a dash, make sure that you bait it out first.

As long as your Passive is up, you should be able to make risky plays in this matchup. Make sure that you don't do anything that places you in a compromising position in the lane.


After your bot track has moved to the medium track, turn to the bot side of the map or somewhere on the map so you can continue to grow and win XP. Flank in team fights with your W and E to get up on the enemy backline easily. Make sure to be close to your team at all times so that you can get in the quick fight. As you are good for getting choices and killing isolated targets, try to ambuscader and assassinate enemies who are alone or walk around Summoners Rift alone. After killing someone, make the call for a nearby goal.


Soraka can prevent an all-in by placing her E Silence on herself as soon as you commit. Try to lure the E Silence before looking for the all-in. If you get it, try to get an early execution call. This will reduce her ability to heal and increase your death pressure in the way. Soraka will seek to play safely and firmly.


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

He can use his Passive with his Q to kill unsuspecting enemy Junglers and carries in their Jungle. He can also lane gank with his Ultimate R and Passive.

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


The addition of 2 points in its Ultimate e will cause another significant peak of power. Its ability to shoot low-health enemies will increase considerably, causing chaos in the enemy team. Its 1 will be maximized to level 9, which means that it will inflict a lot of damage to unique targets. It also has AoE properties that will help in the enlighted fighting. Karthus is really good in team fighting because it can slow down several enemies and inflict a lot of damage to a group of people. This will continue to increase with its number of articles.


Focus on poking the enemy from range and use your Q to slow them if they try to dash and catch up to you. It will allow you to scale and bully your opponent relentlessly.

Do not push up too far up in this lane without setting proper vision around. Junglers will definitely try to gank you due to how immobile you are.

You can play more liberally once you get your Ultimate R. It will also let you bait enemies into diving you when you're low on health. Combined with your W, you can quickly secure kills.


Try to fight as a team in the open air so that he is unable to use his E qualified to stun your entire team. Do not fight in the jungle because the size of his E is about the same as the jungle. Once Heimerdinger reaches level 6, he technically unlocks 3 new abilities. Be careful trying to initiate a skirmish with him because he could just remove his magic card and kill you.


The level 6 power spike for Qiyana is pretty strong because it gives her a game-changing Ultimate R that can be used in plenty of ways. Be careful and do not position near a Tower or wall as she may look to R you into it.

Once Qiyana has her first item completed, she will look to trade more aggressively as she will have extra cooldown reduction and damage. Be careful and do not go for short trades as she favours them.

Qiyana truly shines in the mid-game as her Ultimate R is a great team fighting tool. Unlike many assassins, Qiyana actually favours team fighting.


Seraphim players will often use their authorized Q (or Q) to push the minion wave. By standing outside the wave, she will be unable to poke and push the wave at the same time. Keep an eye on the number of batteries she has. If she has 3, play safer than her next ability will be much stronger. Once she has reached level 6, expect her to look for killers in the way or install her Jungler for ganks. Her Ultimate R is a strong tool that offers her pressure to kill extra.


Level 3 is a massive peak because it has all its capabilities at its disposal during this game phase. It can use them quite efficiently if it uses the track brushes. Level 6 is a decent powerspoke because Seraphine will get its Ultimate R and can now change the tide of a fight if the enemy team is piled together or standing in a line. It also helps during neutral and objective fighting. The first element increases its damage and allows it to use its capabilities a little more frequently.


At level 1, make sure to harass and poke Rell with basic attacks to get her health low before she reaches level 2. Gain an early health advantage so she is unable to engage.

When Rell hits level 6, her Ultimate R can be used in a variety of ways. Do not commit to fights near her tower as she could look to play aggressive and get a kill.

When Rell gets Mobi Boots, she may look to roam around the map and impact her allies lanes. Communication is key and you need to communicate with your teammates when she is gone.


Her last game is phenomenal since she can peel for her team for days. No one can get close to her team as long as her W and Ultimate R are in place. Lulu's Ultimate R at level 16 is a strength to count with. It will be difficult for the enemy team to eliminate Lulu's team due to the short cooling period of the ability, and killing Lulu will really be next to impossible. Lulu will be fully built by then in the game. Her shielding potential will be out of the world, and she can allow her entire team if she manages to use her abilities properly.


