Zilean's Ultimate t will be a lifesaver and will allow him to save key targets during significant fights. He will just have to ensure that he uses it correctly (most fed target).

Zilean will have multiple items by now, which will allow him to deal a lot of damage and use his Ultimate t frequently. The shorter cooldowns will undoubtedly make life obnoxious for the enemy team.

At level 11, he will have two points in his Ultimate t. This means that it will be more powerful and have a lower cooldown at the same time. This will be a massive spike for him.


His ultimate R is very effective against the members of the enemy team. This will force the enemy to come in the range of his melee, which can be quite devastating for them. Seriously good objective control during the early match so that it should not be difficult for him to take early Dragons and Rift Heralds. He can also invade very freely (after having considered the priority of the track on the side he invades).


Once Xerath is level 6 and unlocks his Ultimate 2, he will have a lot of poke and extra damage. Do not over stay in lane post 6 as he might be able to snipe you.

Xerath is good in team fights as long as he is able to poke and harass with p before a fight starts. He is not very good in team fights if he is unable to poke beforehand. So, make sure you engage as soon as you spot him.

As Xerath will be building AP items even though he’s in the Support role, he has similar power spikes to Mid lane Xerath.


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


Zac becomes really powerful during the mid-game. This is because he can CC multiple targets and secure many picks with his abilities.

Level 11 is another power spike as it increases the damage dealt by Zac to grouped enemies. It also has a lower cooldown, which means that he can blatantly all-in enemies.

At level 9, he will have his first ability maxed out. This means that he will either have a massive range advantage to gank enemies, or he will deal a lot of damage to enemies close to him.


Because of your range advantage, you should always try to push the wave when the enemy Jungler is not near your track. This will allow you to drop the enemy tower and maybe take it quickly. Once this is done, change immediately to the midway as you will be safer there and will be able to get more targets in this way. Before the major objective battles, use your k to spot around the death of the brushes set up by the enemy. In addition, always keep your range and use your Q and slow self-attack to kite constantly the enemy team. You do not want to get caught by any form of CC because it will spell death for you then and there. If the enemy transport is very mobile, you may want to save your Ultimate w until you have a clean shot at them.


Stay away from your team and look to farm and gain as much XP as possible. You need to hit your level spikes as fast as possible and one way you can do this is by staying in a side lane.

Focus on farming and avoid fighting in the mid-game. If you die or have to burn your Flash, you’re going to be incredibly vulnerable.

Split push and stay away from your team unless they need you. You will be stronger if you avoid fighting and grouping unless you have to.


Nasus is weak early on. You can use this to your advantage to invade him and steal away his camps. Stealing away his camps will deny him stacks.

His Dragon taking capability is really weak early. Try and take the objective before he can gank bot lane and take it for himself.

Counter ganking Nasus is pretty easy, so try and do it. Once he’s gone in with his W, he only really has his auto-attacks and Q to deal damage.


He gets a significant power spike at level 11 due to him getting access to his level two Ultimate e. The damage is increased significantly, mainly if has managed to procure some items along with it.

At level 9, his 1 will be maxed out. Anyone who is caught out by Karthus will take a massive chunk of damage and will probably even die if they are singled out by Karthus.

Karthus can control a large part of the lane during the mid-game and pick off enemies with his ranged abilities. He can even slow enemies with his wall, which allows his team to collapse and initiate fights.


Your goal will be to use the war fog to land your CC on enemies. Fighting in the jungle should give you easy wins due to your e. Stay with your team throughout the late game. If you are taken out of position, the enemy will decimate you very quickly, even if you have your Ultimate m. You must use your Passive wisely in team fights to increase your chances of winning. Try to counter the push and seat attempts of enemy teams using your Ultimate m carefully. The enemy can do nothing as you will have the best clear wave in the game.


Try and stand in the middle of the lane at all times. This will make it harder for her to land her E in a trade. Don’t get close to the walls as this will give her the opening to engage.

If you’re playing as a ranged champion, try and harass Camille with basic attacks whenever she tries to last hit. Camille lacks sustain in the early game, so you can poke her out of lane easily if you keep auto-attacking.

If Camille uses her E in lane, she will be vulnerable while it’s on cooldown as it’s her main way of disengaging from ganks. Bait out her E prior to your Jungler arriving in your lane to reduce her chances of survival.


