Very immobile which can make him a prime target for engage champions. Once engaged upon, he can do nothing unless he gets some help from his teammates.

Once his e is down, he will be useless unless he has some sort of item or numbers advantage. His e forms the core of his entire kit so if the enemy waits it out, he won’t be as effective.

When going for the AD build, his Ultimate y is next to useless in terms of both utility and damage. It also costs a high amount of mana which is really bad for Kog’Maw.


Cho=Gath is a monster as the game continues. It can easily eat an unexpected target that wanders through the Rift of Summoners alone. If you don't know where Cho=Gath is, don't walk through the isolated river or without vision. Cho=Gath=The abilities are crucial when it comes to winning the team fight. Do not group too close together so he is unable to land his e on your entire team. When he sips a goal like Baron or Dragon, don't start if Cho=Gath is alive. With his Ultimate t, he deals more damage than Smite, so it's better not to take the 50/50.


Viego can steal the lives of his enemies which can allow him to escape danger. As he becomes untargetable, it can allow him to dodge incoming damage.

Viego is a fun and rewarding champion to play thanks to his Passive and his Ultimate R. Expect yourself to get hooked on him quite quickly.

Viego has a high skill ceiling. This means the more effort you put into him, the better you will be at him. Keep playing him and see yourself skyrocket in the ranks


Neeko is really good in team fights due to her E and Ultimate R. She just needs to make sure that she can get to the enemy team in her Ultimate R channel time.

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 a lot of damage while peeling for her teammates. This will help her team during fights, especially choke point fights.


At level 3, she will unlock all 3 of her basic abilities. She now becomes a champion and can fight the enemy.

When she has completed her first component item, she can empower her allies further and make them a lot stronger in fights and skirmishes.

At level 6, Renata will be really strong and she can look for more kills and picks. She can also set up her Jungler with ease.


At level 11, Anivia will have 2 points in her Ultimate m. Not only will it significantly increase its damage production, but it will be difficult for the enemy to sit all the goals because it can easily erase the wave. Anivia is good in team fighting, and the middle of the game is usually when the teams start to regroup. This makes her a good mid-game champion.


Its passive allows it to stay on the track even after taking a lot of damage from poke / all-damage from the enemy team. This can also lure the enemy team into wasting a lot of valuable call spells. Its E allows it to do more damage in 1 v 1s (as the damage is increased if the enemy is alone). This allows it to do a lot of damage with a complete rotation of its capabilities, and unlike Garen, the enemy has probably failed to regenerate much health and stay in the way. It is really good by flanking the enemy team with its Qs and E. Moreover, its tenacity W will allow it to get out of the enemy team if it decides to dive and disturb them.


Your first power peak is at level 3 when you unlock the 3 of your basic capabilities. You can start looking to fight at level 3 from. When you unlock your Ultimate, roaming and all-in will be easier and you will be more of a threat. After you finish your first component, you will be strong enough in 1v1s and have a greater chance of getting killed.


Try your hardest to dodge Vel’koz Q’s in lane. Invest in early Boots if you’re struggling to dodge this ability.

As soon as he channels his Ultimate R, either disengage, CC him or commit to the all-in. Hard CC will interrupt his Ultimate R, but roots do not.

After Vel’koz has a few points in his Q, he’s damage output is going to be high. Make sure you’re always near the minion wave so you can run into it if needed.


When Trundle activates his Subjugate n, back away immediately. He will become much tankier and your tanks will be weak. Re-engage when his Subjugate n has cooled off.

As Trundle will be split pushing a lot in the later stages of the game, try to team fight when he is not able to be there. If you spot him isolated and away from his team, try and force a team fight with his allies.

As soon as Trundle engages in a team fight, try to lock him down with CC. While he is a tank, he is very vulnerable to hard crowd control.


In the mid-game, your main goal will be to look for as many picks as you can. Work with your Jungler to help them invade while planting your E sapling in the Jungle brushes.

You should be really tanky during this phase of the game. Peeling for your carries should be your primary goal after you manage to initiate the team fights.

The river and choke points would be a great place to fight as your abilities will lock down multiple enemies. Just go in on the highest priority target and try to CC lock them.


At level 6, Zilean’s kill pressure doesn’t exactly increase, but his survivability does. Whenever he uses his Ultimate t, try to abuse the cooldown and play aggressive while it’s down.

Once Zilean has completed his first item and once he has enough levels behind him, he will be able to one-shot the minion wave and push incredibly fast. Stand outside of the minion wave at all times so he is unable to poke and push at the same time.

Do not disrespect Zilean’s Bombs Q damage in the mid and late game. He can deal a surprising amount of burst damage if he is able to get a catch.


Bel.Veth is a good early skirmish and can also abuse motionless champions like the brand. Try to invade, catch it and put it behind in the early game. Bel.Veth. Objective control is pretty good. Make sure you prioritize taking these goals whenever you can, as it will give your team a great lead. You are a good counter-organiser. After the brand has entered, try to counter it as you can easily turn around its ganks. Playing around your Ultimate is very important.


At level 6, play around your Ultimate Cooldown to help you get murders with your ADC. Stay away from the enemy, but make sure you're close to your ADC so you can get pressure on the track while you're not poking.


Once Diana hits level 6, she can start to receive ganks from her Jungler as her Ultimate R deals a lot of damage and is CC. With this in mind, try to ward the river and side bushes to spot the enemy Jungler before they show up in your lane.

Whenever Diana lands her Q, she could look for the all-in thanks to the reset on her t. Try and play safer when her Q has landed and wait for it to disappear before walking forward.

Diana is rather weak if she doesn’t get kills early on. With this in mind, try not to feed her and ping whenever she goes missing as Diana will look to roam if she can’t kill anyone in mid.


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.


Hecarim's ability to deal damage will skyrocket during this phase of the game. He will also be quite tanky due to his items and stats, which means that he will be a powerhouse of consistent DPS.

Once he gets 3 points in his Ultimate t, no enemy backline will be safe anymore. So Hecarim should use the fog of war and sit on the top side of the enemy Jungle and wait to kill any wandering enemy champion.

Once his h and W get maxed out, he will be almost unkillable as long as he is mobile and manages to stick to his target. CC is his worst enemy, so some tenacity will help him a lot.


Keep the wave closer to your side of the card in the game very early. It will protect you from the ganks and those who zone you away from the farm. Do not trade cars with Draven. It will win every fight early. Play safely early! Draven is very strong at levels 1, 2 and 3. Play safely early. Your goal in this matchup will just hit him early.


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


Fizz is strong at level 3 and 4 once he unlocks all 3 of his abilities. He should play somewhat safer until he reaches either 3 or 4 and then look for an aggressive all-in.

Fizz’s main power spike is once he hits level 6. His Ultimate R is an incredibly strong tool that can help him get kills with ease. It has a short cooldown so he will be able to play aggressively over and over again.

Once Fizz has recalled and picked up his first item, he’ll be able to dish out of a lot of damage quite quickly. A good Fizz will not be scared to go for aggressive plays especially if he has a better first item than his lane opponent.


Make sure you play around your Ultimate as much as possible. You are much stronger than Milio at level 6, so make sure you get them down first and then commit to an all-in every time you touch level 6. Pushing will prevent you from engaging and securing killings. Make sure you keep the minion wave closer to your side of the card throughout the previous parts of the game. Try to keep the minion wave closer to your side of the card. It will allow you to all-in Milio and continue them in the way. If you push, its Jungler gank you and if your cage is down, you will die! Keep harassing Milio with your abilities while pushing the minion wave. Try to target your abilities so they hit Milio and the minion wave at the same time.


Aatrox tends to fall off later in the game as the enemy will buy items that counter him. They will also be grouping which makes it harder for Aatrox to secure kills.

If he can get on to them, you will still be able to take down carries in late game team fights. Suppose you’re able to land a W on high priority target- go in and try to take them down.

You must play around with your Ultimate R in the late game. Fighting while it’s on cooldown could be the difference between winning a fight and losing it. When you have 3 points in your Ultimate, your sustain is very difficult to deal with.


In team combat, it can be put into a kit to death by any transport range that the enemy team has. If the enemy is intelligent and puts the vision in the track brushes, he will not be able to count on his Q to poke/start an all-in-one. Its handling decreases while using its Ultimate R, which makes it difficult for him to land when the enemy is out in the open and has some form of dash or flash.


Your complete build will allow you to kill squishy targets with one e and Ultimate R. Moreso, your Ultimate R will be up frequently, hence use it liberally.

Try to CC multiple targets at a time during this phase of the game. Your AoE damage potential is really high and can completely wipe out a team if you time it well.