Really good duelist and can one vs one anyone if she manages to get a lead early on. Her Passive along with her Q allows her to do a lot of damage to both squishies and tanks alike while allowing her team to do what they want.

Her W is the most important ability in her kit and she can completely negate any form of damage and CC with that ability. The fact that it can block the Ignite tick damage in itself can be tilting for her enemies. When used properly, she can even CC a group of enemy champions by countering any source of enemy CC.

If she manages to find someone separated from their team, she can one vs one them easily, even if she is behind. This is due to the amount of damage that she can dish out with her Passive and her Ultimate R. Such picks can easily allow her to pressurize and take over a portion of the map.


This is a tank versus tank matchup. Your best bet is to just avoid them and focus on farming early.

However, they are a stronger ganker than you in the early game, so be prepared to counter-gank and track them.

If you can’t get a lead from easy ganks, try to invade their jungle and steal away their camps.

Post 6, look to make plays and gank your allies whenever your Ultimate is up. It heavily increases your kill pressure.


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


At level 9, the Lissandra Q will be maximized. This means that it will do tons of damage now, especially in the grouped combats. Lissandra is really good in the team fights. She can easily CC high priority targets and win a team fight alone due to her AoE and Passive abilities. Her Ultimate R at level 11 will provide her with a lot of selection potential. She can use this ability frequently, which means that team fights and choices will be quite frequent.


Sona is excellent in team fighting because of the additional effects that her abilities provide to her allies. She just needs to position herself well. Another point in her Ultimate R will reduce capacity cooling and increase damage. This will allow her to impact team fighting more frequently. Her healing will be out of the world during this phase of the game. All she needs to do is not to die and stay with her team.


Try and keep the minion wave closer to your side of the map early. Doing so will make his all-in less effective.

Post 6, try to interrupt or somehow force Akshan to top his Ultimate. This will increase your survivability and it will be put on a short cooldown.

Keep in mind that early armor will be very beneficial in this matchup. Akshan is an AD champion, so picking up early armor will protect you from some of his damage.


Lux excels at catching enemies out of position with her g. Make sure your team is grouped together and no one is walking around the map alone as she can easily burst them down.

Lux has tons of burst damage. Investing in defensive items will reduce her ability to one-shot you or your carries.

In team fights, try to engage as soon as possible. Lux will try to delay a team fight so she can poke with her l or get a pick with her g.


Senna will try to dominate you in the early game. Expect to play aggressively at level 1 to gain a health advantage. Once Senna is level 6, her card pressure and kill pressure increases. Ping once she is level 6 so your team knows she can influence a fight with her Ultimate R. The more the game goes, the stronger Sennas Passive will be. Try to finish it as fast as you can that her late game is strong enough if she was able to stack effectively.


Once you get your base element, you should watch the enemy duel as much as possible. If the enemy plays too safe, wander another way. Helping your jungle should be really easy for you because of your E. Don't waste time on objective fighting, as you might be able to get a huge lead there. Your W will play a pivotal role during this phase of the game. Always make sure you land on a high priority target, as it can help you secure choices quickly.


Avoid taking too much damage early from auto-attacks. Play around your E cooldown and stay back while it is on cooldown.

Once you’re level 2 or 3, you can play aggressive. Only go in if your ADC can fight though.

Try to play around your Ultimate’s cooldown. Make sure you use it whenever it is up.


Camille Support's first power spike is at level 2 and 3. She can play aggressive, but should only do so if her ADC can play aggressive too.

Her next major power spike is at level 6. A good Camille will look to constantly make plays whenever this ability is off cooldown.

After she has got her first component item, her trading power in lane increases quite a bit.


When no team fights are occurring, split push and draw the enemies attention to you while your team sieges or makes plays on the other side of the map.

In team fights, try to flank from the side to make it harder for the enemy to disengage or poke you down. If you get poked down, you wont be able to engage and will probably die.

