Use your Q & E to target both enemies and minions simultaneously to use your mana effectively. Do not spam these capabilities either, as you will lack mana quickly. Once you get your first component, you should be able to spam capabilities much more frequently. Now you can look for aggressive trades with your Q & E. Getting your Ultimate R will be a big turn in the game. You can use it sololy, but the best use will be during intertwined fighting.


At level 9, Zac's first ability will be maximized. He will now be able to all-in his enemies from afar and inflict a significant amount of damage at the same time. Once he reaches level 11, he can have two points in his ultimate R. This increases the frequency with which he can use the ability and, therefore, will also increase his potential of choice. Zac will have his basic elements during the middle of the game. This will make him almost unqualified, and he will be able to create several choices during this phase of the game.


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

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

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


Aphelios is good in the team fights in the middle of the match thanks to the potential of his Ultimate R and the mix of his weapons. As long as he has not fallen behind in the beginning of the game, his mid-game will be where he will really shine. During the middle of the match, Aphelios should have finished several articles. He will start to cut down a lot of damage, and he will find it much easier to get down the enemy front line. Aphelios is a good champion in the middle of the match, especially when he is associated with a utility support or a team that can empower him.


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

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

Play around your Ultimate R in the later parts of the game. Avoid fighting unless your Ultimate R is up. Fighting without it will make the late-game team fights much harder. Delay fights and be prepared to disengage if it’s still on cooldown.


Malzahar cannot roam as much as other laners. He also is unable to follow the majority of roams due to his low 1v1 potential.

While his Ultimate R is on cooldown, he is incredibly vulnerable to all-in.

While you’re channelling your Ultimate R, you will be stood still. This can allow an untargeted champion to fight or kill you. This is a common downfall of your Ultimate R in mid and late game team fights- especially against hard engage teams.


His first ability will be maximized at level 9. This will allow him to inflict massive damage during the gank and mid-game fights. His team fight is quite powerful during this phase of the game, especially if he gets a multi-man E on the enemy. The second point of his ultimate R will allow him to do more damage with the ability. It is necessary to make sure that he throws the target in the right direction.


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

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

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


Keep in mind that Vi has a great potential of choice with its Ultimate R. Avoid walking too far forward in a team fight because she can choose someone who has crossed the line. According to Vis's construction path, she could seek to assassinate targets that are walking around the Rift Invocation alone. If she is in advance with a lot of damage, do not go through the river if she is not monitored. If Vi launches a fight with her Q, try to blow her up before she is able to activate her UltimateR. Even if she is tanky, she is prone to bursting damage and CC.


Avoid engaging in prolonged dealings with the enemy in the game very early. Wait until you have a few levels below your belt before trying to fight. Play around your Q hot spots in the track, and avoid using them unless you are able to trade. When your Q is on the cooldown, you are quite vulnerable and lose 1v1 fights. Make sure to make use of your Passive car. If you are able to use it periodically on the enemy lane, your chances of winning the track increases.


Continue to pick up and secure jungle camps whenever possible. Not falling behind in the mid-game is crucial as a Jungler, so make sure you continue to farm!

As you’re a Jungler, you need to try and secure every Drake during the mid-game. Getting them and securing the Dragon Soul for your team will increase your chances of winning the game.

Look for picks with your team. If you can pick someone off, make the call for Baron or Dragon to further your lead.


Swain is good in team fights thanks to his AOE Ultimate R. Forcing a fight or fighting when Swain isn’t around will make it easier for your team to win team fights.

Avoid grouping too closely around objectives or in team fights as it may allow Swain to land a really good multi-person E and start the team fight.

Burst and poke is the best way of winning a fight against Swain. Try to poke him down before a team fight starts. When he activates his Ultimate R, burst him down so he is unable to dish out lots of damage.


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


Its passive can be really heinous to manage, especially when it hides in a brush and moves in and out while peeling its laner with its ts and ts. It is the jerk of the ADC sector as its t quite literally makes them miss their auto-attacks. This can reduce the efficiency of the portage for a while, which gives its team some time to engage/disengage freely. The Ultimate t can act as a substitution to the vision, as well as do a lot of damage when it is kept in the right places.


Lissandra will be using her Q and E to push the wave. Stand outside of the minion wave so she is forced to choose between pushing with her Q or trying to poke you instead.

When Lissandra is level 6, you’ll need to play a bit safer as she has increased kill pressure and can set up her Jungler very easily. Make sure you have enough vision around your lane to spot the enemy Jungler before they show up and gank you.

When playing as a melee champion, try and stay at max range at all times so it’s harder for Lissandra to CC you with her W. Be careful when walking forward to last hit, and play respectfully if she is zoning you so you don’t take tons of damage.


In the late game, continue to look for flanks with your E and R.

Play around your Ultimate cooldown in the late game. Avoid team fighting when your Ultimate is down to ensure that you’re useful in team fights!

Group with your allies as the enemy will just force an engage and kill your team while you’re not with them.


Yorick is not powerful early, and he should focus on scale farming. He can do it easily by using track brushes to drop the vision while using his balls simultaneously to keep the enemies out of him. Level 6 is an important power peak as he can now divide the thrust very well. He will also help him win duels as the Maiden does a lot of damage to the enemies. His first element will allow him to get greater damage and durability in the way. He can quickly push his wave and then remember and be back even before the enemy wave hits his own turn.


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

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

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


His early play is terrible, and he should avoid fighting for longer periods of time during this game phase. Focus on the scale. Level six is a decent power peak because it allows Viktor to develop a decent amount of pressure to kill in the way. It will allow him to impact the fights quite easily as well. The first element will give him both mana and the potential for wave compensation.


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

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

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


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

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

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


Lucian's Level 2 is the first wave followed by the next 3 melee minions on the second wave. At Level 6, Lucian has much more trading power thanks to his Ultimate R. Once he activates it, try to reposition it, disengage it or lock it with CC so that he is unable to land every ball on you. Every time Lucian E is up, he will be stronger than he can dodge skill shots and CC. If he uses this ability aggressively, use the cooldown of this one to play aggressive and trade with him.


At level 9, Diana is going to max her Q. Her Q offers her a lot of extra clear wave and more poke in the way. She will be a real threat when she reaches level 9. At level 11, Diana will put the second point in her Ultimate R. It will be on a lower cooling that will allow her to go for the more aggressive all-in. With the lower cooling comes additional damage. She will do a lot of brilliant damage in the middle of the game if she is ahead. Since Diana is a murderer, she will be able to choose targets in the middle of the game that walk on the map alone. In particular, she can ambushed the enemy Support as they try to protect the upcoming goals.


The longer the game goes, the more stacks Cho’Gath will have. This makes him quite strong in the late game.

When he hits level 16, Cho’Gath will put the third and final point in his Ultimate t. He will be able to easily bite down on and execute enemies who are caught out of position by his team.

Depending on his build path, Cho’Gath will either deal a lot of damage in late game fights or be incredibly tanky.


At level 9, Ezreal maximizes his Q. He will be strong enough at this stage of the game thanks to the additional damage his Q will make and the items he would have picked up by then. Putting the second point in Ezreal, Ultimate R at level 11 will offer him a lot of additional damage. He will also be able to threaten the flights on major goals like Baron or Dragons. Ezreal is really good to bring down enemies before a fight thanks to its low temperature reductions and overall damage.


Kled is really good early because he can use his Q and E for everything and destroy his enemy in the trades. His W also plays a central role in it. Once Kled touches level 6, he will have access to his Ultimate R, which will allow him to do everything in the corridors in different ways. He can even make a surprise visit to the bot track. The first element will increase Kled's duel potential. This will make him more powerful than he is already, which is terrible news for the enemy.


Three points in her Ultimate R will give her a huge power spike. The ability will dish out a lot of damage and heal Samira heavily, so team fights will be optimal.

Her life steal combined with her damage and mobility during the late game will make her really good in team fights. She will just need to maintain proper positioning and use her W properly.

She will have multiple items during this phase of the game. It will allow her to dish out tons of damage. Prolonged team fights will see her winning effortlessly.


Once Taliyah has hit level 6, she can gank lanes from afar. Start to place deeper vision whenever her Ultimate R is up.

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

After Taliyah has completed her jungling item, her kill pressure will increase. Make sure you avoid her Q’s if you intend to fight her.


