Extremely vulnerable once her E is on cooldown. It is her main defensive tool, which if used offensively, can allow the enemy team to all-in her and kill her (if she is too pushed up).

If a Caitlyn can’t use her W in a proper way, she can’t really be too effective in the laning phase. It takes some time to get used to placing the W traps, especially against enemies who have a form of a dash or blink in their kit.

She falls off massively during the mid-game as she is extremely reliant on critical strike chance to be able to dish out a lot of damage. Her counterparts can deal a lot of damage and have a lot of utility at this point due to their kits, which puts Caitlyn in quite a weak spot.


Swain is super squishy and still. The good times to trade with him are when he walked forward trying to harass. When laning, make sure you have always stayed far behind but in front of your Caster Minions. This will make it impossible for him to land his roots E and CC you. At level 6, his pressure of death and survival increases. Unless you have the advantage, disengage as soon as he activates his Ultimate R.


Keep an eye on their mana bar and try to fight them after they have used a capacity as they can not use it to trade with. Galio is less of a threat when they have a capacity down. Think twice before using your dash in this matchup. If you dash forward, they could all within you, or the enemy Jungle might appear. Look what is happening on the map before dipping forward. Make sure to hit level 2 before Galio so that you can abuse your level 2 all-in to get an early lead.


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

Try and siege objectives with your team during the mid-game. You have strong poking tools which will allow you to siege objectives with ease. Try to poke the enemy down as much as possible while your team tries to take towers (or the Dragon or Baron).

Delay team fights for as long as possible while you harass the enemy and poke them down with your Q.


Ivern's level 6 is quite potent as he will now be able to summon Daisy, which can cause many issues for the enemy team. It will also serve as a distraction for neutral objective fights or fights in clumped areas.

Ivern's Q range makes him a pretty good early ganker. Once the target gets hit, it will allow both him and his laners to get within auto-attack range of the said target as long as they have vision.

Ivern has decent objective control post 6 due to Daisy. He can send Daisy to attack the enemy Jungler and knock them up while he finishes a neutral objective. The opposite can also be done where Ivern can focus on peeling for his allies. At the same time, Daisy keeps hitting the neutral objective.


At level 6, Dr. Mundo will seek to trade more often than his Ultimate R provides him with a lot of dual power and maintain. Keep this in mind every time he reaches level 6. Dr. Mundo can get you down to level 1 with his Q. Try to dodge as much as possible so you don't have to blow through an early health pot, or become a target for a level 3 gank. When Dr. Mundo finished Bami-S Cinder, his trading power is much stronger. Don't despise his full potential once he has this product.


Focus on poking the enemy from range and use your Q to slow them if they try to dash and catch up to you. It will allow you to scale and bully your opponent relentlessly.

Do not push up too far up in this lane without setting proper vision around. Junglers will definitely try to gank you due to how immobile you are.

You can play more liberally once you get your Ultimate R. It will also let you bait enemies into diving you when you're low on health. Combined with your W, you can quickly secure kills.


Split push during the mid-game and try to secure side objectives. Avoid grouping when your Ultimate R is down.

Group with your team when your Ultimate R is up. Rotate from the side lane to wherever your team is and look for a pick with your Ultimate R.

Peel for your allies in team fights. As you’re a tank, you’re rather weak unless your carries are alive. Thus, keeping them alive is key in team fights. Be prepared to peel for them when necessary.


At level 16, Ashe will have 3 points in her Ultimate w. It will also be on a much lower cooldown (on a cooldown lower than the enemy will think). This allows her to get surprising choices to win the late match for her team. In the later parts of the game, Ashe will be at the maximum or almost max build. Its damage release will be incredibly high if she can 1, poke the enemy with her y, 2 activate her Q and 3, kite in the fights of the late game team.


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

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

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


You are much stronger than Sylas early. Invade him and try to fight him in the 1v1. Make sure you apply as much pressure as possible by often gauntling in the beginning of the game. Remember to take these goals. Unlike Sylas, you can solo these goals quite easily. If you see Sylas gaunting nearby, don't be afraid to counter the gank.


Nautilus is a good early Jungler game. It can start to glove very quickly because it has so many CC tools in its kit. Vision will make it harder for him to get successful ganks. Nautilus does not have the greatest objective control early. Try to secure the Drakes before he has the opportunity to gank his bot track and turn to it after. As it will be ganking much earlier, try against gank if you can. If you can, try to invade it, gank another way or secure the Dragon/Rift Herald.


Evelynn gets stronger with the murders. Try to reduce her gold income by not stopping on your welcome and getting killed by her. By not dying for her, you will reduce her efficiency as the game continues. Evelynn needs level 6 as quickly as possible so she can unlock her Ultimate R and become invisible. Respect her post-level 6 ganks and make sure to follow her with a good vision throughout her jungle.


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


Do not play too aggressive or lose a lot of health early on. Wait to trade and be prepared to sacrifice some CS for XP so you can look for an all-in later on.

Once you have a few levels under your belt, look to play aggressive and go for kills. Fizz has tons of burst damage, which will make killing the enemy easier. But again, remaining healthy is key if you’re looking to all-in someone.

Once you have your Ultimate R, look for an all-in. Fizz has tons of kill pressure with his Ultimate R and it will usually result in a kill. If you can’t kill the enemy laner, try to roam around the map to pick up kills in the side lanes.


You will be able to blow up squishies with your Ultimate e with ease now. Even if they don't die, they will be too chunked to participate in a team fight.

You will be able to burn through the entire enemy team with proper positioning. Your 1 combined with your n will be able to one-shot enemy squishies. Use this strategy during neutral, objective fights.

Remember that your n placement can make or break an entire team fight. Place it well and from the fog of war so that the enemy team doesn't anticipate it and take necessary precautions beforehand.


Continue to look for ganking opportunities whenever your Ultimate yis up. Play around the cooldown and look for as many ganks as possible.

After successfully winning a team fight, look to take the Baron with your allies. Do not make the call for Baron if you’re low, if the enemy Jungler is nearby or if there's any chance that you’ll be unable to take it quickly.

Keep farming every jungle camp you can so you’re able to stay up in gold and XP to get your required items.


Post 6, avoid overextending when you’re defenceless. Varus’ Ultimate R can be used to catch you out of position and start a fight. Play safer whenever his Ultimate R is up.

Avoid standing inside the minion wave. This will allow Varus to poke and push the wave at the same time. Standing outside of the minion wave will force him to choose between shoving and poking with his Q.

Varus will try his hardest to poke you out of lane. Try your hardest of dodge as much damage and abilities as possible. Opt for extra sustain if you can’t dodge skill shots.


When there are no team fights, push and draw enemy attention to you while your team sits or plays on the other side of the map. Fizz is really good at getting choices with its Ultimate R. Look to catch enemies who are alone or are too far ahead. Look to fight anyone trying to prevent you from pushing split or cultivating in a side track. You are a strong 1v1 champion and as long as they are not a tank, you should be able to fight them.


Is quite versatile with his playstyle due to how his Ultimate R works. His Q allows him to both secure objectives quickly, as well as get kills on isolated targets with ease.

His evolved E and Ultimate R lets him perform multiple outplays and escapes in situations where any other champion would probably get killed. The takedown reset is an added bonus to this ability and can be used to secure multiple kills in a short span of time.

The isolation part of his kit allows him to 1 v 1 any champion who is side laning alone. This is especially true when it comes to dealing with squishy carry champions who are trying to catch a side wave.


During the mid-game, Corki will have completed multiple items. He will have a lot of poke during the mid-game too. This makes him pretty good during this stage of the game.

At level 9, Corki maxes out his b. His wave clear and ability to push the enemy into their tower consistently will be quite high. If he is laning vs a roam heavy champion, he will force them to stay in their lane.

At level 11, Corki can put a second point in his Ultimate e. This will increase his wave clear and poke.


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


When Corki reaches level 6, its pressure to kill and push power increases thanks to its Ultimate e. Make sure you are still behind at least 1 minion so that it can't push you and you poke at the same time. Corki can be really good in the middle of the game and in these team fights. Make sure you stop it early so that it isn't very strong during the middle or the end of the game. Once Corki finishes his first article, he will do a lot of damage and seek to be more aggressive. Keep this in mind during trading.