Do not wander about alone in unwarded areas of the map. You are already immobile, and anyone with a dash or spell shield can kill you. Stick with your team and work with them to one-shot enemies.


Her early game ganks are very potent as she can quickly E someone to a wall and allow her teammates to collapse on them in a jiffy. She can also cancel dashes with her W that prevents enemies from escaping.

Level six is a good spike as she can now disrupt fights with the ability. She may also prolong the CC to an enemy if need be.

The first item component will allow her to clear the Jungle quickly and make her deal more damage. It will also let her be tankier during the early game.


Avoid grouping tightly together as it will give Malphite a great opportunity to land a 5 person knock up with his **Ultimate** .

Do not look for fights in the jungle or around the Dragon or Baron. This is because teams will generally be grouped closely together- which allows him to get a good **Ultimate** off. Instead, try to fight in the open in a lane.

Poke and disengage are Malphites biggest threats. If you can, try to poke him down as much as possible before a team fight occurs to make it near impossible for him to engage without dying. Keeping him low will force him to recall.


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


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

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

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


Her Q allows her team to play around her and her Jungler to spoil her. Her passive combined with her Ultimate R can be a deadly combo. If she passes after JC, she can run any enemy if they don't have some form of CC capability on them.


Sylas is a strong early game Jungler. Expect him to start ganking after level 3 when he has access to all basic abilities.

The longer the game goes the stronger Sylas will become. Avoid feeding him in the early game to reduce his strength in the mid and late game.

Once Sylas is level 6 and unlocks his Ultimate R, he may pay a visit to someone’s lane to steal their Ultimate. If he steals yours, communicate with your team so they know he has your Ultimate.


This level of champions 2 is incredibly strong. They can often gain a health advantage or Summon an advantage in the way by playing aggressive and looking for an early one. You have a very good roaming potential once you have Mobility Boots. This gives you tons of card pressure. Every time your Ultimate e is up, you have a lot of pressure to kill extra.


On getting 3 points in his Ultimate e, he will use the ability quite often. Team fights will be a breeze for him from now on.

His ability to make the team fights unfair due to his pick potential will be quite apparent during this game phase. All he needs to do is Ultimate e his enemy from out of vision.

His tankiness will know no bounds during this phase of the game. He will soak up both tower shots and enemy damage simultaneously and make it very easy for his allies to follow up on his engagement.


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

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

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


Avoid fighting in the jungle as that will allow Maokai to get a good Ultimate R off. Additionally, avoid fighting around neutral objectives like the Dragon or Baron too.

When sieging, make sure no one on your team is too far forward as Maokai can isolate them and catch them out of position with his W.

As it might be hard for Maokai to team fight, he may try to flank from the side to make it easier to get on to the enemy. He may also use his Ultimate R from the side to CC your whole team. Ward the flanks so you can spot him before he initiates.


A maxed-out Ultimate e will hurt the enemy team massively. Any fight around chokepoints will allow Vladimir to win the fight immediately due to his sustain and damage.

Multiple items will let him deal more damage to enemies, especially those who clump up together during team fights. He should be relatively safe as well and will heal from a ton of damage.

His life steal and damage during the late game will make him really good in team fights. He will just need to use his l and Q at the proper times, and he will be unkillable.


Don't regroup or fight in the jungle because this will allow Rumble to get a good Ultimate b off. By fighting out, it will be harder for him to get an Ult 5 people b. Never try to take a goal like Baron or Dragon if Rumble is alive and kick. As you will be close enough together inside the pit, you will allow him to land a devastating b on your entire team. Rumble is inclined to disengage. As soon as he uses his Ultimate b, try to disengage or reposition so it is harder for him to follow the damage and win the fight.


His Ultimate R is completely dependent on the enemy team comp. If the enemy has lacklustre ultimates, Sylas won’t be able to do much.

If used improperly, his W can get him killed due to him getting displaced to another location. If the enemy purchases Grievous Wounds, they can easily counter this heal by a good amount.

Proper vision placement can ruin his chances of being able to flank the enemy team with his E. He won’t be able to effectively impact a fight when he can’t flank the enemy team.


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

Be proactive with your Ultimate, as they will look to use theirs whenever it is up. Force ganks with your R!

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

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


Avoid prolonged trading with Sett early. It has a lot of physical damage and will win most self-attack trading. Keep this in mind during trading with it. At level 6, Sett, Ultimate R is strong enough. Do not overextend or stay on the wrong health in the way as it can easily kill you or set up its Jungler. Keep the minion wave closer to your side of the card early on will reduce Sett's ability, kill them and win the way. If you are not very strong in the early game, by default keep the wave on your side of the card.


Level 9 is a massive powerpike for Heimerdinger. It will now have maximized a capacity and will be paying a lot of damage depending on its maximum capacity. Moreover, as a laner medium, it will now be able to CC and blow up enemies with its capabilities. Adding another point to its Ultimate R will skyrocket its overall power in the track. That's because the powers will be more powerful, and Heimerdinger will use them both offensively and defensively. Moreover, it will allow it to relentlessly harass the enemy lantern when they try to close in the track. Heimerdinger excels during team fighting that he can control a large area with its Q turrets. This will be really useful in crowded areas like the objective pits and Jungle paths.


Delay a team fight for as long as possible while you poke and harass the enemy with your b and e. Once the enemy is low, you can commit to the fight.

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

Avoid overextending or dying alone. When you’re dead, the enemy may be able to siege an objective, start a fight or secure the Baron or Dragon.


Poke with your Q as much as you can, but focus on harassing with cars as much as you can. If you miss your Q, the enemy will kill you. Your main goal in the track should be to peel and protect your ADC as much as possible. If you or they fall behind, it will be harder for you to win the track and the game. Keep an eye on your positioning in the track. Try to adjust your position accordingly and play around where your ADC is standing at any time. If you are too far back, they will fight for the farm and you will have no priority in the track.


Aatrox tends to fall later in the game that the enemy will buy items that against him. They will also be the group that makes it harder for Aatrox to secure the murders. If it can go to them, you will always be able to take charges in the fights of the late game team. Suppose you are able to land a W on high priority target- go and try to remove them. You have to play around with your Ultimate R in the late game. Fighting while it is on cooldown could be the difference between winning a fight and losing. When you have 3 points in your Ultimate R, your support is very difficult to manage.


Lux excels at catching enemies out of its position with its g. Make sure your team is grouped and no one is walking alone around the map as it can easily break them out. Lux has tons of bursting damage. Investing in defensive elements will reduce its ability to shoot you a shot or your carts. In team fighting, try to engage as soon as possible. Lux will try to delay a team fight so that it can poke with its l or get a choice with its g. Lux will also be able to take advantage of the fact that it is not possible to get a team fight.


Several elements during this phase of the game will allow him to effectively fight enemies. His damage will be quite significant now. Another point in his Ultimate R will make him have a lot of potential to pick. He can easily hide around the map and 1 v 1 squishy targets. His first ability will be maximized to level 9. He will grant him increased damage and survival, and now he will be a massive threat to the enemy team.


Cassiopeia is one of the most immobile champions of the game. Cassiopeia is therefore a target of choice for the ganks and teams with good diving potential. When against mobile champions like Talon, Lee Sin, Rengar, it will be really difficult for her to land her Q, make use of her W and escape a trade. She fights against enemies who move quickly.


Take advantage of your range advantage and poke Tahm Kench whenever his Devour (W) ability is on cooldown. This allows you to harass him without the risk of being immediately devoured and removed from the fight. Be careful of Tahm Kench all-in-potential. It is best to stay attached to your ADC when his Devour (W) is available, as you can be an easy target for him to catch and disable. By keeping the minion wave closer to your side of the map, it becomes more difficult for Tahm Kench to engage effectively on you. This denies him the space he needs to make aggressive games and increases your safety in the way. Tahm Kench is particularly strong at levels 1 and 2 and can seek to make aggressive games during this time. Keep this in mind and prioritize your safety to avoid falling victim to his early aggression.


When it comes to getting a goal like the Dragon or the Baron, never go for the 50/50. Due to Nunus Q, he will win every battle. Try to take the goal when he is dead or on the other side of the map. Nunu is rather still when it comes to team combat (once the fight has started). Lock him up with crowd control and kite him during the team fight so that he is unable to be the front line and climb to your portages. Do not tighten together when it comes to team combat. If you are close to each other, he will use his Snowball W to engage from afar and run in the enemy. If you are all close to each other - he could be able to mount a 5 person.


