Level 6 is a small peak because it allows it to wander but does not provide it with anything else. This means that it will only allow it to play, but it still needs to land its basic capabilities to do damage. The first component will allow it to spam abilities and flatten a lot of damage to its enemies. It will be incredibly beneficial during the lacquering phase.


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

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

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


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


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).


Whenever Anivia’s Passive is down, she is incredibly vulnerable to an all-in. Play safer whenever it is on cooldown.

Pre-6, Anivia has minimal threat in lane. She needs to play safe and wait for her level 6 power spike before she can start to lane properly. Focus on farming and playing safe in the early game.

Anivia relies heavily on mana throughout all stages of the game. She needs to get Tear as quickly as she can, and she needs every blue buff after the first one to constantly keep her m up.


Your Ultimate e makes you unqualified for a period of time. This makes it difficult to kill you who can give you time to kill the enemy. Is incredibly mobile that allows him to escape sticky situations, waste enemy time and overplay the enemy too. Trendamere is a large split and dualist pusher. It can 1v1 most enemy champions in a side track during the middle of the game.


The second point in his Ultimate R will increase the damage of the ability and will let him make plays frequently.

Multiple items will allow him to soak up a lot of damage in fights. He should be a part of as many fights as possible.

The first ability will be maxed out at level 9. This will deal a lot of damage to the enemy team and increase the frequency of using that ability. Anyone near terrain will have a tough time.


Xin Zhao will have two points in his Ultimate R at level 11. It will allow him to use the ability more often, which will make it easier for him to convert fighting to 1 v 1 as and when necessary. His first ability will be maximized at the time he reaches level 9. It is a crucial peak of power because he massively increases his damage production and duel ability. Xin is excellent in team fighting and collecting enemies because of his kit. His Ultimate R will allow him to distinguish enemies, allowing him to be immune to various maneuvers.


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


Hard engage is the best way to deal with Ezreal during the laning phase. But you’ll need to wait for him to use his E if your CC is a skill shot.

Ezreals poke damage starts stacking up if you take too many Q’s to the face. Ensure you’re always stood behind the minion wave at all times.

In team fights, you mustn’t let Ezreal poke you down before you get the chance to engage. If he’s isolated, run at him as quickly as you can to start the fight. Do not delay team fights against an Ezreal.


Another point in his Ultimate will allow him to use the ability frequently, and he should be able to divide the thrust, and secure picks quite often. At level 9, he will have maximized his first ability. This will allow him to erase his wave quickly and allow him to wander and attend objective fights. His selection potential is really high during the middle of the game. That's because his Ultimate combined with his Gold card will make for some really big coins.


Your r will hit like a truck and allow you to quickly take neutral objectives. Take all the objectives from the map and don't do anything which may have the chance of getting you killed.

Get a defensive item when possible. This should help a lot if you manage to mis-step during a major skirmish. Only go in when the enemy has used up all the primary forms of CC.

You will be a prime target for assassins, so make sure you are wary during fights. Also, use your W carefully to cover your flanks when you get the chance to do so.


Bard’s first power spike is once he hits level 2. As long as you’ve picked up a few meeps before the minions spawn, you will always hit level 2 before the enemy. Make sure you harass and play aggressive while the enemy is still level 1.

Once Bard has picked up Boots, his roaming potential increases dramatically. Look to roam frequently with your E to help your allies around the map.

Bard’s next power spike in lane is his level 6. His Ultimate R is pretty versatile and can be used to set up plays with your Jungler. Ensure you throw the Ultimate R behind the enemy as they may walk into it while trying to escape.


Alistar is a very easy to learn support that makes it a good start Support for players who want to learn the role. Your t is really versatile that offers you tons of game potential in the way and in team fights. During the laning phase, you can use your t on the minions as well as the champions to facilitate your combo landing. Your Ultimate offers you tons of protection. It allows you to dive the enemy and be the front line champion your team needs in the fights.


Darius is one of the best duels in the game, so don't go beyond your welcome. Don't go for prolonged jobs with him as he will always go out ahead. Darius will seek to reposition himself using his e. Try and stay in the inner ring so he doesn't inflict much damage. Darius is relatively motionless and weak when he is attacked by several champions.


Galio's damage will increase by a lot once he gets his first item. It will allow his Q and E to hit like a truck during all-ins.

Once Galio hits level 6, he unlocks the ability to make cross-map plays around the map. This is advantageous for his team and will let you impact the game a lot more.

Since Galio has limited range, he will have a hard time early during the game. However, he can use his Q to bypass this. When using his Q, he should try to hit the enemy champion for bonus points.


Avoid fighting around goals, near Tours and in the jungle as it can allow Orianna to get a multi-person Ultimate d and win the team fight. Try to divide as much as possible (stand away from each other) so Orianna is not allowed to land a good Ultimate d. If Orianna has a strong front line, keep an eye on their positioning especially if she has her Ball D on them. If the enemy front line runs towards you, turn off as quickly as you can so that they are not able to set up its Ultimate d.


Your E and W will be crucial enough to win this track. Try to land it when the enemy is about to hit a minion. You will want to be part of as many skirmishes as possible. That's because your AoE abilities will completely disassemble the enemy team. Your Ultimate R will help you a lot during this phase of the game. Try to use it if you feel you're about to be ruined or all-in'd.


At level 16, his Ultimate t will be completely out of date. This means that he can use his Ultimate t way more frequently, which will be a source of nuisance for the enemy team. This is the point of the game where the teams come together that allows Zilean to use his Ultimate t to save his primary portals from certain situations of death. It will also allow him multi-target CC with his Q > W > Q. His Q will be on a cool down which means that he can constantly poke and harass the enemy.


At level 6, Ezreal will unlock his Ultimate R. His Ultimate R is a great tool throughout all stages of the game. It allows him to deal a considerable amount of damage to anyone on the map.

After Ezreal’s first back, he will pick up his first component item. His damage output will intensify and he can look for more aggressive plays once he has it.

When Ezreal completes his Mythic item, his damage output further grows. A good Ezreal will look to poke the enemy down with his Q before initiating an all-in.


It can accumulate a lot of damage during this phase of the game because it will have all its articles, which will make it really strong. It will now be a front liner quite reliable for its team. A maximum-out Ultimate R will be on the rise frequently, and the following team fights will become a breeze during this part of the game. It is a decent team fighter during this phase of the game. It can regenerate its health quickly because of its passive and its real damage will melt through the enemy health bars.


Your early goal is to keep them down. Try to avoid going for extended jobs because they will often win those. Treat for their level 2 all-in. They can play aggressively at level 2 and gain an important advance in health. Similarly, try to keep the minion wave even or closer to your side of the map. This will reduce its all-in potential and keep you safe. You are stronger than them at level 6, as your Ultimate can be used in a fight. But, the utility they provide ina skirmish is also very valuable and their Support could be everything in you at level 6.


Aatrox loses the burst trades, but he will win the extended due to the multiple Q  knock-ups and his Passive Deathbringer Stance's heal. Keeping range with your Q and Umbral Dash can allow you to deal damage while preventing his engage.

Pantheon has very hard power-spikes at levels one through three. Be careful and watch which minions have died and play safe until you have your abilities to fight back.

Keep an eye on Pantheon's empowered ability charges, when he has all 5, his next ability is heavily empowered.

Pantheon's ultimate allows him to join far away fights quickly. Shoving in his wave and roaming before he does can give your team the advantage in the fight and turn it in your favor before Pantheon arrives.


You should only w in when he has just used his w. Abuse the cooldown to go for a faovurable trade.

Stand outside of the wave so he doesn’t land his w or q on you when he pushes the wave.

Post 6, keep him pushed in so it’s impossible for him to roam.

At level 6, tristana is a lot stronger than twisted fate. Use this to your advantage to get a lead.


When Diana reaches near max build, she will deal an awful lot of damage to anyone who she catches out of position.

At level 16 and with 3 points in her Ultimate R, Diana’s AOE damage and all-in potential will be extremely high. As teams will be grouping in the late game, she will be able to deal a lot of damage to multiple enemies at once.

While Diana will deal a lot of damage in late game team fights, it may be harder for her to one-shot targets because enemies will start building defensive items to protect them from her burst.


He will have a lot of Passive stacks during this phase of the game. This scaling is infinite, which means that Veigar can pretty much one-shot full health squishy targets.

His n will be on a very short cooldown during this point in the game. He will be able to secure a lot of picks, especially around choke points.