Anivia is a very mana-hungry champion and will need blue buff as often as possible. While she's weak on mana, use this as an opportunity to refuse her farm. When you're wandering around the map, make sure to keep an eye on the minion wave in the middle. Anivia can push the wave very quickly and you will lose a lot of the health of the tower if you're gone for too long. Try and wander while she's at the base so she can't take your turn. CC is your best friend against Anivia because she's squishy and still. But she has tools to defend herself like her ts and e. To make her easier, try to corner her instead of running directly on her to make it harder for her to escape.


Look to gank as often as you can. Elise is a good early game Jungler so you need to get your allies ahead by ganking as frequently as you can. She can start ganking from level 3 onwards when she has access to her E.

Make sure you put focus on securing Dragons and objectives with your team. Elise can easily take objectives on her own, but you’ll have more security if you do it with your allies.

While Elise is a gank heavy Jungler, make sure you find a healthy balance between farming and ganking. Getting kills is good, but you need the XP and gold that comes from jungle camps to get ahead.


Kalista will have the advantage over many travelers, which will allow her to harass them and harass them whenever they go up to the farm. If she freezes near her turn, she will be able to gain a significant advance of CS and gold over the enemy. In addition, she will be able to use her powerful duel power to chase the enemy lantern when they climb or surpass. She will be able to use her Ultimate x on her Jungler, which will allow them to inflate her way easily or help her save them in a team fight.


You’re stronger than him at level 6. Your Ultimate is much stronger than his in 1v1s.

Post 6, match his pushing power so he cannot push you into your tower.

Aim your abilities so they push and poke him at the same time. Try to harass him when he is in the minion wave.

This is mostly going to be a farming matchup. But, you can kill him and he cannot really kill you. But he does have a lot of poke.


Nasus has crazy damage at the end of the game if he was able to get tons of piles with his Q. Is an easy champion to pick up and understand. His game plan is pretty much the same in each game too. Nasus is a very good split pusher and should seek to divide the thrust and open the card during the later parts of the game. It can be incredibly difficult to stop if he is ahead.


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.


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

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

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

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


At level 11, Fioras Ultimate R will be much better. Putting a second point in its Ultimate R is vital and its 1v1 killing pressure increases. Fiora is good in the middle of the game and will be looking for split thrust. She should be able to attract a lot of attention for her team so they can do things elsewhere like the Dragon or Baron. At level 9, Fiora will maximize her Q. This is a very important peak of power for her because it will allow her to look for more aggressive pieces, help her farm and also help her escape from sticky situations thanks to the cooldown bass.


Once Soraka hits level 6, her map pressure increases and she can impact the map with her Ultimate R. Once she is level 6, make sure you ping your team so they know she has her Ultimate R available.

After Soraka has completed her first item, her damage output and sustain will increase. Expect her to play slightly more aggressive when she has this item completed.

When Soraka has her 3 healing items completed, her healing ability will skyrocket. Make sure your carries have healing reduction items like Executioner’s Calling or Morellonomicon.


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


Jarvan can gank at level 2 once he has unlocked his e and d. Be aware of this as he can try to cheese an early gank in the middle or lower track. Jarvan is really good at ganking in the beginning and middle of the game. He will be looking for gank a lot, so it is important that you try to match his pressure of gank and gank as much as you can to prevent him from getting his trailers in advance. He has pretty good Dragon and objective control. Make sure you keep major goals monitored at any time so you can spot him before he secures the goal.


A maxed-out Ultimate R will let Neeko use the ability quite frequently. All she needs to do is find a flank on the enemy team.

Her late-game team fighting is really potent. She can disrupt an entire team with a well-placed R or Ultimate R.

Her damage during the late game is absolutely massive. One E > Q combo is enough to half-health any squishy target.


Putting the last skill point in your Ultimate at level 16 is a good power peak for you. Your Ultimate will be on its lowest cooldown and will be vital to help your team win team fights. The teams will be grouped in the late part, so you will really shine at this stage of the game. In the late part, you will have several finished elements that is the key. Your healing and survival should be quite high in the late part.


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

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

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


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


Focus on farming in the early game. You need to earn as much gold as possible to be a major threat later on.

You’re going to naturally push the minion wave with your Turrets Q. While you’re pushing, 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 laner roams, don’t bother trying to contest their roam. Instead, push the minion wave and start earning turret plate gold.


Very still and can be killed almost immediately if she is caught without her g. Layered CC will make her absolutely useless. She is somewhat the dependent element, so camping and killing her a lot during the early game will just make her a shield boot during the late match. She can be easily chosen by the enemy team if she wanders too far from her team, or when she tries to take the Blue Buff. She will also be very weak against the complete all-in of the enemy team.


Avoid walking too far ahead in the team fights. If Morgana shows up her Q, she could easily follow you and get you down. Morgana's Black Shield E has a very long cooldown. If you can lure him, you should seek to re-establish him and try to kill him while he goes down. Avoid regrouping too closely in the team fights as this could allow Morgana to get a very good Ultimate Roff.


Peel for your allies and keep them alive as long as possible. If you are in advance, try to shoot down the enemy rearline. If you are not strong, use your e to peel for your allies. Stay with your team in the end of the game. Do not separate or move away from them otherwise the enemy can try to choose you or initiate a 4v5 fight when you are away from your team. Flank in the team fights to get on the enemy rearline easily. Make sure to be close to your team at any time so you can get in the quick fight.


Gwen isn't powerful early on, so she must use her Q to its full potential in the lane. It will give her a lot of sustain and damage, but she will need to invest some time stacking it.

Gwen's level 6 is a significant powerspike for her. She can quickly run down enemies now as the amount of healing she gets from the damage output of the ability is quite potent. She should be winning a duel with ease from now on.

Getting the first component will surely help Gwen's laning phase a lot. Her damage output will increase, which will let her go for short burst trades on her enemy with her E and Q. She can later use her W to escape.


Excellent CC chain if he or someone else on his team manages to CC a target. This works especially well against immobile carries. You can follow up with your E (press it twice) and pull the enemy closer.

Can regenerate a lot of health with his W and hence outsustain his enemies in the lane. His Ultimate R amplifies this effect and is really effective when fighting in closed spaces.

He can use his W to set-up ganks for his Jungler as well. This allows him to catch up to his target while also providing vision of the area. The latter part is very useful when it comes to objective control.


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

Post 6, it’s better to avoid fighting him unless you have a clear advantage, as it will take some time for you to kill him due to his tankyness and Ultimate.

Place vision around the map to help you spot him before he can gank your allies. Maokai is a strong early ganker.

Don’t forget to secure those objectives. You have good objective control, so make sure you use it!


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.


Stay together with your team. Do not leave the side of your carts otherwise, the enemy will capitalize on the fact and leave them defenceless. Peel for your carts in the team fights. After using your g, retreat and protect your allies and focus on the nearest champion. Look for choices with your Ultimate e. If you can catch someone when the enemy is not organized, you can force a team fight or a goal afterwards.


Shen can start ganking as soon as he hits level 3. Pre-level 6, make sure you place vision around his jungle entrances to reduce his ability to get ganks off.

Whenever Shen uses his Ultimate R on an ally, if he doesn’t use it near you, you should use this time to either gank another lane, invade his jungle or to take a major objective.

If you want to invade Shen in the early game, wait for him to use any of his abilities or wait for him to run low on energy prior to fighting him to make it harder for him to escape or trade back with you.


Ensure that you are present in any given team fight especially during this phase of the game. Do not squander about to another lane to accumulate CS to get an item.

Make it a point to check your team's positioning before starting a fight. There is no point in initiating a fight when your team can't follow up on you.

Flanking the enemy team and using the fog of war to bamboozle enemies is the way to go during this phase of the game. Ensure that you are warding it properly at all times.


Kled will want to push and trade aggressively whenever possible. In the early game, try to keep the wave closer to your side but do not let it bounce. If it bounces, he may look to all in you. Keep the wave outside of your Tower.

In the early game, try and keep trades short and sweet while keeping an eye on his bar if he is dismounted. Look for short-bursty trades rather than extended auto ones (regardless of mounted/dismounted status) as that is where Kled shines.

Kled's second Q applies grievous wounds, so try your best to escape the leash if his Q lands on you as it reduces your healing and survivability. Walk backwards and out of range, then re-engage once it’s disappeared.

All in Kled when his W is on cooldown as it is a big portion of his damage. Wait for the animations/audio queue then look to trade once its down.


