Kayn is pretty good in early play and will seek to invade/gank as often as he can to get his transformation. When Kayn gets his transformation, he will be much stronger. If he goes Red Kayn, he will be more tankier, if he goes Blue Kayn, he will inflict tons of damage. At level 6, Kayn can be more aggressive and go for more risky games because he can use his ultimate R to protect him from death. Keep this in mind during his struggle.


If Cassiopeia gets to Q you, make sure to use your W to block its tracking Es. This will make its mana of waste and will allow you to get the top. Once Cassiopeia gets its Ultimate R, you will want to be very careful when all-in-one. Make sure to look away from it the moment your Ultimate R animation ends. Keep the wave slightly on your side of the way. This will make Cassiopeia vulnerable to the ganks and leave you all in it frequently.


At level 9, you will have maximized your first ability that makes you much stronger in the skirmishes. You are a good mid-game champion, and you will be able to easily take the squishy champions in the middle of the game. At this stage of the game, you would have had several finished elements, so that you will naturally be strong enough.


Rakan is super squishy and dies easily in team fights. As long as you are able to use your capabilities and key CC targets, you should be ok. It is a mechanically difficult champion to learn and will take a lot of time to get used to. Expect to put in a lot of work trying to learn it. If you miss your W or get CC=d once you enter, the enemy will be able to exchange with you. During the laning phase, it could be devastating if you enter at the wrong time.


Very immobile and susceptible to crowd control from the enemy team, especially when he is charging his p up.

Can be easily all-in’d if he uses his r carelessly and he doesn’t have his Flash up. Can be flanked with ease when he is pushed up in the lane due to his in-built waveclear.

His Ultimate 2 can easily be interrupted and can be used as a traction to target him and get rid of him immediately. Xerath will need to position properly before using his Ultimate 2 , else there is a good chance that he will get killed immediately.


A supertank who has a ton of CC built into his kit. He can act as a really good frontline for his team and can also peel targets from his carries.

His Ultimate R can allow him to set up engages from a great distance. This is extremely beneficial when used from out of vision, or when enemies are near a wall.

Provides a lot of vision with his E, which also makes way for brush control. Combine his E slow with his W, he can practically hand pick a target and CC them for some time while his team just follows up on him.


After your bot path has moved to the middle lane, turn to the bot side of the map or somewhere on the map so you can continue to grow and win XP. As you are good at getting choices and killing isolated targets, try to ambush and assassinate enemies who are alone or walk around the Rift Invocation alone. After killing someone, make the call for a nearby goal. When no team fight occurs, go on a side track and push. It is important that you keep firm during the middle game so that you can get your items as quickly as possible. Don't stay right in the middle if you can't get anything done.


May ruin his CDA farm with his turrets Q. As it will be about constantly growing, the enemy could be able to freeze or zone him and his ADC away from the farm. If the enemy team focuses on destroying his turret Q before training him, he will have to play defensively until he can bring back his turret Q.


Invest in an Executioner’s Calling to reduce Nami’s healing on herself and her allies. This item is invaluable when the enemy has lots of sustain.

Taking down Nami first before a team fight occurs will make it really difficult for her ADC to survive because they will not have any peel or protection.

Avoid team fighting around objectives or inside the jungle as Nami’s Ultimate R is rather large and if you fight in tight areas, she’s guaranteed to land multiple knock-ups.


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

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

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


Level 11 isn't too suitable because she can only roam around and make plays. It will reduce the cooldown but do nothing else damage-wise.

She starts coming online during the mid-game. Her burst damage is very significant, and she can quickly get picks with her abilities.

Her first ability will be maxed out at level 9. She can deal much damage now, especially when fighting near the objective pits or choke points.


Do not clump with the minions or stay immobile in this matchup. Failing to do so will get you chunked and CC'd regularly

Use your tornado to keep poking the enemy regularly. Use your Passive shield on the other hand to mitigate the damage that you take while trying to reach them.

Your windwall will be really beneficial in this matchup. Use it to counter Seraphine's Ultimate as much as you can.

Keep the wave in the middle of the lane. It will prevent you from getting sieged under your tower and will give you opportunities to all-in the enemy.


Your E and W will be pretty crucial towards winning this lane. Try to land it when the enemy is about to last hit a minion.

You will want to be a part of as many skirmishes as possible. This is because your AoE abilities will completely dismantle the enemy team.

Your Ultimate R will help you a lot during this phase of the game. Try to use it if you feel that you're about to get ganked or all-in'd.


Aurelion is quite vulnerable to ganks since he has to push the wave. But, he can use his W to escape one. Make sure you do not waste your gap closer if he has his W or Ultimate  available so you can catch up to him if he tries to escape.

When Aurelion Sol pushes and roams, make sure you ping as soon as he goes missing. Try to push the wave back and start taking Tower plates if you’re unable to match his roam.

Try and abuse Aurelion Sol’s Q cooldown. Once it’s down, he is very vulnerable. Look for favourable trades whenever he misses it.


Its ultimate R can be used to install ganks on other tracks. No one suspects a Sion from the base and down or midway. Its E is a very easy skill to land that guarantees a Sion Q. This can be of great value for setting up ganks for its Jungler.


Jayce will try to delay a team's fight as long as possible so that he can fight with his s and w combo. Do not delay team fights at any cost so that he can't shoot you down. Don't try to take goals like the Baron or Dragon when Jayce is nearby. As your team will be grouped closely, he will be able to land devastating blows with his s and that could cost you your team the goal and your lives. If Jayce is in a side lane pushed by division, make sure to keep an eye on his positioning at all times. He can quickly erase the waves and take-off towers with his d. Don't leave him uncontested for too long.


When teams come together, make sure to keep your flanks to spot Talon before he can jump over the wall and assassinate your team. As soon as Talon engages, try your hardest to break it out before he is able to disengage and do a lot of damage. Since Talon is a murderer, expect him to look for peaks with his Ultimate R. Avoid walking around the Rift of Invocators alone. Do not walk in the non-paid areas of the map if you know that Talon is nearby.


His d is the only form of self-peel for him. Once that ability is down, he is quite vulnerable to ganks. In team fights, he can be flanked with ease as well.

He will be trying to play safe during the early game and will not have a lot of damage if he can’t upgrade his Passive Core. Playing aggressively and forcing him out of the lane early on can allow his enemy to get a huge advantage on him.

Very prone to all-ins, especially in the bot lane when against a hard crowd control Support. He has some form of movement speed buff with his r but layered crowd control can easily counter that.


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


Extremely vulnerable to crowd control, which can also ruin his chances of proxy farming the lane. It is also useless if his team can’t really capitalize on him drawing all the attention.

He suffers in the early game as he can not use his l consistently. Once he is out of mana, he can’t do anything and is practically useless.

Shouldn’t really be participating in team fights until he has his Ultimate n up. Otherwise, he can easily be stunned and taken out of the fight. He definitely needs his tank stats to dive into the enemy team.


Kassadin will have 2 points in his Ultimate k at level 11. This will reduce the ability's cooldown and will let him deal massive amounts of burst damage to the enemy.

His first ability will be maxed out at level nine, which will give him a boost to his damage. It helps when it comes to dealing with ganks and all-ins.

Kassadin will be a monster if he is ahead on items or kills in this game phase. Otherwise, he won't be having a lot of impact on the game.


Lillia is really fast and mobile thanks to her Passive. This makes her hard to catch out of position. It will also allow you to dodge skill shots and CC.

Your goal in the early game is to gain as much gold and XP as quickly as you can. Power farm and gank lanes that are overextended to increase your gold income.

Your Ultimate R is an incredibly strong tool. Whenever it is up, try to use it to help your allies get kills.


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.


Caitlyn would have completed several elements in the middle of the game. It's good for her because her damage release will be quite high. However, while she does a lot of damage, her survival in the middle of the game is incredibly poor. At level 9, Caitlyn is going to max her Q. She should be able to clear the waves quite quickly at this stage of the game thanks to the damage he provides and the elements she will have at this stage of the game. She should be good at removing early spins. At level 11, Caitlyn, Ultimate R will be useful as she can execute higher health goals. However, her Ultimate R leaves her incredibly vulnerable which means that she can't use it in the middle of a battle like the other ADCs.


