Your ability to control a zone/area is quite strong and almost unparalleled.

You can dish out a lot of consistent damage if you are given the chance. Your sand soldiers and Passive make it much easier for you to stop all-ins in their tracks.

Very high sieging and pushing power when it comes to taking lane towers. Your Ultimate R provides you the luxury to both disengage and all-in the enemy team as per your requirement.


His e can single handedly turn a fight into his favor. The damage is enough to shred through tanks and squishies alike.

His Ultimate y makes it very hard for the enemy to not take poke damage. This is especially true if Kog’Maw is going for the AP build.

With proper peel, he can take over a game quite easily due to his Q and e. He also has some amount of self-peel with his e, but it is better for him to maintain his distance from CC.


Alistar has limited range. With good enemy positioning, it can be incredibly difficult for him to engage.

Unfortunately, Alistar relies on his team more than some other Supports. Before engaging with his t>e combo, he needs to make sure his team is nearby and ready to follow up.

Once he’s gone in, it’s difficult for Alistar to escape unless he has Flash. Even with his tanky stats, he is vulnerable in a team fight.


Viego can steal the lives of his enemies which can allow him to escape danger. As he becomes untargetable, it can allow him to dodge incoming damage.

Viego is a fun and rewarding champion to play thanks to his Passive and his Ultimate R. Expect yourself to get hooked on him quite quickly.

Viego has a high skill ceiling. This means the more effort you put into him, the better you will be at him. Keep playing him and see yourself skyrocket in the ranks


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

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

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


Another point in his Ultimate R will allow him to 1 v 1 target quite frequently. He should be able to secure the choices even now. He is quite decent during the fights at the end of the game, because his AoE abilities will do a lot of harm. His survival is just as appreciable. His tankness will be massive during this phase of the game. He should be focused on absorbing a lot of damage for the enemy team while simultaneously dropping enemies when possible.


Galio should be getting his build completed by now. This will give him a massive spike in his ability to peel for the allied carries. His damage output will be pretty high as well.

Galio's Ultimate R will still be handy during fights due to its knockup and low cooldown. He can easily split push and show up to fights with his Ultimate R in a jiffy.

Level 16 isn't that big a spike for Galio. Although his Ultimate R cooldown is reduced and the cast range is increased, he won't have any incentive to use it for himself.


In the late game, continue to split push if your team isn’t at risk of dying or getting caught out.

If your team is going to get caught out or if the game isn’t one-sided, you need to group with your team to help them fight.

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.


Keep placing vision and guard for your teammates. Avoid guarding alone, otherwise you will die. Your squisty body makes you very vulnerable in the end of the game. Stay with your team at all times. Don't leave their side, as the enemy will force a fight while you're gone. Look for choices with your team. Use your E and Ultimate to spot choices and remove enemies that have spread too much without assistance.


As long as you have picked up a few meeps before the minions spawn, you will always hit Level 2 before the enemy. Make sure to harass and play aggressive while the enemy is still level 1. Once Bard has picked up Boots, its roaming potential increases considerably. Watch to wander frequently with your E to help your allies around the map. Bard's next power peak is its level 6. Its Ultimate R is versatile enough and can be used to set up games with your Jungler. Make sure to throw the Ultimate R behind the enemy because they can walk in while trying to escape.


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.

Delay team fights while you dish out damage with your basic combos. Make sure you try to stay safe in team fights by watching your positioning and avoid overextending too much.

Ryze in the late game deals a lot of burst damage. Hide in high traffic areas if you’re ahead and look to blow someone up.


Use the fog of war to get picks with your Q and W. Your E should be on a shorted cooldown as well, so use it freely.

If you are not that fed, consider using your E to shield an ally acting as the carry. Such an ally getting CC'd will mean demise for your team.

Before going for neutral objectives, try to set a death brush and kill any enemy who decides to blindly check the lane brushes. This will help you massively with securing objectives effortlessly.


Level nine is a massive powerspike for Heimerdinger. He will now have maxed out an ability and will be dishing out a lot of damage depending on his maxed ability. As an ADC, it will probably be his Q, so he will have an easy time wave clearing and defending himself during all-ins.

Adding another point to his Ultimate R will skyrocket his overall power in the lane. Again, this is because the empowerments will be more powerful, and Heimerdinger will use them both offensively and defensively.

Heimerdinger excels during team fights as he can control a large area with his Q turrets. This will be really useful in clumped areas like the objective pits and the Jungle paths.


Jinx will use the extra range from her Rockets Q to poke you down and push the lane. Make sure you’re outside of the minion wave so she is unable to deal splash damage to you or the minion wave.

As a carry, Jinx is very dependent on others to assist her in snowballing. Try your best to take advantage of Jinx when she is in the lane alone.

Jinx is rather defenceless outside of her Flash when her E is down. If she uses her E, try and exploit her weakness and use the long cooldown to go for another skirmish.


It can be shot down gradually, which will force it to get out of the way, or it can be all-in-one by the enemy lantern and the Jungler/Support. Once its h is lowered, it becomes a gank target if it is too pushed. This will allow its laner to get a free murder on it, especially if its laner manages to use a wave management technique to bait Kennen. Reliefs on the flanks to obtain team battle victories so good vision on the enemy side. This will prevent it from entering the backline of the enemy team and doing huge damage.


The longer the game is, the more stacked it will be. This makes it strong enough in the last game. When it reaches level 16, Cho=Gath will put the third and final point in its Ultimate t. It will be able to bite easily and execute enemies that are taken out of position by its team. According to its construction path, Cho=Gath will either do a lot of damage in late game fights or be incredibly tanky.


Vayne will have the range advantage in the lane in most matchups. She will be able to abuse the enemy and deny them from the farm.

Vayne scales incredibly well into the later parts of the game. As long as she isn’t behind, she will be really good in the late game.

She is magnificent versus tank teams and tank champions, thanks to her s.


In the team fights, Akali will seek to dive the backline and take out the most squishis champions. As soon as she engages, try to lock it with CC/ peel it away from you and your allies. CC is your biggest friend when it comes to beating her. If Akali engages and is hidden inside her W, step back from the Shroud until it disappears. This will make it much harder for her to fight and survive if she can't hide in it. In the last stages of the game, try to stay in the team and try not to wander the card alone. Akali has a ton of explosion and can easily assassinate squishy targets that walk alone.


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.


Your first power peak is at level 3, where you can access all your basic capabilities. When you touch level 6, you unlock your Ultimate. You can start playing more aggressively with your Ultimate and get your Jungler to gank your track, too. When you get your first component, your damage output will increase, and your chances of winning jobs will increase considerably.


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

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

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


Udyr will begin to fall as the game continues, so he should focus on getting an early lead and then finish the game by taking goals and fixing enemy spinners behind. As usual, his Ultimate e will not give him a massive peak at level 16 because it does not make any significant difference for Udyr. This will only allow him to reduce his targets quickly. Udyr will become really tanky during this stage of the game. Combined with his speed of movement, he will have an effortless time to avoid the important shots skills and CC'ing targets on the enemy team.


Level 16 is another decent peak where he can use his Ultimate R a lot. The enemy team will always have to look at their flanks. Rakan is excellent during the end-of-game fights that his W, E, and Ultimate R will be on very short cooldowns. He will have to use the fog of the war whenever possible. Rakan is pretty powerful during the end of the game. That's because he can take enemies constantly because of his abilities on short cooldowns and be able to escape quickly.


Late-game should be really easy to maneuver around as your E will be on a short cooldown. Your plan should be to utilize the fog of war to bamboozle the enemy backline.

With your Ultimate e on a massively short cooldown, you should be able to run enemies down quickly and take down the backline in a jiffy. Try to avoid CC when possible.

Tenacity will be your friend in this game, especially if the enemy is CC-heavy. Invest in such items as and when possible as it will help your team win fights.


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


Cho=Gath is powerful at level 6 because it is able to inflict real damage with its Ultimate t. Always consider its damage results whether it is built as a full tank or AP. Cho=Gath becomes stronger and stronger than the game continues. Try to close it to make it useless in team fights, or finish the game as quickly as possible so that it can not become a mega tank. Every time he has his m or e up, his survival and self-pleasure are greatly increased. Wait for him to use one of these abilities before he engages or fights him.


Rengar will try to power farm early so he can get his R and start ganking more effectively. Try to delay this power spike by invading him and stealing away his camps.

Try to place vision inside Rengars jungle so you know where he is at all times. If you spot him on the top side (pre-level 6), try to invade the bottom side jungle and take his camps. Alternatively, you can gank the bottom lane.

