Quinn doesn't have a duelling Ultimate R. This makes her low position level 6 when it comes to all in. She can't fight right 5v5. She will need to flank in team fights. If the enemy has the vision or knows where she is, she will be unable to fight team properly and will be forced to divide the thrust. You are a champion who is inclined to all-in and CC. Mix this with the fact that Quinn is squishy enough, it can be difficult to deal with enemy teams that have a lot of CC.


Once Jarvan maxes his first ability at level 9, he will be able to deal quite a decent amount of damage. His all-in potential will also see a significant boost depending on which ability he decided to max first.

Getting level 11 is another significant power spike for Jarvan IV, as his ability to all-in enemies reliably will increase a thousand folds. It will have a reduced cooldown and will deal a heavier amount of damage.

His ability to pick enemies off during this phase of the game is massive. He can try to invade the enemy's Jungle along with his Jungler and see if he can get some picks there. His all-in potential will be pretty potent during clumped fights as well.


It will execute several targets with its Ultimate R once it is fully maximized. This will help it maintain its distance and process Passive. At level 13, Jinx will have 2 of its maximized capabilities. This will increase its overall damage and self-peel potential in the game. Jinx is huge during the fights at the end of the match if she has her items. Her Passive will leave her kite once proc'd, and she will be able to use her range advantage to melt enemy teams.


Look to take down the enemy carries. Focus the backline and try to take them out of the fight. Focus them with your other frontline champions.

As you’re the Jungler, you need to make sure you’re always alive in the late game. If you die before a major objective spawns, the enemy will be able to take it.

Make sure you are always on the side of the map that the next major objective is on. If the Baron is up, always stay on the top side. If you go bot and show yourself, the enemy will take the objective for free.


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

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

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


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

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

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


Keep the minion wave closer to your side of the map early on. After you get your first item, you can start to push a bit more.

Abuse your Q range to poke and clear waves. Avoid being in range of her (so play at max range) to reduce all-ins.

Poke when she is outside of the minion wave early, but when you have your first item, aim your abilities so they hit her and the minion wave at the same time.

Playing around your Ultimate is very important. It will be crucial to help you get kills and win the lane. Get your Jungler to gank you if you cannot kill them yourselves.


Jax is a strong ganker, and his ganks are easy to perform. All he needs to do is get close and use his e to CC the target.

Jax’s skirmishing power is excellent, and he can trade with or out fight pretty much all enemy Junglers.

He is good at securing objectives on his own. This allows him and his team to get an excellent objective lead for free.


Focus on unlocking all your abilities before you start crashing around the map. This will give you the necessary damage and burst to decimate enemies quickly while you save if things go wrong. Always gank enemies who are overheard and try to use the multiple target CC river element whenever possible. Once you CC someone, pop them out before going to the next target. Your Ultimate R should allow you to do a lot of games all around the map. Any fight around congested areas should be an easy win for you if you land your Ultimate R.


The brand is really strong at level 2 and 3 when it gets access to more abilities. Be ready to back down slightly when it gets the level up so that you don't risk losing your health bar. The more the game goes, the stronger brand gets thanks to the items it will get. Try to put it behind in the game early to reduce its gold income and prevent a snowball. Once the brand reaches level 6, its release of damage and the ability to kill you will be much higher thanks to its ultimate R. If you are weak, make sure you remember because it can easily burst and kill you.


Its tankness will be really high during this phase of the game due to its articles. This, combined with its W, will make it almost indestructible and will allow it to absorb a lot of damage. A completely exhausted maximum Ultimate R will further strengthen its all-in-all potential and the overall damage inflicted in the long term. It will be a massive peak of power for it because it can ensure easy choices with it. It is great during the fighting of the team of the end of the game due to its Q and Ultimate R. Its efficiency increases if it manages to find a flank on its enemies or land its Ultimate R on a group of enemies stuck together.


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

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

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


Graves is a strong early game duelist. Try to get ahead by ganking and fighting as often as possible.

However, it’s key that you find a healthy balance between fighting the enemy and farming. If Graves gets a bad start or falls behind, he is going to struggle to come out ahead.

You have good objective control, so try your hardest to secure the Rift Herald and every Drake when it’s up.


Look at gank as often as you can. Elise is a good early Jungler game so you need to get your allies in ganking as often as you can. She can start crashing from level 3 when she has access to her E. Make sure to focus on securing Dragons and goals with your team. Elise can easily take goals on herself, but you will have more security if you do it with your allies.


One of Sion's power peaks is at level 6 when it unlocks its Ultimate R. It offers it additional death pressure and survival. Sion's element power peaks depend on which construction it goes. It has two distinct building paths (damage and reservoir) and each peak at different times. Fewer track champions should give it a little space at level 3 than Sion can do a surprising amount of damage in the right matchup.


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

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

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


Work with your Jungler and Support to keep your major goals and place the vision in the high traffic areas in the late stages of the game. Keep them guarded so you can see the enemy moving around the map and see them start the goal. Stay with your team at all times. Avoid moving the card alone so that you are not taken out. Being caught will lead your team to play 4v5. Don't keep alone unless you know where the enemy is. Peel for your allies as much as possible.


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

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

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


Continue grouping with your team and staying near your Support. If you’re ever too far forward, the enemy may look to pick you off. Stay towards the backside of your team.

Watch your positioning at all times in team fights. Try to stay at the maximum distance possible to increase your chances of dishing out damage and surviving the team fight.

Try and use the range from your e and the poke from your y to harass the enemy as often as possible before a team fight occurs. Do this without putting yourself in a poor position if possible.


It can allow it to juke as well as to initiate ganks with ease. This is particularly effective when it has its Sweeper activated, or the enemy team has no vision set-up. It unlocks its real power when it gets its Ultimate n. It can easily allow it to control the non-suspecting target crowd and set up its team for the success and monitoring of crowd control. It excels in the extended trades because of the way its k and s work. This allows it to dull enemies easily, especially if they are overstretched.


Having three points in his Ultimate R is a massive powerspike for Xin Zhao. This will allow him to use the ability frequently, giving him an overall benefit during fights.

Xin will have two of his abilities maxed out by level 14. This is a significant boost to his dueling power, and it will let him dominate 1 v 1's with utmost ease.

During this phase of the game, Xin will be really tanky while simultaneously dealing a ton of damage to his enemies. This means that he will be tough to take down, and immobile or CC'd enemy carries will mostly die if they can't get Xin away from them.


In the last game, continue to divide the push if your team is not at risk of dying or getting caught. If your team is going to get caught or if the game is not one way, you have to group with your team to help them fight. Play on the side of the card that has the next major goal up so that you can turn to take it with your team. Otherwise, if you have Teleport, you can go to the bot side of the card and use it to get it to your team.


Jayce is really good at bringing down the enemies with his combo w > s. He can even targets at a single shot if he is well ahead of the enemy team. This will allow him to create an advantage for his team before a major fight. Once Jayce is complete, no squishy enemy target in the game is sure. That's because he can easily blow up the enemies with his combo w > s. Sometimes, a single combo is all it takes to kill a target (such as a squishy support, for example). All he has to do is sit in the enemy jungle and wait for an unsuspected enemy to approach. Jayce won't rise to level 16 either because his Ultimate G won't provide with a lot of raw statistics, which the ultimates of other champions offer them.


If your team is grouped and you have no vision on Shaco, make sure you have a Sweeping Lens and vision surrounding you, so you will be alerted if Shaco tries to jump in and assassinate a carry.

Do not chase Shaco as he may be baiting you into running into his Boxes x or towards his team. Remember, Shaco Support is all about being a nuisance to the enemy.

If you’re playing as a hard engage champion, ask yourself where Shaco has recently been. If he’s been near the target you wish to collapse on, he may have previously placed a few Boxes x behind the target.


Once he adds two points in his Ultimate r, his kill pressure will increase significantly due to the amount of damage dealt by that ability.

His first ability will be maxed out at level nine. This offers a lot of kill pressure for Tahm Kench, and he can try to look for more frequent all-in and roams on overextended enemies.