Once his Ultimate R gets maxed out, he will execute enemies with ease. Any enemy who gets hit by his e will be within Ultimate R kill range of Veigar.


Stay with your ADC throughout the mid-game. If you move away from them, they will be an easy target for the enemy. Make sure you’re always near at least 1 ally.

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

Group and stay with your team at all times. Do not split push or avoid grouping unless you have a good reason to be away from them.


Post 6, keep away from her ball sometimes so she can't use her Ultimate on you. This will be an agriculture game, especially in early play. Focus on agriculture and limit the fights until you have your first article. Stay away from the minion wave at all times so they can't push you and punch you at the same time.


Really good poke and wave clear with his Q. The slow also allows him set ganks for his Jungler and allows him to whittle his laner down.

His W can allow him to heal a lot of health in dire situations. Being a point and click, it is quite easy to land and can easily change the tide of a fight.

The initial cast of his E allows him to dash to a certain location. This can allow him to dodge skillshots and also get on an immobile or vulnerable carry.


Avoid grouping closely together in team fights as it may enable Galio to get a 5 man knock-up with his R once one of his allies has engaged. Space out between one another for maximum survivability from the get-go.

If Galio uses his Ultimate R when you’re near him, you can disrupt it with any crowd control abilities. This will be very helpful as it can stop him from using his Ultimate R to help his allies.

In team fights, try to harass and poke him down as much as possible before he can look to engage. By poking him down first, you’ll make it impossible for him to look for an engage with his E and W.


Beware of roaming when Ziggs in lane as he has good wave clear and can easily take your tower while you’re gone. Kill him and then roam when he’s off the map.

Ziggs’ main poke tool in lane is his Bouncing Bomb Q. This skill has a short cooldown and does a decent amount of AOE damage. Do not stand in the minion wave to avoid taking free damage.

Zigg’s will be looking to constantly poke and push the minion wave so he can get an early tower with his W. Try to match his wave clear so he is unable to push you into Tower and take it easily.


She is very good at roaming and ganking, so make sure you communicate with your team so they know when she is missing. Place vision in her jungle entrances and the river.

In the mid-game, she will look to take down targets that are walking around the map alone. Avoid moving through the river if it’s not warded.

Playing around her Packmates in the mid-game and during team fights will be extremely beneficial as she will lack damage.


If Jax decides to fight as a team, try to lock him up with CC before he has the chance to engage. While his E will block the basic attacks, he is vulnerable to disengagement and CC. Jax will seek to divide the thrust in the final stages of the game. Always keep an eye on where he is at any given time. Do not let him take goals and open your base for free.


Trading against Heimerdinger can be extremely tedious, yet it can be done. Taking down his Turrets Q will be the main focus in order to poke or trade with him.

When using your skills shots (if they’re AOE), try and aim them so they hit both Heimerdinger and his Turrets Q. This will make it easier for you to clear them down the line and increase your kill pressure in lane.

Once Heimerdinger reaches level 6, his kill pressure and strength increase dramatically. Keep this in mind and beware of his empowered abilities.


Wait for his dash to be used up before you do something major in this matchup. Failing to comply can land you in all sorts of trouble.

Your goal is to CC him no matter what during team fights. Keep your team as safe as possible from him.

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.


Once you have some levels under your belt, you can start playing aggressively and looking for aggressive games. You benefit from extended trades, so try to go for them frequently. When you hit level 6, ask for the help of your Jungler to kill the enemy lantern. Ask for help or watch to wander every time your Ultimate R is up. Play safe for the first levels. You need time to come online and you should not be fighting unless you have a clear advantage early.


Ornn is also very good in the team fights that his Ultimate R could allow him to hit and CC your entire team. He will become stronger and stronger the more he gets under the belt. First, he will be more tankier with the articles, but he will also upgrade his team articles that makes them even stronger.


You are way stronger than Sylas early. Invade him and try to fight him in the 1v1.

Make sure you apply as much pressure as possible by ganking often in the early game.

Remember to take those objectives. Unlike Sylas, you can solo those objectives quite easily.

If you see Sylas ganking nearby, don’t be afraid to counter gank. You’re a really strong counter-ganker!


Incredibly weak early game. This means he needs to play safe and avoid trading until he’s got quite a few levels under his belt.

Has a lot of poor matchups. In the current meta, he will struggle to lane against a lot of enemy champions.

Relies heavily on the late game to win. As games end around or before the 30-minute mark, his late-game carry potential is lessened.


Vayne shines during the late part as she can run down the enemies due to her e and s. All she has to do is avoid getting CC'd. A maxed out Ultimate n will give Vayne a massive power peak. This is absolutely necessary to win the game and will allow Vayne to deposit tons of damage. Vayne will now have several items, which means she will hit enemies like a truck. A defensive element should allow her to solidify her position as the main port of the team.


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


The early game should be mainly focused on taking short trades against the enemy with your automatic and passive attacks. Do not go for a prolonged trade unless the primary ability of the enemy is on the cooldown. If you succeed in pushing the wave in, try to ride with your W. If it happens that the side travellers enemies are low, you can quickly E in and get some killed. Your Ultimate will help you a lot in this game, but make sure you position properly. Remember that you can use the ability while you are E'ing, so make sure you don't stay still while it is locked.


Don't fight at the end of the game unless your Ultimate R is in place. It's crucial that you don't engage or look for fights when it's available because you're going to miss the extra damage and CC. Your Ultimate R will be on a shorter cooling time in the last stages of the game. If you can find an opportunity to do it, use it to catch someone who is isolated and alone, too far ahead or out of position. Peel for your efforts to keep them alive for longer. If your allies are dying quickly, there's little chance that you'll win the team fight.


Avoid fighting around objectives as Poppy may use her Ultimate R to knock away the Jungler and cost your team the Baron/ Dragon.

In team fights, disengage and avoid team fighting in the jungle as it will allow Poppy to get a good knockup with her Ultimate R or pick off a key target with her E.

Fighting around Poppy’s Ultimate R is a good way of winning team fights. She will knock back the frontline and then engage on to the carries while the frontline is missing. Try to dodge her Ultimate R, or use CC abilities on her so her channel is interrupted.


Kha'Zix is a really good early game ganker, especially when it involves low or overextended enemies. He needs to get access to all his basic abilities to make sure that the ganks are successful.

Hitting level 6 and getting his first empowered ability is a significant powerspike for Kha'Zix. He can either melt objectives quickly with his evolved Q or go for a more gank-efficient approach by evolving his E or Ultimate R.

The first component will give him a massive damage boost. This will allow him to take over the game relatively quickly if he keeps finding kills. During fights, he should always go for isolated back liners for maximal effectiveness.


In the first levels, play safely and avoid trading. Camille is very early game damage is quite weak, so you're probably going to lose a trade vs an aggressive laner. Once you're level 4, you can look to fight and punish the enemy. Play around enemy abilities to facilitate trading. Try your toughest to get killed with your Ultimate R. You can do it by asking for ganks or looking to wander and help the Mid laner. Just make sure you push the wave before leaving the track.


Her all-in potential post-six is really strong. This allows her to burst down any squishy target she manages to land her Q on, making it very hard for the enemy squishies to push up in their lanes.

Unlike her counterparts, Diana has built-in tankiness which allows her to all-in with her Q, t, and Ultimate R combo quite easily. This is highly valuable when trying to take out a group of three or more champions, especially when the enemy team is unaware of your position.

Possibly one of the best flankers in the game. She can take out the enemy backline almost instantaneously during a team fight if she is left unchecked. Besides, if she happens to get caught, her tankiness and defensive items will keep her alive for quite some time.


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.


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

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

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


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

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

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


The more the game goes, the stronger the brand is thanks to the items it will get. Try to place it behind in the early game 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 that it can easily burst and kill you. The brand is not very strong in the early game. You can use this to your advantage by getting as much as you can to get your allies before.


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

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

Keep a constant eye on which primary objective is spawning next and ensure you ward them half a minute in advance. Do not split, push or go on the opposite side of the map when a significant objective is up or about to spawn.


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


To make it hard for Sylas to land his E on you, always make sure you’re behind at least 1 minion so he cannot land the CC on you.

Look for extended trades after Sylas has wasted an ability. This will make it harder for him to out trade you in a skirmish. Look out for his Passive though and try to wait for the stacks to disappear before committing to a trade.

Sylas has really good map pressure and can roam with ease. If he has left lane and started roaming, communicate with your team and push him in to deny him gold and XP.