It isn’t uncommon for Rengar to repeatedly gank a lane over and over again. If he has just ganked your lane, expect him to return shortly afterwards.


Evelynn will max her Q at level 9. She will be much stronger at this stage of the game.

Eve is very good in the mid-game as enemies will be walking around the map on their own. As Evelynn is an assassin, if she can get picks on isolated targets she can get herself a huge lead.

At level 11, Evelynn’s Ultimate R will deal more damage and she will be incredibly strong at this stage of the game.


Avoid grouping to closely as it may allow Sett to get a multi-person E off which will help his team win the team fight. Splitting up slightly will be better for you in the long run.

Do not walk too far forward when sieging an objective as Sett may use his Ultimate R to pick up the closest champion and launch them into their allies behind them. If you’re grouped together and in line with one another, it will be harder for him to do this.

When no team fights are occurring, Sett will put himself in a side lane and try to split push. When he is alone, you could look to either pick him off or start a team fight with his allies when he is unable to help them.


Yasuo is really strong once he has 100% crit chance. Thanks to his Passive, he can get to this stage quite quickly.

Once Yasuo is level 6 and unlocks his Ultimate R, his kill pressure increases. You should play respectfully whenever his Ultimate R is up as he can quite easily kill you.

Yasuo is really good in team fights if he is picked in a team with multiple knock-ups. Avoid grouping too closely otherwise, he could get a 5 person Ultimate R off.


Place vision around his jungle entrances to make it harder for Wukong to get successful ganks off.

Wukong has good objective control in the early game. Try to take it before him if possible, or at least keep it warded at all times so you can spot him before he is able to take it for free.

Wukong is very strong in a 1v1 fight if he has lots of health. Avoid fighting him if you spot him when he is very healthy. Especially if he has his Ultimate n available.


You can abuse this to get an early lead or blow his Spells of Invocation. At level 6, Kog-Maw will have easier time to make and trade thanks to his Ultimate there. Take care during trading with him, and try not to let him shoot you down. Kog-Maw benefits from extended trades once he has a few points in his e. Do not go for extended trades with him unless you have an advantage.


Renekton would start to fall off now unless he managed to accumulate a considerable lead early on. It is of paramount importance that Renekton finishes the game as quickly as possible.

Renekton will have multiple items by now. This means that he can reliably front line for his team and deal a lot of damage to enemies. As long as he doesn't get CC'd, he will be able to win fights easily.

Level sixteen is a decent spike for Renekton. This is because he will max out his Ultimate t and pose a massive threat to the enemy team.


Lux is really strong once she unlocks her Ultimate n. At this stage, she will be able to get kills and burst you down.

Once Lux has max cooldown reduction, her abilities will be on really low cooldowns. This means she’ll be able to poke and trade quite frequently. Do not get caught out by her low cooldowns.

In the later stages of the game, Lux is really strong and can quite easily take down any target if she lands her g. Try and set her behind in the early game so she is unable to get tons of AP and snowball.


Kled needs some time to come online. Play safe in the game very early unless you have a favorable matchup. Once you have some levels under your belt, you can look for aggressive games and extended trades. At level 6 your pressure to kill increases and your all-in.


Nasus doesn’t want to fight in the early game. Instead, he wants to focus on farming and stacking his Q. Try to fight him when he is focused on stacking as he may focus on the farm rather than fighting you- which will allow you to gain a health advantage.

Do not push Nasus under his turret as it allows him to farm safely. Instead, freeze the lane towards your side of the map so he has to overextend for farm.

Once Nasus has some levels behind him and has multiple points in his W, he will have good gank set up. You’ll need to play safer if the wave is closer to his side of the map during this time so you don’t die from ganks.


It's really important that you land these **Q**s early. The cooldown is long early, and if you miss once, you won't be able to get the third pile and CC the enemy that the timer will exhaust. Make sure to keep the minion wave a little earlier. Post 6, you won't be able to engage if you're pushing because you won't be tanky enough to dive the enemy. As you have a lot of CC tools in your kit, you can look to make games with your Jungler.


Focus on getting peaks around the map during this phase of the game, as you will be able to find many squishy targets wandering around. Your E should allow you to win fights much more effectively as it makes you very slippery and allows you to catch out-of-guard enemies. Try to kill the enemy Jungler before taking a neutral goal. This will help you secure the goal without any obstacles, and you will have easier time to win the game.


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


Olaf is a dominant laner and can easily be killed at level 1 and 2 with its spam t. Avoid fighting it early. Once Olaf reaches level 6, it will be difficult for you to kill it or lock it with CC. Do not commit to using any hard CC capability when you know that its Ultimate k is in place. As soon as Olaf completes its first article, it will do tons of damage. Make sure you play respectfully and only trade with it if its t is down (or it is unable to pick up an Axe t).


Brand has lots of poke with his W with the added benefit of it being long-ranged too. This allows him to poke the enemy down from afar and get them low.

He has really good wave clear and AOE thanks to his W. This is good for Brand as he can push the wave constantly and keep the enemy laner pushed into their tower.

His Ultimate R is really good in team fights- especially if the enemy are grouped together. He can make his Ultimate R bounce between enemies and deal a lot of damage.


Can absorb a lot of damage for his team with his Passive. This allows him to be a frontline for his team while also being able to escape from death when he goes in with his Ultimate h.

Post-six, he can set up multiple ganks for both his lane as well as other lanes with his Ultimate h. This is highly beneficial if the lane he is ganking has some form of CC built in their kit.

He is the bane of all immobile carries, especially the ranged immobile ones. He can quite easily get on top of them and prevent them from doing anything in a fight. If Malphite goes AP, there won’t be an enemy carry for most part of the game.


After your bot track has moved halfway, turn to the bot side of the map or somewhere on the map so you can continue to grow and win XP. Try to sit goals with your team in the middle of the game. You have strong pose tools that will allow you to sit goals with ease. Try to bring down the enemy as much as possible while your team tries to take turns (or the Dragon or Baron).


Once Aumu gets tons of cooldown reduction, his Ultimate will be on a shorter cooldown. This allows him to gank more often and have more success when it comes to deganking. Depending on the construction, you will need either to invest in a armor pen if you are an AD champion, or a magic pen if you are an AP champion. If it will damage, you may need some defensive elements. As the game goes on, it will become stronger and stronger, and tankier and tankier.


Avoid fighting in areas of the map that force your champions to be close to one another. Rell’s Ultimate R is a great team fighting tool that can CC multiple enemies at once.

CC and interrupts are the best way to counter Rell’s W engage in team fights. Hold on to these abilities to interrupt her engage and burst her down while she is immobilized.

Look out for Rell’s E. She will put it on other champions who also want to engage to get a good stun off.


If you can attack on the side and get on a key target, the chances of winning a team fight will be increased. Look for choices or look to fight the person you are laning against when they try to prevent you from pushing split. If you are ahead, don't be afraid to fight but always check the card before committing to using your Ultimate R.


Grievous Wounds, especially during the early game is his mortal enemy and will allow the enemy to take him down with relative ease. The fact that he is extremely weak during the early game doesn’t help him either.

Frequently missing his Qs can take a huge toll on his health. This is also his main catch-up ability so the enemy can try to poke him down for a small time if Mundo misses his Q on them. This fact is especially true when he is against ranged carries.

He is highly immobile, making it very easy for the enemy Jungler to gank his lane. The enemy laner can deliberately let him push in order to get him to overextend and ultimately killed.


It will be all on the map during this phase of the game. It will begin to fall off during this phase of the game because the enemy will have invested in defensive elements. It will also become easier to kill Nocturne if it gets caught by some form of CC. Picking enemies out will take a massive blow during this phase of the game because the enemy team will have shorter cooldowns and will be more resilient. They will also be grouped together, which will make it easier to kill Nocturne and save their teammate.


Ryze's weakness is quite amazing during the start of the game, so he should make sure he plays safely and carefully around. The main objective is to increase first. His level six will not be very impacted during this phase of the game because he has a long cooldown, and roaming during this phase would be a problem. The first element will allow him to inflict a lot of damage to his enemies and spam his abilities frequently. Nevertheless, he should not play too aggressively and simply rely on the scale.


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


If you're ever invaded, make sure it doesn't have a lot of Q batteries. If it does, expect a lot of damage coming from your way. Don't let the enemy Jungler get all the Dragons. Try to secure them with your team after ruining the lower track. Beware of the potential invasion of Hecarim's early game. They can invade you often, so you have to be ready. Be careful what happens on the map at all times. Beware of Hecarim's early play pressure. They are much stronger than you and will try to make games to get themselves and their teammates in advance.


