Your goal in the early game is to gank as often as possible to get your allies ahead. You are a strong early game Jungler, so make sure you try to exploit your early advantage.

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

Find a healthy balance between ganking your allies, farming your jungle and securing objectives. Make sure you do not fall behind in XP by trying to constantly gank.


Try to gain an early advantage by playing aggressive and blowing an early Flash. Kassadin is at his weakest during the laning phase and is highly abusable.

Post level 6, if you have any CC abilities, do not use them unless his Ultimate k is down as he will use their cooldowns to play aggressive and trade with you.

Kassadin lacks wave clear in the early game. If you can keep the wave closer to your side of the map early on, it will be very difficult for him to farm or break your freeze. If he does walk up to last hit, you can look to trade with him.


He will focus mainly on cleaning during the start of the game. His e can easily be interrupted by any form of hard CC. This can make the lap divers risky and can get him killed almost instantly if he does not use the ability properly. Can't do a lot if the enemy team has just disengaged when his Ultimate R is active. Very sensitive to the CC, so if the enemy saves their CC for him, he will die.


Another point in his Ultimate R won't do him a lot of good either. It will allow him to rotate easily, but other than that, there is nothing much to it.

Ryze will have his core items now, which means he will be dishing out more damage than the early game. He has still not reached his final form yet, though.

Ryze will struggle during mid-game fights as his damage won't be enough to one-shot enemies. He will have to be careful about getting CC'd as well.


In team fights, make sure no one on your team is too far forward as Malzahar may try and catch someone out of position with his Ultimate R.

When sieging objectives or backing off from a fight, watch your positioning as you may walk into Malzahar’s Q which can be devastating to your health bar.

As soon as Malzhar focuses a champion with his Ultimate R, try to CC him so the channel is cancelled.


Group with your team in the late game. You will be needed in late game team fights.

Peel for your carries in team fights. It’s important that you focus the nearest enemy champion and focus who your allies are focusing.

Unless your ADC is behind, you could use your Ultimate R on them to keep them alive while they dish out damage. If you’re ahead, save your Ultimate R for yourself.


He doesn’t do well early on against ranged matchups as he can be poked quite easily from range. Regular poking will eventually get him killed if he stays in the lane.

He can outplay himself with his E if he goes in and mistimes the E duration. Crowd control is his mortal enemy, and he can be taken out quite easily due to his squishiness.

His Ultimate R doesn’t have a lot of width, which makes it really easy for the enemies to dodge it from range. This will require Yone to get close to the enemy team, which can put him in a vulnerable position.


Watching to hit right after Jhin uses his 4th shot as he won't be able to retaliate with cars until he recharges. During the fight with Jhin, avoid running directly back after a trade. Runoff on the side so it's easier to avoid the root of his W. His level 6 is good, but he can't really use it in the fight. If you have a Ultimate that can be used in a fight, you should win level 6 all-in.


Elise relies heavily on her Cocoon landing to initiate fights or ganks. If you are nearby, you can counter gank her as she doesn't have much to offer once her E on cooldown. Elise has a lot of bursting damage and can kill most champions solo in the beginning of the game. If you don't play a tanky champion or one with a heavy CC, try not to fight her on one. Her ability Reminder allows her to fall on any enemy target, including minions and neighborhoods.


Aurelion is quite vulnerable to ganks since it has to push the wave. But, it can use its W to escape from one. Make sure you don't waste your gap closer if it has its W or Ultimate available so you can catch it if it tries to escape. When Aurelion Sol pushes and wanders, make sure you ping as soon as it disappears. Try to push back the wave and start taking Tower plates if you are unable to match its roaming. Try and abuse Aurelion Sol, Q cooldown. Once it is down, it is very vulnerable. Look for favorable jobs when it is missing.


Varus is prone to all-in as he has no dash. If the enemy layers CC on him, he is going to die very quickly.

Varus’ only self-peel tool is his Ultimate R. When it is down, he can easily be all-in’d by a strong enemy laner.

If Varus falls behind early, he is going to struggle to get back into the game: regardless of his build.


Cassiopeia has a lot of pressure to kill in the middle of the game, especially once she puts 2 points in her Ultimate R. The reduction of the cooldown and the additional damage make her a huge threat during this stage of the game. Cass should have her tear stacked by this stage of the game. She will have a little endless mana pool once he is exhausted. At level 9, Cass goes max on her E. As long as she lands her Q, her brute potential will be incredibly powerful. Her all-in-in-fortune at this stage of the game.


Ekko's main source of damage comes from his liabilities. Avoid letting him stack his liabilities by escaping his Q and standing outside his range E. Ekko will seek to set up a W stun by walking out of sight. Be careful of this and wait a few seconds after he appears again before trading with him. Ekko will seek to constantly push the wave with his Q. Punite him every time he uses it for the waveclear by engaging in trades.


In team fights, Jarvan IV will look to lock down as many champions as he can with his Ultimate m. Make sure you’re grouped as a team but not grouped so close together that he can lock everyone in his Cataclysm m.

Jarvan’s gameplay is not very creative when it comes to fighting. Warding basic areas like bushes or chokepoints will likely spot Jarvan before he gets the chance to flank or gank.

If you can interrupt Jarvan in his combo at the start of the fight, it will be very difficult for him to get his Ultimate m off or escape after engaging. As soon as he runs towards you, either disengage or lock him down with CC.


At the moment, it should focus on staying alive and not making itself CC'd and take off by the enemy team. Fighting around the bottlenecks is absolutely necessary because Brand will be quite effective with its Ultimate R. The ability will have a fairly short cooling, which will allow him to win team fights frequently. He should work with his team and set up death brushes around the map. His ability to blow up squishy targets completely will make the team fights very unfair for the enemy team.


When it comes to securing an objective like the Dragon or Baron, never go for the 50/50. Because of Nunu’s Q, he will win every battle. Try to take the objective when he is dead or on the other side of the map.

Nunu is rather immobile when it comes to team fighting (once the fight has started). Lock him down with crowd control and kite him during the team fight so he is unable to be the frontline and get on to your carries.

Do not clump together when it comes to team fighting. If you stand close to one another, he will use his Snowball W to engage from afar and run into the enemy. If you are all close to one another- he might be able to get a 5 person knock up. Instead, group but not too closely.


His ability to kidnap a carry and then put them in a disadvantageous position allows him to flank enemies with ease. His tankiness prevents him from getting killed immediately.

His strength increases if he actively tries to clear wards and use the lack of vision to gank enemies. This is due to the amount of pick potential which he has in his kit.

Can take objectives quite easily. This includes the early void grubs and the Dragons. Keep them warded or secure them before he can!


During this phase of the game, you should rely on picking off enemies with your abilities. Work with your allies to achieve this and make team fights unfair for the enemy.

Remember to use your Ultimate R during neutral objective fights. You don't have to go indirectly, but your presence will surely effectively ward off enemies.

Your Passive empowered W will help you a lot when trying to all-in enemies and escaping unscathed. Just make sure you have enough stacks ready to use when the time comes.


At level 6, Yone will unlock his Ultimate R, which will allow him to set up plays with ease for both his Jungler and his team during any stage of the game.

Yone will get brief power spikes as he keeps adding points to his Q. This will allow him to go for short burst trades against his laner so that he may all-in them later on.

The first item component will bring significant improvements to Yone's trading in the lane. Depending on which component he gets, the effects will vary, but it will be good for him regardless.


Make sure you're still standing behind the minion wave so Karma can't use her Q on you. Stand behind the minions but not close to them because her Q is an AOE capability. When Karma uses her d, she will be vulnerable to attack. A good time to play aggressively is when she used to accelerate herself or her ADC up. Karma has her Ultimate has at level 1, so she will be strong enough up to level 6. If you're strong at level 6, you'll be stronger than she once you've both reached level 6.


It’s not impossible for Jarvan IV to gank at level 2 once he has unlocked his d and e.

Once Jarvan hits level 6, his kill pressure increases a ton as his Ultimate m is really good for ganking.

Jarvan is good in the early game and good in the mid-game too. The more gold he gets, the more he can do and the tankier he will become. Keep in mind that he will continuously look to gank in the early and look for fights in the mid-game.


Power farm up until level 6 when you unlock your Ultimate R. Once Evelynn hits level 6 she will become invisible and be able to roam around the map and dodge vision.