His tankiness and damage are really high during this phase of the game. He can also use his Zhonya's Hourglass to be untargetable for a while dealing damage all the time.

A maxed-out Ultimate R will let him survive fights with ease. The damage will be pretty devastating for the enemy team as well.

Swain's late game is solid due to his team fighting prowess. He can instantly kill the enemy team if he manages to catch them out near a choke point.


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

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

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

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


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

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

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


Its main goal will be to fight around crowded areas to get a multi-man Ultimate R on the enemy team. It should always focus on the enemy backline during team fighting while avoiding any form of CC on it. Choosing enemies to make team fighting unfair should also be an excellent way of snowballing its head. If Diana is ahead, she should look for picks or ambushing the enemy as they walk through their Jungle. Taking an enemy might be enough to win the next fight or take the Baron.


Aphelios is good in mid-game team fights thanks to the potential of his Ultimate R and the mix of his weapons. As long as he didn’t fall behind in the early game, his mid-game will be where he truly shines.

During the mid-game, Aphelios should’ve completed multiple items. He will start to dish out a lot of damage, and he will find it much easier to take down the enemy frontline.

Aphelios is a good mid-game champion, especially when paired with a utility Support or a team that can empower him. Healing and shielding, or hard engage Supports will definitely help him shine in the mid-game.


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


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

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

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


Focus on getting level three quickly, increasing your clear speed, and gank frequently in the game. Always try overextended gank tracks when possible. You'll want to get your first element quickly as it will give you a boost of massive damage and agree pretty well with your Ultimate R. Once you get your Ultimate R, your duel power will increase. Always try to choose the enemy jungler with that and then take the Dragon or Rift Herald.


Make sure you’re always stood behind at least 1 minion so she is unable to land her Q and CC you.

When playing as a hard engage Support, if she starts anything but E, look to play aggressively at level 1 to get an early advantage.

Morgana’s E has a really long cooldown. If you can bait it out, you should look to use the cooldown to re-engage and try to kill her.


Rumble is excellent during the end-of-game fights that its Ultimate b and its basic capabilities will all hit like a truck now, especially during the team fights. Maxing its Ultimate b will reduce the cooldown of the ability and allow it to use it frequently. This will be a decisive factor during the objective fights. Rumble will dry up a lot of damage during this phase of the game. Its ability to melt through the enemy health bars will force its enemies to play defensively.


Vayne is incredibly weak in the beginning of the game. Try to abuse it if you can. Finish the game as fast as possible. Vayne is a monster of the end of the game and will be incredibly hard to kill in the end of the game.


Miss Fortunes poke in the early game will be really boring to deal with. Investing in a Rechargeable Potion will help you stay alive in this matchup. Post 6, standing in the middle of the way so that it is harder for Miss Fortune to get the full channel of her Ultimate e on you. When you are standing in the open, you will have easier time to avoid her ultimate damage e. Stay away from the weak health minions that Miss Fortune can use for you poke with her t.


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 in setting a goal as Sett can use his Ultimate R to take the closest champion and throw them into their allies behind them. If you are grouped together and online with each other, it will be harder for him to do it. When there is no team fight, Sett will set himself in a side lane and try to divide the thrust. When he is alone, you could look for him or start a team fight with his allies when he is unable to help them.


As well as levels 6 and 11, Elise doesn't point too much to 16 when she puts a third point in her Ultimate. In the last game, Elise's E will be on a short cooldown. This allows her to look for more choices and potentially win her team the game. The more Elise gets, the stronger she will be. However, in the last game, it will be harder for her to kill the enemy because they will be tankier.


Its e combined with its d can allow it to easily descend a single enemy target. The shield d allows it to mitigate a good amount of poke as well. Its Ultimate b makes it a threat during the team fights. The enemy team cannot afford to fight in closed spaces or they will certainly get shot by its Ultimate b. With a lot of haste and cooldowns reduced, it can gank so often and be on the whole map. This makes it a formidable Jungler.


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

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

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


At level thirteen, his e and d will be maximized, and he will be able to look for peaks more often. The best place to do so will be in the unrewarded areas of the map and in the choking points. Once he reaches level 16, he will have 3 points in his Ultimate m. This increases the overall production of damage and will allow Jarvan to use the ability quite often. This will help his team to follow the fights with ease. Jarvan becomes really tanky during the late match. This allows him not only to be an activator for his team but also allows him to survive all the in and peel for his wears during important battles.


The later the game goes, the stronger Nasus will be. The more stacks he has on his Q, the stronger he will be.

At level 16, Nasus will put the final point in his Ultimate R. The extra stats he gets from this ability will be incredibly helpful in team fights and he’ll stay alive for a long period of time.

His main power spike is during this phase of the game, as he will have multiple items, multiple stacks, and will be able to blatantly all-in and pick enemy champions off at his will.


Take advantage of your range advantage against Zac, but be careful not to overextend and put yourself in a vulnerable position. Constant harassment can lead to your death, so pay attention to the risks involved. Be aware of Zac's crowd control capability (CC) and avoid detachment from your ADC when it is available. Being caught by its CC can lead to a dangerous all-in-one situation. Stay attached to security during these moments. Be careful of Zac's increased pressure at level 6. Its ultimate ability enhances its ability to engage and secure murders. Adjust your game style accordingly, prioritising safety and avoiding unnecessary risks. Zac excels in roaming, so it is important to piner and communicate with your team when it lacks track. Use this opportunity to apply pressure and intimidate his ADC while he is absent, making it difficult for the enemy bot track to trade effectively.


Once Quinn reaches level 6, her death pressure in a trade does not increase exactly as her Ultimate R is a utility tool. However, her ability to wander does. If she leaves the track, ping your teammates so they know that she is missing. Keeping the minion wave closer to your side of the map in early play will allow you to get gold and XP without fear of Quinn zoner and deny you the farm.


Just focus on farming while keeping the wave on your side of the lane. You do not want to overextend, as you will definitely be ganked.

You should go for short burst trades when possible. Use your E on the side walls to ensure that you can use the stealth function to escape sticky situations.

Once you get your Ultimate R, you should look to fight more often. Just make sure you warm up properly; else, you will most probably get ganked.


Once Gragas succeeds in reaching level 11, it will have two points in its Ultimate R. This means that it can initiate fighting and move key enemy targets much more frequently. At level 9, Gragas will have its first maximum ability. This is really beneficial for it because the increase in damage will really help it to duel. This is especially true if Gragas goes for full AP construction. During the middle of the game, the enemy will be busy exchanging tracks and defining the vision. However, as laner, it will use this ability to the maximum potential during the fight around landlocked areas and neutral objectives.


His early play is fragile, and he can easily be caught if he is not careful. He should focus on agriculture and scale with occasional exchanges. Level six is a massive power peak. He can quickly seek to use his Ultimate e to secure the murders throughout the first stages of the game. This will help him increase quickly.


Olaf is a dominant laner and can easily get kills at level 1 and 2 with his t spam. Avoid fighting him early on.

Once Olaf hits level 6, it will be difficult for you to kill him or lock him down with CC. Don’t commit to using any hard CC abilities when you know his Ultimate k is up.

As soon as Olaf completes his first item, he is going to deal tons of damage. Make sure you play respectfully and only trade with him if his t is down (or he is unable to pick up an Axe t).


Once you’ve destroyed the bottom lane tower, move to the mid 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.

Try your best to stick with your Support as much as possible in the late game. If you’re weak, do not leave their side otherwise you’ll be an easy target.


He will keep spiking with every point in his e. This means that he will dish out a lot of damage when that ability is active and will melt through health bars.

At level six, Kog'Maw will gain access to his Ultimate y. This is important as the poke damage is really beneficial in taking down low on health enemies.

His first item component will give him a damage boost and take more trades in the lane. He will have to be careful about over-extending and being caught out, though.


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

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

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


When no team fights are occurring, move to a side lane and focus on farming and earning XP and gold.

In team fights, try to flank the enemy. This will increase your chances of getting a good Ultimate R off.

Look for fights inside tight spots of the map or get picks with your Ultimate R. CC’ing a key target will make fighting so much easier.


Its level six is phenomenal and can completely decimate an enemy team with no CC. It will be able to use it to kill enemies with the greatest ease, especially during travel. Its first element of the article will give it a boost. It will be a terrible thing for the enemy to launch because they will have to be careful on all the trades that Katarina wants.


