He is very dependent on playing around his Passive before he gets his form. If he happens to get the wrong form early on, he will be set back massively.

With his Ultimate R, he becomes completely reliant on the positioning of the target he is in. If the target takes him under their tower and CC’s them, he will take a lot of damage.

His E can be interrupted. This allows the enemy team to put him in a very disadvantageous position which can actually get him killed immediately.


Always watch your positioning during the laning phase. Try and stay at max distance so it’s harder for her to root you with her E. This will also make it harder for her to get a good Ultimate R off as she has to close the gap in order to stun you.

Stand outside of the minion wave at all times if possible. This will make it harder for Neeko to push and poke you at the same time with her Q.

Once Neeko has her Ultimate R, her kill pressure will increase. Make sure you back when low whenever she has her Ultimate R up.


Your level 3 is a massive powerspike for Gragas as he can now look for full-blown all-ins on the enemy target. Positioning may cause some hindrance as his E can be interrupted by minions. Using the river brushes or his Flash should quickly solve the problem.

Gragas' level 6 is a significant power spike because he can now displace key enemy targets during a gank or all-in. It can let him pick off the enemy backline should he decide to go for the entire AP build. He can also work with his Jungler and pick off enemies with this ability.

The first mythic item will give him a devastating power spike. His ability to one-shot targets increases massively, and he will just have to time his combo correctly from now on.


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

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

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

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


Xerath's level 6 is very powerful as he can snipe targets from a long-range in both his or some other lane. The damage output will increase along with items, so it will only make him more powerful.

The first item purchase will make Xerath extremely obnoxious in the lane. This is because his poke damage will be very high, and the enemy will get chunked out even before they can reach him.

More points in his p will result in more damage being dealt to enemy targets. Slowing the target with hiss 2 would be optimal to guarantee a p hit on the enemy.


Use the lane brushes to your advantage and take control of them early during the game. It will allow you to E enemies easily. Roll around as much as possible and try to help other laners as well. This will grant you a lot of help that will be translated into gold. Peeling for your transport is your top priority in the way. After engaging with your E, step back and make sure no one gets too close to your transport.


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.


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.

Your W 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.

Ensure you soak up as much damage as possible in late-game fights. You will be very tanky and able to take a lot of damage before dying.


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.


At level 1, don't let her intimidate you with her basic attacks. Unlike the other champions, Quinn's level 6 power peak does not offer her much in the way. But her Ultimate R offers her a lot of roaming potential. As soon as she reaches level 6 and disappears, communicator with your team to let them know that she is on the left. Once Quinn has finished her first element, her death pressure increases. If you are behind, avoid fighting her at all costs because she will probably beat you in 1v1.


She is somewhat weak early on, so try to abuse her at this stage so she isn’t that strong later on.

Post 6, she has a lot of roaming and all-in potential with her Ultimate. Keep this in mind and ping if you see her walk across a ward.

Do not overextend when you’re low; she can easily kill you and set you behind. Once she has completed her first item, she will deal a lot of damage and be able to push the wave/ fight more frequently. Keep this in mind and respect her all-in damage.


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.


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

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

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


Avoid trading with Irelia when she has her Passive stacked as she will out trade you. Keep an eye on the little bar under her health.

When trading with Irelia, keep an eye on low health minions in your lane. Irelia may use her Q on the minion to escape the trade or run you down after a skirmish.

Irelia benefits from extended trades. Try and avoid going for extended trades with her as she will always win them.


Tryndamere isn’t that good if he is behind and low on gold. He needs lots of gold and XP to solo carry in the later parts of the game.

Whenever his Ultimate e is down, he is quite vulnerable which makes him (somewhat) weaker.

Can be kited quite easily and is prone to disengage/CC in team fights. This can make team fighting challenging for a Tryndamere.


Level six is a massive power spike as Viego will be able to unlock a powerful finishing ability. It can help a lot in clutch situations where Viego needs to execute his target quickly.

His early kill pressure is really high since all he needs to do is land his W and then follow it up with his Q and auto-attacks. This combo becomes way more devastating once Viego gets his Ultimate R.

His first item component will give him a massive boost in solo laning. He will be able to look for all-ins frequently and can completely decimate any immobile mid-laner.


At level 11, Brand will put a second point in his Ultimate R. His damage output and kill pressure will heavily intensify. As long as he is playing around his Ultimate R, he should be a real threat during the mid-game when it comes to getting ganks off.

During the mid game, Brand should’ve completed a couple items. In order to make the most of his kit, he should try to poke the enemy down before committing to a team fight in order to increase his chances of winning the fight.

Overall, Brand’s level 9 power spike is very good for him as he would’ve maxed his W which allows him to clear his jungle more effectively and also dish out more damage. He should also find it somewhat easier to secure objectives like the Dragon or Rift Herald.


If possible, use your range advantage to harass enemy champions from afar when they walk until the last blow. This will allow you to gain a health advance on the enemy. Keep an eye on your resource bar at all times. Look for aggressive games when you are about to change shape or when your Ultimate R is about to come. When you are level 6, you actually have a surprising amount of damage. You can use this to your advantage to get a kill or set up your Jungler.


Fizz has a lot of outplay potential with his E. The increased mobility allows him to get on to the enemy quickly, dodge incoming damage and escape ganks easily.

At level 6, Fizz gains access to his Ultimate R which is a great tool at all stages of the game. It deals a lot of damage and has a large radius.

Fizz is an assassin and can take down squishy champions easily. He is incredibly strong in the mid-game if he can get picks.


Kayn will spike again when he gets two points in his Ultimate R at level 11. It increases the overall damage output and will let Kayn run around the map, picking kills here and there.

His Q will be maxed out at level 9. This is really helpful for him as it is his primary damage ability. It will allow him to dish out a lot of damage and kill squishies and tanks (depending on his form).

This is the stage of the game where Kayn gets his form. Depending on the team comp, this single choice will be a deciding factor in winning the game.


Roam and kill as many squishies as you can during this phase of the game. Remember that Shaco is an expert at picking enemies off during this phase of the game and the enemy team will definitely try to rotate.

Be a part of neutral objective fights and make sure that you can use your Ultimate l from a safe spot to prevent enemies from coming close to your team.

During team fights, make sure that you assassinate the enemy backline. You may even use your clone to separate the enemy frontline from the backline.


His early game ganks are pretty solid as he can CC pushed up targets with ease. That being said, ganking allies with hard CC is always preferable for Shen.

Level 6 is a massive power spike for Shen. It is also a free gank/roam ticket for him as he can immediately show up to a lane and catch the enemy off-guard.

The first item component will allow him to deal more damage and bolster his overall survivability. It will let him clear his camps quickly as well.


Focus on early farming. You need time to come online, and you just need to focus on getting gold and XP. However, if you find an opportunity to ganking or counter-ganking nearby, don't be afraid to take it. If they invade you early, just back; you don't win early skirmishes with them.


At level 6, you will need to play a little more respectful because she can install picks and her Jungler with her Ultimate R. If she uses her W on her ADC, wait until the spell runs out before engaging in a hard fight. He has a very long cooldown and she can be abused while he is on cooldown.


Neutral objective fights are quite important for you so make sure that you keep getting Dragons regularly. You can easily gank the bot lane and then ask them to help you.

Your Q will be really impactful during neutral objective fights. Make it a point to use the Jungle brushes to completely shut down enemies who wander around the Jungle without vision.

Your Ultimate R will allow you to disrupt fights and kill carries with ease. Doing so in chokepoints will easily win you the game.


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


Fiora is extremely good at level 1. If she gets the right Vital procs, she can cheese her first blood early or let you whisper your potions in your turn. Respect her all-in-potential and don't fight her early. When Fiora reaches level 6 her duel potential is fully realized. She can 1v1 almost anyone while her R is standing. Fiora is very good in the final stages of the laning phase and mid-game. Respect her potential 1v1 and try not to die to her.


You can use your E to do it, but make sure you get rid of the necks first if you get hit by its E. Your Q should allow you to exchange a lot if you succeed in using the track brushes correctly. An excellent time for everything in it will be where its Q graves will not be present. Once you unlock your Ultimate, you should be able to 1 v 1 it quickly. Just bait its E out first so that you can take more minor damage during the trade. Get some Wounds Grievous to mitigate Yorick's healing. Also, if he finds himself using his Ultimate, disengage immediately.


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.


Yone is incredibly mobile in the way, but if he uses his E, you can abuse cooldown (after he's returned) to play aggressively and push him down. This will make it harder for him to survive an exchange or come back with you. Avoid running too far when Yone uses his E as he will always return to his original place. Playing as a varied champion, try to use your range advantage to harass and hit him down. Try and stay away although he is unable to reach you very easily.


