Nami is quite deadly. Don't let her intimidate you to level 1 so it's harder for her to look for level 2 all-in. Once Nami reaches level 6, her death pressure is intensifies as her Ultimate R is an excellent tool to start skirmishes or disengage from fighting. Make sure you have the vision in your way as she can use her Ultimate R to set up her Jungler. Nami is very good when she has 1 or more basic healing elements because she will be able to support and heal her allies to complete health quickly. Try to put her behind in the early game to deny these power peaks.


Kassadin is weak early because he cannot get too close to his opponents to shoot them down. It is mainly because of a lack of mobility and articles until he reaches level 6. To compensate, he should play safely and rely on the correct configuration of the vision to not die often. At level 6, Kassadin will unlock his Ultimate k. It is his first significant peak of power that he can now move away from an enemy according to the given situation. As the game progresses, this ability will play a central role in Kassaddin's success. Once Kassaddin has his first element, he should inflict a lot of brilliant damage to his enemies.


Control of the crowd is a necessity when you play against Kha-Zix because it reduces his assassination and jumps the potential E. Try to lock Kha-Zix as soon as he jumps E to prevent him from entering and leaving. Grouping closely together will make it harder for Kha-Zix to inflict tons of damage as he will not get any damage bonus from his Passive when the targets are grouped.


Unfortunately, Quinn doesn’t exactly spike at level 11 like a lot of other champions.

At level 9, Quinn will max out her first ability. This is a significant spike for her as this abilities damage output will be much higher and she will be a lot stronger.

Quinn is quite strong during the mid-game. She will be able to blow up overextended enemies who are walking around Summoners Rift alone.


Quinn doesn’t have a duelling Ultimate R. This makes her weak post level 6 when it comes to all-ins.

She cannot fight straight 5v5. She will need to flank in team fights. If the enemy has vision or knows where she is, she will be unable to team fight properly and will be forced to split push.

You are a champion that is prone to all-in and CC. Mix that with the fact that Quinn is quite squishy, it can be challenging to deal with enemy teams that have a lot of CC.


Warwick's biggest power peak is when it reaches level 6 and unlocks its Ultimate R. If you are at risk of dying, be ready for Flash as soon as it appears in your way. It falls into the game late but that does not mean it is useless. A good Ultimate R on a key target is enough to win the game. Investing in a QSS will offer you some protection. Warwick can solo goals in the game early game with ease. If there are no gank opportunities for him, he could try to take the Dragon instead.


He is ineffective before getting his Ultimate n so that he can be invaded during this period. He can easily be shot down if the enemy wanders with another teammate. His only self-peel form for him is there. Once it's down, his enemies can easily catch up, as well as the crowd controlling him and forcing him to remember.


Fortunately, he will not have this problem at the end of the game and will now remove many enemies with his E. Adding another point to his Ultimate R will give his powers more global strength. It can be practical by taking neutral goals and fighting enemies who rely on diving and lock Heimerdinger down. Heimerdinger will have a lot of articles now, and his abilities can easily a-shot enemies if they are not careful or if Heimerdinger puts a death brush somewhere. He can also take on the Baron alone.


Keep them guarded so that you can see the enemy moving around the map and see them start the goal. Stay with your team at all times. Avoid moving around the map alone so that you are not caught out. Being caught will lead your team to play 4v5. Do not keep alone unless you know where the enemy is. Peel for your allies as much as possible. Keep them alive as long as possible in the team fights is a must to win the game.


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

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

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


Galio needs time to come online. Play safe in the game early so you can scale and come online. Do not get shot or you will fall behind in CS and XP and not be a threat later. Keep in mind that at level 6, you will not have a threat to kill in the way against most enemy travelers. Respect enemies all-in-damage level 6. Your ultimate R is impacted and can be used to help your allies in their own way. Keep an eye on what's going on around you and be ready to throw away your ultimate R to help your allies.


Very versatile when it comes to builds and team comps. She can be both a tank destroyer, as well as a decimator of squishier champions depending on which build she opts for.

She is very strong when fighting in a 1 v 1 with no minions around. This is because her Q can all target the same champion and do a lot of damage in a short time.

Her E and Ultimate R allows her to be independent in the lane, while her Support roams around to get some kills or assists. Her Ultimate R can be used as a way to catch up and finish opponents as well, especially after they Flash or dash away from her.


Gwen’s got a lot of kill pressure over you, so unless you’re ahead level 6, don’t bother fighting her as she can out damage you at level 6.

You’re quite good at invading, and as Gwen needs time to come online, try to go for an early invade.

Gwen 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.

As you’re great at duelling and strong early on, try to make early plays around the map to get yourself and your allies ahead.


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


Really strong ganker and a very aggressive playstyle. Her E can allow her to get long ranged picks and then follow up on them with her Q and W.

Her E can allow her to escape the impact of CC abilities as well as buy precious time for her to get out of a botched all-in.

Once she completes her first item, she will be able to burst down squishy champions with the utmost ease. This is especially valuable during the early game as most squishy carries won’t have magic resistance.


Shyvana is very weak pre-6, and you are much stronger than her. Go and invade her and try to fight her to deny her gold and XP.

Post 6, it will be harder to fight her alone, so keep this in mind if you want to play aggressively.

Try to gank as often as you can early. You’re much stronger than her and can get a lead just by being active on the map.

Don’t forget about Shyvana’s Passive. Make sure you take those Dragons away from her when possible.


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

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

Push the wave and look for roaming opportunities. Leblanc is a very good roaming champion who can impact the map and assist her allies with ease. Post 6, try to push and roam.


Your presence makes it very difficult for the enemy to escape because they can't go near the ground. Work with your Support and invade the enemy Jungle whenever possible. This will allow you to easily fix the vision around, as well as get choices. You will want to make the team fights unfair by stalling enemies when they are overstretched or play carelessly. Try not to go too far from your team while doing this.


This is the point of the game where Zed will have a lot of difficulty taking enemies down. This is because enemies will buy defensive items from now. Still, Zed should try to go for isolated targets when possible.

At level 16, he will have his Ultimate R maxed out. This means that he will deal massive amounts of damage to squishier targets and will decimate anyone who has been caught out alone/

Zed will have really low cooldowns now, and he can deal a lot of damage due to that. This means that he will be the bane of squishier targets on the enemy team, and he can get rid of them quickly.


Play safe for the first levels. You need time to come online and you shouldn't be in combat unless you have a clear early advantage (like a commitment support). Once you have some levels under your belt, you can start playing aggressive and looking for aggressive parts. You get extended jobs, so try to go for them frequently. After destroying the lower lane tower, turn to the middle lane and try to take this turn. This will open the map and give your team a golden lead.


Really good Objective control due to his Q and Smite. It also allows him to heal up both in the lane and in the Jungle, which provides him an innate advantage against other Junglers.

Great ganking potential due to his W, especially if there is no vision set-up by the enemy team. This can lead to a great CC chain.

His Ultimate R can allow him to set-up phenomenal death brushes while contesting objectives. This can allow him to end the game or take the objective quite freely.


During the laning phase, focus on the descent of the enemy to get a healthy benefit. When the enemy is low, commit to an all-in. Try your hardest to keep your ADC alive as long as possible in the way. Provide them with E healings whenever they need it. After destroying the lower lane tower, turn towards the middle lane and try to take this turn. This will open the map and give your team a gold lead.


His L allows him to get out of sticky situations quite easily while also dismantling the enemy team's ganks, which waste the time of the enemy Ganker, can destroy the enemy team whenever they are grouped due to his Ultimate e and E. Close quarter combat is a massive force for him.


Your Ultimate h will be on an extremely short cooldown now. Use the fog of war to get picks on the enemy and kill them quickly.

Once you're done all-in'ing the enemy, make sure that you go back to your carries and protect them. This will otherwise result in your ADC dying due to assassins.

Neutral objective fights will be your bread and butter in this game. Always use the fog of war to get a multi-man knockup to ensure that your team can win the game.


Its Ultimate R can easily be avoided by enemies who have dashes or tools of movement. If the enemy has a good positioning in the track, it will be very difficult for you to engage or use your E in the track. It is because your E can be blocked by minions if the target is not directly behind them.


Sacrifice CS for XP in this matchup, or else he will easily kill you.

You’re weaker than them whenever they have their Ultimate up. If you’re at risk of dying. Recall whenever you're low.

To be able to fight Veigar, you needd to bait out his cage first, and then abuse the cooldown.

