Keep playing around your Ultimate R to get more murders and more choices. Choosing the right target can allow you to take the Baron or Dragon. Keep trying your toughest to secure the goals with your team so you can win a global advantage over the enemy. Keep picking up and securing the jungle camps whenever possible. Do not fall back into the middle of the game is crucial as a Jungler, so make sure to keep firm!


Another point in its Ultimate R will reduce capacity cooling and increase damage. It allows it to be a massive threat during the engaged fighting. Its selection potential is massive during this phase of the game due to its ability to CC enemies with its E or Ultimate R. It helps a lot during Jungle fighting as well. Team fighting will be really good for Seraphine. It can heal and protect its allies for many with its W while relaxing a lot of damage with its abilities.


Drop it and look for an all-in-one on Fiora. Failing this can easily help it avoid your ability. Short trades are usually a bad idea for you because of how your kit works and your lack of mobility. Try to reach the enemy's backline when possible to cause chaos. Keep the wave somewhere in the middle of the way. This will give you enough opportunities to take the enemy down. It heals a lot so make sure you focus on CC'ing and kill it in a shot fallen with your teammates.


Ward your flanks like Mordekaiser can try to attack on the side to get on a high-value target with his Ultimate R. If Mordekaiser misses his E in a team fight, it would not be a bad time to focus it because he will be unable to shoot your team in when his E is on the cooldown. Avoid starting major goals like the Baron or a Dragon when Mordekaiser is nearby because he can take your Jungler into the Shadow Realm with his R that will make it take the risky goal.


Your first power spike is at level 3 when you unlock all 3 of your basic abilities. You can start looking to fight at level 3 onwards.

When you unlock your Ultimate, roaming and all-ins will be easier and you’ll be more of a threat.

After you’ve completed your first component item, you’ll be quite strong in 1v1s and have a higher chance of getting kills.


The second point of his Ultimate R will allow him to inflict increased damage to the enemies while using it frequently. It will allow him to get far too many peaks in the middle of the game. His mid-game is solid. It will be difficult to catch him, and his CC and AoE damage will allow him to easily exceed the damage cards. The first ability will be maximized to level 9. This will allow him to inflict a lot of damage in the fights where the enemy team is grouped or afflicted by his Ultimate R.


Annie is clearly stronger when her dizziness is ready, and when she has 3 piles on her passive. Whenever she has her dizziness ready, you must respect her damage yield and her ability to trade with you. Annie is strong during the middle of the game and in team fights (if she can get a multi-person dizziness). If possible, don't walk on the map alone and without your team.


Its laning phase is quite decent, with it being able to poke enemies with its E and regularly take on short jobs. The use of track brushes will no doubt help it a lot. Level six is a massive power peak. It will allow it to increase its global duel potential. It will allow it to turn side dive tracks when an opportunity presents itself. Its first element will give a massive boost to its potential of duel and survival. It will allow it to be more aggressive and duel more frequently.


Ashe will secure many picks during this phase of the game, thanks to all her slows and CC in her kit. She will need to work closely with her Jungler while ensuring that she positions correctly during fights.

Due to her core items, Ashe will be able to duel quite effectively now. Using her y slow and Ultimate w, she should try to keep the enemy at arm's length while she keeps pelting them with her attacks.

The usage of her k will be pretty vital as she will easily be able to scout around the neutral, objective pits before a significant fight. This will prevent her from getting unnecessary deaths while she is setting up vision.


Has to powerfarm early game and hence has no impact unless the enemy overextends or overstays. He will mainly focus on cleaning up during the early game.

His e can easily be interrupted by any form of hard CC. This can make tower dives risky and can get him killed almost instantly if he doesn’t use the ability properly.

Can’t do much if the enemy team just disengages when his Ultimate r is active. Very susceptible to CC, so if the enemy saves their CC for him, he will die.


When no team fight happens, go in a side lane and look to divide the thrust. You are strong in a 1v1 and should be able to fight against anyone who tries to stop you. Every time you are divided push, look at what your team does and be ready to move from the side lane to help your team. Flank the enemy with your E to access key targets. Look for choices in the middle of the game with your E or Ultimate R. Catching someone when your team is nearby can easily lead to a murder and possibly a goal after it.


Focus on getting level three quickly. Once you managed to do that, start ganking lanes relentlessly. This should be pretty easy to execute on pushed-up enemies.

You will want to take early game duels and see if you can quickly invade and get some kills. Once you're ahead, it becomes straightforward to take over the game.

Once you get your Ultimate R, you should be able to gank more easily. Try to look around the map for diving opportunities, especially on squishy targets.


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

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

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


Renekton is one of the strongest early game champions in the game. You can use this advantage to gain a lead.

Has tons of sustain in lane thanks to his e. The additional healing will make fights favoured as he can heal back some of the damage taken.

Once ahead, Renekton can constantly bully the enemy laner and over again and snowball his lead quickly. Make sure you keep playing around your cooldowns to further your lead.


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.


The second point of its Ultimate R will increase the damage to the ability and allow it to play games frequently. Several articles will allow it to absorb a lot of damage in the fighting. It should be part of as many fights as possible. The first ability will be maximized to level 9. This will cause a lot of damage to the enemy team and increase the frequency of use of this ability. Anyone near the terrain will have a difficult time.


Her E and Q makes taking down turrets a piece of cake. Avoid letting her get free shots on your turret since the tower platings will give her a gold advantage over you.

Avoid extended trades with Tristana whenever her E is on you. The more auto-attacks she hits you with- the more damage you will take.

Tristana will often use her W aggressively. If you’re strong and have good all-in, you could try to trade back with her and use her mispositioning to kill her. Take a quick glance at the minimap to see if her Jungler is nearby before committing to the fight though.


Its poke can be difficult to handle, so position near the minions for some protection. Blow out its E before entering for an advantage. Stand near the minions, but not in the wave, to limit its wave thrust with W. Let it grow early; consider coordinating with your jungler for gank opportunities.


Once Trundle reaches level 3 it can start to gank as its e is the main tool it needs to get ganks off. If you are a tank, Trundles level 6 all-in can be deadly as it reduces your defensive stats to a crispy. When trading, be careful around the level 6 brand as it can look for an all-in. According to this construction path the Trundle is gone for, it goes peak at different times. Keep this in mind and always look to see what item it bought and play accordingly.


At level 3, Volibear can gank a track as it has access to its Q. Expects it to look for a level 3 gank. After Volibear has finished his juggling article, it will be incredibly strong and difficult to manage. Avoid fighting it unless you have a clear advantage. Volibear gains a lot of trading power once it reaches level 6 and has its ultimate R available. Ping your allies if they are weak in health and you notice Volibear nearby.


Keep them guarded so that you can see the enemy moving around the map and see them start the goal. Stay with your team at all times. Avoid moving around the map alone so that you are not caught out. Being caught will lead your team to play 4v5. Do not keep alone unless you know where the enemy is. Peel for your allies as much as possible. Keep them alive as long as possible in the team fights is a must to win the game.


At level 6, Seraphine will unlock her Ultimate R. This makes her more of a threat and she’ll be able to set up her Jungler quite easily.

Seraphine is good in team fights thanks to her Ultimate R. Avoid grouping closely together so she is unable to get a strong Ultimate R off.

Once Seraphine has completed her first item, her Q damage will increase and so will her kill threat. Make sure you avoid getting hit by her Q’s.


Unless you have an advantage, don't fight Xin Zhao in the early game. His 1v1 is incredibly strong thanks to his Q and E and he will win most of the skirmishes. To make it harder for Xin Zhao to get successful ganks, make sure you place the vision around his jungle entrances. This will give your allies enough time to retreat and escape before he is able to reach their path. Xin Zhao has good objective control and can take them quite easily. Be sure to keep the Dragon watched at any time so you can spot it before he can take it.


Karma has her Ultimate a at level 1, so she will be quite strong up until level 6. If you are strong at level 6, you will be stronger than her once you both hit level 6.

Do not isolate yourself from the minion wave at all. Stand behind minions at all time (but not too close to them as her Q deals AOE damage) so they block the damage.

When Karma uses her d, she will be vulnerable to attack. While it’s on cooldown, that’s your time to play aggressive and go for a favourable trade.


Her early game is weak, and she will need to rely on landing her Q on her laner when possible. Playing safe is the best way to go and should allow her to scale up quickly.

Level six is a good spike as she can make cross-map plays and can easily sav her carries. It can allow her to play a bit more aggressively as well.

The first item component should increase her overall power decently. Her damage will be significant, and she can spam her abilities frequently now.