Avoid grouping too close together otherwise, Lissandra will be able to engage with her E and land a multi-person W.  If you can, try to split up slightly so she can only hit 1 or 2 champions at the most.

Play around Lissandra’s Ultimate R cooldown. Once it’s on cooldown, she is rather vulnerable and cannot team fight properly. You can use this to your advantage to force team fights when you know it’s hard for her to fight.

Lissandra has tons of wave clear, so sieging objectives in the mid and late game is going to be tricky. Keep this in mind and try to take her down or poke her out of lane so she cannot defend her Turrets.


Try to stand in the middle of the way at all times. This will make it harder for her to land her E in a trade. Do not approach the walls because it will give her the opening to engage. If you play like a varied champion, try to harass Camille with basic attacks every time she tries to hit last. Camille lacks support in the game early, so you can get her out of the way easily if you continue the automatic attack. If Camille uses her E in the way, she will be vulnerable while he is about to cool.


Avoid regrouping closely in team fighting as this can allow Galio to get a 5 man with his R once one of his allies has engaged. Space between each other for maximum survival from the go. If Galio uses his Ultimate R when you are close to him, you can disturb him with any crowd control capability. This will be very useful as it can prevent him from using his Ultimate R to help his allies.


When he is against ranged champions, or if the enemy freezes near their tower, it will be pretty hard for Kayn to be helpful because they may zone him away from CS and XP.

Kayn is high risk and high reward. If he doesn’t get an early lead, he may struggle to be helpful in the later stages of the game.

In team fights, it might be hard for him to kill anyone if they have CC, long-ranged poke, or disengage tools. He has the same problem as a lot of assassins.


Use your Q to target both enemies and minions when possible. This will be extremely mana efficient and will allow you to send the enemy scurrying out of the lane.

Post-six, you should be able to gank and roam around a lot. Take some detours and see if you can help your side lanes out.

Use your E very carefully as it can easily get you killed if you use it at an improper time. Watch out for ganks as well and ward up properly.


Do not team fight in the later parts of the game unless your Zhonya’s Hourglass and Ultimate d are both up. Delay/ disengage fights if the enemy wants to fight you.

Poke and delay team fights while you and your team harass the enemy and get them low. Once they’re low, engage. You can also look for picks with your abilities to catch someone who is out of position.

Stay with your team in the late parts of the game. If you get caught out or the enemy initiates a fight while you’re not there, the enemy will win the team fight.


Once Neeko reaches level 6, her death pressure increases. During her struggle, keep in mind that she can throw her Ultimate R and inflict damage and CC you. When Neeko finished her first element, she will have tons of free wave and will be able to push the wave very quickly. You will need to make sure that you can push the wave so that you don't lose your turn early. Neeko is good in team fights thanks to her Ultimate R. Disengage as soon as you see her channel her Ultimate R.


Adding additional points in her Q will let Soraka play highly aggressively. The slow and the heal are added benefits that allow Soraka to trade her health as a resource consistently.

Level 6 is a massive power spike as she can save each and every one of her laners with the proper use of it. The appropriate usage will require the Soraka player to have heightened map awareness in the game.

The first item will massively boost Soraka's overall utility in the lane. She will be able to heal consistently due to increased AP and Ability Haste, along with the added effect of the item she gets.


Avoid letting Hwei land free poke on you. Purchasing early boots can help with dodging his abilities.

Avoid fighting in the jungle as he has a lot of AOE damage, and will of course be building AP items, so he will deal a lot of damage.

Execute him as he tries to ward alone in the mid game. Picking him off can enable your team to get the Baron or another major objective.


Having 3 points in its Ultimate R is another important power peak for Vel'Koz. This will allow it to melt throughout everyone like a hot butter knife. Its burst damage will be immaculate as well. Vel'Koz is good in team fights during this game due to its Passive and Ultimate R. This, in combination with the rest of its abilities, will compensate for some odious poke damage. Having its complete construction will allow Vel'Koz to burst people like balloons. Any squishy that gets caught in the crossfire will definitely die.


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


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.

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.

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


His first ability will be maxed out at level 9. This will give him a massive damage boost and will let him take over the mid-game easily.

Lucian is excellent during the mid-game as this is the time where he is the most powerful. He can now go to a side lane and split push due to his Passive and basic abilities. This is also why his abilities will hit like a truck, and he will frequently kill enemies.

At level 11, Lucian will be able to get his stage 2 Ultimate R. It can help him massively during neutral, objective fights and duels due to the amount of damage it dishes out.


Avoid track brushes at any cost in this matchup. Teemo can easily blind you from them and you won't be able to do anything about it. Get a sweater and keep cleaning his traps in this matchup. This will help you significantly when it comes to fighting Teemo. You don't have to fight Teemo in tight space because its traps will make it really hard for you to do anything to him. Keep the wave near your turn. The enemy doesn't have some kind of sifting potential and can easily be exposed to the ganks.


He will be stronger than you early, but once you have some levels under your belt you can start being a bit more aggressive.

Focus on farming early and limit trading. Just poke if you can, but don’t commit to anything.

You can start playing more aggressively after you hit level 6.

When pushing, try to hit both the minion wave and Hwei at the same time.


Before level 6, try to abuse it as much as possible. Once it is level 6, its death pressure increases as its Ultimate R is an excellent duel tool and has a great gank set up as well. The best time to play aggressively is when Sona superextenses to get batteries on her Spellthief. When she's overextended, try to play aggressive and explode when she positions herself forward.


At level 9, you will max out your **Q**. When it’s maxxed out, its damage and cooldown will be better, so you can use it more often to deal more damage to the enemy.

At level 11, you will put the 2nd point in your Ultimate it will help you get kills and picks with your team.

K’Sante is good in the mid-game as he is will be tankier and be good in team fights.


His Ultimate R is completely dependent on the enemy team comp. If the enemy has lacklustre ultimates, Sylas won’t be able to do much.

If used improperly, his W can get him killed due to him getting displaced to another location. If the enemy purchases Grievous Wounds, they can easily counter this heal by a good amount.

Proper vision placement can ruin his chances of being able to flank the enemy team with his E. He won’t be able to effectively impact a fight when he can’t flank the enemy team.


Yet again, Quinn doesn’t really spike at level 16 as her Ultimate R is a utility tool rather than a pure damage tool.

Quinn starts to fall off in the later parts of the game as enemies will be buying items that offer them extra protection from her damage.

Thankfully, the more items Quinn gets, the more of a problem she will be for the enemy team. As long as she looks for picks with her team, she should be okay in the late game.


Your **W** is great against bursting because it reduces incoming damage. K-Sante has a lot of CC and can lock and lay CC on enemy champions. A lot of trading potential with its **Q** and base attacks. It can also run enemies and kill them thanks to how much CC it has in its kit.


Lee Sin is a dominant laner in the early game. Expect him to go for aggressive plays to get an early lead.

Once Lee Sin hits level 6, his kill pressure intensifies and he will be a lot scarier to play against. Expect him to go for aggressive plays.

When Lee Sin has completed his first component item, his damage output will increase dramatically. Watch your positioning so he cannot easily take you down.


The first element of Renekton will help him massively with his laning. Its duel power should increase quite decently now. Level six is a massive power peak for Renekton as he wins his Ultimate t now. It will allow him to initiate all-in and zone the enemy out in neutral and objective battles. Renekton is a fairly solid champion of the beginning of the game. Its ability to duel enemies and neutral impact objective fights is massive and should allow his team to dominate during the start of the game.


Disengage as soon as Taric has activated his Ultimate R so the enemy takes damage. If a target is low though, try to burst them down quickly before the Ultimate R comes into effect.

Taric has surprisingly good engage and catch potential with his E. Watch his positioning at all times so it’s really difficult for him to catch someone out.

Invest in an Executioner’s Calling to reduce the healing of Taric in team fights.


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.


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

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

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


If you miss your Ultimate R, you will miss potential resets and you will definitely miss the gold and damage. Try your hardest to know who has Flash and who does not increase your chances of landing your Q. It is a mechanically difficult champion to learn and will take a lot of time to get used to. Expect to put in a lot of work trying to learn it. Unfortunately, Pyke has nothing to offer when her Q is down.


It can wander around the map and place its Ultimate t mushrooms in heavy traffic areas. It will allow it to detect enemies as well as get killed on unsuspecting low-health targets. Its first ability will be maximized to level 9. This will allow it to inflict high amounts of bursting damage and will allow it to kill its enemies quickly. It is not remarkable in team fighting, so it should either resort to secure peaks and blow people with its abilities or just separate by pushing until the enemy responds to it.