Fiora is a strong skirmisher. Look to fight whoever tries to stop you from split pushing. You should be able to fight anyone as long as you’re not behind in the mid-game.


Once you get your Ultimate R, you should be able to make choices all around the map with your teammates. Work with your Jungler to do so whenever possible. During neutral objective fights, you should be able to disrupt a fight due to your Ultimate R, especially if the enemy is tainted. Just make sure you land the ability. Try to land your Q regularly on several people of the enemy team. This will force them to play safely and then your team can all in and finish the job.


Your first game will be a little hard until you hit level 3. You should be able to gank the enemies freely once you unlock your W and E and instigate the dives turn on the weak enemies. Always look for overextended gank enemies whenever possible. Your kit will allow you CC the enemy to forget and will allow you to burst them just as quickly. Unlocking your Ultimate R will make it relatively easy for you to gank your enemies. Notify your teammates in advance that your Ultimate R can go unnoticed by them, especially in the lower elos.


It is fragile early because its presence is negligible, and its capabilities are telegraphed. All it has to do is to maintain its health and use its passive until it reaches level six. Once it reaches level six, its presence will skyrocket, becoming a major threat to the enemy's lantern. Working with the ally Jungler will help it massively. The first element will allow it to spam its abilities quite frequently. It will also allow it to inflict more damage, especially when it has its final R.


Sylas’ level 6 power spike is really strong depending on the matchup he is in. If your Ultimate is powerful, then his Ultimate R will be powerful too.

The longer the game goes the stronger Sylas will become. Avoid feeding him in the early game to reduce his strength in the mid and late game.

After Sylas has completed his first item, he will have more lane pressure and will look to play offensive. Up until that point, try to abuse him as much as possible.


Very strong when the enemy is pushed up and a new wave of minions is approaching. This allows him to use his E to catch up his enemy lantern and then hit them with his r. Yasuo can quite easily set up ganks with this tactic as well. Playing around the W can allow him to completely dismantle the various enemy matches. He can run around the windshield and save himself from a lot of damage in this way. Aglaist melee champions, it is always wise to retreat and maintain a certain distance from them. After six, he becomes extremely strong due to his Ultimate R crowd control as well as the penetration of the bonus armor he gets on the use.


Quite strong duelist during the early match and can 1 v 1 any Jungler opponent with ease. Duel power increases considerably if he has his Red Buff. Really good Objective control due to his quick card movements and camp-taking abilities. He can take early Dragons quite easily, especially if the enemy team has no form of vision on it. His potential of choice during the middle of the match is quite massive. He can work with his Support and E to get some free dead and snowball his lead.


Lulu can keep her allies alive for a long period of time with her E and Ultimate R in team fights. This increases her allies ability to deal damage and survive team fights.

You have a lot of poke thanks to your Q and E. This can allow you to win 1v1 fights with the enemy. You can also use your E to shield yourself rather than using it on the enemy.

Has tons of utility that can assist her in a plethora of scenarios. Lulu is a solid pick and can fit into plenty of team compositions.


His W allows him to engage in an enemy group or champions, or a single enemy champion with ease. It's really beneficial if he can land him out of the sight and then use his E to get high in the W circle to ensure stunning. His brilliant damage must not be ignored as the game continues. This is especially true when he is ahead of the game. He can literally pull the enemy out of the rear line in a spin of spells, if he reaches W E on them. His Ultimate R is the most powerful ability in his kit because it allows him to undo his mistakes, especially when he chooses a bad fight or fails an all-in-one.


Once you unlock your capabilities, you should be on the lookout for the entire enemy whenever they stretch beyond their safe area. If enemy travelers play safely, you should move around and see if you can play games elsewhere. Roaming becomes a mandatory thing when you get your boots because Alistar roams are very powerful. During a whole, always make sure you e e the most important / mobile target when possible. Always try to call your Jungler before crashing a huge wave in the enemy tower that you can set up a diving tower with your Ultimate.


Her first back is when she will get her initial power spike. Till then, Miss Fortune should be playing safely and should just try to land her ricocheted t on enemies behind low health minions.