Hecarim's h will be maximized once it reaches level 9, which will allow it to flatten a lot of constant damage when it is in the middle of the enemy team. It will also allow it to support itself due to its objects and runes. Like the best laner, it will be much more tankier and will also be able to peel for its team. Hecarim's Ultimate will be more robust now because it has two points at level 11. This means that it can use it frequently, which results in more dead enemies wears.


Vel'Koz is huge in team fighting, especially those that occur near the objective pits. This is mainly because the entangled fighting allows Vel'Koz to hit several targets with its capabilities and procedures. The obtaining of 2 points in its Ultimate R at level 11 will be another significant peak of power. It can now melt through the enemy rear-line and front line with all the damage it will inflict. More items mean more damage for Vel'Koz. This will only do better for him, and his team and Vel'Koz will slowly start to take over from here.


An Ultimate R maximum-out will allow Neeko to use the ability quite frequently. All she has to do is find a flank on the enemy team. Her team fight at the end of the game is really powerful. She can disrupt a whole team with a well-positioned E or Ultimate R. Her damage at the end of the game is absolutely massive.


In team fighting, try to launch your Ultimate R when the enemy is assembled so that it can bounce between several champions and inflict more damage. Delay a team fighting as long as possible while you harass and push the enemy down with your W. Get as close to the enemy laner as you can before using your Q. The further you use it, the harder it will be for you to land it.


Another point in her Ultimate R will reduce the ability's cooldown and increase the damage. It allows her to be a massive threat during clumped fights.

Her pick potential is massive during this phase of the game due to her being able to CC enemies with her E or Ultimate R. It helps quite a lot during Jungle fights as well.

The team fights are going to be really good for Seraphine. She can heal and shield her allies for quite a lot with her W while dishing out a lot of damage with her abilities.


Another point in his Ultimate n will strengthen his overall power during the duels. This will also allow him to have a massive presence during the team fights. He should have his basic elements now. This means that he will be tanky and will do a lot of damage to his enemies. This should be amplified with his Ultimate n. His first ability will be maximized at level 9. This will give a significant boost to his skirmish potential during this phase of the game.


Keep using your Q and W to farm in this lane. It is really easy to do so while making sure that you take absolutely no damage from the enemy team.

You're really immobile so make sure you ward up and don't push when you don't know where the enemy Jungler is.

Be a part of neutral objective fights as your AoE burst damage is pretty significant and can easily win you a fight.


Ward the lane brushes at all costs in this matchup. Sion can easily CC you from them and you won't even know about it.

Keep track of his ult noise and see which lane he is ganking. If he goes for some other lane, just get some tower plates.

During fights, make sure that you don't let him CC anyone. Both your ult and your tankiness should facilitate this and you can play the fight out with relative ease..

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


Use Darius' early aggression to get a lead in the way. Obtaining meaningful health or killing lead on the enemy will increase your chances of winning the game. Always go for extended trades as often as you can on Darius. Thanks to your Passive, you will always go out ahead in most cases. Use your Level 6 power peak to get killed in the track and start at snowball. Your Ultimate e can be used as an execution, so it should help you get an advance.


During the mid-game, Diana would’ve maxed out her Q. This ability should start doing a lot of damage to enemies. It will also help her clear the jungle and secure objectives with her team.

At level 11, Diana will put the second point into her Ultimate R. Her damage output in team fights will be very high, especially if she has a few items or a lead over the enemy Jungler.

As Diana has an assassin playstyle, once she has multiple items completed in the mid-game, her burst potential will be highly potent. She will easily be able to take down squishy targets that are walking around Summoners Rift alone.


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.


Lulu will have her core items by now. This means that her shields will be really potent, and it will become challenging for the enemy to all-in her team. Lulu's damage will be pretty great as well.

Level 11 is when Lulu becomes a real problem to deal with for the enemy team. This is because her Ultimate R will now have two points and won't let her or her carries die that easily.

Lulu's effectiveness in team fights really comes into play during this phase of the game. Her W and Ultimate R will help her when dealing with enemies who like to flank and get to her backline.


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


Hecarim is a strong duel in early play and will try to kill you in solo early on. Do not underestimate his early game damage as it will usually come out ahead. Look what the suggestor Spells Hecarim has taken. If he took Ignite, he will seek to play ultra-aggressive early to get killed. If you are weak, don't try and trade with him as he will end up with you with Ignite. Hecarim has good ability to take Dragon and can the solo early thanks to his AOE curing his W and short cooldown h. Make sure you have the vision on the Dragon at any time. If you can, try to take it away from him.


Once he's finished Lich Bane, he's going to win most of the auto trades, so avoid letting him trade with you if possible. After calling back, Twitch can enter the stealth track with his s. Avoid pushing too far when you know that Twitch has just supported as it can appear and go for a favorable trade. AP Twitch doesn't do much damage in the game very early, but once he's finished his first article, he'll win most trades. Avoid extension at any price if he's ahead.


To make it difficult for Sylas to land his E on you, always make sure to be behind at least 1 minion so he can't land the CC on you. Look for extended trades after Sylas wasted a ability. This will make it harder for him to get out of trading in a escarmish. Look at his Passive however and try to wait for the batteries to disappear before engaging in a trade. Sylas has really good card pressure and can wander easily. If he has left the way and started wandering, communicate with your team and push him in to deny him gold and XP.


Shen is strong at level 6 as he gets global map pressure with his Ultimate R. Ping as soon as he gets his Ultimate R.

Shen’s level 2 and 3 can be quite strong. If he is in a favourable matchup, it’s not impossible for him to look for an early all-in.

Keep an eye on Shen’s items as his damage output increases depending on the order of the items he buys.


Ivern does not deal any damage and is built as a secondary support. This means that he relies on his teammates more than most junglers in the game. It is better paired with a team that has a hyperportation. If you are paired with teams that lack damage or AP Bot dragpers, his healings and E shields will not be so effective. Ivern's porting potential is rather not easy. He relies on his team to be strong to do his job properly. If his team is behind, it will be difficult for him to win the game.


An additional point in his Ultimate R will increase his overall damage and allow him to use the ability frequently. He will help him massively during team fighting or trying to secure peaks. His first ability will be maximized at level 9. This increases his damage, and his team fighting potential will be respectable enough now. He will pose a lot of threats if he can use the ability by hiding in a brush. His tankness will be colossal during this phase of the game. He will absorb the turn shots and enemy damage simultaneously and make it very easy for his allies to follow his commitments.


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.


You are much stronger than Sylas early. Invade him and try to fight him in the 1v1. Make sure you apply as much pressure as possible by often gauntling in the beginning of the game. Remember to take these goals. Unlike Sylas, you can solo these goals quite easily. If you see Sylas gaunting nearby, don't be afraid to counter the gank.


Look to strike right after Jhin uses his 4th shot as he will not be able to retaliate with autos until he reloads.

Try to push the wave in as Jhin has a harder time farming under Turret. However, make sure your Support is someone who can play at the enemies Tower. Do not push if your Support needs to engage.

When paired with an aggressive Support who has CC, beware of Jhin’s W which he will tend to use after the Support has engaged to layer CC.


He can easily start pulling people once he manages to get his first element. Extremely powerful when he fights in closed spaces as he can easily land his e and r on several targets while the crowd controlling them with his n. Very high potential to set up gank with his n. This can allow him to call his Jungler to gank his way and help him get an early lead, which will be pretty devastating for the enemy team.


Extremely dependent on teammates to shoot successful ganks that can sometimes force him on the farm and be ineffective during the early game. Although his Ultimate cannot allow him to steal statistics, he is still weak without articles and can be stopped early if the enemy Jungler or Laner manages to kill him once or twice. He can easily be tainted by carts tidyed up once his e has been exhausted. This obliges him to retreat or die, if Trundle finds himself in overextending without any follow-up from his team.


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


Her Ultimate R will dish out a lot of damage during this phase of the game. It will play a pivotal role in finishing fights and killing unsuspecting enemies.

Jinx's Q will be maxed at level nine, increasing her damage output drastically and allowing her to take over the game with ease. She will just need good peel from her teammates.

Jinx will be really great during mid-game fights. This is primarily due to her Q and auto-attacks but will definitely do well if she has a high peel/enabling Support.


It will now have its core of articles, which means that its d and Ultimate h should hit like a truck at the moment. Several points in its Ultimate h will allow it to use capacity frequently, make peaks, and land multi-man Ultimate h on enemies fighting near choking points. Malphite is pretty good during team fighting. It can damage many enemies at once and do it through vision, giving the enemy a small window to react.


