Just like the middle of the game, the teams will be regrouped during the end of the game. Braum will be very strong in the team fights at the end of the game. At level 13, Braum will maximize his E. He will be able to talk a lot of damage for his litters during the end of the game. At level 16, Braum will put the third and final point in his Ultimate r. He will be on a rather short cooldown that can allow him to start team fights on enemies who are taken out of position.


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


Olaf’s Ultimate k allows him to dodge CC as it prevents him from being locked down by hard crowd control.

Olaf’s 1v1 potential is extremely strong. This makes him a formidable opponent in the 1v1 and makes him hard to play against. Look to play aggressive and fight the enemy whenever possible.

Thanks to his t slow, he can easily chase down any laner or any champion he comes into contact with.


Avoid pushing the wave as much as you can as Yasuo has an incredibly strong all-in and can take you down if you’re pushing. Try to keep the wave closer to your side of the map in the laning phase so he is unable to chase you down and kill you.

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.

Try to space accordingly to Yasuo and his Support. If the Support has CC, try to play as far back as possible. This will make it hard for them to get on to you. Post 6, make sure you’re always in a safe position so they cannot all-in you.


They will not be able to go into the enemy at all if their ADC constantly pushes the wave in the beginning of the game. Can easily be overturned by various champions in the way. Watching your positioning is the key when you play like this champion. Must commit to all in. If you go, you will be in an extended position that could allow the enemy to turn the exchange and kill you.


Vayne will often be left alone to divide the thrust and the farm. While she is away from her team, you could look to collapse on her and bring her down. Do not engage several players to kill her though if she bots and the Baron up. Vayne is subject to CC. Locking up at the beginning of the fight will make incredibly difficult for her to kite, cause damage and win the team battle. Playing around her Ultimate n will be a great way to increase your chances of killing Vayne in a team fight. Force a team to fight one after the other will reduce her chances of surviving in the next.


Zilen's Ultimate t will be a rescuer and will allow him to save key targets during important battles. He will simply have to make sure that he uses it properly (the most fueled target). Zilen will now have several elements, which will allow him to do a lot of damage and use his Ultimate t frequently. The shorter cooldowns will undoubtedly make life abhorrent for the enemy team. At level 11, he will have two points in his Ultimate t. This means that he will be more powerful and will have a lower cooldown at the same time. It will be a massive peak for him.


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


During the mid-game, Bard’s abilities will be on a lower cooldown. His Q will be on a rather short cooldown, which will allow him to look for more picks throughout this stage of the game.

Unfortunately, while most champions spike at level 11, Bard isn’t really one of them. While his Ultimate R will be on a shorter cooldown, it doesn’t deal any damage and will most likely be used to get picks or save his allies.

Bard should’ve picked up a lot of Meeps by now. His Passive and empowered auto-attacks will be very useful at this stage of the game. He will be able to consistently bully the enemy as he moves around the map.


Hit level 2 first and then use your level advantage to gain a meaningful health advance. You are weaker than them each time they have their Ultimate Up. If you are at risk of dying, always remember at level 5 so that you are not killed when they have reached level 6. Think twice before using your dash in this matchup. If you go ahead, they could all of you, or the enemy Jungle could appear. Look what happens on the map before leaving forward. Kassaddin is very good for roaming.


Jayce has the advantage of the range so that he will be able to poke and harass any champion of melee. Keep this in mind at level 1 and 2 so he does not poke you down. Jayce, w s or sw combo is very good to push and bring you down. Stand behind the wave minion so they block the damage of his s. Don, not stand near the wave as his s is AOE. It is very good in team fights.


If you focus on the enemy alone, you can be an easy target for the enemy and perhaps die quickly. By focusing on the closest champion, you will survive longer and keep your portages alive. Make sure that you take them in time and regularly remove the enemies. Use the fog of war and secure as many choices as you can during this game phase. Do not have a tunnel vision of the enemy, however, otherwise you will just collapse.


Once he hits level 11, he will put another point into his Ultimate R. This will make him more powerful and will cement his position as an engager on the team.

Volibear's first ability will be maxed at level 9. This is highly beneficial as his dueling potential will skyrocket, and his ganks will become more potent.

Volibear is good in team fights due to his E, Passive and Ultimate R. He should be using the fog of war and targeting essential carries on the enemy team when possible.


Remember to take as many neutral, objective fights as you possibly can. Your Ultimate R and E will help you massively with it.

Since you will be diving into the enemy team, you will want to get a defensive item like a Zhonya's Hourglass. This will let you use your Ultimate R effectively.

You will need to take care of your backline and see that they don't get doved and killed. If an assassin is trying to kill them, E the assassin immediately.


Skarner will look to flank in team fights with his E. Ward the flanks to make it easier for you to escape him before he comes charging at you.

Avoid fighting in the jungle, around objectives or near the Baron. You need to be spaced out so he cannot land his Ultimate on multiple champions at once.

Invest in armor and magic penetration items. Skarner will be building tank items and you will be unable to kill him if you do not buy these items.


When Ekko hits level 3, he can start to look for aggressive plays as he would’ve unlocked all 3 of his basic abilities. Until that time, he can fight, but he will unlikely gain any significant advantage.

As Ekko can deal a lot of burst damage, once he has completed his Mythic item, his kill pressure intensifies.

At level 6, Ekko becomes an incredible threat. He can go for risky plays and use his Ultimate R to escape. His Ultimate R can also be used aggressively, which makes it incredibly versatile. You can look for riskier all-ins post 6 as long as you cast your Ultimate R.


The first element will allow him to do a lot of damage and be really heinous in the way. It will also be beneficial in trying to go for all-in combos. Level six is a decent peak for him because he can now shoot down enemies easily and wander around the map. His survival will also depend on his passive use. He is a powerful and boring champion early, especially if he manages to use the track brushes to his advantage in the way. His all-in combo will be quite powerful if he catches his out-of-guard enemies.


During the laning phase, focus on the descent of the enemy to gain a health benefit. When the enemy is low, engage in an all-in. Look for pro-Q peaks and trades. Use your Q only if you are guaranteed to hit it. If you throw it and miss it, you will have no pressure in the track and will be rather vulnerable. After destroying the lower lane tower, turn to the middle lane and try to take this turn. This will open the map and give your team a gold lead.


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

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

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


Extended trades will always favour Kalista thanks to her r. Try and avoid going for extending trades with her.

Kalista’s first power spike is when she picks up her Berserker's Greaves as it will give her the first bit of attack speed she needs to snowball.

Once Kalista has completed Runaan’s Hurricane, she will pump out a lot more damage and apply Rend r stacks really quickly.


The extended trades work in favor of Darius thanks to his passive. He will win almost all the automatic attack battles. This makes him a great duelist in low ELO as many players like to fight constantly. Darius is really good in team fights thanks to his Ultimate e that can be reset if he gets the hit killer with her. He has a good potential for gank and can start to gaunt after level 3.


A fully maxed out **Ultimate** will allow Malphite to dish out hefty amounts of burst damage. Enemy squishies will have an obnoxious time in the game.

He is solid during late-game fights as his **Q** and **Ultimate** will hit like a truck now. All he needs to do is wait for the perfect moment.

Depending on which build he goes for, he will either be blowing enemies up all over the map or a reliable front linear for his allies. Regardless, his goal is to get into the enemy backline and separate the front line from the backline.


Ryze’s laning phase is when he is at his weakest. Avoid trading with him too much in the very early game as he will just want to recall early and get his Tear anyway.

When Ryze hits level 6, his kill pressure doesn’t increase as his Ultimate R is not a damaging tool. For most champions, your level 6 will be stronger than his.

Try to fight as often as possible. Ryze needs time to scale, so delaying his ability to scale is key. Getting an early kill and putting him behind early will reduce his ability to scale into the mid and late game.


The Level 6 power peak for Qiyana is strong enough because it gives it a changing Ultimate game that can be used in many ways. If you see it do your way, make sure you run through the middle of the way to escape. Do not stand by the walls. During the middle of the game is where Qiyana really shines. That's because she's a great team fighter thanks to her R. Unlike many other Assassins, Qiyana really favors team fight 5v5. Do not group close to the wall during this period as she might seek to engage. Once Qiyana has finished her juggling, she will look at duel and trade more frequently thanks to the extra damage and the cooling reduction it will provide.


She will have her core items during this phase of the game. She will deal hefty amounts of damage, and the enemy will have difficulty catching enemies off.

