In team fights, take care that Lucian can use his E to reposition and escape danger. Try and wait for him to use his E before using your CC capabilities so it's harder for him to avoid them. Avoid letting Lucian get a full channel of his Ultimate R on you in a team fight by decommiting or canceling it with CC. Lookout for Lucian positioning. He will often walk forward to land auto attacks. Once he's mispositioned, use this to your advantage to concentrate him down.


Camille is a mechanically difficult champion. She takes lots of practice to master and she has a sharp learning curve. You need to play her a lot to make use of her kit.

While she can deal a lot of damage and be a useful champion in team fights, she will not have as much gold or income to buy items like she would do in the Top role.

When playing as Camille, she can get hard-countered by certain champions. Be mindful of picking her into champions that can counter her all-ins.


Stick with your team throughout the late game. If you’re caught out of position, the enemy may be able to end the game. You need to ensure your Passive is up in team fights to increase your chances of winning.

Counter pushes from the enemy team is a must in the late game. Stick with your team and use your Ultimate m to prevent the enemy from sieging objectives. This will make it hard for them to destroy your tier 3 towers.

Keep your Wall e off cooldown at all times in case you need to use it to disrupt the enemy or interrupt an engage. If you use it in the late game, you’re going to be vulnerable.


His movement speed increase on his p can allow him to run enemies down with ease. This is especially applicable to immobile carries who rely on their team to live.

The h allows him to deal consistent damage while also reducing his cooldown on the ability. This allows him to take extended trades while laning.

His Ultimate t can be a game-changer in a team fight where the enemy is grouped together. The CC allows him to separate key targets from their team and kill them quickly with his damage.


Distinguish yourself from the wave of minions as much as possible. This will force the Xerath to choose between pushing and drinking. Aim for your Q so it hits the wave of minions at the same time. Focus on agriculture and interference. It will be difficult for you to kill it. At level 6, look for harassing it with your Q. Then when it is low enough, use your Ultimate to kill it. It is squishy enough.


Very effective clear wave that also allows it to damage several enemies at the same time. This gives it an innate advantage against various matchups, as well as the priority of the way in general. Can disrupt a whole fight with its d and Ultimate m, so fighting in close spaces is very advantageous for him. It can also pursue a single target with a fantasy foot job, using its r. Its poke damage is heinous and very strong. This can allow him to force his enemy to roll out of the way and then take targets with a numerical advantage.


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.

Try to secure those major objectives when you can, as you have decent objective control. You could gank bot, then take Drake afterwards.


Do not fight in the late game unless your Ultimate h is up. It is crucial that you only commit or look for fights when it is available as you’re going to miss out on the potential knockup it provides.

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

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


His W can help him escape or close the gap between him and his targets. When ganking, this is a great way of closing the gap.

Zed has good all-in potential and is very strong when he unlocks his Ultiamte R. However, Zed can start ganking from level 3 onwards.

Zed has a healthy and fast clear thanks to his W which will help him deal more damage to camp when combined with his Q and E.


During the middle of the game, you just have to look for picks all around the map. It's time for the track swaps so it should be easy for you to get killed. Still target carries as much as you can. They can't do much to save themselves and you'll be able to escape with the help of your Ultimate R. Look for the sides of the enemy team and see if you can catch them out of sight using the fog of war. This will make the team fights really unfair for the enemy team.


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.


Your champion is weak in the early game. Avoid fighting until you have quite a few levels behind you. Once you have an item and some levels under your belt, you can look for skirmishes with the enemy.

Focus on farming and picking up as much farm as possible in the early game. This will make you more of a threat in the later parts of the game.

Rotate and move around the map if your bot lane decides to rotate to the top lane after securing the bottom lane tower.


If your team is grouped and you don't have a vision of Shaco, make sure you have a scan and vision goal around you, then you will be alerted if Shaco tries to jump and assassinate a port. Don't hunt Shaco as he could lure you to run in his Boxes x or to his team. Remember, Shaco Support is all about being a nuisance for the enemy. If you play as a hard engagement champion, ask yourself where Shaco was recently. If he was near the target you want to collapse on, he may have previously placed some Boxes x behind the target.


Zac is a great ganker early because of his ability to execute long-range ganks out of sight. The enemy team will not have enough resources to keep everything, and therefore Zac can quickly capitalize on this. Level 6 is an important peak of power as he gets access to a fighting team Ultimate R. He can use the fog of the war to catch the enemy by surprise and can separate the critical targets from their teammates, which will ultimately allow Zac team to kill this target. The first element is beneficial because it gives him added durability. This can easily allow him to take part in prolonged battles, peel for his litters, and backline enemy area during major battles.


Once Kennen has two points in his Ultimate m, he will be able to deal massive amounts of damage to the enemy team. He just needs to choose the perfect moment to go in.

Kennen is excellent in team fights due to his Ultimate m. He can pair it with his Flash for a devastating combo on the enemy team, which will leave them helpless.

More items mean more damage for Kennen. This will let him take over the game, and his poke damage will increase significantly in the game.


Sylas is strong enough during the middle of the game, especially if he gets a solid ultimate from the enemy team. His life flight will prevent him from dying quickly during important battles. Two points in his Ultimate R will allow him to take enemies' ultimates quickly and increase their overall efficiency. He can be very beneficial in team fights. His first ability will be maximized at level 9. This will give him a huge boost and allow him to blow up simple targets with ease.


His tankiness will be really high during this phase of the game due to his items. That combined with his Ultimate n will make him nearly unchaseable and unkillable at the same time.

A fully maxed out Ultimate n will further bolster his survivability and overall damage dealt in the long run. It will be a massive power spike for him.

He is excellent during late-game team fights due to his l and Ultimate n. His effectiveness increases if he manages to find a flank on his enemies.


Quite strong with his E mechanic which allows him to gank both bot and top lane relentlessly. It allows him to get his desired Passive form with ease.

He is quite versatile and can play around what his team needs. If his team happens to have a lot of damage, he can go for the Darkin form and act as a front line for his team.

If he takes the Assassin form, he can easily one-shot targets in the enemy backline. With the E movement speed, he can quite easily run them down.


Disengage is your best friend when dealing with Neeko and her Ultimate R in team fights. Disengage as soon as Neeko walks forward and tries to engage to minimize the usefulness of her Ultimate R.

Ward your flanks and nearby bushes when sieging objectives as Neeko may use her Passive and W to get a good engage off with her Ultimate R.

Splitting up and not standing too close together will help reduce how many people Neeko and stun with her Ultimate R. Group when team fighting, but don’t stand too close together.


Pay particular attention to Yorick Graves. If he has 3 or more, he can scare them in the Ghouls. Avoid fighting him when there are a few. Yorick fights in early play. Keeping the minion wave closer to your side of the map in early play will make it harder for him to get the farm and carry in the late game. If you are ever caught in his W, self-attack the walls as quickly as you can. Avoid fighting him inside him and be ready for Flash if you are weak.


Her healing is quite intimidating during this part of the game. She should keep her alive with her W and Ultimate R. Her first ability will be maximized to level 9. Depending on the ability she chooses, she will either dry up a lot of damage and heal herself or just heal her allies and keep them alive. She is perfect in the middle of the game due to her powerful healing and her ability to systematically dry up a lot of damage to enemies. Melee's champions will have a hard time against her.


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

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

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


Staying with your team in the late game. Do not separate or walk away from them otherwise the enemy can try to withdraw you or initiate a 4v5 fight when you are away from your team. Delaying the team fights while you take the damage with your base combos. Make sure to stay safe in the team fights by looking at your position and avoiding too much superextend. Ryze in the late game inflicts a lot of brilliant damage. Hide in the high traffic areas if you are ahead and look to blow someone up.


Level 16 is another decent spike where he can use his Ultimate R much frequently. The enemy team will always have to watch their flanks.

Rakan is great during late-game fights as his W, E, and Ultimate R will be on very short cooldowns. He will have to use the fog of war when possible.

Rakan is quite potent during the late game. This is because he can pick off enemies constantly due to his abilities being on short cooldowns and being able to escape quickly.


Lee Sin should finish the game by this point, as he will now start falling off. He will still be able to pick enemies off, though.

Once Lee Sin gets 3 points in his Ultimate k, he will disrupt enemy fights frequently and act as an asset to his team.