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


Kayn is not very early because its capabilities will not do much damage. It will have to play carefully and wait until it has access to all its basic capabilities before going for all in. Level 6 is a massive power peak that allows Kayn to strengthen its all-in-one potential. The additional damage of the burst will be beneficial when it comes to dealing with squishy or various targets. The first component will give Kayn a massive power peak as it will strengthen both its damage and survival. It will allow him to dull the enemies with ease.


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


A few points in her Ultimate and Maxed Out Q mean that Bel-Veth really starts getting into her own at this point of the game. She will be able to threaten enemy teams much more now as long as she avoids the big CC hard blows. Bel-Veth potential early team combat with these consumptions of Coral Void and her True Form is where she really starts to shine. Her enemies have also gained quite the itemization to deal with her this early in the game so that she can really benefit from her high attack speed and mobility.


Zac is quite decent during team fights, especially if he can use the fog of war to his advantage. He will be able to CC multiple targets and completely decimate the opposition if they are not careful.

Getting two points in his Ultimate R will increase the overall damage that he deals and decrease the ability's cooldown. This means that Zac will be able to look for picks more frequently.

At level 9, he will have his first ability maxed out. He will have a massive range advantage from now on and will be able to execute roams effectively.


He is frail early on as his presence is negligible, and his abilities are telegraphed. All he needs to do is conserve his health and utilize his Passive till he gets to level six.

Once he hits level six, his presence will skyrocket, becoming a significant threat for the enemy laner. Working with the allied Jungler will help him massively.

The first item component will allow him to spam his abilities quite frequently. It will also let him deal more damage, especially once he gets his Ultimate R.


Try to disengage and kite Darius when he engages in a team fight. Try not to let him ride to you or your allies as he can inflict tons of damage if he is within range to shoot e in. For AD champions, investing in a Calling Executer will help reduce his healing and survival in the way and in team fights. Do not stay in a team fight when you are weak as you could set up Darius for a Pentakill with his Ultimate e.


At level nine, Garen will have his first ability maxed out. This is a decent power spike as it allows him to duel enemies easily and go for regular short burst trades.

Once he manages to get 2 points in his Ultimate R, he will have an effortless time catching enemies off-guard and killing them. He should use the river brushes to pretend to roam and then turn on the enemy mid-laner if they try to follow.

His survivability is excellent during the mid-game, and he can run enemies down while peeling for his carries. If he takes a lot of damage, he can quickly back off and let his Passive kick in.


Nasus will have a massive amount of piles during this phase of the game. This can easily allow him to carry a single enemy blow that are relaxed by the enemy team. Nasus' tankness will be a strength to count with as he won't die as long as he finds a target to use his Q on. This will provide his team with a reliable front lining. His main power point is during this phase of the game, as he will have several items, multiple piles, and will be able to go openly all-in and choose enemy champions out of his will.


Seraphine has low base stats and is pretty vulnerable in the early game. Play safe and avoid taking damage to increase your survivability.

Seraphine lacks an escape tool. This reduces her chances of dodging skill shots and makes it harder for her to escape an all-in from the enemy.

The shield and heal you get from your W is pretty lackluster, especially in the early game. Do not rely on it to save you or your ADC’s life.


Another point in its Ultimate will increase its potential duel and allow it to be an imminent threat all around the card. It will have multip elements during this phase of the game. This means that it will do a lot of damage to the enemy, and the squishies will have a difficult time against it. Its first ability will be maximized at level 9. This means overall increased damage and the pursuit of potential.


You will want to look for regular burst trades with Warwick. Your W and E should allow you to win fights easily.

Once you get your Ultimate R, you should be able to all-in enemies regularly. You may even be able to gank other lanes as and when possible.

Getting your core items should allow you to fight way more easily and sustain yourself in the lane. Your Q will be really beneficial for you to ensure survival during the brunt of the fight.


If Talon falls behind he isn't going to one-shot the enemy. Make sure you get as much gold and XP in the early game to make your late game more impactful.

If your allies do not have any follow up damage or CC, it’s going to be difficult for you to help their lane by roaming.

Once the enemy starts to group, you will find it harder to pick enemies off and further your lead.


Play safe for the first levels. You need time to come online and you should not be in combat unless you have a clear advantage early. After destroying the lower lane tower, turn to the middle track and try to take this turn. This will open the map and give your team a gold lead. Once you have some levels under your belt, you can start playing aggressive and looking for aggressive parts. You benefit from extended trades, so try to go for them frequently.


Able to mitigate any form of auto-attack damage with his W. This can make the enemy physical damage carries to be practically useless when this ability is active.

He can set really good cheese brushes as well as all-in opportunities with his E. When combined with certain items, Shen can put additional debuffs on the taunted champions with ease.

His Ultimate R can allow him to act as a guardian for his teammates. This becomes really beneficial if one of Shen’s teammates is fed and needs to be peeled for.


Another point in her Ultimate d will increase the damage of the ability and let her make plays frequently.

Multiple items will allow her to take over the game easily. She 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.


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

Once he gets 3 points in his Ultimate t, no enemy backline will be safe anymore. Therefore, Hecarim should use the fog of war of the Jungle to his advantage when trying to team fights.

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


Play safe in the early game. You need time to come online and if you fall behind, you will struggle to lane and you will delay your first major power spike.

Katarina is a strong roaming champion. If your allies are strong, look to roam frequently to get extra kills and snowball your lead.

Play around Katarina’s Dagger placements. They offer a lot of extra pressure in lane and will often fall in ideal places to go for favourable trades.


Twisted Fate will look for peaks with his Ultimate there in the middle of the game. Avoid dividing too far to reduce his ability to get peaks. As Destiny gives him a lot of card pressure, expect him to be split in the middle of the game. Although you could fight with the number advantage, make sure to keep an eye on him so you can disengage if he makes his way for the fight. Twisted Fate will look for poke as much as possible before launching. Do not allow him to poke by engaging as soon as you spot him.


At level 11, Warwick will put an additional point in his Ultimate R. The cooldown will be reduced and he will be able to get picks on enemies moving around the map or trying to fight him alone.

At level 9, Warwick will max out his first ability, which is usually his Q. The extra sustain and damage it gives this ability will make him a huge threat to the enemy.

During the mid-game, Warwick can be a strong split pusher: using his insane 1v1 potential and movement speed to escape scary situations while he is overextended.


He is weak early on as his presence is negligible, and he can't do much against ranged champions. All he needs to do is conserve his health till he gets to level six.

Once he hits level six, his presence will skyrocket, becoming a significant threat for the enemy laner. Working with the allied Jungler will help him massively.

The first item component will allow him to spam his abilities quite frequently. It will also let him deal more damage, especially once he gets his Ultimate h.


By maximizing his Ultimate I, Shaco's ability to kill solo enemies will increase considerably. The AoE aspect of his Ultimate will prevent him from regrouping as well. He will crush a lot of poke damage during this phase of the game. He can shoot squishy targets as well as by invading the enemy rear line of the war fog. He will fall during the end of the game, so he will want to use his early play advance to win the game quickly. He should use neutral and objective fights in his snowball advance as these are the places where he can use his Ultimate I most effectively.


Depending on the synergy of the CDA, Galio can cling to level 2 or 3 if his ADC is an aggressive and dominant champion from the beginning of the game. Try and stay within the maximum range at any time to make it very difficult for Galio to use his E and W aggressively to tease you. He is much stronger and has good gank set up when he is healthy and these two abilities are on the rise. Galio , the biggest peak of power is reached at level 6. His R gives a great opportunity of gank and to help other lines or run in a team fight. However, he does not have much to kill threat against enemy travelers in a 1v1 at level 6.


Ahri is rather weak in the early game. Look to poke and fight her during this time to get a good start from the get-go.

Post-6, Ahri has a lot of chase potential thanks to her Ultimate.

Do not overextend when you’re low as she can easily kill you and set you behind. Once Ahri has completed her first item, she will deal a lot of damage and be able to push the wave/ fight more frequently. Keep this in mind and respect her all-in damage.


Orianna isn’t the strongest laner, but she does have a lot of poke early on thanks to her d and d.

Once Orianna hits level 6, her kill pressure and survivability increases. At this time, she will be more lane dominant.

Team fights are really where Orianna shines as her Ultimate d is a large AOE ability that can turn the tide of the team fight. Always keep an eye on who her Ball d is attached too and try and stay as far away from it as possible.


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.


When Fizz puts a second point in his Ultimate R at level 11, he will be incredibly scary to play against because his Ultimate R will be on a low cooldown and deal a lot of damage.