Just let him push you in early or else he will zone you away from farm early on.


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


After your lower lane has turned towards the middle lane, go on the side lane, apply pressure, and start plowing in the side lane instead. Make sure to place deep quarters and vision to protect yourself from the ganks. You will be strong enough in the middle of the game that you are good in team fighting. So, you should look at team fighting with your teammates during this game stage. In the middle of the game, other champions will be stronger than you (even if you will be good too).


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


In the late game, Camille is good at picking off champions with her Ultimate R. It should be on a low cooldown and if you’re able to Ult R the right champion (like a carry), you could win the game.

While you have good pick potential, the enemy will start building defensive stats which will make it harder for you to kill the carries on your own. Keep this in mind when diving in with your E.

Although you will find it harder to kill carries on your own, you will be quite tanky and deal a lot of damage thanks to the items you buy. Don’t be afraid to jump in and soak up damage if you need to.


When teams are grouping, make sure you ward your flanks to spot Talon before he is able to jump over the wall and assassinate your team.

As soon as Talon engages, try your hardest to burst him down before he is able to disengage and deal lots of damage.

As Talon is an assassin, expect him to look for picks with his Ultimate R. Avoid walking around Summoners Rift alone. Do not walk in unwarded areas of the map if you know Talon is nearby.


Lee Sin will be trying to gank as much as he can in the early game. Keep this in mind and expect him to be all over the map.

If you meet Lee Sin in the early game, make sure you dodge his e if possible. If he is able to land it, he will probably outduel you. Try to disengage if he lands his e, or engage if he misses it.

Lee can easily secure objectives like the Dragon or Rift Herald on his own. Try and keep those objectives warded when they’re up, or try to take them before he gets a chance.


The last point in his Ultimate n will allow him to inflict enormous damage to the enemies. He should try to look for flanks during the team fights to maximize his use Ultimate n. He will now have a lot of articles, which will really make him tanky and allow him to inflict a lot and a lot of damage in a short time. The enemy team will have trouble dealing with him. Wukong is quite substantial during this phase of the game. Yet, he will find it hard to kill them because of their purchase of defensive items. You will want to group with your team as often as you can.


Wukong’s level 3 is quite strong. Once he has all his basic abilities, he can look for a favourable trade.

Once Wukong hit’s level 6, his kill pressure increases dramatically. Expect him to look for kills once his Ultimate n is up.

Wukong is strong in mid-game team fights thanks to the AOE knockup on his Ultimate n. Expect him to look for fights by attacking from the side.


Use your early play force to shoot and harass the enemy with your W as often as you can. Post level 3, you will be able to use your base combo to cut the enemy down. When trading keeps an eye on your mana bar although you will be vulnerable when you are out of mana. At level 6 your pressure to kill increases considerably. Try to play aggressive and look for killed. Make sure the enemy is infected with Blaze so that it deals more damage.


Nasus will have a decent amount of stacks and will take part in team fights now. He should be a threat to all the squishy targets in the enemy team.

He will have multiple items now, which will make it easier for him to run down the enemy laner and the enemy team. It will increase his damage output massively as well.

At level 11, he will have two points in his Ultimate R. This will increase both his tankiness and kill pressure at the same time. His Passive will help him a lot when it comes to diving into the enemy backline and surviving.


It's not early against the various matches because it can be swiped quite easily. Regular Poking will eventually get him killed if he stays in the way. He can overplay with his E if he goes and bad time the E duration. Control of the crowd is his mortal enemy, and he can be removed quite easily due to his squishiness. His ultimate R doesn't have much width, which makes it really easy for enemies to avoid him from range. This will require Yone to get closer to the enemy team, who can put him in a vulnerable position.


Three points in her Ultimate R will give her a peak of massive power. Then, with a short cooling, she will take more fighting and easily choose enemies in the side tracks. At this point, due to her articles, Irelia will be extremely tanky and will do tons of damage. The amount of damage she inflicts will catch most of the out-of-guard enemies, especially if she manages to flank the enemy. Irelia is particularly good in the fighting, specifically the fighting that occurs around the choking points.


During the middle of the game, avoid separating as Rengar will try to assassinate a target that is alone. Make sure to stay with your team to reduce their chances of taking someone. In the team fights, Rengar will try to shoot down an immobile target or squishy. Regardless of who you play, approach each other to reduce their chances of taking someone. If Rengar activates his Ultimate R in a team fight, be ready to disengage his Ultimate R is running out.


The enemy will not be ganking much in the early game, so try your hardest to get as many ganks off as possible. Getting your allies ahead will only make the enemy fall behind and make their Jungler useless.

Prioritize taking Dragons early. You can solo the Dragon with ease, or you can request assistance and rotate to it after helping bot. Make sure you secure all the Dragons when possible to deny them from the enemy.

At level 6 is when the enemy will probably start ganking. You can track them with good vision through wards placed in and around the river. If you’re nearby, try to counter gank as they have nothing to offer once they’ve used their abilities which you can capitalise on. If you’re not nearby, start the Dragon or try to gank a different lane.

While the enemy Jungler will not be ganking, fighting them alone will be difficult as they have tools to escape or prevent the fight. If you spot them alone, try to force them out of their jungle without over committing to the fight without assistance. A good time to invade and look for them is when your lanes nearby have priority.


Zoe should have many items by now, which means that one-shotting squishies is now available on the menu. She just needs to hit one of them with her E.

Due to the low cooldown on her abilities, she will consistently land poke on her enemies. Her empowered auto-attacks will hit like a truck.

She won't be spiking too hard at level 16 as it will just reduce the cooldown of the Ultimate R and do nothing significantly powerful. This means that she will be able to kill people quickly, though.


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.


Talon has the highest amount of first bloods in the game. His early kill pressure is insane!

Talon has great roaming potential thanks to his E. This allows him to jump over walls and move around the map quickly.

In the later parts of the game, Talon can pick up extra kills on enemies who are walking around the map alone. As he deals a lot of burst damage, he can kill them quickly before running to safety.


Stand away from the minion wave when possible. This will make it harder for her to poke and harass you with both her Q and W.

Don't give Sivir free mana by randomly poking her with abilities. Only use your abilities to poke with if you’re in a position to go in and kill her.

Post level 6, avoid overextending when low as Sivir’s Ultimate R can be used aggressively to catch you out while you’re overextended.


Dr Mundo can farm really easily under his tower. Try to not have the lane pushed against him because it actually benefits him. Instead, keep the wave even or closer to your side of the map so you can receive ganks.

If Dr Mundo is behind, he will start farming with his Q. Do not get in the way of them unless he is trying to secure a Cannon Minion.

Dr Mundo is rather immobile and can easily be killed when locked down. Request assistance from your Jungler to execute him when he is low.


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

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

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


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


Rell's level 11 is a decent powerspike because of its ability to put 2 points in its Ultimate R. It will be able to use the ability to draw all-in successes frequently now. Its selection potential will be really high during this phase of the game. It is particularly true if Rell works with his Jungler to put in place death brushes in the enemy jungle. The presence of Rell team combat will be felt through the board due to its t and Ultimate R. It can quickly get a stunning multi-man using its all-in-one combo.


Rammus is an early game ganker. Make sure you have pupils in the river or at its jungle entrances to reduce the efficiency of its ganks. It does not have the healthier first clear. If you are a strong early game champion, try to invade it on its first clear to put it behind the go. Rammus will activate its l close enough to a track but outside of the general guard spots to make it harder for the enemy to escape. Place slightly deeper pupils instead of keeping the usual pupils to give you more time to escape.


It can easily kill you at level 2 with its Pillar e. Do not walk too far forward. Investing in the reduction of healing will make the treatment with Trundle="s support much easier in this matchup. Stand in the middle of the track rather on the sides of the track. If you are standing around the edges near the wall, allow it to set up its Jungler with a quick and easy Pillar e.


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


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.


Once Sejuani reaches level 6, her death pressure increases significantly as her Ultimate R is an excellent inflation tool. Expect that she will inflate every time her Ultimate R is in place. As soon as Sejuani finishes her juggling, it will be difficult for you to kill her because she will rather be tanky. Avoid fighting her at that time unless you have an advantage. Sejuani is really good during the middle and end of the game because she can catch the players in a team fight with her Ultimate R. Look at your positioning so she can't isolate you and start the team fight.