Level six is a massive power spike as it allows Miss Fortune to impact fights massively. It is also a decent finishing move, especially in clumped fights.

Her first item component will increase her dueling potential significantly. Her ability to dish out damage in the lane will also skyrocket.


Shyvana is really weak until level six as she has no reliable way of ganking enemies. She should focus on farming and getting to level six as quickly as possible to start impacting fights.

When Shyvana picks up her first item component, it will allow her to clear camps quickly and deal a lot of damage during duels. It will help her blow her enemies up once she gets her Ultimate t too.

Her objective control is really great due to the speed with which she can capture the objectives. She will just need to set vision around beforehand so that she can track the enemy Jungler.


Poke with your Q as much as you can, but focus on harassing with autos as much as you can. If you miss your Q, the enemy will just all-in you and kill you.

Your main focus in lane should be to peel and protect your ADC as much as possible. If you or they fall behind, it’s going to be harder for you to win the lane and the game.

Keep an eye on your positioning in lane. Try to adapt your positioning accordingly and play around where your ADC is stood at all times. If you’re too far back, they will struggle to farm and you’ll have no priority in lane.


Very immobile and can be easily killed if crowd control is layered on him. All-in Supports hiding in a lane brush while waiting for him will naturally zone him off the minion wave.

Extremely vulnerable while his Ultimate R is down. He can be flanked with ease as well and assassin’s can easily get rid of him if his team forgets to peel for him.

Improper usage of his E can lead to lost team fights. In lane, using his E improperly will allow any form of enchanter and mage Support to walk up to him and poke him down with ease.


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


When playing as a melee champion, do not go for extended trades with Fizz as he will always come out ahead thanks to his W.

Unless you benefit from any other wave manipulation, try and keep the wave even or closer to your side. This prevents him from engaging on you or chasing you down.

Fizz has insane roaming potential. Do not blindly follow him as he can easily turn around and kill you. Instead, communicate with your team while following him from a distance if possible.


Stay grouped with your team at all times in the mid-game. If you’re alone, you will be an easy target for the enemy team.

Play safe and avoid getting too cocky if you’re not ahead. If you get caught out in the mid-game when Baron is up, the enemy will be able to take it for free. Only play aggressive if your allies are nearby and ready to help you.

Stay with your Support at all times. Like we suggested, it’s important that you’re always with your Support in the mid-game otherwise you’ll be an easy target.


Its passive allows it to stay on the track even after taking a lot of damage from poke / all-damage from the enemy team. This can also lure the enemy team into wasting a lot of valuable call spells. Its E allows it to do more damage in 1 v 1s (as the damage is increased if the enemy is alone). This allows it to do a lot of damage with a complete rotation of its capabilities, and unlike Garen, the enemy has probably failed to regenerate much health and stay in the way. It is really good by flanking the enemy team with its Qs and E. Moreover, its tenacity W will allow it to get out of the enemy team if it decides to dive and disturb them.


3 points in his Ultimate e will not be an excellent power spike. This is because it only ensures his prolonged survivability and nothing else.

He will be dealing a lot of damage during the later parts of the game. This is since he will have multiple items and will be able to duel anyone.

His late-game scaling is phenomenal, and he can one-shot squishy enemies after slowing them down and catching up to them. It will give him a pivotal role in the game.


As a Support, you are very vulnerable and can easily be killed by going to the room, when you're in motion around the map, and when you're alone. To reduce the chances of dying and being taken out of position, try to stay with your team at all times. Keep a constant eye on this main objective is fresh next. If it gets fresh soon, make sure to place the vision around the lens as quickly and as safe as possible before withdrawing to safety. Having the vision around the main objectives is the key. Look at your positioning in the team fights and try to heal the one that needs it most. Try to keep your ADC or principal alive as long as possible.