Multiple points in his Ultimate R will allow him to take over fights much easily. His damage output will be pretty phenomenal as well.

His mid-game presence and fighting style is really great. He can zone off enemies and separate the enemy front line from the backline. He can also pick off-targets.

The first ability will be maxed at level 9, adding a lot of burst damage to his kit. It helps Swain get rid of squishy targets quickly.


Sion has a deceptively powerful laning phase. So, pay attention to its Q poke. Try to avoid it by moving left or right instead of walking backwards. Post 6, Sion has good gank set up and can escape ganks quite easily. Its death pressure also increases, so be aware of its level 6 peak power.


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

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

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

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


To reduce the chances of dying and being taken out of position, try to stay with your team at all times. Keep a constant eye on which major goal is the next spawning. If it quickly spawns, make sure to place the vision around the lens as quickly and safely as possible before withdrawing to safety. Having the vision around the major goals is the key. Look for choices during the middle of the game. If you can choose someone with the help of your allies, you can abuse their death timer to win more gold and eventually take a turn, goal or get more dead.


The enemy will not waste much in the early game, so try your hardest to get as many ganks as possible. Getting your allies forward will only cause the enemy to fall behind and make their Jungler useless. Priorize taking the Dragons early. You can solo the Dragon with ease, or you can ask for help and turn towards it after helping the robot. Make sure you secure all the Dragons when possible to deny them from the enemy. Although the enemy Jungler will not be spoiled, fighting alone will be difficult because they have tools to escape or prevent the fight. If you spot them alone, try to force them out of their jungle without engaging in the struggle without assistance. A good time to invade them and look for them is when your nearby ways have priority. At level 6 is when the enemy will probably start to waste. You can follow them with a good vision through the neighborhoods placed in and around the river. If you are nearby, try to counter gank as they have nothing to offer once they have used their abilities.


A monster of the end of the game because of its passive functioning. If it can go through the laning phase and can acquire CS in an orderly manner, it will easily take the game later. Its Ultimate R can allow it to save a teammate as well as herself depending on the situation. If it is behind it, it can easily use it on a murderer in its team so that it can keep the enemy distracted from its presence. The Q and W allows it to catch up with ease and get rid of them once it is powerful enough.


Lucian’s level 2 power spike is no joke. Make sure you hit level 2 at the same time as him to reduce his ability to all in you. Level 2 is the first wave followed by 1 melee minion on the second wave.

At level 6, Lucian has a lot more trading power thanks to his Ultimate R. Once he activates it, try to either reposition, disengage or lock him down with CC so he is unable to land every bullet on you.

Whenever Lucian’s E is up, he will be stronger as he can dodge skill shots and CC. If he uses this ability aggressively, use the cooldown of it to play aggressive and trade with him.


Renekton is one of the first strongest game champions in the game. You can use this advantage to win an advance. To tons of support in the way thanks to his e. The additional healing will make favored fights as it can cure some of the damage taken. Once in advance, Renekton can constantly intimidate the enemy lantern and again and snowball his advance quickly. Make sure you continue to play around your cooldowns to continue your lead.


Staying with your team in the late game. Do not separate or get away from them otherwise the enemy can try to remove you or initiate a 4v5 fight when you are away from your team. Look for choices with your abilities. Choosing someone and then collapsing on them to remove them is a great way to win a team fight and end the game. Look for choices on isolated targets if possible. Keep a constant eye on you and your allies position. You need to drop the enemy and delay the fights in the late game, but you need to look at your positioning as you move forward to harass.


Very motionless and sensitive to the control of the crowd of the enemy team, especially when it loads its p up. Can easily be all-in-one if it uses its r with caution and it does not have its Flash up. Can be flanked with ease when it is pushed up in the track due to its in-build wavollelar. Its Ultimate 2 can easily be interrupted and can be used as a traction to target it and get rid of it immediately. Xerath will have to position well before using its Ultimate 2 , otherwise there is a good chance that it will get killed immediately.


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.


You are a good ganker early. Make sure you equal his ganking pressure early on.

Focus on securing those objectives. It is important that you try to take those objectives whenever possible to give your team a lead.

Once Ekko goes in, he doesn’t have much left. So you can abuse this as you’re a good counter ganker.

Playing around your Ultimate is crucial in this matchup. Try to make plays whenever you have your Ultimate available to you.


During this phase of the game, Morgana will have several elements that will allow him to protect his team. Combined with his E, his allies will be protected from the CC. A maximum of Ultimate R will allow him to use the ability quite frequently and flatten a lot of damage at the same time. It will be great during the battles piled up. She is excellent in the fights at the end of the game due to her overall utility and CC on her Q. That CC can easily be chained with her Ultimate R for maximum efficiency.


You can use your E more liberally to get murders from now on. Your Ultimate will be on a short cooling time, to make sure you use it quite frequently. It will certainly help you cut off enemies who have already taken damage. If you have allies who have CC integrated into their kit, try to stay close to them. You should always focus on target CC'd and kill them when you get a chance. Also, if the enemy has a murderer, try to shade them and see if you can get the murder on them if they assassinate your allies.


Strong power peak at level two that allows him to throw an enemy down with his E, Q combo. This combined with his Passive and Invocative Spells can easily get him killed on a squishy target. Very good clear wave with his W, Q and Ultimate R. This makes him gain the really fast priority and he also helps secure goals with his Jungler. After six, he can practically an enemy with his combo while repositioning simultaneously with his E. His E also makes him quite slippery, which allows him to avoid the ganks with ease.


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.


Very still and can collapse easily with multi-layer CC. Once CC-d, she will probably die with appropriate follow-up. Without her E, she is quite vulnerable and a sensitive gank target. This is especially true when the enemy has a varied form of CC. Positioning is absolutely necessary for this champion otherwise she can easily be caught and killed due to the motionless way and bursting that is related to her.


Riven will be looking to split push when no team fights are occurring. Make sure somebody who can contest her is sent to stop her from pushing. Avoid fighting her during the mid-game though unless you’re stronger.

Teamfights will be difficult for Riven as she is prone to CC, disengage and gets kited by champions easily. To make team fighting easier, she will probably flank or Flash in to engage. Ward to the side when sieging an objective to spot her before she gets the chance to engage.

Riven is quite good at picking off champions when they’re too far forward or alone. Don’t let her pick someone off by staying in line with each other. Do not group too closely as it may allow her to get a 5 person r stun.


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

When ahead, look for picks by waiting in high traffic areas for an enemy to walk by. If you’re able to take down the enemy Mid, ADC or Support, you can use their death timer to end the game or take a major objective.

Avoid dying and remain on the same side of the map as the next major objective. Do not show on the bottom side of the map if Baron is about to come up.


Xerath's damage will skyrocket during this stage of the game. This is quite helpful for him as it allows him to carry his team later on during the game. His pick potential is quite massive as well.

Once Xerath gets his Ultimate 2 maxed out, he will be able to land even more shots on unsuspecting enemies. Xerath will need to ensure that he stays in a safe position while doing so.

Xerath's poke is quite unparalleled during major team fights. He will have a great time using the fog of war and range advantage to one-shot squishies.


This champions level 2 is incredibly strong. They can often gain a health advantage or Summoner advantage in the lane by playing aggressive and looking for an early all-in.

You have very good roaming potential once you have Boots of Mobility. This gives you tons of map pressure.

Whenever your Ultimate e is up, you have a lot of extra kill pressure. Look for picks whenever you have your Ultimate e up.


Veigar is relatively weak during the early game, and he should be focusing on trying to e and stack up his Passive when possible. His n will come in handy when trying to prevent all-ins.

Post-six, he will have access to all his basic abilities. This is huge for him as he can now CC enemies and then combo them with his r and e when possible.

Level six is a significant power spike as it gives him access to his finishing ability. Now he will just have to focus on poking the enemy out in the lane before decimating them with his Ultimate R.


At level nine, her Q will be completely maxed out and deal a lot of damage to her enemies. This will let her take over the game with ease.

Depending on which build she is going for, she will be getting her first ability upgrade during this stage of the game. This will be a massive power spike and will let her be the prime carry for her team.

Kai'sa is really good in fights due to her E and Q. She can peel for herself and use her Ultimate R for both aggressive and defensive purposes.


You should push the first wave, then pull the second one to the tower, and just freezing there, so Vladimir stays overextended.

After level 6, Vladimir gets a power spike with his e, so play a bit more passively against him in that stage.