Once your Ultimate R is up, look to assassinate targets who are alone or low. This will increase your chances of snowballing and winning the game.

Avoid fighting in the very early game. You need time to come online, so focus on farming and surviving.


The longer the game is, the more stacked it will be. This makes it strong enough in the last game. When it reaches level 16, Cho=Gath will put the third and final point in its Ultimate t. It will be able to bite easily and execute enemies that are taken out of position by its team. According to its construction path, Cho=Gath will either do a lot of damage in late game fights or be incredibly tanky.


His Q can allow him to heal huge amounts of damage later in the game. This when he is combined with his passive, can allow him to heal as much during the first skirmishes. The Ultimate R can completely change the course of a fight due to making him everyone invulnerable. This is very effective on hyper-ports, or when against a champion who has an ultimate time (Master Yi for example). His W provides his port with bonus resistances that can be really beneficial in the long term because of usually not wearing any defensive items, especially in the lower elos.


In the late game, Brand will be near full build. This is a significant power spike for Brand as his damage output should be incredibly high. However, he needs to make sure he doesn’t get caught out in the late game or else he will not dish out any damage.

At level 16, Brand can put the third and final point in his Ultimate R. He will be able to dish out a lot of damage on grouped enemies in late game team fights.

Take note that while you will have a lot of damage, the enemy team should have started building defensive items to counter your abilities. Try to blow up targets that are squishy or who lack defensive stats.


Hit level 2 first and then use your level advantage to gain a significant health lead.

You’re weaker than them whenever they have their Ultimate up. If you’re at risk of dying, always recall at level 5 so you do not get killed when they hit level 6.

Think twice before using your dash in this matchup. If you dash forward, they could all-in you, or the enemy Jungle could show up. Look at whats happening on the map before dashing forward.

Kassadin is very good at roaming. Remember this and ping when they go missing so your other laners know they’re gone.


If you’re playing as a ranged Support, try to bully and harass Gragas as often as you can. But don’t over force it as he has a lot of burst damage.

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.


Jayce is really good at poking enemies down with his w > s combo. He can even one-shot targets if he is far ahead of the enemy team. This will allow him to create an advantage for his team before a major fight.

Once Jayce is full build, no squishy enemy target in the game is safe. This is because he can easily blow enemies up with his w > s combo. Sometimes a single combo is all it takes to kill a target (like a squishy support, for instance).

Jayce won't spike at level 16 either because his Ultimate G won't be providing with him a lot of raw stats, which other champions' ultimates offer them with. He will still have to rely on flanking and using the fog of war to poke enemies down. The greater the number of enemies hit, the better it is for his team and him.


If you play like a varied champion, try to harass and poke Zed down. Avoid excess commitment to harass him although minion damage does pile heavily. Invest in early armor when you play like a Mage to protect yourself from Zed damage. This will reduce his chances of killing you. Try to play the opposite side of the way at any time. This will make it difficult for Zed to reach you without using his W. Once he uses his W, go to the other side of his Shadow W so he can't get on you.


By this time, he will have his first significant ability upgraded. This allows him to garner much team fight pressure, and now he can take regular fights.

Another point in his Ultimate m will allow him to dish out a lot of consistent DPS and use the ability quite frequently.

At level 9, his y will be maxed out. This will let him clear waves in a jiffy and deal tons of damage to targets hit by it.


Try your hardest to win as much gold as possible. The more illaoi of gold wins, the harder it will be to manage in the later parts of the laning/game phase. Once you have level 6, you can look for an all-in or go for a murder. Try to make them low before doing it however. Poke the enemy as often as possible with your E and Q. If you can make them low and play around your Tentacle placements, your ability to get a murder in the way will increase.


His first ability will be maximized to level 9. This will give him a huge boost and allow him to easily blow up simple targets. Rengar is quite decent in a team struggle, especially if he manages to use a brush frequently. His burst damage will allow him to get rid of enemies quickly. Several points in his Ultimate R will allow him to use the ability quite frequently. This means that he can both zone out of enemies or secure picks as needed.


The danger increases when you don't have your ultimate R ready. Because of your soldier positioning mechanic, any enemy champion who has a dash, or other form of mobility spell, can turn out to be a really hard target to catch and kill for you. Your own mobility can prove to be a weak point for you. If the enemy manages to bait 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.


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


Amumu’s team fight presence is very strong. Do not group too closely as this will allow him to get a multiperson entangle with his Ultimate y. Do not fight inside the jungle either for the same reason.

Try and start a team fight as soon as the one before has ended. Fighting when Amumu isn’t there or when his Ultimate y is on cooldown is a surefire way of winning the next fight.

Spreading out the map and split pushing is your best bet as a 5v5 team fight against a team with Amumu doesn't usually end well. However, if you’re teammates are squishy and prone to get caught out, you’ll need to group.


Shen wins the pressure of the global card when he unlocks his Ultimate R. Follow him and play accordingly because he can influence a gank or fight in a way once he rises. His post-level 3 ganks are pretty good when he unlocked his taunt E. Shen. The choice of potential in the middle of the game can be devastating enough to play against.


Velakoz's first major power peak is once it reaches level 6 as its Ultimate R offers him tons of pressure to kill. Velakoz is really good in team fighting thanks to the damage of poke and AOE of his abilities. Try to fight when he is not there or when his Ultimate R is down. Once Velakoz has a few points in Q, he will do a lot of damage if he is able to land them regularly.


His W allows him to engage upon a group or enemy champions, or a single enemy champion with ease. This is really beneficial if he can land it from out of vision and then use his E to dash into the W circle to guarantee the stun.

His burst damage is not to be ignored as the game goes on. This is especially true when he happens to be ahead in the game. He can quite literally take the enemy backline out in one rotation of spells, if he manages to W E onto them.

His Ultimate R is the most powerful ability in his kit as it allows him to undo his mistakes, especially when he chooses a bad fight or fails an all-in. As the game goes on, the cooldown of this ability becomes shorter, allowing him to do whatever he pleases as long as he has his Ultimate R up.


At level 9, Ashe will have her y maxed. This is an important power spike for Ashe as she can use it to poke the enemy down before her team commits to a team fight.

When Ashe hits level 11, she will put a secondary point in her Ultimate w. Her Ultimate w will have a short cooldown and she will be able to look for picks frequently throughout the mid-game.

Ashe should’ve completed an item or two during the mid-game. This makes her a huge threat in team fights as her damage output in conjunction with her poke can be devastating to deal with.


Qiyana’s team fight presence is huge thanks to her Ultimate R. Spread out and do not fight in choke points like in the jungle or under a tower to reduce her usefulness.

When no team fights are occurring, Qiyana will split push. You can use this as an opportunity to engage on her team when she is unable to impact the fight. Keep an eye on her though and be prepared to recall if she is getting close to your tower.

Burst and CC are your best friends in a team fight. As soon as she engages, try to lock her down with CC and burst her down so she is unable to dish out tons of damage and kill your teammates.


Anivia is a very mana-hungry champion and will need blue buff as often as possible. While she is low on mana, use this as an opportunity to deny her farm.

When you’re roaming around the map, make sure you keep an eye on the minion wave in mid. Anivia can push the wave very fast and you’ll lose a lot of Tower health if you’re gone for too long. Try and roam while she is in base so she can’t take your Tower.

CC is your best friend against Anivia as she is squishy and immobile. But she does have tools to defend herself like her t and e. To make locking her down easier, try to flank her rather than running directly at her to make it harder for her to escape.


Morgana is good at level 6 when she unlocks her Ultimate R. Until then, her death pressure is not the best, but it increases once that ability unlocked. Once Morgana has Zhonyas Hurglass, her survival in team fighting will increase. Try to fight her when her Zhonyas is downstairs, so she is unable to defend herself. When Morgana has her Blackshield E available, it will be difficult for you to kill her because he can block CC and damage.


During the level 3 fight, be careful because it may not be in your favor at 1v1 it. Always be ready to step back if the situation seems risky. Counter-gang is an effective strategy against Taliyah. It has limited options once it engages in a gank, so try to counter the gank as often as possible to turn the tide in your favor. Taliyah excels at the game start gang. Place the strategic vision around the map to spot its movements and anticipate its ganks before they happen. Keep in mind that you become stronger than Taliyah at level 6, especially when you gang. Use this peak of power to your advantage in engagements.


Once you get your core items, you should look for skirmishes all around the map. Focus on ganking the pushed-up enemy lanes.