If Bard decides to move away from his ally and consider playing more aggressively in the way. In the early stages of the game, keep the wave closer to your side of the track, as it offers a safer position for you.


Renekton is an early game bully. Expect him to play aggressive and go for kills. Once he is level 3, he gets his first major power spike and can easily force a Flash. Expect this and play respectfully.

Once Renekton is level 6 and unlocks his Ultimate t, he can be really aggressive and kill you. If you’re low, recall and avoid pushing the wave if he’s ahead as he can all-in you while you’re overextended.

After Renekton has completed his first item, his kill pressure also increases. Avoid trading or duelling him unless you’re ahead.


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


When Ahri hits level 11, she will have 2 points in her Ultimate. This offers her additional selection potential during the middle of the game. During the middle of the game, Ahri will have lower cooldowns that can help her get chosen with her team. Her E will be on a shorter cooldown, making her an additional threat during this part of the game. When Ahri hits level 9, she would have maximized her Q out. When it's combined with your ADC damage, the pair of you will be a threatening threat during the middle of the game.


Once Fiddlesticks has his Zhonya, it allows his R to really hit at home. If he channels his R and uses his Zhonya, you can't attack him when he goes into the stasis. When Fiddlesticks has access to 3 abilities, it's really hard to manage because they offer him so much utility. If you're trying to go for a whole in, make sure to fight when 1 ability is missing. Of course, Fiddlesticks' biggest power peak is his 6. You can counter him by having constant guards around your track. If he's going to miss position 6, ping your teammates.


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


He can start ganking as soon as he hits level 2. Don’t be afraid to go for a level 2 gank in one of your lanes.

Your Ultimate e is an insane tool that can help you get kills. Gank as soon as your Ultimate e is off cooldown as it will usually result in easy kills.

Nautilus has the most CC of any champion in League of Legends.


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.

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.

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


You have a lot of presence during early play. Roam every opportunity you get, especially on pushed enemy targets, to get an advance. Warding will be an essential element of your game style during this phase of the game. The most important thing you want to do is to keep a Control Ward in your inventory to use your Ultimate k effectively.


Make sure that you don't get his by his Q regularly. Force him to use his dash, as this way, it will become extremely easy to all-in you.

If he goes to lane gank your allies, push hard and get some plates quickly. This will help you out a lot in the late game.

Kled has to be a high priority target during team fights. Make sure that you CC him and work with your team to take Kled down quickly before his team can make way to you.

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


Try not to use your Q in the middle of the way to make sure that you can regularly throw several balls of your Q. Use the terrain to browse the map faster using your Passive. Also, use your C carefully as this ability can quickly get you killed for free in the jungle. Your Ultimate R will allow you to travel much more in this game. It will allow you to prevent enemies from entering crucial points such as neutral objective pits or separate enemies.


Wukong's level 3 is quite strong. Once he has all his basic abilities, he can look for a favorable trade. Once Wukong's level 6 is hit, his death pressure increases considerably. Expecting that he is looking for murders once his Ultimate n is up. Wukong is strong in the mid-game team fights thanks to the AOE strike on his Ultimate n. Expect that he is looking for fighting by attacking on the side.


Level six is a massive peak for him and his team. It can now affect the fights easily with its Ultimate b and make sure that the enemies cannot fight him just and square during the fights. The first element will allow him to do a lot of damage to his opponents. It will also be beneficial when he throws his Ultimate b. His early play is good, but the result of the way really depends on the confrontation in which he is. It should have a fairly easy time in the way as long as he can poke enemies systematically.


Avoid team fights around major goals if Seraphine is nearby. The tight grouping will benefit her and allow her to get a good Ultimate Roff and CC all your team. Similarly, avoid fighting in the jungle because your team will be grouped together, which can allow her to get another good Ultimate Roff. Try to fight in the open air and separate slightly so she can't CC your entire team. Seraphine will often go to the hall alone during the middle of the game. You can use this to your advantage to fight and choose her. While she's dead, you can look to take the Baron, a Dragon or look for a team fight with the advantage of numbers.


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

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

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


During this phase, take as many team fights as possible and always try to fight close to bottlenecks to maximize your stunning potential E. Remember that your combination Q > Ultimate R > E will give you a guaranteed dizziness on an enemy. Use it well during team fights to get easy wins. While you sit Baron or Dragon, or whenever you push the enemy under their turn, look for a choice with your abilities. If you can catch someone out of position or blow them up, you will be able to take the goal for free.


Putting the second point in Fiddlesticks Ultimate R at level 11 is very important to him. It will put his Ultimate R on a shorter cooldown and allow him to look for more aggressive pieces. At this stage of the game, Fiddlesticks should have finished one or two articles. Its damage release will be quite high that will allow him to win team fights mid-game. In the middle of the game, the teams start to regroup. It's good for Fiddlesticks because he benefits from teams regrouping closely because his Ultimate R is an AOE tool.


Ashe’s first power spike in lane is once she purchases and upgrade her Boots. The additional ability haste will make her a more potent laner as she can constantly throw out her y on the enemy.

At level 6, Ashe’s kill pressure in lane increases. Her Ultimate w is very versatile and can set up kills with her team. Make sure you play around your Ultimate w to get kills over and over.

Once Ashe has picked up her first component item, her trades will be extremely potent. Mix this with a few points in her y and upgraded Boots; her poke will be consistent.


He is pretty weak pre-six due to his abilities being too telegraphed. He will need to use the lane brushes and trade when the enemy gets too close to him or terrain.

His level six is a massive power spike as he can now impact team fights consistently. It will also let him get solo kills in the lane.

The first item component will boost his survivability and damage in the lane. This is very helpful as he won't even have to recall if he manages to preserve his health.


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.


His e, when combined with his increase in attack speed is a strength to count with. He can get several early murders with this combo (and decent support if he is ADC). When in the jungle, the Red Buff can amplify the effects of this combo. His Ultimate c and Passive allow him to shred through the enemy team with ease when they find themselves grouped. This gives him a very strong advantage in the choking points. He can use his s to scrutinize and fix a vision for his team too.


His Ultimate R can easily be dodged by enemies who have dashes or any movement tools.

If the enemy has good positioning in lane, it will be very difficult for you to engage or use your E in the lane. This is because your E can be blocked by minions if the target is not directly behind them.

Gragas’s Ultimate R is very easy to mess up. You may want to use it aggressively to knock someone forward but instead, knock them backwards.


It is important that you stick with your team in the late game. Do not move around the map or go anywhere unless someone is with you.

Stand towards the back end of your team near your Support. Avoid walking too far away from anyone in the late game. Getting caught out will result in the enemy being able to push their advantage and finish the game.

Watch your positioning in the late game. Focus on kiting and auto-attacking the nearest enemy champion. Avoid walking too far forward so you do not get caught out and focused by the enemy.


Gwen will be very strong when she has her Passive stacked. Think twice before committing to an all-in or 1v1 against her when you see her fully stacked.

When Gwen hits level 6 and unlocks her Ultimate R, her duelling power will intensify. Be on the lookout for fights at this time.

After Gwen has completed her first component item, her damage output will increase and so will her overall map pressure.


Be mindful of your positioning when dismounted due to Ashe's W poke.

Avoid going for extended trades; instead, aim to auto-attack and then remount quickly.

After level 6, be cautious about dismounting when Ashe has her ultimate (R) available.

Keep the wave close to your side as Ashe is squishy, making her vulnerable to ganks from your jungler.


At level three, Zilean will have access to all his abilities. This will allow him to play aggressively as well as poke the enemy mercilessly in the lane.

Level 6 offers quite a lot of protection to Zilean as it can allow him to counter lethal burst damage with ease. It will also make his opponent's job way harder than it is supposed to be.

Zilean's Ultimate t is going to be helpful in fights. Zilean's first item component will allow him to spam his abilities frequently, making life miserable for the enemy team. It does help a lot when dealing with champions who have a lot of burst damage in their kit.


Samira has an incredibly strong all-in-one. This will allow him to go for the murders frequently, especially when the enemy overextends or walks too far. His Ultimate R is an incredibly strong tool in team fighting. Avoid fighting unless you have your Ultimate R available because it inflicts tons of damage.


Her tankiness is exceptionally high during the mid-game. Her main job will be to ensure that she can get picks on squishy carries and kill them quickly.