The enemy will not waste much in the early game, so try your hardest to get as many ganks as possible. Getting your allies forward will only cause the enemy to fall behind and make their Jungler useless. Priorize taking the Dragons early. You can solo the Dragon with ease, or you can ask for help and turn to it after helping the robot. Make sure that you make sure all Dragons when possible to refuse them from the enemy. At level 6 is when the enemy will probably start to gaunt. You can follow them with a good vision through the neighborhoods placed in and around the river. If you are nearby, try to counter gank as they have nothing to offer once they have used their abilities that you can capitalize on. If you are not nearby, start the Dragon or try to gank another way. While the enemy Jungler will not be gant, fighting them alone will be difficult as they have tools to escape or prevent the fight.


Good versus team compositions with lots of shields.

Her E allows her to escape sticky situations and get away from ganks easily.

Zeri’s versatile. She can either go AP or AD depending on her team’s needs.


Go for short bursting operations against the enemy. This will allow you to kill them quickly and will make laning a living nightmare for your enemy. Let the wave push in so you can safely close. Only push the wave in if you decide to roll around and help your sideways. Once you get your ultimate R, your all-in frequency should increase massively. You will want to use your W to get closer to the enemy and then use your Q and Ultimate R.


Level 16 won't be a massive spike for Nidalee due to it not providing a lot of stats. It will still help her take over the game due to the increased stats.

She can pretty much one-shot enemies during this phase of the game. Any squishy who is not careful will get chunked out from the fog of war.

She will fall off if the enemy team is filled with tanks. This is because she won't burst enemies down and will only act as a heal bot.


At level nine, Irelia will be able to max out her Q. Being her central damage ability, she will be able to outplay her enemies for days now. The sustain will be pretty decent too.

Once she manages to get an extra point in her Ultimate R, she will use the ability frequently in the lane. This will lead to her taking more skirmishes and winning most duels in the game.

Irelia is excellent at skirmishing due to her mobility, damage reduction, and Ultimate R. Fighting in chokepoints and the objective pits will surely get her ahead in the game.


Darius starts to fall off in the late game, but he is still powerful. He falls off as other champions start getting items that counter him, and many champions will be tankier, which makes it harder for him to kill them.

At level 16, Darius’s Ultimate e will be an essential tool in team fights. As it can deal a considerable amount of damage and as it is an execute- he will be able to take down targets and use the reset to kill multiple targets.

By this stage of the game, Darius should be near max build. As he builds items that enhance his damage and offer him protection, he will be relatively tanky and challenging to take down.


Try and target your abilities so they hit it and the minion wave simultaneously. This matchup is easy early, but post 6 it's going to be harder because Annia has more to kill pressure station 6 with her Ultimate. Keep this in mind. In the fight against Annie, avoid fighting her when she has several batteries on her Passive. Fight her after she has used her CC tool. At first, keep the wave closer to your side of the map. He will protect you from the ganks and reduce Annie's chances of installing her Jungler.


The Amumu team's presence is very strong. Do not regroup too closely as it will allow it to get a multi-person entanglement with its Ultimate y. Do not fight in the jungle either for the same reason. Try to start a team fight as soon as it has ended. Fighting when Amumu is not there or when his Ultimate is on cooldown is a sure way to win the next fight.


Ward major objectives and place vision in high traffic areas in the late stages of the game. Keep them warded so you can see the enemy move around the map and see them starting the objective.

Stay with your team at all times. Avoid moving around the map alone so you do not get caught out. Getting caught out will result in your team having to play 4v5. Do not ward alone unless you know where the enemy is.

Peel for your allies as much as possible. Keeping them alive for as long as possible in team fights is a must in order to win the game.


Jarvan’s level 2 power spike is quite prominent. He may look for an aggressive all-in play if he gets the level up first.

His level 6 power spike is very strong. He can use it to get kills alone or set up his Jungler for a kill.

When Jarvan has completed his first component item, he will be much scarier in the lane.


His tankess is really high during this phase of the game. This should allow him to absorb a lot of damage and be a very effective front line for his team. At level 16, Skarner will put the third and final point in his Ultimate. This will put his Ult on a pretty short cooldown. During this stage, your best bet will be to stay with your team because you will really tanky and can play a vital role to keep your team alive.


To prevent all-in opportunities and decrease Nautilus's trading potential, keeping the wave closer to your side of the map is important as you can set up your Jungler.