In team fights, try to destroy his Barrels E before he can blow them up. This will reduce his AOE damage and his ability to win fights. Try to avoid fighting in areas that are tight as around the goals or in the Dragon that his Ultimate R will hit your entire team. Fight in the tracks rather than in the jungle and make sure you are not grouped closely together. Every time Gangplank has his Ultimate R, ping your team so they know that it can impact skirmishes.


Very immobile and can be collapsed on easily with multi-layered CC. Once CC’d she is probably going to die with proper follow up.

Without her E, she is quite vulnerable and a susceptible gank target. This is especially true when the enemy has some form of ranged CC.

Positioning is quite necessary for this champion else she can easily be caught out and killed due to how immobile and burst reliant she is.


Once Sett gets 3 points in his Ultimate R, he will be able to execute his enemies with ease and will be able to use the ability quite frequently. This allows him to do a quick job of the tanks. Sett is decent during the last parts of the game. He can cut a ton of damage while simultaneously peeling for his team and acting as a worthy front lining. Sett's ability to get peaks during the end of the game is phenomenal. He excels in the fights that occur near the bottlenecks, which makes it really difficult for enemies to try and get neutral goals.


Three points in his Ultimate R will make Urgot really scary. Anyone who gets caught by Urgot will probably end up dying because of the amount of damage he can dry out in a short time. Urgot is really tanky at the end of the game. Due to his articles, he will have a respectable amount of support, which will make it really difficult for the enemy to kill him. Team fights will be Urgot's bread and butter as he can do the front line quite efficiently while pulling tons of damage to the enemy team. He can also separate the front line from the enemy team from the backline line, denying the threat of all-in on his team.


Rek’Sai has full control of the early game which allows you to set up vision in the river just before she reaches level 6 as Diana goes mad with ganks when she reaches the level 6 power spike. Minimise the volume of successful ganks she gets by warding in common river bushes as her gank patterns are also very linear.

Diana has practically nonexistent ganks pre-6. Abuse this fact by heavily ganking in the early game to get ahead as Diana’s chances of getting a successful countergank is extremely minimal.

Rek’Sai and Diana have around the same dueling power post-6 if even. Only attempt to 1v1 Diana if you already have a decent item lead and your ultimate is off cooldown. Diana's t has a short enough cooldown to the point it'll always be up in a duel, so make sure your r is always up before invading.

Diana is extremely immobile pre-6 which makes her easy prey for Rek’Sai in the early game. Invade her frequently as she has trouble to delay her level 6 power spike.


Sion is weak in the very early game. He needs to get some levels behind him before he can start to gank.

Post 6, Sion can gank lanes from afar with his Ultimate R. Look for ganks whenever your Ultimate R is up.

Sion’s early game power spikes depend on what build he goes for: if he goes tank, he will be weaker early, if he goes damage he will be obnoxious and strong.


The Ryze laning phase is when it is at its weakest. Avoid trading with it too much in the game very early that he will just want to remember early and get his Tear anyway. When Ryze reaches level 6, his death pressure does not increase because his Ultimate R is not a harmful tool. For most champions, your level 6 will be stronger than his. Try to fight as often as possible. Ryze needs time on scale, so delaying his ability to scale is the key.


Can soak a lot of damage for his team as a front line. This allows him to peel for his carries with ease, which can allow his carries to play more freely.

His Ultimate R can be used to set up ganks on other lanes. No one suspects a Sion to ult from base and down to the bottom or middle lane.

His E is a very easy skill to land which guarantees a Q from Sion’s end. This can be of great value for setting up ganks for his Jungler.


The first significant peak of Aatrox is at level 3 when it has access to all its basic abilities. This will allow it to go for favorable trades. Once Aatrox has obtained its first component element, it will be able to go for favorable trades. Look to play more aggressive once you get your first component element. When Aatrox has obtained its ultimate R; its death pressure increases considerably. Additional damage and healing that it gets from this ability can help it start a snowball.


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


Look for choices with your b but avoid shooting in a tank during the late match as it can allow them to start a fight. Try to choose and shoot b in an enemy squishy champion instead. As you are a Support, avoid keeping alone in the late match. If you are chosen, the enemy will be able to take goals nearby or use their digital advantage to win a team fight. Permanently place the vision around the map to help your team secure goals and get choices. Having a vision around the Baron and Dragon is necessary to help your team win.


At level 9, Akshan will maximize his Q. It's really important for Akshan as maxing his Q offers him a lot of extra damage. When Akshan puts the second point in his Ultimate at level 11, he will find it pretty easy to execute enemies. At this stage of the game, the teams will be grouped. Akshans w will be really good at this stage of the game because he can bring back a recently deceased ally.


His tankiness and health regeneration are unparalleled and quite valuable during late game fights. He can act as a really potent frontline/disruptor for his team and can go directly for the enemy backline.

Being pushed into the tower isn’t a big hassle for him due to the ease with which he can farm under his tower. The enemy needs to think twice before diving him as he can regenerate a lot of health in a matter of seconds with his Ultimate R.

His Q can allow him to catch up to targets quite easily. This is invaluable when he is trying to pull off a gank or when he manages to catch an immobile champion out.


A maximum of Ultimate R will allow Malzahar to straighten out heavy amounts of damage. The enchanters and the squishy targets will find it hard to get away with it. He is strong during the fights at the end of the game while his Q and Ultimate R will hit like a truck now. He will have to check the enemy's inventory for a QSS before he decides to do everything in a champion, however. His Q and E will be maximized and will make a lot of consistent DPS during this phase of the game. The Q will allow him to keep the wave in check as well.


Avoid letting him get ahead early as he can be extremely potent in the later stages of the game.

Avoid fighting in the jungle as he has a lot of AOE damage and can destroy your team if he gets a good combo off.

Lock him down and kill him quickly. Pick him off as he moves around the map, and then take the Baron or Dragon.


Their level 6 is incredibly strong, and their Jungler will gank them when they hit 6. Make sure to keep the river to spot the Jungler early. Post 6, push the minion wave and walk backwards so they can't trade with you or press R on you. Stand outside the minion wave at any time. He will force them to choose between pushing and poking you. Focus on just farming and poking and harassing the enemy. You're not very early.


Irelia is very strong every time she has her Passive completely stacked. Avoid fighting with her at that time. When Irelia reaches level 6, her death pressure increases as her Ultimate R is a very good duel tool. Irelia benefits from prolonged jobs, so try to avoid going for them whenever you can.


When Ekko hits level 3, he can start to look for aggressive plays as he would’ve unlocked all 3 of his basic abilities. Until that time, he can fight, but he will unlikely gain any significant advantage.

As Ekko can deal a lot of burst damage, once he has completed his Mythic item, his kill pressure intensifies.

At level 6, Ekko becomes an incredible threat. He can go for risky plays and use his Ultimate R to escape. His Ultimate R can also be used aggressively, which makes it incredibly versatile. You can look for riskier all-ins post 6 as long as you cast your Ultimate R.


Kled will always be stronger when he is mounted. He is slightly weaker when he is disassembled. At level 6, Kled has increased mobility and the potential to impact several tracks with his Ultimate R. He can also use his Ultimate R to engage and pursue the enemy. Do not overextend in the way as he can easily kill you. Kled is one of the strongest champions in the game. He will try to fight you as much as he can to get an early lead.


Jarvan has an incredibly strong level 2. This allows him to get ganks cheesey out of the medium track or bot once he has unlocked his two d and e. He is quite mobile and is able to escape many trades. He can also use his mobility to pass over the walls and dodge commonly placed desks. He can many times gank the tracks more and more thanks to his relatively low cooldowns. Moreover, once he is level 6, he can gank overheard or immobile tracks with his Ultimate m that will usually result in murder for him or his ally.


Investing in early armor will be very beneficial against his basic attacks in the laning phase. Your level 6 power peak is much stronger than his, not be afraid to play aggressive when you get the higher level. Pre-6, keep the wave closer to your side of the map. It will prevent Quinn from zoned you away from the farm and will allow you to play aggressive and look for killers.


It will be stronger than you early, but once you have some levels under your belt, you can start to be a little more aggressive. Focus on early farming and limit trading. Just poke if you can, but not commit to anything. You can start playing more aggressively after hitting Level 6.


Nautilus is strong at levels 1-3 and can play aggressive and look for kills with his g. Ensure you’re always behind a minion whenever his g is up to reduce his ability to kill you in lane.

As soon as Nautilus hits level 6 and unlocks his Ultimate e, his kill pressure will increase again and he can lock you down as soon as you overextend. Play less aggressive when his Ultimate e is up.

Nautilus spikes once he has Mobility Boots as it will help him roam really easily. Ping as soon as he goes missing so your allies know he’s missing.