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

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

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


Play safe in the early game. Cho’Gath needs time to scale and come online. Avoid fighting if possible.

Keep the wave closer to your side of the map early. This will make the laning phase so much safer.

Avoid trading with the enemy if possible. Even though you have good sustain, you can easily die if you try to fight in the first few levels. If the enemy tries to play aggressive, m them and fall back to safety.


If Rengar can't kill you in the way, he could try to wander. Ping as soon as he leaves. If Rengar jumps on you with several piles, don't try to fight him-just run. If he jumps on you without batteries, try and trade with him. Keep your abilities just to trade with him when he jumps on you. Playing down the track. It will make it harder for him to jump on you bushes and it will facilitate laning against him. Plus, prioritizing a room in the nearest bush will also make it safer. The enemy is strong at the beginning of the game, so expect him to play aggressively.


Try to go a lot during this phase of the game. In addition, work with your Jungler when you can make sure that you can secure choices with your Ultimate h. Get your first element will help you a lot in the game. Make sure you keep hitting enemies with your d and then go to kill it with your Ultimate h. Participate in as many team fights as you can. This will allow you to kill multiple targets with your Ultimate h, especially in piled fights.


Veigar is relatively weak at the beginning of the game, and he should focus on trying to e and stack his passive when possible. His n will be useful to try to prevent all-in. After six, he will have access to all his basic abilities. It's huge for him as he can now CC enemies and then combo them with his r & e when possible. Level six is a significant peak of power as it gives him access to his finishing ability. Now he will just have to focus on throwing the enemy into the track before decimating them with his Ultimate R.


Keep using your Ultimate y to poke multiple enemies in the lane. Remember that it is an AoE ability. Therefore, you should try to hit as many targets with it as possible.

Once you get your core items, the burn damage from your Ultimate y and e will be pretty unbearable for the enemy team. Just ensure that you are appropriately positioned when attacking the enemy.

During neutral, objective fights, make sure that you are as far away from the enemies as possible. That being said, ensure that your e and Ultimate y cover essential choke points.


Try to finish the game as fast as you can as long as the game goes, the stronger Kayle becomes. Kayle will tend to be split pushing during the middle of the game. You can use this time to force a team to fight with the advantage of numbers as she pushes into a side track. Kayle is rather vulnerable when her Ultimate R is on cooldown. Try to force the fights and kill her while her Ultimate R is on the ground.


Sett is a very early Jungler game. Unless you are stronger than him, avoid fighting it in a 1v1 scenario. You can reduce Sett's ability to get good ganks out by placing desks around his jungle entrances and in the river. When Sett is level 6, his ability to get ganks out increases because his Ultimate R is a great ganking tool.


Always adjust your position in the track so Ornn is unable to crush you with his E. Get away from the walls and his Pillar Q so he is unable to CC. Refuse to use major CC capabilities on Ornn when his W is out of cooling as he can use it to avoid or escape CC. Once Ornn reaches level 6, his death pressure in the track will increase and he can start getting ganks from his Jungler. Get a vision in the river so you can spot the Jungler early.


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

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

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


As Ziggs gets more items, he will be causing a lot of mayhem in terms of damage. This means that Ziggs can easily poke enemies out to make the team fights massively unfair for the enemy.

Once Ziggs gets three points in his Ultimate R, he will deal massive amounts of damage in a huge area during team and objective fights. Fighting in clumped areas will give a tremendous advantage to Ziggs as well, especially when it comes to Dragon and Baron fights.

Ziggs is quite good at taking towers quickly, but as he gets more items, he will completely decimate them with his Passive empowered auto-attacks. After that, he can just chunk the building out with his W, which means that the enemy can't do anything to defend their tower. This is quite beneficial if Ziggs' team is losing and he wants to split push.


Avoid track brushes as much as possible if you don't have the vision of them and Zion is absent from the track. Keeping your resource bar half filled should help you significantly in this matchup, especially if Sion decides to all-in you. If Sion can try to lane gank your allies. If such a thing happens, just look to push and take as many plates as possible. Keep the wave near your turn. The enemy doesn't have some kind of sifting potential and can easily be exposed to the ganks.


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.


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.


Poke the enemy as much as possible with your Q to get them low. Use your early lane dominance to gain a health advantage over the enemy.

Focus on farming and poking during the laning phase. You shouldn’t really commit to fighting the enemy.

At level 6, Karma doesn’t gain access to an Ultimate a like most champions. If you’re playing against someone with a strong all-in, play safe whenever their Ultimate a is up.


He can kidnap carries or displace teams with his Ultimate. Pulling a carry or isolating someone could easily result in your team getting a pick and a kill.

As the game develops, he will deal a lot of damage and also be very tanky. He can absorb a lot of damage for his team while being a major threat at the same time.

Can assist his allies, split push and be a real pain for the enemy. His E can be really hard to play against especially in the mid game.


At level 9, he will max his first ability. His trading power will intensify once he hits this level.

Similarly, Rumble will unlock his Ultimate at level 11. This will allow him to go for more trades and its damage output will be a little higher.

Teams tend to start grouping during the mid-game. This is good for Rumble, as his Ultimate makes him a good team-fighting champion.


The brief period of downtime between each Enchantment pick up will be your go-to time to harass her as she will not have a powerful Q that has an empowerment.

Be careful when going for short trades with Qiyana as she prefers them over long extended ones. If you meet her inside the jungle or in the river, do not fight her unless you get the jump onto her or have a clear advantage.

Qiyana will look to gank low health lanes or laners with CC. If she cannot find any ganks early, she will power farm till 6 where she gets her R. Then she will actively look to gank when it’s up. Try to get your lanes ahead so she is less likely to pick up free kills


Once Braum reaches level 6 and unlocks its Ultimate r, its threat of death increases considerably. Keep this in mind and be careful trying to harass him. When Braums E is at the top, trading with him will be much more difficult. Try and commit to trading while he is downstairs. If he uses it in a trade, wait for him to finish before continuing to fight. Braum is very good in team fights thanks to his coat and utility. Try and avoid the 5v5 right and instead of looking for catches or fights where you exceed the enemy's number.


It is important to continue to stack your Q otherwise, you will fall back. Pull the pressure while your team tries to sit targets elsewhere to open the map. You can also try to sneak some goals when your team is busy distracting the enemy. Turn around the map and help your teammates if you have to.


Split push and draw aggro while your team applies pressure elsewhere on the map.

In team fights, use your empowered E to get picks to start the fight. Catching someone out and subsequently getting a kill could provide your team with enough time to take the Baron or Dragon.

Peel for your team in team fights. Use your Q on the nearest champion to protect yourself and your ADC.


A late-game monster due to how her Passive works. If she can pull through the laning phase and can acquire CS in an orderly manner, she will easily take over the game later on.

Her Ultimate R can allow her to save a teammate as well as herself depending on the situation. If she is behind, she can easily use it on an assassin in her team so that she can keep the enemy distracted from her presence.

The Q and W allows her to catch up to fleeing targets with ease and get rid of them once she is powerful enough. It also acts as a source of poke and waveclear in the lane, especially before she is level six.


Gnar can deal a lot of damage or be a peeler for his team by tanking a lot of damage. This versatility depends on his form at the time of the fight as well as his build choice.

At level thirteen, he will have two of his abilities wholly maxed out. That will allow him more frequent usage of his jump and poke abilities which can be highly beneficial during extended fights.

Gnar must play around his Ultimate R to ensure that he is vital during the late game. Bonus points if he can use the fog of war to his favor.


Zac really has long periods of cooling on his engagement abilities. Therefore, he can really use them as a tool of engagement or escape only once in a fight. If you know that he is without these abilities- try to fight him. Keep the minion wave closer to your side of the pre-6 card. This will make it harder to jump with his E and should increase your overall survival in the way. Zac has really good roaming potential.


Viego’s Passive is only as strong as the enemy team composition. If is picked into a team that lacks a lot of damage, transforming into them might be uneventful.

Viego is a difficult champion to master: in particular, playing around your Passive and your R can be quite challenging for beginners.

Viego has low utility and his W cannot help him get over walls. This is a drawback compared to other mobile champions in the current meta.


Olaf is incredibly strong in early play: especially at level 1. Avoid fighting him at any cost as he will beat you if he is able to land several t. If Olaf throws his t and he is close to you, try your best to zone him away from the thrown Axes t so he is unable to pick them up. Keep the minion wave closer to your side of the map to reduce his ability to everything within you and keep you down.