Lee Sin will have multiple items during this phase of the game. It will allow him to survive longer during his fights and let him play the role of the disruptor very effectively.


At level 6, Vi will have access to its Ultimate R. Whenever this capacity is increasing, its gank capacity increases considerably. When Vi reaches level 3/4, it will start gank thanks to its access to all its basic capabilities. Expects that it will begin to glove around this period. As soon as Vi gets Trinity Force, its release of damage and kill pressure increases a lot.


Her Q can be blocked by minions. If the enemy is positioning well throughout the laning phase, it will be very hard for you to land this ability.

Misuse of her E can lead her to many nasty situations which are potentially lethal for her. This is especially true if her opponent has some form of hard CC.

Missing her Q can give her enemies a long time window to harass her freely. That ability is quite easy to dodge if she tries to land it from vision or from maximum range.


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


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

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

Play around your Ultimate R in the later parts of the game. Avoid fighting unless your Ultimate R is up. Fighting with out it will make the late game team fights much harder. Delay fights and be prepared to disengage if it’s still on cooldown.


Talon is incredibly strong at level 2 and 3. Watch your positioning so you do not die to an early all-in.

Once Talon is level 6 and unlocks his Ultimate R, his kill pressure increases dramatically. You need to play more respectful at this time and avoid committing to extended fights.

If Talon’s got Mobi Boots, his roaming pressure intensifies. As soon as he goes missing, ping that he’s gone and push the wave


Get level 2 first and look for a favourable trade with the enemy. Gaining an early health advantage will help you out.

Focus on farming and looking for aggressive plays once the enemy uses an ability. Play around their abilities and look to abuse their cooldowns with your early game damage.

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.


A maxed-out Ultimate y will allow him to make many plays during this game phase. It won't be as powerful as other champions, but his ability to split push will be really high.

At level 14, he will have 2 of his abilities maxed out. It will allow him to deal a lot of damage, especially if he manages to CC them beforehand.

His burst damage during the late game will be a force to reckon with. He can even one-shot carries, provided he manages to catch them off-guard.


Destroying his E barrels before he can detonate it can take a lot of damage off his kit. It forms a major part of his early game damage and without it, he will just be stuck farming and occasionally helping his team with his Ultimate R.

His W is an important spell in his kit and he is very weak once that ability is down during the early game. He becomes really prone to ganks when this ability is down and he can’t really escape without using summoner spells.

Fighting in open spaces reduces the effectiveness of Gangplank as he won’t be able to use his E barrels to the fullest potential. The same thing applies to his Ultimate R. He can’t initiate an all-in without his Ultimate R during the early game as well.


Once Warwick manages to get the third point into his Ultimate R, he will be ganking and picking enemies off throughout the map. Any immobile enemy will be highly unsafe now.

Warwick will deal a lot of damage while being extremely tanky along with it. This means that he can both serve as an engager as well as a peeler for his team.

At level 14, two of his abilities will be completely maxed out. This will be an augmentation to his overall gank potential, and Warwick will benefit significantly from it.


In the late game, continue to split push if your team isn’t at risk of dying or getting caught out.

If your team is going to get caught out or if the game isn’t one-sided, you need to group with your team to help them fight.

Play on the side of the map that has the next major objective up so you can rotate to take it with your team. Alternatively, if you have Teleport, you can go to the bot side of the map and use it to get to your team.


Ezreal's E is very versatile and can allow it to go to aggressive games or escape sticky situations. It is a very safe support. Its ultimate R is on a short cooldown and can be used frequently during trading with the enemy. It is also global that allows it to sniper people across the map. Ezreal has constant poke damage with its W and Q that can allow it to push enemy loans out of the way abruptly. This can also allow it from all enemies once they are low enough after taking the Poke Ezreal dam has to offer.


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

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

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


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

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

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


It's deadly for her if the enemy team overshadows CC, or if it sinks too deeply into the enemy team and has no form of follow-up of its team. Its Q use needs a lot of practice and awareness. If it doesn't have the time, this ability will cool down and it is not able to do much if it is not close to its target. It will also make it subject to CC. Landing its ultimate R on range can be an exhausting task, especially if the enemy has a dash shape. Once its ultimate R is in decline, its potential all below a bit that the enemy can kite it.


Soraka can prevent an all-in by placing her Silence E on herself as soon as you engage. Try to bait the Silence E out before looking for the all-in.

To increase your kill pressure in a Soraka matchup, focus the Soraka rather than the ADC. Focusing the ADC will not be helpful as Soraka can just heal them with her W.

If you benefit from it, try to get an early Executioner’s Calling. This will reduce her healing ability and increase your kill pressure in lane.


At level 14, Twitch will have two of its maximum capabilities. This means that it will do tons of damage and decimate its opposition if they are grouped. Twitch will now have several articles, which means that its release of damage will be really high. The real damage aspect of its Passive will help it a lot while dealing with tanks.


Ziggs is really in good team battles because it will allow him to oppose with his Q. Another thing he can do is to move the enemies with his W to prevent them from reaching the neutral and objective hole. He can even make it from war fog for maximum effect. At level 9, the Q of Ziggs will be maximized. This ability has a huge hitbox, and he can easily continue to prick and sit the enemy off the track. This is very beneficial in the middle track, especially when he is against a melee match. At level 11, Ziggs will have two points in a Ultimate R. This will give him a massive boost in his overall damage and catch the out-of-guard enemies quite easily. It will also allow him to attack dead people from far away.


Tahm Kench's early game isn't solid as he won't be able to do much against poke damage dealt by ranged top laners. He won't be doing too much if the enemy decides to all-in him either.

Level six is a massive power spike as it offers a lot of kill pressure as his Ultimate r does a lot of damage to enemies swallowed by him. His W will allow him to exert a lot of pressure on the map as well. This means that he can try to all-in the enemy on his own now.

Level three is another significant power spike as it grants him access to all of his basic abilities. This means that he can do a lot more in the lane while using the lane brushes. He, unfortunately, won't be able to utilize his Passive well enough, though.


Tahm needs to make sure that he activates his E mid-fight. Activating it too late is useless because the enemy will disengage, and you will waste the shield. It is very motionless, which means that it is really easy to pursue even with his W up. If the enemy freezes the way, he can do nothing to escape an all-in-one. As Tahm Kench is a champion of melee, the laning against various champions is very difficult for him because they can trap him whenever he moves or positions himself a little aggressively.


Focus on agriculture and hit level 6 as fast as you can. You need to hit level 6 as fast as possible to increase your waste potential. Your ultimate R is an incredibly strong tool. Every time it is up, try to use it to help your allies and get murders. Try to secure goals with your team.


He is countered really hard by Grievous Wounds as it prevents him from healing by a lot, thereby reducing his tower dive and all-in potential.

Being scattered in a team fight will prevent him from getting a massive Ultimate R off, and changing the tide of a team fight. His trading power is lower when his Ultimate R is on cooldown.

His main goal is to get a lead early on by ganking constantly. Proper vision set-up can counter this, forcing him to play a more farm-oriented Jungle style, which will ultimately hamper his potential.


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


Fiddlesticks Ultimate R is very good in team fights, especially in closed areas as it will allow him to deal damage to tons of champions at once.

Furthermore, in team fights, his W will heal him a lot. The extra sustain/damage will be really beneficial in team fights.

Fiddlesticks laning phase is pretty simple. He is also pretty safe in lane. Focus on poking, trading, and not falling behind.


Depending on your form, you should either be the frontline for your team using the red form, or you should be waltzing in and out the enemy backline and killing them off.

Your Ultimate R will be on a very short cooldown now. This means that you can regularly all-in the enemy team and get free kills. Just make sure that you don't target someone who has a dash ability up.

Getting a defensive item should help you immensely, especially if the enemy team is mobile in nature. It will help you a lot during neutral, objective fights when you need to target a specific champion around choke points.


Level 11 will be a decent power spike for Lillia as she will have an upgraded Ultimate R. The cooldown will be reduced, which will allow Lillia to make plays frequently in the game.

Her Q will be maxed out at level 9. This is really good for her as her burst damage will increase exponentially, and she will be a menace to deal with.

Lillia excels during the mid-game due to her ability to secure picks. Her Ultimate R should help her a lot in catching out roaming laners and Supports.