Always make sure behind a minion so it is harder for him to land his Q. If he is able to land his Q, he can look for a fight. As soon as Tahm Kench activates his Grey Health E, disengage from the fight because he will offer him protection and you may be unable to kill him through the health bonus. Tahm Kench is quite still. If you can, try to keep the minion wave closer to your side of the map. This will force him to overextend for the farm, which may allow you to hunt him, or set up your Jungler to kill him.


Her Ultimate R has won, or done a lot of damage if it is moved or polymorphic when she initiates the Ultimate R. This can be a game change for the enemy team and will allow the enemy to easily win a fight. It is pretty small against range, especially if the port has some form of dash or edge on it, as it will allow them to easily avoid her E. Buying seriously early wounds against her can allow her enemies to win a lot of early game fights against her. This advantage will pass at the end of the match where she won, will not be able to heal much and will be easier to remove if she decides everything in the enemy.


Level 16 is a massive peak for Pyke because the ability will now be higher almost every team fight. The damage done will be quite significant as well. Its ultimate R will be critical and effective during the fights. Squishies can be one blow, and it can pretty much kill several enemies at a time. It will have its important articles during this phase of the game which means that it will both inflict massive amounts of damage and survive the fights and heal quickly.


Irelia is extremely strong when her Passive is stacked. It is then that she should go for a meaningful fight because he will ensure a massive victory for her as long as she has a target to self-attack. Bonus survival points if she can Q to minions and reset the ability. The first element will help Irelia massively in this way. It will strengthen her duel potential and increase her survival. It will be very beneficial when her Passive is stacked completely. Level 6 is a significant peak of power where Irelia can start to dictate the pace of this track. Her opponent will have to be very careful because Irelia can decimate them with his Ultimate R and Q if they are hit by the initial Ultimate R launch.


Play safe in the first few levels. Garen needs some time to come online or else he’ll fall behind and be unable to scale.

Once you’ve unlocked your Ultimate R, you can look to play more aggressive. Your Ultimate R can be seen as an execute and will help you finish off the enemy.

Once you have a few levels or an item under your belt, you can look to play more aggressive and look for fights.


His first games are really strong because he has a lot of CC and the reduction of damage in his kit. He can quickly instigate trick dives on weak enemies. Level six is a massive peak due to his ability to get his ultimate R. This will allow him to play around the card and get his team before. The first component will allow him to inflict more damage and spam his abilities due to the increased mana.


Syndra is strong once she has her first element because she will be easily able to push the minion wave with ease and force you under Tower. Syndra is the main power peak early at level 6 when she unlocks her Ultimate R. Once Syndra has finished Luden. Echo he will add a lot of extra burst to her champions kit.


The skirmishes should be accessible to you as long as you land your Q on multiple targets. This also means that the following battles will be the condition of victory for you. Show yourself to neutrals, objective fights whenever you have the chance. The goal is to use your AoE-based capabilities to catch and kill targets that try to disrupt your Jungler. Use your Ultimate R wisely and combine your W with your Passive whenever possible. This can easily allow you to dive into the enemy rear line.


Lulu will have her core items by now. This means that her shields will be really potent, and it will become challenging for the enemy to all-in her team. Lulu's damage will be pretty great as well.

Level 11 is when Lulu becomes a real problem to deal with for the enemy team. This is because her Ultimate R will now have two points and won't let her or her carries die that easily.

Lulu's effectiveness in team fights really comes into play during this phase of the game. Her W and Ultimate R will help her when dealing with enemies who like to flank and get to her backline.


When Kayn gets his transformation, he will be much stronger. If he goes Red Kayn, he will be tankier, if he goes Blue Kayn, he will deal tons of damage.

At level 6, Kayn can be more aggressive and go for riskier plays as he can use his Ultimate R to protect him from dying. Keep this in mind when fighting him.

Kayn will be looking to skirmish as much as he can in the early game so he can get his form early.


Avoid being struck by his Q in this matchup. You will take a lot of damage otherwise that will force you to waste your W. Always try CC when it's possible. Once CC'd, it is open enough to the all-in of your end. Do not approach it even if you land your Ultimate R on it. It can easily light you up with its Ultimate R if you're not careful. Keep the wave in the middle of the way and try to expose Cassiopeia to ganks as much as you can.


In team fights, try to block the engage and R from Urgot for your low health teammates. In this case he will waste his cooldown on you: saving your teammate.

If Urgot hits his Fear Beyond Death R try to kill him before he executes your teammate. If you do it successfully your teammate will live on.

Buy a Quicksilver Sash if you want to deny Fear Beyond Death R execution. The drill itself can’t be removed, but you can QSS the second part just before execution.


Watch your positioning at all times so she cannot land crucial spells on you.

Her level 6 is much stronger than yours. Disengage if she clicks R.

Keep the minion wave closer to your side of the map to force her to over extend for farm.

Try to match her pushing power though, as you don’t want her to gain a gold lead by getting early turret plates.


Use your W to slow down the enemy front line and then focus the closest enemy champion in the fight. Push and focus on securing the rounds while your team groups elsewhere on the map. Try to pull the pressure while your team can get something else done on the map. Be ready to group with your team when you are unable to get more goals alone.


Her kiting potential makes her quite a safe pick against melee champions who don’t have a dash or have a very telegraphed form of a dash. The Q combined with her W just allows her to hop around and pelt her enemies endlessly.

Once she gets a few Passive marks, she can quite easily take over the game due to the increased range and how much bonus damage she can dish out. She can solo the Dragon with ease and can use her Q to hop over walls and take creative ganking routes.

Her Ultimate R can save her team and herself from assassination attempts. The usage will vary depending on how far ahead Kindred is in the game. This ability can also stall out an objective for quite some time, which can allow Kindred to win a Smite battle by forcing the enemy to Smite at the wrong time.


Use your Q and W as much as you can and make sure you cut the enemy. Make sure to use your pupils and E traps to save you from the ganks. Do not push too far, otherwise you will become a leading gank target. Once you get your Ultimate R, you will be able to flatten a lot of damage and get several dead around the map. See if you can help the sideways.


Play safe for the first levels. You need time to come online and you shouldn't be fighting 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. Push the wave and look for roaming opportunities. Lissandra is a very good roaming champion that can impact the card and help its allies with ease.


Poke the enemy as much as possible with your Q to get them low. Use your early lane dominance to gain a health advantage over the enemy.

Focus on farming and poking during the laning phase. You shouldn’t really commit to fighting the enemy.

At level 6, Karma doesn’t gain access to an Ultimate a like most champions. If you’re playing against someone with a strong all-in, play safe whenever their Ultimate a is up.


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.


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

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

Use your mid-game power spike to look for aggressive plays and all-ins on enemies who try to stop you from split pushing or ones that are moving around the map alone.


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

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

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


Draven is an early game monster with his g and can snowball easily if he gets an early kill thanks to his Passive.

On Draven’s first back, he will usually get an expensive AD item. If you do not buy the exact same item as him, he will always come out ahead of trades. Take note of his first item and be prepared to play safer.

At level 6, Draven will look to go for kills if he hasn’t got any already with the help from his Ultimate t. Respect his all-in potential and play safer when you’re low.


Hard engagement is the best way to deal with Ezreal during the laning phase. But you will need to wait for him to use his E if your CC is a skill shot. Ezreals poke damage starts to stack if you take too many Qs in the face. Make sure you are still standing behind the minion wave at all times. In team fights, you must not let Ezreal fall before you have the chance to engage. If it is isolated, run on it as fast as you can to start the fight. Do not delay team fights against an Ezreal.


Once Gnar's E has fallen, he becomes sensitive to the ganks, so if his opponent manages to lure him, he will have a really difficult time to escape from this situation. Gnar's Ultimate R will not be very effective if the enemy plays in open spaces and is spaced evenly. This will force him to go for a more priority target that may involve flanking the enemy team, which can make him get caught and killed. The enemy can completely against him by choosing to disengage when he gets his megaform. Once his megaform has fallen, the enemy has not been under the imminent threat of being ulterated in a wall by him, and therefore will be able to fight more freely.


In the way, always make sure that there is a minion between you and him at any time to make it really difficult for him to land his g. When you play as a varied champion, try to abuse your automatic attack range to make it fall and win a healthy track. Do not engage too much in poking however. If you play as a utility support, try to take Relic Shield instead of Spelltheifs Edge to make the laning phase safer.