Another point in her Ultimate R will allow her to make sure that she deals a lot of damage while also making sure that she can make plays for her team. Her burst damage will be massive.

Her first ability will be maxed out at level 9. This will increase her damage and will allow her to use her Passive in clutch situations.


Janna excels during team fighting and fighting around landlocked areas. Her e can act as a source of engagement and disengagement depending on the situation and the comp enemy team, but her ability to let her team fight for a long time is what makes her so good. Obtaining several elements will greatly enhance her usefulness. She will never lack mana, and her shield force will increase by a lot. This, with the damage he provides to her doors will allow her to wear a back game. Three points in her d at level 16 will allow her to heal her entire team in a few seconds during a meaningful fight. This means taking neutral goals like Baron and Dragon after a comprehensive fight will always be possible.


Bel’Veth is a good early skirmisher and can also abuse immobile champions like Brand. Try to invade, catch him out and set him behind in the early game.

Bel’Veth’s objective control is pretty good. Make sure you prioritise taking those objectives whenever you can, as it will give your team a big lead.

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.


Olaf is excellent at the end of the game, because his tankness will be phenomenal now. Combined with his overall damage, it will become difficult to deal with him for the enemy team. The last point in his Ultimate k will grant him a massive point, and he will be able to pay tons of damage to the enemy. Since the ability will increase frequently, he will be able to take targets easily. Olaf will have several capabilities maximized during this phase of the game. The amount of damage he can do now will really be high and will probably catch the out-of-guard enemy.


Sion’s level 1 and 2 is pretty strong if he is trying to cheese the lane. If he isn’t going to cheese, then he won’t be strong early.

The longer the game goes, the stronger Sion will become. Depending on his build path, he will peak at different items.

At level 6, Sion gains access to his Ultimate R. His kill pressure and roam potential increases a lot from here on out.


At this stage of the game, you want to put yourself in a side lane and focus on farming so you have a stronger late game.

In the later parts of the mid-game and when the enemy starts to group, make sure you follow suit and start to group with your team.

Use your Ultimate R to get picks with your allies on enemies who are isolated or split up from their team. If you can catch someone out, try to take the Dragon or Baron afterwards.


At level 6, Swain’s damage output and survivability increases. You shouldn’t commit to a fight with him unless you can burst him down quickly as his Ultimate R will offer him extra protection and health regeneration.

Swain’s early game is abusable as he is really weak early on. Once the mid-game hits, you’ll have to play more respectable.

He is really good in team fights thanks to his AOE Ultimate R. Bursting him down at the start of the fight will make it difficult for him to deal damage and win the fight.


Avoid grouping too closely as it will allow Rakan to get a good Ultimate R off and he may be able to CC your whole team. Play slightly apart when possible.

Do not fight inside the jungle or around objectives when Rakan has his Ultimate R up as your team will be grouped closer together. Remember, being slightly apart will make it harder for him to get a multi-person Ultimate R.

Bursting Rakan down as soon as he engages is highly favourable. As soon as he activates his Ultimate R, try to CC him and burst him down so he is unable to get a good engage off.


His tankness is really high during this phase of the game. This should allow him to absorb a lot of damage and be a very effective front line for his team. At level 16, Skarner will put the third and final point in his Ultimate. This will put his Ult on a pretty short cooldown. At this stage of the game, he would have obtained many goals to give his team a great advantage.


Focus as often as possible on agriculture and ganking. This will help you move forward and help you advance your allies too. Look at the elementation supports early and be ready to adjust your items. There is no reason to buy the same items. One of Iverns' first assets is that it can fly camps. If you know where the enemy Jungler and one of their camps is about to spawn, you should try to steal it.


Yone is better at trading once he unlocks his Ultimate R as he offers him tons of pressure to kill. Once Yone gets 100% chance of critical strike, he takes a lot of damage. Remember that his Passive gives him double chance of writing. Yone is very good in team fights if he is able to get a good Ultimate R off. Don't forget to stay away when it's possible.


Keep running around the map and look for picks with your Jungler. Your W and E should allow you to CC and kill enemies quickly.

During neutral objective fights, you should be able to help your teammates a lot by making sure that the enemy can't get into the river. This will let your Jungler have an easy time getting the objective in question.

You should be able to sustain yourself massively in this fight so make sure you use your *Q* and Ultimate R regularly and properly. Avoid getting CC'd at all costs while doing so.


Having 3 points in his Ultimate R is another significant power spike for Vel'Koz. This will allow him to melt through everyone like a hot butter knife. His burst damage will be immaculate as well.

Vel'Koz is good in team fights during this game due to his Passive and Ultimate R. That, in combination with the rest of his abilities, make up for some obnoxious poke damage.

Having his complete build will allow Vel'Koz to burst people down like balloons. Any squishy who gets caught in the crossfire will definitely end up dying.


Level sixteen will further reduce the cooldown of his Ultimate t and increase the damage of his mushrooms. Enemies will have a hard time traversing choke points now.

He will have a lot of ability Haste now, which means he can drop a lot more mushrooms around the map. The enemies will have to invest heavily in vision to keep themselves safe.

He will complete his build during this phase of the game, which will allow him to one-shot squishy targets. His t blind should come in handy during this phase of the game as well.


It is fragile before six because it has no way to get closer and closer to its enemies. It should powerfarm as much as possible. Its force skyrockets after six that it can win the enemy reliably. It should focus on the tracks where its allies have some form of hard CC or where the enemy is too pushed up.


Once you get your basic elements, you have to participate in multiple fights. This is crucial for you to take control of the game. Your E will come in very practical while doing games during this period of the game. Always look for opportunities to play around the vision and flank the enemies. Take a good look at what your team is missing during the fights and use your Passive accordingly. Generally, it is better to turn into the most nourished member of the enemy team.


Jayce doesn't really have a peak at level 6 due to his Ultimate G level one. This also means that he has access to three other variations of ability that his opponent. He should use them to get a pre-6 lead. Jayce is weak early on and counts on his w > s combo to get the enemies out before going for a murder. This will allow him to win an advance and break the enemy once they are low enough. The first component will give Jayce a boost to the damage and allow him to play more aggressively. It will allow Jayce to go for frequent bursting exchanges after he has torched the enemy with his w > s combo.


At this point, your knowledge of the map should be at its peak. You should always try to push the wave with your Q and try to go towards any path that has an extended laner. This will allow you to use your E and Ultimate to catch up with such wide targets, and get rid of them quickly. When you fight for a neutral goal and you manage to land an E on an enemy champion, you do not need to always go-in. That's because your presence, and the threat of your E, W and R that automatically keeps the enemy away from you. This will eventually allow the enemy team to be zoned. The correct use of your W is very important during this stage of the game. If used freely, the enemy laner can drag you into such an all-in and then get rid of Akali quickly.


In team fights, Jarvan IV will look to lock down as many champions as he can with his Ultimate m. Make sure you’re grouped as a team but not grouped so close together that he can lock everyone in his Cataclysm m.

Jarvan’s gameplay is not very creative when it comes to fighting. Warding basic areas like bushes or chokepoints will likely spot Jarvan before he gets the chance to flank or gank.

If you can interrupt Jarvan in his combo at the start of the fight, it will be very difficult for him to get his Ultimate m off or escape after engaging. As soon as he runs towards you, either disengage or lock him down with CC.


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

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

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


Gwen will be very strong when she has her passive stack. Think twice before committing to an all-in or 1v1 against her when you see her stacked completely. When Gwen reaches level 6 and unlocks her Ultimate R, her duelling power will intensify. Watch out for the fights at this point.


Poke the enemy relentlessly in this lane and use the lane brushes frequently to proc your Q on them. Save your Q active to send the enemy scurrying away from you if they all-in you.

Make sure that you set vision around the lane when possible. You may be a prime gank target before you hit level six, as you're pretty immobile.

Once you get your Ultimate R, your team fight impact should increase massively. Use the effigies and bamboozle enemies with surprise Ultimate R's on them.


Her level 11 power spike is pretty strong. 2 points in her Ultimate R offer Zeri a lot of additional kill pressure.

During the mid-game, Zeri would’ve picked up several items. She will deal a lot of damage in fights and be able to solo carry them if she is ahead at this stage of the game.

At level 9, Zeri will max out her Q ability. As she uses this ability the most, her “autos” will deal a lot of damage.


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

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

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


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

Try to secure the Baron or Dragon whenever possible. Securing objectives is key as a Jungler during the mid-game.