You will want the CC as much as possible. You may even be able to interrupt its dash using your *Q*. A certain reduction in healing will help you a lot in this matchup. Make a point not to let it support you. Always look at the ult before it can reach your allies. In this way, you will be able to kill it quickly with your team. The wave can be kept close to your turn if necessary. Make sure you build an important wave before looking for an all-in.


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.


Olaf’s Ultimate k allows him to dodge CC as it prevents him from being locked down by hard crowd control.

Olaf’s 1v1 potential is extremely strong. This makes him a formidable opponent in the 1v1 and makes him hard to play against. Look to play aggressive and fight the enemy whenever possible.

You have the ability to take the Dragon or Rift Herald alone whenever your allies have priority nearby. Look to secure them whenever you can.


Yuumi will seek to bring you down with her Q. When she uses it, run inside the minion wave so she can't easily land it. Otherwise, if it's safe to do so, stand inside the minion wave at all times. Invest in an early execution call or similar Wounds Grevious article to reduce her healing and support in team fights.


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


His tankiness will be pretty potent during this phase of the game. He won't take any damage and will act as a reliable frontline for his team.

A fully maxed out Ultimate R will help him save his allies frequently. It will also let him split push very effectively, as he can join a fight from anywhere on the map.

He is terrific in late-game fights due to his kit, as he can play both aggressively and defensively at the same time. His ability to negate damage will be the final nail on the coffin of his enemies during this phase of the game.


Zac really has long cooling times on his engagement abilities. As a result, he can really use them as a tool of engagement or escape only once in a fight. If you know that he is without these abilities- try to fight him. Placing the vision around his entrances into the jungle and into the river will reduce his ability to get successful ganks. Note that Zac can gank from afar with his E however. The easiest way for Zac to kill the Crab Scuttle is by using his E. If you see him killing the Crab Scuttle, it will usually mean that his E is on cooldown and he will miss an escape tool.


Naafari is really good at executing and taking down squishy champions who are walking alone on the map.

You are a very mobile champion which can allow you to engage or escape sticky scenarios.

Naafari is a snowball heavy champion. Gank often in the early game to get an advantage and snowball from there.


After entering with your Ultimate R, be ready to fold and peel for your allies in the fights of the late game team. Look for peaks in the later stages of the game. If you can choose someone, you should be able to turn to the Baron or the Old Dragon. Keep a constant eye on what major goal is fresh next. Do not divide push or go to the opposite side of the map when a major goal is high or about to spawn.


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


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


At level 6, Ezreal will unlock his Ultimate R. His Ultimate R is a great tool throughout all stages of the game. It allows him to deal a considerable amount of damage to anyone on the map.

After Ezreal’s first back, he will pick up his first component item. His damage output will intensify and he can look for more aggressive plays once he has it.

When Ezreal completes his Mythic item, his damage output further grows. A good Ezreal will look to poke the enemy down with his Q before initiating an all-in.


Once Fiddlesticks has his Zhonya’s Hourglass, it allows his R to really hit home. If he channels his R and uses his Zhonya’s, you can’t attack him when he goes into stasis.

When Fiddlesticks gets access to 3 abilities, he is really difficult to deal with because they offer him so much utility. If you’re trying to go for an all in, make sure to fight when 1 ability is missing.

Of course, Fiddlesticks biggest power spike is his level 6. You can counter it by having constant wards around your lane. If he goes missing post 6, ping your teammates.


He can easily be killed if he goes in without his Ultimate t and gets CC’d by the enemy team. This will allow the enemy ranged carries to kite and kill him while the enemy tanks keep him away from their carries.

The enemy can completely counter him if they play in open spaces like the lane and are properly spaced when Hecarim goes in. This will prevent Hecarim from fearing the entire team and will allow the enemy team to retaliate.

Hecarim won’t be able to flank the enemy freely if the enemy team sets proper vision around the lane they are fighting. This will force Hecarim to engage upon the enemy team in a direct fashion, which will allow the enemy team to react accordingly.


Raises like a monster, especially if he manages to get some early murders. Can only snowball a game and win for his team due to the amount of healing. His L allows him to get out of sticky situations quite easily while also dismantling enemy team ganks, which waste the time of the enemy Junglers. Can destroy the enemy team whenever they are grouped due to his Ultimate e and E. Close neighborhood fighting is a massive force for him.


If she gets a good Ultimate d}off, it could turn off the tide of the game. A lot of utility. Its d can be a zoning tool, its d is a shield and its Ultimate d is CC. Not to mention its d is a speed too! It has a good clear wave and a good automatic attack animation. You should be able to pick up a lot of CS while playing Orianna.


Amumu will naturally want to farm to level 6 for his y. Delay his level 6 power spike by invading him and pushing him out of his jungle as early and as frequently as possible.

Rek’Sai will beat Amumu in any stage of the game in a 1v1, which is more prevalent in the early game. Do not be afraid in forcing a fight with Amumu in the early game to take early control of the jungle where he is most vulnerable.

Rek’Sai has much faster clears than Amumu which allows extra time for vision and jungle control. This is especially important as Amumu has linear gank patterns with only his s so getting vision through the river will reduce his gank success drastically.

Rek’Sai is a lot more gank-heavy than Amumu in the early game which allows her to set up huge advantages through repeated ganks that Amumu cannot reliably act on. This helps to take control of the jungle so Amumu has a lesser impact post-6.


Vi's first games are decent enough because of her Q. She will just have to play with the vision to make sure it is not detected while loading her Q. Level 6 is a massive power peak for Vi. She will be able to distinguish the enemies and break them out. The CC is quite beneficial as well as it helps her team to follow Vi's commitment. Vi has a great objective control with her Passive, W and E. This means that it will melt through the goals and take the game completely.


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


His e being maxed at level 13 will give him a massive power boost, and he will be able to win duels with ease from now on. Jax should try to split push and duel anyone if he isn't too far behind.

Jax's main spike comes when he reaches the late game and has multiple items in his inventory. So now he can actually 1 v 5 against the enemy team and come out on top.

Since Jax can deal a lot of consistent DPS and is heavily item reliant, he will be mighty once full build. He should get a defensive item, though, as he needs to survive to actually deal the damage.


His first major power spike is at level 4 when he gets 2 points in his **Q**. It will be easier for him to trade at this time.

When his **Ultimate** is up, he is stronger and harder to fight. The extra damage can be quite surprising and hard to handle.

K’Sante spikes when he gets his first item (as well as both component items). Respect his all in potential when he’s completed the recipe as his damage output will heavily increase.


After your bot track has turned towards the medium track, move to the side track and start cultivating and winning XP there. You can look at 1v1 any enemy who tries to stop you. Look for frequent trades with the enemy throughout the laning phase. Getting an early killing could snowball the way strongly in your favor. Once you are level 6, look for more aggressive play. Your Ultimate R is an excellent scarring tool and you can get killed with it.


Heavy power spike at level two which allows him to run an enemy down with his E, Q combo. This combined with his Passive and Summoner Spells may easily get him a kill on a squishy target.

Really good wave clear with his W, Q and Ultimate R. This causes him to gain priority really fast and it also helps him secure objectives with his Jungler.

Post-six, he can practically one shot an enemy with his combo while simultaneously re-positioning with his E. His E also makes him quite slippery, which allows him to evade ganks with ease.


She’s not very strong in the early game and can be made weaker by poking her down and constantly watching your positioning.

At level 6, you’ll need to play a little more respectful as she can set up picks and her Jungler with her Ultimate R.

If she uses her W on her ADC, wait for the spell to wear off before committing to a hard fight. It has a very long cooldown and she can be abused while it’s on cooldown.


Level 11 will be another peak for Qiyana, this time in increasing damage and reduced cooling. It will be quite effective in objective combat. Its basic elements will be complete, and its ability to a squishy kick will be really high. It will allow it to do a lot during neutral combats, objectives, and group team combats. Its first capability will be maximized at level 9. This will result in a massive increase in damage and will immediately make it a high priority target for the enemy.


Just play safe and focus on using your charged attacks and Q to poke the enemy out. Ward around the lane for extra precaution.

Use your E with extreme discretion in this matchup. It can save you from ganks if you manage to hug the terrain while pushing. Be careful though as it can give a lot of incentive to mid-laners with skillshots.

On getting your Ultimate R, you should be able to dictate the pace of crucial neutral objective fights. Just make sure that you don't go too deep.


This champions level 2 is incredibly strong. They can often gain a health advantage or Summoner advantage in the lane by playing aggressive and looking for an early all-in.