It can do a lot of damage to enemy units with its self-sustaining R passive which are close to it. This allows it to act easily as a disruptor during team fighting. Its combined e with its d can allow it to easily descend a single enemy target. The shield d allows it to mitigate a good amount of poke as well. Its Ultimate b makes it a threat during team fighting. The enemy team cannot afford to fight in closed spaces or they will certainly be shot down by its Ultimate b.


Focus on securing the remaining Dragons / Rift Herald in the middle of the game. Getting as many Drakes as possible will increase your chances of winning the game. Graves is a strong skirmisher, so keep playing aggressively and looking for 1v1 duels in the middle of the game. Just make sure you don't die or get caught when Baron's about to spawn. Group with your team and look for seat goals / look for peaks like a team to open the map.


Olaf is rather weak when his Ultimate k is down. He is quite immobile and prone to layered CC. This makes him pretty vulnerable post 6.

If you miss your Axe t , your ganks will most likely fail. You need to get as close to the enemy as possible in order for you to increase your chances of landing them.

He will struggle against ranged champions with dashes as they will be able to kite him and dodge his Axes t .


You will want to CC Rumble when possible in this matchup. His autos don't do much damage but only go to CC him when he isn't using any ability.

Keep an eye out on your allies in this matchup. If you see someone is low and in a skirmish, ult them immediately.

He will definitely try to single you out in this matchup with his Ultimate. This is why you will need to pick him off first.

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


Xin Zhao is an early game Jungler and will look to gank often in the early game. You can reduce his effectiveness in the early game by placing vision around his jungle entrances.

Once Xin has completed Trinity Force and his jungling item, he will be very strong. Avoid fighting him if you run into him alone at this stage of the game. In particular, once he has unlocked his Ultimate R.

Xin Zhao falls off in the late game or when champions start grouping and getting defensive items.


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.


Bait out his first Q and then all-in him with your W.

Go for the aggressive play at level 2 to gain a significant health lead.

Keep wave closer so you can all-in him over and over again.

Stand outside of the wave, so when he does Q the wave, he doesn’t damage you at the same time.


Level 16 is the most essential peak of power for Kassaddin. This allows him to use his Ultimate k frequently, which can cause a lot of chaos in the enemy team. Kassaddin will do a lot of damage during this phase of the game. It will allow him to remove huge pieces from the enemy's health bars, which will allow him to win the game for his team. His presence in the team fights will be really high, especially if he manages to get a flank on the enemy team. His ability to penicate, shoot down enemies and get out of it is phenomenal.


Very strong all-in-the-way potential with its E. This when combined with its slow Q, can allow it to lock an enemy for a while. Its W is the jerk of any champion with dashes, especially all carriers that depend on their dashes. Its Ultimate R can allow it to turn the tide of a fight almost immediately because it can turn a 5 v 5 into a 5 v 2 easily. It also acts as a great source of disengagement for it.


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.


In the team fights, continue to focus on the most squishiest targets and the easiest to kill in the backline. Your Ultimate b will help you a lot with that. In the late match, look for choices on immobile or mispositioned enemies. Taking someone in the late match can give you enough time to force a fight, sit a goal or take the Baron or the Elder Dragon. Flank in the team fights to get the enemy backline up easily. Make sure to be close to your team at any time so you can get in the quick fight.


Kennen will try to poke you out when you're farming so stay behind the minions and look for all-ins when possible.

Once he gets his Ultimate, you will have to be careful about your backline getting dove from the fog of war.

If he is using his Ultimate, jump on him immediately. You may get CC'd, but you will definitely save your backline.

Keep the wave somewhere in the middle of the lane. It will give you enough opportunities to take the enemy down.


Avoid team fighting in the late game unless your Ultimate R and Zhonya’s Hourglass is up. If you try to team fight when either one of them are down, you will be rather vulnerable.

Use your abilities in the late game to peel for your carries to keep them alive. Use your Ultimate R on the nearest enemy champion and focus them down first.

Stay with your team at all times. Do not leave them and go to split push as the enemy may force a fight while you’re gone. Stay grouped, but be prepared to stay off to the side and out of vision.


His first ability will be maximized to level 9. This will give him a huge boost and will allow him to take over the middle of the game easily. Lucian is excellent during the middle of the game because it is the moment when he is most powerful. He can now go on a side track and thrust divided due to his passive and basic abilities. That's also why his abilities will hit like a truck, and he will frequently kill enemies. At level 11, Lucian will be able to get his stage 2 Ultimate R. He can help him massively during neutral, objective and duel battles due to the amount of damage he puts on the dishes.


In the late game, Diana should be near full build. Make sure you play around your active items and your Ultimate R to deal the most amount of damage in a team fight.

Teams will be grouping in the late game, and as Diana’s Ultimate R is an AOE tool, she will deal a lot of damage to enemies that are grouped closely together.

At level 16, Diana would’ve put the third and final point in her Ultimate R. She will now deal a considerable amount of AOE damage to any enemies caught up in it.


Avoid being too close to Azir-S Soldiers W as he can self-attack you from afar. When he places a Private W, move to a safer position out of his reach. Go for a trade after Azir-S Soldier W has disappeared. It is better to wait for Soldiers W to disappear first before fighting it because his damage performance will be diminished. After level 6 keep a sharp eye on the map and Azir-S mana bar. If you spot the enemy Jungler nearby, step back as Azir could try at Shurima Shuffle and set up his Jungler.


Xin Zhao will have two points in his Ultimate R at level 11. It will allow him to use the ability more often, making it easier for him to convert fights into a 1 v 1 as and when required.

His first ability will be maxed out by the time he hits level 9. This is a crucial power spike as it massively increases his damage output and dueling capacity.

Xin is excellent in team fights and picking of enemies due to his kit. His Ultimate R will allow him to single out enemies, allowing him to be immune from ranged carries.


Zac is quite decent in late-game team fights, especially if he manages to get a flank on the enemy. Another reason why he is so good is that he can easily bypass vision and catch the enemy off-guard.

Once he gets to level 16, he will have three points in his Ultimate R. This means that he will be able to use it frequently and deal a lot of damage to the enemy team at a go. He should be able to catch enemies off-guard easily.

Once he reaches the stage where he has two different abilities maxed out, he will have a straightforward time securing picks while working with his Jungler. He can even assist his Jungler in setting up death brushes for the enemy.


Tryndamere is good at level 6 as his Ultimate e offers him additional protection in skirmishes.

He is a good split pusher in the mid and late game. Make sure someone contests his push throughout all stages of the game.

At level 9, Tryndamere would’ve maxed his first ability. His skirmishing power at this stage will be much stronger and it will be deadly to fight him alone.


Stand away from the minion wave, this is especially important when he has upgrades his E.

Try to match his pushing power once he has his E upgrade. His wave clear will be significant and you don’t want to let him push you under his tower.

At level 6, both your kill pressure intensifies. Recall if you’re low so he cannot kill you.

This is mostly a farming matchup, you both have poke tools but shouldn’t really be able to all-in or kill each other unless one over steps.


Gragas will look to gank a lot in the early game. Try to counter this by having a good vision around the map so that you can spot it before it gets to a track. Gragas is a powerful Duke and can easily get down a target if he gets the jump on them with his E. If you can avoid the E, you will have a easier time to fight. As Gragas will glove a lot early, his jungle will be open to the elements. If you spot him on the upper side of the map, you should invade his lower jungle side and steal his camps.


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

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

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

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


In team fights, make sure no one on your team is too far ahead that Malzahar can try to catch someone out of position with his Ultimate R. When you sit goals or step back from a fight, look at your positioning that you can walk in Malzahars Q that can be devastating to your health bar. As soon as Malzhar concentrates a champion with his Ultimate R, try the CC so the chain is cancelled.


If Camille tries to poke you with her W, you can try to dash in with your E and stab her with your empowered auto attack if looks like an optimal trade. The outer range of the W deals extra damage, and has a heal and a slow, while the inner range of the W does not slow or heal Camille.

If Camille does happen to land an E on you and you want to all in her, cast your Ultimate right before she stuns you so you do not waste any time casting your Ultimate outside of the stun. You can gain the bonus AD and healing earlier in the fight which may make all the difference.

Camille's Passive shield duration does not outlast your Q recast window. You should hold your Q and wait for her Passive shield to fall off before re-engaging. You will not heal off of her shield as well, so do not waste your Passive empowered auto on it.

When Camille uses her E to engage on you, do not try to dodge it and make your movements very linear, and at the last moment use your E in the opposite direction that you are moving in.


Ornn has the ability to hit enemies who are close to his Q, terrain and walls. Avoid fighting in the jungle as it will allow him to land easily. In team fights, avoid regrouping too closely because Ornn can use his Ultimate R to get a multi-person and start the team fight. Avoid fighting in the jungle because the teams will be close enough together which allows him to hit several champions at once.