Fizz will max his first ability at level 9. His kill pressure and skirmishing power will be quite high post level 9.

Thanks to his low cooldowns and the overall game state, during the mid-game he will be able to assassinate and get picks on low health enemies as they walk around Summoners Rift alone.


Darius is really easy to kit. As he is still, champions with dashes, range advantage or poke make it difficult for Darius to get on and kill them. He falls at the end of the game. Darius is a starting champion in the middle of the game and once he arrives at the later stages of the game, his strengths become weaknesses. His Ultimate e is crucial in team fights to remove key targets. If he misses his Ultimate e, his release of damage will be greatly reduced and he could cost him the team fight. That's why he has to throw his Ultimate e as soon as the enemy enters the range of health.


Play safe and wait until you have access to your main abilities. Don’t let the enemy poke you down in the very early game.

Whittle the enemy down with your Q before looking for the all-in. Just because you land your Q, it doesn’t mean you need to go in. However, you can burst the enemy down with ease if you’re able to find a good opportunity to all-in.

In the toughest of matchups or when the enemy is playing ultra-safe, look to roam. Diana has good roaming/all-in potential post 6 and can help her allies snowball. If you can’t kill the enemy, look to roam with your Ultimate R.


Her early game aggression is relatively high when paired with a heavy CC or aggressive Support. It will allow her to take over the game early on with ease.

Level six is a massive power spike. It allows her to use the ability as a finishing move if she can get the enemy low enough with her E. It can also be used defensively in some instances.

The first item component will help Tristana win fights easily. Her damage will be amplified by quite a decent amount.


He is mechanically a very difficult champion. You will need a lot of games to master this champion. He will lack mana quickly, so you must always keep an eye on your mana bar. If you are behind, you will do no harm in team fights and your poke/all-in will not be very good.


When you hit level 11, you’ll put an additional point in your Ultimate. You will be a more effective ganker and a bigger threat at this stage of the game.

Of course, you’ll max your first ability at level 9.

Briar is a pretty good champion in the mid-game. It is important that you abuse your strenght during this stage of the game to get yourself ahead.


Viego can steal the life of his enemies that can allow him to escape danger. As it becomes unstoppable, it can allow him to avoid incoming damage. Viego is a fun and rewarding champion to play thanks to his Passive and his Ultimate R. Expect to hang on to him quite quickly. Viego has a high skill ceiling. This means more effort than you put in him, the better you will be on him.


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


Get level 2 first and look for a favourable trade. Gaining an early health lead is key to getting a kill later on down the line. Level 2 in the bottom lane is the first minion wave followed by the next 3 melee minions.

Your goal during the laning phase is to look for kills and abuse the enemy as often as you can. Try to play aggressive frequently to gain a lead.

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


At level 6, Kog'Maw will have access to its Ultimate y. This is important because the poke damage is really beneficial to reduce health enemies. This damage is further amplified if Kog'Maw goes for AP construction or hybrid construction. Its first element will give it a boost of damage and will take more trades in the way. However, it will have to be careful over-extending and be taken out. Adding several points in its e will allow it to flatten a lot of damage in a short time. This helps a lot when it comes to slowing down and damaging enemies, especially those who are still.


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 shields 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.


Investing in the reduction of healing. It will reduce its durability. Stay as far as possible so that it cannot land or use its Q on you. Look for your abilities so they push you and push you at the same time. At level 6, it can be difficult to kill Swain. Look only for all-in if your Jungler is nearby and ready to help.


Nasus's level 6 is an important peak of power as it can actually be duel properly with enemies now. It will give it a massive advantage when it deals with enemy travelers who are pushed up and run by it. Nasus is very weak early and can be bullied hard because of the absence of HP and batteries on his Q. Its main objective will be to cultivate and pile up until decimate the opposition during the later parts of the game. Nasus' first element will give him a boost in the way. It will bring him a step closer to reaching his most powerful form in the game, but it should always focus on agriculture and stack his Q.


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

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

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


In the late game, Alistar will be incredibly tanky as he would’ve picked up multiple defensive items that will help keep him and his team alive.

At level 16, Alistar will have put 3 points in his Ultimate. With the insane damage reduction this ability offers him, he should be able to survive all team fights for a long period of time.

Teams will be grouping together in the late parts of the game. This is good for Alistar as he will still be able to get a multi-person knock-up with his t>e combo.


After the laning phase has ended, go to a different lane (or stay top) and just split push. You’re a good split pusher and can draw a lot of attention to your lane.

If somebody tries to contest your split push, look to fight them. Irelia is a good duelist and will be able to fight most enemies who try to stop her.

While you’re a champion that is usually sent to split push, you might need to group with your team if the enemy is trying to force something. Be prepared to rotate around the map and help them fight.


Level one and two are decent power spikes as Sett can use his E and W to initiate multiple all-ins. Combine this with his Flash, and Sett can easily cheese enemies once he hits level 2.

Level 6 is another significant power spike, especially if the enemy happens to have a tank Support in their ranks. He can easily Ultimate R them back into their team, dealing a lot of damage to them together.

Boots are a significant power spike as he can now roam around easily and stick to enemies with ease. It will also allow him to get to Jungle skirmishes faster than anyone else.


Nasus is at his weakest in the game at first. Try to deny as many piles as possible so that he is unable to scale quickly. The more the game goes, the stronger Nasus gets. Make sure you finish the game as quickly as possible. Although he will focus on agriculture, once he has his Ultimate R, his death pressure will increase and his survival. Make sure you are not too cuckolded otherwise he can turn the exchange around.


Once Gragas reaches level 16, he will have his Ultimate R maximd out. This will give him a massive increase in damage, and the low cooling combined with the return to normal will help him to choose high priority targets. Gragas will either be extraordinarily charent or a glass cannon depending on the landing of his combo depending on the construction. As a middle, Gragas will mostly be the last, so his main goal will be to blow up the enemy rear line when he gets lucky. His dash and Ultimate R compile for a huge amount of peel for his carts. If he goes on the course of construction of the tank, he will successfully absorb a lot of damage for his team while his team follows the Gragas commitment.


Darius is one of the first strongest game champions in the game. Make sure you are constantly fighting to win an advance. After Darius has finished his first component element, his output of passive and global damage can be extremely heinous. If you were able to win a murder before picking it up, you will have a serious advantage over the enemy that you should seek to increase. When Darius touches level 6, he can use his Ultimate e to execute a target.


You will have a lot of presence during this phase of the game. Try to lock high-priority target CC when possible and get rid of them quickly. Work with your Jungler and get some spikes on the enemy Jungler or Support when you get the chance. This will allow you to snowball your lead during the middle of the game. Flanking enemies with your Ultimate R is viable but do it during a fight so that the enemy does not pay much attention to your positioning. Lower the elo, more effective this tactic is.


His first major power peak is at level 6. This can be a blessing for many matchups if he stands up against hard committed champions because he can prevent his ADC from getting killed. The next major peak is when he finished his first element because he increases his coat, damage and overall makes him stronger. When he maximizes his Q at level 9, he will be much stronger and his poke will be more powerful.


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


Level six is a massive power spike as it unlocks Lux's 100 to 0 combo. Any enemy who gets caught out by her g will be in for a world of pain from now on.

Her first item component will allow her to spam her abilities with a higher frequency, deal more damage, and assert lane dominance due to her long-range.

Her early game isn't that luminous because her damage isn't too high because of no items. As the game progresses, she should have a straightforward time dealing with her opponents.


Try to delay team fights as long as possible while you poke the enemy down with your Barrels E. Getting a good Barrel E off can help you win the fight.

Avoid fighting unless your Ultimate R is up. It is a very important ability and you need to make sure it’s up before committing to a fight.

While Gangplank does have a lot of splitting power, it’s better for you to group with your team in the late game as there are strengths in numbers.


Sion is weak in the game very early. He needs to get some levels behind him before he can start to gank. Post 6, Sion can gank files from far with his Ultimate R. Look for ganks every time your Ultimate R is up. Sion is the first peaks of game power depend on the construction he goes for: if he goes tank, he will be weaker early, if he will damage it will be heinous and strong.


If your allies die quickly, there will be little chance that you will win the team fight. Your Ultimate R will be on a shorter cooldown in the last stages of the game. If you can find an opportunity to do it, use it to catch someone isolated and alone, too far forward or out of position. Do not fight in the late part unless your Ultimate R is in place. It is crucial that you do engage or search for fights when it is available as you will miss on the CC it provides.