Tahm will have completed multiple items during this stage of the game. This means that he will die a lot less while increasing the amount of consistent damage he deals to enemies during all-ins.


Can stay safe while poking and farming with his Q from a really long distance. This poke can be really obnoxious for the enemy team and will send them scampering. Helps him in covering up his weakness due to his immobile nature.

Has inbuilt Grievous Wound in his kit. His E slows as well, which makes it really easy for him to deal with healers and engage Support champions. This can be really advantageous in a team fight.

His Ultimate R provides utility for his team and can allow him to get key picks which will help him close out the game. The projectile moves swiftly so it is quite easy to land as well.


Keep poking the enemy with your Q and use the lane brushes to get a massive advantage on the enemy. Try to hit both the wave and the enemy at the same time.

Poking out the enemy will be your top priority. Killing them doesn't matter but ensure that you don't let them respond to any fights happening in the river.

Neutral objective fights will be easily won by you if you use your Q and W carefully. Ensure that the choke points are covered up and chunk the enemies out.


Roll around the map and search for peaks with your Ultimate and use the incredible amount of CC you have to help your team get killed. Peel for your carts in team fights. Clean up the damage and let them down the damage. You can also use your Ultimate to isolate and remove key damage dealers. Don't forget to farm. You need to find a healthy balance between the side lanes of agriculture and team fights with your team.


Warwick will seek to take someone with his Ultimate R to start the fight. Make sure your flanks are monitored so that you can spot him before he is able to catch someone out of position. Try poke and delay a team fight for as long as possible. Warwick is vulnerable to poke and disengagement and if you are able to poke down, it will be risky for him to engage. Getting Ulted R by Warwick in a team fight can change the game. Be ready to Flash his engagement if you have it. Otherwise, invest in a QSS so that you can escape the CC or lock/stop his channel with CC.


Don't regroup closely in an objective fight or team because it gives Gragas the opportunity to hit your entire team with his Ultimate R. In a fight, make sure you're not too forward or get away from your team. If you're too forward, he could use his Ultimate R to push you into his team. Getting caught like this could lead the enemy to take a goal soon after. Constantly try poke and harass Gragas. Having him in bad health will prevent him from playing or aggressively positioning himself.


Look out for an aggressive level 1 play. They can easily try and take you down if you overstep.

Try your hardest to poke and harass the enemy, but don’t over commit to it as they can turn around an exchange easily.

The enemies level 6 isn’t very strong in 2v2 fights as their Ultimate R is a utility tool.. With this in mind, use your level 6 advantage to play aggressive and take them down.


When Xin Zhao reaches level 6, his total pressure increases. He can look for an aggressive game as soon as he gets the level. When Xin has brought his first component element, he will be really strong in 1v1 skirmishes. Keep this in mind when you try to fight it. Xin is very good in the middle of the game. Expect that he frequently searches for coins around the map, or try to kill you again and again.


AP Support Twitch has power peaks similar to ADC Twitch. Keep this in mind, especially around the level power peaks. Once Twitch has finished Lich Bane, its damage release and burst damage increase dramatically. Be careful to play the cheesey with its s as it might seek to kill you once you return to the track. At level 6, Twitch will unlock its Ultimate c. It offers it a lot of additional death pressure in the track.


Zed will start ganking as soon as he hits level 3. Expect him to go for early ganks to get kills.

Whenever Zed hits level 6 his kill pressure increases once again and he will look to go for kills whenever he has his Ultimate R available to him. Expect him to play aggressively once he gets the level up.

Zed is rather good in the mid-game as he will have 2 items and be able to assassinate any squishy target he comes into contact with. Avoid walking in areas where you know Zed is or has recently been in.


Be careful around the minion wave as Yasuo will often use its E to pass through the minion wave to reach you. Stay outside and away from the minion wave at all times. Try to keep the minion wave closer to your side of the card early. This will reduce its ability to play aggressively and look for an all-in. Good time to use CC capabilities or trading with Yasuo is when it is overstretched after using its E. You could use its bad positioning to go for a favorable trade to make it low.


Rumble’s effectiveness is drastically decreased when his Passive is not half filled. The enemy can try to trade with him freely during this point.

He is quite squishy and vulnerable when his r is on cooldown. This also applies when his weapons are overheated, which provides an opening for the enemy to all-in him.

Due to his immobility, a freeze can ruin his laning phase entirely. This will make him prone to ganks and will not allow him to CS at all.


Try to go for short gusts with your 1 in the track. The goal is to make sure that the enemy can't everything within you during the laning phase. Ward around and just aims to play safely. Once you get your first component, you should spam your abilities more frequently in the track. It will help you use your n combined with your 1 to go for regular trades with the enemy. You must always play safely, however. By getting your E Ultimate, you should be able to finish the killings in other tracks. Make sure that you are neutral, objective fights as well as your e will be really effective in these situations.


Yuumi's first item will give her a significant boost of power as she can spam her E frequently in the lane. It will allow her ADC and her to go for more frequent trades.

Once she hits level 6, she will become impressively adept at disengaging.

Her level 2 is a small power spike as she will have access to all her abilities at that moment. She can now utilize her Passive and her E to keep going for short poke trades and protecting her ADC after that.


Level 16 isn't that great a spike as it will only increase the damage of the ability and reduce the cooldown. It won't provide any utility whatsoever.

He will fall off later during the game due to the enemy purchasing defensive items. He should still rely on picks to get kills all around the map.

Most of his abilities will be maxed out during this phase of the game. He can look for picks all around the map and can set up death brushes in the Jungle.


His poke damage is quite high and obnoxious for the enemy team to deal with. This poke can build up over time and makes it so that the enemy laner is forced to play in the cover of their minion wave.

His wave clearing potential is very high due to his W and Q. This allows him to clear up the waves pretty quickly and get lane priority, which allows him to help his team secure objectives.

Excels in fights taking place in chokepoints and close quarters as it allows him to quickly stack up his Passive. This combined with his Ultimate R can easily allow him to destroy the enemy team.


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.


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

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

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


As a murderer, she will seek to take down targets walking alone or too far forward and away from their team. Stay together and force the fights when she's not there. Expect her to fly away in the team fights. Place a deep, shallow vision to help spot her before she can make a move. Try to blow her up when she enters with her Ultimate R. She's an easy target if she enters alone, so focus on her fast!


Keep in mind that Kled will try to play super aggressive in the early game to get a kill. Stay at max distance and avoid overextending if you’re weak early game laner.

When duelling Kled, keep an eye on his secondary bar. If it’s almost full, he will mount during the skirmish and he’ll be able to kill you. Avoid going for extended duels when he is about to remount.

Try and keep the minion wave closer to your side of the map early. Doing so will make his all-in less effective. Neither will he be able to chase you down with his Ultimate R once you walk up to farm.


Extremely squishy and immobile early on which can make him susceptible to ganks due to how his kit works. This will force him to play defensively, else he will just get camped.

Misuse of his d can cause a lot of issues for him. Junglers will wait for him to have this ability on cooldown before they try to gank him. Locking in improper cards during improper times can cause a lot of issues too.

Improper usage of his Ultimate y can get both him and his team killed, which will ultimately lead to a massive throw. This is due to the fact that Twisted Fate is a macro-based champion, and proper decision making is necessary to play this champion efficiently.


Focus on securing the remaining Dragons / Rift Herald in the middle of the game. Getting as many Drakes as possible will increase your chances of winning the game. Look for skirmishes with the enemy often. Hecarim is a good skirmisher, so you should try to increase your lead by fighting often.


Level 6 is a massive power peak for Syndra because it can easily shoot down enemies now. It also allows it to use its E correctly. The first element will give it a lot of apparent wave and damage. It will also give it a lot of mana to throw away its abilities frequently. Level 3 is a decent peak of power because it allows it to access all its primary capabilities. It also allows it to go to regular exchanges against its enemies.


Sion can surprise targets that are walking around Summoners Rift alone by waiting in a bush and using his Q to take them down. Avoid walking in areas where you know Sion has been so its harder for you to get caught out by him.

Kite and disengage is Sion’s biggest threat in a team fight. Try to keep him away from your team so he is unable to get a good Q knockup.