Annie is a great team fighting champion and as teams will be grouping in the late game. This allows her to get a multi-person R.

Although Annie has a lot of burst damage, she starts to fall off in the late game as champions start to build defensive items. Keep this in mind before trying to make aggressive plays.

At level 16, Annie will have 3 points in her Ultimate R. Tibbers will deal a lot of damage if he is used in conjunction with the rest of her abilities and her Passive.


Vi's early game ganks are pretty decent due to her Q. She will just have to play around with vision to ensure that she doesn't get detected while charging up her Q.

Level 6 is a massive power spike for Vi. She will be able to single out enemies and burst them down. The CC is quite beneficial as well as it helps her team follow up on Vi's engagement.

Vi has great objective control with her Passive, W, and E. This means that she will melt through objectives and completely take over the game.


Stay with your team in the late game. Avoid running too far away with them as the enemy may force a fight and win the game if you’re nowhere nearby.

In late game team fights, try to peel for your carries if they’re fed so you can protect them and keep them alive. If you’re ahead, look to take down the enemy Mid laner or ADC.

Flank in team fights to make it easier for you to get on key targets with your W. Make sure you continue to flank otherwise you’ll get poked down and forced to retreat.


Just like in the mid-game, you should stick with your Support throughout the later parts of the game. Do not go around the map alone as you will die easily.

Do not play super aggressive in team fights. Just kite and auto-attack the nearest enemy champion. If you walk too far forward, the enemy will focus you and take you down.

Continue to kite in team fights and consistently adapt your positioning. Avoid standing still in fights as you’ll be an easy target.


The first item component will allow him to deal a lot of damage and be really obnoxious in the lane. It will also be beneficial when trying to go for all-in combos.

Level six is a decent spike for him as he can now burst enemies down easily and roam around the map. His survivability will also depend on his Passive usage.

He is a powerful and annoying champion early on, especially if he manages to use the lane brushes to his advantage in the lane. His all-in combo will be pretty potent if he catches her enemies off-guard.


Avoid grouping too closely if the enemy has multiple knock-ups as it will allow Yasuo to get a really good Ultimate R off. Grouping but not standing on top of each other will reduce the effectiveness of his Ultimate R.

Do not fight inside the jungle as it will make it easier for Yasuo to land his Tornado r knock up and follow it up with his Ultimate R. Fighting in the open will make team fighting more effective for your team.

CC is your best friend in team fights. Locking him down with CC will make it very difficult for him to stack his r, dash with E and inevitably use his Ultimate R. Try to CC him as quickly as possible and take him down.


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 that 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-inning the enemy team consistently. The vision will allow the enemy to anticipate his move and react accordingly.


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

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

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


Beware of Gragas's early game invading potential. They can invade you often, so you must be ready. Pay attention to what's happening on the map at all times.

Ward for your allies! Gragas is a great ganker, and you can decrease their early power by warding for your allies, so they do not die to ganks.

Your Ultimate is strong, so you must abuse it to gain a lead over Gragas. They will be ganking often, so you need to do so too.

A good Gragas will use their Ultimate whenever it is up to gank an ally. Make sure you gank as much as possible, too so you can apply just as much pressure as them.


Nidalee needs to move forward in the early game to be useful in the later parts of the game. If she is not able to snowball, her playing environment will disappear. Has an incredibly high skill cape. She is one of the most difficult junglers to learn thanks to her s, unique combos thanks to her r, and the constant need for jungle kite camps. Although Nidalee is incredibly mobile, she is subject to CC. If they get caught by any CC, they will probably die.


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

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

Look for picks in the mid-game. You deal lots of damage and can easily blow champions up. Try to kill someone and then abuse their death timer to earn more gold.


Once he uses his offensive W, he has no other form of escape left to him. This makes him vulnerable to the enemy team's ganks and baits. His ultimate R does no bonus damage to an enemy target if he misses his abilities on them, or if his entire damage is absorbed by a shield. It becomes difficult for him to secure the murders later in the game due to each enemy building defensive objects and peeling for their carryings. Team fighting is not his cup of tea and therefore he must resort to split thrust, leaving the enemy team to a numerical advantage.


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

Furthermore, your best bet is to invest in an early pen item. They will be building tank items, so you need some pen if you want to kill them.

Brand has good objective control, so prioritise taking those objectives when you can.

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


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


Play safely in the game early. You need time to come online and if you fall behind, you'll have trouble in the line and you'll delay your first major power peak. Focus on electric farming and minimize trading up to your level 6. Once you unlock your Ultimate R, you can start to be more aggressive. Once you're level 6, you can look at playing more aggressive than you can use your Ultimate R as a trading tool and something to come back on.


At level 16, Ashe will have 3 points in her Ultimate w. It will also be on a much lower cooldown (on a cooldown lower than the enemy will think). This allows her to get surprising choices to win the late match for her team. In the later parts of the game, Ashe will be at the maximum or almost max build. Its damage release will be incredibly high if she can 1, poke the enemy with her y, 2 activate her Q and 3, kite in the fights of the late game team.


At that time, it will have its first significant enhanced capability. This allows it to gain a lot of team combat pressure, and now it can take regular fights. Another point in its Ultimate m will allow it to flatten a lot of coherent DPS and use the ability quite frequently. At level 9, its will be maximized outside. This will allow it to release waves in a jiffy and inflict tons of damage to the targets affected by it.


Once Lucian unlocks his 3rd stage Ultimate R, he will be able to bring tons of constant damage, especially to low health targets. This will make it easier for him to break up enemies. Lucian will have access to several articles during this stage of the game. He will be able to both support himself, as well as provide high amounts of constant damage. Lucian Q and E will be maximized during this stage of the game. It will allow him to systematically and will allow him to reposition himself frequently.


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

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

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


During the average game, make sure you are not ADC'ing regularly. Clean up kills when possible, but don't get too close to the other heavy CC champions, you will definitely get killed. Use your E carefully in this phase of the game. The goal is to make sure that you are never taken out of sight by a skill shot that has the potential of CC you. Your W will come in very practical during this phase of the game. Stay in the backline and keep hitting the enemies until your team all-in. Once the battle is over, go for cleaning kills.


After level 6, you will need to use the brushes and your d to leave him in bad health for an all-in with your h. If you are in a trade, you have to consider and be aware of his shield bar, and also not commit to it completely until he uses his W, because he can turn the tide of a fight. Push aggressively and look for trading windows up to level 3, then step back and let the wave push towards you. In this time, you should resort to spamming d to inflict damage to Mordekaiser. Mordekaiser's weakest point is at level 1 since he does not have his abilities and cannot stack his Passive reliably, so you can allow yourself to extend the trades with him to a degree.


Working with your Jungler and see if you can secure some peaks around the map. Getting a murder is good, but you can also try to force the enemy to remember. You are extremely fragile and you will probably die if you are taken out, so make sure you use your E with discretion. Your Ultimate R will be on an extremely short cooling now so use it as much as you want to help your teammates.


Nocturne is a great assassin who can spring out on anyone who walks alone around the map. This makes his pick potential incredibly high.

Has a fast and healthy clear. This makes him a Jungler who can hold their own and farm up a storm and get their item and level power spikes relatively fast.

Nocturne is easy to learn and doesn't take hundreds of games to learn like some champions in the game.


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


As Kennen is a varied champion, when playing as a melee champion, don't let him shoot you down with his 1 or base attacks. Be prepared to sacrifice some CS for XP. Kennen has a versatile building path. Keep an eye on where to build it and build items to counter accordingly.


Zeri’s first power spike is at level 3 when she unlocks each of her basic abilities. She will be relatively strong at level 3.

Her next power spike will generally be once she unlocks her first component item as it allows her to go for more favourable trades with the enemy laner.

At level 6, Zeri will unlock her Ultimate R. This is a good spike for Zeri and it will allow her to win all-ins even in the hardest of matchups.


Most Sona’s will run through their mana incredibly quickly through poking and providing heals. Capitalize on this by looking to fight her when she has no mana available.

Sona is incredibly vulnerable in the early game. Before level 6, try to abuse her as much as possible. Once she is level 6, her kill pressure increases as her Ultimate R is a great duelling tool and has great gank set up too.

The best time to play aggressively is when Sona overextends to get stacks on her Spellthief’s Edge. When she is overextended, try to play aggressive and burst her down when she’s positioned forward.


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.