On maxing his Ultimate l, Shaco's ability to solo kill enemies will increase drastically. The AoE aspect of his Ultimate l will prevent enemies from grouping out as well.

He will be dishing out a lot of poke damage during this phase of the game. He can burst down squishy targets as well by invading the enemy backline from the fog of war.

He will fall off during the late game, so he will want to use his early game lead to win the game quickly. He should use the neutral, objective fights to snowball his lead as those are the places where he can use his Ultimate l most effectively.


Three points in her Ultimate R will give her a massive power spike. Then, with a short cooldown, she will take more fights and easily pick enemies in the side lanes.

At this point, due to her items, Irelia will be extremely tanky and will be dealing tons of damage. The amount of damage she deals will catch most enemies off-guard, especially if she manages to flank the enemy.

Irelia is especially good in fights, specifically fights which occur around choke points. This is because her Ultimate R limits the enemy's movement and allows her teammate to dive on the enemy.


Several points in his Ultimate R will allow him to use it frequently and increase the damage. It will be a huge ability during the middle of the game. He will have his basic items now, which means that he will do a lot of damage in a short time. His burst damage will be devastating. His first ability will be maximized to level 9. This will allow him to flatten a lot of damage and completely close squishy leds that are out of place.


Its trading power increases to level 4, as it will have several points in its Q and access to all its basic capabilities. Of course, its second major power peak is at level 6 when it unlocks its Ultimate. Its trading and killing power increases at this stage of the game. After completing its first element, its trading power increases.


Morgana is decent enough in the team fights because she will be able to run the enemies with her Q and Ultimate R. Her E will allow her to warn her allies of the hard CC and engage. Adding 2 points in her Ultimate R will give her a massive peak of power. She will be able to use the ability frequently, impacting the team fights often. At level 9, her Q will be maximized outside. It will allow her to get frequent catches on the enemy, especially the fog of the war.


Keep harassing and wave clearing with your Q in the lane. The goal will be to both land your poke and clear the wave at the same time.

Use your E with extreme caution in this lane, as the enemy will try to gank you if you're too pushed up. Ward around correctly before doing anything.

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


Ashe is really immobile and squishy. Try to catch her out of position at the start of the team fight so the enemy lacks consistent damage.

Keep a constant eye on your champion's movements in the mid and late game as Ashe will usually throw out her Ultimate w “recklessly” in attempts to start the fight. Dodge it and then capitalise on the cooldown.

Be prepared to back away from an objective if Ashe uses her k to scout vision. If your team is spotted, the enemy will try to contest the objective which may lead to your team throwing the game.


When you play as a varied champion, try your hardest to intimidate Rell when she walks forward. If you can keep her low, she will be unable to engage or play aggressively. Every time she is disassembled W, you should look to play aggressively and bring her down. She is very vulnerable and has nothing to stop you from doing it. Once Rell reaches Level 6, her Ultimate R is a very versatile tool that can allow her to turn around the exchanges. Under no circumstances should you try to dive her position 6.


Look for constant skirmishes with the enemy to gain a health or kill lead.

Keep the minion wave closer to your side of the map in the early game. This will allow you to chase and all-in the enemy when they walk up to farm with your Q.

Once you’re level 6, use your strength to fight the enemy and go for a kill. Your Ultimate R is a great duelling tool and can help you get a lead in lane.


Yorick's Maiden will be powerful from level 16 that his Ultimate R will be fully maximized. It will also allow Yorick to use the ability often. Yorick can continue to push the division or decide to join the team fights at this stage of the game. Anyway, he will make a plethora of damage and excel in the enclumed battles. Yorick's second ability will be maximized at level 14. This means that the duel will become really difficult for the enemy, and Yorick will be able to turn a fight on his head easily.


You have a lot of presence during early play. Gank every opportunity you get, especially on pushed enemy targets, to get an advance. Effective compensation is necessary to make sure that you can gank frequently. Don't be a bet when it comes to using your abilities that your energy regenerates quite quickly. Warding will be an essential element of your game style during this game phase. The most important thing you want to do is to keep a Control Ward in your inventory to use your Ultimate k effectively.


Very weak during the early game and can easily be killed, especially if the enemy he is facing happens to be ranged in nature.

Grievous Wounds are a must buy against him during the early game. It prevents him from healing a lot, especially when he uses his W, Q engage on a target.

Proper vision control from the enemy team will remove any form of flanking opportunity which Maokai can exploit in order to initiate an all-in. This will reduce Maokai’s effectiveness.


Try to counter the gank and get murders in different parts of the map. Your damage C and the overall burst will help you a lot, especially if the enemy is pushed up. Fighting near choking points should help you a lot during this phase of the game. You might be able to get a C-knockup multi-man and breath squishies up easily.


Hecarim's ability to inflict damage will skyrocket during this phase of the game. It will also be quite tanky due to his articles and statistics, which means that it will be a consistent DPS power. Once he gets 3 points in his Ultimate t, no enemy backline will be safe anymore. So Hecarim should use the fog of the war and sit on the upper side of the enemy Jungle and wait to kill any wandering enemy champion. Once his h and W will come out, he will almost be unable to kill while he is mobile and manages to stick to his target. CC is his worst enemy, so some tenacity will help him a lot.


Jax clears the jungle quite quickly and healthy, so you may not be able to fight him early. But, if you find him low- go in for the kill.

Jax is good at taking objectives alone thanks to his o and e. Make sure you have the Dragon warded at all times so your team knows if he’s on it.

If you’re nearby when Jax ganks a lane, try to counter gank him. Once his e and e are down, he doesn’t really have much in his kit to continue the fight. If you have CC, lock him down and turn the exchange around.


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

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

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


A maximum of Ultimate r will allow Master Yi to mow the enemy team. This is very beneficial when it comes to cleaning up late battles. His damage will be massive during the end of the game. He can continue on all enemies that his Ultimate r will rise quite frequently. His team fight is on another level during this phase of the game. This means that he will be the pivot for the success of his team, and his use will determine the result of the game.


Your Q will hit like a truck now, and your W will allow you to heal a lot of allies at the same time. Overall, you'll help your team a lot during the fights. Since your Ultimate R will be on a short cooldown, use it as much as you can, and don't fight without. Otherwise, you'll miss a lot of damage and CC to kill enemies. Neutral Goal fights should be your bread and butter. The fights are pretty crowded, and you can easily afflict several targets.


Stay grouped with your team. Do not leave your ADC’s side otherwise the enemy will capitalise on the fact that you’re not there to protect your ADC.

Peel for your carries in team fights. After using your R, fall back and protect your allies and focus the nearest champion.

Look for picks with your Ultimate R. If you can catch someone out when the enemy is unorganised, you’ll be able to force a team fight or an objective afterwards.


Shen wins global card pressure at level 6 as his Ultimate R can be used to help any of his allies. With this in mind, ping once he reaches level 6. Shen is actually strong at level 2 if he can get a good engagement with his E. He can be strong at level 1 if he starts E too. He is really good in the middle of the game because his kit is very versatile and can be used to start fighting, bait enemies and save his allies. He will also be stronger than the game goes along, he will be more tankier and tankier.


His b is arguably one of the most dreaded abilities in the entire game. One b from the right angle is enough to completely win a fight with ease.

His Ultimate d is highly beneficial against shielded targets. That combined with his b makes him an ideal choice against enchanters, and he can win the lane with ease using these abilities.

The amount of map pressure Blitzcrank can exert with his e movement speed increase, and his b, t CC abilities are unparalleled by anyone. He can even annoy the enemy Jungler by delaying his early camp and/or by setting up a death brush later in the game.


Rell has an incredibly strong level 2, make sure you hit level 2 first and look for an aggressive play.

Staying healthy is key when playing Rell. If you get poked down, you’ll never be able to engage. When you’re waiting on your cooldowns, play safe and out of auto-attack range.

Use Rell’s strong roaming ability to move around the map and help your allies. Good times to roam are straight from base or when your ADC will be safe and will not die.


At level 11, Fiora’s Ultimate R will be much better. Putting a second point in her Ultimate R is vital and her 1v1 kill pressure increases.

Fiora is good in the mid-game and will be looking to split push. She should be able to draw a lot of attention for her team so they can get stuff done elsewhere like the Dragon or Baron.