The best opportunity to trade with Vladimir is when he has used up his l, since it is his only tool or survivability in his kit, and he can deal damage while using it with his l>E combo, so it makes it even more vital to him.

Vladimir is strong at all stages of the game, because he has so much built-in sustain and scales later, but waveclear is the only thing you have that is more powerful than his.


Janna will try to poke as often as she can with her d and auto-attacks. If you’re playing as a melee champion, try to minimize your time spent overextended while getting warding quest stacks.

She may wait for her m to be up before trading. This pattern is pretty common against champions who can return fire when she looks to trade. Use the m cooldown time frame to poke her.

When playing as a melee champion, make sure Janna doesn’t bully you down with basic attacks. When you can’t engage, stand out of range and in line with your ADC so she can’t harass and bully you.


It is fragile early because its presence is negligible, and its capabilities are telegraphed. All it has to do is to maintain its health and use its passive until it reaches level six. Once it reaches level six, its presence will skyrocket, becoming a major threat to the enemy's lantern. Working with the ally Jungler will help it massively. The first element will allow it to spam its abilities quite frequently. It will also allow it to inflict more damage, especially when it has its final R.


Kled's Passive is highly underestimated, but it will make all the difference in the game now. He can use it to absorb so much damage without risk of dying, and he can quickly get up if Skaarl runs away. Kled will have its construction almost finished now. This means that he will be tanky, as well as flattening heavy amounts of damage. Anyone getting caught by him will probably die. Since all his abilities will be maximized at this stage, Kled will be huge in the game. His ability to disrupt the ranks of enemy teams will be phenomenal, and he can easily peel for his wears as well.


During this phase of the game, work with your Jungler to get choices by using your W to CC enemy team. Get rid of the enemy Jungle with your E traps. This will help you slow down the enemy team and detect them before major neutral fights. When using your Ultimate R, make sure you are not too far from your team.


If they invade you, just back, as they can easily kill you, especially if you are behind. They can secure the lens so much easier than you can. Keep them guarded to spot them before they can secure the lens. Post 6, avoid fighting them at any cost because they are much stronger than you with their Ultimate and they will kill you easily. A good player will play around their Ultimate as often as he comes. You have to counter their waste pressure by doing the same thing.


Shyvana will try to delay a team fight so that she can harass you and harass you with her l in the shape of Dragon t. Fight as soon as you can so that she can't shoot you down and from a distance. Shyvana can flank on the side with her Ultimate t and her l. Make sure you have your flanks watched so you can see her before she gets the chance to crash and shoot you.


Teemo will place Shrooms t around the edges of the track. Avoid walking on the side of the track and only walk on the path that your minions take to reduce the damage taken. Concentrating Teemo down is a great way to win this matchup. It is super squissy and easy to kill if you play around its t. Playing around its t is very important. If you do it, it will exceed you every time.


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.

Look to gank whenever your Ultimate is up, and try to clean up kills whenever possible.


Ekko can start crashing after level 3 when he gets access to all 3 of his basic abilities. However, he shouldn't on the ganks force too much that he needs gold early and XP to get his first article. As Ekko can do a lot of burst damage, once he's finished his Mythic article, his death pressure gets intensified. At level 6, Ekko becomes an incredible threat. He can go for risky games and use his ultimate R to escape. Even if he can turn dive before 6 with his W, he can dive deeper with his R.


Unfortunately, Nautilus does not have the fastest clear in the game, but it is a little healthy. It does not have as great objective control, so you will need your allies to help you take the Dragon and Rift Herald. Can be difficult to gank your allies if the minion wave is between you and the enemy.


The last point in his Ultimate k will give him a massive peak, and he will be able to deposit tons of damage to the enemy. Since the ability will increase frequently, he will be able to take targets easily. His tankness will be phenomenal during this phase of the game. Combined with his overall damage, it will become difficult to deal with him for the enemy team. Olaf will certainly fall during the end of the game as the enemies begin to build defensive objects. The brilliant damage of the enemy team will allow them to take Olaf quickly.


Aatrox is strong from 2-6 levels. Make sure to keep your distance to make it harder for him to land his Q and push you down. Aatrox peaks when he gets his first article (as well as both components). Respect his everything in the potential when he has finished the recipe as his damage production will increase sharply. Aatrox is really strong no matter if you can't avoid all the cases of his Q. Practice makes perfect, but try to avoid them every time you are able to.


Ziggs will try to delay a team fight as long as possible while he launches with his Q. Try to force a fight so that he can't bring you down and force you to disengage. It's going to be hard for you to sit goals like Towers when Ziggs is alive. Try catching him out of his position or flancing him when he's alone to facilitate taking these goals.


Warwick will put the third point in its Ultimate R. It will be on a cooldown low and will be an excellent tool to pick up the enemy in the late parts of the game. Warwick will be very tanky in the game at the end of the season so that he will be able to absorb a lot of enemy damage. At level 14, he would have maximized 2 abilities at this stage of the game. This is a significant power peak for Warwick.


Quinn’s early game is incredibly strong. At level 1, do not let her bully you down with her basic attacks.

Unlike other champions, Quinn’s level 6 power spike doesn’t offer her much in lane. But her Ultimate R does offer her a lot of roaming potential. As soon as she hits level 6 and goes missing, communicator with your team so they know shes left lane.

Once Quinn has completed her first item, her kill pressure intensifies. If you’re behind, avoid fighting her at all costs as she will undoubtedly beat you in a 1v1.


Akali lacks energy quite easily. You will need to keep a constant eye on your energy levels and go only for aggressive games when you have a lot of energy. Akali and assassins like his fight against the teams with a lot of CC. In the team fights, you will have to wait for the perfect opportunity to enter to not get CC. Akali is one of the most difficult champions to master in the game. Playing around his energy levels, his Passive, his W and his two mobility spells takes a lot of practice. Expect to put in a lot of effort if you want to learn Akali.


Once Kennen has two points in his Ultimate m, he will be able to inflict massive amounts of damage to the enemy team. He just needs to choose the perfect time to enter. Kennen is excellent in team fighting due to his Ultimate m. He can pair him with his Flash for a devastating combo on the enemy team, which will leave them defenceless. More items mean more damage for Kennen. This will allow him to resume the game, and his poke damage will increase significantly in the game.


Once Miss Fortune reaches level 6, her death pressure increases thanks to her Ultimate e and her damage. In team fighting, Miss Fortune really shines that her Ultimate e can inflict tons of damage if she uses it in a safe place. Disengagement as soon as she channels her Ultimate e. At level 9, Miss Fortunes will do tons of damage if she hits you.


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.


Another point in her Ultimate R will see that she is the most powerful she can be in the game. She can now cut through the enemy team with a good positioning. Her damage at the end of the game is very high, and she will have to be removed beforehand if the enemy team has a chance to win the game. Her 3rd empowerment is essential and will make Kayle very powerful.


Its ultimate makes it very difficult for the enemy not to take any poke damage. It is especially true if Kog. Maw goes for AP construction. With the appropriate coat, it can take a game quite easily due to its Q and e. It also has a certain amount of self-peel with its e, but it is better for him to keep his distance from CC.


Strong power peak at level two that allows him to throw an enemy down with his E, Q combo. This combined with his Passive and Invocative Spells can easily get him killed on a squishy target. Very good clear wave with his W, Q and Ultimate R. This makes him gain the really fast priority and he also helps secure goals with his Jungler. After six, he can practically an enemy with his combo while repositioning simultaneously with his E. His E also makes him quite slippery, which allows him to avoid the ganks with ease.


Try to stay with your support throughout the middle of the game. You are very vulnerable and easy to kill if you are alone. Staying with your support will increase your survival. Keep picking up the farm in the side lanes when there are no team fights, but spend as little time away from your team. You need gold and XP to buy items and if you fall behind, it will be unlikely that you will be able to eliminate the damage in the fights. Look for choices with your support/Jungler to get murders and increase your lead. If you kill a key target, you could make the call for Baron.


Master Yi will become strong and stronger with the most kills he gives. Avoid giving him kills in the early match. Once Master Yi reaches level 6, he will begin to ganten himself as his Ultimate r offers him tons of extra pressure Kill. Master Yi is very strong in the late match. Try to reduce his income to make it harder for him to snowball and take control of the game.


Catching Sona when she goes to the hall will allow your team to allow you to take the Baron, Dragon or start a team fight when she is unable to protect her team. Avoid team fights in areas where you are forced to group together as inside an objective pit or in the jungle. This will allow Sona to get a multi-person Ultimate R. Try and group but not too close together. A good Sona will be standing near the back of her team when her Flash is down. This will make it harder for you to kill her in a team fight. To make her easier, try to flank her side or back.