Look out for ambushes around the map. He is really good at starting skirmishes and picking off weak and immobile champions. Keep this in mind and avoid walking around the map alone.

In team fights, once they go in with their d, they have nothing to offer and will be in an overextended position. Use their forward positioning to play aggressive and take them down.

Try to constantly poke and harass him. Having him on low health will prevent him from playing or positioning aggressively.


All-in'ing Teemo is vital in this matchup as failing to do so will get you poked out significantly and you won't be able to do anything.

The lane will be riddled with traps in this matchup so it is vital that you use a Sweeper and purchase Control Wards.

Teemo isn't really a massive threat but make sure that you pick him off every chance you get in this matchup. His Blind can be really obnoxious and prevent your ranged carries from doing anything in this matchup.

Keep the wave close to the tower and focus on getting tankier in this matchup. Failing to do so can easily allow the enemy to all-in you.


Once your lower track turns to the upper track, go on a side track and start on the farm. Try not to fall back into gold and XP by sharing it with your ADC and Support. In team combat, use your de-qualified to provide a large shield to your allies. Unless you need to use your d or Q, you should try to use your d to help them survive.


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.


Watch your positioning in late game team fights. Stay as safe as possible so you do not get killed first. Cassiopeia is one of the strongest late game champions, so staying alive is key.

Stick with your team in the late game. Do not split up or walk away from them otherwise the enemy may try to pick you off or initiate a 4v5 fight when you’re away from your team.

Look to initiate and start a fight with your Ultimate R. Being able to land a multi-person stun will make the fight much easier for your team.


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


Its is an excellent tool that can allow it to escape the ganks and skirmishes with the enemy during the laning phase. Wukongs Ultimate n is a very good tool. It can be used to help his team win team battles, and for him to get murders during the laning phase. Wukong excels in the prolonged trades with his s and k. He is a very strong duellist in the laning phase.


If you see Karthus using his Ultimate e at the beginning of the fight, try the CC to cancel his Ultimate e. If you kill Karthus at the beginning of the fight, try to reposition and move away from his Passive. This will reduce his damage exit and make the survival of the team fight easier. If you spot Karthus in a side track pushed by division, you can start a team fight. But, you must keep in mind that he can influence the existing fight with his Ultimate e.


Can initiate tower dives early on and try to get kills once his laner pushes the wave in. His e and e allows him to drop tower aggro and take reduced tower damage respectively.

Is a scaling monster, and if he manages to get his items and hit the mid-to-late game, he will be almost unstoppable. For a squishy champion, he can one-man the Baron if he is ahead.

His Ultimate r can completely shift the tide of a fight if he is left unchecked. This allows him to use his e frequently, which allows him to avoid CC. Combined with his Wuju Style, he deals a lot of damage.


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.


When playing as a varied champion, try to stay as far as possible using your range advantage to harass him. Staying at maximum distance will make it difficult for him to jump on you with his W. After he touches level 6, be careful when returning to the track if he is not already shown. He can use his Ultimate R to get behind you and all of it as soon as you return to the track.


Braum doesn’t have the best of sustain in the early game. Try to harass and poke him down whenever he tries to last hit minions. If you can keep him low, he’ll never be able to engage.

In team fights, avoid standing too close together as it will allow him to knock multiple champions up with his Ultimate r. Group but do not stand super close together.

The longer the game goes the tankier Braum gets and the stronger his ADC gets too. Try and set him behind in the early game to make it harder for him to peel for his ADC as the game goes along.


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

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

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


Avoid team fighting in the late game unless your Ultimate R is up. Fighting when it is on cooldown is a big-no-no and can cost you the game.

When ahead, look for picks by waiting in high traffic areas for an enemy to walk by. If you’re able to take down the enemy Mid, ADC or Support, you can use their death timer to end the game or take a major objective.

Avoid dying and remain on the same side of the map as the next major objective. Do not show on the bottom side of the map if Baron is about to come up.


Thresh will be looking for a choice with his Q to start the team fight. Make sure no one in your team is out of position or too much forward as this can allow the enemy to start the team fight. If Thresh misses his Q in a team fight, collapses on him and shoots him down. Thresh is really motionless and you should try to abuse him when he makes a mistake. As Thresh will often go to the room alone, you could look for him to be ambushed when he is going to place a room.


Gragas will look to gank a lot in the early game. Try to counter this by having good vision around the map so you can spot him before he gets to a lane.

Gragas is a strong dueler and can easily take down a target if he gets the jump on them with his E. If you can dodge the E, you’ll have an easier time fighting him.

As Gragas will be ganking a lot early, his jungle will be open to the elements. If you spot him on the top side of the map, you should invade his bottom side jungle and steal away his camps.


Viego’s skirmishing power in the eraly game is quite high. Keep this in mind when trying to 1v1 him as he is pretty good early on.

Viego’s level 6 power spike is very good. He will often go for insanely aggressive plays with his Ultimate R.

If he takes over the body of a fed enemy champion, he will be extremely difficult to deal with. However, if he takes over a weak champion, he may not be that big of a threat.


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


Quite still, which can lead him to be camped a lot during the laning phase. Once handed over at the beginning of the game, he was not able to cover much damage. Missing his E, Mordekaiser's opponents, can easily all-in and engage on him. That's because he was not able to move the enemy team, and the carts will be able to him freely. The first grise injuries can reduce his W damage by many. This will help his enemy even out of the duel during the start of the match.


Level 16 is not so big that it strengthens its roaming potential and nothing else. No further damage is dealt with by it due to this point added in its Ultimate R. It will do a lot of constant damage during this phase of the game. All it has to do is maintain its positioning and just land its capabilities.


Nocturne will play rather safe early because he lacks any real damage until he gets his first item. Try to poke him down and force him to back early so he misses out on gold and experience.

His level 6 is very strong. If he is unable to kill you, he will look to roam and use his Ultimate a elsewhere. If he activates his Ultimate a and he’s not Ulting a you, push the wave as quickly as you can and take Tower plates.

When playing as a ranged AP champion, try and keep your distance as much as possible. If you allow him to get on to you, it will be hard for you to get him off you. Never try to trade autos with him once he is on top of you either as he will always out trade you blow for blow.


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


When no team fights are occurring, move to a side lane and focus on farming and earning XP and gold.

In team fights, try to flank the enemy. This will increase your chances of getting a good Ultimate R off.

Look for fights inside tight spots of the map or get picks with your Ultimate R. CC’ing a key target will make fighting so much easier.


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


It can act as a really powerful front/disturbing for its team and can go directly for the enemy backline. Its potential 1v1 is quite high. It can 1v1 almost any Jungler if it has a small lead. This is especially true post 6 with its Ultimate R. Its Q can allow it to catch targets quite easily. It is priceless when it tries to shoot a gank or when it manages to catch an immobile champion.


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

Stand towards the back end of your team near your Support. Avoid walking too far away from anyone in the late game. Getting caught out will result in the enemy being able to push their advantage and finish the game.

Watch your positioning in the late game. Focus on kiting and auto-attacking the nearest enemy champion. Avoid walking too far forward so you do not get caught out and focused by the enemy.


Each level is a peak of power for Rell because it gives its all-in-potential, CC, and supports, respectively, if it goes for the line t, E, Q regular point. Its all-in-potential is increased massively once it reaches level 3. Level 6 a significant peak of power, and it can be very effective during the enlighted battles. It will be useful during the fighting near the objective pits as well, as it can completely CC several enemies, allowing his team to kill them all. Boots are a major peak of power because it can now easily wander and can stick to enemies with ease. It will also allow it to arrive at Jungle skirmishes faster than anyone else.


When purchasing this item, Katarina will force more skirmishes and trades. Once Katarina reaches level 6, her death pressure will intensify because her Ultimate R is an excellent tool and inflicts tons of damage. Respect her all-in once she reaches level 6. Katarina is really good in team fights. Make sure to lock her up with CC as soon as she engages so she can't get a good Ultimate R Off.


Prolonged trades are a way to go into this matchup. Keep the brushes guarded as Garen can try to drop the vision on you. Don't let him close in peace and keep hitting him whenever he goes for the last time. 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 rear line when possible to cause chaos. Keep the wave somewhere in the middle of the track. This will give you enough opportunities to take the enemy down.