At level 9, Fiora will max out her Q. This is a very important power spike for her as it will allow her to look for more aggressive plays, help her farm and also help her escape sticky situations thanks to the low cooldown.


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

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

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


Try and stay closely grouped as a team when playing against Camille to make it very hard for her to engage. Camille will want to lock down an isolated target with her Ultimate R, but by standing close together it will reduce her ability to do so.

Camille will often hunt vulnerable targets who are isolated walking around the map. Stick with your team to reduce Camille’s assassination attempts.

In addition to grouping closely, Camille cannot easily get on to the backline by running at the enemy. Instead, she will try to flank from the side. So whenever you’re sieging an objective or fighting in a lane, make sure you have sufficient ward coverage to the sides so you can spot her before she engages.


Keep a constant eye on your mana pool. Cassiopeia has short cooldowns (overall) and it’s easy to spam them.

Extended trades work in Cassiopeia’s favour. Her damage does stack up so try to go for extended trades around your E.

Play around your Ultimate R. It is a good all-in tool and good to setup/deny ganks. Make sure you get close to the enemy to ensure you’re able to land it.


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


Power farm and get as many levels under your belt as you can before you start to gank. Expanded enemies gank and get murders for you and your teammates. Do not use your Q until you are close to them to make yourself easier for you to get murders. Secure goals such as the Rift Herald and Dragons. Dr Mundo is very good to secure them thanks to his E and R.


Lucian's level 2 is a decent power spike as it allows him to go for a devastating all-in combo. The damage dealt is relatively high, and he can quite quickly kill the enemy with multiple combo rotations.

Level six is a significant powerspike, especially when Lucian is against an immobile carry. He should have an easy time clearing waves with it as well if he needs to recall.

The first item will be a massive power spike for Lucian as it allows him to deal a lot of damage. It will give him an inherent advantage, especially if he can capitalize on his level two power spike.


Renekton relies heavily on his cooldowns to get an advance. Whenever his abilities are down, he is not really able to trade as much. Similarly, Renekton has to play around his Fury bar to get the most damage during a trade. If he fights without Fury or uses the wrong self-sustaining ability, he can cost him the trade. Avoid using your self-sustaining e if possible. Renekton falls into the later stages of the game as he no longer has his early play forces when the game goes further. Moreover, he is really bad in the later stages of the game if he has not got an early lead.


The junglers can camp it at this stage as well as it will no longer have any other form of escape, and its E has a very long cooling period. It takes enough time for its itemization to work. It also depends on the fact that it is very skillful to shoot hard and that it will have to place its Qs on the enemy to be effective. Bouffer its E won=t works too well if the enemy has some form of varied CC that it can use to follow on Ezreal after using its E. This obliges it to play a little more defensively, and it cannot push in the wave either, otherwise it can be crushed by the enemy.


The slow on her W can allow her to get killed quite easily. She will have to whip her target before that, or she can rely on a gank or her support. Her damaged E tower allows her to buy plates and destroy the towers with ease. This will put her forward in the way, as well as quick lenses if she is left unchecked. Her self-plubbing ability is strong enough and she can get out of sticky situations with her W and Ultimate R. This is probably one of the safest door in the game.


During the mid-game, you will want to rely on multiple picks with your Ultimate a. Help your Jungler out some time and get some free kills when possible.

Your Ultimate a can be used defensively as well. Use it when you need to save an overextended ally and are about to get ganked by the enemy.

Neutral objective fights will require your presence and will allow you to target the enemy backline when needed. Take out the squishies first for maximal effectiveness.


Try to wander and get murders in different parts of the map. Your C damage and global breakup will help you a lot. Fighting near the bottlenecks should help you a lot during this phase of the game. You might be able to get a C knockup multi-man and squishes breath up easily.


Clear his turrets as quickly as possible. It will stop him from pushing as fast, and it will reduce his gold income.

While clearing his turrets is key, let him push the minion wave, then clear the turrets.

Your level 6 is stronger than his, but you cannot kill him unless you clear his turrets first!

Focus on farming early and harassing with your Q and W. Avoid committing to fights unless his turrets are down!


You will want to ensure that you help your Jungler every chance you get. This is especially applicable when your Jungler is trying to take the Rift Herald or is invading the enemy jungle.

In a team fight, always try to separate an enemy from their team. Bonus points if the target is immobile and has no form of escape, as it would be a guaranteed kill.

Roam around a lot when possible and try to help your mid-laner out. If you can get them a lead, it will be sure that they will come to help you out sooner or later as well.


Really bad against the disengaged champions because he can't do anything to avoid being disturbed while using his W. Disengage and CC can also interrupt his Ultimate R, which can lead to much less damage to his end. The healing reduction can easily counter him during the early match. This will allow the enemy to take Targets quite easily after getting rid of Nunu as he won.


Level six is a significant spike for Neeko as she gains access to her power Ultimate R. Team fighting will become really easy now.

The first component will allow her to spam abilities and not run out of mana. It will also let her deal a lot of damage in the lane.

Once the warding quest is done, Neeko can start setting up a vision around the map. Her W will make it quite challenging for the enemy to ambush her.


Putting the third and final point in Akshan’s Ultimate at level 16 is really beneficial for him. In the late game, depending on his items, he may be able to dish out tons of damage to a squishy target.

At level 13, Akshan will max out his E. The additional mobility is very powerful in the later stages of the game.

Once again, as teams will be grouping in the late game, if he can get the shut down on a marked enemy, he can bring an ally back to life which could turn the tide of the game.


Infinite scaling on his Passive makes him a late-game monster. He can quite easily start one-shotting people once he manages to get his first item.

Extremely powerful when fighting in closed spaces as he can easily land his e and r on multiple targets while crowd controlling them with his n.

Very high gank set-up potential with his n. This can allow him to call his Jungler to gank his lane and help him get an early lead, which will be quite devastating for the enemy team.


Play safe in the early game. You need time to come online and if you fall behind, you will struggle to lane and you will delay your first major power spike.

Focus on power farming and minimizing trading until you’re level 6. Once you unlock your Ultimate k, you can start to be more aggressive.

Once you’re level 6, you can look to play more aggressive as you can use your Ultimate k as a trading tool and something to fall back on.


Don't fight in the late game unless your Ultimate R is in place. It's crucial that you don't engage or look for fights when it's available. Peel for your aircraft carriers to keep them alive longer. If your allies die quickly, there's little chance that you'll win the team fight. Your Ultimate R will be on a shorter cooling time in the later stages of the game. If you can find an opportunity to do it, use it to catch someone isolated and alone, too far ahead, or out of position.


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.


Fizz has a lot of potential out of play with his E. Increased mobility allows him to get up to the enemy quickly, avoid incoming damage and escape ganks easily. At level 6, Fizz gains access to his Ultimate R which is an excellent tool at all stages of the game. He inflicts a lot of damage and has a great radius. Fizz is a murderer and can remove the squishy champions easily. He is incredibly strong in the middle of the game if he can get choices.


The first component will give Graves a minor powerspike but will provide him with a significant damage boost. He will be able to clear his camps quickly and can efficiently respond to counter-ganks.

level 3 is a significant power spike as Graves can now pull off ganks successfully and slow/near sight enemies with his e. It will let him play circles around his target with ease.

Once he gets to level 6, he will have unlocked a considerable finishing move. It can take out multiple targets with utmost ease should he go for the lethality build. The ability also provides him a means to escape when his e is down.


Taric will have his Q maxed at level 9. This means that he will heal a lot during a fight as long as he has enough mana to constantly use the ability. At level 11, Taric will have two points in his Ultimate R. This means that he will be able to use the ability frequently, which will make him powerful enough in team combat. At level thirteen, Taric will have two of his maximum capabilities out. This means that he will excel in team combat and will be successfully peeled for his port.


Focus on gaining stacks during the mid-game. It is important to continue stacking your Q otherwise, you’ll fall behind.

Rotate around the map and assist your teammates if you have to. But, don’t over commit to help them especially if you can secure objectives.

Draw pressure while your team tries to siege objectives elsewhere to open up the map.


Hold the push when your Ultimate R is in place. Keep a constant eye on your allies and be ready to throw your Ultimate R on them if necessary. Look for peaks during the mid-game with your E. Catching someone out of position could lead your team to pick up a lot of free gold. Peel for your litters in mid-game team fights. If they die, you won't win the fight. Peel and keep them alive as long as possible.