You have very good roaming potential once you have Boots of Mobility. This gives you tons of map pressure.

Whenever your Ultimate e is up, you have a lot of extra kill pressure. Look for picks whenever you have your Ultimate e up.


Kassadin is weak early because he cannot get too close to his opponents to shoot them down. It is mainly because of a lack of mobility and articles until he reaches level 6. To compensate, he should play safely and rely on the correct configuration of the vision to not die often. At level 6, Kassadin will unlock his Ultimate k. It is his first significant peak of power that he can now move away from an enemy according to the given situation. As the game progresses, this ability will play a central role in Kassaddin's success. Once Kassaddin has his first element, he should inflict a lot of brilliant damage to his enemies.


Look for secluded skirmishes where possible. It will allow you to accumulate a considerable advance, especially during neutral and objective fighting. Use the fog of war and secure as many peaks as you can during this game phase. Do not have a tunnel vision of the enemy, however, otherwise you will just collapse. Your Ultimate n should be used according to what your team needs. If you need to be a frontliner, Ultimate n a tank, otherwise use it on the enemy port.


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


Your burst damage is almost non-existent when your Ultimate R is down. Any champion or player who can play around your Ultimate R can set you back massively.

You are weak against long-ranged poke due to your spell range being low to moderate (depending on the ability). You are also not as effective if you aren't able to accumulate a lead on your enemies early on.

Regardless of the additional movement speed your E offers, Annie has little to no form of escape. If you’re overextended without your E to protect you, you will be an easy target.


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

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

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


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


Malzahar has great pick potential with his Ultimate R Picking off one champion could win you the game!

Malzahar has a shield that will protect him against incoming damage. This increases your survivability in lane.

He can single-handed win a team fight if he can pick off a key target with his Ultimate R.


When Draven maximizes his g to level 9, his damage production will be incredibly high when trading with the enemy. It will also be on a shorter cooling that is useful if you have recently dropped an Axe g. Depending on the distance or behind Draven is, it can be very strong in the middle of the game or incredibly weak. It is vital that it does not overextend or get killed at the beginning of the fight to make sure that it can destroy as much damage as possible.


If they invade you, just back, as they can easily kill you, especially if you are behind. Your level 6 is much higher than theirs. Look at gank every time your Ultimate is up. Brand has good objective control, so prioritize to take these goals when you can. It will be gloved much sooner. Make sure to apply as much pressure as you can to match its early ganks.


Jarvan's level 2 is strong enough because it can go for a d en e and get you up. Make sure you touch level 2 first so that you can counter this engagement. Once Jarvan touches level 6, its death pressure gets intensified. If you are without Flash, it can easily lock you up with its Ultimate m that will leave you incredibly vulnerable. After Jarvan has finished its first element, its utility and its strength increases. Keep this in mind that its shield of Aery and its d will be increased.


Leona will now have two points in her Ultimate e. The ability will be on a very low cooldown now, and she can quickly look around for picks on the enemy team.

Her r will be maxed out soon. This will give her a ton of protection when she decides to all-in someone. It will only bolster the strength and duration of Leona's all-in.

Once Leona gets her core items, she can protect both her team and herself at the same time. This means that she can peel for her carries quite easily.


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.


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

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

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


Try to stay closely together as a team when she plays against Camille so that it is very difficult for her to engage. Camille will want to lock an isolated target with her Ultimate R, but by standing close to him, this will reduce her ability to do so. Camille will often hunt vulnerable targets that are isolated by walking around the map. Stay with your team to reduce Camille's assassination attempts. In addition to regrouping closely, Camille cannot easily run back to the enemy. Instead, she will try to flank the side.


When Brand has hit level 3, he will be able to activate his Passive for maximum damage as he will have access to all 3 of his basic abilities.

Brand’s second power spike is once he unlocks his Ultimate R. It will offer him a lot of additional damage and will help him blow up any squishy Support or ADC.

Once Brand has picked up the first component item to his Mythic, his damage output will increase heavily. You will see a significant increase in damage with more items and more points in your W.


Keep making short exchanges with your Q in this matchup, but don't use your E too freely. It can be used to bait Warwick under your turn. Your W will help you a lot in this matchup. Make sure you drop it on him when his E is active and he's running on you. Also, don't stay on the track with poor health. Get some wounds seriously quickly in this matchup. It will allow you to balance the duels that occur in the upper lane. Keep the wave near your turn and ask your Jungler to get you gank regularly. Also, make sure you tell the Jungler to be on top HP otherwise Warwick will see the gank coming.


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

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

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


Level 11 is not excellent because it only gets cooling on the reduced capacity. Compared to the other Junglers, it does not bring much to the table. Its first ability will be maximized to level 9. This will allow it to inflict a lot of damage to the enemies that it has managed to catch. It will also allow it to counter the enemy's escape attempts. Poppy is perfect during the middle of the game as it can inflict constant damage and can CC enemies for days. Its tankness makes it impossible for the enemy team to kill it as well.


Jax's o will be maxed out at level 9. This will give him a massive damage boost, and he will frequently use the ability. Moreso, it will allow him to mitigate more damage in turn.

Jax is excellent during the mid-game as he will have his core items with him. This means that he can look for picks and can quickly get kills on isolated targets.

At level 11, he will have two points in his Ultimate t. This means that he will absorb more damage, completely dive the enemy backline, and still survive.


When it goes to pupil goals, the ambush and shoots it before the team fight starts thus the enemy lacks crowd control and damage. This can help to swing the team fight in your favor. Avoid moving through areas not awarded on the map because Zyra has great capture potential with its E and Ultimate R. Do not move through high traffic areas not awarded if you do not know where Zyra is. Do not fight in the jungle or around a goal like the Dragon or Baron as your team will be pretty close together that could allow him to get a multi-person E and Ultimate R.


Swain is good in team fights thanks to his AOE Ultimate R. Forcing a fight or fighting when Swain isn’t around will make it easier for your team to win team fights.

Avoid grouping too closely around objectives or in team fights as it may allow Swain to land a really good multi-person E and start the team fight.

Burst and poke is the best way of winning a fight against Swain. Try to poke him down before a team fight starts. When he activates his Ultimate R, burst him down so he is unable to dish out lots of damage.


His Q W Q combo can allow him to stun a group of enemies which is highly beneficial in close-quarter combat. His scalings are quite high as well so he can deal a lot of damage through that combo.

His Ultimate t, when used properly, is one of the most obnoxious and overpowered abilities in the game. That combined with his p can make one of his carries nearly uncatchable and unkillable.

His p allows him to guarantee a Q W Q hit on a specified target. This can be highly beneficial in setting a death brush before a major objective fight.


Try to delay team fighting as long as possible while you push the enemy down with your E Barrels. Getting a good Barrel E off can help you win the fight. Avoid fighting unless your Ultimate R is in place. It's a very important ability and you need to make sure it's high before you engage in a fight.


It is not only a physical threat, but the mental war it instills on the enemy squishies allows Shaco to make multiple pieces that other Champions cannot make. It can leave the way and wander easily enough to get a cheese gank (even if it is laning). Its x can allow it to disengage as well as surprise all-in champions easily. It also acts as a counter to wear which have dashes and rely on kitting to win fights. Its e allows it to get out of sticky situations with ease.


At level 16, Ekko’s Ultimate R will deal a lot of damage and be on a really short cooldown. He can look for insanely aggressive plays whenever it is up.

Multiple items offer him low cooldowns and a lot of burst damage. Don’t be afraid to go for plays.

Teams will group closely in the late game. This is good for Ekko because it can allow him to get a multi-person W off and CC the whole of the enemy team.


Malzahar isn’t very strong in the early game and can be made weaker by destroying his Passive shield whenever it comes up. As soon as he gets it, pop the shield so he has to play even safer.

Malzahar will be looking to push the wave constantly once he has an item. Avoid standing inside the minion wave at all times so he cannot poke you and push at the same time.

Once Malzahar hits level 6, you’ll have to play more respectful as he will tend to get ganks once his Ultimate R is up. Whenever he has his Ultimate R up, make sure you have wards in the river so you can spot the Jungler before they get to your lane.


Look for picks with your b but avoid pulling in a tank during the late game as it may enable them to start a fight. Try to pick off and pull b in a squishy enemy champion instead.

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

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


Ziggs' main poke tool is its Bouncing Bomb Q. This skill has a short cooldown and makes a decent amount of AOE damage. Do not stay in the minion wave to avoid taking free damage. Look for extended automatic attack trades with Ziggs. As he is an AP champion, he does not do well during auto trading. Ziggs will constantly look for poke and push the minion wave so he can get an early turn with his W. Try to match his clear wave so he is unable to push you into Tower and take it easily.