Keep poking enemies with your Q in the lane and focus on whittling them down. This is important towards winning the lane early on.

Remember that you will end up dying if you get CC'd or if the enemy comes too close to you. Maintain your distance and keep up the poke.

Once you get your Ultimate R, you should be able to save your allies frequently. Make sure that you keep an eye around the map and see if someone needs help.


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 extraordinarily 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 much damage for his team while his team follows up on Gragas' engagement.


At level 9, Irelia will be able to maximize her Q. Being her central damage ability, she will be able to surpass her enemies for days now. The maintenance will be pretty decent too. Once she manages to get an extra point in her Ultimate R, she will use the ability frequently in the way. This will allow her to take more skirmishes and win most duels in the game. Irelia is excellent at the skirmishes due to her mobility, the reduction of damage, and Ultimate R. Fighting in bottlenecks and objective pits will surely bring her forward in the game.


Gragas is an early Jungler game. Look at gank as often as possible to get your allies and increase your chances of winning the game. Although, you need to find a healthy balance between agriculture and glove if you want to win. Once Gragas is level 6, its death pressure increases. You should look at gank actively every time your Ultimate R is in place. You have a good Dragon control, so you have to put priority in taking them. You can do them alone or with your allies if they are able to help.


He is a mage, so any form of silence or channel interruption spell is his weakness. This is especially true if someone manages to interrupt his Ultimate R, as that is the ability which can single-handedly turn the tide of a team fight.

Grievous Wounds are quite effective against him. He is quite squishy as well so he won’t be able to do much if the enemy team gets healing reduction during the early game.

His biggest weakness is an enemy team that can ward well. This will legitimately counter Fiddlesticks entirely and will prevent him from all-in’ing the enemy team consistently. The vision will allow the enemy to anticipate his move and react accordingly.


Karma has a lot of poke damage and utility to offer during the middle of the game. It makes it really powerful when it comes to dealing with enemies that are always grouped together. At level eleven, it will have its first maximum ability. Depending on the ability it maximizes, it will either do a lot of burst damage to the enemies, or it will be peeling for it carries very effectively. Karma shines during the mid-game fights as she can keep her entire team safe at any time while inflicting constant damage to the enemy.


If the enemy team focuses on destroying his Q turrets before all-in’ing him, he will have to play defensively till he can bring his turrets back up.

Missing his E will put him in a vulnerable spot, especially if he is laning on his own or when he is pushed up. This mistake can easily get him killed.

He is very effective when he is fighting in closed spaces like the Jungle. The enemy can reduce this by fighting in the lanes and then matching his push if he tries to split push. Even in this case, if the enemy destroys his Q turrets, Heimerdinger will be done for.


You will naturally push the wave of minions with your Turrets Q. As you push, keep a constant eye on the map. Heimer is vulnerable to ganks if he doesn't have 3 Turrets Q up, so keep this in mind. If the enemy's lantern wanders, don't try to challenge their roam. Instead, push the wave of minions and start winning the gold of the turret plate.


Gwen will be stronger when she has 4 stacks on her Passive. Avoid committing to fights when she has max stacks.

When Gwen unlocks her Ultimate R, she will be much stronger and her trading power increases dramatically.

Extended trades will always work in her favour, especially once she completes an item or two. Avoid fighting her alone unless you can burst her down and kill her.


Camille can start crashing as soon as she reaches level 2. Make sure you are aware of the level 2 gank and don't push too far forward in the early lane. At level 6 Camille will have access to her Ultimate R which can be deadly if you are low and overheared. Respect her all-in and don't push without vision like her Ultimate R. After Camille has finished her juggling, she will be incredibly strong during escarment. Avoid fighting her alone unless you have a clear advantage.


Avoid detaching from your ally when Lux's Q (Light Binding) ability is available to minimize the risk of getting caught in her crowd control.

During levels 1 and 2, focus on poking Lux as much as possible with your basic attacks to apply pressure and potentially gain an advantage.

Keep the wave closer to your side of the lane to create opportunities for jungle assistance and have a longer lane to chase down Lux and her ADC if needed.

When poking Lux, position yourself behind at least two minions to block the damage from her Q ability, reducing the effectiveness of her poke.


The second point in his Ultimate k will give him another spike. He can run down enemies frequently now as the cooldown of the ability will be reduced.

Olaf will have his core items during this phase of the game. It will increase his damage and survivability in the game, which will make him really good during the mid-game.

His overall damage will be really high during this phase of the game. His tankiness and his Passive will make sure that he kills enemies with ease, especially those caught out of position.


He is not very useful without his Ultimate h. Malphite cannot spoil or help his allies unless he has his Ultimate h. He will have to play around for him to be killed. If the enemy does not get close, it will be impossible for him to hit the entire enemy team.


Excellent CC channel if he or someone else on his team gets to CC a target. This works especially well against motionless door. You can follow with your E (press it twice) and shoot the enemy closer. Can regenerate a lot of health with his W and thus surpass his enemies in the way. His ultimate R amplifies this effect and is really effective in fighting in closed spaces. He can use his W to set up ganks for his Jungler too. This allows him to catch up with his target while providing a vision of the area. The last part is very useful when it comes to objective control.


When she uses it, try to force another fight after healing. Sometimes, Xayah will be left in the middle lane with her farm support. If you spot her team in the side lanes, force a fight with the advantage of numbers and then take the middle lane tower after. As Xayah is really good in kiteing, you might need to flank her in the team fights to make it harder for her to make kite and escape a fight.


As soon as Mordekaiser activates his W, disengaged as he will block the damage you inflict on him if you continue to fight him. Mordekaiser is quite still. If you keep the wave of minions closer to your side of the map, you will force him to extend for the farm. Then you can capitalize on it and get the help of your Jungler. Once Mordekaiser reaches level 6, his pressure of death in the way grows. Keep this in mind and be careful with your positioning when weak as he can try to catch you with his Ultimate R.


Level 11 isn't great because she can only roam around and make plays. It will reduce the cooldown but do nothing else when it comes to dealing damage.

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

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.


Can absorb a lot of damage for his team with his passive. This allows him to be a first line for his team while also being able to escape from death when he enters with his Ultimate h. After six, he can set up several ganks for his track as well as other tracks with his Ultimate h. This is very beneficial if the track that he is gaunting has a certain form of CC built in their kit. He is the jerk of all immobilizers, especially the various immobilizers. He can quite easily get on them and prevent them from doing anything in a fight. If Malphite goes AP, there is no enemy carrier for most of the game.


Focus on playing safe and keeping your ADC alive for as long as possible in lane. Your early game is weak and you need time to come online.

As you’re a melee Support, watch your positioning at all times so you do not get harassed by the enemy Support if they’re ranged.

Look for counter-engage plays as your champion is way stronger at doing so compared to looking for aggressive picks.


Always keep an eye on which Ultimate Sylas has. If his Ultimate R is a very strong team fighting Ultimate, try to wait for it to go on cooldown before forcing a fight.

Look out for flanks as Sylas will often try to flank in a team fight with his E to get onto carries.

Make sure no one on your team is stood too far forward or out of position as it may allow Sylas to pick them off his with his E and start the team fight.


Stay with your team at any time in the end of the game. Do not divide the thrust or run away from your team as the enemy will use the number advantage to start a team fight. Make sure you are always standing towards your team's front at any time. Reposition and stand ahead as long as possible. In team fights, stay towards your team's front to absorb the damage. But, peel for your team with your Q and focus the enemy that is the greatest threat to them (or focus the enemy backline if the enemy front line is weak) to keep them alive.


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


Viegos Passive is only as strong as the composition of the enemy team. If the team is chosen from a team that lacks damage, turning into them could be unrivalled. Viego is a tough champion to master: in particular, playing around your Passive and your R can be quite difficult for beginners. Viego has little utility and his W cannot help him overcome the walls. It is a disadvantage compared to the other mobile champions in the current meta.


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


In the later parts of the game, stay with your team and look for picks. Avoid separating or being too far from them as the enemy can force a fight while you are nowhere near. Play around your ultimate R and avoid committing to fight while it is on cooldown. If you fight while it is on cooldown, you will miss a lot of additional healing and damage, which can make the difference in a late team fight. In team fights, flank the enemy to make it easier to access the enemy rear line. Positioning away from your team but close enough to join the fight could give the enemy a false sense of security, making it seem that the fight is 4v5: forcing them to expand.