Continue to farm your jungle as well as gank and help your allies. It’s important that you do not fall behind in gold and XP by just ganking.


Milio is the king of disengagement and anti-engagement. His Ultimate can protect his entire team from engagement and CC tools. Milio also has a lot of utility tools. He has a healing, CC and shields! His Q has a good poke and CC that will come in practice when attacking the enemy. This mixture with his automatic attacks can offer him a lot of damage in the way.


Let it grow earlier. Keep the wave near your turret but don't let it push you under your turn. After you get your first element, you can start pushing Syndra into its turrets and match its wave thrust power. Stand outside the minion wave. Syndra uses its Q and W on the minion wave, and by standing outside the wave, it can't push you and hit you at the same time. Its level 6 is much stronger than yours.


Once you have a few levels behind you, you will be able to constantly harass the enemy with your Q and E. Winning an early health advance could set up your Jungler or could allow you to get an early murder. Once Zyra has improved its Boots, its mobility and the release of damage will increase. Zyra should get Boots and upgrade them as quickly as possible to increase its release from damage. At level 6, Zyra is the release of damage and kill the pressure to intensify even more. Play around your ultimate R to look for aggressive games with your ADC. Your ultimate R will provide a considerable amount of damage, so you should be able to get killed with it easily.


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


It is not only a physical threat, but the mental war it instills on the enemy squishies allows Shaco to make multiple pieces that other Champions cannot make. It can leave the way and wander easily enough to get a cheese gank (even if it is laning). Its x can allow it to disengage as well as surprise all-in champions easily. It also acts as a counter to wear which have dashes and rely on kitting to win fights. Its e allows it to get out of sticky situations with ease.


If you see Karthus channeling his e, try to cancel it with any CC capability. This will reduce his chances and his allies to get killed. Karthus will seek to cultivate as soon as possible so that he can unblock his Ultimate {{championSpells.KarthusFallenOne}. Try to put him back by playing aggressively and asking for ganks. As soon as Karthus touches level 6, communicate with your team so they know that he can impact the fights with his Ultimate e. Ping as soon as he is level 6.


Her Passive empowered Ultimate R can legitimately delete people from the map if Annie is even slightly ahead. Flanking to achieve this increases her power.

Great AoE damage potential with her Ultimate R and W due to her completed items. Finding clumped fights and using her Ultimate R properly allows her to take over the game single-handedly.

The reduction in her Ultimate R cooldown makes it possible for her to have Tibbers up all the time. She doesn't need to worry about being caught out without her Ultimate R that frequently.


Try and track Soraka's Ultimate cooldown post 6. It is important to do this as you don’t want to be caught out by Soraka's superior damage post 6.

Ensure that the minion wave is positioned nearer to your side of the map so your Jungler can gank your lane and easily kill Soraka.

Your Ultimate makes you strong. Whenever it’s up, try to use it! You can increase your chances of winning by playing smart and around your Ultimate.

Try to keep the minion wave closer to your side of the map. It will let you all-in Soraka and chase them down the lane. If you’re pushing, you will never be able to engage, nor will you get kills in this matchup.


Your goal in the early game is to play safe, pick up gold and XP and avoid dying to the enemy laner. You are rather weak in the early game and need time to come online.

Once you have quite a few levels under your belt, you should look for short favourable trades. As you’re not strong in the early game, you may wish to wait for the enemy to waste an ability before playing aggressive.

Keep the minion wave closer to your side of the map in the early game. This will ensure safety and reduce your chances of dying in lane.


Keep looking for opportunities for ganking 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 call for Baron if you are low, if the enemy Jungler is nearby or if there is a chance that you will be unable to take it quickly.


His Ultimate R doesn’t really give him any form of a power spike. His overall playstyle still remains the same, and he can be taken down easily if he overextends.

Very dependent on mana, so if someone manages to steal his Blue Buff, he will have a really hard time spamming his abilities and killing someone.

If Udyr has his E on Cooldown, or if he used it with his Flash to stun someone, he will have no form of escape and can be killed if crowd control is layered on him.


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


Similarly to her level 6, Elise doesn’t spike at level 11. Again, keep this in mind when fighting enemy Junglers at level 11.

At level 9, Elise will max her Q. This is a good level spike for Elise as it allows her to outtrade most enemy Junglers in a 1v1 fight.

During the mid-game, Elise should’ve completed multiple items. She will be good during the mid-game, and with the more items she gets.


Try to pull the pressure while your team is able to get something done elsewhere on the map. Be ready to group with your team when you are unable to get more goals alone. When you are fighting the team, make sure to peel for your carriers. Use your W to slow down the enemy front line and then focus the closest enemy champion in the fight.


Level 6 is a massive peak for Mordekaiser because it can now use its Ultimate R and 1 v 1 whatever it wants. The first element will allow it to fight more effectively. Its damage will be quite important as well.


Up to level 6, look to play safely and close as much as you can. Once you have enough gold for Tear, remember that you can start stacking the article. As soon as you touch level 6, use your Ultimate m on the minion wave to keep it pushed into the enemy tower while remaining safe. Keep a constant eye on your mana bar regardless of speed or slow as you push the wave. If you are out of mana, you are not a threat to the enemy.


Once he reaches level 16, he will use his ultimate R way more frequently. This means that he can easily choose enemies, as well as several CC enemies during the team fights. Yone will have all his articles finished by then. This means that he will hit like a truck, and whoever gets caught by him will probably die. Yone is superb at the end of the game because his articles will be finished, and he will have reached his most powerful powerpike. If the enemy team finds himself being CC-heavy, he should get a defensive element to preserve his power.


Once Pyke has secured Serrated Dirk, he will try to constantly push and wander. Keep this in mind when the laning against him. When Pyke reaches level 6, his death pressure increases as his Ultimate R is an execution. Step back when weak so he is unable to kill you and snowball his lead. Pyke is really good at roaming. Once he has Mobi Boots, expect him to wander around the map and help his allies. Ping every time he disappears.


Xin Zhao will have two points in his Ultimate R at level 11. It will allow him to use the ability more often, making it easier for him to convert fights into a 1 v 1 as and when required.

His first ability will be maxed out by the time he hits level 9. This is a crucial power spike as it massively increases his damage output and dueling capacity.

Xin is excellent in team fights and picking of enemies due to his kit. His Ultimate R will allow him to single out enemies, allowing him to be immune from ranged carries.


If Warwick invades you early, right back. It's especially true if it's early, because you won't win early fights with it. Be proactive with your Ultimate, because they will seek to use theirs every time it's up. Force ganks with your R! As they will often gaunt in early play, you need to make sure that you also look at gank as often as you can and abuse your E. Focus on securing these goals. You need to take Rift Heralds and Drakes when you can!


Kennen is really good in team fights. Avoid fighting in the Dragon or Baron pit as it will allow him to get a good Ultimate m off.

Kennen is prone to peel and disengage. Try to disengage as soon as you see him running towards you. Additionally, make sure you have vision to the side of you in case he tries to flank.

Try to harass and poke Kennen as much as you can before a team fight occurs. If you can keep poking him down, he will be unable to engage and fight if he’s low on HP.


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

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

Even though you are a laner, you can easily take down the Baron or the Dragon on your own. What you will want to do is try to sneak them out from the enemy team while your team is busy trying to distract the enemy.


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.


His e will be maximized at level 9. It's horrible for the enemy teammates group-up who can easily target his e and melt down. Level 11 allows Kog'Maw to do a lot of poke damage to the enemies. The wide range also allows him to take ill-healthed enemies recalling at a distance. He will be perfect during the middle of the game, provided he doesn't collapse and stops. CC is his worst enemy, and Kog'Maw will have to keep an eye on his flanks at all times.


Ward your flanks as Mordekaiser may try to attack from the side in order to get on a high valued target with his Ultimate R.

If Mordekaiser misses his E in a team fight, it wouldn’t be a bad time to focus him down as he will be unable to pull your team in when his E is on cooldown.

Avoid starting major objectives like the Baron or a Dragon when Mordekaiser is nearby as he can take your Jungler into the Shadow Realm with his R which will make taking the objective risky.


The third point in his Ultimate 2 will allow Xerath to deal increased damage to enemies. The shot count will increase as well, giving Xerath more chances of hitting an enemy reliably.

He offers a lot of poke during the later parts of the game. This comes in handy before neutral objective fights, as the enemy team won't be able to all-in or contest that objective due to them being poked out.