It can also turn into its true form after killing it and then use this to punish any enemy pursuing. Bel-Veth will be much stronger with every time it remembers, because of how much it benefits from every piece of attack speed that it buys. Once it has finished this first article Mythic, it will be much harder to manage, especially if it gets earlier than expected. The lower the rate of attack means a cooling on its Q, which is its ability to bread and butter, helping its damage, mobility and clear speed. The earlier it gets this speed of attack, the stronger it gets.


Leona will now have two points in her Ultimate e. The ability will be on a very low cooldown now, and she can quickly look for choices in the enemy team. Her r will be maximized soon. This will give her a ton of protection when she decides everything in someone. This will only strengthen the strength and duration of Leona's whole. Once Leona has its basic elements, she will be able to protect both her team and herself at the same time.


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


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


Lee has a high skill ceiling which means that if you put a lot of effort into him, you will find a great success with him. His level 6 power peak is very strong and he can easily get murders in his own way, or turn around the map and get murders elsewhere.


Move to the mid lane and either stick with your ADC in the mid lane or hug your Mid laners hand to prevent the enemy from taking the mid lane tier 1.

Make sure you place vision around nearby lanes and objectives. If you can spot the enemy moving around the map, your team may be able to collapse on to them and get a free kill.

Avoid wandering too far away from your allies at any given time. If you get caught out, the enemy may be able to take a nearby objective like Baron, Dragon, a tower or even win a 5v4.


Pay attention to your positioning when you want to harass Thresh. Stand behind the minions to block his hot Q (Death Sentence) skills, which makes it harder for him to engage or initiate trades. Keep the minion wave closer to your side of the map offers better gank opportunities for your jungler. He forces Thresh and his ADC to stretch, making them more vulnerable to ganks and potential killings. When Thresh disappears from the track, ping immediately and communicate with your team. Thresh is known for its roaming potential, so it is crucial to alert your teammates to the potential threat and adjust the game style accordingly. Avoid getting too close to Thresh, as he can use his E (Flay) to interrupt your movement and CC you. Keep a safe distance and step back to make it easier to avoid his E and Q abilities, respectively. Respecting his range of threats is essential to your survival.


After your bot lane has rotated to the mid lane, move to the side lane and start farming and gaining XP there. You can look to 1v1 any enemy who tries to stop you.

Look for frequent trades with the enemy throughout the laning phase. Getting an early kill could snowball the lane heavily in your favour.

Once you’re level 6, look to play more aggressive. Your Ultimate R is a great skirmishing tool and you can get kills with it.


Wait for her to use her W before looking for an all-in. Otherwise, she could just you CC and kill you. A good time to look for an all-in will be when her dash is down. She will not be able to escape this way. Play around your Passive at any given time. It can help you absorb a lot of damage and can keep you healthy for all regulars.. Try to get to the enemy rear line when possible to cause chaos. Keep the wave somewhere in the middle of the way. It will give you enough opportunities to take the enemy down, and put ganks on them.


Nasus is at its weakest in early play. Try to deny as many piles as possible by invading it so it is unable to scale quickly. The more the game goes, the stronger Nasus gets. Make sure you finish the game as quickly as possible. Nasus would not be seen on the card early, but post 6, it will start to glove a lot. Especially when it has several points in its W.


Dr. Mundo has a lot of support thanks to his Passive and the items he picks up. Make sure to invest in the Execute of the Appeal or another element that inflects serious wounds to reduce his healing. In the team fights, Ignite will help reduce his healing, so make sure to Ignite him as soon as he engages. Control of the crowd is your best friend against Dr. Mundo. If you can have CC on him in a team fight, it will be very difficult for him to activate his Ultimate R and avoid damage.


When the Ultimate is not at the top, just focus on pushing your wave but don't stretch out while doing that. Try to switch on a side track as soon as you can. It will allow you to hunt enemies more easily with your Ultimate and E. Securing the peaks during this step will make it easier for your team to get neutral goals. During the fights, always try to reach the enemy rear line by flanking them from out of sight. A sweater can help you with that. If you can't do it, you just have to pull on the enemy front line, until you can catch someone with your E.


Kha’Zix will try and assassinate targets that are alone during the mid-game. Avoid walking through the river alone if you’re unsure where Kha’Zix is.

Crowd control is a necessity when playing against Kha’Zix as it reduces his assassination and jump E potential. Try to lock Kha’Zix down as soon as he jumps E in to prevent him from getting in and out.

Grouping closely together will make it harder for Kha’Zix to deal tons of damage as he will not get bonus damage from his Passive when targets are grouped.


Be a part of neutral objective fights. Your Ultimate R will be particularly useful to push the enemy Jungler out of the neutral objective. Look for choices with your Jungler whenever possible. It will allow you to accumulate a massive advance and allow you to take the game by hand. Don't forget to cultivate in the game that you still need your basic elements to win the game. If you succeed in accumulating an advance, make sure you push harder and get other ways forward.


After entering with your Ultimate R, be ready to fall and peel for your allies in the fights of the late game team. To make it easier to access the enemy backline, group with your team but stay out of the way. If you flank a nonwarded bush, the enemy will find it harder to react to your all-in. Avoid dividing or being away from your team in the late game as the enemy will force a fight while you're gone. Play around your Ultimate R in the later parts of the game. Avoid fighting unless your Ultimate R is standing. Fighting without this will make the fights of the late game team much more difficult.


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

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

Soraka will be looking to play safe and farm. Exploit this by freezing near your Tower- forcing her to overextend and then all-in her as she walks too far forward.


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


When Leblancs W is on cooldown, it is squisher and vulnerable. You can use this delay to play aggressively and go for a trade because it will not be able to escape or trade as efficiently as possible with you. Standing outside the minion wave and far behind is a good way to reduce Leblancs' ability to push and poke at the same time with his W. If you stay as far as you can, she will be unable to land her W on you independently.


Make sure you keep the wave closer to your side of the map as it will allow you to deny Pyke all-in opportunities while also reducing Pyke's trading potential. It will let you set up your Jungler too.

Try and harass Pyke as often as possible with your superior range. Bully them as often as possible and then look for an all-in when they’re low.

Make sure you hit level 2 at the same time as Pyke, as they’re way stronger than you at level 2 and by hitting level 2 before or at the same time, you’ll have a better chance at fighting back.

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


His field of attack will be quite high during this phase of the game. He will let her get out of a lot of damage while remaining safe from CC. Another point in his Ultimate R will allow him to inflict more damage and strengthen the arrival movement. It will be on a low cooling which means that she can use it quite frequently. This step of the game is made or broken for Trist. It can be strong, but if it is not early, it will be absolutely weak.


Once Vex reaches level 3 and gets access to each of its capabilities, it could look to play aggressively and make a coin. Unlocking Vex-S Ultimate R at level 6 is a precious power peak for it. Expecting it to play more aggressively when its Ultimate R is on cooldown. Winning enough gold for its first component element offers its additional trading potential in the track. Its damage output will increase and it will be stronger after that.


Yasuo gets a huge peak of power at level 6. It can now focus on trampling the enemy with its tornado r and then use its ultimate R to finish the low-health target. Track brushes should help significantly when it comes to landing this capability. Yasuo will win a small point each time it puts an additional point in its r. It improves its poke r damage, which allows it to look for all in once it reaches level 6. Combined with its E, it should allow Yasuo to catch the motionless ADCs with ease. Once Yasuo has its first element, it will get a significant increase in its duel potential. This means that it can easily catch up and kill any over-extended or motionless target.


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


Can dish out a lot of burst damage while moving around quickly during team fights. This makes it very hard to catch him and kill him in a team fight.

Great objective control due to his Ultimate R. It can allow him to transition from a Dragon to Baron almost immediately. He can also pull backdoors off with this ability.

The CC on his W allows him to set plays for both himself and his team. This can be really effective if he manages to CC a high priority target, and get rid of them quickly.


Pyke is a very mobile champion thanks to his W and E. This allows him to escape sticky situations quite easily. Pyke-Ultimate R is an execution that can be a valuable asset in team fighting that you can kill the enemy when they are somewhat healthy. Even when behind, Pyke can still be very useful in team fighting as long as he can execute an enemy.


Karthus is a farm heavy champion and will need to soak up many minion waves and jungle camps to be useful throughout the game.

His Ultimate e deals basically no damage in the early game. This isn’t good for Karthus as he only wishes to use it when the enemy is super low. During this time, the enemy could have already been killed by your ally, and you wouldn’t get an assist.

Channelling your Ultimate e near an enemy champion could be very dangerous as they could interrupt the channel with CC.