Try and space accordingly to Veigar in team fights. Do not position too far forward as it will allow Veigar to catch you out with his n and start a team fight.

Locking Veigar down with CC will be the best way to deal with him in team fights. He is pretty squishy so if you’re able to get on to him and take him down at the start of the fight, your team will have an easier time winning it.

Veigar will use his Ultimate R to try and take down a low health/defenceless enemy. Buy items that will make it less likely that he can one-shot you with his Ultimate R. Standing as far back as possible will also reduce his chances of using it on you.


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

Ornn is really great during team fights as he can peel for his team and set up picks for them when required. Any dispute near terrain will be favorable for him.

His tankiness will be phenomenal during this phase of the game. Combined with his deceptive damage, it will become tough to deal with him for the enemy team.


It will counter your all-in at level 6, so be careful and consider roaming instead. Stay away from the minions to prevent Malzahar E from spreading to you and causing additional damage. Take care of varied poke and be prepared to sacrifice CS for better health preservation in the early laning phase.


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

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

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


Force team fights when Shyvana doesn’t have her Dragon t form so she is unable to effectively trade or fight back with your team.

Shyvana will try to delay a team fight so she can harass and poke you down with her l in Dragon t form. Fight as soon as you can so she is unable to burst you down and from afar.

Shyvana can flank from the side with her Ultimate t and her l. Make sure you have your flanks warded so you can see her before she gets the chance to poke and burst you down.


It is very motionless so make sure that you only overtake when you have pupils placed, and you retreat if the enemy seems to play aggressively. Rumble needs to get a head, and win the way to be useful. It is not so good when behind. It may have little laning power when it plays in a matchup against. In these cases, his best to avoid picking up Rumble.


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

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

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


His objective control is quite potent as his Passive allows him to take them down very quickly. He should always try to secure an objective if he can free up a lane after ganking them.

Level 6 is a massive power spike for Olaf as he can now reach his target without being interrupted. If he manages to flank his enemies, the immobile carriers will be pretty much doomed.

His first item component will be a massive spike, increasing his overall damage in the game. It will bolster his overall damage potential.


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.


Really good poke and wave clear with his Q. The slow also allows him set ganks for his Jungler and allows him to whittle his laner down.

His W can allow him to heal a lot of health in dire situations. Being a point and click, it is quite easy to land and can easily change the tide of a fight.

The initial cast of his E allows him to dash to a certain location. This can allow him to dodge skillshots and also get on an immobile or vulnerable carry.


His tankiness and damage are really high during this phase of the game. He can also use his Zhonya's Hourglass to be untargetable for a while dealing damage all the time.

A maxed-out Ultimate R will let him survive fights with ease. The damage will be pretty devastating for the enemy team as well.

Swain's late game is solid due to his team fighting prowess. He can instantly kill the enemy team if he manages to catch them out near a choke point.


You will be really tanky during this phase of the game so make sure that you initiate fights for your team. Let your team know before you all in, though, and keep track of your Passive.

Chokepoint fights will be your bread and butter. Your ability to keep the enemies zoned out is next to none, and hence you should not let them come close to the objective pits.

Always try to separate the enemy backline from the enemy frontline. This will let your allies play more freely and will keep them safe from the damage dealt by the enemy backline.


She can very easily throw an enemy while kitting them easily. All she has to do is avoid getting CC. While she takes goals, her team's chances of losing the objective fight are very low. This is due to Kalistas r combined with her Smit Jungler. In short, she excels in taking goals quickly and safely. She can save her Support with her Ultimate x if they manage to extend in the way. The ultimate can also be used to launch crucial battles, especially when the enemy team is tainted, or fights in closed spaces.


Malphite is a strong Jungler, especially after he reaches level 6 because he can easily gank his allies with his Ultimate h.

Malphite has a very versatile build path. He can either go damage, off damage or full tank, depending on what his team needs.

Malphite’s very good in team fights because he can potentially land a five-person Ultimate h. Knocking up multiple champions could win his team the fight.


Try to stay with your support throughout the middle of the game. You are very vulnerable and easy to kill if you are alone. Staying with your support will increase your survival. Keep picking up the farm in the side lanes when there are no team fights, but spend as little time away from your team. You need gold and XP to buy items and if you fall behind, it will be unlikely that you will be able to eliminate the damage in the fights. Look for choices with your support/Jungler to get murders and increase your lead. If you kill a key target, you could make the call for Baron.


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


You will have to hinder its agriculture as much as you can in this matchup, otherwise it will turn out to be a monster that will be very difficult to manage in the end of the game. Your mobility is your main stay in this matchup. Use it to counter Nasus, but be very careful on its slow. Once you get your Ultimate, you may want to look for ganks all around the map. It should be easy enough to shoot in view of how your ult works, but make sure to push Nasus out of the way before roaming. Keep the wave near your turn. The enemy does not have some kind of sieving potential and can be easily exposed to the ganks.


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


Avoid entering the range of melee when Vex-W is at the top because it not only protects it but also inflicts damage to enemies close to it. Standing outside the wave of minions at any time will help you counter Vex and prevent it from using its Q to push the wave of minions and you poke at the same time. When you remember, keep an eye on your position as Vex-S Ultimate R could be used to sting and kill you. Try and remember behind the minions or out of sight.


Focus on getting the level three quickly. Once you've managed to do it, start gaunting the tracks tirelessly. This should be pretty easy to run on pushed enemies. You'll want to take game duels early and see if you can quickly invade and get murders. Once you're early, it becomes easy to take the game. Once you get your Ultimate R, you should be able to gank more easily. Try to look around the map for dive opportunities, especially on squishy targets.


Try to keep the minion wave closer to your side of the map early. Doing so will make its all-in less effective. Post 6, try to interrupt or in some way or force Akshan to top its Ultimate. This will increase your survival and it will be put on a short cooldown. Keep in mind that the early armor will be very beneficial in this matchup. Akshan is an AD champion, so picking up the early armor will protect you from some of its damage.


You will be really powerful during this phase of the game. Look to assassinate the enemy backline whenever you get the chance and do so from the fog of war.

You will want to prioritize tenacity if the enemy has a lot of CC in their team. This will help you escape from unfavorable situations with ease.

The enemy Support will be pretty busy warding during this phase of the game. You may want to set some death brushes and see if you can get some free kills.


You are a very mobile champion who can allow you to engage or escape sticky scenarios. Naafari is a heavy snowball champion. Getting an early murder can allow him to take control of the card.


It can also increase its chances of surviving in the skirmishes. It is really versatile and can also block the enemy from entering some part of the map. With your Ultimate m, Anivia's seat power is incredibly strong. With a lot of mana, you can constantly push the enemy into the enemy tower and force them to stay in the way.


The second point of its Ultimate R will allow it to inflict increased damage to the enemies while protecting the allies. It is perfect during team fighting. Its playing environment is solid. It can quickly 1 v 1 non-mobile enemy, and it can also do extremely well in team fighting due to its W. The first ability will be maximized at level 9. This will allow it to inflict a lot of damage and heal for massive quantities according to its articles.


She will be able to maximize her Ultimate R at level 16. This will have a significant impact on team fighting since her Ultimate R will be on a very short cooldown. Lillia is excellent in team fighting at the end of the game. This is due to her AoE abilities and mobility, which can allow her to get a 5-man Ultimate R. Lillia will now have several articles.


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


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

Whenever your Ultimate R is up, you can look for aggressive plays to try and kill the enemy. Your Ultimate R is a great trading tool which makes you much stronger.

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


Braum is strong every time his Ultimate R is in place. He has a good selection potential and can help you get the murders. Every use of his Ultimate R can lead to a murder. Braum is really good against the men's champions, murderers and hard commitment champions that he can the CCs as soon as they engage with his Q and Passive. He's really good in the team fights thanks to his E and r. This makes him a very good support because he can offer his wearing tons of peel and protection.


By reducing its health, you can create pressure and limit its ability to freely use its capabilities. Keep the minion wave closer to your side of the map to create opportunities for your gank jungler. This forces Zyra to expand, making it more vulnerable to ganks and reducing its ability to escape effectively. Be careful when facing Zyra at level 6, as its pressure to kill increases considerably. Adjust your game style to be more defensive and play safer during this phase of the game. Avoid detaching yourself from your ADC when Zyra's (Grasping Roots) ability is on the rise, as it can interrupt your W (You and Me!). Being caught without your W can leave you vulnerable and likely to be eliminated.