In the middle of the game, Ekko will have finished several articles. He should be much stronger at this stage of the game. Combined with more articles, at level 11 Ekko will put an additional point in his Ultimate R. He will be able to look for more aggressive and risky pieces. At level 9, Ekko goes max his Q. He will help him farm and trade with the enemy.


Her Q can easily be ruled out because it has a very short range. Can be easily killed if she overextends with her E. She also acts as a front line so that the enemy can flank her teammates before leaving for her. The misuse of her Ultimate R can land both her and her team in huge problems. It is especially true if the enemy team has a kind of heavy commitment that can get on her team.


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


Kindred will try to get as many piles as possible. If you're on the same side of the map when you're spawning, take a detour to kill the camp so that it's unable to get the pile. As it's a varied champion, you have to be careful trying the duel because it can use its range advantage and Q for you kite. Unless you get the jump on it, think twice when you're trying to duel. Kindred has the objective solo ability with ease. Unless you can take them first, make sure you keep the Dragon permanently so you can spot it before it sets the goal.


Fiddlesticks Ultimate R is very good in team fighting, especially in closed areas as it will allow it to inflict damage to tons of champions at once. Moreover, in team fighting, his W will heal him a lot. Additional support/damage will be really beneficial in team fighting.


If one's level 1 and 2 is strong enough if he tries to cheese the way. If he didn't go to cheese, then he didn't win to be very early. The more the game goes, the stronger Sion will be. According to his construction path, he will culminate in various articles. At level 6, Sion gains access to his ultimate R. His death pressure and the potential for roaming increases a lot from here.


In the jungle, focus on getting level 3 as quickly as you can. Your h will be really useful during duels, so use it properly.

Fighting around chokepoints can allow you to separate enemies from their teammates. Your e and e should let you block the enemy and run them down.

Neutral objectives need to be secured by you constantly. You are really good at doing so; hence make sure you try to secure some of the other objectives after a gank.


Kayle is really weak in the beginning of the game. Try to abuse her as much as possible so she is forced to retreat early and delay her first major power peak. Once Kayle touches level 6, she will become varied and get a lot of extra protection thanks to her Ultimate R. You must always consider her Ultimate R by trying to fight her position level 6. As Kayle becomes stronger than the game goes, you really need to finish the game as quickly as possible. If you can't finish the game and it arrives at the end of the game, you will find it difficult to win.


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.


Avoid team fights around major goals if Seraphine is nearby. The tight grouping will benefit her and allow her to get a good Ultimate Roff and CC all your team. Similarly, avoid fighting in the jungle because your team will be grouped together, which can allow her to get another good Ultimate Roff. Try to fight in the open air and separate slightly so she can't CC your entire team. Seraphine will often go to the hall alone during the middle of the game. You can use this to your advantage to fight and choose her. While she's dead, you can look to take the Baron, a Dragon or look for a team fight with the advantage of numbers.


Look to assassinate enemies with your Ultimate R. Catching someone out while they go to ward or move from one lane to another is a great way of getting ahead.

Focus on securing objectives when possible in the mid-game. You can take them alone or with your team.

Look for picks on enemies who are too far forward or alone. You can get right on top of them before they’re able to react thanks to your Passive.


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

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

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


You are much stronger than Sylas early. Invade him and try to fight him in the 1v1. Make sure you apply as much pressure as possible by often gauntling in the beginning of the game. Remember to take these goals. Unlike Sylas, you can solo these goals quite easily. If you see Sylas gaunting nearby, don't be afraid to counter the gank.


Once your lower track turns towards the middle 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.


She should focus on securing the peaks during this stage of the game with a fully stacked Passive and Q. The setting up of several death brushes is her key to success during this phase of the game. In the middle of the game, she is powerful whenever her Ultimate R is in place. Roaming to over-extension of the enemy tracks with her Jungler and the glove of the pushed enemy tracks should give her a massive lead. At this stage, Annie will have her basics. This simply means that every squishy target on the map should be afraid of Annie and her ability to un-shot if they are facing a random brush.


Yasuo is really strong once he has 100% crit chance. Thanks to his Passive, he can get to this stage quite quickly.

Once Yasuo is level 6 and unlocks his Ultimate R, his kill pressure increases. You should play respectfully whenever his Ultimate R is up as he can quite easily kill you.

Yasuo is really good in team fights if he is picked in a team with multiple knock-ups. Avoid grouping too closely otherwise, he could get a 5 person Ultimate R off.


At level 6, Mordekaiser’s kill pressure increases. Whenever his Ultimate R is up, you need to play more respectfully.

Mordekaiser has a strong all-in potential as soon as he hits level 3, but before that he can be poked out of the lane. Abuse him as much as possible before he hits level 3.

Team fights are where Mordekaiser can shine. If you’re a carry champion, make sure you invest in a QSS so you can get out of his Ultimate R.


At level 16, Ezreal will put the third point in his Ultimate R. He will deal a lot of burst damage to anyone who is hit with it in the late game.

When Ezreal is coming to completing his build, he will have incredibly low cooldowns on all of his abilities. This is good for him as he will be able to continue to poke and harass the enemy before a team fight occurs. Also, his E will be on a short cooldown which allows him to escape skirmishes easily.

Ezreal is great in the mid-game, but he does start to fall of in the late game as it will be harder for him to kill tanks.


At level 6, Seraphine will unlock her Ultimate R. This makes her more than one threat and she will be able to install her Jungler quite easily. Seraphine is good in the team fights thanks to her Ultimate R. Avoid regrouping closely so that she is unable to get a powerful Ultimate Roff. Once Seraphine has finished her first element, her Q damage will increase and her threat to kill.


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


Diana is really good in team fights because her Ultimate R is a great AOE tool. She is really good in team fights. Diana is 1v1 potential throughout the game is very high. She can 1v1 most enemy Junglers to win an early advance. Maybe one of the best flankers in the game. She can pull out the enemy rear line almost instantly during a team fight if she is left unchecked.


Stay with your team at any time in the end of the game. Do not divide the thrust or run away from your team as the enemy will use the number advantage to start a team fight. Make sure you are always standing towards your team's front at any time. Reposition and stand ahead as long as possible. In team fights, stay towards your team's front to absorb the damage. But, peel for your team with your Q and focus the enemy that is the greatest threat to them (or focus the enemy backline if the enemy front line is weak) to keep them alive.


Camille can’t really start trading too well until level 4. Once has unlocks all of her abilities and has multiple points in her Q, she can start to trade.

Camille’s next power spike in lane is when she unlocks her Ultimate R. It offers her a lot of kill pressure and is good for setting up her Jungler. If you can’t make use of it in your own lane, you could roam with it to help your allies.

Once Camille has completed her first component item, her ability to trade with the enemy will intensify. Don’t be afraid to look for more fights after your pick up your first item.


His E allows him to CC key targets but has a long cooldown early on. Fortunately, he will not have this problem during the late game and will now take down many enemies with his E.

Adding another point to his Ultimate R will give his empowerments more overall strength. It can be convenient when taking neutral objectives and fighting enemies who rely on diving and locking Heimerdinger down.

Heimerdinger will have many items now, and his abilities can easily one-shot enemies if they are not careful or if Heimerdinger sets a death brush somewhere. He can also take on the Baron singlehandedly.


Rumble deals more damage when his bar is over 50%. Be cautious about taking trades when it is above this amount. Although, if you can bait out his bar and make him overheat- he will lack ability damage.

Once Rumble has his Ultimate b, his kill pressure increases. Do not underestimate his all-in potential with his Ultimate b. If he uses it on you, try to retreat as his Jungler might be trying to gank as his Ultimate b is a good gank setup.

Rumble is strong in team fights so expect him to be grouping and looking for picks with his Ultimate b during the mid and late game.


His first ability will be maximized at level 9, which will help Graves to strengthen his overall break-up of damage in the Jungle. His clearings and ganks will be more effective accordingly. Due to his articles, he will have a lot of pressure to kill during the middle of the game. His e and e will also allow him to catch the out-of-guard enemies, and he can kill them very quickly because of his passive. At level 11, Graves will have two points in his ultimate t. This means that the potential of this ability to finish the ill-health enemies increases considerably, especially if it goes for the construction of the lethality.


You are extremely squishy and hence are really weak to all-ins from the enemy team. The danger increases when you don't have your Ultimate R ready.

Due to your soldier positioning mechanic, any enemy champion who has a dash, or some other form of mobility spell, can prove to be a really hard target to catch out and kill for you.