Sylas is strong enough during the middle of the game, especially if he gets a solid ultimate from the enemy team. His life flight will prevent him from dying quickly during important battles. Two points in his Ultimate R will allow him to take enemies' ultimates quickly and increase their overall efficiency. He can be very beneficial in team fights. His first ability will be maximized at level 9. This will give him a huge boost and allow him to blow up simple targets with ease.


Gwen's had a lot of pressure to kill you, so unless you're in front of level 6, don't bother fighting it as it can damage you to level 6. You're pretty good at the invasion, and as Gwen needs time to come online, try to go for an early invasion. Gwen will look for gank more frequently when their Ultimate is up. Make sure to keep the enemy's jungle entrances so your team can spot the Jungler leaving their jungle with their Ultimate. As you're big at duelling and early, try to make early games around the map to get yourself and your allies before.


Kayn is not very strong early on as his abilities won't be dealing a lot of damage. He will have to play carefully and wait until he gains access to all his basic abilities before going for all-ins.

Level 6 is a massive power spike that allows Kayn to bolster his all-in potential. The added burst damage will be beneficial when it comes to dealing with squishy or ranged targets.

The first component will give Kayn a massive powerspike as it will bolster both his damage and survivability. It will allow him to duel enemies with ease.


At level 9, Darius would have maximized his e. His all-in potential and the pressure to kill is still very good during the middle of the game. At level 11, Darius will put a secondary point in his Ultimate e. If he got a slight lead in the game early, he will be difficult to manage in the middle of the game, and he should be able to kill any enemy who tries to prevent him from sharing the push. During the middle of the game, Darius should have completed some articles. He should be able to do a lot of damage to the targets, and also be a bit tanky. The articles he picks up make him a huge problem during this stage of the game.


Can a-shot squishies as soon as she gets her Ultimate R. Being hit by her E is a post-six death penalty, and her mobility Ultimate's R allows her to avoid hot skills. Her W is a power and can allow her to provide a lot of utility both for her team and herself. This ability can allow her to gain the way quite easily if she gets lucky. Zoe's E can be used to set up long-range ganks.


Whenever Anivia has her Passive up, her ability to survive all-ins is much higher. Try to look for frequent trades while her Egg is down, and call for assistance when needed.

Once Anvia has some levels behind her, her strength increases dramatically. Respect her burst and all-in potential whenever her t is available.

Post 6, Anivia can quickly push the minion wave with her m. Once she has access to her Ultimate m, she will constantly push you into your tower. Keep this in mind and try to prevent her from doing so.


Foresix it is rather weak especially when its Q or t is in decline. Being mixed in nature, it can really not deal well with the varied wearer when its t is in decline. Diana is quite weak and needs time to come online. If she gets harassed by range, it will be difficult for her to close and reach her peak of power.


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.


You are extremely strong during the laning phase because of your long-range poke and self-attacks. This allows you to play safely, chip on your enemy's health bar, and then all of it with your auto-auto-auto-Q auto-attacks. The amount of utility you bring to a team comp is massive. Your auto-attack slows down and your Ultimate w CC can easily help your team to secure choices before the important goal fights. It also helps you increase the CC chains on the enemies. Once you get two to three items, you can start slowing down and shredding several members of the enemy team in battles near the quarter. This gives you more time to kite out enemies during the skirmishes and keeps you safe from their CC while your team piles on them.


When playing melee champions, do not let Lulu bully you down with auto-attacks. When you’re not looking to engage, stand back so she cant auto-attack you.

Waiting for Lulu to use her E before fighting or poking is a good way of coming out ahead. Try to bait this ability out and then play aggressive while it’s on cooldown.

Post 6 and when Lulu gets her Ultimate R, her survivability increases a lot. Keep in mind that it’s going to be difficult for you to kill her when her Ultimate R is up. Do not commit to the all-in unless it’s down or she’s out of mana.


At the end of the game, keep looking for flanks with your E and R. Play around your Ultimate cooldown in the end of the game. Avoid team fighting when your Ultimate is down to make sure you're useful in team fighting! Group with your allies as the enemy will just force a commitment and kill your team while you're not with them.


Pre-six he is quite squishy, and easily killable if his p is on cooldown. This also makes him vulnerable to crowd control, especially when he is trying to poke with his Q.

His Q is quite telegraphed and he can be easily punished once his Q is down. Again, his Q can also be dodge by blinking/dashing away from the drop point of his Q.

He is pretty much a poke/damage bot when his Ultimate t is down. Zilean is inherently squishy so it should not be an issue to take him down once his Ultimate t is on cooldown.


Although she has a lot to offer, she really needs this attack speed to come online and if she is put too far back before she can get these few basic elements, she may never be able to recover. Bel-Eth relies heavily on her Q, her passive and her auto attacks to inflict the majority of her damage, this naturally means that she is incredibly countered by any form of hard CC. Her E is also a channel capacity that can also be interrupted by crowd control. If Bel-Eth does not get any grip on champions or goals in the teamfighters, she can never activate her True Form that is when it becomes so much harder to manage.


Do not group or fight inside the jungle as it will allow Rumble to get a good Ultimate b off. By fighting in the open, it will be harder for him to get a 5 person Ult b.

Never try to take an objective like Baron or the Dragon if Rumble is alive and kicking. As you will be quite close together inside the pit, you are allowing him to land a devastating b on your whole team.

Rumble is prone to disengage. As soon as he uses his Ultimate b, try to disengage or reposition so it’s harder for him to deal follow up damage and win the fight.


Poke the enemy and harass them as much as you can before trying to fight. Bursting someone with some Q.S. and your Ultimate R will allow you to force a team struggle with numbers or health advantage. Avoid using your E aggressively in the fights at the end of the game that you will be vulnerable briefly. Use it only aggressively if you are 100% sure you can't be abused for it. Stay with your team and avoid walking too far away from them. If you are caught out, your team will lose on a lot of damage in a team fight, and that would be your fault.


Avoid fighting in the jungle because the teams will be regrouped, which will allow him to get a multi-person Ultimate. Bought out of his W before starting a team fight and then abusing the cooldown. Wait for him to finish, then start the fight. Lock her up with CC at the beginning of the fight. It will make it difficult for him to reposition himself with his E and escape.


Avoid fighting around objectives as Poppy may use her Ultimate R to knock away the Jungler and cost your team the Baron/ Dragon.

In team fights, disengage and avoid team fighting in the jungle as it will allow Poppy to get a good knockup with her Ultimate R or pick off a key target with her E.

Fighting around Poppy’s Ultimate R is a good way of winning team fights. She will knock back the frontline and then engage on to the carries while the frontline is missing. Try to dodge her Ultimate R, or use CC abilities on her so her channel is interrupted.


Stick with your team in the later stages of the game. Avoid moving too far away from them.

Look for picks with your E in the late game. Landing an E with the follow-up damage from your team could result in a kill or a favourable fight.

Continue to delay team fights when possible so you can get your Passive tentacles down.


As soon as Gnar reaches level 6, try to avoid standing near the walls when he's in Mega Form as he can throw you against them with his Ultimate R and set up his Jungler. Gnar is really good in the extended trades if he can use his reach advantage that his W can proc in a skirmish. Try to exchange around his Q so that he can't easily proc his W. Gnar is much stronger once he has his first article, which is usually Black Cleaver. This article will make him much better in a 1v1, and you'll have to be a little more careful if you're a reservoir that Black Cleaver offers armor and more mobility.


After recalling, Twitch can enter the stealth track with its s. Avoid pushing too far when you know that Twitch has just supported as it can appear and go for a favorable trade. Twitch benefits from prolonged trades. Try to go for short trades bursts on long with it when possible. If Twitch pushed the wave and left the way, it is either trying to lure you and go for a trade, or it went to the medium track with its Support. Have a coherent vision around your way so that you know what it is doing and where it is going.


Jax needs time to come online. While he can trade in the early game, it’s better to get a few levels behind you before looking for a kill.

Be prepared to scale if you’re in a tough matchup so you do not fall behind and become useless in the later parts of the game.

Keep the minion wave closer to your side of the map in tough matchups. Jax will find it really hard to survive the laning phase if he is constantly pushing.