Rammus’ early game is really weak. He has an unhealthy first clear and cannot fight the enemy Jungler if he gets invaded. Avoid fighting in a 1v1 in the early game.

Relies on his allies to follow up when he ganks them. As he lacks damage and is a tank, he can only do so much and relies on his allies to dish out the damage.

Unfortunately, as we’ve discussed, Rammus lacks damage. This means if his allies are behind, the likelihood of you winning fights will be reduced. While you’ll be tanky, those tanky stats will mean nothing if your team dies really quickly.


Teemo will place Shrooms t around the edges of the lane. Avoid walking to the side of the lane and only walk the path your minions take to reduce the damage taken.

Focusing Teemo down is a great way of winning this matchup. He is super squishy and easy to kill if you play around his t.

Playing around his t is very important. If you don’t, he is going to outtrade you every time. Bait it out and then play aggressive while it’s down.


This champion is pretty immobile and is prone to CC. If they get caught out by any CC, they will probably die.

Has less carry potential compared to a lot of other Supports. Nami relies on her team to carry while she provides them with heals and shields.

Nami is a squishy champion with low hit points. This makes her pretty vulnerable and easy to kill. Picking your fights and avoiding constant trading is key to winning.


Level 11 is not too suitable because it can only move and play games. It will reduce the cooldown but do nothing else. It starts to come online in the middle of the game. Its burst damage is very important, and it can quickly get choices with its abilities. Its first ability will be maximized at level 9. It can do a lot of damage now, especially when fighting near objective pits or choking points.


Peel for your allies and keep them alive for as long as possible. If you’re ahead, try to take down the enemy backline. If you’re not strong, use your e to peel for your allies.

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

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


The first element will allow it to inflict a lot of damage, and its trading will be highly optimized. It will have to maintain health whenever possible so that it can all enemies quickly. Level 6 is a massive peak and should send chills into the thorns of its enemies. It can actually a-shot any squishy enemy who wanders around. It is a perfect champion of early play due to the serious damage and its ability to take many fights in the river. Its CC and its overall kit allow it to win easily scrambled battles.


Do not fight Miss Fortune and her team inside the jungle as her Ultimate e will cover the entire pathway which will allow her to deal tons of damage to your whole team.

As soon as Miss Fortune channels her Ultimate e, try to cancel it by CC’ing her. If you can cancel it quickly, her damage output will be very low.

Do not group to close together as Miss Fortune will be able to hit your whole team with her Ultimate e. Splitting up isn’t a bad idea when trying to team fight.


The first item purchase will make Zed a mortal champion to manage. It should seek to wander other ways and clean kills on low-health / surstaying enemies. Level 3 is a decent power peak because Zed will now have access to its global burst combo. It can quickly go for short exchanges and runes with these abilities. It can spam them quite quickly as well as it is not dependent on the mana. Level 6 is a significant power peak for Zed. That's where it unlocks its full potential and can make games and movements to make enemies wonder what it was. It should also be able to dive low-health enemies and escape unharmed.


Rakan has a strong level 1. Watch your positioning as he may look for an aggressive play at level 1 with his W and force you to blow a Summoner Spell. Similarly, watch out for his level 2 all-in.

When Rakan has purchased Mobility Boots, his roaming potential increases substantially. Ping whenever he goes missing as he is a very good roaming champion.

Rakan is really good in the mid-game and in team fights. Expect him to engage as soon as somebody walks out of position.


His W is almost useless against you, because only your d can be blocked by it, but he can also save his death by having him almost always out of the water down. Try not to stay close to your minion wave, because Yasuo can use it as a way to close the distance and make trades favorable for him. Let Yasuo push the wave to levels 1-5, because he can't really trade you under turn unless he has the help of the jungle, and use these windows to make it fall using your d and self-attacks.


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

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

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

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


Once he has obtained two points in his Ultimate R at level 11, his ability to assassinate his targets and escape unharmed will increase considerably. As long as he uses his abilities correctly, he will have an effortless time to resume the game. Kha'Zix Q is his main damage capability that will be maximized at level 9. He can practically squishes at a shot at this point, especially if they are isolated. He will also allow him to clean Jungle camps quite quickly.


Focus on the backline and try to get them out of the fight. Focus on your other front line champions. As a top laner, you need to make sure you don't give up your team during all the ins and leave them behind. Remember that you're immune to CC due to your Ultimate k and not your team. Make sure you're still on the side of the map that the next main goal is safe. This will allow you to work with your Jungler to secure the choices and negate vision around this area. If you get a choice on the Jungler enemy, your team should easily win the game.


It is an agricultural matchup. Focus on agriculture and just harass with your abilities. Stand outside the minion wave at all times. They will try to push, and by standing out of the wave, you force them to choose between using mana on the wave or you. Investing in early boots can help you avoid their skill strokes and make the laning phase less stressful. Be prepared to sacrifice CS for XP and health.


Focus on agriculture and scaling. Kennen needs time to come online and if you go for a bad trade or fall behind, you will fight to be useful later. If your bot track turns to the upper side after getting the first lap, turn to the lower lane and start on the farm instead. Use your range and energy advantage to get an early lead. Try harassing the enemy champion as often as possible.


In the last game, Brand will be close to full construction. This is a significant power peak for the brand as its damage release should be incredibly high. However, it must make sure that it is not caught in the last game or otherwise it has no damage. At level 16, Brand can put the third and final point in its Ultimate R. It will be able to deposit a lot of damage on the enemies grouped in the late game team fights. Note that while you will have a lot of damage, the enemy team should have started building defensive elements to counter your abilities. Try to blow up targets that are squishy or lack defensive statistics.


Use your E with extreme caution in this way, as the enemy will try to gank you if you are too pushed up. Ward around properly before doing anything. Once you get your Ultimate R, you should have much more efficiency in the enemy duel. An excellent way to bait the enemy will be to first let the wave push, and then as they are on the point of everything within you, you use your Ultimate R on them and bring them into your turn. Then you can E them and kill them. This should be quite easy to execute, given the length of the track.


Watch your flanks and avoid walking through unwarded territory as Syndra has great setup with her Q and E combo.

Do not let Syndra poke you down before a team fight occurs. Her goal will be to harass as much as she can before looking for a pick. Engage as quickly as you can so she is unable to poke you down.

Avoid fighting inside the jungle or around an objective as it will make landing her E and getting a multiperson stun easier. Fight in the open when possible and avoid grouping too closely.


Yone is incredibly mobile in lane, but if he uses his E, you can abuse the cooldown (after he’s returned) to play aggressive and poke him down. This will make it harder for him to survive a trade or trade back with you.

Avoid chasing too far when Yone uses his E as he will always return to his original spot.

When playing as a ranged champion, try to use your range advantage to harass and poke him down. Try and stay far back though so he is unable to get onto you very easily.


Early on, make sure that you are in complete control of the lane brushes. Try to land your t from out of vision for maximum impact.

Your e should be used to block off the enemy's escape. Play a bit more aggressively since you have your Passive to save you from dying immediately.

Once you get your Ultimate m, you should have an easy time bursting down enemies with your ADC. Use the lane brushes and combine your e with the ability to block off the enemy's escape.


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.

Fizz is really good at getting picks with his Ultimate R. Look to catch out enemies who are alone or who are too far forward.

Look to fight anybody who tries to stop you from split pushing or farming in a side lane. You’re a strong 1v1 champion and as long as they’re not a tank, you should be able to fight them.


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

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

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

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


Yasuo is really strong once he has 100% chance of writing. Thanks to his passive, he can arrive at this stage quite quickly. Once Yasuo is level 6 and unlocks his Ultimate R, his pressure to kill increases. You should play respectfully whenever his Ultimate R is standing as he can quite easily kill you. Yasuo is really good in team fights if he is chosen in a team with several knock-ups.


Yone will get two points in his Ultimate R at level 11, which will be a massive peak of power for him. It is mainly because he can easily remove enemies during this game phase, especially from the fog of the war. At level 9, Yone will have his first maximum ability. This means that his trades will improve considerably, and he will quickly snowball the game if he manages to get a few dead early. Yone is really good during the team fights because he can choose several targets with his Ultimate R. This will make it very important for the enemy to keep an eye on him, otherwise he can easily Ultimate R several people from the fog of the war.


Taric will have his Q maxed at level 9. This means that he will heal up a lot during a fight as long as he has enough mana to constantly use the ability.