The first major power peak of Miss Fortune is once she has reached level 4/5. It is because she would have put several points in her t that can cause a lot of damage to an enemy squishy. When Miss Fortune has completed her first component element, her damage output will increase considerably and she can easily blow up the enemy when she has more levels under her belt. At level 6, Miss Fortune will unlock her Ultimate e. This in conjunction with her t will bring a lot of damage to the enemy in a short period of time.


In the late game,  Anivia’s damage will be truly horrific. She will have multiple completed items, and her Ultimate m will deal tons of consistent damage.

Teams will continue grouping in the late game. This helps Anivia as she can land a 5 person t, and her Ultimate m is an AOE tool. This means she can deal a lot of damage to targets if they’re grouped closely together.

In the late game, Anivia will have very short cooldowns on most of her abilities. She will be able to look for picks more frequently and secure kills with her team. Her t, in particular, will be on a very low cooldown in the late game.


Do not group closely together when sieging an objective or team fighting as it provides Gragas with an opportunity to knock your whole team into his with his Ultimate R.

When fighting, make sure you’re not too far forward or split from your team. If you’re too far forward, he could use his Ultimate R to push you into his team. Getting caught out like this could result in the enemy taking an objective shortly afterwards.

Try to constantly poke and harass Gragas. Having him on low health will prevent him from playing or positioning aggressively.


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


In team fights, take care that Lucian can use his E to reposition and escape danger. Try and wait for him to use his  E before using your CC abilities so it’s harder for him to dodge them.

Avoid letting Lucian get a full channel of his Ultimate R on you in a team fight by disengaging or cancelling it with CC.

Lookout for Lucian’s positioning. He will often walk forward in order to land auto attacks. Once he has mispositioned, use this to your advantage to focus him down.


Vel’koz first major power spike is once he hits level 6 as his Ultimate R offers him tons of kill pressure.

Once Vel’koz has his first item completed, he will be constantly pushing the minion wave and trying to poke you down.

Vel’koz is really good in team fights thanks to the poke and AOE damage from his abilities. Try to fight when he is not there or when his Ultimate R is down.


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

Try to look for fights when Aatrox doesn’t have his Ultimate or Flash. He will have a much harder time at impacting fights when either of these are on cooldown.

Aatrox likes to split push after the laning phase has ended. When he shows in a side lane alone, you could try and start a team fight with his teammates. Have wards on that side of the map though just in case he makes his way to join the fight.


Once Maokai's Ultimate R gets maxed out, the enemy won't have a perfect time in the game. Maokai's team will quickly capitalize on his CC, though.

His tankiness is massive during the late game. His Passive won't let him die while he dives the enemy backline, deals damage of his own to them, and ensures they can't join the fight.

He is decent during late-game fights as his W, and Q can easily CC a high priority target and prevent them from joining fights. This gives time to his allies to damage the other enemies or collapse on the CC'd target.


Bard’s early game is quite strong thanks to his empowered auto-attacks. Try not to let him bully and harass you for free otherwise you’ll never be able to engage or fight him- especially if you’re melee.

Bard’s level 6 power spike is not as strong as some champions as his Ultimate R doesn’t deal any damage. If you have a damaging Ultimate, you’ll be able to beat him at level 6. Or, you’ll at least force him to use his Ultimate R defensively.

As the game goes along, Bard becomes stronger and stronger as he collects more chimes. Keep this in mind when playing against him.


When you try to all-in enemies with your Ultimate t, make a note of your carries. Your job will be to fall back and peel for them if they aren't safe enough.

Depending on the build you go for, you will have different jobs in the team. If going for AP, focus on the backline, else, focus on keeping the enemy frontline off your team.

If the enemy is grouping, look to group with your team too. In team fights, continue to focus on the squishiest and easiest to kill high-priority targets in the backline. Your Ultimate t will help you a lot with that.


You will want to stick around with your ADC and team as much as you can. Also, neutral objective fights are going to be your bread and butter.

Ward up properly and work with your Jungler to secure picks as much as possible. Warding will allow you to make multiple Ultimate R plays.

After going in with your Q > E combo, be prepared to fall back and peel for your allies in team fights.


Focus on agriculture and get as much gold and XP as possible. You need time and gold before you can come online and inflict damage. Your champion is incredibly weak in early play. Focus on agriculture and avoid fighting with the enemy until you have an article behind you. After your bot track moved to the middle track, turn to the bot side of the map or somewhere on the map so you can continue to grow and win XP. Fight no one unless you have an advantage over them. Continue to get XP and gold.


Really bad against disengage champions as he can’t do anything to avoid getting disrupted while he is using his W.

Disengage and CC can also interrupt his Ultimate R, which can lead to very less damage output from his end.

Healing reduction can easily counter him during the early game. This will allow the enemy to take Objectives quite easily after getting rid of Nunu as he won’t be able to heal a lot.


Darius is really strong once he has time to apply multiple stacks of his Passive onto an enemy champion. Do not let him do this by staying out of melee range and avoiding extended trades.

Darius is very strong at level 6 as his Ultimate e is an execute. Recall if you’re low at level 5 in case he gets the level up and tries to kill you.

Darius has a very strong level 2 all-in. Take extra care when trading with him at level 1, and definitely do not fight him at level 2 as he will beat you.


Taric is a utility champion who empowers his allies. If his team is behind, it will be hard for him to do much in the fight.

His E is very telegraphed and can be dodged easily if the enemy sees you using it. It makes it hard for Taric to be an initiator in team fights without committing his Flash.

Taric’s generally run out of mana incredibly quickly. Keep an eye on your mana bar when you’re without your blue buff.


Get early boots to help you deal with her poke in the early game.

Pre-6, she is stronger, but post 6, your Ultimate makes you stronger in fights.

Try to match her pushing power if you can. You don’t really want the minion wave under your tower as Karma has good poke and will keep bullying you under your tower.

Post 6, aim your abilities so they push and poke her at the same time.


At level 2, Ahri will have access to both Q and E. Once she reaches this level, she can look for a favorable trade. As soon as Ahri reaches level 6, her pressure to kill and choose potential increases. You can look for killers with your Ultimate when the enemy overextends. Once you have recalled and recovered your first element, your Q and clear wave damage will increase considerably. You will be able to push the enemy in their turn with ease once you have this article.


Buy items that provide Greek wounds such as Executioner=S Calling or Morellonomicon. This will prevent him from curing and surviving team fights. In team fights, avoid regrouping too closely as it will allow Volibear to get a great ultimate R out. Group, but not to stand too close together. Volibear has great potential of choice in the middle of play.


The level 1 and level 2 of Zac is strong if he is able to jump on you with his E. As soon as he channels this ability, be ready to run Once Zac reaches level 6, his ability to start fighting increases. Expects that he will play aggressively every time his Ultimate R is in place. Zac is really good in team fighting as his kit has tons of CC.


Jarvan's level 2 all-in is pretty good. Once it unlocks both its d and e, it can look for a favorable business. Depending on its construction path, it can either do a lot of damage, be incredibly tanky, or offer its team a lot of utility. Everything depends on its construction! This makes Jarvan incredibly versatile. Its Ultimate m is really good in team fighting because it can lock several enemy champions at once.


Another point in his Ultimate R will not do him much good either. This will allow him to turn easily, but apart from that, there is nothing much to that. Ryze will now have his basic items, which means that he will cut down more damage than early play. He still hasn't reached his final form yet, however. Ryze will fight during mid-game fights because his damage will not be enough for the enemies at one stroke. He will have to be careful to get CC'd as well.


Veigar is relatively weak at the beginning of the game, and he should focus on trying to e and stack his passive when possible. His n will be useful to try to prevent all-in. After six, he will have access to all his basic abilities. It's huge for him as he can now CC enemies and then combo them with his r & e when possible. Level six is a significant peak of power as it gives him access to his finishing ability. Now he will just have to focus on throwing the enemy into the track before decimating them with his Ultimate R.


His early play is quite decent because he can simply go for coherent jobs and return to safety because of his y. He will not take much damage either with the proper use of this ability. The first element is a decent peak because it strengthens his survival and damage. He will help him to take the track easily. Level six is a massive peak because he can now impact team fighting overall. He can also look for flanks and dive the enemy rear line.


Focus on shoving the wave with your W and only use your Q when you will be able to guarantee a hit. Missing the ability will allow the enemy to all-in you.