The Amumu team's presence is very strong. Do not regroup too closely as it will allow it to get a multi-person entanglement with its Ultimate y. Do not fight in the jungle either for the same reason. Try to start a team fight as soon as it has ended. Fighting when Amumu is not there or when his Ultimate is on cooldown is a sure way to win the next fight.


His r is a clever, who can change the game if he lands on the appropriate target. He also gives Xerath a form of peeling as he does not want enemy champions on his face. His 2 slow can also help him immensely in team fighting. He can set up opportunities for his team to land their control of the crowd on the 2 slow member of the enemy team.


If your allies move to your lane after destroying their tower, rotate and move around the map to continue farming and gaining XP and gold.

Use your abilities to clear the minion waves quickly so your team can siege/ prevent a siege from the enemy team. If you can land poke while also pushing the minion wave, you could look for a favourable trade.

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.


His E allows him to land a multi-man CC chain, which can be used as an extension of CC to targets already CC. He also allows him to Q to such targets without putting that ability on the cooldown. This ability can be the difference between a winning team fight, or a all-en-bouté, depending on his use. His Ultimate R does not only prevent the enemy from escaping quickly, but it also allows his teammates to land their own CC on the slow/trapped enemy team. He can act as a very effective initiation tool that gets a victory from his team.


Blitzcrank can try to fly or delay your first buff. A room in the river at 1:25 is a good way to know whether it goes to Hook b or not. If it shows on the room, make sure that the monster is pulled out so that it can't easily land his Crochet b. Never use your dash or dredging ability unless Blitzcrank has his b on the cooldown. Otherwise, you'll be an easy target for his Crochet b and it will be harder for you to avoid it. If you're a squishy champion or you're without Flash or a dash, don't put yourself in unnecessary danger.


Once Volibear is level 6, avoid staying in the track when it is low because it can use its Ultimate R aggressively and catch you out. If you are forced to remember, do not remember under the tower that its Ultimate R can stop the tricks inflicting damage. Stay at maximum range at all times and step back briefly if it activates its Q. Stay at maximum range when you're not looking to trade it will make laning against it much easier.


Another point in his Ultimate a will allow him to take more fights around the map. His presence will be felt around the map, and the enemy will have difficulty pushing up.

He is pretty solid during the mid-game due to his gank potential. He can quickly turn the tide of a fight with his Ultimate a and use it defensively to scare off enemies.

Nocturne deals a lot of damage during the mid-game. He will have access to his core items and can easily pick enemies off when rotating alone.


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

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

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


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


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

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

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


His Q and E should let him reach his enemies quickly. Level six is a massive power peak as it allows Sett to take an enemy and separate them from the team. He will want to surprise an enemy tanky in the enemy team, however. The first element of the element will increase his overall ability to fight and survive. His W will hit like a truck now.


Look at the most allies you can to make sure you can help your teammates. This will allow you to take squishies really easily. Be part of neutral goal fights and make sure to put in place death brushes with your Ultimate R. Since you're building AP, you're about to blow everyone up. Look for peaks in the middle of the game. It should be easy enough for you because of your W & E. Don't forget to heal with your Q.


Level 11 isn't excellent as she only gets the cooldown on the ability reduced. When compared to other Junglers, it doesn't bring a lot to the table.

Her first ability will be maxed out at level 9. This will let her deal a lot of damage to enemies she has managed to catch. It will also allow her to thwart escape attempts from the enemy.

Poppy is perfect during the mid-game as she can deal consistent damage and can CC enemies for days. Her tankiness makes it impossible for the enemy team to kill her as well.


Stay with your team during the mid-game. You’re not strong enough to remain alone. Make sure you’re always with your ADC at the very least.

Place vision around major objectives before the objective spawns. Use your W to help you scout for enemies so you don’t have to face check them.

Look for picks with your team on isolated targets. Catching out a key target could allow you to take the Baron.


Lissandra is very good at level 6 while her Ultimate R increases her death pressure. She can also easily install her Jungler with her Ultimate R. Lissandra reaches her real potential when the team fights as its Ultimate R and W are both AOE. Her Passive can also wreak havoc in a team fight. Once Lissandra has finished her first element, her clear wave will be very strong.


Wukong will be unable to team fight if you can poke him down before he gets the chance to engage. Delay a team fight while you poke him down as much as possible.

Do not fight inside the jungle or around objectives. You will usually be bunched up together which will allow Wukong to get a great Ultimate n off.

Ward your flanks as Wukong will often try to flank from the side to get on to your team. Once you’ve spotted him, poke him down or disengage if necessary.


Teemo may not join the team fights because it is not very good in them. Rather, it can be split pushing and trying to take targets in the side lanes. Make sure someone is able to prevent it from dividing. Teemo will place the mushrooms t around the lenses and in the areas of great circulation. Avoid going anywhere that Teemo has recently been in without a scanning lens. He and his teammates can be ready and wait and try to launch you. As Teemo will be cracked pushing or away from his team during the fights, you could use the advantage of numbers to force a 4v4 or 5v4 fight.


Low during the early game, especially against constant poke damage that can prevent him from regenerating his passive shield. Before six, he is quite susceptible to poke so that he will be forced to play defensively. He probably did not get any ganks either because he does not have his Ultimate h. The appropriate vision control of the enemy team will prevent Malphite from catching the out-of-guard enemy team. This will reduce his effectiveness and force him to find other ways to engage on the enemy team.


This is particularly true at the beginning of the game. Her Ultimate R has the probability of having her entire team killed if it is inappropriately used. She is also very vulnerable when her C is broken. The ground engineer on her Q can easily allow her drags to play in the middle of the track as she can continue to block her enemies with continuous Qs.


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

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

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


Kayn will cling once again when he has two points in his Ultimate R at level 11. This increases the output of the overall damage and will allow Kayn to run around the card, pick dead people here and there. His Q will be maximized at level 9. It's really useful for him because it's his primary damage ability. This will allow him to flatten a lot of damage and kill squishies and tanks (depending on his form). This is the stage of the game where Kayn gets his form. According to the comp team, this only choice will be a decisive factor to win the game.


Getting your core items will let you run down enemies and burn them to oblivion. Use your Ultimate e at regular intervals to ensure that you can help your teammates.

Fight near chokepoints to maximize your team fighting effectiveness. Sometimes, it would be wise to throw yourself into the enemy team, especially if the enemy frontline decides to all-in without any follow-up.

Another point in your Ultimate e will let you destroy the opposition due to your consistent burn damage. Use your e properly to make sure that you win clumped fights.


Just like the mid-game, teams will be grouped during the late game. Braum is going to be very strong in late game team fights.

At level 13, Braum will max out his E. He will be able to speak up a lot of damage for his carries during the late game.

At level 16, Braum will put the third and final point in his Ultimate r. It will be on a rather short cooldown which can allow him to start team fights on enemies who are caught out of position.


Jayce will try and delay a team fight for as long as possible so he can poke with his s and w combo. Do not delay team fights at all costs so he is unable to poke you down.

Don’t try to take objectives like the Baron or Dragon when Jayce is nearby. As your team will be grouped closely together, he will be able to land devastating blows with his s and this could cost you your team the objective and your lives.

If Jayce is in a side lane split pushing, make sure you keep an eye on his positioning at all times. He can quickly clear waves and takedown towers with his d. Do not leave him uncontested for too long.


Avoid fighting around objectives as Viktor has a lot of poke with his y. His Ultimate m also deals AOE damage which will help him in forcing you off the objective.

Viktor’s job in team fights is to poke as much as he can before committing to the fight. Try to force a fight as quickly as you can rather than allowing him to poke you down with his y and m.

In team fights, flank from the side or create different angles of approach to get on to him. This will make it really difficult for him to survive the team fight.


After going in with your Ultimate n, 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 n in the later parts of the game. Avoid fighting unless your Ultimate n 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.


Hit Level 2 first and then use your level advantage to gain a meaningful health advance. You need to get some reduction of healing as soon as possible. If you don't, then Lulu will just go out supporting and curing all the damage you're doing to them or CDA Their Ultimate offers them a ton of extra pressure to kill. Play smart and remember when you're weak so Lulu can't use their Ultimate on their ADC to get a kill in the way.


Alistar can and will probably engage as soon as you enter the range. Try to stay within the maximum range at any time to limit its ability to engage with its t>e. Even if Alistars Headbutt is a point and click capability, you can still dodge it by pointing, flashing or flashing before it hits you. You can also interrupt the dash with punches, punches or punches. Alistar will try to wander if the track is blocked. Make sure to punish it by trying to fight the enemy CDA or zone them away from the farm while it's gone. Make sure that you ping as soon as it leaves the track so your allies know it's gone.