At level 11, Taric will have two points in his Ultimate R. This means that he can use the ability frequently, which will make him quite powerful in team fights.

At level thirteen, Taric will have two of his abilities maxed out. This means that he will excel in team fights and will be successfully peeling for his carry.


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. Do not fight him post 6 unless his Ultimate e is down.

Darius can start to gank as soon as he hits level 2. Keep an eye out as he may try to pull off a cheesy early gank.


Brand will look to hug the bushes in the bottom lane and try to attack you when you move forward. When playing as an engage champion, target him as soon as he moves forward to poke.

Don’t let Brand harass you for free. Try and stand back and out of range of him so he’s unable to attack and harass you with his W. Ensure that you remain healthy otherwise you’ll never be able to fight him.

A good time to fight Brand is when he’s out of mana or has an ability on cooldown. This will make trading much better for you as he will not be able to dish out a lot of damage (or possibly stun you if his Q is on cooldown) as he’ll have 1 less ability to use.


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


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

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

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


Akshan can look for an early aggressive play once he unlocks both his Q and his E. He can look for an aggressive play if he has been able to bully the enemy down at level 1.

One Akshan has backed and picked up his first component item, his damage output and ability to trade increases. He should look for aggressive plays once he has brought his first component item.

Level 6 is good for Akshan. This is because he unlocks his Ultimate. It can help him secure kills and execute the enemy laner.


Kayle is weak early on; hence she will have to depend on her Q for most of her poke and farming in the lane. This is the phase that needs to be played very carefully by Kayle.

Her level six is a massive power spike due to her ranged auto-attacks. This will allow her to play more liberally and let her play the lane more safely.

Kayle's first item will help her a lot with trading and farming. This is really helpful for her and will help her scale up quickly from now on.


Before invading, make sure that you have your passive stacked so that you can win the trade. If they invade you, be ready to fight, but only do so if your passive is stacked and you can win, otherwise just step back. Post 6, they win the 1v1 as they are stronger when their Ultimate is in place.


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

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

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


Avoid going for prolonged jobs in this matchup as they will usually win them. Their level 6 is stronger than yours. Keep this in mind when you fight the position 6. Remember if you are weak. Focus on the steering and limit fighting early on. Wait for you to have some items so you can match their automatic attack damage. Keep the wave closer to your side of the map early on. It will help keep you safe, and they are still and you can capitalize on it with your Jungler.


Look for constant skirmishes with the enemy to gain health or kill lead. Keep the minion wave closer to your side of the map in early play. This will allow you to hunt and all-in-the-enemy when they walk to the farm with your Q. Once you are level 6, use your strength to fight the enemy and go for a kill. Your Ultimate R is an excellent duel tool and can help you get a lead in the way.


You will want to avoid getting poked out in this matchup. Watch out for barrells in the brushes as well.

Keep a close eye on his Ultimate usage. If he uses it in some other lane, you will have an easy time all-in'ing him.

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

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


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


Use the track brushes from time to time to make sure the enemy is forced to stay away from the brushes and the minion wave. Your E must be used very carefully in this matchup that the enemy can easily use their Flash to put you in a compromising position in the middle of the E. Staying parallel to your support is the way to leave. Once you get your Ultimate R, you will be able to make sure that you can wander and choose to kill all around the map. This will make you a nuisance for the enemy team.


The CC'ing is of paramount importance. Use your Q to knock it out when possible. Once it is CC'd, beat it. Pay attention to the reduction of early healing of its end in this matchup. Do not do it can allow Lillia to surpass you. Lillia will tend to you and your allies at a distance and then ult and go to kill it. You can use your Flash, or the fog of war to go for the enemy team in such a case. In this way, your team can deal with Lillia as they wake up while you can use your abilities to land the enemies. Keep the wave near your turn and focus on agriculture. Remember to stay away from the ground as it can let her splash her E.


Always keep an eye on what Ultimate Sylas has. If her Ultimate R is a very strong Ultimate combat team, try to wait for it to cool down before forcing a fight. Look at the flanks as Sylas will often try to flank a combat team with her E to get started. Make sure no one in your team is standing too much before or out of position as it can allow Sylas to choose them with her E and start the team fight.


Camille can't really start trading too well up to level 4. Once she unlocked all her abilities and has several points in her Q, she can start trading. Camille next peak of power in the track is when she unlocks her Ultimate R. He offers her a lot of pressure to kill and is good to set up her Jungler. If you can't make use of her in your own way, you could wander with her to help your allies. Once Camille has finished her first component, her ability to trade with the enemy will intensify.


Install the vision on its jungle camps rather than in the inner lane bushes. Evelynn will seek to execute someone before a team fight or objective spawning. Do not move around the map alone whenever a major goal is about to spawn. Stay in the team if possible. Keep track of Evelynns Ultimate R. When it descends, it is much less mobile and cannot escape the skirmishes without using its Flash.


A good Camille will be able to play around her Ultimate R consistently. Once you have a second point in it, you should be able to get more kills with it. Make sure you constantly look for plays whenever your Ultimate R is up.

At level 9, you will max out your Q. At this stage of the game, your 1v1 potential is incredibly high. Don’t be afraid to look for 1v1 fights.

You will have multiple items completed in the mid-game. After your first item, you will be a lot stronger, and when you have 2, you will be a fierce opponent.


When Brand has reached level 3, it will be able to activate its liability for maximum damage as it will have access to all 3 of its basic capabilities. Brand, second power peak is once it unlocks its Ultimate R. It will offer it a lot of additional damage and will help it blow up any support or ADC squishy. Once Brand has picked up the first element of its Mythic, its damage output will increase sharply. You will see a significant increase in damage with more items and more points in your W.


His Q poke is powerful during the early game. Depending on the build, the poke amount will vary, but it is his most reliable poke spell in the lane.

Once he hits level six, his kill pressure skyrockets. He can now use his Ultimate R to CC enemy champions and then work with his Support to layer CC on the said target.

Varus' first item is going to give him a huge power spike. This simply means that his burst damage combo will do a lot of damage and can completely destroy any immobile or CC'd carry.


Riven will try to divide the thrust when there is no team fight. Make sure that someone who can challenge it is sent to prevent it from pushing. Avoid fighting it in the middle of the game, but unless you are stronger. Teamfighters will be difficult for Riven because it is subject to CC, disengagement and gets kitted by the champions easily. To make the team fight easier, she will probably flanculate or Flash to engage.


Nasus has crazy damage at the end of the game if he was able to get tons of piles with his Q. Is an easy champion to pick up and understand. His game plan is pretty much the same in each game too. Nasus is a very good split pusher and should seek to divide the thrust and open the card during the later parts of the game. It can be incredibly difficult to stop if he is ahead.


Jayce is really good at bringing down the enemies with his combo w > s. He can even targets at a single shot if he is well ahead of the enemy team. This will allow him to create an advantage for his team before a major fight. Once Jayce is complete, no squishy enemy target in the game is sure. That's because he can easily blow up the enemies with his combo w > s. Sometimes, a single combo is all it takes to kill a target (such as a squishy support, for example). Jayce will not point to level 16 either because his Ultimate G will not provide with much raw statistics, what the ultimate champions offer them. He will always have to rely on flanking and use the fog of the war to bring down the enemies. The more the number of enemies affected, the better it is for his team and him.


After your bot track has moved to the medium track, turn to the bot side of the map or somewhere on the map so you can continue to grow and win XP. Flank in team fights with your W and E to get up on the enemy backline easily. Make sure to be close to your team at all times so that you can get in the quick fight. As you are good for getting choices and killing isolated targets, try to ambuscader and assassinate enemies who are alone or walk around Summoners Rift alone. After killing someone, make the call for a nearby goal.


Your Ultimate y is an amazing tool that can deal damage and CC the whole enemy team if you’re able to hit them all with it. This makes Amumu an incredibly strong team fighter.

Amumu’s build path is incredibly versatile. Does your team need a tank? You can build tank. Does your team need AP? You can build AP. If you’re ahead, you could go for a full AP build and blow up the enemies.

Thanks to having 2 ss, you can look for aggressive plays in the lane and start a snowball. Wait for the enemy to disposition and then go in!


Be cautious around the minion wave as Yasuo will often use his E to dash through the minion wave to get on to you. Stand outside and away from the minion wave at all times.