When going for neutral objectives, make sure that you get rid of the enemy Jungler with your o and auto-attacks. It will ensure that you don't mess up a smite.

Fighting in chokepoints should help you a lot during this phase of the game. Work with your Support to set vision around the map to know where you can catch the Jungler off.


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

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

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


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.


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

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

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


If they invade you early, just back off. This is especially true if they are ahead, as you will not win early fights with them.

As they will be ganking often in the early game, you need to make sure that you are also looking to gank as often as you can and abuse your E.

Focus on securing those objectives. You must take Rift Heralds and Drakes whenever you can!

Track him with vision and try to counter his ganks. Skarner is a good counter ganker.


Falls off like a truck if the game goes on for too long. During the late game, champions start building defensive items which don’t allow Shaco to immediately assassinate someone.

He is quite squishy, and is quite prone to getting killed if CC’d when his Ultimate l is down. He will need to play around this ability in order to succeed.

Not a good pick against tanks as it would involve him changing his build and going up close and personal to those tanks. This is not very ideal, especially against experienced players.


Heimerdinger is good at level 1 if he has 3 Turrets Q down. Every time he has 3 Q laps up, he will always be a threat. At level 6, when Heimerdinger unlocks his Ultimate R, he basically gets 3 new abilities. Take care trying to fight him as he could just use any of his abilities to trade with you.


You will want to look for regular exchanges with Warwick. Your W and E should allow you to win fights easily. Once you get your ultimate R, you should be able to all enemies regularly. You can even be able to gank other ways than and when possible. Getting your basic items should allow you to fight much easier and support yourself in the way. Your Q will really be beneficial for you to ensure survival during the biggest fight.


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


His E is quite short-range that makes it difficult for him to land this clear vision capability. This can hinder his all-in-hand potential. If he uses his W and Q with negligence, then he and his team will be in a really disadvantageous position, and will let themselves down quite easily. His Ultimate R has a very long cooldown and will force him to lose priority almost instantly.


During the mid-game, you will want to switch lanes and use your E with extreme discretion. Also, please make sure that you use it on the proper terrain else you may end up landing right into the enemy team's lap.

Getting your core items should help you a lot and will make your Q hit like a truck. Make sure you use it regularly along with your charged attacks.

Although you are mobile, make sure that you don't chase an enemy into their Jungle. You are still an ADC and need to help your team win fights rather than chasing with your E.


Another point in his Ultimate a will increase his dueling potential and allow him to be a looming threat all around the map.

He will have multip items during this phase of the game. This means he will deal a lot of damage to the enemy, and squishies will have a hard time against him.

His first ability will be maxed out at level 9. This means overall increased damage and chasing potential.


Watch your position at all times so it can't put crucial spells on you. Keep the minion wave closer to your side of the map to force it to overtake for the farm. Senna is weak enough early, you might be able to abuse it to gain an early health benefit. But if you can, don't worry. Focus on agriculture early if you can't get killed.


At level 16, Fiora will put the third and final point in her Ultimate R. As she will be grouped during this stage of the game, the large AOE heal will be very helpful for her and her team.

Fiora is very good in the late game and as long as she hasn’t fallen behind previously, she should be really good at this stage of the game.

A full-build Fiora is nothing to be messed with. The more items and the more gold that is funnelled into you- the higher your chances are of winning.


At level 6, Teemo’s pressure increases thanks to his Ultimate t giving him extra damage and the ability to place Mushrooms t all around the map.

The more ability haste Teemo buys, the more Shrooms t he can place around on the map. Try to take unorthodox pathing to prevent walking through them.

Nashor’s Tooth is a core item for Teemo. It gives him lots of additional stats- which makes him more of a threat.


Corkis b has enough cooling time. This can make him very vulnerable while he is on the cooling. You have to play safer after using it, and avoid using it aggressively if the enemy Jungler is nearby. Presses heavily on the mana for poke and push. Even if his Ultimate e does not cost a lot of mana, he can run low on mana quickly if he is constantly using his b and Ultimate e together. When he is out of mana, he is not a threat and he can neither use his b to escape. Corki is a squishy champion. This makes it difficult for him to survive the phases of laning against the champions with a lot of damage and poke.


You should be able to slice through the entire enemy team like a hot butter knife. Just make sure that you don't get mistaken and that you're taken out while doing this, however. You can work with your team to get choices in the enemy jungle, but you should try your best to be in a side lane and drive out negligent enemies who decide to cultivate the side wave. Getting a defensive element should help you increase your survival against bursting damage and assassination attempts. Use your ultimate Invisibility n wisely as well as well as because it can bamboozle enemies quite easily if used correctly.


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


Milio is the king of disengage and anti-engage. His Ultimate can protect his whole team versus engage and CC tools.

Milio also has a lot of utility tools. He has a heal, CC and shields!

His Q has good poke and CC which will come in handy when poking the enemy. This mixed with his auto-attacks can offer him a lot of damage in lane.


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


Akshan can look for an early aggressive play once he unlocks both his Q and his E. He can look for an aggressive play if he has been able to bully the enemy down at level 1.

One Akshan has backed and picked up his first component item, his damage output and ability to trade increases. He should look for aggressive plays once he has brought his first component item.

Level 6 is good for Akshan. This is because he unlocks his Ultimate. It can help him secure kills and execute the enemy laner.


Akshan can look for an early aggressive game once he unlocks his Q and E. He can look for an aggressive game if he has been able to intimidate the enemy down to level 1. One Akshan has supported and recovered his first component element, his release of damage and his ability to trade increases. He should look for aggressive games once he has brought his first component element. Level 6 is good for Akshan. That's because he unlocks his Ultimate. He can help him kill and execute the enemy lantern.


Harass the enemy throughout the laning phase with your W and Q. Your goal is to constantly harass the enemy whenever possible and get kills.

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. Poke and harass the enemy Mid laner and force them away from the objective to make it easier to secure the mid lane tower.

Whenever your Ultimate R is up, try to use it on the enemy lakers to get their health low. Ideally, poke them down first before using it to make it easier for you to kill the enemy.


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

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

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


Pay close attention to your positioning when you want to harass Thresh. Stand behind minions to block his Q (Death Sentence) skillshot, making it more difficult for him to engage or initiate trades.

Keeping the minion wave closer to your side of the map provides better gank opportunities for your jungler. It forces Thresh and his ADC to overextend, making them more vulnerable to ganks and potential kills.

When Thresh goes missing from the lane, immediately ping and communicate with your team. Thresh is known for his roaming potential, so it's crucial to alert your teammates to the potential threat and adjust playstyle accordingly.

Avoid getting too close to Thresh, as he can use his E (Flay) to interrupt your movement and CC you. Maintain a safe distance and stand far back to make it easier to dodge his E and Q abilities respectively. Respecting his threat range is essential for your survival.


At level 1, expect Shaco to have placed multiple boxes x around the lane. Wait for the minion wave to approach before walking to the lane. Do not hug the side of the lane at level 1 as it is likely he has placed boxes there.

Avoid standing towards the sides of the lane. It’s better to stand in the middle and follow the line the minions take so it’s impossible for any boxes x he has placed to attack you.

If Shaco is doing some funky stuff, it’s probably because he is baiting you into his boxes x! Don’t fall for it as you’ll always come worse off.


Items such as Banshee, Guardian, QSS or ZhonyaS Hurglass are excellent against Annie because they protect you from her damage. If she advances, make sure to invest in one of them. In team fights, don't gather too closely because Tibbers R is an AOE capability that can stun several members of your team if you are grouped together. Stay close, but not very close that she can CC all your team. Lack of mobility and defensive statistics make her difficult to fight. Try to delay team fights as long as you can while you push her down. If she is weak, engage or use her Q or Tibbers R aggressively will be very dangerous for her.


Staying with your team in the late game. Being caught will lead the enemy forcing a fight or taking the Baron. Avoid getting too far away from them. Protect your allies as much as possible in team fights. Keeping them alive as long as possible while inflicting damage will increase your chances of winning the game. In team fights, use your power d to provide a great shield to your allies. Unless you need to use your Q or d, you should try to use your d to help them survive.


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.