Your own mobility can turn out to be a weak point for you. If the enemy manages to bait out your R in an aggressive way and then the enemy Jungler shows up for a gank, you will have a really hard time getting out of the situation without your Ultimate R.


Whenever the enemy wave has been cleared and the wave is pushed into its turn, it can easily use its Q and E to run the enemy down. The slow Q will allow it to catch up with ease. Its Q should allow it to avoid the ganks with ease. Combined with the R speed, it is relatively difficult to kill during the early match unless it pushes completely up. Unlocking its ultimate R gives it a peak of power. The health gain makes it almost impossible for him to die. The bonus movement speed will also allow him to catch up his target or escape a gank.


Lissandra is very good at level 6 as her Ultimate R increases her kill pressure. She can also set up her Jungler easily with her Ultimate R.

Lissandra reaches her true potential when team fighting as her Ultimate R and W are both AOE. Her Passive can also reak havoc in a team fight.

Once Lissandra has completed her first item, her wave clear will be very strong. You need to make sure you match her damage and push the wave back to prevent her from roaming.


He is pretty intense early on and can burst down enemies by going for regular trades against them. His W should help him a lot during this phase of the game.

The first item component will increase his overall capability to fight and survive. His W will hit like a truck now.

Level six is a massive power spike as it allows Sett to pick off one enemy and separate them from the team. He will want to suplex a tanky enemy into the enemy team, though


Keep poking Nautilus with your p and 2 in this matchup. It will prevent him frrom looking for an all-in on you.

Never charge your p out in the open. Failure to follow this instruction will pretty much get you killed.

Counter-roam at your own risk in this matchup. Never walk in face first into the fog of war just because you saw Nautilus roaming.

Keep the wave in the middle of the lane and see if you can keep the lane brushes warded at all times for maximal effectiveness.


Zac is pretty good in the team fights at the end of the game, especially if he manages to get a flank on the enemy. Another reason why it is so good is that he can easily bypass the vision and catch the out-of-guard enemy. Zac will be extremely tanky during this stage, and the enemy team will have a hard time to kill. This also means that he can act as an engager for a team and then come back to peel for his portages once the engagement is over. Once he gets three points in his Ultimate R, he will be able to use it frequently and cause a lot of damage to the enemy team with a boost. He should be able to catch the out-of-guard enemies easily, especially when using the war fog.


Play safe in the early game. You need time to come online and if you fall behind, you will struggle to lane and you will delay your first major power spike.

Focus on power farming and minimizing trading until you’re level 6. Once you unlock your Ultimate k, you can start to be more aggressive.

Once you’re level 6, you can look to play more aggressive as you can use your Ultimate k as a trading tool and something to fall back on.


When no team fights are occurring, put yourself in a side lane and look to split push and farm side waves. Watch what your team is doing in case you need to move to help them at all times.

Delay team fights for as long as possible while you try to harass the enemy with your long-ranged r and auto-attacks.

Use your Ultimate R defensively in team fights. Use it to protect yourself and your allies from the enemy frontline/assassins.


Do not fight in the late game unless your Ultimate R 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 a lot of potential kill pressure.

Your Ultimate R 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.


Focus on farming and hitting level 6 as quickly as you can. You need to hit level 6 as fast as possible to increase your ganking potential.

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

Try to secure objectives with your team. If you can, try to keep it warded at all times if you’re not in a position to take it yourself.


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

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

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


Whenever Karmas d is down, she is vulnerable to attack and will need to play safely while he is on cooldown. Karma is squishy, and if she seeks to fight when he is down, she will come worse than the enemy. Unlike most champions, Karma unlocks her Ultimate has level 1. This means that at level 6, she doesn't have as much pressure compared to many other Supports. Pre-6, it's not a problem however. In team fights, you need to make sure that you use your d on your allies and avoid using your Q. Using bad autonomy can cost you the team fight.


Beware of his CC as much as possible in this matchup. Do not do so can easily make you tease and kill. If he leaves the track, or if he goes out, look to push hard and get down Shen's tower. Additional gold will always help your team. Keep the wave near your turn. The enemy has no kind of sifting potential and can be easily exposed to the ganks. Shen must be thrown out before looking for an all-in. This way, even if he gets to all of you, he will die.


Shyvana is very weak pre-6, and you are much stronger than her. Go and invade her and try to fight her to deny her gold and XP.

Post 6, it will be harder to fight her alone, so keep this in mind if you want to play aggressively.

Try to gank as often as you can early. You’re much stronger than her and can get a lead just by being active on the map.

Don’t forget about Shyvana’s Passive. Make sure you take those Dragons away from her when possible.


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

Post-six, Sion gets a decent power spike as he gets a team fight impacting Ultimate R. It allows him to roam around and lane ganks other lanes as well.

The first item component will give a boost to his survivability and overall damage. He will be able to use his Q from the brushes to CC enemies and then follow it up with damage from the rest of his abilities.


Shaco has good control of the Dragon in the early game. Be sure to keep it guarded at all times so that you can spot it before it takes it. Its duelling power is pretty good in the early game. Think twice before fighting it especially if you are spotted as it can place a box x behind it and use try to chase it down. As a laner, keep the bushes straight out of the earned way.


When your team isn’t looking to fight, split push and apply pressure elsewhere on the map.

Avoid team fighting during the mid-game unless you have your Ultimate R up. When it’s on cooldown, you’ll miss out on a lot of sustain and damage, so it’s vital that you play around this abilities cooldown.

In mid-game team fights, look for picks by flanking the enemy backline. If you’re able to get on to an enemy carry, you will increase your chances of winning a fight.


Zed has an effortless time killing anyone who is wandering alone in the rift. He can also set up tower dives on squishy bot laners quite frequently. He just needs to shove his wave in before roaming.

At level 11, Zed will have two points in his Ultimate R. This means that his one-shot potential will be increased massively, and he will be able to destroy isolated enemies with ease.

At level 9, Zed will have his first ability maxed out. This means that he will be dealing tons of damage to the enemy target, mainly if he uses his Ultimate R on someone.


The middle of the game should be focused on getting your basic elements as quickly as you can. It will amplify your damage or your ability to absorb damage depending on your construction. Always look for flanks during team fighting. This will help you separate the enemy rear line from the front line and you will be able to remove the squishes from the fight quickly. Your Ultimate t can really help you during the fighting, especially if you manage to enter the enemy rear line and Ultimate t kill a major port.


A few points in her Ultimate and her Maxed out Q will mean Bel’Veth is starting to really come into her own at this point of the game. She will be able to threaten enemy teams a lot more now as long as she avoids big hard hitting CC.
Bel’Veth early teamfight potential with those Void Coral consumptions and her True Form is where she really starts to shine. Her enemies also won’t quite have the itemization to deal with her this early into the game so she can really benefit from her high attack speed and mobility.


Nami has a lot of poke thanks to her W and E. This can allow her to bring down the enemy and win trades with ease. She can also use her W to heal if a trade goes wrong. A lot of pressure to kill in the laning phase and in the middle of the match with her Q and Ultimate R. This makes her a huge threat in team fighting. Can keep her allies surmounted by HP thanks to her W and the items she will pick up. This increases her allies' ability to inflict damage and survive team fighting.


Once you have some levels under your belt, you can start playing aggressively and looking for aggressive parts. You benefit from extended trades, so try to go for them frequently. When you touch level 6, you have to play a little safer because you don't have an ultimate G, unlike all the other Top laners. Play respectfully and stay within maximum range while harassing the enemy from afar. Use your s to poke the enemy as often as possible. Use your base attacks in conjunction with this ability to get the low enemy.


Her E and Q bring down turrets a piece of cake. Avoid letting her get free blows on your turret as the tower trays will give her a golden advantage over you. Avoid prolonged exchanges with Tristana every time her E is on you. The more she hits you with self-attacks with- the more damage you will take. Tristana will often use her W aggressively. If you are strong and have good all of it, you could try to trade with her and use her bad position to kill her.


Three points in his Ultimate c will give him a huge peak of power. The ability will increase frequently, allowing him to secure peaks when possible. His life will fly and damage during the end of the game will make him really good in team fights. He will just need to maintain an appropriate positioning and use his s & e at the right time. He will have several articles during this phase of the game. He will allow him to flatten tons of damage.


The effectiveness of Rumble's is greatly diminished when its passive is not half filled. The enemy can try to exchange freely with him during this point. He is rather squishy and vulnerable when his r is on cooling. This also applies when his weapons are overheated, which provides an opening for the enemy to all of him. Due to his immobility, a freeze can completely ruin his laning phase. This will make him inclined to ganks and will not allow him at all to CS.