Avoid grouping and fighting in the jungle as it will allow Sion to either get a really good knockup with his Q or get a really good Ultimate R off. Group together, but do not stand on top of one another so he is unable to get a multi-person knockup.


You can’t really push too much early. If you push post 6, you could find yourself **Ulting** the enemy into their tower, and you’ll have to retreat.

**Ulting** can screw you over in a lot of cases. Practice makes perfect, and map awareness will help this with though.

Wards can prevent you from flanking the enemy and catching enemies out of position. Against a good Support who places wards, it’s going to be a little hard.


Try and stay at the maximum range at any time to make it very difficult for Galio to use his E and W aggressively to tease you. It is much stronger and has good gank set up when it is healthy and these two abilities are increasing. Galio, the biggest peak of power is reached at level 6. His R gives a great opportunity to gank and to help other lines or to present himself in a team struggle. However, it does not have much to kill the threat against enemy travelers in a 1v1 at level 6. After Galio has finished his first article and has many points in his Q and E, he will be able to quickly push the wave and roll.


Quinn's Q is a powerful tool in the way. It can completely deny the ability to self-attack one or more enemies. Winning its E is a significant peak of power in the track. This ability makes it very slippery and a threat to manage. Getting its ultimate R unlocks Quinn's roaming potential.


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.


Look out for Trundle’s early game pressure. He can easily kill you at level 2 with his Pillar e. Don’t walk too far forward.

Investing in healing reduction will make dealing with Trundle’s sustain a lot easier in this matchup.

Stand in the middle of the lane rather at the sides of the lane. If you stand around the edges near the wall, you are allowing him to set up his Jungler with a quick and easy Pillar e.


The enemy can try to get away from her to prevent her from getting her E completely loaded, which has not managed to reset her to facilitate an escape. Her E without her Q is completely ineffective during the early match because she has no form of external attack speed on her. If she uses it negligently, the enemy can look for a commitment on her. She is completely useless if she falls behind during the early match. She is dependent on the articles and without them, the game could also be a 5 v 4 due to her inefficiency in the game.


At level 16, Fizz will put the third point in his Ultimate R if he can land it on a squishy target who doesn’t have a Guardian Angel or Hourglass, he will be able to quickly take them down.

Unless he focuses on defenceless targets, it will be hard for Fizz to assassinate targets as smart enemies will start to build defensive items to protect them against his damage. They will also start to group which makes it harder for him to pick someone off.

A full build Fizz is a very scary fish! The more gold and kills he has, the more damage he will deal in fights.


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

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

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


His early game is weak as he doesn't have a reliable range, and his kit relies on him using his Q and E correctly. He will have to play it out safely and use the lane brushes to catch enemies off-guard.

Level 6 is perfect for Shen as it lets him roam for free. He can immediately show up to a lane and catch the enemy off-guard.

The first item component will allow him to deal more damage and bolster his overall survivability. It should help in maintaining his presence in the lane.


Kassadin is very weak in early play. Try to exploit this to win an advance and prevent him from taking the card. Giving him a difficult start will reduce his scale. Once Kassadin has his Ultimate k, he will be able to trade more frequently and also escape danger. At this point, his death pressure also increases. Kassadin is a game monster later and once level 16, he will be very slippery thanks to his Ultimate k and short cooldowns. Try and finish before having a chance to reach level 16.


2 points in his Ultimate r will make him more potent during fights. He will have to flank enemies and ensure that all the CC from the enemy teams' side is used up.

His first ability will be maxed out at level 9, allowing him to deal hefty amounts of damage in a very brief period.

He is pretty decent during team fights. He can completely decimate the enemy team if he manages to get a e reset off with his Ultimate r activated.


You will want to target Cassiopeia with your r when possible. This will allow you to poke her easily.

If Cassiopeia manages to Q you, make sure you use your W to block her follow-up Es. This will make her waste mana and will let you get the upper hand.

Once Cassiopeia gets her Ultimate R, you will want to be very careful when all-in'ing her. Make sure you look away from her the moment your Ultimate R animation ends.

Keep the wave slightly on your side of the lane. This will make Cassiopeia vulnerable to ganks and will let you all in her frequently.


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.


Focus on harassing your enemy laner with your Q in the lane. Bonus points if you can also clear the wave along with it.

Your E should help you a lot in this lane but use it carefully. Ward around before going for an all-in else, you will become an easy gank target.

Once you get your Ultimate R, you should have a lot more effectiveness in dueling enemies. An excellent way to bait the enemy will be to first let the wave push, and then as they are about to all-in you, you use your Ultimate R on them and bring them within your tower range. Then you can E them and kill them.


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.


His early play is weak because he doesn't have a reliable range, and his kit relies on him using his Q and E correctly. He will have to play it safely and use the track brushes to catch the out-of-guard enemies. Level 6 is perfect for Shen because he can wander for free. He can immediately show up to a track and catch the out-of-guard enemy. The first element will allow him to inflict more damage and strengthen his overall survival. He should help maintain his presence in the way.


During the mid-game, you want to gank as much as possible and keep accumulating a lead. Your E and W will be critical abilities that need to be appropriately timed.

Your Ultimate R will let you get kills and a lot of damage off on grouped enemies. Use it to ensure that the enemy frontline isn't able to get onto your backline.

Make sure you get as many neutral objectives as possible while relying on picks to win the game. The goal is to get rid of the enemy Jungler before doing anything.


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.


Once Aatrox hits level 9, his Q will be maxed. The reduced cooldown and additional haste will mean this ability is on a very short cooldown.

During the mid-game, Aatrox will have brought items that will reduce his abilities cooldown. Through levels 9-13 his abilities will be on a very short cooldown.

When Aatrox hits level 11 and puts two points in his Ultimate R, he will be a severe threat to the enemy in team fights. Fight around your Ultimate to deal a ton of damage and survive the team fight.


Extremely weak when she is CC-D as she can't use her dashes and can be killed easily. This allows the enemy team to take her before a major fight or when her e is on cooldown. Too steep of a learning curve, which makes it very difficult for new players to master this champion. Efficiency is reduced if the player can't cancel the automatic attack animations. Very difficult for her to return to the game if she falls behind early. Very useful for the enemy team to spoil her when she is pushed up or dive her when her r is on cooldown.


You have a strong poke in early play with your automatic attacks and your Q. Continue harassing the enemy from get-go. At level 3, you will have access to all your basic abilities. It is one of your first major powerpikes in early play. Your level 6 power peak is quite major because it can help you and your ADC stay safe in the way.


Try to keep the minion wave closer to your side of the map early. It will not be able to use its E much if it is pushed up. Post 6, beware of its strong and all-in-potential burst with its Ultimate R. Try and stay away from it if you are low. Its Q is blocked by the minions and its W. Always stay inside or around the minion wave to make it difficult for her to harass you.


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

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

In the late game, make sure you’re with your team at all times. If you leave them, the enemy may start a fight without you being there to protect them and keep them alive.


Lissandra's first item component will allow her to wave clear more efficiently. This is quite beneficial for her team as she can roam around a lot.

Lissandra will get a massive power spike at level 6 due to her ability to chain CC an enemy to oblivion. This is really useful when dealing with a fed or mobile carry.

Putting multiple points in her Q will make her more powerful. It will let her wave clear quickly and allow her to deal a lot of damage to enemy groups.


Kalista will have the range advantage over many laners. This will allow her to abuse and harass them whenever they walk up to the farm.

If she freezes near her tower, she can gain a significant CS and gold lead over the enemy. In addition to this, she can use her strong duelling power to chase down the enemy laner when they walk up or overextend.

She can use her Ultimate x on her Jungler, which will allow them to gank her lane with ease or help her save them in a team fight.


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

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

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


As long as you build magic resistance and dodge her Charm, she has no way of one-shotting you.

Ahri likes to roam after level 6 when she unlocks her Ultimate. Ping her as soon as she leaves lane and try to follow if possible. If you can’t follow her, push the wave and try to draw her back to lane.

Ahri is incredibly vulnerable when her Ultimate is down. Try to bait it out first, and then call for assistance from your Jungler to kill her while it’s unavailable. Make sure the wave is closer to your side of the map to make it easier for them to gank you.