Galio should be getting his build completed by now. This will give him a massive spike in his ability to peel for the allied carries. His damage output will be pretty high as well.

Galio's Ultimate R will still be handy during fights due to its knockup and low cooldown. He can easily split push and show up to fights with his Ultimate R in a jiffy.

Level 16 isn't that big a spike for Galio. Although his Ultimate R cooldown is reduced and the cast range is increased, he won't have any incentive to use it for himself.


Sion will look to cheese the bot lane bush at level 1. Do not walk near any bushes at level 1 so he doesn’t get an early health advantage.

Always stand towards the opposite of the lane so it’s very hard for Sion to use his Q on you.

When he hits level 6, avoid overextending or using any movement tools like dashes as he can cast his Ultimate R and take you down. Furthermore, he has great roam potential post 6, so ping if he leaves the lane.


If the team fight is important for Kennen, falling behind the gold and XP will make you almost useless in the team fights. Watch to flank in the team fights. Fighting as Kennen can be difficult if the enemy is able to disengage or has poke damage. To make the team fight easier, watch to flank on the side. Whenever your Ultimate m is up or when your team is ready, you should group with them.


Focus on staying healthy and farming up till you gain access to your W, E, and R. In the meantime, try to land your Q on both the minion wave and the enemy champion.

Since you use Energy, and your abilities are energy hungry, you should always take a look at your resource bar before attempting an all-in. Keep a track of the enemy Jungler from the beginning of the game as he will attempt to camp your lane till you hit level six.

Use your E discretely in this lane as it allows you to both all-in and disengage against enemies. Your goal should be to get your first item as quickly as you can so that your all-ins become more potent and deadly.


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


Aim to trade when Jax has used his E as it will block basic attacks. It has a long cooldown, so make sure you exploit his weakness.

Jax has no build-in sustain and is melee. If you have the range advantage, try to poke and harass him as much as possible to prevent him from looking for the all-in. This will also force him to burn through his potions quickly.

After level 6, every third auto will deal extra magic damage. Do not commit to extended trades with him- especially if he’s been able to stack his auto attacks on minions beforehand.


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.


Gnar needs his Ultimate R to be available and the only way he can get is by turning into Mega Gnar. Try to fight as a team when he has very few Rage stacked, so he's unable to change shapes. When Gnar is in Mega Form, and you're about to fight as a team, be ready to disengage and cancel a fight until he's in Mini Form. Gnar is very weak in team fighting when he's in Mini Form. Avoid fighting nearby and in areas that are tight as close to walls, around lenses or in the jungle.


Try to stand in the middle of the way at all times. This will make it harder for her to land her E in a trade. Do not approach the walls because it will give her the opening to engage. If you play like a varied champion, try to harass Camille with basic attacks every time she tries to hit last. Camille lacks support in the game early, so you can get her out of the way easily if you continue the automatic attack. If Camille uses her E in the way, she will be vulnerable while he is about to cool.


At level 9, Ezreal maximizes his Q. He will be strong enough at this stage of the game thanks to the additional damage his Q will make and the items he would have picked up by then. Putting the second point in Ezreal, Ultimate R at level 11 will offer him a lot of additional damage. He will also be able to threaten the flights on major goals like Baron or Dragons. Ezreal is really good to bring down enemies before a fight thanks to its low temperature reductions and overall damage.


When there are no teams fighting that happen and when Shen-S Ultimate R is at the top, you will find it with a split thrust. Make sure that there is someone who can match it in the way with him so he can't share the thrust for free. Be careful that Shen has a good ambush potential in the middle of the game thanks to his E. Don't go to the guard/walk in parts nonwarded of the map if you know that Shen has been nearby because this can result in your death.


Just disengage/ reposition if he jumps on you with his E so it doesn't CC you! Similarly, avoid committing 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 recall. Setting them behind will delay their power spike.

Try to take Dragons as often as possible. It’s key to getting yourself and your allies ahead.

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


Avoid standing too close to Azir’s Soldiers W as he can auto attack you from afar. When he places a Soldier W, move to a safer position out of its range.

Go for a trade after Azir’s Soldier W has disappeared. It’s best to wait for the Soldiers W to disappear first before fighting him as his damage output will be decreased.

After level 6 keep a keen eye on the map and Azir’s mana bar. If you spot the enemy Jungler nearby, back away as Azir might try to Shurima Shuffle and set up his Jungler.


Be wary of his range if you are a champion of melee because he will constantly seek to intimidate you with his superior range. At level 6, he gains more utility so that it can be difficult to get murders on the ADC enemy, but his Ultimate is on a long cooldown so you can abuse this to get killed. If he uses his Q aggressively and lacks, try to play aggressively while he imagines the cooldown as his main way of bringing you down.


Lee Sin can try to kick someone like the CDA in his teammates. Group closely together to make it harder for him to throw a hand in his team's arms. As Lee Sin needs to get on someone in order to kick them to his team, lock him up with CC as soon as he engages is ideal because he is rather squishy and will be unable to escape if he is chained CC. Lee Sin is really good at removing or removing isolated targets. Make sure you group closer to your team to make it harder for him to take anyone alone.


As Ekko is a champion in the middle, he will be harassed by the top range of other mediums. He must not let them bully down otherwise he will fall into gold and XP. Common flank points can easily be monitored by the enemy team, reducing Ekko's flank potential. Ekko will have to spend some time cleaning the pupils if he wants to succeed in pulling enemy champions. Ekko is subject to CC. If he is hit by CC in layers, it will be difficult for him to inflict damage, use his W or escape combat with his Ultimate W.


Use the track brushes and continue to land your k on the enemy. Once they have 3 piles of your passive, use your e. Your s should only be used when the Jungler is in the process of gloves or when you have decided to go into your ADC. Be very careful to get too close to your enemies. Make sure to continue stacking your support element regularly. In addition, you are entitled to a certain farm on the track provided your ADC is dead or has recalled with the wave to a bad place.


If you constantly push the wave of minions, it will be difficult for you to play aggressively. The enemy can also zone you away from the farm and XP. Can easily be overturned by various champions in the way. Watching your positioning is the key when you play like this champion. Must commit to all in. If you go, you will be in a super-long position that could allow the enemy to turn the exchange and kill you.


Once Caitlyn has a few points in her Q, she can constantly keep the enemy pushed into her tower as her Q offers her a lot of wave clear. When paired with a poke Support, the enemy should never be able to leave their tower. This will result in a huge gold lead too, due to the tower plates.

After Cait’s first back, she will pick up her first component item. This will increase her poke and trading potential in lane. It will also make her a huge threat if she has a better first item than the enemy ADC.

Caitlyn’s level 6 is pretty good, but she doesn’t have a combat Ultimate R. This means she can’t use her Ultimate R during a skirmish. However, it is an execute and can be used when she is in a safe position and not in immediate danger.


Lookout for ambushes by Zyra. One of Zyra’s biggest strengths is her pick potential. Avoid walking around Summoners Rift alone.

Avoid fighting around the jungle or near objectives as teams will be quite close together which could allow her to land a multi-person E and Ultimate R.

Poke and strong all-in are really good versus Zyra. Don’t be afraid to hard engage or poke her down prior to a team figh


Samira's game is quite strong. It can shoot down enemies with its Q while being extraordinarily mobile and escaping crucial skillsshots with its W. It will be difficult to catch it. Level six is a huge power peak as it allows Samira to impact and disrupt the battles massively. It is also a decent finishing movement, especially in the lit fighting. Its first element will increase its potential duel significantly. Its ability to reduce damage in the track will also skyrocket.


Since her Passive lets her scale infinitely, she should be really great as the game goes on. She will need to take care of her positioning, though.

A maxed-out Ultimate R will help Senna out a lot during team fights. She can dish out a lot of damage with the ability if she can line it up correctly.

All her significant items will be completed now, and she will be able to dish out a lot of damage in very short burst trades. She should be peeled for by her allies during this point.


He is the number one public enemy for any squishy wear in the game. He can practically a-shot with one or two items and can tilt someone hard enough to win the game easily. His early duelling power is really strong, especially if he is in the front line and has access to the track brushes. He can throw a snowball this way, which can easily allow him to win games.


Extremely healthy clears early on which allows him to gank overextended lanes quite easily. He can also prioritize taking objectives quickly and starving the enemy Jungler off of farm.