Your E will save you from a lot of trouble in this lane. Just ensure that you use it properly before being CC'd or taking a lot of magic damage. You may even use it as a tool to all-in enemies.

Once you get your Ultimate R, you should be able to dominate the enemy quickly. Try to be a part of as many fights as possible to make practical usage of the Ultimate R.


Trendamere is extremely strong in the way, especially when his resource bar is filled. This means that he will arrange a lot of damage and heal a lot when he uses his Q. He can exert a lot of pressure in the way while simultaneously preserving his survival. He helps a lot against the champions of range and melee. His first element will help him a lot in the way. He will give him a strong boost of damage with an increased survival that will be exceptionally useful for the duo in the way.


When there is no team fight, go into a side track and try to divide the thrust. This way you will continue to win gold and XP that will help you get your next major power peak. Gwen is a strong 1v1 champion- especially if she was able to get an early advance. Watch to apply pressure and fight who in the enemy team is trying to stop you. Continue to play around your Passive and Q in mid-game fights: especially in the 1v1 skirmishes. You will miss on a lot of damage if you don't play around.


His first major power peak is at level 4 when he gets 2 points in his **Q**. It will be easier for him to trade at that time. When his **Ultimate** is up, he is stronger and harder to fight. Additional damage can be quite surprising and difficult to manage.


Bel’Veth has a lot of depth to her basic abilities with high mobility, Pre-6 CC in her W knockup and her E granting her damage reduction, % missing health damage AND lifesteal. This means she’s a very complete champion already at level 3.

She scales incredibly well with Attack speed as it benefits her whole kit and her whole playstyle revolves around this. If she manages to get those core items and hit that mid game ahead, she will absolutely terrorise the rift.

Bel’Veth has a lot of single target damage with her auto attacks and her passive but she also deals significant AoE true damage due to those Void Corals that she can consume from enemy champions and objectives


His scaling is unparalleled and he does really well in duels due to his E and Q. The longer the game goes, the more dangerous he gets and can practically kill anyone no matter how healthy they are.

The E makes him take less damage from AoE abilities. This is really beneficial for him during full-blown team fights. Besides, the E CC also acts as a really good initiation tool for his team.

His Passive allows him to split push relentlessly. This can be extremely useful when Jax’s team is behind and can’t win a fair team fight. His Q allows him to escape collapse attempts with ease.


When starting a team fight, you need to engage quickly. Corki will look to delay a team fight and poke with his b and e. If you engage and fight quickly, he will not have time to poke you down.

Avoid trying to take objectives in the mid or late game when Corki is alive. He will just poke you down while you try to take them. Make sure you take them when he is dead or elsewhere on the map.

Fighting Corki can be hard alone, so your best bet is to just focus on matching his wave-pushing power and trying to stop him from taking those side objectives.


If Darius invades you, just run away. He is one of the best duelers in the game, so don’t overstay your welcome.

When fighting Darius, try to reposition so his e doesn’t hit you. Moving outside of the ring or towards him will reduce his damage output.

Try and secure objectives and gank your allies as frequently as possible. Darius will be trying to do the same,


Another point in its Ultimate n will make it more powerful when it uses it. It will have more options to choose from now as it will be the middle game. Its basic elements will be complete, allowing it to inflict a lot of damage to the enemy team and make sure they cannot escape easily. The first ability will be maximized at level 9, making Trundle hit his enemies like a truck.


Her level 16 isn't too powerful for her as she gets nothing much out of it. It will allow her to set up engages from the fog of war now, though. It will also let her defend her teammates from unfavorable situations with ease.

Now that she has multiple items, she will be really formidable and will be able to deal tons of damage to enemies. Her defensive stats will allow her to survive all-in situations as well.

Her r is solid during this phase of the game. A couple of spears can easily chunk an enemy out, and this ability will also let her take neutral objectives with ease.


Lux will often roam around the map alone to ward. You can ambush her and take her down before a major objective spawns and then quickly take the objective afterwards.

Lux excels at catching out enemies with her g. Make sure your team is grouped together and no one is walking around the map alone as she can easily burst them down.

In team fights, try to engage as soon as possible. Lux will try to delay a team fight so she can poke with her l or get a pick with her g.


Kalista's Ultimate x will be useless unless her Jungler comes gank. To compensate for this, she should use track brushes and early skim power to get the enemy team out. The first element will only add to Kalista's overall potential of duo and skirmishes. It will allow her to dominate the track provided she correctly uses her Passive. Several points in her re will make her powerful in two departments. She will be able to run the enemies with ease. She will also be able to take neutral goals reliably.


If you are nearby when Switch ganks, don't be afraid to counter gank as you are really strong in 2v2, especially post 6. If you have an advance, go ahead and invade it. Try to fight it for its camps that you can win the 1v1 as long as you can get on it. Play around your Ultimate to get more kills! It's really important to you. Place the vision and buy control quarters to help your Twitch spot team before it is capable of gank and get kills.


Soraka is really good in team fights due to her Q and E. The amount of damage and healing she can provide is phenomenal and should allow her team to play more fearlessly in the game.

Once Soraka gets 2 points in her Ultimate R, her ability to impact fights increase as a whole. She can use the ability quite frequently as well, which allows her to save her teammates often.

Her W and Q > W combo will provide a lot of healing for her team. All she needs to do is make sure that she doesn't get picked off while warding.


Play safely and wait until you have access to your main abilities. Don't let the enemy shoot you in the game very early. Whittle the enemy down with your Q before looking for all-in. Just because you land your Q, this doesn't mean you have to go in. However, you can crush the enemy easily if you are able to find a good all-in opportunity. In the toughest matchups or when the enemy is playing ultra-safe, look to wander. Diana has good roaming/all-in potential post 6 and can help her ally snowball. If you can't kill the enemy, look to wander with your Ultimate R.


Your level 6 is much stronger than Galios. But it has the advantage of wandering. Post 6, just push it in its turn to win a gold lead. But make sure to keep your flanks and stand back after pushing so it can't everything in you. Abusive your range advantage to harass it as much as possible. Similarly, target your abilities so they grow and pokent at the same time. Fortunately, it has little to do to kill the pressure on you, so focus on stalking and get a lead.


Keep the wave closer to your side of the card early to reduce Warwick's chances of shooting you down and killing you. Investing in healing reduction can do a lot in this matchup. Warwick has a lot of support and will buy items that increase his healing. At level 6, Warwick will look for aggressive parts. If he can't use his Ultimate R in your way, he will turn elsewhere and use it instead.


Zilean is super squishy. Focus him rather than the enemy ADC in lane to increase your chances of getting kills.

Once Zilean is level 6, it will be harder for you to get kills in lane. Whenever his Ultimate t  is down, try to abuse him to get kills. One way of killing him when his Ultimate t is up is by locking him down with CC so he is unable to use it on himself.

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


Can initiate tower dives early on and try to get kills once his laner pushes the wave in. His e and e allows him to drop tower aggro and take reduced tower damage respectively.

Is a scaling monster, and if he manages to get his items and hit the mid-to-late game, he will be almost unstoppable. For a squishy champion, he can one-man the Baron if he is ahead.

His Ultimate r can completely shift the tide of a fight if he is left unchecked. This allows him to use his e frequently, which allows him to avoid CC. Combined with his Wuju Style, he deals a lot of damage.


Your goal throughout the laning phase is to poke and harass the enemy in lane. You have a lot of poke, so try to poke the enemy down as often as you can.

Play safe for the first few levels while you land poke on the enemy with your Q. Once they’re low enough, you can commit to an all-in.

Once you’ve hit level 6 and purchased key component items, look to harass and constantly push the enemy into their tower. This will allow you to earn turret plating and increase your gold income.


Do not separate from them or get away from them otherwise the enemy may try to take you or initiate a 4v5 fight when you are away from your team. Avoid fighting in the late game unless your Ultimate R or Zhonya. Hurglass is in place. Do not fight or hug with the enemy until they are both. Being killed could cost you the game. Playing on the side of the card that has the next major goal up so you can turn to take it with your team. Otherwise, if you have Teleport, you can go to the bots side of the card and use it to get it to your team.


If Darius invades you, just run away. He's one of the best duels in the game, so don't start your welcome. During the fight against Darius, try to reposition it so that his e doesn't hit you. Moving out of the ring or towards it will reduce its release from damage. Try and secure goals and spank your allies as often as possible. Darius will try to do the same,


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.