Braum's first peak power is when it reaches level 3. When it has access to all its basic capabilities, it can start to be more proactive and have some pressure on the track. Until then, it can't exactly do too much. Braums next significant peak power is once it reaches level 6. Braum's Ultimate r unlocking is very important and once it reaches this peak power, it can start actively searching for all the ins with its ADC. When Braum has upgraded its boots, it can start wandering around the map.


Try to take fights around choke points. This will let you use your e really easily and will increase your overall efficiency during the game.

You may have to adjust your gameplay depending on your lead in the game. If you're too far ahead, focus on building damage, else focus on saving your teammates.

Be a part of as many neutral objective fights as you can in this phase of the game. It will really help you get more objectives due to how your Ultimate t works.


A fully maxed out Ultimate h will allow Malphite to dish out hefty amounts of burst damage. Enemy squishies will have an obnoxious time in the game.

He is solid during late-game fights as his d and Ultimate h will hit like a truck now. All he needs to do is wait for the perfect moment.

Depending on which build he goes for, he will either be blowing enemies up all over the map or a reliable front linear for his allies. Regardless, his goal is to get into the enemy backline and separate the front line from the backline.


Nidalee is an early-playing dominant Jungler. Ward's jungle entrances to spot her leaving her jungle to make the glove harder for her. Deeper rooms are preferred against Nidalee as she can use her k to jump on the walls and maneuver around the commonly watched bushes. Keep this in mind when setting up the rooms. Nidalee is easy to kill if the enemy Jungler has not been the kite camps properly. Try and invade and kill early as she doesn't always have a healthy light.


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


Kassadin will have 2 points in his Ultimate k at level 11. This will reduce the cooling of the ability and allow him to inflict massive amounts of burst damage to the enemy. His first ability will be maximized at level 9, which will give him a boost to his damage. This helps when it comes to managing the ganks and all-in-one. Kassadin will be a monster if he is ahead of objects or kills in this game phase. Otherwise, he will not have much impact on the game.


Continue to regroup with your team and stay close to your support. If you are still too far ahead, the enemy can seek to withdraw. Stay behind your team. Monitor your positioning at all times in the team fights. Try to stay at the maximum possible distance to increase your chances of reducing damage and surviving the team fight. Try to use your e range and the poke of your y to harass the enemy as often as possible before a team fight occurs. Do this without putting you in a bad position if possible.


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

Look for picks with your abilities. Picking someone off and then collapsing on them to take them down is an excellent way to win a team fight and end the game. Look for picks on isolated targets if possible.

Keep a constant eye on you and your allies' positioning. You need to poke the enemy down and delay fights in the late game, but you need to watch your positioning as you move forward to harass. Do not get picked off while trying to harass and poke the enemy down.


Really good burst potential with her entire g, l, Ultimate n combo. This can delete a squishy enemy with ease starting from level six itself.

Her e shield is deceptively strong as it can allow her to save all her team members from a lot of poke. This is also applicable when she is Support.

Her g can be used to secure picks inside the enemy Jungle or from blind areas. This can be extremely beneficial if the picked target happens to be the enemy Jungler or the ranged carry.


Can be kited to oblivion, especially when he is against a ranged carry with some form of dash or peel.

Misuse of his W can get him killed as it is his only form of damage mitigation. He can’t escape easily if someone all-ins him after he uses this ability.

If the enemy is smart, they will avoid grouping up during fights. This will prevent Sett from using his Ultimate R effectively, as he won’t be able to land a lot of damage or slow multiple members of the enemy team.


Seraphine is an easy-to-learn champion. You don't need to spend so much time learning it compared to someone like Akali or Camille. She has a lot of CC thanks to her Passive, E and Ultimate R. She also has a healing and shield with her W. This makes her a great utility champion. Her Ultimate R has the potential to hit the entire enemy team. The more you hit, the more he will go. If you are able to get a good Ultimate Roff, you will increase your chances of winning the team fight.


Try and stick with your Support throughout the mid-game. You’re quite vulnerable and easy to kill if you’re on your own. By staying with your Support, your survivability will increase.

Continue picking up farm in the side lanes when no team fights are occurring, but spend as little time away from your team. You need gold and XP to buy items and if you fall behind, it will be unlikely that you’ll be able to dish out damage in fights.

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


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

Do not fight unless your Ultimate R and Zhonya’s Hourglass is up in the late game. If you look to fight when it’s down, you will be an easy target and die quite fast.

If you’re ahead, look for picks or ambush the enemy as they walk through their jungle. Taking one enemy down could be enough to win the next fight or take the Baron.


During this phase of the game, you should again try to save your carries from harm, especially during fights where they can be flanked and killed off.

Your E is really effective around chokepoints, so make sure you try to CC multiple enemies with it at times. This should be pretty helpful if you can use the fog of war along with it.

Pick a high-priority target who you will want to protect during this phase of the game. Ensure that they survive no matter what so that you can easily win team fights and get a lead.


Play safe for the first levels. You need time to come online and you shouldn't be in combat unless you have a clear advantage early. Once you have a few levels under your belt, you can start playing aggressive and looking for aggressive parts. You get broken jobs, so try to go for them frequently. Push the wave and look for roaming opportunities. Leblanc is a very good traveling champion who can impact the map and help its allies with ease.


Dr Mundo has lots of sustain thanks to his Passive and the items he picks up. Make sure to invest in Executioner’s Calling or another item that inflects grievous wounds to reduce his healing.

In team fights, Ignite will help reduce his healing, so make sure you Ignite him as soon as he engages.

Crowd control is your best friend against Dr Mundo. If you can layer CC on him in a team fight, it will make it very hard for him to activate his Ultimate R and dish out damage. It will also reduce the healing from his Ultimate R if he activates it if you focus him down and kill him first.


Another point in her Ultimate R will see her be the most powerful she can be in the game. She can now slice through the enemy team with proper positioning.

Her late-game damage is very high, and she will need to be taken out beforehand if the enemy team has any chance of winning the game.

Her 3rd empowerment is essential and will make Kayle very powerful. Her auto-attacks being permanently empowered will do a number on the enemy team.


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

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

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


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

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

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


Try and stand in the middle of the lane at all times. This will make it harder for her to land her E in a trade. Don’t get close to the walls as this will give her the opening to engage.

If you’re playing as a ranged champion, try and harass Camille with basic attacks whenever she tries to last hit. Camille lacks sustain in the early game, so you can poke her out of lane easily if you keep auto-attacking.

If Camille uses her E in lane, she will be vulnerable while it’s on cooldown as it’s her main way of disengaging from ganks. Bait out her E prior to your Jungler arriving in your lane to reduce her chances of survival.


Rammus' early ganks are pretty decent if the enemy happens to be pushed up. He should be able to get his team quite ahead if he finds regular opportunities to do so.

Level six is a decent spike as it allows him to get access to his Ultimate 2. The ability will enable Rammus and his team to get a lot of kills during skirmishes.

The first item component will bolster his survivability and allow him to do constant DPS by being around enemies.


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.


Putting 3 points in his Ultimate h will be the final nail in the coffin of the enemy team. They won't be able to do anything about the low cooling of his Ultimate h. Malphite is pretty decent in the team fights at the end of the game. That's because his Ultimate h will almost always be at the top, and he can easily use the fog of the war to reach his enemies. He has a lot of versatility in his kit, which allows him to be an invincible juggernaut or a glass cannon that excels at a single shot from the enemy.


Use the fog of war to set up ganks on the enemy with your Jungler. Once you all-in, make sure you collect your blobs.

Be very careful about getting poked out while farming. The enemy may try to bait you into an all-in this way so have an escape plan ready.

See if you can gank other lanes with your abilities. It will easily get you a kill or two.

Keep the wave close to your tower for as long as possible. It will make his life hell in this matchup.


Try to strike both the wave and the enemy at the same time. The enemy's poking will be your top priority. Killing them doesn't matter but make sure you don't let them respond to all the fighting in the river. Neutral objective fighting will be easily won by you if you use your Q and W carefully. Make sure that the bottlenecks are covered and cut the enemies.


Leona Level 2 is very strong. Make sure to hit Level 2 at the same time so you can chat with her incase she hires. Once Leona has Mobility Boots, she can wander with ease. As soon as she leaves the track, ping your teammates so they know she's missing. At Level 6, Leonas kills the pressure increases as she can use her Ultimate e from far away to lock you. Play respectfully and not push if you're without Flash.


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.


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.