He could drive your team in danger or an ambush. Try to look for fights when Akshan is not there. This way, he won't be able to benefit from his W. Playing around Akshans Ultimate will be very beneficial during the middle of the game. Otherwise, he will be unable to maximize his release of damage.


Grievous Wounds can counter her heavily as it reduces the healing (which is a huge portion of her dueling power). Since her early game is the point where she is the weakest, building such an item can be pivotal towards shutting her down.

Misuse of her W can straight-up cost her the lane. Once that ability is down, she can be CC’d to oblivion and gotten rid of quite easily. This is especially true if she dives into the enemy team.

Her Ultimate R can be avoided easily if the enemy team disengages as soon as she places her Ultimate R on a member of her team. During the laning phase, Fiora’s opponent can prevent her from proc’ing her Passive by using the terrain to block the direction in which the Vital appears.


Start focusing on the enemy backline from now on. It should be effortless for you to do so as long as you are in the fog of the war and have a defensive element like a Zhonya Hurglass. Your Ultimate R} will have a very short cooldown. This simply means that you can often fight around the map. Make sure you participate in neutral and objective battles as well.


Look out for ambushes around the map. He is really good at starting skirmishes and picking off weak and immobile champions. Keep this in mind and avoid walking around the map alone.

In team fights, once they go in with their E, they have nothing to offer and will be in an overextended position. Use their forward positioning to play aggressive and take them down.

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


Kayle is weak early, so she will have to depend on her Q for most of her poke and agriculture in the way. This is the phase that must be played very carefully by Kayle. Her level six is a massive peak of power due to her varied automatic attacks. This will allow her to play more liberally and let her play the way more safely. Kayle's first article will help her a lot in trade and agriculture. This is really useful for her and will help her scale quickly from now on.


If you want to fight him, you need to bait out his W first or else he will just win the 1v1.

Post 6, don’t steal his Ultimate, as it will not help you much in the 1v1 against him.

He is a stronger early-game Jungler than you. Try to equal his pressure in any way possible (stealing camps, counter-ganking, or taking objectives).

Investing in early armor can be really and it will protect you in the 1v1 against him,


Stand behind the minions to reduce Caitlyn's Q damage. Caitlyn is good in prolonged trades, so avoid going for extended trades with her, especially if her Passive is stacked. Unfortunately, their level 6 is stronger than yours, so be careful when you fight post 6. Keep the wave closer to your side of the card in the game very early. He will protect you from the ganks and from them zoning away from the farm.


Dr. Mundo will look at the power farm early so he can get as much gold as possible. Try to gank as often as possible to advance your sleds. Dr. Mundo has a good Dragon control and can easily take it after his first back. With this in mind, make sure that you take the crab side of the scuttle bot or keep the Dragon kept at all times so that you can spot and kill while he does. At level 6, Dr. Mundo will start looking at gank as his Ultimate R offers him a lot of duelling power. You can delay this in invasion and steal his camps.


It offers it an extra pressure to kill. Keep this in mind when the snail post 6. Tahm's early game is rather weak. Try and abuse it to get an early lead. The more the game goes, the stronger and tankier Tahm Kench will become. Put it behind in the early game to reduce its power in the late game.


In the team fights, as soon as Aatrox comes into play, try the CC and bring it down first. He's pretty vulnerable to the CC and if you can kill him before you get his combo, the enemy will lose on a lot of damage. Try looking for fights when Aatrox doesn't have his Ultimate or Flash. He'll have a lot more time to hit the fights when either of them are on cooldown. Aatrox likes to split the thrust after the laning phase has finished. When he shows in a single side track, you could try and start a team fight with his teammates.


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


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

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

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


Focus on poking down Swain himself rather than his ADC, as Swain tends to be squishier and easier to harass. By reducing his health, you can create pressure and limit his ability to freely engage.

Maintain the minion wave closer to your side of the map to create opportunities for your jungler to gank. This forces Swain to overextend, making him more vulnerable to ganks and reducing his ability to escape effectively.

Be cautious when facing Swain at level 6, as his kill pressure significantly increases with the power of his ultimate. Adjust your playstyle to be more defensive and play safer during this phase of the game.

Avoid detaching from your ADC when Swain's E ability (Nevermove) is up, as it can interrupt your W (You and Me!). Being caught without your W can leave you vulnerable and at risk of being eliminated.