Your immobility is the clearest weakness you have, both during the laning phase as well as the team combat phase. This puts the extra task of making sure that you are well positioned during the fighting as an error can cause you to kill. The enemy team will look to you gank several times during the laning phase to get you back. Although this does not affect your utility, you will not be able to get enough elements to impact the fighting later on what will cost your team multiple fights and goals.


His E is very telegraphed and can be dodged without a sweat. This makes it very hard for him to be an initiator of fights without his Flash.

His Q costs a lot of mana and will make him run out of mana if he is against a poke comp. This will force him to give up lane priority during the early game, which can sometimes mean an instant loss.

He focuses on enabling people with his Q, W, and Ultimate R. If everyone on his team is doing bad, there is nothing much that he can actually do to save the game.


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


Try to hit both champions and minions with your Q for maximum mana efficiency in the lane. Landing it from out of vision is relatively easy as well.

Your W and E will be instrumental towards your burst combo in the lane. Make sure that you don't do anything rash and use it carefully as your E is the only ability able to save you from all-ins.

Unlocking your Ultimate R will be quite a milestone as you will now be able to burst enemies down with ease. Just make sure that you don't get CC'd while doing so.


Diana can look for trades from level 3 onwards as she will have access to all 3 of her basic abilities. Try to go for aggressive plays to gain an early health advantage.

As Diana deals a lot of burst damage, she should look for constant favourable trades around her Q and t once she has picked up her Mythic item. Don’t be afraid to fight if you have the item advantage.

Diana’s level 6 is very strong. Her Ultimate R deals a lot of burst damage and can be used to get kills over and over again in lane. Because it’s such a strong tool, you can also look to roam and help your allies if the enemy laner is playing incredibly safe


Don't clump up or stick close together in team fights versus Twitch as his Spray and Pray c will melt you. Spread out and look for a way to burst him down once he reveals himself.

Twitch will often get incredibly close to your team after popping out of his s. Once he has left it, try to take him down as quickly as you can.

Control Wards are essential in team fights. Place Trinkets and Control Wards around you when sieging an objective to spot Twitch before he is able to jump out on you.


Extremely susceptible to getting poked out by ranged laners. In team fights, he can be kited to death by any ranged carry which the enemy team has.

If the enemy is smart and sets vision in the lane brushes, he won’t be able to rely on his Q to poke/start an all-in.

His maneuverability decreases while using his Ultimate R, making it hard for him to land it when the enemy is out in the open and has some form of dash or blink.


Make sure you only use your abilities when you need to; especially your E. Aatrox suffers from long cooldowns and is easily abuseable when they are on cooldown. You will fall into the final stages of the game. Try and finish the game as fast as you can or snowball your lead so that you will be a huge threat in team fights. Aatrox is not an easy champion to learn. He has a unique mechanic on his Q that takes some time to get used to. You will need to put in a lot of practice to master this champion.


Pantheon is very strong in early play. Keep this in mind and be ready for him to play aggressive and go to kill. Once Pantheon is level 6, his death pressure does not increase much in the way, but his card and roaming potential does thanks to his Ultimate R. As soon as he disappears, make sure to communicate with your team as he can seek to wander. When Pantheon finishes his first article, his death pressure only increases. You will need to respect his potential of all-in-one when he has his first article.


Viego's skirmish power is quite high in the game of the time. Keep this in mind by trying to 1v1 him as he is pretty good early. Viego's level 6 is very good. He will often go for incredibly aggressive games with his Ultimate R. If he takes the body of a fed enemy champion, he will be extremely difficult to manage. However, if he takes control of a weak champion, he may not be so great of a threat.


Varus is good at level 6 thanks to its Ultimate R. It has good selection potential and good gank configuration. Varus is excellent in team fighting thanks to its poke damage and the selection potential of its Ultimate R. Be on the lookout for aggressive games and don't walk too far in team fighting. At level 9. Varus will maximize its first ability which is usually its Q. At this stage, its poke will be really difficult to manage, so make sure to avoid it!


Before a team fight, try to choose his Maiden from the Mist R. You'll want this dead beast before a fight happens because it inflicts a ton of damage and it will do any fight looks like a 5v6. Yorick has a high healing with his Q and R wounds. Grievous will reduce the said healing and make it less powerful. Yorick will look for an E W engage on one of your team members.


Once Trundle hits level 3 he can start to gank as his e is the main tool he needs to get ganks off.

If you are a tank, Trundles level 6 all-in can be deadly as it reduces your defensive stats to a crisp. When trading, be careful around the level 6 mark as he may look for an all-in.

Depending on what build path the Trundle has gone for, he will peak at different times. Keep this in mind and always look to see what item’s he has purchased and play accordingly.


This champion is an early game bully. Play aggressive throughout the laning phase to get kills. If you can get a kill or two, you can snowball your lead pretty quickly.

Whenever your Ultimate R is up, you can look for aggressive plays around the map. Your Ultimate R is a great tool that you can use to help your allies win their lane.

Keep the minion wave even or slightly closer to your side of the map early on. This will allow you to run the enemy down while protecting yourself from ganks. If you keep pushing when you’re not ahead, you will be unable to run the enemy down and you’ll be an easy target for the enemy Jungler.


Another point in his Ultimate y will allow him to use the ability frequently, and he should be able to split push, and secure picks quite often.

At level 9, he will have maxed his first ability. This will allow him to clear his wave quickly and will let him roam and attend objective fights.

His pick potential is really high during the mid-game. This is because his Ultimate y combined with his Gold card will make for some really great plays.


It is very good for the duelling. Once Jax gets his first element, it becomes much more difficult to duel unless you have elements that match his damage. Do not commit too much to fight him without a backup plan. As the game unfolds, Jax will become stronger and stronger. Keep an eye on him at any time he will seek to divide the thrust and take goals quickly.


His e et e allows him to drop the aggro tower and take reduced damage to the tower respectively. Is a monster of scale, and if he manages to get his articles and hit the middle of the game, he will be almost unstoppable. For a squishy champion, he can a-man the Baron if he is in front. His Ultimate r can completely move the tide of a fight if he is not controlled. This allows him to use his e frequently, which allows him to avoid CC. Combined with his Wuju Style, he inflicts a lot of damage.


This is a tank versus tank matchup. Your best bet is to just avoid them and focus on farming early.

However, they are a stronger ganker than you in the early game, so be prepared to counter-gank and track them.

If you can’t get a lead from easy ganks, try to invade their jungle and steal away their camps.

Post 6, look to make plays and gank your allies whenever your Ultimate is up. It heavily increases your kill pressure.


Thresh is strong at level 1 in the right matchup and it can easily cheese. If you play as a utility support, take the long road to the track so that it doesn't kill you before you get to the track. Once Thresh has both Q and E available, its death pressure increases. You should play more respectfully when it has these capabilities available. The level 2 power peak in particular, can him and his ADC before if he is able to land a Hook Q. When he has Mobility Boots, his roaming potential and his ability to get ganks well can cause problems for your team. Ping missing as soon as he remembers or leaves the track.


Try and burst Tahm Kench down, or CC chain him so he is unable to activate his E in the team fight.

In team fights, look out for his Ultimate r. He can either use it to protect an ally, or catch someone out of position. Keep this in mind when fighting.

Tahm can use his W to flank in a fight. When skirmishing with the enemy, ward your flanks as he may jump in and start a fight.


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


You will want to beat him up from a distance when possible. This will make it easy for you to chunk out Shen.

Post-six, you will want to bait Shen in for an all-in. Once that is done, use your Ult and blow him up.

Always play near your tentacles when possible. It will prevent Shen from looking for all-ins on you regularly.

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


Try to be as proactive as possible with your E early. Try gank often to get your allies forward. Follow them with the vision and try to counter his ganks. Skarner can easily counter the Ivern because it lacks CC once it enters. At level 6, it really comes online and its ganks are more powerful. Try gank often pre-6 to reduce its efficiency position 6. Prioritize taking these major goals like Dragon or Rift Herald. You can take them quite easily.


If the enemy team is loaded with heavy CC, make sure you get a defensive item to help yourself out. You still need to remember that you hold the Smite for your team.

Your objectives are to secure picks and peel for your squishy targets during this phase of the game. Your Ultimate k will come in very handy and allow you to make a lot of plays.