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


The first element of Jax allows him to drive out the enemies during a prolonged fight. He will let him stack his passive and completely decimate his enemies. Going to regular jobs of short burst using the brushes of the way will help him a lot. Level 6 is a decent peak of power because it will increase his survival during the fighting. Once he will have more articles, this ability will help him to kill the enemies with ease, and he will be able to resume the game with his scaling. Jax is not very early because he is dependent enough on the article. He should focus on agriculture and short skirmishes to clean the killings.


Jayce has tons of poke damage and can constantly abuse the enemy before initiating a fight. Try to delay fights while you harass the enemy with your s.

As Jayce is a ranged champion, you can often bully melee champions down and harass them whenever they walk up to last hit.

Jayce has a lot of utility thanks to his basic abilities. This allows him to help his team out alot and helps them disengage or engage from fights with ease.


Twitch will get a massive power spike at level 16. The damage boost will be significant, and he will slice through his enemies.

At level 14, Twitch will have two of his abilities maxed out. This means he will deal tons of damage and decimate his opposition if they are grouped up.

Twitch will have multiple items by now, which means that his damage output will be really high. The true damage aspect of his Passive will help him a lot while dealing with tanks.


Graves is a game duel very early. Try to move forward by jerking off and fighting as often as possible. However, it is the key that you find a healthy balance between fighting the enemy and agriculture. If Graves gets a bad start or falls behind, it will fight to get out of the front. You have good objective control, so try your hardest to secure the Rift Herald and every Drake when it comes up.


He is really weak against a single CC target. In a team fight, if he gets the CC.D chain, he will die before he can reach something meaningful. The enemy can always react to Jax's games. He sends someone from their team to prevent him from separating from the push. They can even kill his entire team and then go for crucial goals like the Baron. Low against champions who are tidy and can kit him out of his Q range. This allows the enemy to get him out and then everything in him once he has been overthrown.


Elise can start crashing after reaching level 3. She can technically gank at level 2 if she takes her second E, but after 3 she should crash for sure. Elise does not point to level 6 as she has her Ultimate at level 1. When she gets away with the enemy, keep in mind that their Ultimate will be more useful than yours. After Elise has taken her first element, her death pressure increases considerably.


Try to flank in team fights with your Q and t to get on to the enemy backline and shut them down. Flank from the side instead of running directly towards the enemy as they’ll be able to disengage or poke you down.

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

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


Ornn’s first major power spike is at level 6. His Ultimate R is a great tool to set up kills and ganks.

Ornn is also very good in team fights as his Ultimate R could enable him to knockup and CC your whole team.

He will become stronger and stronger the more levels he gets under the belt. Firstly he will be tankier with the items, but he will also upgrade his teams items which makes them even stronger too.


Keep looking for picks when possible, especially in the side lanes when the enemy carries are trying to catch the waves. Try to sit in the enemy Jungle when possible as it can let you flank the enemy when they push up. You will also be able to catch out the enemy Support while they are warding.

Due to your short Ultimate cooldown, you should try to instigate as many tower dives as you possibly can. Your goal at this point is to all-in the enemy carry/carries, and then move back to your carries while peeling for them. Keep the turret aggro on you if you have to, but drop it once you start getting low.

With your kit, it should be really easy to secure picks before major neutral fights. Do your best to play around with vision and set death brushes when possible. If you manage to take the enemy Jungler out before a major fight, your t and e should allow you to zone the enemy carries out while your team takes the neutral objective.


At level 16, Rell will have maximized his Ultimate R. This allows him to use the ability more frequently, making it more difficult for the enemy team to travel near unrewarded areas. She is exceptionally tanky at the end of the game, and her game potential is immense. All she has to do is make sure that she doesn't enter without any follow-up damage.


After entering with your Ultimate R, be ready to fold and peel for your allies in the team fights at the end of the game. Look for peaks in the later stages of the game. If you can choose someone, you should turn to the Baron or the Elder Dragon. Keep a constant eye on what main goal is spawning next. Do not divide push or go to the opposite side of the map when an important goal is up or about to spawn, and work with your Jungler to define the vision around that side.


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


Staying with your team in the late game. Do not separate or move away from them otherwise the enemy can try to take you or initiate a 4v5 fight when you are away from your team. Use your e to launch a fight or try to take someone with it and then kill them. Once they are dead, either pass to the Baron or the Elder Dragon or seat and try to end the game. Call for goals like the Baron or the Elder Dragon when an enemy is dead and when your Ultimate t is standing. Use your Ultimate t to secure the goal for your team.


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

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

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


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.

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.


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


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

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

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


Nautilus is a good ganker early because he unlocks his g very early. He has the potential of gank at level 2 too. At level 6, Nautilus becomes very scary because his Ultimate e is point and click on CC. Expects that he gank every time his Ultimate e is up. The more he gets, the harder he will be to kill. Keep this in mind and try to deny him firm, XP, gold and resources to reduce his efficiency in the later parts of the game.


Can=t really does a lot during the early game, especially if he's against something with the hard CC or if he's camped. Extremely the linked and won article takes a lot of damage if he was put behind at the beginning and middle of the game. His ultimate R changes the positioning of him and anyone within the circle. This can make Ryze fight and get his whole team killed if the right vision is not put in place before the ability is used.


It is important that you continue to grow during the middle of the game so that you can get your items as quickly as possible. Don't just stay in the middle if you can't get anything done. Flank in the team fights to make it easier to access the enemy backline. Use your W to speed up to get off a good R Ultimate. Look for choices during the middle of the game. If you can choose someone with the help of your allies, you can abuse their timer of death to win more gold and eventually take a turn, goal or get more murders.


He is highly tanky during the mid-game and will act as a very potent frontline for his team.

Another point in his Ultimate 2 will give him a significant damage boost and will let him get picks frequently.

Team fighting is where Rammus excels the most. He can quickly chase down enemies, and choke point fights are his bread and butter.


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


Buying a sweater and playing around the vision will be really good because you will be able to flank and 'Shurima Shuffle' the enemy backline in your team with your Ultimate R. Be on the lookout to secure the peaks when inside the enemy Jungle. The enemy Support and Jungler will have to put the vision up, which makes them first choice targets. Get rid of them and then use the advantage of numbers to win a fight. If you see one of the enemies door in the side tracks, see if you can flank them from the fog of war and kill them quickly. This can be done very easily, even when the target is near their turn, due to your ultimate distance of travel R.


If the enemy is grouping, look to group with your team too. In team fights, continue to focus on the squishiest and easiest to kill high-priority targets in the backline. Your Ultimate R will help you a lot with that.

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

Protect your allies with your life in this matchup. Make sure that you use your Ultimate R at the proper time or it may very well cost you the game.


His E allows him to CC key targets but has a long cooldown early on. Fortunately, he will not have this problem during the late game and will now take down many enemies with his E.

Adding another point to his Ultimate R will give his empowerments more overall strength. It can be convenient when taking neutral objectives and fighting enemies who rely on diving and locking Heimerdinger down.

Heimerdinger will have many items now, and his abilities can easily one-shot enemies if they are not careful or if Heimerdinger sets a death brush somewhere. He can also take on the Baron singlehandedly.


Her post-six potential is really strong. This allows her to shoot down any squishy target she manages to put her Q on, which makes it very difficult for the enemy squishies to push up in their tracks. Unlike her counterparts, Diana has integrated the tankness that allows her to do everything with her Q, t, and Ultimate R combo quite easily. It's very valuable trying to pull out a group of three or more champions, especially when the enemy team is not aware of your position. Maybe one of the best flankers in the game. She can pull out the enemy backline almost instantly during a team fight if she is left unchecked.


Xin is vulnerable to CC during team fights, don’t ignore him. Focus him down when he engages.

As he is a strong skirmishing champion, he will look for picks on enemies who are walking around Summoners Rift alone. Avoid walking in area’s that are unwarded unless you know where Xin Zhao is.

Whenever Xin Zhao’s Ultimate R  is on cooldown, he is incredibly vulnerable. Force team fights when his Ultimate R is down to increase your chances of winning the fight.


When playing Yuumi against Miss Fortune, be mindful of your positioning to avoid getting hit by her Q (Double Up). Position yourself behind multiple minions or out of range to minimize the chances of being hit by her poke ability.

At level 6, Miss Fortune's kill pressure increases significantly due to the power of her ultimate. Be cautious and make sure to play defensively, as she can burst down both you and your ADC if caught in a favorable position.