During the half-game, Corki will have finished several articles. He will have a lot of poke during the half-game too. This makes him quite good during this stage of the game. At level 9, Corki will maximize his b. His clear wave and the ability to push the enemy in their turn will be constantly high enough. If he is laning vs. a heavy roam champion, he will force them to stay in their way. At level 11, Corki can put a second point in his ultimate e. This will increase his clear wave and poke.


Nidalee is an early game dominant Jungler. Ward her jungle entrances to spot her leaving her jungle to make ganking harder for her.

Deeper wards are preferred against Nidalee as she can use her k to jump over walls and manoeuvre around commonly warded bushes. Keep this in mind when placing wards.

Nidalee is easy to kill if the enemy Jungler hasn’t been kiting camps correctly. Try and invade and kill her early on as she doesn’t always have a healthy clear.


Yuumi’s R has quite a big area of effect. Do not look to team fight if her R is up inside the jungle or around an objective as she will be able to slow many champions and heal her team. Try to fight her in open areas where your team is not grouped to closely.

Yuumi’s play style allows her to jump onto any member of her team if they’re nearby. If the enemy looks to be engaging, back off as soon as they play aggressively especially if Yuumi is attached to the frontline as she will empower them.

If Yuumi is in a bad position, try to kill her. She has no mobility without her allies nearby and therefore can be punished very quickly.


Stay within reach as much as possible to make it more difficult for him to land his E on you. Getting closer to it will make it difficult for you to escape his Q. Stand behind the minions at all times so it is impossible for him to land his Hook Q. Avoid walking outside the minion wave or at the opening as much as possible. Beware of the installation of Ganks Thresh-S that he can easily install ganks with his W. If he walks near a wall, his Jungler could approach and wait for the W Lantern before moving in.


Make sure you are still standing behind at least 1 minion so she is unable to land her Q and CC you. When you play as a hard engagement support, if she starts something except E, watch to play aggressively at level 1 to get an early advantage. Morgana. E has a very long cooldown. If you can bait her, you should look to use the cooldown to revive and try to kill her.


Cass is a late-game monster. As long as she hasn’t fallen behind, she will be incredibly strong in the late game.

At level 13, Cass will max out her Q. Pairing this with her E max, she will be able to deal a lot of damage in a skirmish.

At level 16, Cassiopeia will put the third point in her Ultimate R. It will deal a lot of damage, stun the enemy for a long period of time, be on a short cooldown and have the potential to win her team the game.


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


During the mid-game, you will want to work with your Jungler towards securing picks. Your W and E will definitely let you pick off many enemies during this phase of the game.

Look for flanks on the enemy team when possible but do not go in with your W. That is strictly an escape spell if you are trying to flank the enemy.

Chokepoint fights are going to be preferable for you as your E and Ultimate R can definitely disrupt the enemy team. Play around vision to catch the enemy off-guard.


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.


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


Lee Sin should finish the game by this point, as he will now start falling off. He will still be able to pick enemies off, though.

Once Lee Sin gets 3 points in his Ultimate k, he will disrupt enemy fights frequently and act as an asset to his team.

Lee Sin will have multiple items during this phase of the game. It will allow him to survive longer during his fights and let him play the role of the disruptor very effectively.


Once Gragas gets to level 16, he will have his Ultimate R maxed out. It will give him a massive damage boost, and the low cooldown combined with the knockback will help him pick high-priority targets.

Gragas will either be highly tanky or a glass cannon dependent on landing his combo depending on the build. As a Jungler, Gragas will mostly be the latter, so his main goal will be to blow up the enemy backline when he gets the chance.

His dash and Ultimate R make up for a significant amount of peel for his carries. Should he go for the tank build route, he will successfully absorb a lot of damage for his team while his team follows up on Gragas' engagement.


Zac will look to gank more frequently when their Ultimate is up. Ensure you ward the enemy's jungle entrances so your team can spot the Jungler leaving their jungle with their Ultimate.

Make sure you place wards at your jungle entrances so you can spot them before they jump on you. River wards and wards at your jungle entrances are key to counter Zac.

Beware of Zac's early game pressure. They’re much stronger than you and will try to make plays to get themselves and their teammates ahead.

Use your superior objective-taking ability to make plays and take objectives such as the Dragon or Rift Herald. If Zac tries to contest, just fight them.


Having three points in his Ultimate R is a massive powerpike for Xin Zhao. This will allow him to use the ability frequently, giving him a global advantage during the fights. Xin will have two of his capabilities maximized by level 14. It is a significant boost to his duel power, and he will let him dominate 1 v 1's with the greatest ease. During this phase of the game, Xin will be truly tanky while simultaneously inflicting a ton of damage to his enemies. This means that it will be difficult to remove, and still or CC'd mainly carries death if they can't get Xin away from them.


At level 16, Ekkos Ultimate R will do a lot of damage and will be on a really short refreshment. He can look for incredibly aggressive games every time he's up. Several articles offer him low refreshments and lots of brilliant damage. Do not be afraid to go for the games. The teams will group closely in the end of the game. It's good for Ekko because it can allow him to get a multi-person W out and CC all the enemy team.


Teemo will be boring to manage in the early game. Just be patient and look at your positioning. At level 6, Teemo is planting tons of mushrooms t around your way. Look at it at all times, and of course stay away from them. At level 11, Teemo will once again be peak because it will have access to more mushrooms t. At this stage of the game, it will also have them all around Summon Rift.


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!


Several points in his Ultimate R will allow him to take control of the fights very easily. Its damage output will be quite phenomenal as well. His presence in the middle of the game and his combat style is really great. He can delimit the enemies and separate the enemy front line from the rear line. He can also choose targets out. The first ability will be maximized at level 9, adding a lot of brilliant damage to his kit.


His game plan for the early game should involve power farming till he gets his Ultimate h. This is because he has no way to gank other lanes unless they are drastically overextended.

Level six is a massive power spike as Malphite will now be able to pull off ganks and disrupt flights. This is really helpful when the enemy is immobile and has no Flash.

His first item component will allow him to take more fights and clear the jungle camps quickly. This is beneficial for Malphite as it gives him more avenues to gank quickly.


It can force any enemy champion to at least use their Flash if it manages to catch them out of the position. Volibbear=S Ultimate R can allow it to put lap dives very easily. This can be used to kill the low-health solos in the upper track, or kill the enemy bot track during the Jungling. Its choice potential during the mid-game can allow it to take goals quite freely during the game. This can be converted into an easy win if it can work with its team.


Pick fights when Tryndamere is nowhere near his team. This will make it easier for your team to win the game and secure objectives.

If Tryndamere engages in a team fight, lock him down with CC and blow him up before he has a chance to activate his Ultimate e.

His pick potential is actually pretty good. Avoid walking around Summoners Rift alone if you’re squishy as you’ll be an easy target for him.


Stand outside the minion wave so it can't push you and push you at the same time with its Q. Take care of Ahris E. While you have to stand outside the main wave, make sure you're close to the minion wave so it blocks its E. At level 6, it's much stronger than you and its all-in increases.


Look for aggressive plays at level 2 as you’re stronger than her at level 2.

Look for aggressive plays when her stun is down. Fight her after she uses her stun as you will win a fight with her.

Post 6, she will just keep pushing you in to your tower, so you can try to force her to over extend and then chase her down the lane.

Going for extended trades is key, but try to avoid her empowered E damage.


Do not forget to take as many neutral and objective fights as possible. Your Ultimate R & E will help you massively with it. Since you will dive into the enemy team, you will want to get a defensive element like a Zhonya Hurglass. This will allow you to use your Ultimate R effectively. You will need to take care of your backline and see that they are not being subjugated and killed. If a murderer tries to kill them, E kills him immediately.


Diana can start ganking from level 3 onwards, but the more levels behind her the better. She should avoid over forcing ganks if they’re too risky so you don’t fall behind.

Level 6 offers Diana lots of burst damage and CC. Because your Ultimate R is such a strong tool, make sure you’re trying to gank whenever it’s available.

When Diana has completed her Mythic item, her 1v1 potential is incredibly strong. Don’t be afraid to fight the enemy Jungler alone if you have the item and level advantage.


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


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


Extremely useful in team fights due to her Ultimate R CC and damage. This allows her team to play around her and her Jungler to gank her.

She has tons of poke in lane and can easily bully the enemy down with her Q and E.

Her Ultimate R is incredibly powerful for a Support. She can easily get surprise kills post 6 if she lands her E on the enemy target.