Nocturne is easy to learn and does not take hundreds of games to learn like some champions in the game. Nocturne is a great assassin who can come out on anyone who walks alone around the card. This makes his potential of choice incredibly high. It has a great roaming capacity and can be moved literally anywhere on the map quickly with its Ultimate a.


Avoid disassembly unless the Q capacity of Blitzcrank (Rocket Grab) is about to cool down to minimize the risk of getting hooked. Keep the wave close to your side of the track to force Blitzcrank to extend if he wants to engage. Play aggressively at level 1, then climb to level 2 to gain additional capabilities and safety. If your ADC gets hooked, do not hesitate to untie from them to avoid dying. As soon as Blitzcrank starts to shoot them, disassemble them and withdraw quickly safely.


Once you have access to all your basic capabilities, you can start trading more efficiently with the enemy. At level 3, you can look for more aggressive coins, but don't engage on them, so you don't fall back. At level 6, Akali can look for aggressive all-ins as his Ultimate offers him a lot of pressure to kill extra. Look for killers with your Ultimate when the enemy overextends.


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


Aim to trade when Jax has used his E as it will block the basic attacks. He has a long cooldown, so make sure to exploit his weakness. Jax has no build-in support and is melee. If you have the edge of range, try poke and harass him as much as possible to prevent him from looking for all-in. It will also force him to burn through his potions quickly.


When she is low on mana, she is not a threat to you as her kit requires a lot of mana to trade effectively. When she’s low, there’s your chance to fight.

During team fights, Diana's kit offers a lot of burst damage thanks to her Ultimate R. Try to poke her down before she engages to make it really hard for her to engage and kill anybody.

Diana's engage is pretty scripted. Ward to the side when sieging an objective so she cannot surprise your team with an all-in.


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

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

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


At level 16, Illaoi will be able to put three points in her Ultimate R. This will make her really strong, and she will quickly turn the tide of a fight with a Ultimate R. Illaoi is really good in the fights because she will do a lot of damage and can easily peel for her allies. She can even get out of enemies who are too close to her, making a complete team fight unfair for the enemy team. Illaoi will have several articles during this stage of this game, and she will be very tanky. This will not only allow her to do a lot of damage but will also be able to absorb a lot of damage in return. Moreover, she can easily support herself due to her Ultimate R.


Keep the wave closer to your side of the map to force Camille to overtake for the farm. It is weak early, so you can force her fall in CS to go. Take advantage of your reach advantage to intimidate her and get an early health advance. In particular, she is self-sufficient when your self-authorized is up, and when she climbs up to the last strike. Try and stay in the middle of the track at all times so that it prevents Camille from landing easily on you. Post 6, you should keep the wave closer unless you are in advance.


Level 6 is a decent powerpike because Seraphine will get her Ultimate R and can now change the tide of a fight if the enemy team is piled together or standing in a line. The first element increases its damage and allows it to use its abilities a little more frequently. She is still mana-hungry, so she will have to pay attention to spamming spells.


Irelia is very strong whenever she has her Passive fully stacked. Avoid fighting with her at this time.

When Irelia hits level 6, her kill pressure intensifies as her Ultimate R is a very good duelling tool.

Irelia benefits from extended trades, so try and avoid going for them whenever you can. Keep them short and sweet.


Lee Sin is an aggressive early champion. Expect him to go for aggressive plays to get an early lead.

Watch your positioning at all times in this matchup. If you can stand behind minions, it will be really hard for him to land his e  on you.

Keeping the wave closer to your side of the map early on will make it very hard for Lee Sin to play aggressive and kill you in the matchup. Keeping the wave here will also prevent him from zoning you away from farm and XP


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

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

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


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

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

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


At level 16, Ezreal will put the third point in his Ultimate R. He will do a lot of damage to anyone touched with her in the last game. When Ezreal comes to the end of his construction, he will have incredibly low cooling on all his abilities. It's good for him because he will be able to continue to poke and harass the enemy before a team fight happens. Moreover, his E will be on a short cooling that allows him to easily escape from the skirmishes. Ezreal is awesome in the middle of the game, but he starts to fall in the last game because it will be harder for him to kill tanks.


Very vulnerable when his E is down which can allow him to be very susceptible to ganks. Enemy Junglers can take this opportunity to camp him relentlessly.

Reliant on items to win the game. If he is set back during the early game, he won’t be able to do a lot in the late game as he just falls off.

If he manages to get an early lead, he may be able to snowball if left unchecked. He falls off massively though so the longer the game goes, the worse it is for Lucian.


Level 11 is not very strong either because it does not get too many statistics at this level. This should help it increase its damage and survival of a decent amount, however. Udyr is good to secure choices during this phase of the game because it cannot move quickly and essential targets CC. Still targets will prove easy to choose for him. Its objective control will always be unrivalled in the game, and it will no longer be robust when it comes to this department. He should work with his team to get quickly Dragons.


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

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

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


In team fighting, be ready to change targets as soon as Kindred has used his Ultimate R. Kindred can remove targets that wander Rift Summons alone. Do not walk on the map alone unless you know where Kindred is. Try to kill monsters/camps that are marked if Kindred is unable to get the batteries.


Very immobile and is extremely vulnerable to crowd control. He has a weak early game as well, so he can easily be abused and killed with a few ganks.

His n is on a really long cooldown, and it is his only form of self-peel. Once it is down, he can be easily all-in’d and killed with crowd control.

He will take a lot of time to come online if he happens to get killed a few times during the early game. He isn’t going to be very effective if the game goes on for too long so try to shut him down early and end the game quickly.


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

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

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


Once Lucian unlocks his 3rd stage Ultimate R, he will be able to bring tons of constant damage, especially to low health targets. This will make it easier for him to break up enemies. Lucian will have access to several articles during this stage of the game. He will be able to both support himself, as well as provide high amounts of constant damage. Lucian Q and E will be maximized during this stage of the game. It will allow him to systematically and will allow him to reposition himself frequently.


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


Lissandra's first element will allow her to break out more effectively. It is very beneficial for her team as she can wander around a large number. Lissandra will get a massive power peak at level 6 due to her ability to chain CC an enemy to forget. It is really useful when it comes to a fast or mobile transport. Putting several points in her Q will make her more powerful. It will allow her to get out quickly and allow her to do a lot of damage to enemy groups.


Look to assassinate targets that move around Rift Summoners alone. Katarina is really good at picking up people and removing squishy targets. Once your ADC and Support turned towards the middle of the way, looking to split the thrust and pick up gold and XP in a side track. Watch to group with your team once you touch your article tips. Katarina is a great team fighter thanks to her AOE Ultimate R that will allow you to deposit a lot of damage in a fight.


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

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

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


If you are in a game where you want your ADC to scale, focus on using your Q defensively. Being a part of team fighting and neutral objective fighting is a must. Your W has a very good chance of reviving someone but always prioritize an ally that can destroy the enemy quickly in the period of disintegration. Once you get your ultimate R, look for the most jungle fighting you can. Sit in a Jungle brush and wait for a group of enemies to walk towards you.


Orianna fights against the almighty. Try to integrate it when her Ball is far from her. Pay attention to the location of Oriannas Ball throughout the laning phase. Position yourself away from him at all times so that he must go further to hit you. At level 6, stay away from your ADC as much as possible. If you are close to them, the enemy can be able to CC both when they throw their Ultimate d at you.


If Jarvan builds AD, he will be very squishy in the team fights and will get blown up quickly in the team fights. Once he has entered, he will have to engage fully in the fight. To ensure the victory, you must make sure that your team is able to follow. If you enter without them, you will die. If he falls behind, Jarvan is not so good. He will be too squishy in the fights, do not inflict any damage and fight to protect his team, you must make sure that you go ahead in the game early and play around your Ultimate m.


Her first ability will be maximized at level 9. From that moment on, she will start to hit like a truck because her e will be at the top very quickly in the game. The obtaining of two points in her Ultimate n will cause her again at peak. He will help her a lot in the team fights, especially when the enemy team is filled with heavy CC champions. She will have her basic elements now, which means that she will make a respectable amount of damage. She can even duel enemies and will not need her support for the babysitter if she masteres her use.