Another point in her Ultimate R will decrease the cooldown of the ability. It will allow her to CC enemies quite frequently. It is pretty decent for picks around the map.

Sejuani is quite decent during team fights as she can absorb a lot of damage and has CC for days. She can peel for her carries pretty effectively as well.


Don't try to hunt Zeri down the jungle or river because she probably waits for her E to be back and she will use it to escape. Look for the fights when she's not around. Her Ultimate R is really useful in the fights, so fighting when she's not there is favorable. Ward your flanks in the middle of the game! Zeri can use his E to close the gap of a wall and surprise himself on your team.


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

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

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


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.


Continue to look for picks whenever possible. Stay with your team though, as you don’t want to go in without them.

Due to your low cooldown on your Ultimate in the late game, make sure you actively look for plays and isolate the enemy carries.

Stay with your team at all times, and peel and protect for your allies.


Continue to pick up and secure jungle camps whenever possible. Not falling behind in the mid-game is crucial as a Jungler, so make sure you continue to farm!

As you’re a Jungler, you need to try and secure every Drake during the mid-game. Getting them and securing the Dragon Soul for your team will increase your chances of winning the game.

Look for picks with your team. If you can pick someone off, make the call for Baron or Dragon to further your lead.


Karthus has great objective control due to the amplified damage dealt by his 1 on single targets. It will allow him to finish objectives pretty quickly once he gets some items.

Level 6 is a significant power spike as it allows him to stack up his rune, as well as finish off enemies who have managed to escape with a sliver of health.

Once Karthus gets his first item component, he will spam his abilities frequently due to the increased mana. His damage will increase as well and will allow him to gain an overall lead in the game.


Lulu’s early game can be incredibly difficult to play against if you’re a melee champion. Opt for sustain and defensive stats in the early game.

Once Lulu has completed her first item, her protection and shielding ability will increase dramatically. At this stage, she will also do a hefty amount of damage when trading.

Team fights are where Lulu shines thanks to her E and Ultimate R which can be used on her allies. She will be building items that protect herself and her allies too, so she will be a huge threat.


Do not fight as a team in the later parts of the game unless your Zhonya's Hourglass and Ultimate R are both ready. Delay / disengage fights if the enemy wants to fight you. Stay with your team in the late parts of the game. If you are caught out, or the enemy launches a fight while you are not there, the enemy will win the team's fight. Poke and delay the team's fights while you and your team harass the enemy and knock them down. Once they are low, engage yourself. You can also look for choices with your abilities to catch someone who is out of position.


Remember that he can use his **W** to CC multiple enemies. Don’t group super close together so he cannot CC your whole team.

Look for fights when he doesn’t have his **Ultimate** as he will be weaker and easy to kill.

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


In team fights, and when ganking, Pantheon is easily kitable. It may be really hard for him to get on to an enemy if they have a lot of dodging or dashing tools too, even with his point and click CC on his W.

If Pantheon doesn’t get ahead, he will be really hard to play in the later parts of the game. He will be pretty much useless outside of his W and E.

Unlike many Junglers, Pantheon cannot use his Ultimate R in a 1v1 setting. He can not use his Ultimate R in skirmishes or in team fights either (albeit he can start a skirmish with his R).


Amumu will have multiple items during the mid-game. Depending on his build, he will either deal a lot of damage in team fights, or be incredibly tanky and hard to kill.

At level 11, Amumu will have 2 points in his Ultimate y. This means his Ultimate y will be on a shorter cooldown which can help him in team fights and help his team get picks.

Teams start to group during the mid-game, and as Amumu is a team fighting champion, he is pretty good during this stage of the game.


His level 2 is quite an essential powerspike because he can now look for all-ins and knockup enemies with ease. Using the lane brushes for this purpose only amplifies the effect.

Level 6 is another significant power spike as it allows Jarvan to add another layer to his all-in combo. He can also separate someone out from their team and can easily pick targets off.

Jarvan is quite oppressive in the lane. His all-in threat is enough to keep enemies at bay, and keeping the lane brushes de-warded will let Jarvan catch the enemy off-guard with ease.


Its mobility is everything in its kit. Make sure you go for short exchanges and then exit before it can get too many spears in you. Work with your support to kill it. The best time for everything in it is when its r is down, or it is CC'd. After six, you will want to be careful on its Ultimate. Do not do it will easily make you bury and kill. Keep the wave near your turn and see if you can expose it to the ganks.


Avoid pushing the wave as much as you can, because Yasuo has an incredibly strong all-in-one and can bring you down if you push. Try to keep the wave closer to your side of the map in the laning phase so that it can't chase you and kill you. Be careful around the minion wave as Yasuo will often use its E to pass through the minion wave to reach you. Stay outside and away from the minion wave at all times. Try to space accordingly at Yasuo and its Support. If the Support has CC, try to play as far as possible. This will make it difficult for them to reach you.


Its Ultimate R should have an upgrade now. It will increase its overall efficiency in a fight, and the reduction of cooling time will help Gangplank win battles quickly. Gangplank will soon be able to put another point in its Ultimate R. Once done, its presence around the map will increase massively. It will also help a lot when it deals with neutral goals.


If your allies move on your track after destroying their turn, rotate and move around the map to continue growing and winning XP and gold. Use your capabilities to quickly clear the minion waves so your team can besiege/prevent an enemy team seat. If you can land poke while also pushing the minion wave, you can look for a favorable trade. By sitting Baron or Dragon, or whenever you push the enemy under their turn, look for a peak with your abilities. If you can catch someone out of position or blow them up, you will be able to take the goal for free.


Disengage is Master Yi’s worse nightmare. As soon as he activates his Ultimate r and runs towards your team, disengage so he cannot take over the fight.

When low, make sure you back away even if Master Yi isn’t there. If he picks up free and easy kills, he will snowball heavy and take over the next team fight.

Try and wait for Master Yi to use his e before locking him down with CC. As he can use his e to dodge skill shots and CC if timed correctly, it’s best to wait for him to use this ability before trying to kill him.


His E allows him to avoid a lot of damage and can act as a huge factor during all-ins. That is why he can turn fights into his favour especially when he is low on health.

Can easily poke and execute someone with his Q due to how that ability works. This when combined with lane brushes, or the river brushes can allow him to deal a lot of damage without taking any in return.

Pantheon has great pick potential with his R and W. In the mid-game, he can get lots of picks with his team.


Try and keep the minion wave closer to your side of the map early. Doing so will make his all-in less effective.

Post 6, try to interrupt or somehow force Akshan to top his Ultimate. This will increase your survivability and it will be put on a short cooldown.

Keep in mind that early armor will be very beneficial in this matchup. Akshan is an AD champion, so picking up early armor will protect you from some of his damage.


Your objectives are to secure picks and peel for your squishy targets during this phase of the game. Your Ultimate k will come in very handy and allow you to make a lot of plays.

If the enemy team is loaded with heavy CC, make sure you get a defensive item to help yourself out. You still need to remember that you hold the Smite for your team.

Securing objectives is very important, especially during this phase of the game, as these objectives can be the game decider. Your e  should allow you to make some really fancy plays. You should try to get the enemy Jungler out of the pit by using your Ultimate k.


Try to counter-gank and get kills in different parts of the map. Your C and overall burst damage will help you a lot, especially if the enemy is pushed up.

Fighting near chokepoints should help you a lot during this phase of the game. You may be able to get a multi-man C knockup and blow squishies up easily.

Set up death brushes when you can. Your abilities make it possible to one-shot enemies as soon as you get your core items.


Keep an eye on their mana bar and try to fight them after they’ve used an ability as they cannot use it to trade back with. Galio is less of a threat when they have an ability down.

Think twice before using your dash in this matchup. If you dash forward, they could all-in you, or the enemy Jungle could show up. Look at whats happening on the map before dashing forward.

Make sure you hit level 2 before Galio so you can abuse your level 2 all-in to get an early lead.

Post 6, your Ultimate offers you a ton of additional kill pressure and opportunities to get kills. Abuse this by playing around its cooldown and trying to make plays whenever it is up.


The first element will allow him to inflict more damage and spam his abilities due to the increase of the mana. The level six is a massive peak due to his grip on his Ultimate d. This will allow him to make games of his own or in combination with his team. She is not really big before six because she can easily be caught and killed.


Use Draven's early play force to get dead in the way and win a gold lead over the enemy. Draven must play aggressively in the way. Play around enemy abilities to increase your chances of surviving and killing the enemy. If they waste their dash or if the Support uses a hook capability, try to play aggressive. If you have a lot of g batteries, don't be afraid to call for ganks. You have tons of damage and should be able to cash easily if you can overwhelm the enemy with a gank.