Xerath is huge during team fights as his abilities can burst down multiple targets with a single cast. He will destroy the enemy if they happen to be clumped up together.


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

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

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


Try to harass and poke her down with your abilities before initiating a team fight. She is pretty squishy. If she uses her W trying to block incoming skill shots, look to start a fight while it’s on cooldown.

Gwen will be split pushing in the mid-game. You can use the numbers advantage to take her down or start a team fight on her team while she is elsewhere on the map.

When playing pick champions like Blitz, Thresh, Ashe, Vel’koz etc, try to get close to her- or at least keep in mind that she can stop you from catching her out with her W. Bait it out if possible.


Tremendous push potential with a habit of taking the entire lane if left unchecked for a while. This power is increased when his Ultimate R is available to him.

Yorick’s basic abilities can be really obnoxious to the enemy in the lane, especially when he is against a melee matchup. He can use this power to further increase his pushing/catching up potential, and secure a gold lead over his laner.

His Ultimate R can be released down a lane to push that lane in his stead. This can put the enemy team in a disarray, as both Yorick and his maiden can push two different lanes simultaneously.


Janna will have one of her capabilities to the maximum when she reaches level 9. Then, depending on the ability, she will either inflict tons of damage or provide her allies with a giant shield, both beneficial to her team. Once she reaches level 11, she will put two points in her d. This will significantly increase her healing, which will be extremely useful during team fighting. Janna's movement speed, combined with her Passive, allows her to rally her team and choose enemies in the jungle.


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

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

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


Sett is going to look for an early cheese. Stay as far back as possible at level 1 and 2 so he cannot use his Flash and kill you.

At level 6, Sett’s Ultimate R is pretty strong. Do not overextend or stay on low health in the lane as he can easily kill you or set up his Jungler.

If you are playing as a ranged Support, try to harass him as much as you can to make it really difficult for him to engage without dying.


Her late game is phenomenal as she can peel for her team for days. No one can come close to her team as long as her W and Ultimate R are up.

Lulu's Ultimate R at level 16 is a force to reckon with. It will be challenging for the enemy team to eliminate Lulu's team due to the short cooldown of the ability, and killing Lulu will really become next to impossible.

Lulu will be full build by this time in the game. Her shielding potential will be out of the world, and she can enable her entire team if she manages to use her abilities properly.


Try your best to equal their gank pressure early. Vi is a good early Jungler, so gank often.

Playing around your Ultimate is really important. Make sure you look to gank whenever your Ultimate is up.

You can secure objectives a lot easier than him. Make sure you try to take them whenever possible.

Invade and fight the Skarner as often as possible. You’re stronger in 1v1s, so try to abuse it.


Your goal in the early game is to take calculated trades while fighting the enemy. Use your range advantage where suitable to bully annd gain a lead.

Once you have quite a few levels under your belt, you should look for short favourable trades. You may wish to wait for the enemy to waste an ability before playing aggressive.

Keep the minion wave closer to your side of the map in the early game. This will ensure safety and reduce your chances of dying in lane.


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

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

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


Look at CC when possible. It's his life swing and will allow you to win the game easily. Make sure to apply as much pressure as you can early by appearing his inflation power and trying to inflate as often as possible. Place the pupils all around the card when possible in this matchup. It will allow you to detect Zed and know where he is.


Camille doesn't have the most healthy or the fastest clear. You can use it to your advantage by invading him in early play and flying some of his camps. Early neighborhoods reduce the efficiency of Camilles ganks. In particular, a jungle or river area at level 1 can prevent him from getting a successful level 2 gank. Whenever Camilles Ultimate R is at the top, she will seek to gank a way. You will need to match her pressure by gauntling, against ganking or securing goals on the opposite side of the map.


During the middle of the game, you will hit Level 11 and put an extra point in your Ultimate. Make sure to play around its cooldown and try to get killers with it. At Level 9, you would maximize your first ability. Your trading potential will increase considerably. You will have several completed elements in the middle of the game. After your first element, you will be much stronger, and when you have 2, you will be a fierce opponent.


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

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

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


Diana is really good in team fights because her Ultimate R is a large AOE tool. She is really good in team fights.

Diana’s 1v1 potential throughout the game is very high. She can 1v1 most enemy Junglers to gain an early lead.

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


Adding another point in his Ultimate 2 will allow Xerath to land more shots on targets. It will help him a lot when trying to finish off enemies who have escaped with poor health.

At level 9, Xerath's p will be maxed out. It will be obnoxiously easy for him to poke out the enemy laners now, mainly if he uses the lane brushes for the same purpose.

Xerath will have a maxed-out 2 when he hits level thirteen. This will deal with increased damage and allow Xerath to chain his p along with it. The result will be a massive chunk of damage.


You will want to riddle the lane brushes with your x and use them as cover to keep chunking your opposition out. It should be pretty easy to do during the early game.

Your e isn't quite reliable during the early game so don't go around invading or trying to cheese the enemy Jungler. You may get easily collapsed on if you get caught out.

Level 6 will be a great spike for you as you will be able to dish out a lot of damage and your clone can easily disrupt a fight.


She can be really good during the late game. She is quite tanky, and her AoE damage will help her close fights quickly.

A maxed-out Ultimate r will allow Rek'Sai to use the ability frequently and assassinate targets frequently. It will be a great ability now.

Most of her abilities will be maxed out by now. The amount of damage dealt will be phenomenal, especially with her E.


Tristana can play aggressive from level 2/3 onwards. If she can get some poke down at level 1, she can force the enemy to blow Flash or use their consumables if she plays aggressively at level 2.

At level 6, Tristana’s burst damage increases dramatically. This combined with her E and basic attacks, she can easily blow up the enemy laner.

When Tristana completes her first component item, her damage output will increase and it will make it a lot easier for her to secure CS and gold.


In team fights, lock her down with CC at the start of the fight so she is unable to dish out damage. CC will also stop her Ultimate R prematurely, so try to lock her down quickly if she uses her E.

Samira will often be left alone in the mid lane to farm during the mid-game. You could use this as an opportunity to catch her and her Support out of position and force an objective afterwards.

Try to force fights as soon as you spot Samira or when she is on low Style points. Delaying a fight will allow her to get Style points and keep them for the upcoming team fight.


Once Braum hits level 6 and unlocks his Ultimate r, his kill threat increases dramatically. Keep this in mind and be cautious when trying to harass him.

Whenever Braum’s E is up, trading with him will be much harder. Try and commit to trades while it’s down. If he uses it in a trade, wait for it to end before continuing to fight.

Braum is very good in team fights thanks to his peel and utility. Try and avoid straight 5v5s and instead look for catches or fights where you outnumber the enemy.


Quinn will try to poke you at a safe distance. Don't stay entangled with minions, you'll get crushed massively. Quinn can try to wander post-six. Let your travelers know if it's missing, and see if you can put pupils in the river before. Stick to the track and force Quinn to wander by making the way completely dormant. Look only for all the in when your Jungler arrives. Keep the wave near the tower and focus on getting tankier in this game. Doing it can easily allow the enemy of you all-in.


Gragas is an early game Support. Expect him to play aggressively during levels 1-6.

Once Gragas gets his Ultimate R, he will be looking for aggressive plays once you overextend. Try to stay as far back from him as possible to make it easier for you to dodge his R.

Keep an eye on what items or playstyle Gragas is going for. If he is building defensive items, he will be tankier. If he’s going damage items, he will dish out a lot of damage incredibly quickly.


When no team fight occurs, go on a side track and push. It is important that you continue to grow during the middle of the game so that you can get your items as quickly as possible. Don't stay just in the middle if you can't get anything done. After your bot track moved to the middle track, turn to the bot side of the card or somewhere on the map so you can keep closing and winning XP. Play around your ultimate R in the middle of the game. It's an incredibly strong tool that can help you get an advantage of killing. With the advantage of numbers, you can then make the call for Baron or seat a round nearby.


Darius starts to fall in the end of the game, but it is still powerful. He falls as other champions start to get elements that counter him, and many champions will be more tankier, which makes it harder for him to kill them. At level 16, Dariuss Ultimate e will be an essential tool in team fighting. As he can do a considerable amount of damage and as he is an execution- he will be able to remove targets and use reset to kill several targets. At this stage of the game, Darius should be almost max build. As he builds items that increase his damage and offer protection, he will be relatively tanky and difficult to remove.