His E can allow him to take reduced damage in team fights as well as disrupt a fight with the fear on his E. This can allow him to change the tide of a fight quite easily.

His W can allow him to detect low health enemies on the map. He can then use this information and communicate with his team. This can allow him to take free objectives and secure kills on unsuspecting enemies.


Rumble is excellent during the end-of-game fights that its Ultimate b and its basic capabilities will all hit like a truck now, especially during the team fights. Maxing its Ultimate b will reduce the cooldown of the ability and allow it to use it frequently. This will be a decisive factor during the objective fights. Rumble will dry up a lot of damage during this phase of the game. Its ability to melt through the enemy health bars will force its enemies to play defensively.


Group with your team and don't leave them. If you start to divide the thrust, the enemy will force a fight and kill your team while you're gone. Delay the team's fights while you wait for your Ultimate to come back to me. Do not fight the team unless your Ultimate m is up. Also, waiting for your Zhonyas Hurglass to arrive would also be beneficial. If the enemy has a lot of disengagement or poke, continue flancing in the team fights to make sure you get up to the enemy before they are able to disengage or shoot you down.


Gwen is a strong 1v1 champion - especially if she was able to get an early lead. Look to apply pressure and fight anyone in the enemy team tries to stop you. Neutral Goals must be secured regularly in this matchup. He will give your team the edge he needs to make the team fights unfair for the enemy team. Continue playing around your Passive and Q in mid-game fights: especially in 1v1 skirmishes. You will miss on a lot of damage if you don't play around.


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

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

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

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


Your main goal is to increase the scale during this phase of the game. You should fight more frequently, however, as you will be injured a lot once your basic elements are finished. During the fights, always stay with your team that you want to be protected while damaging the enemies. Avoid being trapped near a wall while doing it, however. During the fight for neutral goals, it is important to stay back and wait for the enemy team to pass through the bottlenecks before going for a complete all-over on them. Leave your linings before engaging before doing anything.


Very squishy and can be easily gotten rid of if she is CC’d. This is especially true if she is going for the AD build.

Can’t be very effective if the enemy sets proper vision around and can notice Neeko changing her forms or hiding in a brush to land her E.

Due to her pushing power, she can be very susceptible to ganks especially after she has used up her W.


Keep poking the enemy with your Q and E in the lane. Try not to use your Q in the middle of the lane to ensure that you can regularly throw multiple pellets of your Q.

Your C will be handy during this phase of the game. Remember to all-in the enemy from out of vision for maximum effectiveness.

Your Ultimate R will allow you to roam around a lot more in this game. It will enable you to prevent enemies from entering crucial points like the neutral objective pits or separate out enemies.


Versatile construction path. It can go either AD or full tank according to its needs of the team. Post 6, it will be difficult to follow Zion as it can gank the tracks from far with its Ultimate R. Really good at cheeseing and take enemies who walk around Summon Rift alone by hiding in bushes and channeling his Q


Try to lure Zac's E before you engage in a fight, because it's his primary mobility tool and he won't be able to get to you without it. Your support in this matchup is extremely strong, so make sure you can go for extended trades in this matchup. Do not do so will seriously undermine your ability to get an early lead. Use your dash with extreme discretion in this matchup otherwise you will give Zac an easy window for all of you. Also, keep trackbrushes monitored, as Zac can use it for all of you out of nowhere. Keep the wave somewhere near your turn in this matchup. It will allow you to easily expose Zac to ganks and keep you completely safe from all of you. That being said, make sure he can't push the wave completely, or you can be diving tour.


The level 2 of Lucian is a decent peak of power because it allows it to go for a devastating total combo. The damage inflicted is relatively high, and it can quite quickly kill the enemy with multiple combo rotations. Level 6 is a significant peak of power, especially when Lucian is against an immobile port. It should have an easy time to release waves with it as well if it has to remember. The first element will be a massive peak of power for Lucian because it allows it to do a lot of damage. It will give it an inherent advantage, especially if it can capitalize on its level 2 peak of power.


When there is no team fight, go on a side track and push. You have to keep growing during the middle of the game so you can get your items as quickly as possible. Don't stay just in the middle if you can't get anything done. Flank in the team fights to get the enemy backline up easier. Use your W to speed up to get off a good Ultimate R. Look for choices during the middle of the game. If you can choose someone with the help of your allies, you can abuse their death timer to win more gold and maybe take a turn, a goal or get more murders.


Kog’Maw is rather squishy in the early game. Try to abuse his weakness and look for fights to set him behind.

Post-6, Kog’Maw will deal lots of damage in a trade thanks to his e and his Ultimate y. Try to bait out his e before committing to the all-in.

Forcing Kog’Maw to overextend for farm is a good way of winning the matchup. As he will be overextended, this will allow your Jungler to gank your lane. This will also force him to use his Ultimate y or e to farm with- which you can capitalise on.


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

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

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


The level six is a massive power peak because Viego will be able to unlock a powerful finishing capacity. It can help a lot in clutch situations where Viego needs to execute his target quickly. Its early death pressure is really high since all he needs to do is to land his W and then follow him with his Qs and auto-attacks. This combo becomes much more devastating once Viego gets his Ultimate R. His first element will give him a massive boost in solo lacquering.


Level six is the 'power spike' for Teemo. It will let him be extraordinarily obnoxious and sneaky now, especially as the game progresses.

His ganks won't be quite potent early on as the enemy can easily see him coming during ganks. He should make sure that he bypasses vision when possible and runs around with a Sweeper and a Control Ward at all times.

The first item component will increase his overall damage in the game. This will help him in duels and will allow him to use his spells frequently as well.


Lux is really strong once she unlocks her Ultimate n. At this stage, she will be able to get kills and burst you down.

Once Lux has max cooldown reduction, her abilities will be on really low cooldowns. This means she’ll be able to poke and trade quite frequently. Do not get caught out by her low cooldowns.

In the later stages of the game, Lux is really strong and can quite easily take down any target if she lands her g. Try and set her behind in the early game so she is unable to get tons of AP and snowball.


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

Try your hardest to keep your ADC alive for as long as possible in lane. Provide them with heals W whenever they need them.

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


Play safely in the game early. You need time to come online and if you fall behind, you'll have trouble in the line and you'll delay your first major power peak. Focus on electric farming and minimize trading up to your level 6. Once you unlock your Ultimate k, you can start to be more aggressive. Once you're level 6, you can look at playing more aggressive than you can use your Ultimate k as a trading tool and something to come back on.


Heinously strong during the early game due to his Q and E. Can win almost any 1 v 1 during this period so he should be looking to contest objectives with his team.

His Ultimate R is very effective against ranged members of the enemy team. This will force the enemy carries to come in melee range of him, which can be quite devastating for them.

Seriously good objective control during the early game so it shouldn’t be hard for him to take early Dragons and Rift Heralds. He can also invade quite freely (after considering the lane priority of the side he is invading).


Don’t fight Trundle if he is ahead. His skirmishing power is incredibly strong especially if he has his Ultimate n available.

Trundle cannot really gank if he doesn’t have any strong lanes- so he will look to power farm instead. Try to gank as much as possible so you can get your allies ahead.

Trundle has good objective control and can solo them with ease. Keep them warded at all times to make it harder for him to secure them.


Just make sure that you land the last success on the minions so you get your health back! Its e has a very large reach. This makes it easier for it to land and the CC. The only problem is that it can be difficult for it to land against champions with dashes or escape tools. Cho=Gath is a strong scaler with a versatile construction trajectory. This means that it is great in the last stages of the game regardless of how before or behind it was in the first stages of the game.


Fighting near terrain is his bread and butter due to how his l works. It can help him deal a lot of burst damage in a very short duration, and combined with his Passive, he can blow up any squishy target with ease.

His e allows him to dodge important skillshots and allows him to re-position quickly if he happens to misstep. It also allows him to avoid bad situations as he can use it to get over terrain and disengage with ease.

The e near-sightedness can cause mayhem for an enemy team, especially if they are clumped up together. This ability can prevent the enemy ADC from picking a target to focus on while Graves keeps pelting them with his auto-attacks.


A really good initiator for his team with the ton of CC he brings to the table. Besides that, he also has a reliable form of poke with his 1, which he can use to whittle down enemies.

His Passive is what makes him so dangerous. It allows him to easily CC and pick off multiple enemies with his Ultimate m and h. This allows his team to follow up on him with ease.

He is a lane bully, and his poke allows him to easily beat melee matchups. He can easily use this fact to his advantage and initiate a snowball from his lane.