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

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

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


At level 6, you are both very strong and your Ultimates will be quite powerful and the difference between winning the fight. Keep the minion wave near your side of the card to force Aphelios to overextend. It is squishy and still so that your Jungler can gank you if you keep the wave close. Fight it when it is on low ammunition to make it kill much easier. Focus on poking with your Q and W and keep the jobs short and soft.


Your Jungler would be very happy if you had to help him invade or take the Rift Herald once you pushed your wave into it. Your ability to secure choices is really high during this phase of the game. Make sure you keep an eye on the side tracks that you can easily find isolated enemies in these tracks, and catch them becomes really easy. During team fighting, make sure you can use your h regularly and on several enemies. This will allow you to do a ton of damage, and you will be able to survive for a while.


Amumu will have multiple items during the mid-game. Depending on his build, he will either deal a lot of damage in team fights, or be incredibly tanky and hard to kill.

At level 11, Amumu will have 2 points in his Ultimate y. This means his Ultimate y will be on a shorter cooldown which can help him in team fights and help his team get picks.

Teams start to group during the mid-game, and as Amumu is a team fighting champion, he is pretty good during this stage of the game.


Rakan has great mobility thanks to the items he picks up and his E, W and R. His mobility is increased dramatically when laning with Xayah.

You have a great Ultimate R that is incredibly impactful in team fights. If you’re able to charm the whole enemy team, you will provide valuable time for your team to deal damage and win the fight.

Rakan is a great roaming champion. Look for roaming opportunities once you’ve picked up Boots of Mobility.


They are stronger than you early. Avoid fighting so you don't fall behind. Keep the minion wave closer to your side of the map so that you can protect yourself against their all-in. If they wander, ping and communicate with your team. You can't match their roams. Abuse your range in poking with your abilities. Try to self-attack when you can, but don't force it.


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

Rengar is quite decent in a team fight, especially if he manages to use a brush frequently. His burst damage will allow him to get rid of enemies quickly.

Multiple points in his Ultimate R will allow him to use the ability quite frequently. This means that he can both zone off enemies or secure picks when required.


Getting a complete build will allow your damage to skyrocket. Don't forget to use your Passive timely to avoid dying in clustered fights.

You can use your Ultimate R as an escape tool in heavily botched-up fights. This is not recommended because ability can allow you to turn a fight and save yourself almost immediately.

Your E will be pivotal to fights during this phase of the game. Always try to flank the enemy and get kills on the backline. This way, you will be able to take over the game easily.


When Galio loads towards you, try to disengage as quickly as possible. If you let him approach, he will try to engage with his E and then tease you with his W. As soon as Galio loses the 6 position level, ping your team as he might be looking to go with his Ultimate R. If you are a varied champion, use your range advantage to harass and bring him down every time he moves towards the last shot.


Level 2 is a massive peak since the Nautilus can now be used by the enemy in a blatant manner and exit the engagement after having suffered no damage in return. Once it reaches level 6, the enemy will have to play very carefully in the game. The enemy cannot get too close to the Nautilus, otherwise it will be killed immediately.


Try your hardest to avoid Velakoz Qa. Invest in the boots early if you are in trouble to avoid this ability. As soon as he channels his Ultimate R, either disengage, CC him or engage in the all-in. Hard CC will interrupt his Ultimate R, but the roots do not. After he gets his first article, Velakoz will constantly push the minion wave. Stay close but outside the minion wave at any time so that he is unable to push and poke at the same time.


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


Use the lane brushes to your advantage and make sure that you keep all-in'ing the enemy laner frequently. This will let you be a menace and will allow you to dish out a lot of damage.

Getting your Ultimate R will be a massive spike. You can now roam around and get kills in different lanes to get yourself ahead.

Your ability to duel and blow up enemies is unparalleled. If possible, consider lane ganking bot lane after recalling. Only do this once the top lane wave has been crashed into the tower.


Ezreal's first power peak is when he takes Sheen. His Q damage will increase considerably and he will look to poke constantly. Once Ezreal has finished his Manamune and upgraded it to Muramana, his damage output and maintain will be much higher. Every time Ezreal has his E, it is much safer and harder to kill. Try to abuse cooldown whenever you can.


When your team is not regrouping or trying to fight, divide the thrust and close a storm in the side lane. Look for peaks when you are grouped with your team with your m and e. After catching someone, call for Baron. Secure goals like the Dragon or Baron with your Ultimate t. If a major goal is up, stay away from using your Ultimate t to secure the goals. In addition, avoid team fights unless your Ultimate t is up as it inflicts tons of damage.


Its passive with its Q allows it to do a lot of damage to both the squishies and the tanks while allowing its team to do what they want. Its W is the most important ability in its kit and it can completely cancel any form of damage and CC with this ability. The fact that it can block the damage of the Ignite tick itself can be tilted for its enemies. When it is used correctly, it can even CC a group of enemy champions by running against any source of enemy CC. If it manages to find someone separated from their team, it can one against one easily, even if it is behind. This is due to the amount of damage that it can pull out with its Passive and Ultimate R. These choices can easily allow it to pressurize and take part of the card.


At level 6, Teemo can place tons of mushroom t around the track. This can help it prevent enemy Jungler's ganks, and make it more difficult for the enemy bot track to play aggressive. Teemo is very early and can intimidate the enemy down a ton. However, it depends heavily on the matchup and it must always position carefully so that it does not take unnecessary damage.


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

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

Xerath's first item component purchase will give him two advantages. First, he will wave clear very quickly (which is vital to roaming around). Second, he will be able to use his abilities more times as he will have an increased mana pool.


He isn’t the strongest early-game champion, but once he hits level 3, his poke and damage output increase.

When he hits level 6, his Ultimate increases his and his ADC’s kill pressure in lane. This will help him get kills.

The longer the game goes, the stronger Hwei will be. Once he has more items under his belt, he is quite good in the mid and late game.


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


Let him push the minion wave and capitalize on how immobile he is to force him to over extend. Then all-in him, or get your Jungler to gank him while he is over extended.

Look to abuse his E and Q cooldowns as often as possible. He lacks damage without these abilities. Bait them out then abuse the cooldowns.

Watch your positioning at all times so he cannot land those Es on you.


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


It has a unique mechanic that makes it incredibly difficult to control. Playing around its g is crucial for a good Draven, and it takes some time to get used to. If you die when you have lots of batteries, you will miss on a lot of free gold. Expect the enemy to overwhelm you in the lower lane to try to stop. Make sure to keep the track guarded at all times to reduce the chances of what happens.


Don't try to fight in the jungle when Corki has his passive as his b will cause tons of damage if he can use it on the whole team. Fight in areas that are outdoors because it's easier to avoid b. When starting a team fight, you have to engage quickly. Corki will try to delay a team fight and poke with his b and e. If you engage and fight quickly, he won't have time to get you down. Try to collapse on Corki when he's in mid-course with his support during the mid-game. This will help your team to secure goals like the Baron.


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

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

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


Your W and Passive should allow you to get easy choices on enemies who are too pushed up in the way. Your Ultimate R will be pivotal for team fights. Just make sure you use your Passive to hide and your Ultimate R liquidation time. The take of enemies will be the name of the game during this phase. Work with your Jungler and see if you can blow up a bit of Jungler wandering or Support from the enemy team.


Warwick is very weak early and he will be focusing on farming and surviving the very early game.

At level 6, Warwick will be a lot stronger. His Ultimate R is a great tool to start fights, look for roams and much more. Recall when low so he doesn’t kill you.

Warwick is weak early, but strong in the later parts of the laning phase once he has some levels and items under his belt.


Use the track brushes to regularly land your e on the enemy. This will soon allow you to cut your enemy off the track. Your e must be used with extreme discretion in this matchup. Make sure the enemy has no form of CC on them before deciding to use the ability in the middle of a fight, Once you unlock your Ultimate r, you should have a really easy time running down not only in your way but also in other ways. Make sure you do everything you need to get a lead.