Their level 6 is incredibly strong, and their Jungler will gank them when they hit 6. Make sure you ward the river to spot the Jungler early.

Post 6, push the minion wave and walk backwards so they cannot trade with you or press R on you.

Stand outside of the minion wave at all times. It will force them to choose between pushing and poking you.

Focus on just farming and poking and harassing the enemy. You’re not very strong early on.


The second point in his Ultimate R will allow him to take down targets quite quickly. It will be up frequently as well, making it easy for him to pick on a target.

The first ability will be maxed out at level 9. He will be dealing with a lot of burst damage due to it and decimate any enemy who gets pulled towards him.

He should have his core items by now, which will make him uber-powerful. His consistent damage and damage absorption will allow him to frontline and fight easily.


Level 16 isn't that great a spike as it will only increase the damage of the ability and reduce the cooldown. It won't provide any utility whatsoever.

Most of his abilities will be maxed out during this phase of the game. He can look for picks all around the map and can set up death brushes in the Jungle.

Pantheon is pretty tanky in the late game and can dish out tons of damage as well. His E and W allow him to quickly pick off targets without taking damage in return.


Let him push the wave of the minion and capitalize on the immobility he is to force him to exceed the extension. Then, all-in-all, or make your Jungler for the gank while it is too wide. Watch to abuse his E and Q cooldowns as often as possible. It lacks damage without these abilities.


Your champion is really good at blowing someone up, so try your hardest to increase your lead by getting peaks. In team fights, watch to flank and blow up the most squishis enemies. Attacking on the side rather than running directly to the enemy will be your go-to-ground in team fights. Focus on securing goals like the Dragon and Baron in the middle of the game. As you are the Jungler, make sure you make the call for the goal when necessary.


The first item procurement will make Zed a deadly champion to deal with. He should be looking to roam to other lanes and clean up kills on low-health/overstaying enemies.

Level 3 is a decent power spike as Zed will now have access to his overall burst combo. He can quickly go for short burst trades and proc his runes with these abilities. He can spam them quite fast as well since he is not dependent on mana.

Level 6 is a significant power spike for Zed. This is where he unlocks his full potential and can make the plays and the moves to make enemies wonder what that was. He should also be able to dive low health enemies and escape unscathed.


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

Look for flanks on the enemy team when possible. Ultimate y'ing the enemy backline can easily win your team the game.

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


Stand outside of the minion wave at all times during the laning phase. Seraphine players will often use their Q (or empowered Q) to push the minion wave. By standing outside of the wave, she’ll be unable to poke and push the wave at the same time.

Keep an eye on how many empowered stacks she has. If she has 3, play safer as her next ability will be much stronger.

Once she hits level 6, expect her to either look for kills in lane or set up her Jungler for ganks. Her Ultimate R is a strong tool that offers her extra kill pressure.


If Darius somehow is able to land his E on you and pull you in, do not use your W immediately. Use it once Darius has used his W so you can remove the slow and potentially escape.

Before looking for an all in, make sure Darius is below 50% health by poking him down with your Q. If he is above 50% health, don’t bother aggressively trading.

When fightin Darius, try to avoid long trades with him as he will come out ahead thanks to his Passive. Keep trades nice and short, preferably where you’re able to stay outside of his E range.

Always keep mental distance between you and Darius. If you’re close to him, he will be able to pull you in with his E. Try to stay out of range of this ability at all times.


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


Karthus is extremely weak early, try to invade him to set him behind.

You are a stronger ganker early compared to Karthus. Try to use your superior ganking potential to get your allies ahead.

Post 6, you need to use your Ultimate as often as possible. It enhances your kill pressure and will help you when ganking. Gank whenever your Ultimate is up and don’t hold on to it for too long.

You have several tools to interrupt Karthus’ Ultimate. Use them as soon as you spot him channelling his Ultimate near you.


Gnar can cause a lot of damage or be a peeler for his team in tanking a lot of damage. This versatility depends on his form at the time of the fight as well as his choice of construction. At level thirteen, he will have two of his capacities fully maximized. This will allow him to use more frequently his jump and poke abilities that can be very beneficial during the prolonged fighting. Gnar must play around his R Ultimate to make sure he is vital during the end of the match. Bonus points if he can use the fog of war in his favor.


If you are able to get an early lead, try to abuse it to get more dead in the way to increase your chances of winning the game. You are a very mobile champion thanks to your E. It can be used in many ways and is a good way to revolve around exchanges with the enemy. You have tons of support thanks to your Passive and Ultimate. This will increase your survival in team fights and skirmishes.


In team fights, try to lock it fast so that it is unable to self-attack and flatten tons of damage. When it activates its E in a team fight, avoid using bursting abilities. Disengage it or concentrate it quickly to get it down. If it exceeds or uses its Q too aggressively, lock it up and focus it in the team fight. Quickly exit it will increase your chances of winning the game.


As this is a poke game, you have to let Neeko push you in your lap otherwise you will have trouble surviving. Try to match Neeko's thrust power with automatic attack minions and avoid their poke. You're weaker than them every time they have their Ultimate Up. If you're in danger of dying, always remember at level 5 so you won't be killed when they hit level 6. Make sure you hit level 2 at the same time as Neeko, because they're much stronger than you at level 2 and hitting level 2 before or at the same time, you'll have a better chance of fighting back. Try to adjust your positioning as much as possible.


It can be strong enough or really weak. At level 6, Shyvanaa will unlock its Dragon t form. It really comes online at this stage of the game because it basically gets access to a free escape tool and 3 additional capabilities. When Shyvana has finished her Mythic article, its trading potential in the way increases and it can start looking for frequent trades with the laner enemy.


Nasus is at his weakest in the early game. Try to deny as many stacks as possible so he is unable to scale quickly.

The longer the game goes, the stronger Nasus gets. Make sure you end the game as quickly as possible.

While he will be focusing on farming, once he has his Ultimate R, his kill pressure will increase and so will his survivability. Make sure you’re not too cocky otherwise he can turn the exchange around.


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

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

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


Level 16 will see Sylas procuring a fully maxed out Ultimate R. The power of his Ultimate R will still depend on the enemy team comp, but he will be able to use more ultimates in a given time.

His damage will be really significant during this phase of the game. The burst damage he can deal will completely catch enemies off-guard and ruin their chances of winning the game.

Sylas is quite decent during the late-game fights as he can deal tons of damage and heal himself for massive amounts at the proper time. It will let him separate the enemy front line from the backline and help his team a lot.


Use the fog of war to set up ganks on the enemy with your Jungler. Once you all-in, make sure you collect your blobs.

Be very careful about getting poked out while farming. The enemy may try to bait you into an all-in this way so have an escape plan ready.

See if you can gank other lanes with your abilities. It will easily get you a kill or two.

Remember that her ult will follow you. If you suspect she is about to ult you, just leap under your turret.


You should focus on initiating fights with her Ultimate w from now on. It will let your team follow up on the CC, while the short cooldown means that getting high-priority picks will be extremely easy.

You will be dealing a lot of damage during this phase of the game as well. You will be acting as a secondary ADC for her team, but you should focus on spamming her y to soften the enemies before going in for a kill.

Positioning will mean a lot for you during this phase of the game. You can do whatever you want to do while staying in the backline and deal with the enemy closest to you as you are really immobile.


Roam around the map and look for picks with your Ultimate and use the amazing amount of CC you have to help your team get kills.

Peel for your carries in team fights. Soak up damage and let them dish out damage. You could also use your Ultimate to isolate and take away key damage dealers.

Remember to farm. You need to find a healthy balance between farming side lanes and team fighting with your team.


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


Just focus on farming during this phase of the game. You want to hit your mid-game powerspike very quickly, and farming your camps is an effective way of doing it.

Try to gank lanes that you are near to, especially if the enemy is pushed up. The same rule applies for counter ganks, but ensure that your W and E are up before ganking.

If you happen to be on the other side of the map when the enemy jungler is ganking your laners, just try to make sure that you invade the enemy jungle and steal as many camps as you can. This way, you won't fall behind.


Renekton is an early game dominant champion. Expect him to play aggressive and go for kills.

Whenever Renekton is above 50 Fury, his next ability will be empowered. Stay at max distance so he cannot get an empowered e or e off on you. Avoid fighting when he has tons of Fury too.

Do not underestimate Renekton range with his Dash e. He can use it on the minion wave to close the gap and trade with you.


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.