In addition, get away from the Tower if you are pushed under it like her AOE cars will hit you if you are behind the tower. Do not trade at level 1 with Aphelios if you play as champion AP. It is based AD and will do more damage than you early. Aphelios is subject to crowd control and all in. If possible, try to lock it as quickly as possible when you exchange to reduce its output damage. Aphelios is also super squishy and easy to kill, so it could even blow Flash when you try to commit.


Level 16 is not so big that it strengthens its roaming potential and nothing else. No further damage is dealt with by it due to this point added in its Ultimate R. Most of its capabilities will be maximized during this phase of the game. It will allow it to do a lot of damage if it can carefully combine its capabilities.


Once Lee Sin reaches level 6, his death pressure increases and it will be much more frightening to play against. Expect him to go for aggressive games. When Lee Sin finished his first component, his damage output will increase considerably. Look at your positioning so it can't easily get you down.


Before looking for the all-in, baiting his d. His d is his only real form of defense and protection against an all-in and once it is down, it is easier to kill. When Viktor has finished his first upgrade (which is usually his y), make sure that you are still outside the minion wave so that he is unable to push you and punch you at the same time. Viktor will be looking to play safely in the early game. Try to abuse this to move forward.


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

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

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


Lee Sin will have multiple items during this phase of the game. It will allow him to deal robust amounts of damage while ensuring that his survivability is preserved.

His first ability will be maxed out at level 9. This means that he will be dishing out a heavy amount of burst damage and ultimately killing squishy enemies off by himself.

At level 11, he will have two points in his Ultimate k. This will let him use that ability wholly and frequently ruin the ability of enemy divers to get into his backline.


His Ultimate R can stop the enemy in their tracks during a team fight. It is very versatile and can keep his allies alive for longer and completely mitigate damage.

Taric’s W provides his carry with bonus resistances which can be really beneficial in the long run due to carries generally not buying defensive items, especially in lower elos.

Has an insane amount of cheese potential thanks to his E. He can go into the enemies jungle, surprise them and then take them down.


Level six is a decent peak of power for Sona. It now allows it to CC targets, which can completely change the course of a team fight. Its first element will give it a massive boost in its healing. It will also get an additional mana regeneration that is always suitable for Sona. Level 3 is a small peak of power because it allows it to access all its capabilities at the same time. Now, it can also use its Passive to maximum potential.


Level 16 will not be a massive peak for Nidalee because it does not provide a lot of statistics. It will always help her to take the game due to the increased statistics. It can almost a blow of enemies during this phase of the game. Any squishy that is not careful will be ripped off from the fog of the war. It will fall if the enemy team is filled with tanks.


Avoid fighting in tight quarters such as inside the jungle or around an objective. This will make his Ultimate R a lot less potent. With that said, when grouping try not to group too close together so he cannot bounce his Ultimate R between multiple champions either.

In the later stages of the game, Brand will go and ward objectives alone. Use this to your advantage by setting up an ambush and taking him down before an objective spawns.

Brand will try to deal a lot of damage and delay a team fight for as long as possible while poking you down. To prevent him from destroying your health bar, you need to fight him as soon as you see him.


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


At level 9, Darius would’ve maxed out his e. His all-in potential and kill pressure is still very good during the mid-game.

At level 11, Darius will put a secondary point in his Ultimate e. If he gained a slight lead in the early game, he will be tough to handle in the mid-game, and he should be able to kill any enemy who tries to prevent him from split pushing.

During the mid-game, Darius should’ve completed a couple of items. He should be able to deal a lot of damage to targets, and also be somewhat tanky. The items he picks up makes him a huge problem during this stage of the game.


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


Very fast clear in the Jungle that allows her to invade and exit when she sees the enemy glove. This applies also to the laning because she can push the wave very quickly. After six, she becomes a monster. If she goes for the construction of the Jungle, she can practically carry a single blow if she manages to get enough dark harvest piles with her l. When she laning, she can use the shape to act as a front line for her team. Her ultimate displacement t can act as a peeling source for her squishy carts. It also allows her to land a multi-champion l, and treat a lot of damage with her a and k.


Nunu is going to be roaming an awful lot in the laning phase. Ping when he goes missing so your team knows that he could be headed their way.

Keep the wave pushed into his tower. You can secure tower plates and get a significant XP and gold lead while he runs around the map.

Try to counter Nunu roams when possible, but if you can’t, make sure you do as much as you can while he’s not in lane (such as pushing, roaming somewhere else, helping your Jungler etc).


Play safely and wait until you have access to your main abilities. Don't let the enemy shoot you in the game very early. Whittle the enemy down with your Q before looking for all-in. Just because you land your Q, this doesn't mean you have to go in. However, you can crush the enemy easily if you are able to find a good all-in opportunity. In the toughest matchups or when the enemy is playing ultra-safe, look to wander. Diana has good roaming/all-in potential post 6 and can help her ally snowball. If you can't kill the enemy, look to wander with your Ultimate R.


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

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

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


Avoid fighting in tight quarters such as inside the jungle or around an objective. This will make his Ultimate R a lot less potent. With that said, when grouping try not to group too close together so he cannot bounce his Ultimate R between multiple champions either.

Brand will try to deal a lot of damage and delay a team fight for as long as possible while poking you down. To prevent him from destroying your health bar, you need to fight him as soon as you see him.

Do not try to take objectives like the Dragon or Baron when Brand is alive as he can use his Ultimate R to deal lots of burst damage. He will either force you off the objective with his W and R or kill you and take the objective for himself.


When you hit level 6, more opportunities open up to you. For instance, you can look for aggressive plays or use your Ultimate R defensively. Your Ultimate R is a genuinely diverse tool that can help you gain a lead or prevent you from losing one.

After you’ve picked up your first component item, your r poke and damage will increase dramatically. Don’t be afraid to look for fights once you’ve picked up your first item.

While Azir’s poke is good, he is incredibly weak in the early game. Don’t trade too much before your first back, so you don’t fall behind. You need time to come online, so focus on farming and surviving the very early game.


If Camille tries to crush you with his W, you can try to enter with your E and stab her with your authorized self attack if it looks like an optimal trade. The outer range of the W inflicts additional damage, and has a healing and slowness, while the inner range of the W does not slow down or heal Camille. If Camille manages to land an E on you and you all want in it, throw your Ultimate right before it stuns you so that you don't waste time throwing your Ultimate out of the dizziness. You can win the AD bonus and healing earlier in the fight that can make all the difference. The duration of Camille's passive shield does not exceed your Recast window Q. You should hold your Q and wait for her passive shield to fall before you re-engage. You won't heal her shield as well, so don't waste your passive auto on her. When Camille uses her E to engage you, don't try to spoil it and make your movements very linear, and at the last moment use your E in the opposite direction.


Jarvan IV will be unlocking his d > e combo at level two, which will allow him to catch and CC overextended enemies with utmost ease. This will also let him show extreme prowess during Jungle duels.

Jarvan's first item component will give him a massive boost to his dueling and survivability. He will now be able to put his d Passive to good use, especially if he manages to catch an enemy out on his own.

Jarvan IV will unlock the ability to completely separate an enemy out from their team and lock them down at level 6. It is incredibly beneficial when the main goal is to separate out a single target and get rid of them quickly.


Annie is a great team combat champion and as the teams will regroup at the end of the game, it allows her to get a multi-person R. Although Annie has a lot of damage, she starts to fall at the end of the game as the champions start building defensive elements. Keep this in mind before trying to make aggressive games. At level 16, Annie will have 3 points in her Ultimate R. Tibbers will do a lot of damage if it is used in conjunction with the rest of her abilities and Passive.


Darius is one of the strongest early game champions in the game. Make sure you’re looking to fight constantly to gain a lead.

After Darius has completed his first component item, his Passive and overall damage output can be extremely obnoxious. If you were able to gain a kill before picking it up, you will have a severe advantage over the enemy which you should look to increase.

When Darius hits level 6, he can use his Ultimate e to execute a target. Look for aggressive plays and all-ins when your Ultimate e is up for additional kills.


Always keep an eye on which Ultimate Sylas has. If his Ultimate R is a very strong team fighting Ultimate, try to wait for it to go on cooldown before forcing a fight.

Look out for flanks as Sylas will often try to flank in a team fight with his E to get onto carries.

Make sure no one on your team is stood too far forward or out of position as it may allow Sylas to pick them off his with his E and start the team fight.