Kassadin will be split pushing during the mid-game so he can get to his level 16 power spike and then try to flank in team fights with his Ultimate k.

If you see that Kassadin is split pushing, you could try and start a team fight with the numbers advantage as he will be unable to join the fight quickly.

Avoid stalling the game out for too long as Kassadin is a late-game monster. Try to end the game as quickly as you can.


After entering with your Ultimate R, be ready to fold and peel for your allies in the team fights at the end of the game. Play around your Ultimate R in the later parts of the game. Avoid fighting unless your Ultimate R is standing. Fighting without it will make the team fight a lot harder at the end of the game. Delaying the fights and being ready to disengage if it is still about to cool off. To make the enemy's attack easier, group with your team but stay away from the side. If you flank a bush not awarded, the enemy will find it harder to react to your all-in. Avoid separating or being away from your team in the end of the game as the enemy will force a fight while you are gone.


Draven is one of the strongest ADC champions around. Use your early game pressure to play aggressive and get kills.

Thanks to his Passive and g, Draven can earn more gold than a lot of champions if he is able to cash out on his stacks.

Draven is an incredibly strong 1v1 champion and he can out damage and beat most enemy ADC’s in a 1v1. This makes him a great pick into the majority of ADC matchups.


Always make sure that you are standing behind at least 2 minions so that she is unable to root you with her g. If Lux uses her g and missing it, use the cooldown of this aggressive ability to play because she will not be able to protect herself and prevent the effectiveness of all-in. Mitigate Lux=l standing behind and not inside the wave minion. This will make her choose between using her l for poke with or to push with.


His W can allow him to heal a lot of health in terrible situations. Being a point and a click, it is quite easy to land and can easily change the tide of a fight. The initial casting of his E allows him to move to a certain place. This can allow him to avoid hot skills and also to get on a still or vulnerable port.


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

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

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


Elise's damage is highly dependent on her abilities. Once she uses them- she doesn't have much to offer. Look to hire or extend the skirmishes while they're on cooldown. Elise plays almost like an Assassin- she wants to take charge with her heavy burst damage. Don't walk through the nonwarded areas alone if you're uncertain where Elise is during the middle and end of the game. In the team fights, Elise can try Flash Cocoon an isolated target to start the fight. Make sure you group closely together to make it harder for her to engage and choose someone.


He is really weak against single target CC. During a team fight, if he happens to get chain CC’d, he will die before he can achieve something significant.

The enemy can always react to Jax’s plays and send someone from their team to prevent him from split pushing. They can even kill his entire team and then go for crucial objectives like the Baron.

Weak against champions who are ranged and can kite him out of his Q range. This allows the enemy to poke him out and then all-in him once he has been whittled down.


Take advantage of your range advantage against Zac, but be cautious not to overextend and put yourself in a vulnerable position. Constantly harassing him can lead to your demise, so be mindful of the risks involved.

Stay aware of Zac's crowd control (CC) ability and avoid detaching from your ADC when he has it available. Being caught by his CC can lead to a dangerous all-in situation. Stay attached for safety during those moments.

Be cautious of Zac's increased kill pressure at level 6. His ultimate ability amplifies his ability to engage and secure kills. Adjust your playstyle accordingly, prioritizing safety and avoiding unnecessary risks.

Zac excels at roaming, so it's important to ping and communicate with your team whenever he goes missing from the lane. Use this opportunity to apply pressure and bully his ADC while he's away, making it difficult for the enemy bot lane to trade effectively.


Its early game ganks are quite powerful because it can turn between the tracks quickly and easily move the enemies. It should capitalize on it to ensure that it can take control of the game. Level 6 is a massive power peak as it can block the enemies and make sure it can show itself to the tracks that are being ruined. This will help it close the enemy. The first element will allow it to increase its global duel potential. It will do a lot of damage as well as launch more capabilities with it.


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.


Karthus' ultimate e is an excellent tool, and it can allow him to impact the map from afar. His afterlife alone can change the tide of a fight, especially if the enemy continues to fight near him after his death. Karthus' early play is relatively weak. This can make it difficult for him to survive the laning phase, especially when faced with a strong early champion.


His first ability will be maximized at level 9. This will give him a huge boost and allow him to regain the middle of the game easily. Lucian is excellent during the middle of the game as this is the time when he is most powerful. He can get rid of the squishy targets quickly. At level 11, Lucian will be able to get his stage 2 Ultimate R. He can help him massively during neutral, objective and duel battles because of the amount of damage he makes available to the dishes.


Don’t chase Akshan in the jungle during the mid-game. He could be leading your team into danger or an ambush.

Try and look for fights when Akshan isn’t there. That way he will be unable to benefit from his W.

Playing around Akshan’s Ultimate will be very beneficial during the mid-game. Without it, he will be unable to maximize his damage output.


Be a part of the largest number of fights you can possibly in this game. Your Ultimate R will quickly advance you if you and your team succeed in getting murders with it. Always try to ride around and get choices when possible. This will allow you to move forward and make the team fights very unfavorable to the enemy. Don't show up immediately during the team fights. Use the fog of the war to get closer to the enemy, and then use your W once you are sure that the enemy can't escape anything.


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


Use the fog of the war to install ganks on the enemy with your Jungler. Once you all-in, make sure to collect your blobs. Be very careful to get shot out during farming. The enemy can try to lure you in one all-in this way so have a plan of escape ready. See if you can gank other ways with your abilities. It will easily kill you or two. Remember that his ult will follow you. If you suspect that it is about to ult, just jump under your turret.


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

Look to secure objectives as often as possible. This will give your team an advantage as the game goes along.

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


This is the phase of the game where you will be dealing a ton of damage. You can use your E more liberally to get some kills from now on.

Your Ultimate will be on a short cooldown, so ensure that you use it quite frequently. It will definitely help you with chunking out enemies who have already taken some damage.

If you have allies who have CC built into their kit, try to stick near them. You should always focus on the CC'd target and kill them when you get a chance. Also, if the enemy has an assassin, try to shadow them and see if you can get the kill on them if they assassinate your allies.


By invading a Briar, try to hide in the bushes before jumping on it. Wait for her to use her abilities on the camps and hit her down. If you are weak or you see a weak ally about health stay their welcome, ping and communicate as she will seek to get easy murders with her Ultimate R.


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


Kha'Zix is a very good early game ganker, especially when it involves low or overt enemies. He needs to have access to all his basic capabilities to make sure that the ganks are successful. Hitting level 6 and getting his first power is a significant powerpike for Kha'Zix. He can either melt the goals quickly with his advanced Q or go for a more gank-efficient approach by evolving his E or Ultimate R. The first component will give him a massive increase in damage. This will allow him to take the game relatively quickly if he continues to find dead. During the fighting, he should always go for isolated back linings for maximum efficiency.


Focus on early farming. You need time to come online, and you just need to focus on getting gold and XP. However, if you find an opportunity to ganking or counter-ganking nearby, don't be afraid to take it. If they invade you early, just back; you don't win early skirmishes with them.


Its level 6 power peak is not as strong as many other ADCs. Keep this in mind during the laning phase. It is strong during the early laning phase thanks to its passive strength and all-in-one. When Quinn finishes its first component, its trading power in the track and its ability to go for the trades increases considerably.


After entering with your Ultimate I, be ready to fold and peel for your allies ith your x in the team fights at the end of the game. Look for picks in the later stages of the game. If you can choose someone, you should turn to the Baron or the Old Dragon. Keep a constant eye on what main goal is then spawning and make sure to keep them half a minute in advance. Do not divide, push or go to the opposite side of the map when an important goal is high or about to spawn.


Level 11 will be a decent power peak for Lillia because it will have an improved Ultimate R. The cooldown will be reduced, which will allow Lillia to play games frequently in the game. Its Q will be maximized to level 9. This is really good for her because its burst damage will increase exponentially, and it will be a threat to face. Lillia excels during the middle of the game due to her ability to secure choices.


Your goal throughout the laning phase is to poke and harass the enemy in the way. You have a lot of poke, so try poke the enemy down as often as you can. Play safe for the first levels while you land poke on the enemy with your Q. Once they are low enough, you can commit to an all-in-one. Once you hit level 6 and bought key elements, look to constantly harass and push the enemy in their turn. This will allow you to win turret plateau and increase your gold income.