Make sure you put the emphasis on taking Dragons for your team. After ruining the lower lane and turning immediately, you can take the first Dragon. Your Ultimate is strong, so you have to abuse it to win an advance on Malphite. They will be ruined often, so you have to do it too. As you are great at duelling and early, try to make early games around the map to get yourself and your allies in advance. As Malphite is so weak early, just go into their jungle and try to fight them or force them to remember.


His Ultimate R can easily be dodged by enemies who have dashes or any movement tools.

If the enemy has good positioning in lane, it will be very difficult for you to engage or use your E in the lane. This is because your E can be blocked by minions if the target is not directly behind them.

Gragas’s Ultimate R is very easy to mess up. You may want to use it aggressively to knock someone forward but instead, knock them backwards.


Darius starts to fall in the end of the game, but it is still powerful. He falls as other champions start to get elements that counter him, and many champions will be more tankier, which makes it harder for him to kill them. At level 16, Dariuss Ultimate e will be an essential tool in team fighting. As he can do a considerable amount of damage and as he is an execution- he will be able to remove targets and use reset to kill several targets. At this stage of the game, Darius should be almost max build. As he builds items that increase his damage and offer protection, he will be relatively tanky and difficult to remove.


During the mid-game, teams will start to group. This is good for Alistar as it will allow him to get a multi-person knock-up with his t>e combo.

In the mid-game, Alistar’s abilities will be on shorter cooldowns. This can enable him to go for more picks and increase his team's lead.

In addition to lower cooldowns, Alistar would have purchased items that make him incredibly tanky. This is good for Alistar as he will be able to take more damage and survive fights. He can also be a much beefier frontline champion.


Ping whenever Akshan goes missing. He is really good at roaming and he could leave lane easily. Make sure you ping whenever he leaves your lane.

Stand outside of the minion wave so he cannot push and poke you at the same time with his Q.

As Akshan is an AD champion, he will win auto-attack trades with you. Don’t trade auto attacks with him as he will always win them.

Focus on farming over fighting. Your goal is to survive the laning phase and gain an XP and gold lead. You can then be stronger in the mid-game, as long as you don’t fall behind.


Diana can look for jobs from level 3 because she will have access to all 3 of her basic abilities. Try to go for aggressive games to gain an early health advantage. As Diana does a lot of bursting damage, she should look for constantly favorable jobs around her Q and t once she has taken her Mythic article. Don't be afraid to fight if you have the advantage of the article. Diana, level 6 is very strong. Her Ultimate R makes a lot of bursting damage and can be used to get dead again and again in the way. Because it is such a strong tool, you can also look at and help your allies if the enemy laner plays incredibly safe


Kog'Maw will have several objects during this phase of the game. This will give him a lot of damage to his enemies and just sculpt a path through the enemy front line. Kog'Maw is very squishy and can be killed quickly in the end of the game by assassins or enemies with tons of CC. He will have to rely on his team to help him survive. Getting 3 points in his Ultimate will amplify the poke damage inflicted by the ability.


Rengar is pretty weak until he manages to hit level six. He will need to keep track of the enemy Jungler and use the Jungle brushes accordingly to win the early game.

The first item component will allow him to deal with a lot of damage and help him with his clears. It will also be beneficial when trying to go for all-in combos.

Rengar's objective control is phenomenal. Hee can easily gank a lane, get some kills or force them to back off, and then take the objective.


Getting 2 points in his Ultimate l will make Shaco's dueling capacity skyrocket. He can easily hide somewhere and use his clone to heckle enemies and deal free damage to them.

His first ability will be maxed out at level 9. This makes it really hard for the enemy to catch him during all-ins, and Shaco will easily be able to deal a lot of damage without taking a lot back in return.

Shaco is really good at getting picks with the team during this phase of the game. He can easily set up death brushes and use his x to poke the enemies out before a neutral, objective fight.


Make sure you’re only using your abilities when you have to, especially your E. Aatrox suffers from long cooldowns and is easily abusable when they’re on cooldown.

You’ll fall off in the later stages of the game. Try and end the game as quickly as you can or snowball your lead so you’ll be a huge threat in team fights.

Aatrox is not an easy champion to learn. He has a unique mechanic on his Q which does take some time getting used to. You’ll need to put in a lot of practice to master this champion.


He can absorb a lot of damage and then regenerate a lot of health by using his Q. Several points in his Ultimate R will allow him to contain a lot of damage, especially in the grouped combats. His team fight is extreme as he can disrupt the enemy team with his snowball and Ultimate R


Teemo may not join team fights as he isn’t very good in them. He may instead be split pushing and trying to take objectives in the side lanes. Make sure someone is able to stop him from splitting.

Teemo will place Mushrooms t around objectives and in high traffic areas. Avoid going anywhere that Teemo has recently been in without a Sweeping Lens. He and his teammates may be ready and waiting and try and pounce on you.

As Teemo will be split pushing or away from his team during fights, you could use the numbers advantage to force a fight 4v4 or 5v4. Just keep an eye on him and be prepared to rotate if he gets close to your tower.


In team fights, as soon as Viego runs in, try to CC him and burst him down first. He is pretty vulnerable to CC and if you can kill him before he gets his combo off, the enemy will lose out on a lot of damage.

Keep track of who he can change into at the start and during a fight. Try to play accordingly to all of his potential new abilities.

Try and avoid fighting in the river or in the jungle as Viego’s E can make him very hard to kill. It is better to fight in the open or after he has used his E. His E allows him to be super slippery.


Maokai will be looking to gank as often as possible as he can gank lanes pretty easily with his W.

Maokai is good in team fights as his Ultimate R has a large area of effect. Make sure you split up or disengage as soon as you see him so he is unable to utilise this ability.

Once he completes his first item, Maokai will be really difficult to duel as he will be really tanky.


Hecarim is a strong duelist in the early game and will try to solo kill you early on. Do not underestimate his early game damage as he will usually come out ahead.

Look at what Summoner Spells Hecarim has taken. If he’s taken Ignite, he will be looking to play ultra-aggressive early to get kills. If you’re low, do not try and trade with him as he will finish you off with Ignite.

Try and keep trades short and sweet as Hecarim does really well in extended trades thanks to his W which will heal him and his h which is on a low cooldown.


You are really good at securing the goals in early play. Look to secure the goals whenever they are. Find a healthy balance between the glove of your allies, the agriculture of your jungle and safety goals. Make sure you don't fall behind in XP trying to gank constantly. Look several times at the gank tracks that are wider or Flashless. Your champion is very good at several times the glove tracks over and over again.


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

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

Rotate around the map so you can continue to farm and gain XP.


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

Look for picks with your abilities. Picking someone off and then collapsing on them to take them down is a great way of winning a team fight and ending the game. Look for picks on isolated targets if possible.

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


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

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

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


If you are able to get a choice and heal your team with your Ultimate R quickly, the chances of winning the fight will be higher. Whenever your TP is down or your team is not very strong alone, stay with them and fight like 5 instead of playing divided.


The more the game goes, the Poppy Tanker will become. Try and reduce its gold revenue by flying its camps during the start of the game. This will also delay some of its other power peaks. According to its construction path, Poppy Power peaks will change as its AD construction and tank have different power peaks. Once Poppy touches Level 6 and unlocks its Ultimate R, it will have much more utility and will be able to disengage from a skirmish.


She will have her core items during this phase of the game. Her dueling and pick potential will skyrocket enormously. She should try to fight as much as possible during this phase of the game.

Her win condition will be getting off massive Ultimate Rs off on the enemy team. Poking them out with her Q first and then going in for the kill is quite optimal for her. Bonus points if she can do it from the fog of war.

She is mighty when dealing with the enemy backline and should always try to find a flank on the enemy's carries. The best time to all-in them will be when the enemy frontline decides to all-in your team. Doing so will ensure that the enemy frontline has no form of follow-up.


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


Get to level 3 quickly, and make sure you use your E to catch enemies off-guard. You should have a significantly easy time dealing with pushed-up enemies.

Early kills should come quite easily to you. Focus the enemy bot and mid-lane as they have the squishiest targets and will let you snowball hard.

Your Ultimate R should allow you to make a lot of plays all around the map. You can even use it defensively if things go awry.


Malzahar is not very strong in early play and can be made weaker by destroying his passive shield every time he gets up. As soon as he gets it, pop the shield must play even safer. Malzahar will seek to push the wave constantly once he has an object. Avoid standing inside the minion wave at any time so that he can't sting and push at the same time. Once Malzahar reaches level 6, you will have to play more respectful than he will tend to get ganks once his Ultimate R is in place. Every time he has his Ultimate R up, make sure you have quarters in the river so you can spot the Jungler before they reach your path.