Try to pull the pressure while your team is able to get something done elsewhere on the map. Be ready to group with your team when you are unable to get more goals alone. When you are fighting the team, make sure to peel for your carriers. Use your W to slow down the enemy front line and then focus the closest enemy champion in the fight.


Level 2 in the lower lane is the first wave of minions followed by the next 3 minons of melee. So your goal during the laning phase is to look for murders and abuse the enemy as often as you can. Try to play aggressive frequently to get an advance. After destroying the lower lane tower, turn towards the middle lane and try to take this turn. This will open the map and give your team a gold lead.


Galio should be finished now. This will give it a massive peak in its ability to peel for allied carts. Its damage production will be quite high as well. The Ultimate R of Galio will always be practical during the fights due to its knockup and low cooling. It can easily divide the thrust and show up to fight with its Ultimate R in a jiffy. Level 16 is not so great a peak for Galio. Although its Ultimate R cooldown is reduced and the range of casting is increased, it will have no incentive to use it for itself.


Fiora is a large divided pusher and one of the best duelists in the game thanks to her Ultimate R and Q. If you can't pair her in a side track, try your best to force an uneven team fight on the other side of the map. Fiora relies heavily on the theft of life. Buy a serious injury item early to neute a large part of what makes her such a good duelist. Keep a constant eye on Fiora's map and location when you're bundled with your team. If it disappears, expect her to join the team fight. If she stays in a side track, don't let her destroy your base while you're trying to fight.


Keep a constant eye on your mana pool. Cassiopeia has short cooldowns (global) and it is easy to spam them. Expanded trades work in favor of Cassiopeia. Its damage accumulates so try to go for extended trades around your E. Play around your Ultimate R. It's a good all-in-one tool and good to configure/deny ganks. Make sure you approach the enemy to make sure you are able to land it.


Stick with your team in the late game. Do not split up or walk away from them otherwise the enemy may try to pick you off or initiate a 4v5 fight when you’re away from your team.

Look for a pick with your n to gain the numbers advantage. Then use your Ultimate R to take them down quickly before looking to siege or take a nearby objective.

At this stage of the game, you should have tons of stacks and be really strong. If you’re ahead, use your Ultimate R to stat check the squishiest enemy champion to take them out of the fight.


A monster of the end of the game because of its passive functioning. If it can go through the laning phase and can acquire CS in an orderly manner, it will easily take the game later. Its Ultimate R can allow it to save a teammate as well as herself depending on the situation. If it is behind it, it can easily use it on a murderer in its team so that it can keep the enemy distracted from its presence. The Q and W allows it to catch up with ease and get rid of them once it is powerful enough.


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

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

Watch your positioning in team fights and try to heal up whoever needs it the most. Try to keep your ADC or main carry alive for as long as possible.


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


Riven can easily 1v1 any champion at level 3 if she is in a favorable matchup. Do not overextend to reduce her chances of killing you. When Riven unlocks her Ultimate e, her all-out potential increases considerably. Make sure to disengage if she tries to fight you unless you have an advantage. Once Riven has finished two or three items, she becomes very strong and will be able to remove any squishy champion who is not a tank. If you see her running towards you-just back.


When you get your first component element, your damage output will be quite high and you will be fatal in the skirmishes. At level 3, you can technically start to glove like you unlock every 3 of your basic capabilities. At level 6, you will have your Ultimate R. You must be proactive and look for gank every time your Ultimate R is up.


Depending on the level you take your W your first power peak is when you touch level 3 or 4. While the W won=t helps you in 1v1 fights during the laning phase, it will allow you to help your Jungler if they need you for a potential early scuttle crab fight. Once Aurelion Sol has finished its first element, it can look for more favorable exchanges with the enemy. While around your W, you should bring down the enemy and then commit to an all-in-one once they are low. Aurelion Sol=s main peak of sound power at level 6 when it unlocks its Ultimate. It offers it a lot of additional damage and can be used in conjunction with its E to CC enemy. It also helps it in roaming.


If you encounter him in a 1v1, avoid fighting him when his Ultimate t is in place. Once Jax gets his first element, it becomes much more difficult duel unless you have elements that match his damage. Do not commit yourself to fighting him without a backup plan. As the game unfolds, Jax will become stronger and stronger. Keep an eye on him at any time he will seek to divide the thrust and take goals quickly.


At level 6, Mordekaisers kill pressure increases. Every time his Ultimate R is at the top, you have to play more respectfully. Mordekaiser has a strong all-in-all potential as soon as it reaches level 3, but before it can be pushed out of the way. Abuse it as much as possible before it touches level 3. Team fighting is where Mordekaiser can shine. If you are a carrier champion, make sure to invest in a QSS so you can get out of his Ultimate R.


Once Diana reaches level 6, she can start receiving ganks from her Jungler as her Ultimate R deals a lot of damage and is CC. With this in mind, try to monitor the river and side bushes to spot the enemy Jungler before they appear in your way. Every time Diana lands her Q, she could look for all-in thanks to the reset on her t. Try and play safer when her Q landed and wait for him to disappear before walking forward. Diana is rather weak if she doesn't get killed early.


Try and go for extended auto-attack fights with him as you will win those. But try repositioning so he cannot easily land his Q or E on you.

Post 6, when he activates his Ultimate, unless you can kill him quickly, just disengage and wait for it to time out.

Keep the minion wave closer to your side of the map. Swain is easy to kill early if he is over extended.

Invest in some form of healing reduction to make killing him easier early on.


Amumu’s early game is non-existent. Focus on power farming and getting as much gold and XP as possible.

You will run out of mana quickly when clearing the jungle. It is important that you avoid using your r and m too often. Make sure you toggle your r effectively to avoid running out of mana.

Team fighting can be difficult for Amumu as you’re prone to disengage, poke and CC. Be prepared to flank in team fights to make it easier for you to catch the enemy out of position.


A late-game monster due to how her Passive works. If she can pull through the laning phase and can acquire CS in an orderly manner, she will easily take over the game later on.

Her Ultimate R can allow her to save a teammate as well as herself depending on the situation. If she is behind, she can easily use it on an assassin in her team so that she can keep the enemy distracted from her presence.

The Q and W allows her to catch up to fleeing targets with ease and get rid of them once she is powerful enough. It also acts as a source of poke and waveclear in the lane, especially before she is level six.


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


Great potential for engagement with his E, with the CC extended with his W. This combo can deal with respectable amounts of damage and also allow his team to follow the hit target with ease. Has a decent amount of vaguelight on his Q that he can use to push the wave in and then wander around to see if he can use his Ultimate R to help other teammates. He doesn't have to wander too far for that, so he can get back on the track quickly if the all-in-possessed. His Ultimate R strikes prevents the enemy team from playing in a pooled formation that could literally get them killed in the next 2.5 seconds. His W plays a pivotal role during team fighting in such situations.


Maokai's Level 2 is a decent powerpike since it can now look towards the whole ADC enemy or Support with a powerful CC combo. The chances of success increase with the amount of Maokai poke can land on enemies with its waffles. Level 6 is a massive power peak for Maokai as it allows it to get an AoE CC capability that is really beneficial in the lit objective combats. It is the most dangerous and effective when it is used from war fog. Boots are a pretty strong early game purchase as it allows it to go often and respond to Jungle's skirmishes. It is powerful around the track brushes due to the amount of damage that its waffles do.


After your bot track has moved to the middle track, turn to the bot side of the card or somewhere on the map so you can continue to close and win XP. When no team fight occurs, go to a side track and push. It is important that you continue to close during the middle game so that you can get your items as quickly as possible. Do not stay right in the middle if you can't get anything done. Use your mid-game power peak to look for aggressive and all-in games on enemies who are trying to prevent you from pushing split or those who move around the card alone.


Lisandra has to commit to an all-in in order to make use of her kit. This can be a problem if her team is not on the same page as her. Her Ultimate R is more of a utility tool than a harmful tool. This can be a problem against the stronger midway champions. If you're behind, you're going to do no harm in team fights and your poke/all-in will not be very good.


At level 9, he maximizes his first ability. His trading power will increase once that level is reached. Similarly, Rumble will unlock his Ultimate at level 11. This will allow him to go for more jobs and his damage release will be a little higher. The teams tend to start regrouping in the middle of the game. It's good for Rumble, because his Ultimate makes him a good team champion.