Securing objectives is very important, especially during this phase of the game, as these objectives can be the game decider. Your e  should allow you to make some really fancy plays. You should try to get the enemy Jungler out of the pit by using your Ultimate k.


During this phase, take as many team fights as possible and always try to fight near chokepoints to maximize your E stun potential.

Remember that your Q > Ultimate R > E combo will give you a guaranteed stun on an enemy. Use it well during team fights to secure easy wins.

While sieging Baron or Dragon, or whenever you're pushing the enemy under their tower, look for a pick with your abilities. If you can catch someone out of position or blow them up, you'll be able to take the objective for free.


Jayce has the range advantage so he will be able to poke and harass any melee champions. Keep this in mind at level 1 and 2 so he doesn’t poke you down.

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

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


Kennen is really good in team fights. Avoid fighting in the Dragon or Baron pit as it will allow him to get a good Ultimate m off. Kennen is inclined to peel and disengage. Try to disengage as soon as you see him running towards you. In addition, make sure you have the vision on your side in case he tries to flanculate. Try to harass and poke Kennen as much as you can before a team fight occurs.


As soon as Mordekaiser activates his W, disengage as he will block the damage you deal to him if you continue to fight him.

Mordekaiser is quite immobile. If you keep the minion wave closer to your side of the map, you will force him to overextend for farm. You can then capitalise on this and get assistance from your Jungler.

Once Mordekaiser hits level 6, his kill pressure in lane grows. Keep this in mind and be wary with your positioning when low as he may try and catch you out with his Ultimate R.


A maximum-out Ultimate R will generally have a shorter cooling time than a Quicksilver Sash. This means that no one is safe, and it can choose high priority targets during team fighting. It will have several items during this phase of the game, allowing it to take a lot of damage and inflicting a lot of damage simultaneously during a fight. It will be difficult for the enemy to take it down. The enemies will stack defensive items, so it will become difficult for you to kill them. That being said, separating the enemy door from the real map for a few seconds will help your team to win a fight quickly.


Garen’s kill pressure in the early game can be difficult to handle if you’re playing as a tank. Respect his all-in and try and avoid trading with him unless his Q is down.

At level 6, Garen will gain access to his Ultimate R which can be used to execute enemies. Do not fight him when low, and definitely recall if you’re below 50% health as he might look for a trade. It’s better to be safe rather than try and fight and give him a kill.

Once Garen has completed his first item, he will be more obnoxious and looking to trade more and more. Keep this in mind and do not commit to fights with him alone.


At level 9, Ashe will have her maximum y. It's an important peak of power for Ashe because she can use it to bring down the enemy before her team engages in a team fight. When Ashe reaches level 11, she will put a secondary point in her Ultimate w. Her Ultimate w will have a short cooldown and she will be able to look for choices frequently throughout the middle of the game. Ashe should have finished one or two articles during the middle of the game. This makes her a huge threat in team fights that her performance of damage in conjunction with her poke can be devastating to manage.


Darius can start ganking as soon as he hits level 3. He needs all of his basic abilities before he can start to gank.

His best early game power spike is when he hits level 6. His Ultimate e heavily increases his 1v1 and skirmishing power and he will be a huge threat at this time.

After he has completed his first component item, Darius’ trading and kill pressure further increases. He can 1v1 most enemy Junglers at this time.


Purchasing a Sweeper and playing around vision will be really good as you will be able to flank and 'Shurima Shuffle' the enemy backline into your team with your Ultimate R.

Be on the lookout to secure picks when inside the enemy Jungle. The enemy Support and Jungler will have to set vision up, which makes them prime pick targets. Get rid of them and then use the numbers advantage to win a fight.

If you see one of the enemy carries in the side lanes, see if you can flank them from the fog of war and kill them rapidly. This can be done very easily, even when the target is near their tower, due to your Ultimate R displacement distance.


Like most champions, Gragas points to level 6 again as his Ultimate R is a really good tool when it comes to glove. If he expects to gank the extended tracks every time he's level 6. Always keep an eye on what he's buying items. Gragas can go tank or build a lot of AP. If it's about AP, respect his damage output. Every time Gragas has his E up, it's a bigger threat and you need to position and play safely. If he uses his E and he's missing, you can look to turn the exchange.


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.

Maokai is good at level 2 onwards as he can lock you down with his W. Make sure you get level 2 as fast as possible to deny him the level 2 all-in.

Once Maokai has his E, he can place his Saplings E in nearby bushes and zone you away from them. Make sure you stand at the opposite side of the lane so the Saplings E can not damage you.


Once Yasuo reaches level 11, its Ultimate R will have two points in it. This will allow it to inflict more damage and will also allow it to deal with tanks more efficiently than the game continues. At level 9, Yasuo will have maximized its r. It is an excellent peak of power for Yasuo because its damage production increases massively and its tornado r increases considerably. The brushes of the track will help you a lot with that too. Its peak of power mid-game also depends on his team comp. Yasuo will be able to do much more in the game with ease if the Yasuo team has a form of knockup on one of their champions.


Putting the final skill point in your Ultimate at level 16 is a good power spike for you. Your Ultimate will be on its lowest cooldown and will be vital in helping your team win team fights.

Teams will be grouped in the late game, so you will truly shine at this stage of the game.

In the late game, you’ll have multiple items completed which is key. Your healing and survivability should be quite high in the late game.


Level 1 is a decent point for Pantheon, provided he manages to use the lane brushes properly. Depending on the ability, he can either poke enemies or go for an all-in.

Level 6 isn't too good as it won't help him in the lane that much. That being said, he can roam and take recalls frequently.

Boots are a massive spike to his roaming capacity in the game. He should be looking to make plays all around the map.


Nami will walk up to you and use her W on herself (or on you) in attempts to poke and make the wave bounce. Do not stay in range of her so she cannot get health back via the bounce.

When you poke Nami, do not walk directly backwards as she can easily Bubble Q you. Instead, try and walk to the side.

Look to trade with Nami when her W is on cooldown as her damage output will plummet.


Zac has really long cooldowns on his engage abilities. Because of this, he can only really use them as an engage or escape tool once per fight. If you know he is without these abilities- try to fight him.

Keep the minion wave closer to your side of the map pre-6. This will make it harder for him to jump in with his E and should overall increase your survivability in lane.

Zac has really good roaming potential. If he goes missing, communicate with your team as he may be roaming to the mid lane.


Stay with your team in the late game. Getting caught out will result in the enemy forcing a fight or taking the Baron. Avoid straying too far away from them.

Protect your allies as much as possible in team fights. Keeping them alive for as long as possible while dealing damage will increase your chances of winning the game.

In team fights, use your empowered d to provide a large shield to your allies. Unless you need to use your Q or d, you should try to use your d to help them survive.


Just make sure you keep your distance. Try kiteing as much as possible. If it arrives within range, W away to create the distance and then continue to attack it automatically. Do not W directly to it. You need to reserve your W to escape his engagement. Usually, you will look for an all-in at level 2. You can't do this vs. fizz because it has a good potential to flip.


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


Stack early magic resitance.

Poke down with q as often as possible.

Keep the wave closer early so you can pick up farm.

Pre 6, be prepared to sacrifice some cs for XP so they don’t bully and all-in you.


Try to keep the minion wave closer to your side of the map early. This will make it easier for you to grow and they won't be able to zone you away from the farm or get you out of the way. The enemy has the advantage of the range so that they will probably try to self-attack you frequently. Pull yourself out and out of range so they won't be able to attack you automatically for free. Try to constantly adjust your position to reserve health. If they walk forward, step back if you don't want to trade. Be prepared to sacrifice CS for XP. If you are shot down, you will find it difficult to trade or fight the enemy. Don't let them harass you off the track otherwise you will fall behind and you won't be able to kill them. The enem lacks escape and is quite still that you can capitalize on.


During the mid-game, Ekko will have completed multiple items. He should be a lot stronger at this stage of the game.

Combined with more items, at level 11 Ekko will put an additional point in his Ultimate R. He will be able to look for more aggressive and risky plays.

At level 9, Ekko will max his Q. It will help him farm and trade with the enemy.