The most gold that Talon gets, the strongest it will be. Even with one blow, he can easily snowball his lead. Avoid giving him kills when possible. Once he has finished his first element and when he has unlocked his Ultimate R, Talon's power increases considerably and his skirmish force will be unstoppable. Avoid fighting 1v1 unless you have an advantage. Talon has the same peaks of power in the jungle as in the middle track.


Once he gets two points in his Ultimate R, Kled can focus on the race of the enemies down and destroy them completely with his team. He can even score singular hits with her. At level 9, his first ability will be maximized. This will give him a boost of massive damage, and he will kill people in an instant. It will be quite the peak of power for him. Kled will have several elements in the middle of the game, which will make him a devastating force to manage.


Kha’Zix is a strong early game Jungler. Look to gank and go for duels frequently with the enemy. Getting an early kill or two will make the game much easier for you.

Focus on securing objectives. As you’re the Jungler after all, make sure you try to take them as often as possible. Your champion is very good at taking them alone.

While you’re a strong fighter and good in the early game, you need to ensure you put time away to focus on farming and gaining gold and XP. Secure your camps as often as possible.


Level 16 will be a massive peak as it will reduce the cooling of its Ultimate t and increase the damage of its mushrooms. Enemies will have a hard time crossing bottlenecks now. It will have a fairly large amount of Hast capacity now, which means that it can deposit a lot more mushrooms around the map. Enemies will have to invest massively in the vision to keep themselves safe. It will complete its construction during this phase of the game, which will allow it to pull a squishy target. Its store should come in practice during this phase of the game as well.


Level 2 is a massive spike as Nautilus can now all-in the enemy blatantly and come out of the engage after taking no damage in return.

Once he hits level six, the enemy will have to play very carefully in the game. The enemy can't come too close to Nautilus, else they will get killed immediately.

Boots are a minor powerspike in the lane but will allow Nautilus to roam quite frequently. This will allow him to help other lanes out and invade the enemy jungle with the allied Jungler.


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


It is strong once it unlocks its Ultimate R. The extra inflation potential and movement speed more other statistics of its Ultimate are really beneficial when it comes to trading. Aatrox peaks when it gets its first element (as well as the two component elements). Respect its all in potential when it has finished the recipe as its damage output will increase strongly. Aatrox is very much whatever if you can't avoid all instances of its Q. Practice makes perfect, but try to avoid them every time you are able to.


Once Maokai gets two points in his Ultimate R, he will use it frequently. If the enemy doesn't put in place a deep vision, they won't have a good time to face the Ultimate R. Maokai is extremely good in team fighting because he can distinguish enemies and CC several enemies with his Ultimate R. His Passive doesn't let him die quickly either. His first ability will be maximized to level 9. This will allow him to do a lot of damage with the ability and allow him to use it frequently.


Can deal heavy amounts of burst damage in a very short time, which gives the enemy very little time to react. One such C E Q combo can ruin the enemy laners life.

Her Ultimate R allows her to traverse a long distance almost immediately and can provide a lot of utility in choke points. This will also give her traction to easily land her C.

Her E is really effective against enemies who have some form of dash. She can thus make life a living hell for laners who rely a lot on dashes.


Depending on your construction, you will either have tons of damage or tanking a lot of damage to your allies. Anyway, remember that you still need to peel for your ADC. Try to work with your Jungler and get spikes inside the enemy Jungle with your Ultimate R. Even the withdrawal of the enemy Support will give your team a considerable advantage when it comes to vision placements.


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.


Use the track brushes to your advantage and make sure that you keep the enemy lane all-in-the-hand frequently. This will allow you to be a threat and will allow you to deposit a lot of damage. Getting your Ultimate R will be a massive peak. You can now wander around and get killed in different ways to put you forward. Your ability to duel and detonate enemies is unsurpassed. If possible, consider the lane ganking route after the reminder.


Concentrate them with your other front-line champions. As you are the Jungler, you must make sure that you are still alive in the late match. If you will die before a major goal scares, the enemy will be able to take it. Make sure that you are still on the side of the map that the next major goal is safe. If the Baron is up, always stay on the upper side. If you go bot and show up, the enemy will take the goal for free.


Lillia is very fast and mobile thanks to her Passive. This makes it difficult to catch her out of position. It will also allow you to avoid skill shots and CC. Unlike many AP champions, Lillia can launch and start a team fight if she can catch several enemies out of position with her E. Ping once you activate your Ultimate R so your team knows you want to enter. It is possible that you are able to put the entire enemy team to sleep with your Ultimate R. This will increase the chances of your winning team. Try to apply your Ultimate R to as many champions as possible.


Heavy champion of snowball. If Leblanc gets killed or two, she can make the snowball the track and move forward more easily. At a closer gap / ability to escape thanks to her W. This makes her a huge threat in the way and makes her a little safe from the ganks. Leblanc has a good clear wave thanks to her W. This allows her to compete or exceed most of the loans.


Leblanc can start in unbridled trades as soon as she unlocks her Q and W. She can also proc Electrocute very easily with her combo Q W AA. Once Leblanc has reached level 6, her death pressure gets increased because her Ultimate R is very versatile. He also has a very short cooldown, so play respectfully. Leblanc is very strong in the middle of the game once she has a lot of APs and items. Make sure you group with your team so she can't blow someone up quickly.


A maximum-out Ultimate will increase frequently, and team fighting will become a breeze during this part of the game. His damage is massive during the end of the game, especially with his W. He will have to use it at an appropriate time for maximum efficiency. He is a decent team fighter during this phase of the game. He can regenerate his health quickly because his Passive and his real damage W will melt through the enemy health bars.


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


Try to bait out Zac's E before engaging in a fight, as it is his primary mobility tool and he won't be able to get to you without it.

Your sustain in this matchup is extremely strong, so make sure that you can go for extended trades in this matchup. Failing to do so will severely undermine your ability to get a lead early on.

Use your dash with extreme discretion in this matchup else you will give Zac an easy window to just all-in you. Also, keep the lane brushes warded, as Zac may use it to all-in you out of nowhere.

Keep the wave somewhere close to your tower in this matchup. It will allow you to easily expose Zac to ganks and will completely keep you safe from all-ins. That being said, make sure that he can't shove the wave completely, or you may be tower diven.


Braum’s first power spike is when he reaches level 3. When he has access to all his basic abilities, he can start being more proactive and have some lane pressure. Up until that time, he can’t exactly do too much.

Braums next significant power spike is once he reaches level 6. Unlocking Braum’s Ultimate r is very important and once he reaches this power spike, he can start to actively look for all-ins with his ADC.

When Braum has upgraded his Boots, he can start to roam around the map. Getting an early pair of Boots and upgrading them will often give him lane priority which can help him roam before the enemy.


Post-level 6, Corki will look to constantly push the minion wave. Try to match his wave clear so he doesn’t keep you pushed in. If you don’t, you’ll lose priority and tower plates.

Depending on the champion you’re playing, you might never be able to roam around the map and help your allies. As Corki has great wave clear and pushing power, you can’t roam unless he is dead or else he will take your turret down.

Stand outside of the minion wave or behind it. This will result in him having to choose between pushing or poking you. Don’t stand in the minion wave as he will be able to push and poke with his b or e.


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

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

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

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


Get Level 2 in front of the enemy and look for an aggressive game while the enemy is still level 1. Wait for the enemy launcher to use their dashes before using your hook b. It's important that you don't waste that ability in the way that you will be no threat to the enemy while it's about to cool. Until they use their dash, your ability landing chances are increased. Look for roaming opportunities to try and get your allies before. Your champion is a good rogue, so you can do it very easily.


Ezreal is good in prolonged trades, so avoid going for extended trades with him. Unfortunately, their level 6 is stronger than yours, so be careful when fighting post 6. Keep the wave closer to your side of the card in the game very early. He will protect you from ganks and from them zoning away from the farm.


Like most champions, Gragas spikes again at level 6 as his Ultimate R is a really good tool when it comes to ganking. Expect him to gank overextended lanes whenever he is level 6.

Always keep an eye on what items he’s buying. Gragas can go tank or can build a lot of AP. If he’s going AP, respect his damage output.

Whenever Gragas has his E up, he is a bigger threat and you need to position and play safely. If he uses his E and it misses, you can look to turn the exchange around.


After level 6, it's important to stay attached to your ADC as Leona can easily all-in and engage on you if you're separated.

Pay attention to Leona's E (Zenith Blade) cooldown. Take the opportunity to detach from your ADC when she wastes her E, allowing you to poke or reposition safely.

Keep the wave closer to your turret to limit Leona's all-in potential. This provides a safer position for you and makes it harder for Leona to engage on you and your ADC.