You will have a lot of presence during this phase of the game. Try to CC lock high-priority targets when possible and get rid of them quickly.

Work with your Jungler and get some picks on the enemy Jungler or Support when you get the chance. This will let you snowball your lead during the mid-game.

Flanking enemies with your Ultimate R is viable but do it during a fight so that the enemy isn't paying much attention to your positioning. The lower the elo, the more effective this tactic is.


Warwick is a strong early game Jungler. Place vision inside the river and at his jungle entrances to reduce his ability to get successful ganks off.

Thanks to his kit, Warwick can take objectives pretty quickly and can solo them thanks to the sustain from his Q. Place vision and take the bot side Scuttle Crab to spot him before he is able to take it.

As Warwick has a strong early game, try to equal his pressure by ganking just as much as him. If you’re not able to gank in the early game, try to invade his jungle and steal away camps when he’s shown on the other side of the map.


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

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

Play around your Ultimate R in the later parts of the game. Avoid fighting unless your Ultimate R is up. Fighting with out it will make the late game team fights much harder. Delay fights and be prepared to disengage if it’s still on cooldown.


You can really push too early. If you push the post 6, you could find yourself **Ulting** the enemy in their turn, and you will have to withdraw. **Ulting** can screw you in many cases. Practice makes perfect, and awareness of the map will help with. Wards can prevent you from flancing the enemy and catching enemies out of position. Against a good Support that places the pupils, it will be a bit difficult.


Keep the minion wave close to your side of the track. This reduces its ability to push you into the way and prevents it from moving away from the farm. Be prepared to sacrifice CS for XP and health against Darius. Only the last minons hit what you can without losing health. It is not worth extending, on greedy for a few minions when it can just shoot you with E and start a fight. Do not go for prolonged trades with Darius period. It is incredibly strong thanks to its Passive that makes 1v1 duels extremely difficult for you. Keep the trades short and soft when necessary. Hit levels 2 and 3 at the same time as Darius. It has a very strong all at these levels and if you are below level relative to it- it could look for for for the fight. Hit level 2 (the first 7 minons) at the same time as it to reduce its chances of trading.


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.


Use your strong duel potential in the middle of the game to fight and duel anyone with your n trying to stop you from pushing into the division. Although you are a very strong division pusher in the middle of the game, be ready to group with your team and fight 5v5. You should usually start grouping when there are no goals to take in the vicinity.


Keep the wave closer to your side of the map early to reduce Warwick’s chances of running you down and killing you.

Investing in healing reduction can do a lot in this matchup. Warwick has a lot of sustain and will be buying items that increase his healing.

At level 6, Warwick will look for aggressive plays. If he cannot use his Ultimate R in your lane, he will rotate somewhere else and use it there instead.


As soon as the enemy advances or surpasses, he can look to play aggressively. His passive and ultimate R can allow him to take a group of enemies alone out of a large combat team by simply zoning them. He can also inflict a lot of damage to the enemy's rear line if they ignore Zac. Zac has good support in the way, thanks to his blobs. Additional health and maintenance allows him to survive more difficult matches and heal the enemy.


Fiora is extremely good at level 1. If she gets the right Vital procs, she can cheese her first blood early or let you whisper your potions in your turn. Respect her all-in-potential and don't fight her early. When Fiora reaches level 6 her duel potential is fully realized. She can 1v1 almost anyone while her R is standing. Fiora is very good in the final stages of the laning phase and mid-game. Respect her potential 1v1 and try not to die to her.


Nunu is an early game dominant Jungler and will be looking to gank as much as he can.

Once Nunu hits level 6, his kill pressure and ability to gank increases thanks to the CC on his Ultimate R. Ward your flanks so you can see him before he is able to get to your lane and kill you.

Nunu has really good objective control throughout the game. Make sure you keep the objectives warded at all time so you can see him do them.


In the team fights, Jarvan IV will seek to lock as many champions as he can with his Ultimate m. Make sure you are grouped together as a team but not regrouped so closely together that he can lock everyone in his Cataclysm m. Jarvan gameplay is not very creative when it comes to fighting. Warding base areas like bushes or choking points will probably spot Jarvan before he has the chance to flank or gank. If you can interrupt Jarvan in his combo at the beginning of the fight, it will be very difficult for him to get his Ultimate m or escape after committing. As soon as he runs towards you, either disengage or lock him up with CC.


Amumu’s late game is not bad. He will be very tanky as he would be coming towards the end of his build. If he hasn’t gone full tank, his damage output will be quite good in late game team fights.

At level 16, Amumu will put the third and final point in his Ultimate y. His Ultimate y should be on a short cooldown and he should have it up somewhat frequently. Avoid fighting unless it’s up in the late game.

Teams will still be grouped closely together in the late game. This is good for Amumu as he will be able to CC his whole team with his Ultimate y.


Use your abilities to disrupt Quinn's mobility and limit his ability to reposition himself in combat. Building a armor will help you reduce the amount of damage Quinn can do to you with his physical damage, increasing your chances of surviving and fighting. Consider using your ultimate to interrupt Quinn ultimate. Then you can put his head in your CC. As far as possible, try to engage on Quinn when his E is on cooldown. This will reduce his ability to escape and increase your chances of getting her down.


At level 11, Varus will be able to add 2 points to his Ultimate R. This allows Varus to take enemies, especially when Varus tries to trade tracks. His first ability will be maximized at level 9. This will allow him to do a lot of damage to his opponents in the way. This will also give him the incentive to carry for his team if he is already in advance. Varus and Ultimate R's AoE poke do disastrous battles for the enemy team. They will suffer if Varus manages to obtain an excellent Ultimate R in neutral and objective combats.


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

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

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


Aim your abilities so they hit both ziggs and the minion wave at the same time.

Stand outside of the wave so he cant push adn poke you at the same time.

His level 6 is stronger than yours. Keep this in mind when fighting early on.

This is a farming matchup. But you can get kills if you harass and bully him down first while looking for opportunities to hit him with your Q.


Prone to CC once she goes in. This is lethal for her if the enemy team has layered CC, or if she delves too deep into the enemy team and has no form of follow up from her team.

Her Q usage needs a lot of practice and awareness. If mistimed, that ability will go on cooldown and she won’t be able to do much if she isn’t close to her target. This will also make her prone to CC.

Landing her Ultimate R on ranged carries can be a grueling task, especially if the enemy has some form of dash. Once her Ultimate R is down, her all-in potential goes down by a bit as the enemy can kite her out.


Nasus will have a decent amount of batteries and will take part in the team fights now. He should be a threat to all the squishy targets in the enemy team. He will now have several items, which will make it easier for him to go down from the wing and the enemy team. He will increase massively his damage performance as well. At level 11, he will have two points in his ultimate R. This will increase both his tankness and kill the pressure at the same time. His Passive will help him a lot when it comes to diving into the enemy rear line and surviving.


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

Look to secure objectives whenever they’re up. This will give your team an advantage as the game goes along.

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


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


Aatrox’s first major spike is at level 3 when he has access to all his basic abilities. This will allow him to go for favourable trades.

Once Aatrox gets his first component item, he will be able to go for favourable trades. Look to play more aggressive once you get your first component item.

When Aatrox has obtained his Ultimate, his kill pressure increases dramatically. The extra damage and healing he gets from this ability can help him start a snowball.


You should be a part of neutral objectives as your Ultimate R will allow you to disrupt fights easily. Your Q can let you kill enemies who decide to come through choke points.

Always make sure that you are peeling for your carries during the fight. Your tankiness and Passive should allow you to do so very easily.

Set up engages by using the fog of war relentlessly. This will allow you to pick off enemies who are aimlessly wandering through their Jungle.


When no team fights are occurring, go in a side lane and look to split push. This way you will continue to earn gold and XP which will help you get to your next major power spike.

Gwen is a strong 1v1 champion- especially if she was able to get an early lead. Look to apply pressure and fight whoever on the enemy team tries to stop you.

Continue to play around your Passive and your Q in mid-game fights: especially in 1v1 skirmishes. You will miss out on a lot of damage if you don’t play around it.


At level 11, Brand will put a second point in his Ultimate R. Its release of damage and will kill the pressure will increase sharply. As long as he plays around his Ultimate R, he should be a real threat during the middle of the game when it comes to getting ganks. During the middle of the game, Brand should have completed a few articles. In order to make the most of his kit, he should try to bring down the enemy before engaging in a team fight in order to increase his chances of winning the fight.