At level 16, Zyra will put the final point in her Ultimate R. The utility and damage that this ability provides to this rank is very good, and it will be a threat in team fighting. Thanks to her weak cooling and plant plans, Zyra will help her team quickly get neutral goals such as the Baron or the Old Dragon. Don't be afraid to make the call for these goals if your team is able to do so.


Falls off during the late game. If he can’t one-shot the person he is targeting, he will be crowd controlled almost immediately and killed on the spot.

Incredibly vulnerable once his Ultimate R is on cooldown. The enemy team should be looking to fight him during this time and target him before anyone else.

Isn’t very effective against a group of champions as he is extremely reliant on picks to get a lead. Besides, crowd controlling him can allow the enemy team to get rid of him quite easily.


He needs time to come online. He's weak early and can't really gank unless he's easy to kill set up for him. He doesn't have the greatest objective control. He'll need his allies to help him secure the Drake and Rift Herald. Relieve strongly on the late game to win.


At level 6, it increases considerably. Keep your distance to limit its all-in-one potential. Similarly, try to keep the minion wave even or closer to your side of the map. This will reduce its all-in-one potential and keep you safe. Your goal is to keep them down. Try to avoid going for extended jobs because they will often win these.


When playing as a ranged Support, try to use your range advantage to harass and poke him down. A good time to harass him is when he walks forward in attempts to get last hits for his warding quest.

The shield from Malphites Passive offers more security in lane. Try to poke and harass him as often as possible so he is unable to get the shield and protect himself.

At level 6, Malphite’s kill pressure in lane can be obnoxious. Try and keep him low so it is risky for him to engage. If you have any movement abilities that can be used to dodge, do not use them unless his Ultimate h is on cooldown.


She can be both a destroyer of tanks, as well as a decimator of squishier champions depending on the construction she chooses. She is very strong when she fights in a 1 v 1 without minions around. That's because her Q can all target the same champion and do a lot of damage in a short time. Her E and Ultimate R allows her to be independent in the way, while her Support wanders around to get kills or aids. Her Ultimate R can be used as a way to catch up and finish the opponents as well, especially after they Flash or detach from her.


At level 16, Vel'Koz will have its ultimate R maxid. This means that it can now inflict tons of damage from afar even if it gets a stack of its passive on its enemy. Its release of damage will be really high due to the number of items it owns at that time in the game. It should focus on using the fog of war to pull out the enemies first. Vel'Koz will be extremely good in team fighting, especially fighting where it plays around choking points. This means that it can apply its passive batteries to several enemies, which allows it to kill a group of enemies more easily together.


Very immobile and can be killed almost immediately if she is caught out without her g. Layered CC will make her absolutely useless.

She is somewhat item reliant, so camping and killing her a lot during the early game will just make her a shield bot during the late game.

She can be picked off easily by the enemy team if she wanders too far from her team, or when she is trying to take the Blue Buff. She will also be very weak against complete all-ins from the enemy team.


Sion has a deceptively powerful laning phase for a tank. 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.


Stand away from the minion wave at all times so Corki doesn’t land both his Q and R on you.

Limit trading autos with Corki as he will win them with his superior AD damage.

Whenever Corki gets his package, make sure you ping.

Focus on just farming early so you can be stronger in the later stages of the laning phase.


Jarvan's all-in can be interrupted, but it will be difficult. It is best to try to avoid it and then turn it around. Try to keep the Drake watched so you can see if Jarvan takes. Ping and communicate with your team so that you can counter them and try to kill them or steal the Dragon if possible. Beware of Jarvan's early play pressure. They are much stronger than you and try to make games to get themselves and their teammates before. Jarvan really comes online when they unlocked their Ultimate and hit level 6. Beware that they will start to glove more frequently when they get it.


Hwei has a lot of different abilities. More than any champion in the game. This allows you to abuse players who do not understand her kit.

Similarly, he is very fun and unique to play because he has so many different abilities. His complex kit makes him really fun!

Hwei has a lot of AOE abilities in his kit. This makes him a great team fighting champion, so regardless of what role he is played in, he can deal a lot of damage in fights.


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


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.


Another point in her Ultimate R will allow her to deal massive amounts of damage with her Ultimate R. The cooldown will be reduced as well.

She will have her core items now, allowing her to deal with a lot of damage. This will help her team during fights, especially choke point fights.

The first ability will be maxed out at level 9. It will increase her overall burst damage in the game, and she can easily ambush someone.