Udyr does not have a reliable engagement tool other than running to your team. Kite him therefore he is unable to land his CC on your carts. If he ever uses his Flash E to engage, remember that he has no other escape tool. Focus it as quickly as possible. Since he is not really good in team fights, you could force a team fight while he is in his agricultural jungle, sharing himself pushing in a side lane or otherwise concerned.


The last point of his Ultimate R will give him a massive peak, and he will be able to ship tons of damage to the enemy. Since the ability will increase frequently, he will be able to easily choose targets with his team. Ornn is really great during the team fights as he can peel for his team and set up peaks for them if necessary. Any argument near the field will be favorable for him. His tankness will be phenomenal during this phase of the game. Combined with his misleading damage, it will become difficult to deal with him for the enemy team.


Focus on farming and scaling. Kennen needs time to come online and if you go for a bad trade or fall behind, you’re going to struggle to be useful later on.

If your bot lane rotates to the top side after getting the first tower, rotate to the bottom lane and start to farm there instead.

Use your range and energy advantage to gain an early lead. Try to harass the enemy champion as often as possible.


In the late game, stay with your team. Avoid getting too far away from them because the enemy can force a fight while you're gone. Focus the closest enemy champion in the team fights. Even with your W, you're always squishy and vulnerable to the enemy rear line. Focus the same champion as your allies focus. You can cut down a ton of damage in late game team fights with your Q-related damage. Make sure you're self-attacking as much as you can to increase your Q-related damage.


Look to fight it when it doesn't have a lot of Q batteries as its ability to trade with you will be reduced. Its damage output will be weaker when it doesn't have batteries. The good times to look for fighting are when it used its W. When it activates its W, it will win defensive statistics bonus. If you can bait or disengage when its W is active, you will find it easier to kill it when it is on the cooldown.


At level 11, Sett will have two points in its Ultimate R. This will increase its damage production, and its ability to fight against the tanky teams will increase considerably. Its potential of choice is really high during this phase of the game. That's because its E will allow it to put in place brushes of death in the enemy jungle. This will help it to get rid of any non-suspect enemy that happens to pass through this brush. Its presence of team combat is really high. It is mainly due to its W and Ultimate R. It should be able to break the enemies with its true aspect of damage in the bottlenecks.


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

They can secure objective so much easier than you can. Keep them warded to spot them before they can secure the objective.

Post 6, avoid fighting them at all costs as they are much stronger than you with their Ultimate and they will easily kill you.

A good player will be playing around their Ultimate as often as it comes up. You need to counter their ganking pressure by doing the same.


Leona’s level 2 power spike is very strong. Make sure you hit level 2 at the same time so you can trade back with her incase she engages.

Once Leona has Mobility Boots, she can roam with ease. As soon as she leaves lane, ping your teammates so they know she’s missing.

At level 6, Leona’s kill pressure increases as she can use her Ultimate e from afar to lock you down. Play respectfully and do not push up if you are without Flash.


Can’t gank effectively until he gets his Ultimate R. This gives a huge window where enemy laners can easily get a lead on Warwick’s allies.

His E forms a major part of his kit which allows him to dive into the enemy team. Without this, he can’t do much so keeping a track on this ability’s usage will allow his enemies to counter Warwick quite easily.

Warwick’s Q can carry him to the enemy champion, but this can be used against him as bait. Any champion with a blink or dash can easily displace him under their tower and put him in a very disadvantageous position.


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

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

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


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.


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


During the mid-game, look to split push and apply pressure around the map. You can use your E to escape collapsing enemies.

Look to flank in team fights with your E and Ultimate. Lockdown key targets who have overextended or mispositioned.

Alternatively, group with your team and fight the enemy in the jungle or around objectives. Somewhere where they will be grouped together so you can lock down multiple targets with your Ultimate.


After it uses a ability, you could look to play aggressively. Syndra's E has an incredibly long cooldown. If it uses it to trade and miss, use this chronometer to play aggressively and look for a trade. Still standing outside the minion wave so Syndra is unable to push the minion wave and harass you at the same time. Constantly adapt your positioning so she is unable to land a dizziness with a ball and her E.


Swap to the mid-lane as quickly as you can. This will allow you to get a lot of map control, and your ability to siege will be pretty respectable as well.

Once you get your core items, you should be able to dish out a lot of damage in a brief moment. If you manage to catch someone out with your W and E, they are as good as dead.

Utilize your W and E properly when trying to fight for a neutral objective. Your Q can easily be spammed by you, so use it regularly.


Go for regular burst trades against him, preferably from within the minion wave. It will keep you safe from Tahm's all-in potential.

Tahm has a decent amount of mobility built in his kit so make sure that you don't waste your dash freely.

You are way more tanky than Tahm in this matchup so use this property to safeguard your allies. Failing to do so can easily get your backline killed.

Keep an eye out on your allies in this matchup. If you see someone is low and in a skirmish, ult them immediately if the fight looks salvagable.


Extremely squishy and can be easily killed if he is CC’d. His positioning matters in team fights as well, otherwise, he can get flanked by enemy assassins and get instantly deleted.

Without his Ultimate c or s, his ability to dominate a team fight drastically decreases. Fighting him during this stage will give the enemy team a much greater chance of winning.

Practically gets countered by a Control Ward as it forces him to reroute. This is because of the short-ranged nature of his auto-attacks, which makes him get detected quite easily.


Gangplank's level 6 is a massive powerspike for his team and him due to the teamplay potential it carries. He can use it on any lane and help his teammates get multiple kills with ease.

His first core item will give him a massive boost in his damage and survivability in the lane. He can now duel enemies quickly, and his r should let him deal a lot of damage to squishier targets.

Gangplank has a weak early game as he is dependent on items to be dealing a lot of damage. To compensate for this, he should be relying on his r poke and using his barrels to hit both enemy champions and minions together.


Camille Support's first power peak is at level 2 and 3. It can play aggressively, but should only do so if its ADC can play aggressively too. Its next major power peak is at level 6. A good Camille will constantly seek to play every time this ability is out of cooldown. After getting its first component, its trading power in the track increases a little.


Very immobile which can make him a prime target for engage champions. Once engaged upon, he can do nothing unless he gets some help from his teammates.

Once his e is down, he will be useless unless he has some sort of item or numbers advantage. His e forms the core of his entire kit so if the enemy waits it out, he won’t be as effective.

When going for the AD build, his Ultimate y is next to useless in terms of both utility and damage. It also costs a high amount of mana which is really bad for Kog’Maw.


Once Kai'Sa gets three points in her Ultimate R, she will have a massive shield and can reposition instantly if things go awry during fights.

She will have many upgraded abilities during this phase of the game. This means that her damage output, as well as her defensive ability, will be really high.

At level 13, she will have two abilities wholly maxed out. This means her damage output with her Q, and her peel potential with her E will be massive.


Keep the wave closer to your side of the way to force Janna to overextend, creating gank opportunities for your jungler. Consider investing in an early healing reduction element, as Janna's healing abilities can be quite powerful. Articles like Executor's Call or Bramble Vest can help reduce her healing effectiveness. Take advantage of Janna's positioning as she walks forward to harass your ADC. Move her with basic attacks and your Q while she is vulnerable. Keep in mind that Janna's Level 6 brings stronger 2v2 potential and team combat presence. Adjust your game style accordingly and be careful during these moments.


Once Jhin gets two points in his Ultimate R, he secures the shots with ease and helps his team catch up with the enemies. Damage will also be increased. His first ability will be maximized to level 9. This will allow him to clear the minion waves with ease, and the damage inflicted on the champions will be really high. Jhin's damage capacity will be really high during the middle of the game. He can blow the squishes with his abilities and 4th shot. He will just have to make sure that he can kite around the tanks.


Stealing away Brand’s blue buff will make it really hard for him to clear his camps easily. Try to take it as often as you can.

Brand has a weak clear if the enemy hasn’t been kiting camps effectively. You can use this to your advantage by trying to invade him in the early game if you’re strong.

Be on the lookout for surprise Brand damage when roaming around the map. Thanks to his E Q W combo, he can lock you down and blow you up if he attacks from an unwarded bush. Do not get caught out by the amount of surprise burst damage he can deal.


Group with your team in the late game. You will be needed in late game team fights.

Peel for your carries in team fights. It’s important that you focus the nearest enemy champion and focus who your allies are focusing.

Unless your ADC is behind, you could use your Ultimate R on them to keep them alive while they dish out damage. If you’re ahead, save your Ultimate R for yourself.