Akshan has tons of mobility thanks to his E. He can allow him to move in the way with ease, and go to the enemy to sound quickly. Akshan can bring back his dead allies if he can kill the enemy who killed them. It's great, especially in the last stages of the game where the time of death is long enough. His W allows him to get out of sticky situations and allow him to be camouflaged for a long period of time if he remains close to a wall.


Rumble deals more damage when its bar is more than 50%. Be careful to take trades when it is above this amount. Although, if you can bait its bar and overheat it will lack capacity damage. Once Rumble has its Ultimate b, its death pressure increases. Do not underestimate its all-in-potential with its Ultimate b. If it uses it on you, try to back off as its Jungler could try to gank as its Ultimate b is a good gank configuration. Rumble is strong in team fighting so wait for it to be the grouping and looking for choice with its Ultimate b during the middle and end of the game.


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

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

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


Before level 6, try to abuse it as much as possible. Once it is level 6, its death pressure increases as its Ultimate R is an excellent duel tool and has a great gank set up as well. The best time to play aggressively is when Sona superextenses to get batteries on her Spellthief. When she's overextended, try to play aggressive and explode when she positions herself forward.


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.

Do not group too closely in team fights if he has stolen a strong champion’s abilities.


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

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

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


Once you’ve destroyed the tower, move to another lane and try to take that objective too.

Try to harass and poke the enemy as often as you can with your Q. Using your abilities frequently will allow you to stack your Tear quickly too. Getting it stacked in the mid-game is crucial.

Make sure you continue farming and moving around the map picking up objectives.


Really effective long ranged poke and Passive procurement agency. Her poke also allows her to heal up with her Q, so she is really good against poke.

Her W can allow her to CC an entire group of enemies with utmost ease. This ability becomes very powerful when she is fighting in closed spaces.

Her E can allow her to sneak an entire team through non-warded area and surprise an enemy team. This can be beneficial while setting up death brushes.


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.


Continue to pick up and secure jungle camps whenever possible. Not falling behind in the mid-game is crucial as a Jungler, so make sure you continue to farm!

As you’re a Jungler, you need to try and secure every Drake during the mid-game. Getting them and securing the Dragon Soul for your team will increase your chances of winning the game.

Look for picks with your team. If you can pick someone off, make the call for Baron or Dragon to further your lead.


Graves auto attacks are not always effective as monsters/minions/towers block his damage and consume a bullet. Stay behind a monster or minion to avoid his auto-attack damage. When fighting around the Scuttle Crab, make sure it’s in between you and him so it blocks an auto.

When duelling Graves, try and stand away from terrain as he will use it to his advantage to make his l explode quicker.

Graves is a very strong duelist. Don’t fight him unless he’s low on health and low on ammo. He is also very good at kiting as well.


Once Yasuo hits level 11, his Ultimate R will have two points in it. This will allow him to deal more damage and will also let him deal with tanks more efficiently as the game goes on.

At level 9, Yasuo will have maxed out his r. This is an excellent power spike for Yasuo as his damage output increases massively and his r tornado poke increases drastically. The lane brushes will help you a lot with this as well.

His mid-game power spike is dependent on his team comp as well. Yasuo will be able to do a lot more in the game with ease if Yasuo's team has a form of knockup on any of their champions. Having a Support with a knockup will make Yasuo's laning phase very easy.


In the late game, you should be close to max build. You should be able to go down easily any champion you could contact with. Set up ambushes and look to blow up an unexpected enemy. Once you have level 16, you will have 3 points in your Ultimate. You can look for more aggressive games and look for spikes on extended targets. It will be on a cool lowdown in the late game, so don't be afraid to go for risky peaks as you can use it to escape if you miss your E. Ahri falls into the late game as the enemy will be healthier, and most champions will buy defensive items to protect them. It is unlikely that you will be able to blow up any first line champion, but you can quite easily remove the enemy Support or ADC.


Yasuo becomes really powerful once it reaches level 16. This means that its Ultimate R will inflict massive amounts of damage in a short period of time. Moreso, the short cooling time will allow Yasuo to deal regularly with tanks. Yasuo will have a pile of articles completed during this phase of the game. This means that Yasuo will decimate the enemy due to its passive damage and r. It can almost a blow of squishies with ease. Thanks to all its completed articles, and its ability to quickly break down and drill through the armors of the tanks, Yasuo will be able to make a plethora of damage in a short period of time. The enemy team could as well at this time if Yasuo manages to advance.


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


Very strong when the enemy is pushed up and a new minion wave is approaching. This allows him to use his E to catch up to his enemy laner and then knock them up with his r. Yasuo can quite easily set up ganks with this tactic as well.

Playing around the W can allow him to completely dismantle ranged enemy matchups. He can run around the windwall and save himself from a lot of damage this way. Agaisnt melee champions, it is always wise to back off and maintain some distance from them.

Post-six, he becomes extremely strong due to his Ultimate R crowd control as well the bonus armor penetration he gets upon using it. Combined with his item powerspikes, it makes him a force to be reckoned with, even if he is behind in lane.


Camille has good outplay potential with her E and Ultimate R. She can often outplay the enemy and turn around or escape exchanges with ease.

She is a challenging champion that is quite fun and rewarding. Players who put a lot of effort into learning her will reap the rewards of a veteran Camille player.

As her Ultimate R is a CC tool, using it on a squishy target generally results in a kill. You can snowball a lead through constant ganks this way.


Expecting that Sett will snuggle in a team fight or use Hexflash to cross a wall and catch someone with his E or Ultimate R. Avoid regrouping closely as this can allow Sett to get a multi-person E that will help his team win the team fight. Slightly split up will be better for you in the long run. Don't walk too far by sitting a goal as Sett can use his Ultimate R to pick up the closest champion and throw them into their allies behind them. If you are bundled and online with each other, it will be harder for him to do so.


Keep using your Q and E to poke the enemy out. You may work with your Support and use the lane brushes to get as many picks on the enemy.

When using your E, try to get both minions and the enemy with it. It will help you waveclear and empower the ability at the same time.

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


Just like in the middle of the game, you have to stay with your support throughout the later parts of the game. Do not go around the map alone because you will die easily. Do not play super aggressive in team fights. Just kite and automatic attack the nearest enemy champion. If you walk too far forward, the enemy will concentrate and down you. Continue kiteing in team fights and systematically adapt your positioning.


Constantly keep an eye on your champions position as well as his. If you keep your eye off the ball for 1 second, Cho’Gath may end up hitting you with his e or m.

Cho’Gath has a lot of sustain thanks to his Passive which restores health. Look to trade frequently or he will out sustain any damage you deal to him.

Cho’Gath will get lots of sustain through his Passive and the items he buys. Try to match his sustain by starting with Corrupting Potion and buy items like Morello or Executioner’s Calling to reduce his sustain.


Your goal in the early game is to play safely, pick up gold and XP and avoid dying to the enemy lantern. You are rather weak in the early game and need time to come online. Once you have several levels under your belt, you should look for favorable short jobs. As you are not strong in the early game, you may wish to wait for the enemy to waste a ability before playing aggressive. Keep the minion wave closer to your side of the map in the early game. This will ensure safety and reduce your chances of dying in the way.


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

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

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


Nasus has insane late game damage if he has been able to get tons of stacks with his Q.

Is an easy champion to pick up and understand. His game plan is pretty much the same in each game too.

Nasus is a really good split pusher and should be looking to split push and open up the map during the later parts of the game. He can be incredibly hard to stop if he is ahead. While he is drawing pressure, his team can siege or fight elsewhere.


Lee Sin is an aggressive champion early. Expect him to go for aggressive games to get an early lead. Watch your positioning at any time in this matchup. If you can stand behind the minions, it will be really hard for him to land his e on you. Keeping the wave closer to your side of the map early on will make it very difficult for Lee Sin to play aggressive and kill you in the matchup. Keeping the wave here will also prevent him from zoned away from the farm and XP


Avoid going for extended trades in this matchup as they will always win them.

Beware of their strong level 6 all-in as they’re really strong at level 6.

Similarly, beware of strong early trades with them. Stand back so they cannot harass you for free.

Focus on farming and poking them in the early game. Try to match their pushing power and keep the minion wave slightly closer to your side of the map, but not under your tower.


Being a part of fights is mandatory during this phase of the game. Make sure that you use your E with care as failing to do so can cause you a world of pain.