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


He is really difficult to play when the enemy team is grouping together. Nocturne wants enemies to split up so he can use his Ultimate a to pick them off.

Cannot really gank until level 6 as he generally uses the element of surprise to make his ganks more successful.

Nocturne is super squishy and gets blown up in team fights quickly even with his s. This makes it difficult for him to fight unless he’s ahead.


At level 16, Alistar will have put 3 points in his Ultimate. With the reduction of the insane damage this ability offers him, he should be able to survive all the team fights for a long time. The teams will regroup in the late parts of the game. This is good for Alistar because he will always be able to get a multi-person with his combo.


Kalista is vulnerable to slows and CC. Try to lock her down at the beginning of the fight so she is unable to dish out lots of damage.

Kalista may stay in a side lane to split push. When she is not with her team, you can force a team fight or take an objective.

If you don’t know where Kalista and her Jungler are, they might be trying to sneak the Baron or Dragon. Make sure you have it warded at all times as she can take it quite easily thanks to her r.


With his varied poke and Q, he can continue to chip on his opponent while they try to close, and force them out of the way. His E allows him to disengage and ruin all the attempts on him of the enemy team. This makes it very difficult for the enemy Jungler to spoil him unless the top lane is able to land their CC on him. His Ultimate R can change the tide of an entire fight. When combined with his E, he can pretty easily CC all the enemy team when they are stuck together.


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

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

Play around your Ultimate t in the later parts of the game. Avoid fighting unless your Ultimate t is up. Fighting with out it will make the late game team fights much harder. Delay fights and be prepared to disengage if it’s still on cooldown.


Malzahar's first major power peak is when he gets his first component. It will allow him to spam his abilities on enemy tires. When Malzahar reaches level 6, he can look for peaks and set up kills for his ADC or Jungler. During the early match, Malzahar should try to use his Ultimate R whenever he can.


The first power peak of Ashe is once she buys and upgrades her boots. The extra speed will make her a more powerful laner that she can constantly throw her y on the enemy. At level 6, Ashe=s kills the pressure in the track increases. Her Ultimate w is very versatile and can set up kill with her team. Make sure you play around your Ultimate w to get killed again and again. Once Ashe has taken her first component, her jobs will be extremely powerful. Mix this with a few points in her y and level up Boots; her poke will be consistent.


When Ahri's Charm is down there, she doesn't have a real way to defend herself without blowing her Ultimate. Watch to fight her when her Charm is not available. Try and stay outside the minion wave, but close to him. This will force her to choose between pushing her Q or poking with her instead. Stand by the wave so you can run inside to avoid her E. Ahri is incredibly vulnerable when her Ultimate is down there. Make sure to abuse the long cooldown early.


Garen will gain a huge peak of power and finishing ability once he reaches level 6. This will let him go to regular short-blank exchanges against his enemies, leave his passive kick after the trade, and then go to the finish with his Ultimate R after having obtained the low enemy. In addition, the use of the track brushes to hide Garen's approach will further strengthen his position in the track. Garen's first element will either allow him to survive the track for a longer time (tank building) or significantly increase his damage (burner building). The first will allow him to take part in many team fights while the second will help him with duels.


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


Make sure you're still behind the minion wave so the minions block its damage. Do not stay directly behind them as its s is AOE. Once Jayce has an object under his belt, he will be able to push the minion wave incredibly quickly. Make sure to match its thrust power so that you don't lose the turn plates early. Jayce is not so good at roaming. If you play a roaming champion, make sure you're only going to wander when it's not in the way. Jayce will just push the wave and take your turn if you're looking to wander when it's in the way.


Jax is a strong ganker, and his ganks are easy to run. All he has to do is get close and use his e to CC the target. Jax skirmish power is excellent, and he can trade with or out of combat almost all the enemy Junglers. It is good for getting goals on his own. This allows him and his team to get an excellent objective advance for free.


During team fights, make sure that the enemy can't come close to your carries and soak up as much damage as possible for them. Use your Passive to defend yourself.

Buying a defensive item will help you a lot in this game. It will allow you to all-in enemies freely, and the enemy will take a lot of time trying to kill you.

Cling to the enemy carries like glue to create a rift between the enemy frontline and the backline. This way, the enemy will definitely lose the fight, and then you can win the game.


Veigar is at his weakest in the early game. Try to abuse him to set him behind. Delaying his stacks will make him less effective in the later stages of the game.

Whenever Veigar uses his n, try to abuse the cool down as it’s his only defensive tool in the early game and once it’s down- he is rather vulnerable.

In order to get ganks or kill the Veigar, you need to bait out his n first. You can do this by constantly toggling in and out of range of him. Make sure you always bait it out before committing to the all-in.


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


Her level 11 power spike is pretty strong. 2 points in her Ultimate R offer Zeri a lot of additional kill pressure.

During the mid-game, Zeri would’ve picked up several items. She will deal a lot of damage in fights and be able to solo carry them if she is ahead at this stage of the game.

At level 9, Zeri will max out her Q ability. As she uses this ability the most, her “autos” will deal a lot of damage.


Renekton's first item component will help him massively with his laning. His dueling power should increase quite decently now.

Level six is a massive power spike for Renekton as he gains his Ultimate t now. It will allow him to initiate all-ins and zone the enemy off during neutral, objective fights.

Renekton is quite a solid early game champion. His ability to duel enemies and impact neutral objective fights is massive and should allow his team to dominate during the early game.


Nasus doesn't want to fight at the beginning of the game. Instead, he wants to focus on agriculture and stack his Q. Try to fight him when he's focused on stacking as he can focus on the farm rather than fighting you--which will allow you to gain a health advantage. Don't push Nasus under his turret because it allows him to grow safely. Instead of freezing the way to your side of the map, he has to extend for the farm. Once Nasus has a few levels behind him and has several points in his W, he'll have good gank set up. You'll need to play safer if the wave is closer to his side of the map during this period so that you don't die of ganks.


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

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

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


Taliyah will want to delay a team fight for as long as possible while she pokes you down with her Q. Try and force a fight as soon as you spot her.

Avoid splitting up and playing alone. Taliyah’s Ultimate R will allow her to pick off enemies who are alone or isolated without assistance. Do not push up too far forward if you have no one nearby.

Taliyah has good pick potential with her C. If you don’t know where Taliyah is in the mid-game, do not walk around Summoners Rift alone and avoid areas without vision as she may be looking to set up a surprise attack.


When playing Yuumi against Alistar, keep in mind that jumping off your ADC when he has his CC tools up can be risky. Wait for Alistar to use or miss his Q before poking.

Best times to get off your ADC and harass Alistar are when he has wasted his Q. You can jump off your ADC and hit him with a couple autos while it's down.

Be sure to communicate with your team by pinging when Alistar roams. When he does, it's a good opportunity to get off your ADC and try to harass the enemy ADC with your auto-attacks.

To reduce the risk of all-ins, try to position the minion wave closer to your turret. This can make it harder for Alistar to engage on your ADC and can give you more time to react.


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

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

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


Trundle is decent enough during the late part because it will have its articles and will be very tanky. Its damage production should be quite high as well. A maximum of Ultimate n will allow Trundle to take control of the fighting in an easy way. It can quickly become tankier or inflict more damage depending on the enemy it uses the Ultimate n on. Trundle is perfect during the team fights. It will allow him to quickly blow up squishy enemies and slow their escape/advances. His e et e should help his team and him a lot.


Maokai's level 2 is a decent powerspike as he can now look to all-in the enemy ADC or Support with a potent CC combo. The chances of success increase with the amount of poke Maokai can land on the enemies with his saplings.

Level 6 is a massive power spike for Maokai as it allows him to get an AoE CC ability which is really beneficial in clumped objective fights. It is most dangerous and effective when used from the fog of war.

Boots are a pretty solid early game purchase as it allows him to roam often and respond to Jungle skirmishes. He is mighty around lane brushes due to the sheer amount of damage that his saplings do.