Use your s to harass the enemy as much as possible before committing to the team fight. Getting them low first will make it easier for you to win the fight.

Peel for your carries and focus the nearest enemy champion if you’re weak. If you’re ahead, focus the backline and try to take them down instead.


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


You have a lot of presence during the early game. Gank every opportunity you get, especially on pushed-up enemy targets, to get a lead.

Efficient clearing is necessary to ensure that you can gank frequently. Don't be a miser when it comes to using your abilities as your Energy regenerates quite quickly.

Warding will be an essential part of your playstyle during this phase of the game. The most important thing you want to do is keep a Control Ward in your inventory to use your Ultimate k efficiently.


In the middle of the game, you will want to take several fights and move forward. It will be hard enough for enemies to kill you if you don't get CC'd. Your W and E will be instrumental for your success in this matchup, especially during the ganks. Install some death brushes in the jungle whenever possible. Do not take full team fights. Instead, rely on peaks to win the middle of the game. It should be easy enough to do if you use the fog of war correctly.


Hecarim's h will be maxed out once he hits level 9, which will allow him to dish out a lot of consistent damage when he is in the middle of the enemy team. It will also let him sustain himself due to his items and runes. As the top laner, he will be way tankier and can also peel for his team.

Hecarim's Ultimate t will be more robust now because it has two points at level 11. This means that he can use it frequently, which translates into more dead enemy carries.

Mid-game is when everyone is lane swapping and warding around. This is the perfect time for Hecarim to take over the game due to his kit being able to pick and burst enemies down in a jiffy. Since he is the top laner, he will want to work with his Jungler and get the Rift Heralds.


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

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

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


It is vulnerable when its t is down, and can be engaged if its speed of movement k is reduced. Its ultimate t can easily be rid by the enemy by buying Control Wards. Enemy Junglers with jumps and dashes can also bypass these mushrooms by taking strange routes. It falls quite drastically during the end of the game and can only resort to split thrust. This puts his team in a disadvantageous state and causes a lot of tension to accumulate within the team.


Camille has good outplay potential with her E and Ultimate R. She can often outplay the enemy and turn around or escape exchanges with ease.

She is a challenging champion that is quite fun and rewarding. Players who put a lot of effort into learning her will reap the rewards of a veteran Camille player.

Her Ultimate R is a good tool that can result in a kill every time. If she is unable to kill the enemy laner, she can roam to another lane and use it there instead.


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

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

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


Kog’Maw is rather weak in the early game. Play safe and avoid fighting until you have a few levels under your belt.

Avoid fighting in the early game. Instead, focus on farming and gaining as much gold and XP as possible. Once you have a few levels behind you, you can start to fight.

Once you’ve destroyed the bottom lane tower, rotate to the mid lane and try to take that tower down to open up the map.


It will heal a lot and inflict surprising damage when you return with you. Although it is not always practical, once Aurelion reaches level 3, it will unlock its main roaming capacity. Ping as soon as it will disappear because it is not unknown from the Aurelion roaming to the bot track at level 3. When Aurelion reaches level 6, it will try to make good use of its Ultimate. If it cannot kill you in the way, it will make sure to use it elsewhere. Once its Ultimate is standing and it has gone, contact your team.


At level 11, Brand will put a second point in its Ultimate R. Whatever its advance or delay, its release of damage will be substantial in the team fights. At level 9, Brand would have maximized its ability W. This helps him in many ways, including helping him keep the enemy pushed in their turn and as a stalking tool to harass the enemy lantern. In the middle of the game, Brand would have finished several articles. He will also have a lot of additional ability to hasten or cool the reduction, allowing him to use his capabilities more frequently to harass.


Zac has great all-in potential throughout the laning phase. As soon as the enemy moves forward or overextends, he can look to play aggressive.

His Passive and Ultimate R can allow him to singlehandedly take a group of enemies out of a major team fight by simply zoning them away. He can also deal a lot of damage to the enemy backline if they ignore Zac.

Zac has good sustain in lane, thanks to his blobs. The additional health and sustain lets him survive harder matchups and out heal the enemy.


As you are good at getting choices and killing isolated targets, try to ambush and assassinate enemies who are alone or walk around Summon Rift alone. After killing someone, call for a close goal. Try to secure the Baron or Dragon whenever possible. Securing goals is the key as a Jungler during the middle of the game. Continue cultivating your jungle as well as gank and helping your allies.


During this phase of the game, you will want to focus on team fights only. Use your Ultimate R liberally and try to W carries that are about to die.

Keep poking out enemies with your E and see if you can displace them with your Q. You should be able to deal with the enemy front line this way.

Be a part of neutral objective fights frequently and see if you can target the enemy Jungler. This will prevent the enemy Jungler from getting their Smite off on the enemy.


Maokai will try to gank often at the beginning of the game (what he can do thanks to his W). Place a vision around his jungle entrances to spot him when leaving his jungle. If you know that Maokai has been on the same side of the map, watch out for the hidden Saplings E placed inside the bushes. Also, be careful when he invades the bushes as he could throw some inside his jungle entrances. Maokai cannot solo the Dragon or Rift Herald easily on his own. Try to secure him before having the chance to gank a path nearby and take him with their help.


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

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

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


Throughout the laning phase, try and keep the wave closer to your side of the map. If you push, he could zone you away from the farm and kill you when you walk up to CS.

Master Yi is weak early, but will be stronger once he hits level 6. Take care and avoid staying in lane if you’re low so you don’t get killed by him.

Avoid giving him kills early. Master Yi is a snowball heavy champion and can easily take over the map if you let him get ahead.


Make sure you’re always behind the minion wave so the minions block his s damage. Do not stand directly behind them as his s is AOE.

Once Jayce has an item under his belt, he will be able to push the minion wave incredibly fast. Make sure you match his pushing power so you do not lose tower plates early on.

Jayce isn’t that good at roaming. If you’re playing a roaming champion, make sure you only go to roam when he is not in lane. Jayce will just push the wave and take your tower if you look to roam when he’s in lane.


When Galio loads towards you, try to disengage as quickly as possible. If you let him approach, he will try to engage with his E and then tease you with his W. As soon as Galio loses the 6 position level, ping your team as he might be looking to go with his Ultimate R. If you are a varied champion, use your range advantage to harass and bring him down every time he moves towards the last shot.


When Qiyana has her river element (blue), doesn't exaggerate too much or doesn't play very aggressively. There is probably one reason why she picked up this and her Jungler can be nearby. Play safer when she holds this Element. Before-6, Qiyana will constantly push the minion wave with her Q. Stand outside the minion wave at all times so that she is unable to push and poke at the same time. But, not stand by a wall so she can't you Ult R in it.


Don't hang on or stay tight in the team fights against Twitch while her Spray and Pray c will melt you. Spread out and look for a way to blow it up once it turns out. Twitch will often get close to your team after coming out of its s. Once he has left it, try to shoot it as quickly as you can.


Galio has a very strong laning phase when he is paired with an aggressive ADC. This will allow him to win the way and snowball his portage. Its Ultimate R is an excellent team combat tool that can keep any of his allies alive longer. Using it at the right time could also allow him to get a knockup of 5 people. Galio can help his Jungler, ADC, or Mid-laner easily with his Ultimate R. Its Ultimate R has such a wide range that can allow him to move incredibly quickly around the map.


Once you touch level 6, look for all-in-one opportunities with your Ultimate. You can also start roaming at this time. You are vulnerable and still pre-level 6. Keep an eye on your position and constantly rotate around the track to avoid incoming skill strokes and damage. Once you are level 6, you can start playing aggressive.


Make sure you're still on the side of the map that the next major goal is on. If the Baron is up, always stay on the upper side. If you go bot and show up, the enemy will take the goal for free. Look to remove the enemy carriers. Focus on the backline and try to get them out of the fight. Focus them on your other front line champions. Even if you're a laner, you can easily get the Baron or the Dragon down on your own. What you want to do is try to get them out of the enemy team while your team is busy trying to distract the enemy.


Annie is a team fighting champion thanks to the AOE on Tibbers R. As teams will start to group during the mid-game, it is plausible that she can land a multi-person stun with him.

When she has 2 points in her Ultimate R, she will be able to look for more aggressive plays around the map. She can also use her Flash to get picks too. She will put the second point in her Ultimate R at level 11.

Annie’s E will be on a shorter cooldown during the mid-game. This is good for her and her ADC as she will be able to protect them more frequently in mid-game team fights.