Your Ultimate R will be uber powerful during this phase of the game. The goal is to make sure that you can target as many people with the Ultimate R burst and then increase the distance with your E.

Get a defensive item during this phase of the game if the enemy team has a lot of assassins and tanks. You will want to use your Q regularly to win fights.


3 points in his Ultimate e will not be an excellent peak of power. That's because he only ensures his prolonged survival and nothing else. He will do a lot of damage during the last parts of the game. That's because he will have several elements and will be able to duplicate anyone. His late scale of the game is phenomenal, and he can a-shot squishy enemies after slowing them down and catching them. He will give him a pivotal role in the game.


Her first ability will be maxed out at level nine. From this point, she will start hitting like a truck as her e will be up very quickly in the game. This and her n will make it impossible for a single enemy top laner to catch her.

Getting two points in her Ultimate n will cause her to spike again. It will help her a lot in team fights, especially when the enemy team is filled with heavy CC champions.

She will have her core items by now, which means that she will deal a respectable amount of damage. She can even duel enemies if she masters her e usage.


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

When you’ve hit level 6, request assistance from your Jungler to kill the enemy laner. Request assistance or look to roam whenever your Ultimate R is up.

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


Trundle's first games are pretty good because it can increase its overall motion speed and block the escape route of the enemy it aims at, level 6 is a massive power peak because it allows it to temporarily steal statistics from its target. The stronger the enemy target, the better it is for Trundle. The first element will allow it to increase its potential of duel and survival in the game.


Don't clump up or stick close together in team fights versus Twitch as his Spray and Pray c will melt you. Spread out and look for a way to burst him down once he reveals himself.

Twitch will often get incredibly close to your team after popping out of his s. Once he has left it, try to take him down as quickly as you can.

Control Wards are essential in team fights. Place Trinkets and Control Wards around you when sieging an objective to spot Twitch before he is able to jump out on you.


Keep poking the enemy with your Q and E in the lane. Try not to use your Q in the middle of the lane to ensure that you can regularly throw multiple pellets of your Q.

Use the terrain to traverse the map quicker with the help of your Passive. Also, use your C carefully as that ability can quickly get you free kills in the Jungle.

Your Ultimate R will allow you to roam around a lot more in this game. It will enable you to prevent enemies from entering crucial points like the neutral objective pits or separate out enemies.


Do not fight him when his e is up. Once it is down, look to all-in and kill him.

Your mobility is your mainstay in this matchup. Use it to avoid Kog'Maw's damage, then retaliate against him and kill him.

Picking him off during the late game should help you a lot in this matchup. Once he is down, his team won't have a lot of DPS left in them.

Keep the wave close to your tower and see if you can expose him to ganks. Shutting him down early is key to winning the game.


Yasuo becomes really powerful once he hits level 16. This means that his Ultimate R will deal massive amounts of damage in a brief time. Moreso, the short cooldown will allow Yasuo to deal with tanks regularly.

Yasuo will have a bunch of completed items during this phase of the game. This means that Yasuo will decimate the enemy due to his Passive and r damage. He can pretty much one-shot squishies with ease.

Due to all his completed items, and his ability to quickly dash around and pierce through the tanks' armors, Yasuo will be able to deal a plethora of damage in a short time. The enemy team might as well FF at this point if Yasuo manages to get ahead.


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

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

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


If possible, avoid regrouping. Use your strong duel potential in the middle of the game to fight and duel all those who try to prevent you from dividing. Although you are a very strong division pusher in the middle of the game, be ready to team up with your team and fight 5v5. You should usually start grouping when there are no goals to be taken nearby.


In team fighting, try to lock Kog-Maw as fast as you can. This will reduce his ability to do a lot of damage with his e and self-attacks. Sometimes, Kog-Maw will be left alone with his Support in the medium track. You can abuse that by ambushing both of them when the enemy is divided around the map. From there, you can take targets in the medium track. Positioning is the key to Kog-Maw. If he mispositions or walks too far to harass, make sure to capitalize on it and get him down.


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

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

Play around your Ultimate R in the later parts of the game. Avoid fighting unless your Ultimate R is up. Fighting without it will make the late game team fights much harder. Delay fights and be prepared to disengage if it’s still on cooldown.


The first ability will be maxed out at level 9. This ability will now hit like a truck, and he can quickly assassinate enemies if they are low.

Shaco is pretty decent during team fights. This is mainly because his clone can cause all-around mayhem for the enemy team. His ability to sneak behind the enemy team is phenomenal.

Team fights will become better for Shaco. Another point in his Ultimate l will let him use the ability frequently and increase the clone burst damage.


Just look to choose enemies with your abilities when possible. It will help make team fighting really unfair for the enemy team. Use your ultimate R to choose enemies when possible. It would be a remarkable ability to use when you see an enemy on a side track. Try to shoot enemies before all-in'ing. You may need Blue Buff to make sure you have enough mana to keep the ability of spamming.


You will want to CC her but make sure you're not near a wall. Failing to do so will get you pinned to a wall and beaten up.

Your Ultimate can be used to take her away from a fight. It should help you massively, especially when she is trying to charge her Ultimate to get you out of a fight.

She may attempt to take neutral objectives from under your nose. Be very careful about it in this matchup.

Ward around to make sure that you don't get invaded. Failing to do so will easily get you killed in this matchup.


In the mid-game, you should be working with your teammates to secure picks around the map. This will be highly beneficial if you go for the Darkin form.

Gank other lanes frequently, especially the over-extended ones. This is going to allow you to help your teammates and share your lead with your allies.

If you happen to go for the Blue form, your main goal will be to invade the enemy backline and kill the squishies. You should only be dealing with the frontliners if you go for Red Kayn.


Split push and focus on securing towers while your team groups elsewhere on the map. Try to draw pressure while your team is able to get something done somewhere else on the map.

Be prepared to group with your team when you’re unable to get any more objectives alone.

When you do team fight, make sure you peel for your carries. Use your W to slow the enemy frontline and then focus the nearest enemy champion in the fight.


Once Akali has finished her first article, her death pressure increases and her damage release too. Respect her total pressure once she has finished it. Akali is capable of champions all hardened at level 6 because she gets tons of mobility and damage thanks to her Ultimate. If she hasn't played aggressively before level 6, expect her to do so once she has reached the level. Try not to give Akali kills in the early game. She is a heavy snowball champion and once she has some gold under her belt, she can easily take the card.


Malphite is at its weakest in the early game. Try to put it behind to delay its next power peak. Once Malphite is level 6 and has its Ultimate h, its threat of death in the way increases and it can start to be more aggressive. Team fights are where Malphite really shines like its Ultimate h is an AOE ability and can hit several people.


You need to be very respectful against Draven as he can dish out tons of damage if he gets a few kills in the laning phase. Keep an eye out for his itemisation as the game develops and play accordingly.

Draven is hard to play in team fights as he has to control his Axes g. In team fights, try to lock him down with CC to make it really hard for him to pick up his Axes g and dish out damage.

Try to kill Draven whenever his stacks of Adoration is high. It will deny him from getting a huge influx of gold after gaining a kill.


Avoid getting poked out by his Q in this matchup. It does a lot of damage and can cause issues for you in this matchup.

Once he gets his Ultimate, you will want to be very careful in this matchup. Failing to do so can easily get you pinned and killed.

Short trades are generally a bad idea for you due to how your kit functions and your lack of mobility. Try to get to the enemy backline when possible to cause mayhem.

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


Always look at your positioning at level 6. Its level 6 is stronger so it can easily kill you if it lands its 6. Post 6, focus on the winding and match its clear wave. This will reduce its chances of pushing you into your lap and getting a gold lead. Standing outside the minion wave at any time. This will make it harder to push you and poke at the same time. Try to stay at maximum range and poke from a distance. Apart from its Q and Ultimate, its Q and R are not very high, so she will be unable to hit you with them.


Disengagement as soon as Neeko advances and tries to minimize the utility of his Ultimate R. Watch your flanks and bushes nearby when you sit targets like Neeko can use his Passive and W to get a good engagement with his Ultimate R. Splitting and not being too close together will help reduce the number of Neeko people and amaze with his Ultimate R. Group during team fighting, but don't stay too close together.


This is the point of the game where grouped fights become common. This means that Gnar can now decimate the enemy team with proper usage of his Ultimate R.