When Trundle activates his n, backs off immediately. He will become much more tankier and your tanks will be weak. Re-engagement when his Subjugate Subjugate n has cooled. He has great potential of choice in the middle of the match with his e. Avoid standing too far ahead that he can push you towards his team and then all of you. Poke is your best friend against Trundle.


Good compositions compared to the team with many shields. Its E allows it to escape sticky situations and to get away from the ganks easily. Zéris versatile. It can either go AP or AD according to its team needs.


He gets a significant peak of power at level 11 because of his access to his level two Ultimate e. Damage is significantly increased, mainly if he managed to buy some items with it. At level 9, his 1 will be maximized. Anyone taken by Karthus will take a large piece of damage and probably die even if they are isolated by Karthus. Karthus can control much of the track during the middle of the game and choose enemies with his varied abilities. He can even slow down enemies with his wall, allowing his team to collapse and initiate fighting.


Kennen’s power spikes depend heavily on the items he buys.

At level 6, Kennen will get access to his Ultimate m which is a great tool for him as it increases his kill pressure and his ability to trade with you. As soon as he activates his Ultimate m, run away.

Kennen is really good in team fights thanks to the AOE damage on his Ultimate m. Try and avoid fighting in tight spaces as Kennen will be able to deal damage to your whole team at once. Group but do not group close together.


Look for extended trades whenever possible. Gragas relies heavily on his abilities to deal damage, but if they’re on cooldown he cannot really do anything except for auto-attack. Go for extended trades when one of his abilities are down.

Gragas can tease an engage when his Body Slam E is up. Try and stand behind or near minions at all times. However, do not stand too close to them since the ability does have an AOE and if you’re close to them, you’ll be hit by his E.

If Gragas uses his W, it’s because he wants to do something such as setting up his Jungler or going for a trade. Play safer for a short period of time whenever he uses his W.


Rammus is a very weak game. It has an unhealthy first clear and cannot fight the enemy Jungler if it is invaded. Avoid fighting in a 1v1 at the beginning of the game. Relys on his allies to follow when he ganks. As it lacks damage and is a tank, it cannot do so much and rely on his allies to extinguish the damage. Unfortunately, as we discussed, Rammus lacks damage. This means that if his allies are behind, the probability of winning battles will be reduced. While you will be tanky, these tanky stats will mean nothing if your team really quickly dies.


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

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

After your bot lane has moved to the mid lane, rotate to the bot side of the map or somewhere else on the map so you can continue to farm and gain XP. Do not fight anyone unless you have an advantage over them. Continue to get XP and gold.


Once he goes in with his E, he can’t get out due to his E being on a very high cooldown initially.

If his Passive is down, he can’t play as aggressively due to the threat of him being killed. This is applicable for early to mid-game fights only.

Teams with lots of CC and disengage tools are really good against Zac. He struggles to get onto targets, use his Ultimate R and make use of his Q when the enemy has escapes/ or CC.


Move towards the medium track and stay with your ADC in the medium track or shake hands with your Mid laners to prevent the enemy from taking the medium track level 1. Make sure to place the vision around the nearby tracks and targets. If you can spot the enemy moving around the map, your team may be able to collapse on them and get a free murder. Avoid moving too far away from your allies at any time. If you get caught out, the enemy may be able to take a nearby goal like Baron, Dragon, a tower or even win a 5v4.


Ahri is rather weak in the early game. Look to poke and fight her during this time to get a good start from the get-go.

Post-6, Ahri has a lot of chase potential thanks to her Ultimate.

Do not overextend when you’re low as she can easily kill you and set you behind. Once Ahri has completed her first item, she will deal a lot of damage and be able to push the wave/ fight more frequently. Keep this in mind and respect her all-in damage.


Very mobile with its e et t which allows it to emerge from sticky situations with ease. This makes it a threat to the enemy rear line. Its Ultimate e can allow it to easily execute low-health champions. This becomes really valuable in a team struggle. It has its own form of CC on its r which, when combined with its dashes can allow it to land a multi-man stun. This will allow its teammates to follow the set.


In particular, if you are behind, use your Ultimate t aggressively and then back off and help your team. Continue looking for choices in the end of the game and then use the number advantage to call Baron or force a fight while it is 5v4. Play around your Ultimate t. Avoid fighting unless your Ultimate t is up in the late game team fights.


Anivia doesn't have a peak at levels 2 or 3 like most champions. That's because she's weak in the early game and needs a lot of time to come online. But, that doesn't mean that landing a t will not be impacted. Once Anivia has finished her first component, her pressure to kill and the ability to trade with the enemy will increase. This is not a bad option to play a little safe early and then play more aggressive after your first back. When Anivias Egg is down, you have to play a little safe and avoid overextend. You are an easy target for the ADC and Support enemy if you overextend while it goes down.


At level 16, Fiora will put the third and final point in her Ultimate R. As it will be grouped during this stage of the game, the great cured AOE will be very useful for her and her team. Fiora is very good in the last game and as long as she hasn't fallen behind previously, it should be really good at this stage of the game. A complete construction Fiora is nothing to fuck with. The more articles and the more gold that is trodden in you- the more your chances are to win.


Flank in team fights to get on key targets with your W. Avoid showing yourself when possible in the late game as the element of surprise can provide a huge advantage.

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.

Group with your team in the late game. Do not split push or leave them alone when the enemy is grouped as 5. If your team gets engaged on, they will lose the fight.


Harass the enemy throughout the laning phase with your p and 2. Your goal is to constantly harass the enemy whenever possible and get murders. After destroying the tower of the lower lane, turn to the medium track and try to take this tower. This will open the map and give your team a gold advance. Poke and harass the enemy Mid laner and force them away from the goal to make it easier to secure the tower of the medium track. Every time your Ultimate 2 is up, try to use it on enemy travellers to get their weak health. Ideally, harass them first before using it to make it easier for you to kill the enemy.


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


Try not to use your Q in the middle of the way to make sure that you can regularly launch several pellets of your Q. Your C will be convenient during this phase of the game. Don't forget everything in the enemy out of sight for maximum efficiency. Your ultimate R will allow you to ride around much more in this game. It will allow you to prevent enemies from entering crucial points such as neutral objective pits or separate enemies.


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.


Taking someone quickly will give you a huge advantage. As the enemy gets in position and prepares to group, someone can be isolated or alone (or they can be too far ahead). Pull on the trigger and use your ultimate R to collapse on them. Look to group your team in the last game. Regrouping is important because you won't be able to impact the team fights if you're far from them- even with your ultimate R because it takes some time to get in position.


If you meet Lee Sin at the beginning of the game, make sure to avoid his e if possible. If he is able to land him, he will probably surpass you. Try to disengage if he lands his e, or engage if he misses it. Lee can easily secure goals like the Dragon or Rift Herald on his own. Try and keep these goals kept when they are standing, or try to take them before he has a chance.


At level 9, Dr. Mundo maximizes his E. His ability at 1v1 the enemy Jungler, or 1v1 any track champion, will be very high. Don't worry about the 1v1 champions if you're ahead. In the middle of the game, Dr. Mundo should have completed some basic elements. As every article he buys offers him defensive statistics, he will be very tanky throughout the middle of the game. He should be a giant threat in team fighting. At level 11, Dr. Mundo will put the second point in his Ultimate R. The additional regeneration of health combined with his overall tankesse will be very difficult to manage in the middle of the game. He will be incredibly tanky during this stage of the game.


At level 16, you’ll put the third and final point in your Ultimate. You will be rather strong and your all-in potential will be high.

In the late game, you’ll start to fall off a bit as teams will be grouped so you need to play with your team. The enemy grouping together will reduce your chances of getting picks.

Naturally, you’ll have many items completed, or are full build at this stage of the game, so you should be able to deal a lot of damage and survive fights.


You're quite immobile which can make you a prime target for chain CC and assassins. You rely on extended trades, so taking you out quickly will give the enemy team a huge advantage (especially if you have your Infernum W up when you die).

Some weapon combinations are really bad on you and don't synergize well. This can lead to periods where you can't retaliate as effectively as your counterpart. Avoid fighting until you get a favorable weapon combination.

You are item reliant during the mid-game. If you are camped constantly early on, you won't be able to farm freely and will have a hard time as the game goes on. Also, the enemy team will look to fight you when your Ultimate R is down, so be very careful about initiating a fight during this time.


Heimerdinger can take objectives really fast in the late game thanks to his Turrets Q. Be prepared to make the call for them as you can often cheese them for free.

Look for picks with your E to start the fight. If you’re able to CC the whole enemy team, you will give your team a good chance of winning the game.

Continue to peel for your allies to keep them alive in fights. You’re good at peeling, so you should do so in the late game.