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

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

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


Go for short burst trades against the enemy. This will let you kill them quickly and will make laning a living nightmare for your enemy.

Let the wave push in so that you can farm safely. Only shove the wave in if you decide to roam around and help your side lanes.

Once you get your Ultimate R, your all-in frequency should increase massively. You will want to use your W to get close to the enemy and then use your Q and Ultimate R.


Level 6 is a significant powerspike for Malphite as it allows him to unlock his true burst damage combo. Once he hits level 6, his roams become more potent, and his presence becomes daunting to the enemy.

Malphite has significantly less pressure pre-6, and he is entirely reliant on the lane brushes to not get poked out in the lane. All he can do is occasionally throw a rock at one of the enemies with his d.

Once he gets his first item component, he will deal a lot of damage with his d in the lane. This is really vital as the ability can deal a lot of poke damage and make bursting down enemies easily.


Powerfarm in the mid-game. You need to earn as much gold and XP as possible so you can level up quickly.

Avoid fighting too much in the mid-game. It’s better for you to only fight when it’s going to work in your favour. Focus on farming rather than fighting.

Split up and farm the side waves once your ADC and Support have rotated to the mid lane.


He has a really fast jungle clear. This allows him to hit major power spikes faster than the enemy Jungler.

Karthus has tons of map pressure when his Ultimate e is up. As long as he keeps an eye on the minimap at all times, he can use it to pick up kills easily.

Even when Karthus dies, he is still a threat to the enemy team thanks to his Passive as he can continue to use his 1 and e briefly while he is dead.


Once Sona reaches level 6, her death pressure increases and she can start playing more aggressively. In addition, her Ultimate R offers her additional gank configuration, so expect her Jungler gank post 6. Her healing of her W will be a problem as the game unfolds. Make sure your team invests in Execution.


Level 9 is a massive powerpike for Heimerdinger. It will now have maximized a capacity and will be paying a lot of damage depending on its maximum capacity. As ADC, it will probably be its Q, so it will have an easy time to clear and defend itself during all the in. Adding another point to its Ultimate R will skyrocket its overall power in the track. Again, it is because the powers will be more powerful, and Heimerdinger will use them both offensively and defensively. Heimerdinger excels during team fighting as he can control a large area with its Q turrets. This will be really useful in areas lit up like the objective pits and Jungle paths.


Very mobile with her e and t which allows her to get out of sticky situations with ease. This makes her a menace for the enemy backline.

Her Ultimate e can allow her to execute low health champions easily. This becomes really valuable during a teamfight.

She has her own form of CC on her r which when combined with her dashes can allow her to land a multi-man stun. This will allow her teammates to follow-up on the all-in.


Stay with your team at all times in the late game. Do not split push or run away from your team as the enemy will use the numbers advantage to start a team fight.

Make sure you’re always stood towards the front of your team at all times. Reposition and stand at the front for as long as possible.

In team fights, stay towards the front of your team to soak up damage. But, peel for your team with your Q and focus the enemy who is the biggest threat to them (or focus the enemy backline if the enemy frontline is weak) to keep them alive.


During the mid-game, avoid splitting up as Rengar will try to assassinate a target that is alone. Make sure you stick with your team to reduce his chances of picking someone off.

In team fights, Rengar will try to take down an immobile or squishy target. Regardless of who you are playing, get close to one another to reduce his chances of picking someone off.

If Rengar activates his Ultimate R in a team fight, be prepared to disengage so his Ultimate R runs out. If you can’t disengage, wait for him to jump in before using your CC abilities and lock/ burst him down.


Corki’s b has quite a long cooldown. This can make him quite vulnerable while it is on cooldown. You need to play safer after using it, and avoid using it aggressively if the enemy Jungler is nearby.

Relies heavily on mana to poke and push. Even though his Ultimate e doesn’t cost a lot of mana, he can run low on mana quickly if he is constantly using his b and Ultimate e together. When he is out of mana, he isn’t a threat and neither can he use his b to escape.

Corki is a squishy champion. This makes it hard for him to survive the laning phases against champions with a lot of burst damage and poke.


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

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

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


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

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

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


Quinn's Q is a potent tool in the lane. It can completely negate the ability to auto-attack from one or multiple enemies.

Gaining her E is a significant power spike in the lane. This ability makes her very slippery and a menace to deal with.

Getting her Ultimate R unlocks Quinn's roaming potential. She can now go for a 'hit and run' kind of playstyle and gank other lanes when required.


Keep the minion wave closer to your side of the map in the early game. Trendamere has a lot of pressure to kill and if you push, it could easily all within you and you continue in the way. Look for fights when he has little Fury in his resource bar. The more Fury he has, the stronger he will be. Every time his Ultimate e is down, try to abuse cooldown and look for killers. Once his Ultimate e is up, his pressure of death and survival increases a lot.


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.


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

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

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


When she hits level 6, she can set up her Jungler to gank your lane and kill you. Keep this in mind post 6.

She is good in team fights thanks to the large radius on her Ultimate R.

Once she has completed her Mythic item, her utility, peel and trading potential increases heavily. Expect her to be stronger once she has completed this item.


A maximum of Ultimate R will allow Malzahar to straighten out heavy amounts of damage. The enchanters and the squishy targets will find it hard to get away with it. He is strong during the fights at the end of the game while his Q and Ultimate R will hit like a truck now. He will have to check the enemy's inventory for a QSS before he decides to do everything in a champion, however. His Q and E will be maximized and will make a lot of consistent DPS during this phase of the game. The Q will allow him to keep the wave in check as well.


Keep farming up till you get to the full build. Once that is done (or while farming), you may use the minion wave as bait and set up death brushes around it. It will allow you to catch enemies unaware with your E and burst them down before they can react.

Team fighting should be similar to the mid-game. Always look for ways to flank the enemy and take out one or two squishy members of their backline. This will also act as a signal for your team to engage, and if they don't engage, you can always use your last Ultimate charge to get out.

The fog of war is your friend and you should use this to set up death brushes with your team. This works especially well when a major fight is going to take place for a neutral objective like the Baron. Also, try to take fights in closed areas like the Jungle, as it will let you hit multiple people with your Q.


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

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

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

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


Depending on her build path, Poppy’s power spikes will change as her AD build and tank build have different power spikes.

Once Poppy hits level 6 and unlocks her Ultimate R, she will have a lot more utility and be able able to disengage from a skirmish.

The longer the game goes, the tankier Poppy will become. Try and reduce her gold income by denying her farm in the early and mid-game.


Your goal in the laning phase is to abuse the enemy and get murders. Try to play aggressive when appropriate to get an early advance. Use your strong 1v1 potential to travel the map and help your allies kill safely. If you can get murders and help your allies, your chances of winning the game will be much higher. Once your allies have turned towards the average path, turn to another way and split thrust. It is important that you do not fall behind in CS and XP by staying in the middle when there are many other champions there.


Ashe should focus on poking the enemy with her y from out of vision when possible. The lane brushes need to be controlled by her as she has the range advantage on most other champions.

She should use her k carefully in this lane. This is because it can help her Jungler a lot when it comes to detecting the enemy Jungler without putting Ashe's life in jeopardy.

Getting her Ultimate w is going to be a massive point in the game for Ashe. She can CC targets with ease now, get picks across the map, and deal a lot of damage depending on what build she is going.


Extremely reliant on teammates to pull off successful ganks which may sometimes force him to power farm and be ineffective during the early game.

Although his Ultimate n can allow him to steal stats, he is still weak without items and can be shut down early on if the enemy Jungler or laner manages to kill him once or twice.

He can be easily kited by ranged carries once his e has been used up. This either forces him to back off or die, if Trundle happens to overextend without any followup from his team.


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.

Avoid fighting in the late game unless your Ultimate R or Zhonya’s Hourglass is up. Do not fight or skirmish with the enemy until they’re both up. Getting killed could cost you the game.

Play on the side of the map that has the next major objective up so you can rotate to take it with your team. Alternatively, if you have Teleport, you can go to the bot side of the map and use it to get to your team.


Look at your abilities so that they hit both the ziggs and the minion wave at the same time. Stand outside the wave so that it can not push adn you poke at the same time. Its level 6 is stronger than yours. Keep this in mind when you fight early. This is an agricultural game.


The more items he gets, the harder he will be to kill. Keep this in mind and try to deny him farm, XP, gold and resources to reduce his effectiveness in the later parts of the game.