To make it hard for Sylas to land his E on you, always make sure you’re behind at least 1 minion so he cannot land the CC on you.

If Sylas is able to get on to you, try to disengage as quickly as you can. A lot of Sylas’ damage is dealt when he is on top of you. Try and stay at max range as much as possible to make it harder for him to get on to you.

Sylas has really good map pressure and can roam with ease. If he has left lane and started roaming, communicate with your team and push him in to deny him gold and XP.


His E is quite short-ranged which makes it hard for him to land this ability from clear vision. This can hamper his all-in potential.

If he uses his W and Q carelessly, then he and his team will be in a really disadvantageous position, and will get pelted down quite easily.

His Ultimate R has a very long cooldown and will force him to lose priority almost instantly.


Aatrox is a lane bully who can snowball quite quickly. If you’re able to get an early lead, try to abuse it to get more kills in lane to increase your chances of winning the game.

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

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


Warwick can gank early enough, especially if it manages to reach level 3 and has access to all its capabilities. Once done, it should be able to stop the overstretched enemies with ease. Level 6 is a massive power peak because it allows it to choose targets. The range on this capability is huge, which makes it quite effective in the fog of war. Warwick's objective control is really high. This is mainly due to its healing Q, which allows it to take neutral goals really quickly.


It's a tank against tank matchup. Your best bet is just to avoid them and focus on early farming. However, they are a stronger ganker than you in the game early, so be ready to counter-gank and follow them. If you can't get an advance of easy ganks, try to invade their jungle and steal their camps.


At this stage, teams will be closely grouped together so it’s unlikely you’ll be able to assassinate anyone. Continue to look for picks but expect there to be more than just 1 enemy nearby.

It’s going to be difficult for you to 100 to 0 someone as many champions will be full build in the late game or at least have defensive tools like Zhonya’s Hourglass or Guardian Angel available to them.

Continue to play team fights slow. While your cooldowns will be short, you need to play around your W as much as possible to ensure you can kill the enemy.


This champion is mechanically- very difficult. You will need a lot of games to master this champion. They will lack mana quickly, so you must always keep an eye on your mana bar. If you are behind, you will do no harm in team fighting and you poke/all-in will not be very good.


After entering with your Ultimate R, be ready to fall and peel for your allies in the fights of the late game team. To make access to the enemy backline easier, group with your team but stay out of the way. If you flank a nonwarded bush, the enemy will find it harder to react to your all-in. Avoid dividing or being away from your team in the late game as the enemy will force a fight while you're gone. Play around your Ultimate R in the later parts of the game. Avoid fighting unless your Ultimate R is standing up. Fighting with outside will make the fights of the late game team much harder. Delay fighting and be ready to disengage if it's still on cooldown.


The first power peak of Akshan is when he unlocks the 3 basic abilities. Although, his early play damage is pretty good at level 1 and 2. When he unlocks his Ultimate at level 6, his death pressure increases. Keep this in mind and avoid staying in the way when weak. After Akshans first return, he should have taken a component element for his Myth. Unless you've matched him, be careful because he will win jobs and all-in.


If you see Karthus using his Ultimate e at the beginning of the fight, try the CC to cancel his Ultimate e. If you kill Karthus at the beginning of the fight, try to reposition and move away from his Passive. This will reduce his damage exit and make the survival of the team fight easier. If you spot Karthus in a side track pushed by division, you can start a team fight. But, you must keep in mind that he can influence the existing fight with his Ultimate e.


At level 16, Renata will put the final point in her Ultimate R. The Ultimates cooldown will be slightly lower which could enable her team to win the fight by picking off a key target.

She would’ve completed multiple items at this stage of the game. Her peel potential heavily increases and so does her team fighting skill.

Teams will be grouped in the late game, and as her Ultimate is a great tool for team fights, she will be very strong in the late game.


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


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.


When your team isn’t grouping or looking to fight, split push and farm up a storm in the side lane.

Look for picks when you’re grouped with your team with your m and e. After catching someone out, make the call for Baron.

Secure objectives like the Dragon or Baron with your Ultimate t. If a major objective is up, hold off from using your Ultimate t to secure objectives. Additionally, avoid team fighting unless your Ultimate t is up as it deals tons of damage.


Really strong dueling potential in the lane thanks to his W. This ability allows him to both block damage as well as heal himself by a respectable amount.

Post-six, he can select any target and convert the fight into a 1 v 1. This can mean hell for any immobile or low health enemy carry as Mordekaiser can easily E>Q them.

Once he gets enough items, he will be nearly unkillable unless the enemy team focuses him down. In a team fight, his E can be extremely beneficial when fighting against clumped enemy teams.


If you can get a kill or get a health advance early, you will have an easier time during the laning phase. Once you are level 6, play aggressive and look for a murder. You should try to get them low before committing to the all-in, but it should be the simple veil. Remember that your Q will reset if you use it on a weak health minion. Keep a constant eye on the minion wave and look for these aggressive games.


After the laning phase has ended, go to another way (or stay up) and just divide the thrust. You are a good split pusher and can draw a lot of attention to your path. If someone tries to challenge your split push, look to fight them. Jax is a good duelist and will be able to fight most of the enemies who are trying to stop it. While you are a champion who is usually sent to divide the thrust, you might need to group with your team if the enemy tries to force something. Be ready to turn around the map and help them fight.


Play safe for the first levels. You need time to come online and you should not be in combat unless you have a clear advantage early. Once you have some levels under your belt, you can start playing aggressive and looking for aggressive parts. You benefit from extended trades, so try to go for them frequently. When you hit level 6, ask for help from your Jungler to kill the enemy lantern.


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

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

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


Fiora is weak in the very early game. She does need some time and items before coming online. However, she does have a lot of all-in pressure.

Her first major power spike is when she gets her first item. It offers her additional kill pressure in lane and will allow her to get a lead.

At level 6, Fiora will unlock her Ultimate R. Her kill pressure will again intensify and she will be able to look for riskier all-ins thanks to the heal that it provides.


He can deal a surprising amount of damage in a full trade at level 4. Keep your distance to make it impossible for him to jump on you.

Jayce’s w s or sw combo is very good at pushing and poking you down. Stand behind the minion wave so they block the damage from his s. Don’t stand close to the wave as his s is AOE.

He is very good in team fights. Make sure you engage as soon as possible so he is unable to poke you down and poke you out of the team fight.


Your goal in the early game is to win the most gold and XP as quickly as you can. Power farm and gank the ways that are too wide to increase your gold income. Look to secure the goals as often as possible. This will give your team an advantage as the game unfolds. Your Ultimate R is an incredibly strong tool. Every time it is up, try to use it to help your allies get murders.


Keep the wave closer to your side of the map in the very early game. It will protect you from ganks and from them zoning you away from farm.

Just focus on farming early on and poking. Avoid trying to fight frequently early until you’ve got some levels under your belt.

Keep poking him down with your Q and W, but avoid pushing too much.

Stand outside of the minion wave to force Akshan to choose between pushing and poking you.


Expect that Singed will stay away from his team during the middle and end of the game. He will try to divide the thrust and take goals. Make sure that someone who can challenge it is sent on a side track to stop it. Force team fights when Singed is unable to influence them is a great idea and force a 4v4 or 5v4 fight will help you win the game. If Singed joins the team fight, you will have to disengage and retreat whenever he commits otherwise he could use his g to Fling someone in his team. Unengage and poke will reduce his chances of getting a good goff.


Another point in his Ultimate R will increase his pick potential. He can easily lane gank the enemy players and accumulate tracks. He will now have several items at his disposal. This means that his damage will increase considerably, and he should have an easy time to blow up the enemies. Rengar's presence during mid-game fighting is really fabulous. He should be able to win several fights and zone out of enemies using his Ultimate R correctly.


If you want to fight him, you need to bait his W first or else he's just going to win the 1v1. Post 6, don't steal his Ultimate, because he won't help you much in the 1v1 against him. He's a Jungler earlier than you. Try to match his pressure in any way possible (flying camps, counter-gang, or taking goals). Investing in the armor early can really be and he will protect you in the 1v1 against him,


Jax’s Ultimate t will give him increased defensive stats which will make ganking a little easier for him as he will be tankier and deal more damage. If you meet him in a 1v1, avoid fighting him when his Ultimate t is up.