Its level eleven is not too good because it does not give it much statistics. The Ultimate e in itself will be convenient, however, and Trendamere can use track brushes to catch the enemy by surprise. Trendamere is really good at the split thrust due to its kit. It allows it to 1 v 1 targets with ease while making sure that it can escape in time if the enemy team decides to collapse on it. It can roughly duel any enemy during this stage of the game.


Its gaming environment is decent because it will have its basic items, and it will be able to level tons of damage. The whole brand must do is hit its abilities on the enemies during a fight. Brand should melt through neutral goals and enemy champions at the same time. Therefore, taking fights around neutral goals will be one thing Brand should follow. Its ability to cause chaos with its Ultimate R will really help. Brand should take care of its positioning during this phase of the game. It will be a primary target to be CC'd and chosen by the enemy team, so it should work with its Support or tankier teammates to define the vision around the card.


Avoid fighting in tight neighborhoods like inside the jungle or around a goal. This will make its Ultimate R much less powerful. With that said, when the group tries not to get too grouped together so that it can't bounce its Ultimate R between several champions either. In the final stages of the game, Brand will go and watch alone goals. Use this to your advantage by setting up an ambush and shoot it down before a spawning goal. Brand will try to inflict a lot of damage and delay a team fight for as long as possible while brewing.


Diana has a unique playstyle when it comes to farming and trading during the early game. Her s has a strong impact on the wave and she will tend to push the wave with it. Try to engage and fight her when her s is on cooldown.

Diana is dependent on landing her Q for the all-in. Try to back away if she lands it to reduce her chances to follow up with her t and trade.

She is a melee champion that struggles against ranged champions. When playing as a ranged champion, use your abilities and auto-attacks on her when she moves forward to last hit.


Wukong’s level 3 is quite strong. Once he has all his basic abilities, he can look for a favourable trade.

Once Wukong hit’s level 6, his kill pressure increases dramatically. Expect him to look for kills once his Ultimate n is up.

Wukong is strong in mid-game team fights thanks to the AOE knockup on his Ultimate n. Expect him to look for fights by attacking from the side.


It is important that you avoid using your r and m too often. Make sure to switch your r effectively to avoid running out of mana. Team fighting can be difficult for Aumu as you are inclined to disengage, poke and CC. Be prepared to flanculate in team fighting to make it easier for you to catch the enemy out of position.


Focus on early farming so you can get your first item as soon as possible. Save your Severum ammo if you can as the r will be useful for trading in the way if your Support triggers a fight. You can play around your Support/Jungler and set for them with your Gravitum r. At no time, if you get too close to the enemy (even if they are CC'd). When it is equipped with the Infernum, you will become a gank target because you will automatically push the wave. Do your best not to let this happen and ask the Support to clear the wave evenly so that you can grow properly.


His e, when combined with his increase in attack speed is a strength to count with. He can get several early murders with this combo (and decent support if he is ADC). When in the jungle, the Red Buff can amplify the effects of this combo. His Ultimate c and Passive allow him to shred through the enemy team with ease when they find themselves grouped. This gives him a very strong advantage in the choking points. He can use his s to scrutinize and fix a vision for his team too.


In team fights, Akali will look to dive the backline and take out the squishiest champions first. As soon as she engages, try to lock her down with CC/ peel her away from yourself and your allies. CC is your biggest friend when it comes to beating her.

If Akali engages and is hidden inside her W, back away from the Shroud until it’s disappeared. This will make it much harder for her to fight and survive if she cannot hide within it.

In the later stages of the game, try and stay as a team and try not to wander the map alone. Akali has a ton of burst and can easily assassinate squishy targets that walk alone.


Its early play is weak because it lacks a reliable range, and its kit is based on the enemy's wrong position in the track. It will have to play it safely and use its Passive widely. Level six is a pretty good tip as it can now disrupt fighting with ability. It can also extend the CC to an enemy if necessary or use it defensively in some cases. The first element will allow it to inflict more damage and to survive easily.


Varus has a good selection potential with his Ultimate R. Avoiding too extensive or being within reach of him when he was sitting in the middle track as he might be looking to start the fight. Choosing Varus before a team fight is very effective. Bursting is one of the best ways to do it because he is rather squishy and still because of the lack of a dash or ability to escape. Varus will try to delay a team fight as long as possible while harassing with his Qs and Es.


During this phase of the game, you should try again to save your portages from evil, especially during the fights where they can be flanked and killed. Your E is really effective around bottlenecks, so make sure to try CC several enemies with it sometimes. This should be quite useful if you can use the fog of war with it. Choose a high priority target that you want to protect during this phase of the game. Make sure they survive anything so that you can easily win team fights and get an advance.


Once Taric gets 3 points in his Ultimate R, he will have a really easy time fighting with enemies. The brief period of invulnerability can easily win Taric's team the game.

Taric is quite decent in team fights. This is mainly because of his Ultimate R, which allows him to defend high-priority targets while the enemy team takes damage.

Taric is also quite tanky during this phase of the game because he will have many items now. This will make him an effective peeler for his ADC and his team.


Avoid extended trades with Sett early. He has a lot of physical damage and will win most auto-attack trades. Keep this in mind when trading with him.

At level 6, Sett’s Ultimate R is pretty strong. Do not overextend or stay on low health in the lane as he can easily kill you or set up his Jungler.

Keeping the minion wave closer to your side of the map early on will reduce Sett’s ability to get kills and win lane. If you’re not very strong in the early game, default to keeping the wave on your side of the map.


After Syndra’s first back, she will have a lot of pushing power. Make sure you match her damage on the minion wave so she is unable to get early plates and roam priority.

Syndra’s E has an incredibly long cooldown. If she uses it to trade with and misses, use this timer to play aggressive and poke her down.

Post 6, if Syndra has lots of balls on the floor, do not commit to a trade as her Ultimate R will deal lots of extra damage. Commit to trades when she has no balls on the ground.


You should look for early duels with Dr.Mundo, as your E will always give you an upper hand in this matchup. Amplify the dueling potential with a Grievous Wounds item.

Your Passive should let you detect Dr.Mundo with ease. This will be really helpful when it comes to letting your teammates know about Dr.Mundo's whereabouts. It will also let you deep ward the enemy jungle safely.

You should have an easy time trying to gank enemies with your E as it can allow you to catch them off-guard and burst them down. Just make sure that Dr.Mundo is not nearby; else, you may not be able to pull off the gank successfully.

During team fights, always try to target the enemy backline and kill at least one enemy's carries. It will also let your team deal with Dr.Mundo efficiently should he decide to go in solo.


Avoid grouping to closely as it may allow Sett to get a multi-person E off which will help his team win the team fight. Splitting up slightly will be better for you in the long run.

Do not walk too far forward when sieging an objective as Sett may use his Ultimate R to pick up the closest champion and launch them into their allies behind them. If you’re grouped together and in line with one another, it will be harder for him to do this.

When no team fights are occurring, Sett will put himself in a side lane and try to split push. When he is alone, you could look to either pick him off or start a team fight with his allies when he is unable to help them.


Taric will look for cheesy plays in your jungle to get kills. Watch as you walk into your own jungle so he doesn’t take you down quickly.

He can start ganking really early on. Make sure you place wards around the map to spot him before he can get his allies ahead.

Take the Dragons as often as you can! He cannot take them easily alone, so if you can take them before him, you will be helping your team alot.


It can even duel enemy champions due to its mobility e. Extreme mobility allows it both to avoid sharp skills, and to play defensively at the same time. This can be extremely heinous for the enemy, especially when Vayne uses her Ultimate n. Her s is a real game change for her because she can use it to win trades extended against other langers. It also allows her to cut through tanks.


If he has a commitment support, his level 2 will be very strong as he can use his W to CC chain with the help of his support. When Jhin gets 100% write damage, his trading power will increase considerably. Always keep an eye on the articles he currently has and avoid fighting him alone if his articles are better than yours.


Try to place your young trees in the track brushes and take control of them. This will help you a lot when you try to all-in enemies and pick them up in the enemy jungle. You should start to glove at level 3. Your W and Q compensate for some excellent lock and CC, while your E can distribute some damage to the target. Getting your Ultimate R will be a massive peak in the game. This is important for the rest of the game, and you can easily catch enemies and launch team fights.


During the mid-game, split push and apply pressure to the edges of the map while your team applies pressure elsewhere.

Illaoi is very strong in team fights, so it’s recommended that you find opportunities to group with your team. In particular, you are good around objectives and inside the jungle.

Delay team fights for as long as possible. This will provide time for your Passive to kick in and for you to get some tentacles down.