Very weak during the early match and can easily be killed, especially if the enemy he is confronted finds himself being varied in nature. Grievous Wounds are a must buy against him during the early match. He prevents him from healing much, especially when he uses his W, Q engage on a target. Controlling the appropriate vision of the enemy team will remove any form of chance of flanking that Maokai can exploit in order to initiate an all-in. This will reduce Maokai's effectiveness.


Level 16 is dull because she won't be getting a lot except for a reduced cooldown on her Ultimate R. It won't be as strong as other ultimates.

Her tankiness will be phenomenal during this phase of the game. She can keep soaking damage and act as a reliable frontline for her team in fights.

She will play a pivotal point during this phase of the game. It will make her tanky and will let her dive face-first into the enemy team. She will play a massive role in disrupting team fights for the enemy team.


Just hide in the brush of the early track and wait for the enemies to approach. Once they approach, d and run away. Remember that you will not do anything until you touch level 6. Make sure that your health is saved so that you can all enemies as soon as you manage to reach level 6. Getting your Ultimate h will allow you to do much more in the way. Now you can wander and use the brushes of the track to kill the enemy bot track.


Zyra has good wave clear and can poke the enemy at the same time with her Q. This is great use of her mana pool.

She can turn a gank around as long as she has seeds placed down before the enemy initiates. When they go in, she can spawn some plants and potentially turn around the exchange.

Zyra has great burst potential and can easily blow up any squishy target as the game goes along.


Keep delaying team fighting as long as possible while you harass and push the enemy down with your b and e. Stick with your team in the late game. Do not separate or walk away from them otherwise the enemy can try to withdraw or initiate a 4v5 fight when you are away from your team. Think hard and fast before using your Passive and b to the enemy team. In particular, do not use it aggressively if your team is not able to track and enter with you.


Skarner can start ganking at level 3 or 4 and can also take the Void Grubs very easily.

His first major power spike is level 6 though, when he unlocks his Ultimate. His Ultimate will result in him looking for picks and trying to make plays as often as possible.

Try to end the game as early as possible. The longer the game goes, the tankier he will be. The only way to counter this is by ensuring you get pen items.


His first ability will be maxed out at level 9. This will significantly boost his damage and let her one-shot squishies if they take many auto-attacks from Twitch.

Once he has 2 points in his Ultimate c, he will easily be able to take over team fights and disrupt them as well. His positioning will matter a lot.

Twitch is really good in mid-game fights as he can overrun the enemies down if they are clumped together. That, combined with his k slow and life-steal, will prevent him from dying.


Do not fight Miss Fortune and her team inside the jungle as her Ultimate e will cover the entire pathway which will allow her to deal tons of damage to your whole team.

As soon as Miss Fortune channels her Ultimate e, try to cancel it by CC’ing her. If you can cancel it quickly, her damage output will be very low.

Do not group to close together as Miss Fortune will be able to hit your whole team with her Ultimate e. Splitting up isn’t a bad idea when trying to team fight.


Extremely weak when she is CC’d as she can’t use her dashes and can be killed easily. This allows the enemy team to pick her off before a major fight or when her e is on cooldown.

Too steep of a learning curve, which makes it very hard for new players to master this champion. Effectiveness is reduced if the player can’t cancel Auto-attack animations.

Very hard for her to come back into the game if she falls behind early on. Very useful for the enemy team to gank her when she is pushed up or dive her when her r is on cooldown.


Level 16 is an excellent spike for Soraka as her heal will be highly potent and will be up quite frequently. Since it removes Grievous Wounds, team fighting has become easy for her team.

Both her W and Q will be maxed out during this game phase. She should be dealing with a lot of consistent damage, and her healing will be above par. Killing her carries will be phenomenally easy.

Her W will be completely maxed out and let her heal her allies for significant amounts. Her Ultimate R will be the final nail on the coffin for the enemy team as it will remove Grievous Wounds and impart a massive heal to her team.


It is prone to CC and can be locked quite easily. It can be difficult for it to engage and be useful when it is interrupted easily. Skarner is not great if it is behind, because it will not be tanky enough to absorb damage, and it will not suffer much damage either. If enemy teams separate completely, it can be difficult for it to be super effective. The enemy front line could block its Ultimate, and Skarner should avoid using its Ultimate on the enemy front line.


He is quite weak before six because of his over-telegraphed capabilities. He will need to use the track brushes and trade when the enemy gets too close to him or to the ground. His level six is a massive power peak because he can now impact the team fights regularly. He will also have him killed solo in the track. The first element will increase his survival and damage in the track. This is very useful because he will not even have to remember if he manages to preserve his health.


Flank in team fights and try to take down the squishiest member of the enemy team. Taking someone down quickly will give you a huge advantage.

While the enemy is moving into position and preparing to group, someone may be isolated or alone (or they may be too far forward). Pull the trigger and use your Ultimate R to collapse on them.

Look to group with your team in the late game. Grouping is important as you will not be able to impact team fights if you’re away from them- even with your Ultimate R as it takes some time to get into position.


After level 6, you will need to utilize the brushes and your d to leave him in low health for an all-in with your h.

If you find yourself in a trade, you need to consider and be aware of his shield bar, and also not commit completely to it until he uses his W, since it can turn the tide of a fight.

Push aggressively and look for trading windows until level 3, then back off and let the wave push back to you. In this time, you should resort to spamming d to deal damage to Mordekaiser.

Mordekaiser's weakest point is at level 1 since he doesn't have his abilities and can't stack his Passive reliably, so you can afford to prolong trades with him to a degree.


Kled is really good early on as he can use his Q and E to all-in and destroy his enemy in trades. His W plays a pivotal role in it as well.

Once Kled hits level 6, he will gain access to his Ultimate R, which will allow him to all-in laners in different lanes. He can even pay a surprise visit to the bot lane.

The first item component will increase Kled's dueling potential. It will make him more powerful than he already is, which is terrible news for the enemy.


His tankiness is really high during the mid-game. He can absorb a lot of damage and then regenerate a lot of health using his Q.

Multiple points in his Ultimate R will allow him to dish out a lot of damage, especially in grouped fights.

His team fighting is extreme as he can disrupt the enemy team with his snowball and his Ultimate R


If they invade you, just back, as they can easily kill you, especially if you are behind. They can secure the lens so much easier than you can. Keep them guarded to spot them before they can secure the lens. Post 6, avoid fighting them at any cost because they are much stronger than you with their Ultimate and they will kill you easily. It will be ruined much sooner. Make sure to apply as much pressure as you can to match its first ganks.


Her early play is weak, and she will have to rely on landing her Q on her laner whenever possible. Playing safely is the best way to go and should allow her to increase quickly. Level six is a good peak as she can make cross card games and can easily enjoy her portages. It can allow her to play a little more aggressively as well. The first element should increase her overall power decently. Her damage will be significant, and she can spam her abilities frequently now.


When sieging an objective, make sure you ward around the objective in question to catch out Fiddlesticks before he engages with his R. Deny his surprise engages by warding around your team.

Seek fights when Fiddlestick’s R is on cooldown because with it down his team fighting potential decreases a lot.

Do not group to closely together when dancing with the enemy. As Fiddlesticks R can deal tons of damage to your whole team if you're grouped close to one another.


Vel'Koz will have his Q maxed at level 9. This means that he will deal more poke damage and completely dismantle an enemy team from range.

He will have two points in his Ultimate R once he hits level 11. This means that Vel'Koz will use the Ultimate R more efficiently as a finishing move to get rid of low health targets.

Team fights are going to be really good for Vel'Koz due to his kit. If he manages to score a knock upon a target, he will probably kill them instantly with his team.


He is pretty intense early on due to his Passive and his ability to chase people down with his t. It makes him a pretty good duelist.

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

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


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


It is vulnerable when its t is down, and can be engaged if its speed of movement k is reduced. Its ultimate t can easily be rid by the enemy by buying Control Wards. Enemy Junglers with jumps and dashes can also bypass these mushrooms by taking strange routes. It falls quite drastically during the end of the game and can only resort to split thrust. This puts his team in a disadvantageous state and causes a lot of tension to accumulate within the team.


Another point in her Ultimate R will allow her to deal massive amounts of damage with her Ultimate R. The cooldown will be reduced as well.