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

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


If Wukong falls behind, it will be really hard for him to get back into the game. Wukong relies on being a nuisance and getting an early lead to take over the map.

His y is his only real disengage tool. Once that is down, or if he misuses it, his enemies can easily kill him in lane.

If Wukong falls behind, he can build tank, but he will deal little to no damage in a team fight. Keep this in mind, but be prepared to adapt.


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 t is up, you can look for aggressive plays to try and kill the enemy. Your Ultimate t 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.


Unfortunately, Quinn doesn’t exactly spike at level 11 like a lot of other champions.

At level 9, Quinn will max out her first ability. This is a significant spike for her as this abilities damage output will be much higher and she will be a lot stronger.

Quinn is quite strong during the mid-game. She will be able to blow up overextended enemies who are walking around Summoners Rift alone.


The first item purchase will make Zed a mortal champion to manage. It should seek to wander other ways and clean kills on low-health / surstaying enemies. Level 3 is a decent power peak because Zed will now have access to its global burst combo. It can quickly go for short exchanges and runes with these abilities. It can spam them quite quickly as well as it is not dependent on the mana. Level 6 is a significant power peak for Zed. That's where it unlocks its full potential and can make games and movements to make enemies wonder what it was. It should also be able to dive low-health enemies and escape unharmed.


Your immobility is your greatest weakness on Zyra. Therefore, you should always be aware of your positioning in the way and in team fighting. During a fight, always stay away and avoid crowd control capabilities. Once locked, you have not been able to do anything to save you and will probably be killed if the enemy follows you.


At level 16 and with 3 points in her Ultimate R, the damage to AOE Diana and all the potential will be extremely high. As the teams will regroup in the last game, she will be able to inflict a lot of damage to several enemies at once. While Diana will inflict a lot of damage in the fights of the late game team, it can be more difficult for her to targets at one stroke because the enemies will start building defensive elements to protect them from her burst.


As Xin Zhao has a strong potential for invasion, it is crucial to monitor the entrances of your jungle so that you can spot them before they invade your jungle and kill you. Be careful that Xin Zhao is much stronger than you early. Keep this in mind, expect the gank often early, and you too. Don't let the enemy Jungler get all the Dragons. Try to secure them with your team after spoiling the lower lane. Make sure to focus on taking Dragons for your team. After spoiling the lower lane and turning immediately, you can take the first Dragon.


Shyvana is weak in the early game, but if you trade with her when she has a lot of minions, it will not matter.

At level 6, Shyvana gets access to a whole new kit. She will be much stronger when she has her Ultimate t. Furthermore, when she has a lot of Fury, she will be a lot scarier too.

Shyvana’s power spikes depend on her build path. She will spike differently depending on if she goes AP or AD.


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

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

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


Your immobility is the clearest weakness that you have: both during the laning phase as well as in the team fighting stage. This puts the additional task of making sure that you are positioned well during fights as one misstep can get you killed.

The enemy team will look to gank you multiple times during the laning phase to set you back. Although it doesn't affect your utility, you won't be able to get enough items to impact fights later on which will cost your team multiple fights and objectives.

Whenever your Ultimate w is down, you have little to no self peel. While your y does slow a target, it can be quite difficult to get them off you if you’re alone and low.


Divide the thrust during the middle of the game and try to secure the secondary goals. Avoid regrouping when your Ultimate R is down. Group with your team when your Ultimate R is up. Rotate from the side lane to where your team is and look for a choice with your Ultimate R. Peel for your allies in team fighting. As you are a tank, you are rather weak unless your aircraft carriers are alive. So keeping them alive is the key in team fighting. Be ready to peel for them when needed.


Just look to pick off enemies with your abilities when possible. It will help make team fights really unfair for the enemy team.

Try to poke enemies out before all-in'ing them. You may need to get the Blue Buff to ensure you have enough mana to keep up the ability spamming.

Use your Ultimate R to pick enemies off when possible. This would be a remarkable ability to use when you see an enemy on a side lane.


Once he gets to level 16, he will use his Ultimate R way more frequently. This means he can pick off enemies easily, as well as CC multiple enemies during team fights.

Yone will have all his items completed by this time. This means that he will hit like a truck, and anyone who gets caught out by him will probably end up dying.

Yone is superb during the late game as his items will be completed, and he will have reached his most powerful powerspike. If the enemy team happens to be CC-heavy, he should get some defensive item to preserve his power.


Tahm needs to ensure that he activates his E mid-fight. Activating it too late is pointless because the enemy will disengage, and you will waste the shield.

He is very immobile which means he is really easy to chase down even with his W up. If the enemy freezes the lane, he cannot do anything to escape an all-in/gank.

As Tahm Kench is a melee champion, laning against ranged champions is very hard for him as they can poke him down whenever he walks forward or positions somewhat aggressively. Ranged champions can also zone him incredibly well.


Do not do anything that implies that you push into enemy territory. If the enemy extends too far, just use your e to get damage on them. However, step back a little as a sudden aggression on the part of the enemy laner may suggest that you areganked. Getting your Ultimate will be a massive bonus in the way. Now you can get the enemy out of the way without breaking any kind of sweat while keeping the distance from the enemy.


She should be trying to secure picks in the enemy Jungle. Focusing on squishier targets should be her main goal.

Looking for flanks on the enemy backline will be an essential power move for Quinn during this phase of the game. Her Q will help her take out at least one target.

Her E will help her escape many unfavorable situations during this phase of the game. That, combined with her W will allow her to provide some utility to her team.


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 Q. 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.


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.


Ahri is rather weak in early play. Look for the poke and fight during that time to get a good start from get-go. Post-6, Ahri has a lot of potential for pursuit thanks to her Ultimate. Do not stretch when you are weak as she can easily kill you and put you behind. Once Ahri has finished her first article, she will inflict a lot of damage and be able to push the wave/combat more frequently. Keep this in mind and respect her all-in damage.


Once Sona hits level 6, her kill pressure increases and she can start to play more aggressive. Additionally, her Ultimate R offers her extra gank setup, so expect her Jungler to gank post 6.

Sona’s healing from her W will be a problem as the game goes along. Make sure your team invests in Executioner’s Calling to reduce her healing ability.

The more gold Sona gets-, the more of a problem she will be. Try to set her behind to delay her crucial item spikes.


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 (like an engage Support).

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

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.


Bait out abilities before looking to engage in a fight.

Consider getting armor pen as Ryze tends to buy armor items.

Extended trades will work in your favor, prioritize them over short ones.

Care for his range and auto attacks to avoid unnecessary damage.


Care for their level 2 all-in. They can play aggressively at level 2 and gain a significant health lead.

At level 6, her all-in increases dramatically. Keep your distance to limit her all-in potential.

Similarly, try and keep the minion wave even or closer to your side of the map. This will reduce her all-in potential and keep you safe.

Your goal early is to keep poking them down. Try to avoid going for extended trades as they will often win those.


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

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

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


Her early game damage is quite potent, especially if she manages to land her C on the enemy. Use the lane brushes to catch enemies off-guard.

Level six is a small spike as it allows her to roam but doesn't provide her with anything else. This means that it will only let her make plays, but she still needs to land her basic abilities to do damage.

The first component will allow her to spam abilities and dish out a lot of damage to her enemies. It will be incredibly beneficial during the laning phase.


Evelynn is weak at the beginning of the game. Keep this in mind and focus on agriculture so you can hit your first major power peak. At level 6, Evelynn will reach its first power peak. Unlocking its Ultimate R is very important and it can start to glove once it unlocks it. The first Mythic element for Evelynn is very important.


Use your early game advantage to push the wave consistently and get tower plates and extra gold. Use your Q so it fast pushes the wave and hits the enemy at the same time.

After getting the first tower in lane, rotate to the mid lane and take more turret plates or get the outer tower. This will open up the map and increase your chances of winning.

Consume your Headshot Passive on the enemy laner(s) as often as possible. This will help you win trades and skirmishes with the enemy.


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


Focus on early agriculture. You need time to come online, and you just need to focus on getting gold and XP. However, if you find an opportunity to sow or counter-gang nearby, don't be afraid to take it. If they invade you early, just back; you don't win early skirmishes with them. Try to secure these major goals when you can, as you have decent objective control.


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.