If you’re playing as a ranged champion, try to use your range advantage to harass and poke him down. Do not over-commit to doing this though as he could look to turn the exchange around.

Playing around Yasuo’s Windwall W will make killing him a lot easier. If you can, try to bait this ability out before committing to the all-in.


Xerath has a very reliable wave and grows thanks to its low cooling capabilities and kit. Avoid taking unnecessary damage by standing outside the minion wave when it uses its capabilities. Watching to trade with Xerath when its 2 or r is on cooldown. When it does not have any of these capabilities, it is incredibly vulnerable. Mixing this with its low mobility- it is easy to pick up for any attacker. Avoid roaming if Xerath is in the way as it can push the way very quickly while you are gone.


Keep ganking and counter ganking when possible. Your presence makes it very hard for the enemy to escape as they can't go near terrain.

Work with your Support and invade the enemy Jungle when possible. This will allow you to easily set vision around, as well as get some picks.

You will want to make team fights unfair by picking off enemies when they are overextended or are playing carelessly. Try not to go too far away from your team while doing so.


Warwick will put the third point in his Ultimate R. It will be on a low cooldown and will be a great tool at picking off the enemy in the late parts of the game.

Warwick will be very tanky in the late game so he will be able to soak up a lot of enemy damage.

At level 14, he would’ve maxed 2 abilities at this stage of the game. This is a significant power spike for Warwick.


Malzahar has great selection potential with his Ultimate R Picking a champion could win you the game! Malzahar has a shield that will protect him from incoming damage. This increases your survival in the lane. He can win a team fight alone if he can choose a key target with his Ultimate R.


Once Renekton gets two points in his Ultimate t, he will be able to run the enemies with ease. The best effect will be seen during the fights around the bottlenecks, however, as the enemies won't be able to escape easily. Renekton will have several articles now. This means that he will be inflicting a lot of damage to his enemies while simultaneously tanting a lot of damage. Any enemy who gets caught by him will undo himself and probably die. Renekton is decent in the middle of the game, but he should focus on the end of the game during this phase of the game itself. Taking as many team fights as possible and getting rid of the enemy rear line is his condition of victory.


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


Split push during the mid-game and try to secure side objectives. Avoid grouping when your Ultimate h is down.

Group with your team when your Ultimate h is up. Rotate from the side lane to wherever your team is and look for a pick with your Ultimate h.

Peel for your allies in team fights. As you’re a tank, you’re rather weak unless your carries are alive. Thus, keeping them alive is key in team fights. Be prepared to peel for them when necessary.


Graves is a good early game skirmisher. Make sure you invade and try to fight him and set him behind.

You are a good counter-ganker. After Brand has gone in, try to counter-gank him as you can easily turn around his ganks.

Playing around your Ultimate is very important. Look to gank whenever your Ultimate is up.

Your objective control is pretty good. Make sure you solo them as often as possible to get your team ahead.


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

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

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


Teemo is going to be annoying to deal with in the early game. Just be patient and watch your positioning.

At level 6, Teemo’s going to be planting tons of Mushrooms t around your lane. Watch him at all times, and obviously stay away from them.

At level 11, Teemo will once again peak as he will have access to more Mushrooms t. At this stage of the game, he will have also be placing them all around Summoners Rift.


Extended trades are going to work heavily in Tristana’s favour if she has placed her E on you.

At level 6, Tristana’s kill pressure increases as her Ultimate R can deal a lot of damage to you in 1v1 trades. Her Ultimate R is also versatile and can be used as a self peel tool.

When she hits level 9, she would’ve maxed her first ability. Her 1v1 potential will be much higher from here on out.


Lulu is strong at level 6 because its Ultimate R provides tons of utility and increases its ADC survival. Once Lulu has finished its first item, its protection and shielding capability will increase considerably. At this point, it will also make a significant amount of damage during trading. Lulu is very good in team fighting as she will build items that fill her team. Try to lock it up with CC or kill her when she goes to the room so she can't affect the team fight.


Yasuo gets a huge peak of power at level 6. It can now focus on trampling the enemy with its tornado r and then use its ultimate R to finish the weak health target. Track brushes should help significantly when it comes to landing this capability. Yasuo will win a small point each time it puts an additional point in its r. It improves its rpoke damage, which allows it to look for all in once it reaches level 6. The best time to go for an all-in is when the primary form of CC of the enemy is in decline. Once Yasuo gets its first element, it will get a significant increase in its duel potential. This means that it can easily catch up and kill any over-stretch or still target.


Distinguish yourself from the wave of minions as much as possible. This will force the Xerath to choose between pushing and pushing you. Correspond to its thrust power. Try not to let it push you into your turn. This is a farm game, so focus on agriculture and stay alive. Take care of its E. try to stay within maximum reach so it can't land on you easily.


Very effective long-range poke and passive supply agency. Its poke also allows it to heal with its Q, so it is really good against poke. Its W can allow it to CC a whole group of enemies with the greatest ease. This ability becomes very powerful when it fights in closed spaces. Its E can allow it to sneak all a team through an unrewarded area and to surprise an enemy team.


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

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

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


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.

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.

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.


Malzahar isn’t very strong in the early game. You can abuse this by poking him down and forcing him to recall early.

Once Malzhar hits level 6, his kill pressure increases thanks to his Ultimate R. Make sure you keep the river warded so you can spot his Jungler before they gank your lane as Malzhar isn’t really able to kill anyone alone.

Once Malzahar gets an item, his ability to push the wave will become obnoxious. Try your hardest to push the wave back as much as possible so he is unable to roam for free, or take your Tower early.


Try using the lane brushes and go for short burst trades when the enemy has an ability down. Don't overextend in this lane else, you will end up getting killed due to ganks.

If possible, ask your Jungler to gank you early on a few times. If you manage to accumulate a lead, you should quickly take over the game from there.

Getting your form is going to be massive for you. Depending on which form you get, you should increase your fight frequency accordingly. This will help you snowball the game quickly.


Sion can surprise targets that are walking around Summoners Rift alone by waiting in a bush and using his Q to take them down. Avoid walking in areas where you know Sion has been so its harder for you to get caught out by him.

Kite and disengage is Sion’s biggest threat in a team fight. Try to keep him away from your team so he is unable to get a good Q knockup.

Avoid grouping and fighting in the jungle as it will allow Sion to either get a really good knockup with his Q or get a really good Ultimate R off. Group together, but do not stand on top of one another so he is unable to get a multi-person knockup.


Focus on early agriculture. You need time to come online, and you just need to focus on getting gold and XP. However, if you find an opportunity to sow or counter-gang nearby, don't be afraid to take it. If they invade you early, just back; you don't win early skirmishes with them. Try to secure these major goals when you can, as you have decent objective control.


The third point in his Ultimate R will make Volibear almost unkillable in significant fights. It will also let him get easy team fight wins in choke points.

Volibear is going to be really tanky during this phase of the game. He can serve as both an engager and a peeler for his team, depending on what his team needs the most at this point.

Volibear's pick potential is really high during the mid and late game. This is due to the shorter cooldown of his Ultimate R. He should always try to kill enemies who have been caught off guard.


His early game objective control is phenomenal, especially if his laners have lane priority. He needs to avoid showing up on the map early on, though.

Level six is a significant spike for Master Yi as he can now gank and clean up fights reliably. His e usage will determine if all-ins are successful or not.

The first item is a good spike for Master Yi as it gives him increased damage. It will help him with clean-ups, and his Jungle clears.


When you try all the enemies with your Ultimate t, note your portages. Your job will be to fall back and peel for them if they are not sure enough. Depending on the construction you go for, you will have different jobs in the team. If you go for AP, focus on the backline, otherwise, focus on maintaining the enemy front line out of your team. If the enemy is in a group, watch to group with your team too.


When Morgana gets tired, if she misses her Q, she's basically useless and the gank will fail. This makes it important for you to pose your Q. If you don't use your E correctly during fighting or in team fighting, you will get killed (or your allies will get killed).


If you play as an early game champion, try to get an early advantage to reduce his scale. His Root E will only trigger on the first enemies he hits on his return. Stand by your Caster Minions and walk forward when he throws him so that the minions get CC.D and not you. At level 6, his pressure of death and survival increases. Unless you have the advantage, turn off as soon as he activates his Ultimate R.