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

Nautilus can all-in you at level 2. If you’re not in a position to hit level 2 at the same time as them, back off so they cannot all in you and kill you.

You have the range advantage, so you must abuse it! Try to harass Nautilus with abilities and basic attacks whenever they walk up to last hit minions.


You should always save your Jungler while they are busy invading. During objective fighting, always try to get a multi-man knockup when you can. If such a thing is not possible, focus the enemy Jungler and do everything you can to keep it out of the objective pit. This will allow your Jungler Smit the lens peacefully. While you watch, keep looking at the map and see if you can flank the enemy and dive them under their turn with your Ultimate. Only if your team is able to track, and move the enemy with your e.


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.


Look at all-in enemies regularly with your basic capabilities. Use track brushes to your advantage and slow down enemies with your e & e. Remember to use your h during major battles. It will help you survive longer and allow your team to help you easily. Your Ultimate should be used to target the most powerful member of the enemy team.


Garen's construction path can be very different from one game to another. Keep an eye on its itemization and play according to what it buys. If it's in full damage, you probably haven't been able to fight it alone. It will be difficult for Garen to engage or start a team fight because it lacks hard CC. This means that he will try to flank in team fights with his Q. Make sure that you keep your side at all times and kite upside down as soon as it appears. Avoid losing valuable resources like Summoner Spells or Ultimates on Garen unless you are sure you are able to kill it. Garen can quickly complete his health bar full thanks to his Passive that will lead your team to lose on key spells for the rest of the fight.


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


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


Gwen can deal a lot of damage very quickly with a fully stacked Q. Look for trades when you have max stacks.

Her Ultimate R can be recast multiple times. It also offers her a heal which helps her in 1v1 fights.

Your W is a great tool that can stop incoming abilities such as Thresh Q or Blitzcrank b. Although it doesn’t protect your allies, you can put yourself in between you and the enemy so your ally doesn’t get CC’d.


Level sixteen will further reduce the cooldown of his Ultimate t and increase the damage of his mushrooms. Enemies will have a hard time traversing choke points now.

He will have a lot of ability Haste now, which means he can drop a lot more mushrooms around the map. The enemies will have to invest heavily in vision to keep themselves safe.

He will complete his build during this phase of the game, which will allow him to one-shot squishy targets. His t blind should come in handy during this phase of the game as well.


Renekton relies heavily on his cooldowns to get a lead. Whenever his abilities are down, he is not really able to trade as much.

Similarly, Renekton needs to play around his Fury bar to get the most damage out during a trade. If he fights without Fury or uses the wrong empowered ability, it can cost him the trade. Avoid using your empowered e if possible.

Renekton falls off in the later stages of the game as he no longer has his early game strengths when the game goes longer. Additionally, he is really bad in the later stages of the game if he didn’t get an early lead.


Rammus is really tanky during the end of the game. It will not take much damage but can come back a lot of damage if the enemies attack him regularly. A maximum-out Ultimate 2 will allow Rammus to take full control of a fight. Since he can use it frequently, the peaks will be aplenty. Rammus is pretty decent in the fights at the end of the game due to his ability to choose enemies easily. He should focus on ensuring that his allies are not killed by the flanks to ensure an easy victory.


Try and burst Lillia down as quickly as you can in a team fight so she is unable to use her Ultimate R to put your whole team asleep.

Keep an eye on where Lillia is when moving around the river and sieging objectives like the Baron or Dragon as she may use her E to deal some burst damage to you and your team.

Keep in mind that in team fights, her Ultimate R will be able to put enemies who have stacks on them to sleep. Avoid letting her auto-attack or deal damage to lots of champions to reduce her chances of CC’ing the whole team.


Force team fights as soon as possible: preferably when his Ultimate R is on cooldown. Do not delay a team fight as it will allow him to poke your team down with his Q and W.

Avoid team fighting or forcing objectives like the Baron or Dragon when Vel’koz is alive and nearby. He has great poke thanks to his Q, W and R which will make it difficult for your team to secure the objective easily.