If Aatrox ganks your lane, try to keep the minion wave between you and him for as long as possible. This will make it harder for him to land his W. If you have a dash, wait for him to throw out his Wbefore casting your dash tool to escape the range.

Aatrox’s Q and E have long cooldowns. When invading him early, try and hide in bushes and wait for him to use these abilities on the camp before looking to fight him.

Aatrox will be looking to gank a lot in the early game. Keep this in mind and expect him to be all over the map.


Level 16 is a massive spike for her as she can decimate squishy enemies. It will allow her to take down core enemy teammates.

She will have most of her abilities maxed out during this phase of the game. This means that she will be a lingering threat wherever she goes. The enemy will have to invest heavily in Magic Resistance.

Syndra will have many items during this phase of the game, which will directly translate into damage for her. Her ability to dish out a lot of damage will keep the enemy on their toes.


Nautilus can start crashing as soon as he reaches level 3. As he has the most CC out of any champion in the game, he can easily gank early. His level 6 power peak is incredibly strong. A good Nautilus will continue to crash every time his Ultimate e is in place. When Nautilus finished his Mythic element, his trading power and his ability to 1v1 the enemy Jungler will be very high.


Bel-Veth has a lot of depth to her basic abilities with great mobility, Pre-6 CC in her w knockup and E granting her damage reduction, % missing health damage AND life theft. This means that she is a very complete champion already at level 3. She scales incredibly well with the attack speed as she benefits from her whole kit and all her game style revolves around it. If she manages to get these basic elements and hit this game medium forward, she will absolutely terrorize the flaw. Bel-Veth has a lot of unique target damage with her auto attacks and her passive but she also inflicts significant real AoE damage due to these Void Corals that she can consume enemy champions and goals


His tankiness will be really high during this phase of the game due to his items. That, combined with his W, will make him nearly unkillable and allow him to soak a lot of damage.

A fully maxed out Ultimate R will further bolster his all-in potential and overall damage dealt in the long run. It will be a massive power spike for him as he can secure easy picks with it.

He is terrific during late-game team fights due to his Q and Ultimate R. His effectiveness increases if he manages to find a flank on his enemies or land his Ultimate R on a bunch of enemies clumped together.


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.


Focus on gaining stacks during the mid-game. It is important to continue stacking your Q otherwise, you’ll fall behind.

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

Rotate around the map and assist your teammates if you have to. But, don’t over-commit to help them especially if you can secure objectives.


Seraphine is an easy champion to learn. You don’t need to spend as much time into learning her compared to someone like Akali or Camille.

She has a lot of CC thanks to her Passive, E and Ultimate R. She also has a heal and shield with her W. This makes her a great utility champion.

Her Ultimate R has the potential to hit the whole enemy team. The more champions you hit too, the further it will go. If you’re able to get a good Ultimate R off, you will increase your chances of winning the team fight.


Use the minion wave to block Aatrox from landing his W and going for the all-in. Always ensure that there is at least one minion between you and him at all times.

Both his Q and E have rather long cooldowns in the early game. If he uses them, try to abuse the cooldowns and trade with him while they’re down.

Aatrox benefits from bursty trades with his Q. Try and keep your distance at all times and be prepared to sacrifice a little bit of CS, so he doesn’t burst you down.


Renekton will seek to divide the thrust when no team fight occurs. Make sure that someone who can challenge him prevents him from pushing. Do not send someone who is unable to beat him to prevent him from pushing. For his e to be effective, he will have to get as close as possible to the enemy in a team fight. With this in mind, Renekton will probably try to flank in a team fight rather than run towards you. Make sure that your flanks are monitored so that you can spot him before he has the chance to engage.


In the last game, Camille is good at choosing champions with his Ultimate R. It should be on a cool down low and if you are able to Ult R the right champion (like a cart), you could win the game. Although you have a good potential of choice, the enemy will start building defensive statistics that will make it harder for you to kill the carts on your own. Keep this in mind when you dive with your E. Although you will find it harder to kill carts on your own, you will be quite tanky and will suffer a lot of damage thanks to the items you buy.


Look for regular exchanges with your g and e. It should allow you to get away easily without taking a lot of damage in return. Your Ultimate e should help you massively when it comes to dealing with any kind of mobile enemy. Just make a point to commit to an all-in when you use the ability. Roam if possible, especially if one of the enemy travelers is overstretched. It will allow you to get an insurmountable advance and will tilt the enemy team.


Focus on agriculture and hit level 6 as fast as you can. You need to hit level 6 as fast as possible to increase your waste potential. Your ultimate R is an incredibly strong tool. Every time it is up, try to use it to help your allies and get murders. Try to secure goals with your team.


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


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.


Once she is level 6, Xayah will have extra protection in lane as her Ultimate R can help her dodge damage. At this stage, it will be slightly harder for you to kill her whenever her Ultimate R is up.

The longer the game goes, the stronger Xayah will become. Try to set her behind in the early game so she isn’t as useful in the mid and late game.

When Xayah gets 2 items completed, her kill pressure and damage output will be very high. At this stage, it would be advised not to fight her unless you have a significant advantage in either damage or numbers.


As long as you build a magical resistance and avoid her charm, she has no way to shoot you. Ahri likes to wander after level 6 when she unlocks her Ultimate. Ping her as soon as she leaves the track and tries to follow it if possible. If you can't follow her, push the wave and try to bring her back to the track. Ahri is incredibly vulnerable when her Ultimate is down. Try to lure her first, then call the help of your Jungler to kill her when it's unavailable. Make sure the wave is closer to your side of the map so it's easier for them to spoil you.


Ivern can easily pick off enemies with his Q. This is done best when Ivern manages to catch an unsuspecting enemy with his Q from the fog of war.

Once Ivern gets his Ultimate R, he can easily distract critical enemy team members, instigate tower dives, peel for his carries, and take neutral objectives all at once. This will give him a lot of power.

Ivern is really good in fights during this stage as he will be full build and will act as secondary support for the team. The allied carries will feel highly safe around Ivern.


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.


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


Don't fight with Urgot at level 1 as he will have all his shotgun knees ready and he can quickly bring your life to zero if he can proc them all.

Try to dodge Urgot’s Q and E in the laning phase. They both have long cooldowns and you should trade with him when they’re down for a better chance of coming out ahead.

Try to stay over 25% health at all times. This will increase your chances of winning lane and surviving. If you’re lower than this, he can just use his E, auto once and then finish you off with his Ultimate R.


In team fights, try to cast your Ultimate R when the enemy is bunched together so it can bounce between multiple champions and deal more damage.

Delay a team fight for as long as possible while you harass and poke the enemy down with your W.

Get as close to the enemy laner as you can before using your Q. The further away you use it, the harder it will be for you to land it.


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 search for fights when it's available. Your Ultimate R will be on a shorter cooldown 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 away from the position. Peel for your wearer to keep them alive longer. If your allies die quickly, there's little chance that you'll win the team fight.


Trendamere is not so good if it is behind and weak in gold. It needs a lot of gold and XP to carry solo in the later parts of the game. Whenever its Ultimate e is in decline, it is quite vulnerable which makes it (somewhat a little) weaker. Can be kited quite easily and is prone to disengage/CC in team fighting. This can make the team fight difficult for a Trendamere.


Hecarim spikes at level 6 as that allows him to unlock his Ultimate t which is a great duelling tool which will help him win team fights and 1v1’s.

He is a snowball heavy champion and can easily get ahead just from a kill or two. Try to not feed him or gift him kills as he can quickly snowball out of control.

When Hecarim completes Trinity Force, his duelling power intensifies. Avoid 1v1s with him unless you’re ahead.


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.


Annie will have her complete build by now. Her ability to impact team fights will be at its peak, and she can easily flank and get kills on the enemy backline.

She won't have to worry a lot about being caught out of place without her Ultimate R to save herself during this game phase. That ability will pretty much be up almost all the time.

Annie can take over the game single-handedly if she manages to control the vision placement around the map. Any form of death brush will be lethal to enemies due to Annie's overall damage.


Master Yi needs time to come online. He is really weak in the very early laning phase.

His level 6 power spike is quite potent. If he can go for short trades prior to hitting level 6, he can easily chase the enemy down and all-in them with his Ultimate r.

When Master Yi has completed his first component item, he will find it alot easier to secure CS and win auto-attack trades with the enemy laner.