The second point of its Ultimate R will increase the damage to the ability and allow it to play games frequently. Several articles will allow it to absorb a lot of damage in the fighting. It should be part of as many fights as possible. The first ability will be maximized to level 9. This will cause a lot of damage to the enemy team and increase the frequency of use of this ability. Anyone near the terrain will have a difficult time.


Once he has reached level 11, he will put another point in his Ultimate R. This will make him more powerful and cement his position as a player in the team. Volibear's first ability will be maximized to level 9. This is very beneficial as his duel potential will skyrocket, and his ganks will become more powerful. Volibear is good in team fighting due to his E, Passive and Ultimate R. He should use the fog of war and target the essential portages on the enemy team whenever possible.


Limit trading with them earlier than they are strong in the extended trades. At level 6 they are much stronger than you, so be careful to fight 1v1 post 6. Keep the minion wave closer to your side of the card early to protect you from their powerful all-in. They are a very good roaming champion. Ping if they leave the track.


Your goal throughout the laning phase is to poke and harass the enemy in lane. You have a lot of poke, so try to poke the enemy down as often as you can.

Play safe for the first few levels while you land poke on the enemy with your 2. Once they’re low enough, you can commit to an all-in.

Once you’ve hit level 6 and purchased key component items, look to harass and constantly push the enemy into their tower. This will allow you to earn turret plating and increase your gold income.


Illaoi is an excellent division pusher. She can take several people on her own because of her tentacles and Ultimate R. At one point, the enemy team will have to send more than two people to face her. Illaoi is also good in team fighting because her Ultimate R prevents the enemy from getting closer to her team. She also carries a lot of damage that can easily wipe a team if they are not careful. Once she gets two points in her Ultimate R, she carries a ton of damage during team fighting. The enemies will not be able to do much, except keep away from her at all times. Illaoi can also use the fog of the war to install death brushes.


Rammus is really tanky during the late game. He won't take a lot of damage but can return a lot of damage if enemies attack him consistently.

A maxed-out Ultimate 2 will allow Rammus to completely take over a fight. Since he can use it frequently, picks will be aplenty.

Rammus is pretty decent in late-game fights due to his ability to pick enemies off easily. He should focus on making sure that his allies don't get killed by flanks to ensure an easy victory.


Your goal in the early game is to play safely, pick up gold and XP and avoid dying to the enemy lantern. You are rather weak in the early game and need time to come online. Once you have several levels under your belt, you should look for favorable short jobs. As you are not strong in the early game, you may wish to wait for the enemy to waste a ability before playing aggressive. Keep the minion wave closer to your side of the map in the early game. This will ensure safety and reduce your chances of dying in the way.


Poppy doesn’t spike at level 6 like most Supports as her Ultimate R is mostly a utility tool. However, she can use it from close range to start a fight. Keep this in mind and keep your distance.

The more gold Poppy gets under her belt, the stronger she will be. Take note that you will have to invest in armor or magic pen items if you want to break through her defensive stats.

Once Poppy has both her E and Q unlocked, her all-in potential increases. Try your hardest to stand away from walls at all times during the laning phase.


Try to abuse your range advantage to gain an early health lead.

Keep the minion wave closer to your side of the map early on to force them to over extend for farm and XP.

When trying to poke, aim your abilities so they hit the minion wave and the enemy at the same time.

Once they’re level 6 they become stronger than you and it will be harder for you to lane against them.


Time your dismount when Bard casts his ultimate, as this can be a crucial moment to disengage and avoid its impact.

Dismount when Bard's Q ability is on cooldown, as it reduces his potential for poke and crowd control.

If Bard decides to roam, ping and dismount from your ally and consider playing more aggressively in the lane.

In the early stages of the game, keep the wave closer to your side of the lane, as it provides a safer position for you.


Once Azir has picked up his Nashor's Tooth, he is going to push the wave really quickly. Try to keep the wave as even as possible by matching his damage on the minion wave. If he uses an ability, you’ll need to use one too.

The best time to fight Azir is when Soldiers W are down. This is because he will lack a lot of damage. Try to start fights whenever he has no Soldiers W available.

After Azir hits level 6, he will have a lot more protection and can disengage quite easily thanks to his Ultimate R. While his Ultimate R is down, try to abuse the cooldown and look for kills.


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.


Graves inflicts a lot of damage to any target during this phase due to its passive and articles. It is a significant peak of power for him, which can very well allow him to carry a game alone. Once he gets three points in his Ultimate t, no ill-health enemy on the map will be safe. He can just put on, auto an enemy twice, and then use his Ultimate t to finish them. At level 13, Graves will be able to do a lot of brilliant damage and play around the enemy due to his maximum out there l and e. Moreover, he will give him an excellent duel advantage.


Once you get two items, you should be able to dish out a lot of damage depending on which build you're going for. Just make sure that you use your e appropriately to avoid CC

Your main goal during fights will be to get to the highest priority enemy target and then displace them to your team with your Ultimate k. Playing around vision will be really important to achieve this goal.

Try to look for picks around the map. Your kit allows you to duel them easily and escape if a fight goes awry. Try to catch the enemy ADC in a side lane or the enemy Support while they are warding.


If they invade you, just back, as they can easily kill you, especially if you are behind. They can secure the lens so much easier than you can. Keep them guarded to spot them before they can secure the lens. Post 6, avoid fighting them at any cost because they are much stronger than you with their Ultimate and they will kill you easily. A good player will play around their Ultimate as often as he comes. You have to counter their waste pressure by doing the same thing.


Try to delay team fighting as long as possible while you harass the enemy and crush them with your Q. If you can lower them, then you can engage in team fighting. Keep a constant eye on what major goal is spawning next. If it quickly spawns, make sure to place the vision around the goal as quickly and safely as possible before going back to safety. Having the vision around the major goals is the key.


His Passive can cause mayhem when used properly in a fight. This is especially true when he is trying to flank from the sidelines as a Jungler or when he is trying to roam to some other lane after pushing his lane in.

He is superbly strong when it comes to fighting in closed areas. It provides him with complete usage of his W as well as deal a lot of damage. His effigies help him with the same and can be used to secure and clear a lot of vision for his team.

For the side lane, or while lane ganking, he can make complete usage of the lane brushes to bamboozle enemies. He can keep poking the enemy team with his E and with the proper itemization, his E can do a lot of consistent damage. The silence is quite invaluable as well, especially against enchanters.


Tahm Kench’s level 6 r is one of his major power spikes. It offers him extra kill pressure. Keep this in mind when skirmishing post 6.

Tahm’s early game is rather weak. Try and abuse this to get an early led.

The longer the game goes, the stronger and tankier Tahm Kench will become. Put him behind in the early game to reduce his potentness in the late game.


You will need to get your level 3 quickly in order to ask for a hard leash early and quickly reach that level. Once this happens, you can start to glove with your e. See if you can ambushed the enemy Jungler near the Scuttle Crab using the track brushes to hide and then e'ing. Getting neutral goals will be very important, especially once you get your Ultimate t. Focus on the bot track and get them to help you regularly.


His first major power spike is at level 6. This can be a blessing for a lot of matchups if he’s up against hard engage champions because he can stop his ADC from getting killed.

The next major spike is when he has completed his first item as it increases his peel, damage and overall makes him stronger.

When he maxs his Q at level 9, he will be much stronger and his poke will be more potent.


Its overall power increases with the number of drakes it captured at the beginning and middle of the game. Therefore, it must prioritize them. Level sixteen is a good peak of power as well. It will strengthen its Ultimate t damage in the game, and it can blow up enemies with ease now. Its overall strength will depend on the construction it goes for. It can either blow up enemies from afar with its AP construction, or it can dive into the enemy team and act as a bruised one.


Once Camille reaches level 3, she can actually start looking for ganks. That's because she will unlock the 3 of her basic abilities. When Camille reaches level 6, her Ultimate R should translate into easy murders for her and her drags. A good Camille will look for gank as soon as her Ultimate R rises. After Camille has finished her Mythic article, her killer pressure and her potential 1v1 increases sharply. If you weren't a threat before then, you will certainly be now as your Myth gives you so much trading power.


Nasus will be looking to split push throughout the mid-game. He is good at split pushing thanks to his Q.

When Nasus is split pushing, you can use the numbers advantage to start a team fight. While fighting, check the map and be keep an eye on Nasus. Be prepared to disengage if he’s about to take a tower.

If Nasus is grouping for team fights, try to lock him down with CC so he is unable to get on to your carries and kill them with his Q and R.