Continue to pick up and secure jungle camps whenever possible. Do not fall behind in the middle of the game is crucial as a Jungler, so make sure to continue growing! As you are a Jungler, you must try to secure each Drake during the middle of the game. Get them and secure the Dragon soul for your team will increase your chances of winning the game. Look for choices with your team. If you can choose someone, make the call for Baron or Dragon to continue your lead.


Annie's best peak of power in the track is once it unlocks Tibbers R. She can look for aggressive choices and Flash plays with Tibbers and her dizziness. Annie will always be a little strong when she has her dizziness ready or almost ready. If the enemy seeks to fight you while you have max piled up, you can quickly spin around the fight. Once Annie has finished her first component element, her clear wave and trading power increases. In particular, her Q and W will do more in her favor.


Make sure that you don't get his regularly by his Q. Force him to use his dash, like that, it will become extremely easy for everything in you. If he goes to the gank track your allies, push hard and get some plates quickly. This will help you a lot in the late match. Kled must be a high priority target during team fighting. Make sure you the CC and work with your team to quickly take Kled down before his team can make room for you. Keep the wave somewhere in the middle of the track. This will give you enough opportunities to take the enemy, and put ganks on them.


It will fall at the end of the game unless it is really far ahead. This is due to the enemy building defensive elements and completing their constructions. He will be able to get all his empowerments by now. This will always allow him to concentrate and kill isolated targets, especially if he manages to catch someone in the jungle or a side track. Kha'Zix will now have several articles. This means that he will be doing a lot of damage but will be killed if he is CC'd. He will have to look for flanks and play around the vision to succeed.


Galio's early game prowess comes from his all-in combo. Hitting level 3 is a significant powerspike. Additionally, he will have both waveclear and a burst damage all-in combo at his disposal.

Getting his boots is a decent powerspike for Galio. This is mainly because he can quickly shove the wave and roam to other lanes with the help of his Ultimate R. It will also allow him to return to the lane quickly.

Galio is one of those champions whose level 6 isn't that big a power spike for himself. This is because it is a team-dependent Ultimate R, and hence Galio should try to compensate by looking to shove the wave in and then roam to his allies.


After six, it can select any target and convert the fight into a 1 v 1. This can mean hell for any still enemy or weak health carry that Mordekaiser can easily E>Q them. Once it gets enough items, it will be almost invalid unless the enemy team concentrates it down. In a team fight, its E can be extremely beneficial in the fight against the opposing teams.


Riven is a dominant early-playing champion who can take the way through short trades. Try not to trade with her unless you can match her trading potential. Riven will often play hyper-aggressive and try to overplay with her e. If possible, try to lure her main abilities and then reconnect with her when she has cooldowns. This is your best bet during laning against a Riven. Keep the minion wave frozen near your turn. If you play near your turn, her all-in-pot potential is limited as the tower will protect you and she won't be able to look for frequent trades.


Ryze is at his weakest at the beginning of the game. Try to abuse him by looking for an early all-in to force him to remember. Ryze does not point to level 6 as his Ultimate R is a utility tool. Use this to your advantage to win an all-in level 6. You should try to finish the game as quickly as you can that Ryze becomes stronger and stronger than the game goes.


Once Zilean is level 6, it will be harder for you to get kills in lane. Whenever his Ultimate t is down, try to abuse him to get kills. Communicate with your Jungler to abuse his Ultimate t cooldown.

When looking to trade, try and bait out his Q before initiating a fight. This will make it impossible for him to CC you if the first Q misses.

After Zilean has completed his first item, his wave clear will be pretty strong. Stand outside of the minion wave at all times so he is unable to push, poke and CC you at the same time.


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

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

After he has got his first item, Vel’koz will constantly push the minion wave. Stand close but outside of the minion wave at all times so he is unable to push and poke at the same time.


The more the game goes, the stronger Sion will be. Depending on his path of construction, he will culminate in different articles. Sion is strong at level 6 because he can quickly gank the ways out of vision. A deeper vision will be needed to reduce his efficiency. At level 9, Sion would have maximized his Q. His potential and his all-in-hand strength when the ganking will be very high.


Vayne needs a lot of time on the scale because of the nature of her kit. The more she goes into the game, the more her chances of bringing her team solo to victory. Level six is a massive start peak of the game because she can now look for aggressive all-ins on the enemy. It is effortless for Vayne of bamboozle the enemies now because of its invisibility. The first element will certainly give Vayne a massive boost in the duel. She will have to use the track brushes to make sure that she can compensate for her short range.


Jarvan has an incredibly strong level 2. This allows him to get cheesy ganks off in either the mid or bot lane once he’s unlocked both his d and e.

He is pretty mobile and is able to escape a lot of trades. He can also use his mobility to get over walls and dodge commonly placed wards.

He can repeatedly gank lanes over and over thanks to his relatively low cooldowns. Also, once he is level 6, he can gank overextended or immobile lanes with his Ultimate m which will usually result in a kill for him or his ally.


Jax's W being maxed out at level nine is a superpower spike for him. He can take frequent fights and take little to no damage. In addition, the CC aspect will allow him to score many picks throughout the game.

His mid-game is not as weak as his early game because he will have his core items and can use his Passive pretty well. He will also be a part of many objective fights, allowing him to land a multi-man E stun on the enemies. His E can also be used to make cheeky plays using the lane brushes and lack of vision.

Once he gets two points in his Ultimate R, he will become mighty during team fights. This is because his survivability will increase, which will increase the amount of consistent damage dealt by him with his auto-attacks.


Three points in his Ultimate R will make Urgot really scary. Anyone who gets caught out by Urgot will probably end up dying due to the sheer amount of damage he can dish out in a short time.

Urgot is really tanky during the late game. Due to his items, he will have a respectable amount of sustain, which will make it really hard for the enemy to kill him.

Team fights will be Urgot's bread and butter as he can front line quite effectively while dishing out tons of damage to the enemy team. He can also separate the enemy team's front line from the backline, negating the threat of all-ins on his team.


Stand as far back as possible, and away from walls so it gives you more time to react to his abilities.

Abuse his immobile nature by forcing the enemy bottom-lane duo to overextend. Your Jungler can then gank you while they’re pushed in.

Track his E cooldown and mana costs. If he is low on mana or if this ability is on cooldown, try to play aggressively.


The more the game goes, the stronger Veigar will be thanks to unlimited stacking with its e. End of the game as fast as you can. Veigar is quite weak and vulnerable in early play. You could try to abuse it to put it behind and miss it on the piles. Once Veigar has its Ultimate R, its death pressure increases. Keep in mind that it will do a lot of extra damage at this time.


Level 16 is a massive spike for Trundle. He can now make himself really powerful by using the Ultimate n on the right person. It will be the deciding factor during team fights.

Most of his items will be complete by now, making Trundle extremely strong and allowing him to strike his enemies. He can easily use his pillar to block off the escape routes of the enemy.

At level 14, he will have his 2nd ability maxed out. This will only add to his power and will allow him to disrupt enemy fights and get closer to them very quickly so that he can kill them.


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


Gwen can deal a lot of damage very quickly with a fully stacked Q. Look for trades when you have max stacks.

Her Ultimate R can be recast multiple times. It also offers her a heal which helps her in 1v1 fights.

Your W is a great tool that can stop incoming abilities such as Thresh Q or Blitzcrank b. Although it doesn’t protect your allies, you can put yourself in between you and the enemy so your ally doesn’t get CC’d.


Her W blocks auto-attacks and enhanced auto-attack abilities. This includes abilities like Twisted Fate’s W.

Your Passive helps you gain XP advantages over the enemy laners, which can help you hit power spikes before them.

Her E gives Nillah 2 dashes. This is good for her as she can quickly get in and out of skirmishes.


As a Support, you’re quite vulnerable and can easily be killed when going to ward, when you’re moving around the map, and when you’re alone. To reduce the chances of dying and getting caught out of position, try and stick with your team at all times.

Keep a constant eye on what major objective is spawning next. If it’s spawning soon, make sure you place vision around the objective as quickly and as safely as possible before retreating to safety. Having vision around major objectives is key.

Look for picks during the mid-game. If you can pick someone off with the help from your allies, you can abuse their death timer to earn more gold and possibly take a tower, an objective or get more kills.