At level eleven, he will have two points in his Ultimate R. This is really good as it increases the overall damage dealt by the ability and reduces the general cooldown.

His Q is his primary poke tool in the lane and in the game. It will be maxed out at level nine, ensuring that he can harass enemies relentlessly and force them to recall abruptly.


Avoid regrouping too closely as this will allow Zilean to land a good dizziness with his Q and potentially start the team fight. Playing around Zilean-S Ultimate t is crucial to winning fights. Try to force the fights when his Ultimate t is on the ground. If Zilean is in the middle track with his ADC, you could try to ambush both and then force a goal like the middle lane tower, Drake or Baron.


Items like Banshee’s Veil, Guardian’s Angle, QSS or Zhonya’s Hourglass are great against Annie as they protect you from her burst damage. If she gets ahead, make sure you invest in one of them.

In team fights, do not group too closely together as Tibbers R is an AOE ability that can stun multiple members of your team if you’re grouped near one another. Stand close, but not super close that she can CC your whole team.

Annie’s lack of mobility and defensive stats make it hard for her to fight. Try to delay team fights as long as you can while you poke her down. If she is low, engaging or using her Q or TIbbers R aggressively will be very dangerous for her.


Once Maokai gets another point in his Ultimate R, he will use it frequently. If the enemy ignores him leaving the lane, they will not have a good time dealing with Maokai's Ultimate R and W.

Maokai is quite good in team fights as he can single out enemies and CC multiple enemies with his Ultimate R. His Passive doesn't let him die easily either, so he can play the role of a disruptor.

His first ability will be maxed out at level 9. This will allow him to deal a lot of damage with the ability and will allow him to use it frequently.


His early game ganks are really strong as he has a lot of CC and damage reduction in his kit. He can quite quickly instigate tower dives on low-health enemies.

Level six is a massive spike due to him being able to get his Ultimate R. This will let him make plays around the map and get his team ahead.

The first component will let him deal more damage and spam his abilities due to the increased mana.


Udyr will start to fall off as the game goes on, so he should focus on getting a lead early and then finishing the game by taking objectives and setting enemy laners behind.

As usual, his Ultimate e won't give him a massive spike at level 16 as it doesn't make any significant difference for Udyr. It will only allow him to take down his targets quickly.

Udyr will become really tanky during this stage of the game. Combined with his movement speed, he will have an effortless time dodging skillshots and CC'ing important targets on the enemy team.


Only look to fight Graves if there are lots of allied minions in lane so you can use them to block his auto-attacks.

Graves auto attacks are not always effective as monsters/minions/towers block his damage and consume a bullet. Stay behind a monster or minion to avoid his auto-attack damage. When fighting around the Scuttle Crab, make sure it’s in between you and him so it blocks an auto.

When duelling Graves, try and stand away from terrain as he will use it to his advantage to make his l explode quicker.


Do not fight in the late game unless your Ultimate R is up. It is crucial that you only commit or look for fights when it is available as you’re going to miss out on extra damage and CC.

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

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


Cho=Gath is powerful at level 6 because it is able to inflict real damage with its Ultimate t. Always consider its damage results whether it is built as a full tank or AP. Cho=Gath becomes stronger and stronger than the game continues. Try to close it to make it useless in team fights, or finish the game as quickly as possible so that it can not become a mega tank. Every time he has his m or e up, his survival and self-pleasure are greatly increased. Wait for him to use one of these abilities before he engages or fights him.


Anivia needs to invest in the mana early so she can grow easily. You can take advantage of it by using your early advantage to earn jobs and get a health lead. Every time Anivia has her Passive Up, her ability to survive all-in is much higher. Try to look for frequent jobs while her egg is down, and call for help when needed. Anivia comes online when she has unlocked her Ultimate m because it allows her to grow much more efficiently. She will have much more track presence once her Ultimate m is unlocked and she will start looking for jobs.


This champion is an early game bully. Play aggressive throughout the laning phase to get kills. If you can get a kill or two, you can snowball your lead pretty quickly.

Whenever your Ultimate n is up, you can look for aggressive plays to try and kill the enemy. Your Ultimate n is a great trading tool which makes you much stronger.

Keep the minion wave even or slightly closer to your side of the map early on. This will allow you to run the enemy down while protecting yourself from ganks. If you keep pushing when you’re not ahead, you will be unable to run the enemy down and you’ll be an easy target for the enemy Jungler.


Disengage is Master Yi’s worse nightmare. As soon as he activates his Ultimate r and runs towards your team, disengage so he cannot take over the fight.

When low, make sure you back away even if Master Yi isn’t there. If he picks up free and easy kills, he will snowball heavy and take over the next team fight.

Try and wait for Master Yi to use his e before locking him down with CC. As he can use his e to dodge skill shots and CC if timed correctly, it’s best to wait for him to use this ability before trying to kill him.


Abuse his weak early game to gain an advantage.

After he gets an upgrade, stand outside of the wave to reduce his poke and wave pushing power.

Bait his CC tool before going in for a trade or all-in.

Be prepared to sacrifice CS for XP to stay safe and level up in lane.


Split push and focus on securing towers while your team groups elsewhere on the map. Try to draw pressure while your team is able to get something done somewhere else on the map.

Be prepared to group with your team when you’re unable to get any more objectives alone.

When you do team fight, make sure you peel for your carries. Use your W to slow the enemy frontline and then focus the nearest enemy champion in the fight.


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


When no team fight happens, go in a side lane and look to divide the thrust. You are strong in a 1v1 and should be able to fight against anyone who tries to stop you. Every time you are divided push, look at what your team does and be ready to move from the side lane to help your team. Flank the enemy with your E to access key targets. Look for choices in the middle of the game with your E or Ultimate R. Catching someone when your team is nearby can easily lead to a murder and possibly a goal after it.


His tankness and damage are really high during this phase of the game. He can also use his Zhonya Hurglass to be impassable for one while inflicting damage all the time. A maximum-out Ultimate R will allow him to survive the fights with ease. The damage will be pretty devastating for the enemy team as well. Swain's late match is strong due to his prowess fighting team. He can immediately kill the enemy team if he manages to catch them near a choke point.


Stay away from the minions because she will use her E and Q to push the wave and harass. Take care of her reach advantage and wait for her to intimidate you in the way. Always bait her E before trying to fight. Her level 6 is stronger, and she can counter your all-in with her R.


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


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

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

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


Lee Sin should finish the game with this point, as he will now begin to fall. He will always be able to choose enemies, however. Once Lee Sin gets 3 points in his Ultimate k, he will disrupt enemy fighting frequently and act as an asset for his team. Lee Sin will have several elements during this phase of the game. It will allow him to survive longer during his fights and allow him to play the role of the disruptor very effectively.


Annie is a team combat champion thanks to the AOE on Tibbers R. As the teams will begin to regroup in the middle of the game, it is plausible that she can land on a multi-person stun with him. When she has 2 points in her Ultimate R, she will be able to look for more aggressive pieces around the card. She can also use her Flash to get choices. She will put the second point in her Ultimate R at level 11.


It is countered by Grievous Wounds because it prevents him from healing by many, thus reducing his diving tower and all-in-potential. Dispersing in a team fight will prevent him from getting a massive final R, and changing the tide of a team fight. His trading power is weaker when his ultimate R is on the cooldown. His main goal is to get an early lead by constantly gaunting.


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

Take care for Ahri’s E. While you need to stand outside of the main wave, make sure you’re near the minion wave so it blocks her E.

At level 6, she is much stronger than you and her all-in increases. Play back and out of range to make it harder for her to trade with you.

Focus on matching her pushing power when you’ve got your first item. This will prevent her from getting free kills and turret plates.


Just like in the middle of the game, you have to stay with your support throughout the later parts of the game. Do not go around the map alone because you will die easily. Do not play super aggressive in team fights. Just kite and automatic attack the nearest enemy champion. If you walk too far forward, the enemy will concentrate and down you. Continue kiteing in team fights and systematically adapt your positioning.


Roam and kill multiple enemies during this phase of the game. Remember that you can traverse really fast due to your Passive so make use of it.

Draw pressure while your team tries to siege objectives elsewhere to open up the map. You may also try to sneak some objectives when your team is busy distracting the enemy.