If Leona roams, focus on punishing the enemy ADC by trying to secure a kill or applying pressure. Leona is known for her roaming potential, so anticipate her leaving the lane frequently.


Morgana is good at level 6 when she unlocks her Ultimate R. Until then, her kill pressure isn’t the best, but it does increase once this ability is unlocked.

Once Morgana has Zhonya’s Hourglass, her survivability in team fights will increase. Try and fight her when her Zhonya’s is down so she is unable to defend herself.

Whenever Morgana has her Blackshield E available, it will be difficult for you to kill her as it can block CC and damage. She will only use this to block lots of damage or CC, so bait it out before committing to the all-in.


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

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

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


Once he adds two points to his Ultimate r, his death pressure will increase significantly due to the amount of damage inflicted by this ability. His first ability will be maximized to level 9. This offers a lot of death pressure for Tahm Kench, and he can try to search more frequently for all-in and roams on the supertensive enemies. Tahm will have completed several articles during this stage of the game. This means that he will die much less while increasing the amount of constant damage he inflicts on enemies during the all-in.


Make sure you’re never near a wall otherwise Poppy will be able to use her E and push you into it.

Whenever Poppy throws her Buckler and it lands near you, try to step on it. However, do not over commit to destroying it as she may use your positioning to play aggressive.

Post 6 it’s going to be difficult for you to kill Poppy as she will probably use her Ultimate R to knock you away. Keep this in mind and hold on to any CC abilities until she starts the channel.


Once he gets two points in his Ultimate R, Kled can focus on the race of the enemies down and destroy them completely with his team. He can even score singular hits with her. At level 9, his first ability will be maximized. This will give him a boost of massive damage, and he will kill people in an instant. It will be quite the peak of power for him. Kled will have several elements in the middle of the game, which will make him a devastating force to manage.


Drive around the map and look for choices with your r. If you can catch someone, call for a nearby goal and abuse their timer of death. Place the vision around the medium track and never you and your ADC are playing. This will increase your chances of surviving an all-in. Stay with your ADC throughout the middle of the game. If you are alone, you will be an easy target for the enemy. Similarly, if your ADC is alone, they could try to collapse on them and kill them.


You will want to stay with your ADC and your team as much as you can. In addition, neutral objective fights will be your bread and butter. Ward up correctly and work with your Jungler to secure the choices as much as possible. Warding will allow you to make several Ultimate R games. After entering with your Q > E combo, be ready to fall and peel for your allies in team fights.


You have a lot of presence during early play. Roam every opportunity you get, especially on pushed enemy targets, to get an advance. Warding will be an essential element of your game style during this phase of the game. The most important thing you want to do is to keep a Control Ward in your inventory to use your Ultimate k effectively.


If Kindred has more than 8 piles at this stage, she'll just crush everyone and go through the destruction of the Nexus soon. She'll just need to keep an eye on her positioning. At level 16, her Ultimate R will be maximized. This means that she can use it more frequently, allowing her to turn the tide of important team fighting and objective fighting. Kindred will now have several articles, which allows her to do a lot of damage. Combined with the number of brands she has, this damage will be the decisive factor of victory in the game.


It can be trapped to oblivion, especially when it is against a varied portage with a shape or dash or coat. Misuse of its W can cause it to kill because it is its only form of mitigation of damage. It cannot escape easily if someone includes it after using this ability. If the enemy is intelligent, they will avoid regrouping during the fighting. This will prevent Sett from effectively using its Ultimate R, as it was not able to land much damage or slow down several members of the enemy team.


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

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

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


Her attack range will be pretty high during this phase of the game. It will let her dish out a lot of damage while staying safe from CC.

Another point in her Ultimate R will allow her to deal more damage and bolster the finishing move. It will be on a low cooldown which means that she can use it quite frequently.

This stage of the game is make or break for Trist. She can be strong, but if she isn't ahead, she will be icnredibly weak.


Her first ability will be maximized to level 9. It is a massive peak for her and will allow her to inflict tons of burst damage to her enemies. She is an excellent team fighter, especially if she manages to get to the top of the enemies of the war fog. Flanking will help her a lot during the team fights. The second point of her Ultimate t will increase the damage she can inflict on her enemies. Again, she will have to rely on the flanks to ensure that she can make the most of this ability.


Focus on farming and scaling. Kennen needs time to come online and if you go for a bad trade or fall behind, you’re going to struggle to be useful later on.

If your bot lane rotates to the top side after getting the first tower, rotate to the bottom lane and start to farm there instead.

Use your range and energy advantage to gain an early lead. Try to harass the enemy champion as often as possible.


The longer the game goes, the stronger Brand gets thanks to the items he’ll get. Try to set him behind in the early game to reduce his gold income and prevent a snowball.

Once Brand hits level 6, his damage output and ability to kill you will be much higher thanks to his Ultimate R. If you are low, make sure you recall as he can easily burst you down and kill you.

Brand is not very strong in the early game. You could use this to your advantage by ganking as much as you can to get your allies ahead.


Just focus on agriculture while keeping the wave on your side of the track. You don't want to overextend, as you will certainly be ganked. You should go for short burst trades when possible. Use your E on the side walls to make sure you can use the stealth function to escape sticky situations. Once you get your Ultimate R, you should try to fight more often.


The CC extension on her kit with her W and E is very strong and can allow her Support’s play to be really successful. This is especially true if she is paired with some hard CC Support.

She can quite easily affect team fights from a long-range with her Ultimate R, especially if it involves taking down an enemy champion who has managed to survive a fight with a sliver of health.

Her Passive can turn the tide of a fight when she manages to activate it. The increased stats help her kite as well as do a lot more damage in a very short duration.


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


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.


Weak during the early game, especially against consistent poke damage which can prevent him from regenerating his Passive shield.

Pre-six, he is quite susceptible to poke so he will be forced to play defensively. He probably won’t be getting any ganks either due to him not having his Ultimate h.

Proper vision control from the enemy team will prevent Malphite from catching the enemy team off-guard. This will reduce his effectiveness and will force him to find other ways to engage on the enemy team.


The incorrect use of his W can cause him to kill in the way. This is especially true against various matchups. The alternative is to step back, which allows the enemy of just Yasuo area of the wave. Very vulnerable to crowd control because it prevents him from throwing his E for a while. He can't throw E on the same target twice, so he can easily be taken out.


It is especially true if someone manages to interrupt their Ultimate R, because it is the ability that can turn the tide of a team fight alone. The seriously painful wounds are quite effective against him. He is equally squishy as well as he was not able to do much if the enemy team gets a reduction of healing during the early match. His greatest weakness is an enemy team that can keep well. This is legitimately going against the Fiddles entirely and preventing him from all-inning the enemy team in a coherent way. The vision will allow the enemy to anticipate his movement and react accordingly.


As you are a Support, avoid dealing alone in the late game. If you are chosen, the enemy will be able to take goals nearby or use their digital advantage to win a team fight. Constantly place the vision around the map to help your team secure goals and get choices. Having a vision around the Baron and Dragon is necessary to help your team win. In the late game, make sure you are with your team at any time. If you leave them, the enemy can start a fight without you being there to protect them and keep them alive.


His first games are decent, but he should focus on the enemies who are quite pushed up. This way, she won't have to rely much on her CC to win the game. Level 6 is the pick of power removal that will allow Skarner to win games easily. All he needs to do is lock the highest priority target and bring them to his team.


The Force team fights as quickly as possible: preferably when its Ultimate R is on cooldown. Do not delay a team fight as it will allow it to drop your team with its Qs and Ws. Avoid team fights or force goals like the Baron or Dragon when Vel-Skoz is alive and nearby. It has a great poke thanks to its Q, W and R that will make it difficult for your team to secure the goal easily. Avoid fighting in bottlenecks like in the jungle as it will give Vel-Skoz a easier time to land its E, doing damage with its W and founding your team with its Ultimate R.


In the final stages of the game, be sure to stay with your team at any time. Don't let yourself be taken alone as this can cost you the game. Stay safe and stay with your allies. Don't play very aggressive in team fights. Just kite and automatically attack the nearest enemy champion. Use your E to gain the distance from the enemy front line. If you walk too far forward, the enemy will concentrate and shoot you. Continue kiteing in team fights and systematically adjust your position.


You will now have your basic objects, and you will be able to intimidate your laner unabated. Keep on your W for situations where you have to interrupt your laner. Continue with your assault after that. Use the track brushes to your advantage in the way to catch the out-of-guard enemies. The best time for all in someone will be when one of their powerful spells (like a mobility spell) is down. Always be ready to help your Jungler if they decide to invade the enemy Jungle or take the Rift Herald. Your ultimate R can really save your Jungler if they are stuck in a bad situation.