She will have her core items now, allowing her to deal with a lot of damage. This will help her team during fights, especially choke point fights.

The first ability will be maxed out at level 9. It will increase her overall burst damage in the game, and she can easily ambush someone.


Darius is one of the best duelers in the game, so don’t overstay your welcome. Do not go for extended trades with him as he will always come out ahead.

Darius will look to reposition when using his e. Try and stay in the inner ring so it doesn’t deal much damage.

Darius is relatively immobile and weak when he is getting attacked by multiple champions. Let him push, poke him down and then request a Jungle gank for a guaranteed kill.


Zilean should stick to his team as glue as his Ultimate t will cause the fall of the enemy team, provided he uses the ability correctly. The lower cooldown will certainly make prolonged fights a breeze for Zilean's team. Zilean will go max. from his Ultimate t to level 16. This will allow him to have a tiny cooldown on his Ultimate t. On the other hand, the health with which the Ultimate t'd target respawns will increase. He will have all his articles by this point of the game. This means that his damage release will be massive, especially when it comes to his Q > W > Q combo. A single Q on a squishy target can easily pick them up.


Level 11 is not a massive spike like other Supports. It gives only a measly increase in the damage and no utility, unlike other Supports. That being said, the lower cooldown certainly helps.

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.

Pantheon is quite potent 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.


This champion is quite motionless and is subject to CC. If they get caught by any CC, they will probably die. Lulu relies on her team to carry while she provides them with healings and shields. Lulu is a squishy champion with low points of success. This makes her rather vulnerable and easy to kill.


Similarly, make sure to use Flash to escape its Ultimate R so that it cannot get reset and win the fight. Watch the flanks when Pyke sitting targets, can attack on the side or take someone with his Q and win the fight. When no team fight occurs, Pyke will be in a lateral drive by division. Keep an eye on his positioning and back if you see him turning to join the fight.


His first ability will be maxed out at level 9. It should bolster his survivability and damage in the game, and he should be able to make more picks now.

Skarner’s team fighting is phenomenal during this phase of the game. He can soak up damage while ensuring that he gets crucial picks on the enemy team.

At level 11, he would put a second point in his Ultimate. The reduced cooldown will help him make picks more frequently.


Quite vulnerable when his E is down. This can allow the enemy to all-in him and kill him quite easily during the early game.

His Ultimate R positioning can get him killed if his team doesn’t follow up on him. Besides, going in too deep without any assistance can also get him killed.

Pantheon loses most level 6 all-ins against champions with strong damaging Ultimates. This will make his level 6 power spike much weaker compared to many champions.


Akshan does not do too well in the various matchesups and champions with easy to land CC because he will be unable to use his E aggressively. Its Ultimate can be interrupted quite easily. You must be very careful when you try to use it otherwise the enemy will cancel his channel. Versus poke or champions with a lot of clear wave, it will be almost impossible for you to wander and help your allies as the enemy will keep you pushed in or take your turn while you are roaming.


Gragas' Ultimate R is very good in team fighting. It deals a lot of damage and can move the entire enemy team. It has good support in the way (compared to many other champions) with its W. This will allow it to look for jobs more frequently and heal after a job. Its E can be used in conjunction with Flash to get surprise jobs/commitments with the enemy. It can also use it to interrupt enemy abilities and dashes.


When there is no team fight, push and draw the enemy's attention to you while your team sits or plays on the other side of the card. Be sure to continue growing during the middle of the game so you can upgrade your Ultimate R and win more gold. Keep a constant eye on the card during the middle of the game so you can help your allies with your Ultimate R when appropriate.


Once Kennen has several objects, he will be able to turn the tide of the game on his own. His poke damage will be enough for two shots of squishy door. When his Ultimate m will be maximized, he will crush a truck loaded with damage. Now Kennen will simply have to rely on the sides and fog of the war to set up a good fight. Late game team fights are often decided in neutral objective pits while taking a goal. Kennen Ultimate m will come very practical during this stage and will allow him to win the match of his team.


His e is very versatile. He can use it to reposition and close the gap between him and the enemy laner.

At level 6, his Ultimate t is very strong and can allow him to execute enemies who are on low health. If he is facing a weak laner, don’t be afraid to go for the kill.

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


If your allies move on your track after destroying their turn, rotate and move around the map to continue growing and winning XP and gold. Use your capabilities to quickly clear the minion waves so your team can besiege/prevent an enemy team seat. If you can land poke while also pushing the minion wave, you can look for a favorable trade. By sitting Baron or Dragon, or whenever you push the enemy under their turn, look for a peak with your abilities. If you can catch someone out of position or blow them up, you will be able to take the goal for free.


In the late game, your build should be coming to completion. While you will deal a considerable amount of damage, it will be harder for you to one-shot targets as the enemy team would’ve started to pick up defensive items.

At level 16, Zyra will put the final point in her Ultimate R. The utility and damage this ability provides at this rank is very good, and she will be a menace in team fights.

Thanks to her low cooldowns and plants, Zyra will help her team quickly secure neutral objectives such as the Baron or Elder Dragon. Don’t be afraid to make the call for these objectives if your team’s in a position to do so.


Your level 3 is a massive powerpike for Gragas because it can now look for full-blown all-in on the enemy target. Positioning can cause some obstacle that its E can be interrupted by minions. Using river brushes or its Flash should quickly solve the problem. Gragas' level 6 is a significant power peak because it can now move key enemy targets during a gank or all-in. It can allow it to take the enemy rear line if it decides to go for the whole AP construction. It can also work with its Jungler and choose enemies with this ability. The first mythical element will give it a devastating peak of power. Its ability to a shooting target increases massively, and it will just need its combo time properly from now on.


Take note of the audio in the game- you can hear when Caitlyn places his W. If you can't see where the Trap W has been placed, it's probably behind your turn. Stay away from your turn when you're pushed in. Try and stay within maximum range away from Caitlyn at any time. This is especially true when Caitlyn has his auto-auto-auto attack ready to shoot. If she holds her auto-auto-auto, wait for her to use it before going forward. Caitlyn will seek to push and take your turn earlier. Don't she have you down by sacrificing CS for health and XP. When she's overstretched, ask for help from your Mid laner or Jungler to help you stop her.


Play safely in the early game. Wait until you have some levels and element components under your belt before trying to fight. Try to keep the minion wave closer to your side of the card in early play. If you push, the enemy will be able to start a fight or refuse to pick up the farm. Once you are level 6, play around your Ultimate R and look for aggressive games. Try to bring down the enemy with your Q before looking for an all-in.


Avoid all the ins on Lucian during the early game as it is safe to decimate you in this matchup. Also, during the laning, make sure that you are not attuned with minions. Remember that Lucian can counter your mobility easily. That being said, you have 2 dashes, so use it well. It falls as the game continues, and you do it. Be careful, and try to finish the game of 30 minutes other you will have a lot of trouble. Keep the wave near your turn and see if you can expose it to the ganks.


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.


Watch your positioning in team fights as Morgana will try to catch someone out with her Q. Make sure you stand in an appropriate position so you’re able to dodge it. Don’t stand too far forward nor too far back.

Once Morgana has gone fishing with her Q, she is relatively defenceless which you can capitalise on. As soon as she uses her Q, charge at her and try to take her down.

Whenever Morgana casts her Ultimate R in a team fight, try to get out of the area as quickly as you can so you do not get chained down and CC’d.


Continue to delay team fights for as long as possible while you harass and poke the enemy down with your b and e.

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.

Think hard and fast before using your Passive and b towards the enemy team. In particular, do not use it aggressively if your team is not in a position to follow up and go in with you.


Fizz has good kill pressure at level 3 and 4. Respect his all-in and try to poke him down before he gets the chance to play aggressive.

Fizz's Playful / Trickster E allows him to dodge damage and escape from trades. Do not go for all-ins unless he has already used this ability beforehand so you’re guaranteed to hit your abilities on him.

Keep an eye on your XP bar between levels 5 and 6. If you think Fizz is going to hit level 6 first, try to stay at max distance and play safer. When Fizz hits level 6, his kill pressure intensifies and he can easily kill you if you’re level 5 and are overextended.