The second point in its Ultimate k will give it another peak. It can run enemies frequently now that the cooling of capacity will be reduced. Olaf will have its basic elements during this phase of the game. It will increase its damage and survival in the game a thousand times. Its first ability will be maximized to level 9. This means that it can hunt enemies quickly, and it will hit enemies like a truck.


Once Karthus has his Ultimate e, he can impact the map regardless of his positioning. Whenever you’re fighting the enemy, always take into consideration that he may use his Ultimate e to finish you off.

The more AP and the more magic penetration Karthus gets, the better and stronger he will be. Try to shut him down or constantly invade him to reduce his gold income.

The longer the game goes, the stronger Karthus is going to become. Ensure you put him behind in the early game to make him less useful as the game goes along.


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


Kayn is a heavy jungler skirmish. Look to fight and duel people often in early play. Get your transformation as quickly as possible. Whatever transformation you want, you need to get it as quickly as possible. This can be achieved by fighting often. Kayn has good objective control. Try to secure the goals as often as possible in early play.


Shen gains global map pressure when he unlocks his Ultimate R. Track it and play accordingly as he may influence a gank or fight in a lane once it’s up.

His ganks post level 3 are quite good when he has unlocked his taunt E.

Shen’s pick potential in the mid-game can be quite devastating to play against. Avoid getting picked off or letting him Flash E on to anyone.


Group in the late game and stay with your team. If your team is good at team fights, stick with them.

If your team isn’t ahead or not very strong, you could try to split push and draw the enemies attention while your team sieges an objective elsewhere or does the Baron.

Kassadin is very good at getting picks thanks to his Ultimate k. Look for picks in the late game to get your team ahead. Capitalise on the numbers advantage by pushing and taking objectives afterwards.


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

His mid-game is not as weak as his early game because he will have his core items and can use his Passive pretty well. He will also be a part of many objective fights, allowing him to land a multi-man e stun on the enemies.

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


Even though she will be playing the Support role, Ahri has great burst and pick potential on targets that are moving around the map alone. Make sure you group and avoid walking in areas that are unwarded when you know Ahri’s been nearby.

Ahri is incredibly vulnerable when her Ultimate is down. Forcing fights when it is down will make it difficult for her to fight, trade and escape a team fight.

Be on the lookout for Ahri’s active items as she will use them to isolate and take down slow and immobile champions.


When Yorick reaches level 6, he becomes so strong that he can 1v2 in some situations. Killing his Maiden R is your main priority when it is activated. While she goes up- avoid fighting him directly. Once Yorick has finished his first element, his damage release will increase. According to the matchup, Yorick can start playing super aggressive after he has finished this article. Yorick is pretty good in the middle of the game and he will seek to divide the thrust during that time. You will need to prevent him from separating by pushing otherwise with the help of his Maiden R, he will take goals for free.


Syndra is really powerful during the middle of the game because it can dry a lot of damage to the squishy enemies. It can easily set up death brushes as well. Several points in its Ultimate R will allow it to explode enemies with ease. Enemy squishies will have a difficult time to deal with Syndra. Its first ability will be maximized at level 9, and it will dry a lot of damage regularly. It can also inflict a lot of damage if it is sitting somewhere out of sight.


His early play is terrible, and he should avoid fighting for longer periods during this game phase. Focus on the scale and get your first element. Level six is a decent power peak. It allows Vladimir to release his burst combo and develop a decent amount of pressure to kill in the way. It will allow him to impact the fights quite easily from now on.


If Ivern has the opportunity to steal your level 1 buff, you will fall early. Prevent this by placing pupils in the river at 1:25. Once Ivern reaches level 6, it unlocks Daisy R. This increases his ability to gank and power on the map. Try to delay his peak of power by flying his camps and counter the glove if necessary. Ivern usually strikes his peaks of power between 11 min and 20 min when he strikes his peak of power of 2 items (Redemption and Ardent). Always consider his Redemption by trying to kill the enemy.


Consider investing in healing reduction items or capabilities to counter the maintenance of Sona. This can help reduce their ability to heal and trade effectively during skirmishes and all-in. Keep the minion wave closer to your side of the map. This encourages Sona and their ADC to extend, creating opportunities for your gank jungler and potentially secure kills or summons spells. Enjoy the windows of the opportunity to detach from your ADC and harass Sona when they have used one of their abilities. This disadvantages them in trades, as they have less ability to exchange effectively.


At level 16, Fiddlesticks will put the third and final point in his Ultimate R. As long as he can get the channel off, he will be very good in the late game.

Teams will continue to group in the late game. This will allow Fiddlesticks to get a lovely amount of damage down to the whole enemy team.

While you’re good in the late game, you’re incredibly squishy. Lookout and be cautious when trying to get a good Ultimate R off so you don’t get killed before a fight breaks out.


Just try to go for all-ins with your Q and E from lane brushes when possible. The goal is to stay out of vision and catch the enemy off-guard.

Once you get your Ultimate R, you will be able to set up plays from a long-range. Just make sure that you time your second Ultimate R proc properly.

If the enemy team is heavy on CC, make sure that you use your W on time to completely negate the CC and carry on with your all-in.


Varus is good at level 6 thanks to his Ultimate R. It has good pick potential and good gank setup.

Varus is great in team fights thanks to his poke damage and the pick potential from his Ultimate R. Be on the lookout for aggressive plays and don’t walk too far forward in team fights.

At level 9. Varus will max his first ability which is usually his Q. At this stage, his poke will be really hard to deal with, so make sure you dodge it!


Rek’Sai is good at picking players off during the mid and late game. Avoid walking around Summoners Rift alone as she might just target you.

CC or burst Rek’Sai down as soon as she engages with her E. This will make it incredibly hard for her to dish out damage or escape after going in.

Rek’Sai struggles in 5v5 team fights, so try to force them instead of splitting up and playing alone. If all 5 of your allies are grouped, it’ll make it harder for her to engage safely without dying.


Post 6, stand away from her ball at times so she cannot use her Ultimate on you.

This is going to be a farming matchup, especially in the early game. Focus on farming and limit fighting until you’ve got your first item.

Stand away from the minion wave at all times so they cannot push and poke you at the same time.

Match her pushing power as much as possible. Avoid letting her gain a lead from pushing you under your tower.


Draven's beginning game is solid. It can come out of the trade most of the lower track champions because of its g. You have to look for fights in the beginning of the game to cash in your Passive. Draven's level 6 power peak is powerful. Its Ultimate t can be used during the skirmishes, unlike some ADC's such as Caitlyn. Commit to all-in if you have a slight advance so that you can, once again, cash from your Passive. After Draven's first return, it will be able to get out of the trade the enemy trailers because of its g. Regardless of whether the enemy ADC has taken the same items as you, you will always win a fight. A good Draven is not afraid of the enemy- keep this in mind.


In lane, always make sure there’s a minion between you and him at all times to make it really difficult for him to land his g.

When playing as a ranged champion, try and abuse your auto attack range to poke him down and gain a health lead. Do not over-commit to poking though.

If you’re playing as a utility Support, try taking Relic Shield instead of Spelltheif’s Edge to make the laning phase safer.


His level eleven isn't too good since it doesn't give him a lot of stats. The Ultimate e in itself will be handy, though, and Tryndamere can use the lane brushes to catch the enemy by surprise.

Tryndamere is really good at split pushing due to his kit. It allows him to 1 v 1 targets with ease while also ensuring that he can escape in time should the enemy team decide to collapse on him.

He can pretty much duel any enemy during this stage of the game. This is quite a boon as he can make multiple enemies come to him while his team gets objectives.


Her level 16 is not too powerful for her because she does not get anything out of it. It will allow her to engage in the fog of war now, however. It will also allow her to defend her teammates from adverse situations with ease. Now that she has several articles, she will be really great and will be able to inflict tons of damage to enemies. Her defensive statistics will allow her to survive situations all in as well. Her r is solid during this phase of the game. A couple of spears can easily cut an enemy, and this ability will also allow her to take neutral goals with ease.


Singed will often look to proxy the first wave between the two towers setting up huge early pressure leading to gold and experience leads. Singed can’t fight both you and the minions simultaneously, so escort your minions as they walk to lane to force him to walk back to lane.

If Singed is able to proxy farm you, just let the enemy minions hit your Tower and focus on farming what you can. Do not lose tons of health trying to tank the minion wave.

Do not chase Singed. Chasing Singed is a bad idea as his l deals a lot of damage if you’re in it for too long.