Avoid fighting in chokepoints like inside the jungle as it will give Vel’koz an easier time landing his E, doing damage with his W and melting your team with his Ultimate R.


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

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

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


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


In the late stages of the game, make sure you stick with your team at all times. Do not get caught out alone as it may cost you the game. Stay safe and stay with your allies.

Do not play super aggressive in team fights. Just kite and auto-attack the nearest enemy champion. Use your E to gain distance from the enemy frontline. 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.


This is a farming matchup. Focus on farming and just harassing with your abilities.

Stand outside of the minion wave at all times. They will be trying to push, and by standing out of the wave, you force them to choose between using mana on the wave or you.

Investing in early boots can help you dodge their skill shots and make the laning phase less stressful.

Be prepared to sacrifice CS for XP and health. Recall when you’re low so you don’t fall behind due to poke.


Once he gets two points in his Ultimate R, Kled can focus on running enemies down and completely destroying them with his team. He can even score singular picks with it.

At level 9, his first ability will be maxed out. This will give him a massive damage boost, and he will kill people in an instant. It will be quite the power spike for him.

Kled will have multiple items in the mid-game, which will make him a devastating force to deal with. This is really helpful for his team, and Kled will quickly act as the frontline for his team.


Karma early game poke is really obnoxious, especially for laners who are melee in nature. She can use her Q to both poke and wave clear simultaneously, which allows her to get lane priority, and her Jungler can safely invade the enemy as a result.

The first component offers a lot of poke from Karma's end as it increases the damage of her Q and allows her to use it frequently as she will have more mana to use.

Level 6 isn't a huge spike, but it definitely increases the amount of poke damage she can deal with her abilities. Her empowered Q is a force to reckon with once she hits level 6. Using the lane brushes will offer an additional layer of safety to Karma while ensuring that the enemy laner has a horrible time in the lane.


Pantheon is a very strong early game champion, so you need to play this lane passively and use resources when necessary.

At level 6, you get a massive power spike over Pantheon, since his R is not a real power spike to Pantheon. Use the pressure it provides to threaten all-ins on him.

When Pantheon engages on you, use your abilities and then AA him until his abilities are back, then run back to your tower.

Pantheon will likely try to use his Q on every opportunity that gets presented to him. You can tank its damage early on with your Passive if you need to.


Cassiopeia runs out of mana incredibly quickly if she spams her E when trading. She needs to keep a constant eye on her mana pool otherwise she will have minimal lane pressure.

Cassiopeia is one of the most immobile champions in the game. This makes her a prime target for ganks and teams with good dive potential.

When against mobile champions like Talon, Lee Sin, Rengar, it will be really hard for her to land her Q, make use of her W and escape a trade. She struggles against fast-moving enemies.


Try to feed the farm to level 6. This will help you unblock your Ultimate there quickly and will allow you to start inflating your tracks. Every time your Ultimate is up there, you should try to inflate a way. Each Ultimate use should lead to a murder there. Try to inflate as soon as your Ultimate comes out of cooldown. After successfully inflating the lower lane, make the call to take the Dragon. Getting all Dragons will give you an early soul and deny the enemy a variety of buffs.


All of his abilities will be upgraded during this phase of the game, making him uber-powerful. His abilities will hit like a truck from now on.

Multiple items will further let him deal more damage to enemies, especially those who clump up together during team fights.

A fully maxed out Ultimate m will hurt the enemy team massively. Any kind of fight around chokepoints will automatically make Viktor the winner.


He will fight against champions sorted with dashes because they will be able to kite and avoid his T-Axes. When Olaf's Ultimate k is down, it will be really motionless and can easily die. Without its Ultimate k, it is also very squishy and easy to kill. If you miss your t when you run out of breath with the enemy, it will be impossible for you to kill them or expand the trade. Make sure you try your hardest to land your T-Axes.


Karthus’ Ultimate e is an excellent tool, and it can allow him to impact the map from afar.

His afterlife can single-handedly change the tide of a fight, especially if the enemy continues to fight near him after he dies.

Karthu’s early game is relatively weak. This can make it hard for him to survive the laning phase, especially when he is up against a solid early game champion.