It's important to keep stacking your Q otherwise you'll fall behind. Turn around the map and help your teammates if you need to. But, don't commit too much to help them, especially if you can secure goals. Pull the pressure while your team tries to seat goals elsewhere to open the map.


Level 11 is not great because it can only wander and play. It will reduce the cooldown but do nothing else when it comes to inflicting damage. It starts coming online in the middle of the game. Its burst damage is very important, and it can quickly get choices with its abilities. Its team fight is quite powerful as well as. Its first ability will be maximized at level 9.


Level 3 is a decent powerpike because Heimerdinger will have access to all its capabilities. It can easily ADC still CC and explodes them with its turrets and rockets. Its E will be very beneficial in going for objective battles. Level 6 is undoubtedly a colossal peak of power for Heimerdinger, as it can now lure enemies to their death with ease. It can also take towers very quickly or slow several enemies with its E. The first mythical element will allow Heimerdinger to deposit a ton of damage of poke in the track with its turrets. Its gust damage will also be quite powerful, and it can fire an enemy with the greatest ease.


Levels 2 and 3 are decent peaks because Nami will catch the enemies and buffer the damage of his ally accordingly. This will help him to take the track easily. Level 6 is a massive peak as it can add another layer of CC to his entire combo CC. It will compensate for an excellent ability to track CC. Its first element will allow him to inflict a lot of damage in the track while obtaining a decent amount of regeneration of the mana. It can now use its capabilities frequently.


Her healing is quite intimidating during this part of the game. She should keep her carries alive with her W and Ultimate R.

Her first ability will be maxed out at level 9. Depending on which ability she chooses, she will either be dishing out a lot of damage and healing herself or just healing her allies and keeping them alive.

She is perfect in the mid-game due to her potent heal and ability to consistently dish out a lot of damage to enemies. Melee champions will have a tough time against her.


Nasus is very weak early and cannot gank at all until he has many levels under his belt.

When he hits level 6, Nasus’ kill pressure increases and he can start to duel the enemy. His survivability against invades will also increase too!

He can start to gank after level 3/4 depending on when he puts his first point in his W.


If you meet Poppy when going through the river or if she invades your jungle, watch your positioning and avoid being close to a wall so she is unable to pin you against it with her E.

Do not do any objectives if Poppy is nearby as she can knock you away with her Ultimate R and potentially steal the objective.

Poppy has quite a healthy clear, so it might be difficult for you to invade her in the early game. Keep this in mind if you intend to invade or try to fight her early on.


Stay near your team in the late game. You shouldn’t be too far away from them otherwise the enemy may force a fight or catch your team out of position.

Look for picks with your Ultimate R in late-game fights. If you can pick someone off who steps too far forward, you can use the numbers advantage to start another team fight.

Group with your team in the late game, but try to stay hidden. This will allow you to get picks or initiate once the enemy walks too far forward or gets close to your team.


Gwen is perfect during this stage because team fights often happen, which gives him multiple targets to land on his abilities. As a result, she carries tons of damage while healing in a major fight. Gwen will get a massive boost to his combat power at level 11 due to her Ultimate R now having two points. This is very beneficial for his team as this ability causes a lot of damage and can completely change the tide of a fight.


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

Look for picks with your Q and R. Garen deals a surprising amount of damage, so don’t be afraid to move around the map and try to assassinate someone with your team.

Garen is a skirmish heavy laner. When you’re split pushing, look to fight anyone who tries to stop you.


Versatile build path. He can go either AD or full tank depending on his team’s needs.

Post 6, it will be hard to track Sion as he can gank lanes from afar with his Ultimate R.

Really good at cheesing and taking down enemies who are walking around Summoners Rift alone by hiding in bushes and channelling his Q


Vision is your best friend against Graves. If you can see him before he spoils a track, it will be harder for him to get killed and snowballed. Make sure you place quarters around his jungle entrances to spot him when he leaves his jungle. Grouping against Graves will prevent him from taking key targets in the team fights because he will find it hard to cross several champions at once. CC is also very good against him because he is quite still even with his Ultimate t et e. In the later stages of the laning phase and early in the middle of the game, he will try to kill isolated targets that walk through Summoners Rift alone.


Place vision over walls and around his jungle entrances to spot Talon before he is able to jump over a wall with his E and gank a lane.

Talon has good invade potential and can 1v1 most Junglers. Ensure your team has good vision of him at all times. If he invades you, back away unless you have a clear advantage.

Talon doesn’t have amazing Dragon or Rift Herald control in the early game. If you can, try to take these objectives before he is able to get help from a nearby lane.


His early game is excellent as he can completely CC and blow up an enemy target when required. Using it from the lane brushes will allow him to reap a lot of benefits.

Level six is an excellent spike as he can now control the pace of a team fight. He can easily be in between the enemy team while dealing a lot of health and regenerating a lot of health in return.

The first item component will allow him to spam his abilities frequently and dish out a lot of damage. It helps a lot with his overall laning prowess.


In the mid-game, avoid splitting up by staying as a team. Nocturne has great pick potential and will try to kill squishy champions who are on their own thanks to his Ultimate a.

Whenever Nocturne is split pushing on the other side of the map, he has no way of getting to his team quickly. If you see him somewhere else, look to engage and start a team fight.

Nocturne will try to take down the squishiest high priority target at the start of the fight. This is usually the Mid or ADC. Clump together in team fights to reduce his one-shot potential.


Vladimir is at his lowest level in the early game. Try your hardest to put it behind to make it less heinous in the middle and end of the game. At level 9, Vladimir would have maximized Q. It has a short cooldown and deals a lot of damage. Avoid letting it use on you too. Vladimir is really good in the late game and in team fights. Try to finish the game as quickly as you can so it is unable to peak.


Stay with your Support throughout the middle of the game. If you get away from them, you'll be an easy target for the enemy. Make sure you're always close to at least 1 ally. Group and stay with your team at all times. Do not divide the thrust or avoid grouping unless you have a good reason to be away from them. Look for choices with your Support/Jungler to get killed and increase your lead. If you kill a key target, you could make the call for Baron.


Zyra has a good clear wave and can poke the enemy at the same time with his Q. It is a great use of his mana pool. She can turn a gank around as long as she has seeds placed down before the enemy initiates. When they enter, she can spawn some plants and potentially turn around the exchange. Zyra has great potential for bursting and can easily blow up any squishy target as the game unfolds.


Dr Mundo’s main power spike during the early game is when he reaches level 6. His Ultimate R offers him a lot of additional protection, and the additional movement speed it provides will make it hard for the enemy laner to escape from his ganks.

Mundo can start ganking from level 3 onwards. While his Q doesn’t deal a lot of damage in the early game, the slow it provides is very handy when it comes to ganking his allies.

Once Dr Mundo has completed his first item, his damage output and overall tankiness will increase. At this stage of the game, his duelling ability and kill pressure will be very high.


By getting 3 points in his Ultimate e, he will use the ability quite often. Team fights will be a breeze for him from now on. His ability to make team fights unfair due to his selection potential will be quite obvious during this game phase. He only has Ultimate and his enemy out of sight. His tankness will not know any limits during this phase of the game.


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.


Do not group very close together as it will allow Hecarim to get a multi-person Ultimate t which will help him and his teammates win the fight.

Hecarim’s Ultimate t is roughly the same width as the paths inside the jungle. Try and avoid fighting in the jungle as it will allow him to get his Ultimate t off on your whole team.

Hecarim may try to flank in team fights so he can get on to the backline with his Ultimate t. Ward the flanks so you can spot him before he engages.


Vladimir is at his weakest in the early game. Try your hardest to put him behind to make him less obnoxious in the mid and late game.

At level 9, Vladimir would’ve maxed Q. It has a short cooldown and deals a lot of damage. Avoid letting him use it on you too much.

Vladimir is really good in the late game and in team fights. Try to end the game as quickly as you can so he is unable to spike.


In the team fights, as soon as Aatrox leaves, try the CC and blow him up first. He's pretty vulnerable to the CC, and if you can kill him before he has his combo, the enemy will lose on a lot of damage. Try to look for the fights when Aatrox doesn't have his Ultimate or Flash. He'll have a lot more time to hit the fights when either of them are about to cool off. Aatrox likes to split the thrust after the laning phase. When he shows up in a single side track, you could start a team fight with his teammates.