At level 6, Nautilus will be extremely scary. He may get Jungler help in lane to kill you as his Ultimate e is a great gank setup tool.

He will be good in team fights thanks to his Ultimate e which is point and click CC. He also has tons of CC which will make him really effective in fights.


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

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

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


Kennen lacks wave clear which you can abuse in the early game to push him into his tower and gain tower plates.

Avoid fighting Kennen if he has multiple stacks of his Passive on you. Landing his 1 or using his t could result in you getting CC’d and losing the fight.

While Kennen’s Ultimate m is strong, it doesn’t deal a lot of burst damage like a lot of other Mid laners. Use this to your advantage to burst him down before he is unable to get a good Ultimate m off.


Use the lane brushes and just keep landing your k on the enemy. Once they have 3 stacks of your Passive, use your e.

Your s should only be used when the Jungler is ganking or when you have decided to go in your ADC. Be very careful about getting too close to your enemies.

Make sure you keep stacking your Support item regularly. Also, you are entitled to some farm in the lane provided your ADC has died or has recalled with the wave at a bad spot.


While she doesn’t have a fighting Ultimate R, her Ultimate R is a great roaming tool that can allow her to get back to lane quickly and also roam around the map and help her allies.

She can blow enemies up who are alone when she’s ahead. Look for picks on squishy and immobile targets to gain a further lead.

Pretty strong early game ADC who can go for aggressive plays with her early strength to get early kills and snowball.


Your goal throughout the laning phase is to poke and harass the enemy in the way. You have a lot of poke, so try poke the enemy down as often as you can. Play safe for the first levels while you land poke on the enemy with your Q. Once they are low enough, you can commit to an all-in-one. Once you hit level 6 and bought key elements, look to constantly harass and push the enemy in their turn. This will allow you to win turret plateau and increase your gold income.


Her Ultimate R is game-changing. If she gets one good Ultimate R off, it could win her team the game. In particular, if she is able to fight inside the jungle, she should easily get a good Ultimate R off.

Has lots of mobility which can allow her to get on to enemies quickly or escape horrible sticky situations.

Finally, Qiyana has a lot of burst damage thanks to her Q. This means she can one-shot enemies in the late game in one combo.


His first ability will be maxed out at level 9. This will let him deal massive amounts of damage during ganks and mid-game fights.

His team fighting is quite potent during this phase of the game, especially if he gets a multi-man E on the enemy.

The second point in his Ultimate R will let him do more damage with the ability. It is necessary to ensure that he tosses the target in the proper direction.


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.


Tryndamere is extremely strong in lane, especially when his resource bar is filled up. This means that he will dish out a lot of damage and heal up a lot when he uses his Q.

He can exert a lot of pressure in the lane while simultaneously preserving his survivability. It helps a lot against both ranged and melee champions.

His first item component will help him a lot in the lane. It will give him a heavy damage boost with increased survivability which will be exceptionally useful for dueling in the lane.


Group and stay with your team. Go to ward when you know where the enemy is so you do not get picked off and killed before an objective spawns.

Look for picks with your Ultimate R. Rell can quickly force objectives or team fights with ease if she can catch someone who walks too far forward.

Peel and protect your allies as much as possible in mid-game team fights. If you let them die, it’s going to be difficult for your team to win the fight. After engaging, retreat and peel for your ADC.


At level 3, you will have access to all 3 of your basic capabilities. This will allow you to go for favorable exchanges with the enemy. Once you unlock your Ultimate, you can look for spikes on enemy travelers to win an advance. Do not commit, and poke them down with your Q before committing your Ultimate. On your first back, you should have enough gold to buy your first component.


Stay as far away as possible, and away from the walls so it gives you more time to react to its abilities. Abusive of its still nature by forcing the enemy duo of the lower track to stretch. Your Jungler can then gank you while they are pushed in. Follow its E cooldown and mana costs. If it is weak on mana or if this ability is on cooldown, try to play aggressively.


It may be wise to save your E} to dodge at least the true damage portion of Sett’s W.

After your level 9 powerspike, keep the minion wave crashing into Sett’s tower so you can punish him with your Q to punish him for CSing and opportunities to make plays with your jungler.

Aatrox does not heal off of Sett’s W shield. Refrain from casting abilities with the intention to damage him when he has his shield activated unless you are looking to CC.

Play safe at early levels, as Sett has high kill potential against you. Your playstyle should change towards poking after level 9 and attaining 20% cooldown reduction through items.


While it can dry a lot of damage at levels 1 and 2, it becomes much stronger when it has access to its basic capabilities. The next major power peak for Cassiopeias is when it unlocks its Ultimate R. Its Ultimate R is very versatile and can be used either to engage or disengage from a fight. It can also be used to set up its Jungler. Cassiopeias will start doing much more damage in the trades when they took their first item.


Her level 6 power spike is not as strong as many other ADC’s. Keep this in mind during the laning phase.

She is strong during the early laning phase thanks to her Passive and all-in strength.

When Quinn completes her first component item, her trading power in the lane and her ability to go for trades increases dramatically.


Continue to rob Kayle with your e, silence her, and step back as quickly as you can. You want to integrate her quite often early. Once you get your Ultimate t, you will be able to decimate Kayle. Make sure her Ultimate -R- is down though. During team fighting, make sure you can target the enemy rearline. Using the war fog should help. Keep the wave near your turn. It will allow you to expose Kayle to ganks and get murders on her regularly.


Keep poking him whenever you can in this matchup and keep your resource bar half filled as much as possible.

Do not fight in clumped spaces unless you have cleared it off Teemo's traps. The damage you will otherwise take will probably get you killed.

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

Teemo really doesn't have much that he can do against you in this matchup as you are mostly ability based, making his Blind quite useless.


Akshan’s first power spike is when he unlocks all 3 basic abilities. Although, his early game damage is pretty good at level 1 and 2.

When he unlocks his Ultimate at level 6, his kill pressure intensifies. Keep this in mind and avoid staying in lane when low.

After Akshan’s first back, he should’ve picked up a component item for his Mythic. Unless you’ve matched him, be careful as he will win trades and all-ins.


After your bot lane has rotated to the mid lane, move to the side lane and start farming and gaining XP there. You can look to 1v1 any enemy who tries to stop you.

Look for frequent trades with the enemy throughout the laning phase. Getting an early kill could snowball the lane heavily in your favour.

Once you’re level 6, look to play more aggressive. Your Ultimate R is a great skirmishing tool and you can get kills with it.


Three points in his Ultimate c will give him a huge power spike. The ability will be up frequently, allowing him to secure picks when possible.

His life steal and damage during the late game will make him really good in team fights. He will just need to maintain proper positioning and use his s and e at the right time.

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


Focus on moving the wave with your W and use your Q only when you are able to guarantee a blow. The lack of capacity will allow the enemy of everything within you. Your E will save you from a lot of trouble in this way. Just make sure that you use it properly before you are CC'd or take a lot of magic damage. You can even use it as a tool for all-in enemies. Once you get your ultimate R, you should be able to dominate the enemy quickly. Try to be part of as many combats as possible to make practical use of the Ultimate R.


Look for a quick and clear health and then start to glove after you level 3 or 4. Play around your Ultimate and look for ganks whenever it is up. Don't forget to keep good objective control! Gank the lower lane and then turn to Drake.


Don't fight in the jungle because the teams will be regrouped closely. It's better to fight in the open air so that she can't land a 5 person Ultimate R. Similarly, don't fight around goals either because your team will be pooled that can allow her to get a huge Ultimate Roff and win the fight.


His W allows him to engage in an enemy group or champions, or a single enemy champion with ease. It's really beneficial if he can land him out of the sight and then use his E to get high in the W circle to ensure stunning. His brilliant damage must not be ignored as the game continues. This is especially true when he is ahead of the game. He can literally pull the enemy out of the rear line in a spin of spells, if he reaches W E on them. His Ultimate R is the most powerful ability in his kit because it allows him to undo his mistakes, especially when he chooses a bad fight or fails an all-in-one.


If she gets CC’d, she dies. Mobility is Kindred’s main suit, and taking that away from her will make the enemy team’s job of killing her way easier.

Her skirmishing potential depends on her W availability. Without this, she won’t be able to use her Q consistently, which forms the mainstay of her entire skirmishing power.

Her Ultimate R, if improperly used, can quite easily lose her team an entire fight. It can even cost them an objective, especially if Kindred has not been able to get multiple marks and is behind on levels.