At level 6, Ashe’s kill pressure in the lane increases. Her Ultimate w is very versatile and can set up kills with her team. Make sure you play around your Ultimate w to get kills over and over.

Once Ashe has a few points in her y, her poke can be incredibly challenging to deal with. Make sure you harass the enemy as often as you can

After your first back, you will pick up your first component item. The extra damage it provides will help you in extended trades with your Q, and increase your poke damage with your y. Start playing more aggressive after your first back.


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


You are weaker than them every time they have their Ultimate Up. If you are at risk of dying, always remember at level 5 so that you are not killed when they have reached level 6. First press level 2 and then use your level advantage to get a meaningful health advance. For a better chance at all-inning and continue Renata in the way, try to keep the minion wave near your side of the map. Remember that pushing will hinder your ability to engage and secure the dead in this matchup.


The early game should be mainly focused on taking short trades against the enemy with your auto-attacks and Passive. Do not go for an extended trade unless the enemy's primary ability is on cooldown.

If you manage to shove the wave in, try to roam with your W. If it so happens that the enemy side laners are low, you can quickly E in and get some kills.

Your Ultimate will help you a lot in this game but make sure that you position correctly. Remember that you can use the ability while you're E'ing, so ensure that you don't just stand still while it is locking up.


Once Ornn unlocks his Ultimate R, he will have an easier time in the way. He will be able to search for murders and even put his Jungler in place once he has it at his disposal. Expects that he will play a more aggressive position 6. Every time Ornn gets an element upgrade, he will be much stronger than every single upgrade offers him additional statistics. Ornn is good in team fights. Try to fight when he's not there because he will make team fights much easier.


Gnar can easily escape ganks with his E. Try and bait this ability out before your Jungler arrives in your lane to reduce his chances of escaping.

Do not commit to using your Ignite or any burst spells if Gnar is about to change forms as Mega Gnar gives him extra health that will allow him to survive.

As he is a ranged champion, it’s important that you do not let him poke you down and harass you with basic attacks. Be prepared to sacrifice some CS for XP if you’re low.


Take advantage of your range advantage and consistently harass Taric whenever possible. Utilize your auto-attacks and abilities to poke him down and apply pressure in lane.

Be prepared to use your E (Zoomies) ability to reposition yourself and dodge Taric's E (Dazzle) stun. This will help you avoid being caught out of position and mitigate his crowd control.

If possible, try to keep the minion wave closer to your side of the map. This forces Taric and his ADC to overextend for farm, creating opportunities for your jungler to capitalize on and potentially secure kills or summoner spells.

Ensure that you and your ADC reach level 2 at the same time as Taric. Taric may look to engage and fight early at level 2, so it's important to be prepared and ready to respond.


She should try to abuse her lantern early with her basic abilities. Her W should provide her with a lot of vision while wandering around in an unrewarded territory. The increase in attack speed is very powerful, so. Her Q will come in very practical combats that occur in tight spaces. She can most likely land a blind five-men, which will be huge for her team.


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

Whenever your Ultimate R is up, you can look for aggressive plays to try and kill the enemy. Your Ultimate R is a great trading tool which makes you much stronger.

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


Swain is good in team fights thanks to its AOE Ultimate R. Fortifying a fight or combat when Swain is nearby will make it easier for your team to win team fights. Avoid regrouping too closely around the goals or in team fights as it can allow Swain to land a very good multi-person E and start the team fight. Burst and poke is the best way to win a fight against Swain. Try to catch him before a team fight starts.


In the late game, flank the enemy and stick near your teammates. You should look to go in with them in late-game team fights.

Continue to look for picks on the enemy Support as they go to ward alone in the late game. This is especially true when objectives are about to spawn.

Focus on team fighting with your allies, and avoid splitting up too much or else they’ll get collapsed on and you’ll lose the fight.


It can achieve solo goals like the Dragon or Rift Herald with ease thanks to its Q. Make sure you keep these goals monitored so you can spot it if it tries to take them. During the fight against Kha-Zix, unless you have the lead, avoid fighting it when there are no minions or jungle camps nearby. Thanks to its passive, it will do you more damage if you are isolated with no one around.


At level 13, Jarvan will have both his e and d maxed out. This means that he can all-in the enemies more frequently and deal a significant amount of damage with ease. Bonus points if he can flank the enemy team.

Once he manages to get three points in his Ultimate m, his ability to initiate fights will increase. With a short Ultimate m cooldown, we can expect him to be picking enemies left, right, and center.

Jarvan IV becomes quite tanky during the late game due to his items and build. He can soak a lot of damage for his team and can easily peel for his carries if need be.


At level 16, Zyra will put the final point in her Ultimate R. The utility and damage that this ability provides to this rank is very good, and it will be a threat in team fighting. Thanks to her weak cooling and plant plans, Zyra will help her team quickly get neutral goals such as the Baron or the Old Dragon. Don't be afraid to make the call for these goals if your team is able to do so.


Focus on securing the remaining Dragons/ Rift Herald in the mid-game. Getting as many Drakes as possible will increase your chances of winning the game.

Graves is a strong skirmisher, so continue to play aggressive and look for 1v1 duels in the mid-game. Just make sure you don’t die or get caught when Baron’s about to spawn.

Group with your team and look to siege objectives/ look for picks as a team to open up the map.


Make sure that you take part in neutral objective fights and blind multiple people with your Q. That ability will do a lot of damage and will allow you to burst the enemy down.

You may try to be a daredevil and look for flanks on the enemy backline with your Ultimate R. That being said, make sure you have a defensive item or some escape plan if things go south.

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


Level 2 of Blitzcrank is very strong. Landing a hook b on the enemy Support or ADC and hitting them with your t could result in an early killing. When Blitz picked up his boots, he can start wandering around the map and helping his allies. Watch to wander after buying and upgrading your boots. At level 6, Blitzcrank can start doing a lot of burst damage if he can land his b. Its Ultimate d can also be beneficial and destroy shields in the 2v2 clutch fighting in the lower track.


At level 9, you’ll max your first ability which makes you a lot stronger in skirmishes and clearing the jungle.

You are a good mid-game champion, and you’ll be able to easily take down squishy champions in the mid game.

At this stage of the game, you would’ve had multiple items completed, so you will naturally be quite strong.


Camille is a mechanically difficult champion. She takes a lot of practice to master and she has a sharp learning curve. You need to play her a lot to make use of her kit. As it is mechanically difficult, it is really easy to get wrong on her. If you make a mistake, the enemy can easily capitalize on her and win an advance. Once Camille is behind it, it will be difficult for her to get back into the game. You have to be incredibly proactive on Camille to move forward. If you automatically pilot or not use your Ultimate R every time he is out cooldown, you lose on potential murders.


His early game is fragile, and he can easily be caught out if he is not careful. He should focus on farming and scaling up with occasional burst trades.

Level six is a massive power spike. He can quickly look to use his Ultimate e to secure kills throughout the game's early stages. This will help him scale up quickly.

The first item component will cause a massive powerspike for Karthus. He will not run out of mana quickly, and his damage will increase significantly.


Her core items should allow her to blow up any squishy target she sets her eyes upon. She should roam around and see if she can get kills on overextended side laners.

The optimal time to go in during skirmishes will be when the enemy has their targeted CC ability down. This way, they won't be able to CC Leblanc when she uses her W to dash in.

Her level eleven power spike is quite potent as well. She will now deal more damage with her burst combo. Hiding in the fog of war and trying to blow enemies up will be her power play style.


Don't try to run Wukong if it still has its available place. That's because you can waste your execution on it and it will survive. Keep this in mind during trading too! Wukong wins a lot of automatic attack battles, so don't go for prolonged trades with him unless you can kill him. If Wukong left the track after level 6, tell your team as soon as it leaves. He could try to use his Ultimate n in another way also help his allies.


As the teams tend to group, you'll find it a little harder to get choices and make games in the last game. You're at a greater threat to die a tthis stage of the game. At level 13, you're going to max your second ability. When you're level 16, you're going to put the third and final point in your Ultimate R. Your Ultimate R will do a lot of damage in the last game.


Your goal in the early game is to gain as much gold and XP as quickly as you can. Focus on farming rather than ganking or fighting.

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

Your Ultimate r is an incredibly strong tool. Whenever it is up, try to use it to help your allies and get kills.


At level 16, Zeri will put the final point in her Ultimate R. Her Ultimate R will now deal maximum damage in fights.

Team fights are really where she shines. Depending on her build, she will be really strong and can deal a ton of damage in a fight.

In the late game, she should be near full build. As long as she positions well and kites, she will be very good in team fights.