Always try to all-in and pick off the enemy Jungler every chance you get. Doing so will allow you to take neutral objectives easily.


Every time Annie has her trick available, you have to respect it and play slightly safer. If you are melee, step back and wait for her to consume it before walking forward. Position Level 6, respect Tibbers R and her trick. Pay attention to the number of batteries on her Passive. You can chat with Annie before getting 2 batteries without being afraid of being amazed. Annie is prone to poke even if her E offers her some protection in the trades.


This champion is an early game bully. Play aggressive throughout the laning phase to get kills. If you can get a kill or two, you can snowball your lead pretty quickly.

Whenever your Ultimate e is up, you can look for aggressive plays to try and kill the enemy. Your Ultimate e is a great trading tool which makes you much stronger.

Keep the minion wave even or slightly closer to your side of the map early on. This will allow you to run the enemy down while protecting yourself from ganks. If you keep pushing when you’re not ahead, you will be unable to run the enemy down and you’ll be an easy target for the enemy Jungler.


Avoid detaching from your ally if Lulu's W (Whimsy) capability is available, as it can polymorphize you and disrupt your movements. Keep the wave closer to your side of the way to create opportunities for jungle ganks and increase your safety. After Level 6, it becomes more difficult to secure the dead on Lulu or its ADC due to its ultimate (Wild Growth) providing additional health and strike effect.


Kog'Maw will have multiple items during this phase of the game. This will result in him dealing a lot of damage to enemies and just carving a way through the enemy frontline.

Kog'Maw is very squishy and can be killed quickly in the late 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 y will amplify the poke damage dealt by the ability. It will also be a good finishing ability when dealing with low-health enemies.


In team fighting, either use your Ultimate r on an enemy if you can kill them or use your Ultimate r on a fed ally to keep them alive longer. Peel for your allies in team fighting. As you are a tank, you are rather weak unless your aircraft carriers are alive. So keeping them alive is the key in team fighting. Be ready to peel for them if necessary.


Its early-playing Jungle power is a force to count with which it puts a lot of damage in any duel if it manages to land all its abilities. Its W allows it to assemble with ease as well. Very good objective control and to maintain due to its Passive and its damage. Can easily get its team an early dragon advance, after having managed to organize a track with its Q. Its Ultimate R can allow it to target a target down, which has two uses according to its role in the game. Either it can use it to peel someone from its portages, or it can use it to get a high priority porting (such as Vayne for example).


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

While Camille is incredibly mobile thanks to her E, whenever it’s on cooldown, she is very vulnerable and easy to take down. Before going in, make sure you check your surroundings as you have no escape when your E is down.

As she is mechanically difficult, it’s really easy to go wrong on her. If you make a mistake, the enemy can easily capitalise on it and gain a lead. Once Camille is behind, it will be difficult for her to get back into the game.


Use your Q to target both enemies and minions whenever possible. This will be extremely effective mana and will allow you to send the enemy scurry out of the way. After six, you should be able to gank and wander around a lot. Take a few detours and see if you can help your sideways out. Use your E very carefully as it can easily get you killed if you use it at an inappropriate time.


His Ultimate c allows him to shred the enemy team if he finds that they are grouped closely. This makes Twitch very good in bottlenecks. He can use his s to spot for his team. If he is ahead, he can even flank and blow you up completely when he activates his e. Twitch has tons of burst damage when he left AP. In an extended trade, he can easily kill someone if he is able to attack them automatically for free.


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

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

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


Keep the Dragon warded at all times. Vi has good objective control and take them pretty easily. One way of countering this is by keeping the objectives warded or taking them before she gets the chance to.

As Vi is an early game Jungler, try to place vision around her jungle entrances and in the river to reduce the chance of her getting successful ganks off. Vi can gank from level 3 onwards once she has her Q.

Try your hardest to equal Vi’s pressure by ganking often or counter ganking her. If you’re not as good as her in the early game, try to secure objectives if she shows on the opposite side of the map or invade her jungle and steal away camps.


During the mid-game, switch to a longer lane to be safer and work with your team to secure picks. It will help you close the game out quickly.

Do not overextend during fights as you are immobile. The enemy will try to bait your E out so be very careful.

During neutral objective fights, you should be able to disrupt a fight due to your Ultimate R, especially if the enemy is clumped. Just make sure that you land the ability and use your W properly.


Aurelion does have the roam advantage, so ping if he goes missing.

Thankfully, he has little to no kill pressure on you, so just focus on harassing him and getting a lead.

If Aurelion Sol roams, try to push the wave into his turret and pick up free gold and XP.

Try and aim your abilities so they hit her and the minion wave simultaneously.


Can easily be kited by ranged carries even without using their dashes. Her Q can easily be sidestepped as it has a very short range.

Can be killed easily if she overextends with her E. She also acts as a frontline so the enemy can flank her teammates before going for her.

Misuse of her Ultimate R can land both her and her team in huge trouble. This is especially true if the enemy team has some sort of heavy engage which can get on her team’s carry.


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.


If Kled is against a remote match, he did not succeed from the farm safely while being dismantled. Missing his E will make it really easy for the enemy carried for the kite out. If he goes with his W on cooldown, he has won more effective than he should be in an all-in-one. If he uses his Ultimate R and the enemy manages to cut off his team from him, then he did not win any form of follow-up and his team will have lost their front line. This will cause a lot of harm and could cause a loss of team combat.


level 3 is a decent powerspike as Heimerdinger will have access to all his abilities. He can easily CC immobile ADC and burst them down with his turrets and rockets. His E will be very beneficial when going for objective fights.

Level 6 is arguably a colossal power spike for Heimerdinger, as he can now bait enemies to their deaths with ease. He can also take towers very quickly or slow multiple enemies with his E.

The first mythic item will allow Heimerdinger to dish out a ton of poke damage in the lane with his turrets. His burst damage will be pretty potent as well, and he can one-shot enemies with utmost ease.


If you can bait him, you should try to use the cooldown to play more aggressive and try to kill her. Make sure you're still standing behind at least 1 minion so she's unable to land her Q and CC you. Once she has her first element, Morgana will just push the wave with her W. Make sure to push her back so she doesn't take your turn early.


Do not over-commit in this matchup else you will end up dying and giving up free objectives to the enemy team. Always try to sneak into the enemy backline and blow them up.

Focus on the nearest enemy champion in team fights. Even with your W, you are still squishy and vulnerable to the enemy backline. Focus on the same champion as the one your allies are focusing on.

You can dish out a ton of damage in late-game team fights with your empowered Q damage. Ensure you’re auto-attacking as much as you can to increase your Q damage.


Once Kai’Sa has her upgraded Q, her damage output will be incredibly strong. Do not disrespect her damage output once she has it upgrades, and avoid fighting her in a 1v1 as she will always beat you.

When Kai’Sa has multiple upgrades, she will be very difficult to fight against.

At level 6, Kai’Sa gains extra utility thanks to her Ultimate R. Make sure you watch the map when recalling so she is unable to snipe you with her W and follow up with her Ultimate R.


After your bot track has moved halfway, turn to the bot side of the map or somewhere on the map so you can continue to grow and win XP. Try to sit goals with your team in the middle of the game. You have strong pose tools that will allow you to sit goals with ease. Try to bring down the enemy as much as possible while your team tries to take turns (or the Dragon or Baron).


When you hit level 11, you will have put an extra point in your Ultimate. You will be a more effective ganker and a greater threat at this stage of the game. Of course, you will have maximum your first ability at level 9. Briar is a pretty good champion in the middle of the game. It is important that you abuse your strength during this stage of the game to put you forward.


His Ultimate R should have an upgrade now. It will increase his overall effectiveness in a fight, and the reduced cooldown will help Gangplank win fights quickly.

Gangplank will soon be able to put another point in his Ultimate R. Once that is done, his presence around the map will increase massively. It will also help a lot when dealing with neutral objectives.

Depending on the ability he is maxing first, he will either be doing lots of damage with his r or blowing people up with his E from level nine. This is because that ability will be maxed out at that point.


Focus on farming early. You need time to come online, and you just need to focus on getting gold and XP.

However, if you do find a ganking or counter-ganking opportunity nearby, don’t be afraid to take it.

If they invade you early, just back off; you do not win early skirmishes with them.