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


Thresh is one of the toughest Supports to master. It will take you a lot of time and effort to play it to its full potential. Is squishy enough. If you are looking for a choice and miss, the enemy can collapse on you and kill you with ease. This makes it incredibly important that you land your skill strokes. Is skill-dependent shooting and its skill strokes are not easy to land. It is a disadvantage that you will only be useful if you can systematically hit these Qs.


Ivern doesn’t deal damage and is built as a secondary Support. This means he relies on his teammates more than most Junglers in the game.

He is best paired with a team that has a hyper carry. If you’re paired with teams that lack damage or AP Bot laners, his heals and shields E will not be so effective.

Ivern’s carry potential is rather lacklustre. He relies on his team to be strong in order for him to do his job properly. If his team is behind, it’s going to be hard for him to win the game.


Xin Zhao is incredibly strong at the beginning of the game thanks to his E and Q. He will win the largest number as long as he looks for favorable jobs around abilities. His Ultimate R is very effective against the members of the enemy team. This will force the enemy to come in the range of melee of him, which can be quite devastating for them.


By getting his Ultimate R maximized, he will be able to inflict massive amounts of damage and can completely decimate squishy targets. He will also be able to choose enemies for his team with his Ultimate R. His 4th shot will hit like a truck during this phase of the game. This means that the squishy enemies will never be safe, especially when Jhin is properly peeled by his team. Its release of damage and kiting potential will increase in the late game due to his articles. This also means that it will be pivotal towards obtaining neutral goals.


You don't want everything in him until you have an advantage over health. Once you get your Ultimate t, you will be able to decimate Yone. Make sure you use it to kill him quickly. During team fighting, make sure you can target the enemy backline. Using war fog should help. Keep the wave near your turn. It will allow you to expose Yone to ganks and get murders on him regularly.


In the team fights, try to block the engagement and Urgot R for your weak teammates. In this case, he will waste his cooldown on you: save your teammate. If Urgot hits his Fear Beyond Death R try to kill him before he executes your teammate. If you do it successfully your teammate will live on. Buy a Quicksilver Sash if you want to deny the execution of Fear Beyond Death R. The forest itself cannot be removed, but you can QSS the second game just before the run.


The Ultimate R of Gangplank will be a force to count with now as it will have several updates and give it additional benefits. This will increase its team fighting force of many. Now it will have three points in its Ultimate R. With reduced cooling and damage, Gangplank will be able to take the game effortlessly. This is the point of the game where Gangplank becomes really scary. It has a truck load of items, its barrels can legitimately one-shot someone, and it can effortlessly pursue people with its Ultimate R. The enemies will have no option but to walk on the plane at this stage.


Avoid Gragas' Q as much as you can because it can set up ganks for his team and causes a lot of damage.

Utilize Gragas' W cooldown, which has a considerable duration and may be exploited to engage on him.

Watch out for Gragas' E which enables him to close gaps fast and it can also serve as an escape route.

Try to save your Ultimate for when Gragas uses his ultimate since, if he pushes you into his team, you could all-in with it quickly.


Try to stay behind the minion wave but not in it. This will force Brand to choose between harassing you with his W or pushing the wave. It's also a good place to stand that the minions will block his Q. Don't let Brand harass you for free. Try to stand behind and out of reach of him so that he is unable to attack you and harass you with his W. Make sure you will stay healthy otherwise you will never be able to fight him. A good time to fight Brand is when he comes out of mana or has a ability on cooldown. This will make the trade much better for you because he won't be able to flatten much damage (or perhaps stunned if his Q is on cooldown) as he has 1 less ability to use it.


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

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

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


Try your toughest to harass and intimidate Jarvan down. If he is weak in health, he will be unable to engage. Position level 6, avoid using dashes until his Ultimate m is down. If he enters while your dash is down, it will be impossible for you to escape it without burning Flash.


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.

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


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


Keep the wave closer to your side of the map early. It will protect you from its all-in. Respect its level 6 peak power. It can quickly kill you when it gets the level up. It is also important to remember that it will hit level 6 before you. If you can, invest in an execution early. It will help to reduce its maintenance and make the laning against it easier.


Take care as Shen has good ambush potential in the mid-game thanks to his E. Do not go to ward or walk in unwarded parts of the map if you know Shen has been nearby as it may result in your death.

If Shen uses his Ultimate R and leaves his ADC alone in lane, try to kill them as he will be unable to protect them if he is elsewhere on the map. However, you could cancel his Ultimate R if you think he will be able to turn the exchange around.

Try and poke and harass Shen down before a team fight starts. If he is low, he will find it very difficult for him to peel and protect his carries.


Senna has good poke, harass and good disengage with her E. It’s important that you engage as soon as you spot her to make it difficult for her to escape.

The longer the game goes, the stronger Senna will be in team fights. Try to end the game as quickly as possible so she is unable to be really effective in the mid-game.

As Senna will be going to ward alone in the mid-game, you could use this to your advantage to set up an ambush and take her down. While she is dead, you could try to start a team fight with the numbers advantage or take the Baron/ Dragon.


It's a tank against tank matchup. Your best bet is just to avoid them and focus on early farming. However, they are a stronger ganker than you in the game early, so be ready to counter-gank and follow them. If you can't get an advance of easy ganks, try to invade their jungle and steal their camps.


It should try to secure the choices in the enemy Jungle. Focusing on the squishier targets should be its main goal. The search for flanks on the enemy backline will be an essential power movement for Quinn during this phase of the game. His Q will help him to get out at least one target. His E will help him escape many adverse situations during this phase of the game. This, combined with his W will allow him to provide a certain utility to his team.


Sion has a deceptively powerful laning phase. So be careful of his Q poke. Try dodging it by moving left or right instead of walking backwards.

Post 6, Sion has good gank set up and can escape ganks quite easily. His kill pressure also increases, so be mindful of his level 6 power spike.

Extended trades do not work in Sion’s favour. If you can bait out an ability, you could look to trade and abuse his cooldowns to get him low.


Mordekaiser has good ganks and good skirmishing power in the early game.

Post-six, he can select any target and convert the fight into a 1 v 1. This can mean hell for any immobile or low health enemy carry as Mordekaiser can easily E>Q them.

Once he gets enough items, he will be nearly unkillable unless the enemy team focuses him down. In a team fight, his E can be extremely beneficial when fighting against clumped enemy teams.


In the middle of the game, the teams will start to regroup. It's good for Alistar because it will allow him to get a multi-person knock-up with his t>e combo. In the middle of the game, Alistar's abilities will be on shorter cooldowns. This can allow him to go for more choice and increase his team's lead. In addition to the cooldowns below, Alistar would have bought items that make him incredibly tanky. It's good for Alistar because he will be able to take more damage and survive the fights.


Brand is quite immobile. He may get invaded frequently by strong early game champions like Lee Sin, Elise or Pantheon.

In addition to being pretty immobile, Brand is also quite squishy. In team fights he is prone to all-in and will die quickly if he is caught out of position.

His clears rely on him having a lot of mana. His auto attacks, while useful, will deal minimum damage to camps. Having blue buffs are very important.


Continue to pick up and secure jungle camps whenever possible. Not falling behind in the mid-game is crucial as a Jungler, so make sure you continue to farm!

As you’re a Jungler, you need to try and secure every Drake during the mid-game. Getting them and securing the Dragon Soul for your team will increase your chances of winning the game.

Look for picks with your team. If you can pick someone off, make the call for Baron or Dragon to further your lead.


At level 16, Ezreal will put the third point in his Ultimate R. He will deal a lot of burst damage to anyone who is hit with it in the late game.

When Ezreal is coming to completing his build, he will have incredibly low cooldowns on all of his abilities. This is good for him as he will be able to continue to poke and harass the enemy before a team fight occurs. Also, his E will be on a short cooldown which allows him to escape skirmishes easily.

Ezreal is great in the mid-game, but he does start to fall of in the late game as it will be harder for him to kill tanks.


Poke the enemy as much as possible with your Q to lower them. Use your early lane dominance to gain a health advantage on the enemy. Watch your positioning at all times. Karma is super squishy and will easily die if it walks too far forward. Make sure to place the vision around your track to keep you and your ADC safe. Staying alive is the key to winning in the later parts of the game.


Extended trades are a way to go in this matchup. Keep the brushes warded as Garen may try to drop vision on you.

Don't let him farm in peace and keep poking him whenever he goes to last hit.

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

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


Super poke throughout the game if she's gone for AP construction. When AD, she's really good in the extended trades thanks to her has and her k which is a self-attack reset. Post 6, and whenever her Ultimate t is up, she has a ..