During the laning phase, it is really easy for you to steal your ADC farm. Very squishy and can easily be blown up by the enemy once it is locked. Can it be very effective if the enemy puts the right vision around and can notice Neeko changing shapes or hiding in a brush to land his E.


If she has 3, play safer than her next ability will be much stronger. Once she reaches level 6, expect her to look for killers in the way or set up her Jungler for the ganks. Her Ultimate R is a strong tool that offers her pressure to kill extra. Every time she uses her W, she will be vulnerable to an all-in-one. He has a really long cooldown, so try to abuse it if possible.


Fizz is an incredibly weak champion up until at least level 3. If he gets poked down, he will not be able to look for an early all-in or first blood.

Even though he is incredibly mobile with his E, when it is on cooldown, he is incredibly squishy and immobile. Even with his E available, he is pretty squishy if he gets hit with CC.

Fizz needs to get ahead early to do well in the later stages of the game. If he loses lane or doesn’t have a lot of gold, he will not be much of a threat in the mid-game.


Your first power peak is at level 4 where you have 2 points in your **Q**. The next power peak is when you have level 6 as you have access to your Ultimate. Adjust your game during this stage of the game, and work on your wave management. When you get your first component, your damage output will increase and you will be able to exchange more frequently with the enemy.


Look for picks during the mid-game to get your team ahead. Getting a pick here or there or blowing an enemy Summoner Spell can be more than enough to get a nearby objective.

You may look for opportunities to lane gank your laners to help them get ahead. Only do so when you are ahead though, else your laner will easily take your tower.

During fights, make sure that you use the fog of war to your advantage and keep flanking the enemy team. It will help you dish out tons of damage and will let you take out a key target.


Akshan has tons of mobility thanks to his E. It can allow him to move around the lane with ease, and get on to the enemy laner quickly.

Akshan can bring back his dead allies if he can kill the enemy who killed them. This is great, especially in the later stages of the game where death timers are quite long.

His W allows him to get out of sticky situations and allow him to be camouflaged for a long period of time if he stays near a wall.


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

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

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


As a result, she will easily win any duel, provided she has not dropped drastically at the beginning or middle of the game. Gwen excels during team fighting because she can dry up a lot of damage, especially when she fights around rough areas. Her W allows her to mitigate a lot of damage, and her E allows her to reposition herself quite quickly. Gwen makes misleadingly high amounts of damage during this phase of the game due to her articles. She will also have maximized most of her abilities. She can spam her abilities, which translates directly into more damage and healing for her.


When he hits level 3, he becomes stronger and he is harder to handle. Bait out abilities and then fight him.

Once he hits level 6, he unlocks his R which makes him better in 1v1 fights.

As the game progresses, and as teams start grouping, Hwei becomes stronger and stronger as he is a great team-fighting champion.


Keep poking Seraphine with your e on a regular basis. Failing to do so can easily keep you understacked in this matchup.

Try to CC the enemy. It is relatively easy and you can chunk them out once that is done.

Your Ultimate can be a real game changer. Your goal is to prevent Karthus from getting within your team.

Keep the wave in the middle of the lane and scale up. Once you're stacked, you should have an easy time fighting,


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


Nocturne falls off in the late game because he cannot burst enemies down due to defensive items. He will have to pick enemies carefully.

The final point in his Ultimate a will be the ultimate nail in the coffin of the enemy team, especially if Nocturne is ahead.

His damage is relatively significant during the late game, but one-shotting enemies will also be challenging for him. In return, it will be hard for the enemy to kill him quickly as well.


A maxed-out Ultimate d will let Orianna one-shot enemies if she manages to land an entire combo on them. Clumped fights will be the way to go during this phase.

Most of her abilities will be maxed out during this phase of the game. She can both poke enemies down and protect allies with her d.

Her team fighting is excellent, and she can run down enemies with ease. All she needs to do is keep on poking enemies and landing multi-man Ultimate ds.


Sett’s level 1 can be hard to handle. Expect him to play aggressively and use Flash to kill you

Once Sett is level 6, his ability to get kills in lane also increases. Watch your positioning and disengage if he runs towards you post 6 and stay away from your allied laner so he cannot slam you into them.

Sett is good at picking off champions in the mid-game. Make sure you’re never too far forward as he may try to catch you out of position with his E.


Galio's Ultimate R will really shine during this phase of the game as he can now impact team fights whenever that ability is up. Additionally, it works really well when his target is the one who must go near the enemies to attack them.

At level nine, his Q will be completely maxed out. This will give a massive boost to his damage and wave clear. In addition, he can now help other laners out frequently and keep his wave shoved in at all times.

Galio will have his core items at this point. This is beneficial for him, and his team as his overall damage output and survivability will be higher.


Locking down Ekko in team fights will prevent him from using his Ultimate R to escape with. Keep track of his Ultimate R in fights as he can use it to either set up an escape or engage.

Keep vision in typical flanking spots as Ekko will try to set up an engage with his W from out of vision. If you see him running towards you, back up for a few seconds as he would have used his W.

When no team fights are occurring, Ekko will be looking to split push. Avoid leaving him alone in a side lane by making sure there is always someone matching him.


They will not be able to all-in the enemy at all if their ADC is constantly pushing the wave in the early game.

Can easily be poked down by ranged champions in the lane. Watching your positioning is key when playing as this champ.

Has to commit to all-ins. If you go in, you’ll be in an overextended position which could allow the enemy to turn the exchange around and kill you. Only go in when your allies are there to follow up.


In the team fights at the end of the game, you can either look to flank and choose someone with your allies. It's a good way to play in the game at the end of the game if you're in advance. Just make sure you save 1 Ultimate pile to escape. Alternatively, you can peel for your carts and keep them alive: use your E on the closest target to your ADC and peel for them. The war fog is your friend and you should use this to set up death brushes with your team. This works especially well when a major fight is going to take place for a neutral goal like the Baron.


Abuse your range advantage by standing back and poking the enemy down from afar.

At level 6, play around your Ultimate cooldown to help you get kills with your ADC.

Stand away from enemy, but make sure you’re near your ADC so you can have lane pressure while you’re not poking.


Brand is an incredibly motionless champion. It makes him more than one target for the ganks and CC. Brand is also one of the champions who dies the most in the game! As Brand is a poke mage, he relies a lot on mana and can run low quite quickly and he will be unable to use his aggressive W if he is out of mana. You must always keep an eye on your mana pool at all times. In addition to being quite still, Brand is also pretty squishy. It's really important that you don't let the enemy poke you down or land poke that you will have to play passively. You will also need to play much safer when your Flash is down.


Very squishy and can be easily burst down when his E is down. Junglers can camp him at that stage as well since he will have no other form of escape left, and his E has a very long cooldown.

Takes quite some time to scale up due to how his itemization works. This is also dependent on the fact that he is very skill shot heavy and will need to land his Qs on the enemy in order to be effective.

Buffering his E won’t work too well if the enemy has some form of ranged CC which they can use to follow-up on Ezreal after he has used his E. This forces him to play a bit more defensively, and he won’t be able to push in the wave either, else he can get run down by the enemy.


Stay near your team at all times in the late game. While your Ultimate R has a long range, the enemy may force a fight when you show elsewhere on the map.

Play around your Ultimate R and wait for one of your allies to engage. Once they’ve gone in, use your Ultimate R on them. Alternatively, wait for the enemy to engage and then cast your Ultimate R on a carry.

Peel for your carries in late game team fights. Keeping them alive for as long as possible will increase your chances of winning team fights.


Viktor first power peak is once it has reached level 6. Its Ultimate m will give it an additional death pressure in the track and it will start playing a little more aggressive. Its capabilities will be stronger with each upgrade. Once Viktor has finished its first element, and improved its y, it will be able to release the minion waves very quickly and keep you pushed under your turn.


All its capabilities will be upgraded during this phase of the game, which will make it sub-powerful. Its capabilities will hit like a truck from now on. Several articles will also allow it to inflict more damage to enemies, especially those who cling together during the team fights. A maximum of Ultimate m will massively hurt the enemy team. Any type of fight around the bottlenecks will automatically make Viktor the winner.


Its r should be stacked and used only when a murder is guaranteed. Kalista's Ultimate x can be very practical during this stage of the game. It can come out of the vision with its Ultimate x activated, and allow its Support to immediately get to the top of other laner/laners. In short, it can better wander once its wave is pushed up. Fighting in open areas should be its modus operandi. This will give it additional power because it can use her Passive to kite the enemy team. A CC'ed Kalista is a dead Kalista.