Try to hit level three as quickly as you can. It will give you a boost in your clearance speed, but your ganks will remain virtually non-existent until you are level 6. Since your first clearings are quite weak, you will want to make sure that you are not invaded. Ward Jungle entrances so that you can detect all invaders coming to you. Unlocking your Ultimate h will give you the opportunity to gank freely from now on. Make sure that you don't let enemies push into their tracks without being punished from now on.


Once again, Quinn does not really point to level 16 as his Ultimate R is a utility tool rather than a tool of pure damage. Quinn starts to fall into the later parts of the game as the enemies will buy items that offer them additional protection against his damage. Fortunately, the more Quinn articles gets, more than one problem it will be for the enemy team. As long as she is looking for choices with her team, she should agree in the end of the game.


At level 6, you get a massive power peak on Pantheon, since its R is not a real power peak for Pantheon. Use the pressure it provides to threaten all the ins on it. When Pantheon engages on you, use your abilities and then AA him until his abilities are back, then run in your turn. Pantheon will probably try to use his Q on every opportunity presented to him. You can put his damage in reserve early with your Passive if you need.


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

Stick with your team in the late game. Do not split up or walk away from them otherwise the enemy may try to pick you off or initiate a 4v5 fight when you’re away from your team.

Focus the nearest enemy champion to your carries and work as a team to take down the enemy one by one. If you focus 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.


Malzahar is not very strong in early play. You can abuse this by getting him down and forcing him to remember early. Once Malzhar reaches level 6, his death pressure increases thanks to his Ultimate R. Make sure you keep the river under surveillance so that you can spot his Jungler before they inflate your way like Malzhar is really not able to kill anyone alone. Once Malzahar gets an article, his ability to push the wave will become heinous. Try your hardest to push the wave as much as possible so that he can't wander for free, or take your turn early.


Roam around with your s as much as you can as it can allow you to get kills with utmost ease. You will also want to ensure that you keep clearing Control Wards on the map.

During neutral objective fights, you should close off Jungle paths from where the enemy is about to come. Your k should let you do that easily but drop it in one of the river entrance brushes.

Protecting your ADC should be important but don't go around throwing your life for it. If your ADC has become a liability, feel free to take matters into your own hands.


Renekton will look to split push when no team fights are occuring. Make sure someone who can contest him is stopping him from split pushing. Do not send someone who is unable to beat him to stop him from pushing.

For his e to be effective, he will need to get as close to the enemy as possible in a team fight. With this in mind, Renekton will probably try to flank in a team fight rather than run towards you. Make sure your flanks are warded so you can spot him before he gets the chance to engage.

Renekton has great pick potential so watch your positioning. It is not uncommon for Renekton to Flash e to catch someone out who is too far forward.


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.


If this is not possible, he should kite the camp around well enough to make sure that he takes small amounts of damage. By unlocking all his basic abilities, Brand should start ruining over-stretched tracks whenever a chance arises. He will want to get an early advance to bring down a lot of damage in the fights at the end of the game. Once Brand gets his ultimate R, he should take part in other fights, mainly neutral objective fights. He should try to take fights around the choking points and use his ultimate R on congested enemies.


You should still focus on getting picks on the enemy carry when possible. Your d > e makes up for a perfect combo, and you should try to knock up multiple targets with it when possible.

Your Ultimate m will have a very short cooldown now. This means that you can all-in the enemy team frequently and should be able to secure multiple picks with your Jungler and other teammates.

Your items should make you really tanky during this phase of the game. Be very careful, though, as you don't want to all-in the enemy and find that you have no form of follow-up damage available. Focus on protecting your allies first, then look for an all-in.


During the laning phase, he is very easy to abuse and poke down. He is best picked into tank champions.

If Shaco is behind, it will be very hard for him to get back into the game. Shaco relies on getting ahead to be useful in the later parts of the game.

Shaco can be hard to master. You need to avoid being super obvious with your plays, especially with your Ultimate l otherwise, you’ll fool no one.


Do not group closely during the middle of the game that Bard can use his Ultimate R to catch several champions. Being struck by his Ultimate R can allow his team either to kill the enemies caught or to concentrate the enemies that are not gold. Because Bard. Q can stun the enemies who are near a wall, be ready to take an alternative road by walking towards the Dragon or Baron. Being stunned and killed before a big goal will have the result that the enemy takes the goal for free. Overstaying then low under your own turn is a big no-no against Bard. Thanks to his Ultimate R, he can put your Tour in the stasis and kill you soon after.


Level 6 is a massive power peak for Maokai as it can use its Ultimate R from out of sight and CC multiple enemies simultaneously. This will be pretty deadly for immobile enemies. The first element will allow Maokai to survive the fighting and will add to its damage as well. It should be able to take a lot of fighting during this phase of the game.


His Passive allows him to come out on top of short trades which is quite advantageous for him. Due to how well Gangplank scales, his Passive damage is really helpful in keeping his enemies away from him.

His E can be set from weird angles that can catch the enemy off-guard and cause a lot of damage. This is really good if Gangplank has access to the lane brushes in order to conceal his E barrels.

With his Ultimate R, he can impact any part of the map immediately and can act as an enabling force for his laners/Jungler to all-in their counterpart and get a lead. Besides, the longer the game goes on, the greater is the scaling for Gangplank due to his r gold mechanic.


Test of the E Spirit is essential when it comes to trading. Dodger this ability is the key because it will reduce its trading power. Make sure that you are still standing behind at least 1 minon. Do not stay inside the minion wave although as Illaoi can use its Q to push the wave and push you at the same time if you are standing in it. If you have been hit by its E and escaped from the area, do not kill all the Tentaceles. Stand next to one of them so that another can not spawn. Try to freeze the wave closer to your side of the card. Illaoi is weak early and will try to freeze the wave and then you will zone away from the minions when it is stronger. By keeping the wave closer, you will limit its capacity to the farm and scale.


The final point in his Ultimate n will allow him to deal tremendous amounts of damage to the enemies. He should try to look for flanks during team fights to maximize his Ultimate n usage.

He will have many items now, which will make him really tanky and will allow him to deal lots and lots of damage in a short amount of time. The enemy team will have a hard time dealing with him.

Wukong is pretty intense during this phase of the game, but he will have a hard time killing them due to them purchasing defensive items. You will want to group up with your team as frequently as you can.


You should always focus on getting spikes on the enemy portage whenever possible. Your d > e does for a perfect combo, and you should try to hit multiple targets with it whenever possible. Your Ultimate m will have a very short cooling now. This means that you can all-in the enemy team frequently and should be able to secure multiple peaks with your Jungler and other teammates. Your articles should really make you tanky during this phase of the game. However, be very careful, as you do not want everything in the enemy and find that you have no form of follow-up damage available.


Its level two is the strongest in the whole game and should allow it to accumulate an early advance. It will want to let the wave push towards it during level 1 to maximize the strength of its level 2. Level 6 is a massive power peak for Talon as it increases its damage from the global burst. It also allows it to roll around a lot and kill enemies in the side track without any warning. The first element should allow it to flatten a lot of damage in the track or when it is roaming.


In the late game, Rumble would have lots of damage and magic pen. His abilities are really going to hurt the enemy.

At level 16, he will put the final point in his Ultimate. His Ultimate will be deadly in a team fight if used correctly.

Rumble is a great team-fighting champion, and due to his low cooldown Ultimate, he can look for picks and force fights on enemies who are over-extended or caught out of positon.


It has a lot of utility and damage in its kit that allows it to play around its team quite often. All it has to do is to get out of its laning phase without giving the enemy a huge lead. Its E gives it a lot of off-play potential if it is used correctly. Against unsuspected enemies, this skill can be really deadly, and can help it kill safely enough. Can flank the enemy team with a relative ease and can come out of sticky situations with its E. This can send the enemy team in full panic mode and can allow your team to follow with ease.


Jarvan IV is a strong early game duelist so it should be easy for you to all-in your enemy regularly and keep chunking them in the lane using the lane brushes.

You will have to help your Jungler in case he is near your lane and is trying to take down the Rift Herald. The goal is to make sure that you can use your CC combo effectively regularly.

Getting your Ultimate m will help you a lot in this matchup, especially during the neutral objective fights where you can lock the enemy Jungler down with ease.