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


His Q can be blocked by minions. If the enemy is positioned well throughout the laning phase, it will be very difficult for you to land this ability. Misuse of his E can lead her to many unpleasant situations that are potentially fatal to her. This is especially true if her opponent has a hard form of CC.


3 points in his Ultimate e will not be an excellent power spike. This is because it only ensures his prolonged survivability and nothing else.

He will be dealing a lot of damage during the later parts of the game. This is since he will have multiple items and will be able to duel anyone.

His late-game scaling is phenomenal, and he can one-shot squishy enemies after slowing them down and catching up to them. It will give him a pivotal role in the game.


Jax is likely to disengage, CC and poke. This can make team fighting difficult for him. If Jax does not have an early advance or can't help his allies, he will fall behind and will not be very strong in the later parts of the game. If the enemy starts building defensive objects, it is unlikely that he will kill one of the enemy teams door.


At level 9, you’ll max your first ability which makes you a lot stronger in skirmishes.

You are a good mid-game champion, and you’ll be able to easily take down squishy champions in the mid game.

At this stage of the game, you would’ve had multiple items completed, so you will naturally be quite strong.


Very strong when the enemy is pushed up and a new wave of minions is approaching. This allows him to use his E to catch up his enemy lantern and then hit them with his r. Yasuo can quite easily set up ganks with this tactic as well. Playing around the W can allow him to completely dismantle the various enemy matches. He can run around the windshield and save himself from a lot of damage in this way. Aglaist melee champions, it is always wise to retreat and maintain a certain distance from them. After six, he becomes extremely strong due to his Ultimate R crowd control as well as the penetration of the bonus armor he gets on the use.


Try and aim your abilities so they hit her and the minion wave simultaneously.

This matchup is easy early, but post 6 it is going to be harder as Annia has more kill pressure post 6 with her Ultimate. Keep this in mind.

When fighting Annie, avoid fighting her when she has multiple stacks on her Passive. Fight her after she has used her CC tool.

Early on, keep the wave closer to your side of the map. It will protect you from ganks and reduce Annie’s chances of setting up her Jungler.


This is the point in the game where the champions will start to regroup. This makes it really good for Twitch as he can use his Ultimate c effectively. Level 11 is a power peak as he will get two points in his Ultimate c. He will also have several articles, which means that he should be able to eliminate a lot of damage with ease. His first ability will be maximized at level 9, which means that he will do a lot of damage now. Combined with his Passive, he should play a pivotal role in destroying the enemy team.


In team fights, don't stay too far ahead in case he tries to make a game. Watch your flanks! Pantheon can try to attack you on the side and go to your carts when his Ultimate R is on cooldown. Good time to fight is when Pantheon is divided push. Force a fight when he is on the opposite side of the map could be a good idea because it will take him time to get into the fight even with his Ultimate R.


Improper usage of her E will get her killed in the lane sooner or later. The spell won’t work very efficiently if the enemy has layered crowd control.

She is highly immobile, so catching her off-guard will easily translate to a kill for the enemy team. This will remove a great amount of wave clear from Sivir’s team.

Is very reliant on Critical Strike items and will be set back if the enemy manages to kill her a couple of times in the lane. She is also weaker against grouped teams, as she won’t be able to get a pick on someone with her Ultimate R and her team.


Getting level 3 quickly will be of the highest importance to you in this game. Clear the Jungle soon and once you are level 3, start to glove unrelentingly. Try oversized gank of the tracks when possible and make sure you protect the laner that you are gaunting with your W and Q. It will allow you to prevent the enemy snowballing team from playing the game. Your counter-ganks will be really effective, especially once you get your Ultimate R. This also means that you can divide the thrust while you do not clear the Jungle.


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

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

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


Once Gragas manages to get to level 11, he will have two points in his Ultimate R. This means that he can initiate fights and displace key enemy targets way more frequently.

At level 9, Gragas will have his first ability maxed out. This is really beneficial for him as the damage increase will really help him duel. This is especially true if Gragas is going for the full AP build.

During the mid-game, the enemy will be busy swapping lanes and setting vision. However, as a laner, he will use this ability to the fullest potential when fighting around clumped areas and neutral objectives.


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.


Their level 6 is incredibly strong, and their Jungler will gank them when they hit 6. Make sure you ward the river to spot the Jungler early.

Post 6, push the minion wave and walk backwards so they cannot trade with you or press R on you.

Stand outside of the minion wave at all times. It will force them to choose between pushing and poking you.

Focus on just farming and poking and harassing the enemy. You’re not very strong early on.


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.


A very weak early game causes her to have no form of lane presence. She is an easy gank target at this point, and shutting her down at this point of the game is very easy.

She is quite prone to CC abilities, especially when her Ultimate R is down to buy her some time for the CC to wear out. Even in fights, she will need to be careful, else she will get chain CC’d and deleted.

As far as her playstyle is concerned, she will be focused on catching the side waves and not accompanying her team most of the time. This gives the enemy team a huge advantage over her team in terms of numbers and sustenance.


Xerath will often go to pupil goals alone. Try to ambush him and catch him out of position. Then, use the number advantage to take the goal or start a team fight. Do not let Xerath shoot you down before a team fight occurs. Xerath's goal is to delay a team fight as long as possible while he launches with his p and 2. Don=t let him do it by engaging as soon as you can. Xerath will try to stay in the backline- probably behind the CDA. In a team fight, try to flank and shoot him in the start. This will make it easier for your team to win the team fight because it would not be able to shoot you down.


If you encounter Poppy passing through the river or if it invades your jungle, look at your positioning and avoid being close to a wall so that she is unable to pin you against her with her E. Don't do goals if Poppy is nearby as she can shoot you down with her Ultimate R and potentially steal the lens. Poppy has a pretty healthy clear, so it might be difficult for you to invade her at the beginning of the game. Keep this in mind if you intend to invade or try to fight her early.


Morgana can start crashing after reaching level 3. However, the most levels under her belt best. At level 6, Morgana will unlock her Ultimate R. This in conjunction with her Q or Allied CC will make it very easy for her and her team to get choices and kill.


It will keep you safe from the total potential of Tahm. Tahm has a good amount of mobility built in his kit so make sure you don't waste your dash freely. You are much more tanky than Tahm in this matchup so use this property to protect your allies. Do not do it easily can get your backline killed. Keep an eye on your allies in this matchup. If you see someone is low and in a skirmish, then immediately if the fight seems healthy.


Get Level 2 first and look for a favorable trade with the enemy. Earning an early health benefit will help you. Focus on agriculture and looking for aggressive games once the enemy uses a ability. Play around their abilities and seek to abuse their cooldowns with your early game damage.


Pyke is a highly mobile champion thanks to his W and E. This allows him to escape sticky situations pretty easily.

Is one of the richest Supports in the game thanks to his Ultimate R which can earn him extra gold.

Pyke’s Ultimate R is an execute which can be a valuable asset in team fights as you can kill the enemy when they’re somewhat healthy.


Stand behind the minions to block its damage. 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. It will protect you from the ganks and from them zoning you away from the farm. Ashe is good in the long trades, so avoid going for prolonged jobs with her, especially if her Q is stacked.


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

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

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


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

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

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


The half-game should be easy for you, and you will be ganking enemies quite frequently. Just make sure to rely on peaks and kill squishy targets whenever possible. Your presence will be massive during the skirmishes, but you will need to use your E carefully. You can even try Flash > W enemies that are high priority and must be released quickly. You will want to help your support and work with them to make sure that you can capitalize on your advance. This is important to end the game quickly.


Avoid standing in the minion wave at all times as it will allow Zyra to poke and push the minion wave at the same time.

Harass Zyra when there are no seeds W around her. This will make it much harder for her to trade back with you.

At level 6, Zyra’s kill pressure increases tremendously. Respect her kill pressure at this stage of the game.


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

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

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


It can be shot down gradually, which will force it to get out of the way, or it can be all-in-one by the enemy lantern and the Jungler/Support. Once its h is lowered, it becomes a gank target if it is too pushed. This will allow its laner to get a free murder on it, especially if its laner manages to use a wave management technique to bait Kennen. Reliefs on the flanks to obtain team battle victories so good vision on the enemy side. This will prevent it from entering the backline of the enemy team and doing huge damage.


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