Make sure that you get to level 3 really fast in this game. It will allow you to execute ganks easily and get a quick lead over the enemy.

Once you get your Ultimate R, you should be able to blow up your opposition regularly. Look for picks all around the map and keep a track of recently finished fights.

Once you get your first item, your burst damage will be really high. Just make sure that you don't get CC'd during a major all-in else you will definitely end up dying.


Garen will gain a huge peak of power and the finishing ability once he reaches level 6. This will let him go to regular exchanges of short gusts against his enemies, will leave his passive kick after the trade, and then go to the finish with his Ultimate R after having obtained the lower of the enemy. The first element of Garen will allow him either to survive the track for a longer period (tank construction) or to increase his damage significantly (burner construction). The first will allow him to take part in numerous team battles while the second will help him with duels. The construction of Garen will dictate how he plays the game. If he goes for the construction of tanks, he will be almost invalidable and will be able to act as a perfect coat unit for his carryings. On the other hand, if he goes for the construction of blues, he will be more dependent on the fog of the war to catch the enemies out of the guard and choose vital enemy carriers.


He will be stronger than you early, but once you have some levels under your belt you can start being a bit more aggressive.

Focus on farming early and limit trading. Just poke if you can, but don’t commit to anything.

You can start playing more aggressively after you hit level 6.

When pushing, try to hit both the minion wave and Hwei at the same time.


When Katarina reaches level sixteen, she will be powerful because of her Ultimate R. This will help her clean up the game easily. Katarina deals a lot of damage during the late game due to all her articles. Its damage can burst enemies and carriers at once. Since it is the late game, the enemies will have a lot of defensive items. This means that Katarina will have a hard time killing them. Playing around the vision should help a lot with that.


Yuumi will heal a lot during this phase of the game. She will literally heal up any damage dealt with her teammate, making extended team fights the way to go for her team.

Yuumi will have a lot of items completed during this stage. This means she will have boosted stats which will make her heals and mana regen really high. Killing her teammates will become really hard now.

Yuumi's strength will be shown during team fights where she and her fed carry will be a rolling ball of death for the enemy team. All her abilities and added effects will create a raid boss, which the enemy team must defeat.


In team fighting, avoid regrouping too closely because Ornn can use his Ultimate R to get a multi-person strike and start the team fight. 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 an easy strike. Ornn will tend to stay in a side track when there are no team fights and when there are no major goals. Use the numerical advantage to start a team fight while he is away from his team.


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


You will want to go for short burst trades in this matchup. Use your Q and W as much as you can and make sure that you chunk the enemy out.

Make sure you use your wards and E traps to save yourself from ganks. Do not push too far up, else you will become a prime gank target.

Once you get your Ultimate R, you will be able to dish out a lot of damage and get multiple kills around the map. See if you can help the side lanes out.


Do not abuse your range advantage as much as possible. Keep it pushed early so it can't wander. Try and always keep your spacing against it. Only w before if it misses E. Look for an all-in level 2 with your W.


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.

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

As you’re good at getting picks and killing isolated targets, try to ambush and assassinate enemies who are alone or walking around Summoners Rift alone. After killing someone, make the call for a nearby objective.


As teams tend to group, you will find it a bit harder to get picks and make plays in the late game. You’re at a bigger threat of dying a tthis stage of the game.

At level 13, you’ll max your second ability.

When you’re level 16, you’ll put the third and final point in your Ultimate R. Your Ultimate R will deal a lot of damage in the late game.


If Tryndamere has Ignite, expect him to play aggressively and look for an all-in at level 2 or 3. Once Tryndamere reaches level 6, his survival increases a ton. Avoid committing yourself to fight with him when his Ultimate e is up unless you can easily beat him in a skirmish. Tryndamere is really good in the late game and will watch constantly divide the thrust and take goals. Do not let him take your laps for free while you skim in the middle track.


If you can get a murder or two, you can snowball your advance quickly enough. Every time your Ultimate R is up, you can look for aggressive games around the map. Your Ultimate R is an excellent tool that you can use to help your allies win their way. 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 continue 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.


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

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

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


The enemy has pretty good objective control. With this in mind, try and keep it warded at all times with a Control Ward in the back of the pit. This will help your team know if they start the objective and if you’re nearby, you might be able to collapse onto them.

You’re much stronger than the enemy in the 1v1. So if you find them walking around the map or near the scuttle crab, you can fight them as long as you have a lot of health. Make sure you check the map for collapsing laners and back off if they come. If the enemy lands their CC, just back off.

As discussed, the enemy needs to hit level 6 quickly to make full use of their kit. Try to invade them as much as possible and steal away their camps to delay their level 6 power spike. A good time to invade is when the enemy Jungler shows on the opposite side of the map.

The enemies level 6 power spike is incredibly strong. Once they hit it, they will be ganking as often as their Ultimate is up. Make sure you place vision inside their jungle so you can spot them before they gank.


The 2 points in his Ultimate 2 will cause Xerath's damage to skyrocket. He can always impact the team's fights that are taking place away from him with ease. The only difference will be that he will be more effective in doing so. His first ability will be maximized to level 9. This means that he can cut down a lot of damage with his enemies p and snipe p easily. Still enemies will have a hard time dealing with him. Xerath is really good to secure choices with his varied abilities, and his ability to impact team fights is really high. His AoE capabilities make it quite possible for him to take several enemies at once.


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

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

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


At level 6, Garen will have access to his Ultimate R which can be used to execute enemies. Do not fight him when weak, and certainly remember if you are below 50% of health as he could look for a trade. It is better to be sure rather than try to fight and give him a murder. Once Garen has finished his first article, he will be more heinous and seek to exchange more and more. Keep this in mind and do not commit to fight with him alone.


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.


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.


Fortunately, he will not have this problem at the end of the game and will now remove many enemies with his E. Adding another point to his Ultimate R will give his powers more global strength. It can be practical by taking neutral goals and fighting enemies who rely on diving and lock Heimerdinger down. Heimerdinger will have a lot of articles now, and his abilities can easily a-shot enemies if they are not careful or if Heimerdinger puts a death brush somewhere. He can also take on the Baron alone.


Yasuo gets a huge power spike at level 6. He can now focus on poking the enemy with his r tornado and then use his Ultimate R to finish the low health target off. The lane brushes should help significantly when it comes to landing this ability.

Yasuo will gain a small spike whenever he puts an additional point in his r. It improves his r poke damage, which allows him to look for all-ins once he hits level 6. The best time to go for an all-in is when the enemy's primary form of CC is down.

Once Yasuo gets his first item component, he will get a significant boost in his dueling potential. This means that he can easily catch up to and kill any over-extended or immobile target. He can also help his Jungler during ganks with his E dash and r knockup.


His y can allow him to juke as well as initiate ganks with ease. This is especially effective when he has his Sweeper activated, or the enemy team has no vision set-up.

He unlocks his true power when he gets his Ultimate n. It can easily allow him to crowd control unsuspecting targets and set his team up for success and follow up crowd control.

He excels at extended trades due to how his k and s works. This enables him to duel enemies easily, especially if they are overextended.


His E can allow him to take reduced damage in team fights as well as disrupt a fight with fear on his E. This can allow him to change the tide of a fight quite easily. His W can allow him to detect ill health enemies on the map. He can then use this information and communicate with his team. This can allow him to take free goals and secure the dead on unsuspected enemies.


Unfortunately, Nautilus doesn’t have the fastest clear in the game, but it is somewhat healthy.

He also doesn’t have great objective control, so you will need your allies to help you take the Dragon and Rift Herald.

Can be hard to gank your allies if the minion wave is between you and the enemy.


Try to use your range advantage to intimidate and harass Viego every time he climbs to the farm. He's a mingle champion who can easily be intimidated by various champions. Viego will find it hard to kill you in the way if you keep the minion wave closer to your side of the map. This will give him less room for manoeuvre. Make sure there's a minion between you and him at all times. This will make him impossible for you CC with his W.


Mid-game is a decent time to roam around and get picks all around the map. Your W and Passive should let you get easy choices on enemies who are too pushed up in the lane.

Your Ultimate R will be pivotal to team fights. Just make sure that you use your Passive to hide yourself and your Ultimate R windup time.