When Lillia has maximized its first capacity at level 9, its train power will increase sharply. Level 6 is a good peak of power for Lillia in the upper track. She can use it to kill you alone or install her Jungler. Lillia is very strong in team fighting thanks to her Ultimate R. She could easily put the entire enemy team to sleep if she is able to hit everyone with her.


Delaying a team fight will allow him to harass your team and make the fight much more risky. If Karma uses her self-appointed Q while trying to poke, you should use the cooldown to start a team fight. When Karmas Ultimate is downstairs, she can't give her team a huge shield that will make the fight much easier. Don't be afraid to invest in an execution call. This will reduce her healing and shielding and it will make the victory of the team fight much easier.


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

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

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


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


This champion is mechanically- very difficult. You’ll need a lot of games to master this champion.

They will run out of mana quickly, so you need to always keep an eye on your mana bar.

If you’re behind, you’re going to deal no damage in team fights and you poke/all-in will not be very good.


Ziggs is really in good team fights as it will allow him to thoroughly poke his opposition out with his Q. Another thing that he can do is displace enemies with his W to prevent them from reaching the neutral, objective pit. He can even do it from the fog of war for maximal effect.

At level 9, Ziggs' Q will be maxed out. That ability has a huge hitbox, and he can easily keep poking and sieging the enemy out of the lane. This is quite beneficial in the mid-lane, especially when he is up against a melee matchup.

At level 11, Ziggs will have two points in an Ultimate R. This will give him a massive boost in his overall burst damage and catch enemies off-guard quite easily. It will also allow him to snipe kills from far away.


Very squishy and layered crowd control can get rid of him immediately. He is vulnerable when his t is down, and can be engaged upon if his k movement speed is reduced.

His Ultimate t can easily be gotten rid of by the enemy by purchasing Control Wards. Enemy Junglers with leaps and dashes can also bypass these mushrooms by taking odd routes.

He falls off quite drastically during the late game and can only resort to split pushing. This puts his team in a disadvantageous state and causes a lot of tension to build up within the team.


You should be a monster during this phase of the game if you have your items. Participate in team fights actively and always aim for the enemy backline.

Use your E to flank or zone out enemies from areas like the objective pits. If you see the enemy Jungler walking close to you, deal with them first.

Your Ultimate R will be very important during this phase of the game. It can help you survive near-death situations, especially if you are targeting the enemy backline. Just make sure that you activate your Passive before dying.


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 map. Look for choices with your Q and R. Garen deals a surprising amount of damage, so don't be afraid to move around the map and try to assassinate someone with your team. Garen is a heavy, skirmish laner.


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

Extended trades work in the favour of Darius thanks to his Passive. He will win almost every auto-attack battle. This makes him a great duelist in low ELO as many players like to constantly fight.

Is really good in team fights thanks to his Ultimate e which can be reset if he gets the killing blow with it.


His QW Q combo can help him to stun a group of enemies that is very beneficial in near-quarter combat. His ladders are high enough so that he can do a lot of damage through this combo. His Ultimate t, when used correctly, is one of the most odious and overcharged abilities in the game. This combined with his p can make one of his doors almost uncatchable and uncontrollable. His p allows him to guarantee a QW Q hit on a specified target. This can be very beneficial in setting up a death brush before a major objective fight.


In the later parts of the game, stick with your team and look for picks. Avoid splitting up or being too far apart from them as the enemy may force a fight while you’re nowhere nearby.

Play around your Ultimate R and avoid committing to fights while it is on cooldown. If you fight while it’s on cooldown, you’ll miss out on a lot of healing and extra damage, which can make the difference in a late-game team fight.

In team fights, flank the enemy to make it easier for yourself to get onto the enemy backline. Positioning away from your team but close enough to join the fight could give the enemy a false sense of security, making the enemy think the fight is 4v5: forcing them to overextend.


Once it reaches level 3, it could kill you if you are low enough. Its level 6 is good, but it will not be super useful in the skirmishes in the bot track (unless it uses it to start the fight). Keep this in mind when fighting against it. Its first component will severely increase its exit from damage into the track. Its Q will be injured more, and you should invest in additional support to keep you healthy in this way.


If Talon falls behind it doesn't go to a single blow from the enemy. Make sure you get so much gold and XP in the early game to make your late game more impacting. If your allies don't have follow-up damage or CC, it will be difficult for you to help their roaming path. Once the enemy starts to group, you will find it harder to choose enemies and further your lead.


His early play is rather weak, but killing him can be difficult. Expect him to focus on agriculture rather than fighting in the game very early. Zac is really good in team fights because his kit has tons of CC. Try to disengage whenever he E.S. in to make it harder for him to get a good knockup. Once Zac hits level 6 and unlocks his Ultimate R, his death pressure increases.


Renekton is an early dominant champion of the game. Expects that he plays aggressive and goes to kill. Every time Renekton is above 50 Fury, his next ability will be empowered. Stay at a maximum distance so he can't get an e or e empowered on you. Avoid fighting when he has tons of Fury too. Don't underestimate Renekton's reach with his Dash e. He can use it on the minion wave to close the gap and trade with you.


It is therefore very difficult to catch and kill him in a team fight. A great objective control thanks to his Ultimate R. It can allow him to move from a Dragon to a Baron almost immediately. He can also pull back doors with this ability. The CC on his W allows him to put games for himself and his team. This can be really effective if he reaches CC a high priority target, and get rid of them quickly.


Cho’Gath has almost unlimited sustain thanks to his Passive in lane. Just make sure you land the last hit on minions so you get the health back!

His e has a very large range. This makes it easier for him to land and CC. The only problem is that it can be difficult for him to land it against champions with dashes or escape tools.

Cho’Gath is a strong scaler with a versatile build path. This means that he is great in the later stages of the game regardless of how ahead or behind he was in the earlier stages of the game.


Putting the second point in Fiddlesticks Ultimate R at level 11 is very important for him. It will put his Ultimate R on a shorter cooldown and allow him to look for more aggressive plays.

At this stage of the game, Fiddlesticks should’ve completed an item or two. His damage output will be quite high which can allow him to win mid-game team fights.

In the mid-game, teams start to group. This is good for Fiddlesticks as he benefits from teams grouping closely together as his Ultimate R is an AOE tool.


Take control of the track brushes and continue to hit the enemy champions with your Q and W. You should easily be able to zone the enemies to do so. The first element is an important power peak in this game. It will give Annie the incentive to use more spells and hit the enemy relentlessly to help her ADC. Its most important peak of power is when she gets her Ultimate R. It can easily explode people to other ways using her E after stacking her Passive.


His laning phase is quite decent, with him being able to poke enemies with his E and taking regular short trades. Using the lane brushes will undoubtedly help him a lot.

Level six is a massive power spike. It will allow him to increase his overall dueling potential. It will enable him to tower dive side lanes when an opportunity arises.

His first item component will give a massive boost to his dueling potential and survivability. It will let him be more aggressive and duel more frequently.


His first ability will be maximized to level 9. Now, he can do about a quarter of the health bar of a squishy target with his e. At level 11, he will have two points in his ultimate R. This will massively amplify his damage, and Veigar will easily be able to shoot enemies and squishy tanks at once. Veigar will now have several piles, which will grant him a lot of free power. This is terrible news for the enemy team because Veigar will soon be unstoppable.


A fully maxed out Ultimate R will allow Malzahar to dish out hefty amounts of damage. Enchanters and squishy targets will have a hard time.

He is solid during late-game fights as his Q and Ultimate R will hit like a truck now. He will need to check the enemy inventory for a QSS before he decides to all-in a champion, though.

His Q and E will be maxed out and will be doing many consistent DPS during this phase of the game. The Q will let him keep the wave in check as well.


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

Look for picks in the later stages of the game. If you can pick someone off, you should be able to rotate to the Baron or Elder Dragon.

Keep a constant eye on which major objective is spawning next. Do not split push or go on the opposite side of the map when a major objective is up or about to spawn.


As this is a poke matchup, you mustn’t let Neeko push you into your tower otherwise you will struggle to survive. Try to match Neeko's pushing power by auto-attacking minions and dodging their poke.

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

Make sure you hit level 2 at the same time as Neeko, as they’re way stronger than you at level 2 and by hitting level 2 before or at the same time, you’ll have a better chance at fighting back.

Try to adapt your positioning as much as possible. Don’t stand too far forward because she will easily be able to hit you with her Q or E. Always stand in a position where you can play aggressively and apply a mental threat to Neeko