To create opportunities for your jungler to gank, try to keep the minion wave closer to your turret. This forces Miss Fortune to overextend if she wants to harass or farm, making her vulnerable to ganks. Coordinate with your jungler and communicate the wave position to increase the chances of a successful gank.

Timing is crucial in lane. Try to reach level 2 at the same time as Miss Fortune to minimize her kill pressure. Having access to your full abilities allows you to better respond to her aggression and potentially turn the tide in your favor.


When no team fights are occurring, split push and draw the enemies attention to you while your team sieges or makes plays on the other side of the map.

Look for picks with your Q and R. Garen deals a surprising amount of damage, so don’t be afraid to move around the map and try to assassinate someone with your team.

Garen is a skirmish heavy laner. When you’re split pushing, look to fight anyone who tries to stop you.


Staying with your team in the late game. Do not separate or move away from them otherwise the enemy can try to withdraw you or initiate a 4v5 fight when you are away from your team. Use your s to harass the enemy as much as possible before engaging in the team fight.


Galio is a melee champion and can be easily abused by ranged Supports and the enemy ADC. This makes it hard for him to lane against poke champions.

Furthermore, he can easily get interrupted by the enemy if he wants to engage with his E. If he misses it, he will get killed easily too.

In a 2v2 setting, his Ultimate R may not be super valuable compared to other Supports. It doesn’t do a lot of damage like other Supports, and it can be hard to use in the mix of battle.


Very immobile and is weak during the early laning phase. This is especially true if he is facing a champion who can all-in and CC him.

Is quite vulnerable when his E is down as it is his main form of CC.

Grievous wounds can completely counter his kit during the early game and also affect his mid-game. He is very weak when his Ultimate R is down as he won’t have the amplified healing and AoE damage.


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


Try not to group too closely as it will allow Vladimir to get a good Ultimate e off. By splitting up slightly, Vladimir will have to use his Ultimate e on fewer targets.

Expect Vladimir to flank from the side in team fights. Ward your flanks so you spot him before he is able to get on top of your team.

If you haven’t already, you need healing reduction on your carries to reduce his healing and sustain in the team fight.


Karma early game poke is really obnoxious, especially for laners who are melee in nature. She can use her Q to both poke and wave clear simultaneously, which allows her to get lane priority, and her Jungler can safely invade the enemy as a result.

The first component offers a lot of poke from Karma's end as it increases the damage of her Q and allows her to use it frequently as she will have more mana to use.

Level 6 isn't a huge spike, but it definitely increases the amount of poke damage she can deal with her abilities. Her empowered Q is a force to reckon with once she hits level 6.


Shen’s early game is quite strong. Expect him to play aggressively and try to burst you down. Staying at max distance when your abilities are on cooldown will make it harder for him to kill you.

Playing around Shen’s taunt E will make the laning phase much easier for you. If you can bait this ability out, you have a period of time where you can play aggressive and force him to lose lots of health.

Post 6, if he uses his Ultimate R to assist another lane, try to cancel it with a CC ability. If you can’t cancel the ability, ping and push the minion wave into his tower as quickly as you can.


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


Her 2nd ability will be maxed out at level 13. Depending on the maxed ability, she will either be able to CC enemies frequently while regenerating HP or easily shield her team from enemy poke and all-ins.

Karma will have multiple items completed during this stage of the game. This will allow her to dish out a lot of damage while peeling for her carries at the same time.

Her poke damage will be pretty significant during the late game, and that ability will be up quite frequently. This means her DPS will be through the roof, which is highly beneficial for her team.


Draven’s early game is solid. He can out trade most bottom lane champions due to his g. You must look for fights in the early game to cash out from your Passive.

Draven’s level 6 power spike is powerful. His Ultimate t can be used during skirmishes, unlike some ADC’s such as Caitlyn. Commit to all-ins if you have a slight lead so you can, again, cash out from your Passive.

After Draven’s first back, he will be able to out trade the enemy laners because of his g. Regardless of if the enemy ADC picked up the same items as you, you will still win a fight. A good Draven is not scared of the enemy- keep that in mind.


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

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

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


Try your best to match their gank pressure early. Vi is a good Jungler early, so gank often. Playing around your Ultimate is really important. Make sure to look at gank whenever your Ultimate is up. You can secure goals much easier than it. Make sure you try to take them whenever possible. Invade and fight the Skarner as often as possible. You are stronger in 1v1s, so try to abuse it.


At level 6, Seraphine will unlock her Ultimate R. This makes her more of a threat and she’ll be able to set up her Jungler quite easily.

Seraphine is good in team fights thanks to her Ultimate R. Avoid grouping closely together so she is unable to get a strong Ultimate R off.

Once Seraphine has completed her first item, her Q damage will increase and so will her kill threat. Make sure you avoid getting hit by her Q’s.


Your Ultimate is extremely strong. It is crucial that you’re proactive with your Ultimate and gank whenever your Ultimate is up as she will be doing the exact same.

She is stronger than you post 6. Keep your distance and run away if you find her alone.

Make sure you secure those Dragons so you can keep your team in the game!

Counter ganking Briar is really easy on this champion. Don’t be afraid to counter gank her.


He can easily be killed if he goes in without his Ultimate t and gets CC’d by the enemy team. This will allow the enemy ranged carries to kite and kill him while the enemy tanks keep him away from their carries.

The enemy can completely counter him if they play in open spaces like the lane and are properly spaced when Hecarim goes in. This will prevent Hecarim from fearing the entire team and will allow the enemy team to retaliate.

Hecarim won’t be able to flank the enemy freely if the enemy team sets proper vision around the lane they are fighting. This will force Hecarim to engage upon the enemy team in a direct fashion, which will allow the enemy team to react accordingly.


Whenever your Ultimate is up, try to gank an ally. Your Ultimate should result in a kill for you or your ally if you’re constantly looking for picks.

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 Jarvan.

Don’t let the enemy Jungler get all the Dragons. Try to secure them with your team after ganking the bottom lane.

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


His first ability will be maximized at level 9, which will help Graves strengthen his overall burst by fighting with the enemies. He will be able to clean the minions very quickly. Thanks to his articles, he will have a lot of pressure to kill during the middle of the game. His e and e will also allow him to catch the out-of-guard enemies, and he can kill them very quickly because of his passive. This will be applicable mainly to objective and piled combats. At level 11, Graves will have two points in his Ultimate t. This means that the potential of this ability ending the ill-health enemies increases considerably, especially if he is on his way to building the lethality.


Nasus will have a massive amount of stacks during this phase of the game. This can easily let him one-shot enemy carries who are un-peeled for by the enemy team.

Nasus' tankiness will be a force to reckon with as he legit won't die as long as he finds a target to use his Q on. This will provide his team with a reliable front liner.

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


The second point in his Ultimate k will give him another spike. He can run down enemies frequently now as the cooldown of the ability will be reduced.

Olaf will have his core items during this phase of the game. It will increase his damage and survivability in the game thousandfold.

His first ability will be maxed out at level 9. This means that he can chase enemies down quickly, and he will hit enemies like a truck.


Three points in his Ultimate R will give him a huge peak of power. The ability will dry up a lot of damage and heal Samira heavily, so that team fights will be optimal. His life flying combined with his damage and mobility during the end of the game will make him really good in team fights. She will just need to maintain a good positioning and use his W correctly. She will have several items during this phase of the game. It will allow him to flatten tons of damage.


Once Jinx gets her core items (Infinity Edge and 2 Zeal items) she will be pumping out DPS in team fights with her rockets. When trying to team fight, engage as soon as you spot her- do not let her auto-attack for free in the backline.

At level 6, Jinx’s Ultimate R can be a great trading tool and it can turn the tide of the lane. If she is not using it in her own lane, she might try to secure kills with it in other lanes with it. If you see her use her Ultimate R and it’s headed topside, ping your team.

At level 9, Jinx’s auto-attacks will deal lots of damage as she would’ve maxed Q by then. Keep this in mind and avoid fighting her alone as she is good in extended trades.


The ZO range increases on its Q and E once it reaches level 6. At this time, its death pressure will also increase. Whenever its E is in place, play safer. Its damage production increases considerably once its first article is finished. It will also be able to release the waves very easily. Stand behind the minion wave at any time. The more the game goes, the stronger Zoe becomes. In particular, it is very good in the middle of the game and its selection potential is incredibly strong.