Picking enemies off will be the name of the game during this phase. Work with your Jungler and see if you can blow up some wandering Jungler or Support from the enemy team.


At level 9, Heimerdinger will max out his Q.  The damage these Turrets will deal to the enemy in the lane and in team fights will be quite high.

Level 11 is also a great power spike for Heimerdinger because all of his basic abilities will be a lot stronger when they become empowered by his Ultimate R.

He excels in team fights and can control large parts of the maps: depending on which Ultimate R he uses in the team fight.


Zac has great all-in potential throughout the laning phase. As soon as the enemy moves forward or overextends, he can look to play aggressive.

His Passive and Ultimate R can allow him to singlehandedly take a group of enemies out of a major team fight by simply zoning them away. He can also deal a lot of damage to the enemy backline if they ignore Zac.

Zac has good sustain in lane, thanks to his blobs. The additional health and sustain lets him survive harder matchups and out heal the enemy.


The purchase of a Quicksilver Sash will strengthen his position in the game, especially if he is against a team with a lot of CC. This will prevent him from getting chained CC'ed and killing. The amount of power Kalista brings while taking neutral goals is very beneficial for his team. This reduces the enemy team's chances of securing the Dragon or Baron, especially if Kalista's team has managed to win a fight but lost their Jungler. His team fighting style should revolve around staying behind his front line at all times and not getting caught outside. Staying on the middle track and getting priority in this way should help his team immensely, especially when a neutral goal is about to come.


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.


Every time Veigar uses his n, try to abuse cool down as it is his only defensive tool in early play and once it is down- it is rather vulnerable. To get ganks or kill the Veigar, you need to lure his n first. You can do it by constantly tipping in and out of reach of him. Make sure you always lure him before committing to the all-in. Veigar has really good gank configuration so make sure you still have the lower track monitored. Plus, when your Flash is down, you should always play safer so he doesn't catch you while you're ahead.


Its positioning is important in team battles as well, otherwise it can be flanked by enemy assassins and be immediately removed. Without its Ultimate c or s, its ability to dominate a team struggle decreases considerably. The fight during this stage will give the enemy team a much greater chance of winning. Virtually gets counterbalanced by a Control Ward because it forces it to reroute. It is because of the short-term nature of its automatic attacks, which makes it detect quite easily.


Taliyah’s kill pressure doesn’t increase at level 6 but her ability to roam does. If you’re strong at level 6, try to abuse her.

After she has her first item completed, Taliyah can quickly push the wave with her Q. Ensure you’re always behind the minion wave or outside of it so she cannot push and poke at the same time.

The more items she gets the stronger Taliyah will be. Avoid letting her poke you down with Q as she will deal lots of damage to you. In particular, do not let her delay a team fight with her Q.


Your goal throughout the laning phase is to poke and harass the enemy in the way. You have a lot of poke, so try poke the enemy down as often as you can. Play safe for the first levels while you land poke on the enemy with your Q. Once they are low enough, you can commit to an all-in-one. Once you hit level 6 and bought key elements, look to constantly harass and push the enemy in their turn. This will allow you to win turret plateau and increase your gold income.


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 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 isolated and alone, too far forward or way out of position.

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 on the CC it provides.


As Ziggs gets more items, it will cause a lot of chaos in terms of damage. This means that Ziggs can easily pull enemies to make the fighting team massively unfair for the enemy. Once Ziggs gets three points in his Ultimate R, it will inflict a huge amount of damage in a huge area during team fighting and goals. Fighting in the nested areas will give Ziggs a huge advantage too. Ziggs is good enough to take turns quickly. Yet, as he gets more items, he will completely decimate them with his passive self-attacks. After that, he can just cut the tower with his W, which means that the enemy can't do anything to defend their turn.


When you’ve got your first component item, your damage output will be quite high and you’ll be deadly in skirmishes.

At level 3, you can technically start ganking as you’ll unlock all 3 of your basic abilities.

At level 6, you’ll have your Ultimate R. You need to be proactive and look to gank whenever your Ultimate R is up.


His early play is very weak and he can be killed countless amounts of time during this phase. If he is not able to get his peaks of the article early, he will take enough time to come online. Can easily camp throughout the laning phase. This can hinder him from CS. This can put him back massively in place. Extremely weak against all-in champions, especially those who have dashes or blinks. He is also vulnerable every time he doesn't have Flash early, so good wave management can really be devastating for him.


His early game is rather weak but killing him can be difficult. Expect him to focus on farming rather than fighting in the very early game.

Zac is really good in team fights as his kit has tons of CC. Try to disengage whenever he E’s in to make it harder for him to get a good knockup.

Once Zac hits level 6 and unlocks his Ultimate R, his kill pressure increases. Expect him to either play aggressive and go for a kill or expect him to set up his Jungler for a gank.


Sejuani is very good at picking people off with her Ultimate R at the start of the fight. Make sure no one is too far forward especially the carries to make it harder for her to get a pick.

Avoid splitting up when playing against a Sejuani. If you are not grouping, she will just force a fight with her Ultimate R, so make sure you’re grouped as a team.

Poke, disengage and CC will reduce Sejuani’s ability to fight. If possible, try to harass and poke her down from afar to make it incredibly difficult to use her Q and engage.


Once she has 2 points in her Ultimate e, she will be able to easily handle and disrupt team fighting. Her positioning will be the determining factor from now on. Her first ability will be maximized to level 9. This will greatly increase her damage and allow her one-shot squishes. Miss Fortune excels in team fighting. This is due to her Ultimate e and Passive combined with her kiting potential.


Aatrox is strong from levels 2-6. Make sure you keep your distance to make it harder for him to land his Q and poke you down.

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

Aatrox is strong no matter what if you cannot dodge all instances of his Q. Practice makes perfect, but do try and dodge them whenever you’re able to.


Disengagement is Master Yi's worst nightmare. As soon as he activates his Ultimate r and runs to your team, disengagement so that he can not resume the fight. When he is weak, make sure to get over it even if Master Yi is not there. If he takes free and easy blows, he will make heavy snowballs and take over from the next team fight. Try to wait for Master Yi to use his e before locking him up with CC. As he can use his e to avoid skill blows and CC if time is correct, it is best to wait for him to use this ability before trying to kill him.


Roaming the Nunus can be really difficult to manage. Ping as soon as he disappears as he will seek to help his allies. At level 6, Nunu can go for the aggressive all-in on you if he is able to knock you with his W. Nunu can be really good in team fighting in the middle of the game if he is able to choose someone with his W.


Try to team fight in the open so he is unable to use his empowered E to stun your whole team. Do not fight inside the jungle as the size of his E is roughly the same as the jungle.

Once Heimerdinger hits level 6, he technically unlocks 3 new abilities. Be careful when trying to initiate a skirmish with him as he might just pull out his magic card and kill you.

Just like during the laning phase, you’ll want to destroy Heimerdingers Turrets Q as quickly as you can before a team fight is underway so he is unable to dish out tons of damage.


Swain is super squishy and immobile. Good times to trade with him are when he’s walked forward trying to harass.

When laning, make sure you’re always stood far back but in front of your Caster Minions. This will make it impossible for him to land his Root E and CC you.

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


Shaco has good Dragon control in the early game. Make sure you keep it warded at all times so you can spot him before he takes it.

His duelling power is rather good in the early game. Think twice before fighting him especially if you’re spotted as he may place a Box x behind him and use try to chase him down.

As a laner, warding bushes directly outside of lane won’t prevent a gank, so you want to ward in places where he can Deceive e over terrain of some kind.


The fog of war should be used to catch the out-of-the-box enemies whenever you have the chance. This will allow your team to track and get easy murders on the enemy, especially around the choking points. Continue wandering and try to get peaks with your Jungler. You are extremely good at it, and securing peaks should be easy due to the enemy team changing track tasks frequently. You will need to keep the safety of your teammates in mind while looking for an all-in-one.


Yorick's first ability will be maxed out at level 9. This will give him a significant damage boost and will raise his overall threat level for the enemy team.

At level 11, his Ultimate R will cause mayhem as it will become more powerful and will be able to split push on behalf of Yorick with some respectable effectiveness. If used properly, it will put the enemy team in a lose-lose situation.

Yorick's real power relies on split pushing, and he can do that really well during the mid-game with his Ultimate R. If the enemy leaves Yorick unaccounted for, he will be at their inhibitors in a matter of minutes.