Extremely weak when she is CC-D as she can't use her dashes and can be killed easily. This allows the enemy team to take her before a major fight or when her e is on cooldown. Too steep of a learning curve, which makes it very difficult for new players to master this champion. Efficiency is reduced if the player can't cancel the automatic attack animations. Very difficult for her to return to the game if she falls behind early. Very useful for the enemy team to spoil her when she is pushed up or dive her when her r is on cooldown.


If you are able to shoot down the enemy Mid, ADC or Support, you can use their death timer to finish the game or take a major goal. Group with your team in the end of the game. Do not push them or leave them alone when the enemy is grouped as 5. If your team engages, they will lose the fight.


Extremely vulnerable when her E is down as she can be an easy target to CC at that point. If she uses that ability carelessly, she will die a lot of times in the lane, as well as during team fights.

Improper positioning or aggressive usage of her Ultimate R can get her killed on multiple occasions. This can allow the enemy team to bait her in and get rid of her pretty quickly.

If she is set back during the early game, she won’t be able to come online as fast as her counterparts. As she is extremely item reliant, she will need to be peeled for as well.


This is the period of the game where you will want to work with your Jungler to get spikes on the enemy champions. This will allow you to avoid a lot of skirmishes and will put the enemy team back massively. Roaming and helping your other drags secure peaks is crucial to winning the game. Make sure you are all that if you have your allies nearby. Otherwise you will just die. During neutral combats, goals, you must zone the enemy out of the objective pit. If they get closer to you, use your Ultimate m to stop the enemies in their track.


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

Be proactive with your Ultimate. Force ganks with your R!

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

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


Kog’Maw is weak in the early game. You can abuse this to get an early lead or blow his Summoner Spells.

At level 6, Kog’Maw will have an easier time poking and trading thanks to his Ultimate y. Take care when trading with him, and try not to let him burst you down.

Kog’Maw benefits from extended trades once he has a few points in his e. Do not go for extended trades with him unless you have an advantage.


Two points in his Ultimate R will allow Senna to significantly impact the team fights in the game. The release of damage, with the shield, is perfect for winning clutch team fights. At level 9, his Q will be completely exceeded. This will allow him to inflict massive amounts of damage over a concise period of time while healing several allies during the fights.


Her first major power spike is at level 6 when she unlocks her Ultimate R. Her skirmishing power increases after this level.

The longer the game goes, the stronger she will be thanks to her Passive as she can unlock unlimited stacks.

Similarly, her attack speed can become extremely high in the late game. Try and end the game early so she cannot get so much attack speed.


Jayce will use his range advantage to bring down the melee champions. Be ready to sacrifice some CS for XP when necessary. Although it has tons of poke, it has high mana costs. If you can, try to watch to fight when it is low on mana as it can not do a lot of combo when it is low. Make sure you are still behind the minion wave so the minions block its damage. Do not stay directly behind them as its s is AOE.


Force team fights when Shyvana doesn’t have her Dragon t form so she is unable to effectively trade or fight back with your team.

Shyvana will try to delay a team fight so she can harass and poke you down with her l in Dragon t form. Fight as soon as you can so she is unable to burst you down and from afar.

Shyvana can flank from the side with her Ultimate t and her l. Make sure you have your flanks warded so you can see her before she gets the chance to poke and burst you down.


Stay within your minion wave to avoid being tagged by Kennen's 1 easily. Should it hit, he can follow it up with a t into empowered auto attack for a stun.

After Kennen gets his m, his lethality is greatly enchanted. Should you try to fight without your Passive or above half your health, Kennen can easily counter your E with his m to land his entire kit onto you without a way for you to evade it.

You won't be able to decide where the wave goes in this matchup. However, try and keep the wave near your tower if you can, then you can attempt an engage once Kennen steps too close to harass you.

Be aware that Kennen can use his h to gain a large amount of movement speed. Take this into account when calculating where to aim with E.


The damage caused by Lulu's early play, coupled with the utility of his spells, makes it very dominant in the way. It can cancel all-in-one almost immediately with his W and make sure that the high enemy's lantern is pushed out of the way. Level 6 is a massive peak of power. It will now annoy the enemy by completely denying the assassination and breaking out the attempts at the end of the enemy. It can use the ability to slow down enemies, especially those who are trying to escape from it. The first element will surely help Lulu to get out much in the way. It can spame its capabilities frequently and inflict additional damage to the enemy. The track brushes will help him immediately.


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

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

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


The enemy can try to get away from her to prevent her from getting her E completely loaded, which has not managed to reset her to facilitate an escape. Her E without her Q is completely ineffective during the early match because she has no form of external attack speed on her. If she uses it negligently, the enemy can look for a commitment on her. She is completely useless if she falls behind during the early match. She is dependent on the articles and without them, the game could also be a 5 v 4 due to her inefficiency in the game.


She is very motionless and can be killed easily if she is all-in-one. This can stop her during the early game and force her to play defensively. Her enemies can look at everything as soon as she misses her W, so she has to use this ability quite carefully. She will be more focused on getting her passive batteries in order to be able to carry later in the game. Invisibility E can be easily counterbalanced with a properly placed Control Ward. Her Q costs a lot of mana so and can make her run out of resources if she uses this ability in a carefree way.


Shaco's level one is a decent time to set up his boxes around the lane and catch enemies off guard. Not many Supports will take Sweeper first, so he should have a gala time in the bot lane.

Level 6 is a massive power spike as he can now bait enemies and annoy them massively during fights. He can easily control it from out of vision and make enemies think that it is the real Shaco they are dealing with.

His first item will give him a massive damage boost and enable him to quickly burst down enemies. He can also get multiple kills while roaming around the map.


Avoid fighting around the goals because Viktor has a lot of poke with his y. His Ultimate m also inflicts AOE damage that will help him force you away from the goal. Viktor's work in team fights is poke as much as he can before engaging in the fight. Try to force a fight as quickly as you can rather than allow him to shoot you down with his y and m. In team fights, flancing on the side or creating different angles of approach to go to him. It will make it really hard for him to survive the team fight.


Level six is when Nocturne ends up becoming a global threat to the enemy team. He can easily roam around and get free kills.

His early game laning is quite strong. He can waveclear easily and get on top of enemies quickly.

The first item component will allow Nocturne to duel enemies easily and deal massive damage to the enemy team during fights.


In team fights, make sure no one on your team is too far forward as Malzahar may try and catch someone out of position with his Ultimate R.

When sieging objectives or backing off from a fight, watch your positioning as you may walk into Malzahar’s Q which can be devastating to your health bar.

As soon as Malzhar focuses a champion with his Ultimate R, try to CC him so the channel is cancelled.


Orianna struggles against strong all-in. Try to all-in her when her Ball is far away from her.

Pay close attention to the location of Orianna’s Ball throughout the laning phase. Position away from it at all times so it has further to travel to hit you.

At level 6, stand away from your ADC as much as possible. If you stand close to them, the enemy may be able to CC both of you when they cast their Ultimate d on you.


2 points in her Ultimate R will let her help her to choose targets. Apart from that, she can also use it defensively to escape adverse situations. Her presence in the middle of the game is strong because she does a lot of damage and can quickly heal her team. The increase in the speed of the movement is quite pleasant too. Her first ability will be maximized at level 9, which will allow her to do a lot of damage.


Wait for her to use her W up before looking for an all-in. Else, she might just CC you and kill you.

A good time to look for an all-in will be when her dash is down. She won't be able to escape out this way.

Play around your Passive at any given moment. It can help you absorb a lot of damage and can keep you healthy for regular all-ins.. Try to get to the enemy backline when possible to cause mayhem.

Keep the wave somewhere in the middle of the lane. It will give you enough opportunities to take the enemy down, and set ganks on them.


Your all-in level 6 will be stronger than his. Force her to extend for the farm by keeping the minion wave closer to your side of the map early. Your goals in this matchup are to really just grab her and focus on agriculture.


Make sure you reposition and move away from Katarina’s Blade drops. This will reduce her ability to trade and kill you with her r.

Don’t blindly follow Katarina’s roams or you might get ambushed Punish her by pushing the wave into her turret whenever she leaves the lane.

One of Katarina’s weaknesses is her lack of range. When playing as a ranged champion, whenever she moves forward to last hit, try to harass her with abilities and auto-attacks. Make sure you watch your positioning though so she doesn’t try to all-in you in return.