Sivir will be left with her Support in the mid lane at times. If your team is in a position to do so, you could collapse on her and the Support and then force an objective like the Dragon or Baron with the numbers advantage.

Group as a team and avoid splitting up too much. Sivir’s Ultimate R is a great tool to initiate team fights and if she’s able to collapse on a target who’s alone or overextended.

In team fights, make sure you can bait out or play around Sivir’s Spell Shield E. If you’re able to play around it, killing her will be soo much easier.


Don't fight him when his e is up. Once he's down there, look at him and kill him. Your mobility is your pillar in this matchup. Use him to avoid Kog'Maw's damage, then fight him and kill him. Choosing him at the end of the game should help you a lot in this matchup. Once he's down there, his team won't have a lot of DPS left in them. Keep the wave near your turn and see if you can expose him to the ganks.


Avoid fighting in the jungle because it has a lot of AOE damage and can destroy your team if it gets a good combo. Lock it up and kill it quickly. Take it as it moves around the map, then take the Baron or Dragon.


Malzahar has a great potential of choice with his Ultimate R. Picking a champion could win you the game! Malzahar has a shield that will protect him from incoming damage. This increases your survival in the way. You have a great clear wave thanks to your Q, W and E. Once you have an element behind you, you can constantly push the enemy in their turn.


Several batteries will allow Kindred to simply take control of the game. Its damage output will be massive, and it will melt through the tanks and squishes at once. Its first capacity will be maximized at level 9. It will increase the overall damage and allow it to be completely mobile during the fighting. Another point in its ultimate R will increase the frequency with which Kindred can use the capability. This helps in neutral and objective combats as it can lure the enemy Jungler to waste their Smit.


In team fights, be prepared to switch targets as soon as Kindred has used her Ultimate R.

Kindred can take down targets who are wandering Summoners Rift alone. Do not walk around the map alone unless you know where Kindred is.

Try and kill monsters/camps that are marked so Kindred is unable to get the stacks. Securing these throughout the game is important and will stop her from taking over the game.


Her E and Q makes taking down turrets a piece of cake. Avoid letting her get free shots on your turret since the tower platings will give her a gold advantage over you.

Avoid extended trades with Tristana whenever her E is on you. The more auto-attacks she hits you with- the more damage you will take.

Tristana will often use her W aggressively. If you’re strong and have good all-in, you could try to trade back with her and use her mispositioning to kill her. Take a quick glance at the minimap to see if her Jungler is nearby before committing to the fight though.


His engage and lockdown potential is really high due to his E and Q. Once he unlocks his Ultimate R, he can displace enemy champions to disadvantageous positions and get them killed instantly.

If he goes full AP, his burst damage is unreal, especially when he is fighting 1 v 1 against someone squishier. His W still provides him enough tankiness to not get popped immediately.

On catching someone out, he can get that enemy’s Flash with ease if he can’t translate it into a kill with his Ultimate R into Q and E combo. This is especially viable when Gragas is Jungling or when he is roaming around in the enemy Jungle as a laner.


If they invade you early, right back. It's especially true if they are early, because you won't win early fights with them. Be proactive with your Ultimate. Force the ganks with your R! As they will often glove in early play, you need to make sure that you also look at gank as often as you can and abuse your E. Focus on securing these goals. You need to take Rift Heralds and Drakes when you can!


Beware of his range if you’re a melee champion as he will look to constantly bully you down with his superior range.

At level 6, he gains more utility so it can be hard to get kills on the enemy ADC, but his Ultimate is on a long cooldown so you can abuse this to get kills.

If he uses his Q aggressively and misses it, try to play aggressive while it’s on cooldown as its his main way poking you down.


Stand outside of the minion wave as Aphelios does have a lot of AOE W damage. Additionally, stand away from the Tower if you’re pushed under it as his AOE autos will hit you if you’re behind the tower.

Don’t trade at level 1 with Aphelios if you’re playing as an AP champion. He is AD based and will deal more damage than you early.

Aphelios is prone to crowd control and all-ins. If possible, try to lock him down as quickly as you can when trading to reduce his damage output. Aphelios is also super squishy and easy to kill, so he might even blow Flash when you try to engage.


Shyvana will look for aggressive plays and aggressive trades early. Keep this in mind.

Avoid pushing the wave constantly. Shyvana has great all-in and chase potential. Keeping the wave closer to your side of the map will reduce her chances of running you down the lane.

If you see that Shyvana has her Ultimate t, avoid over-committing to all-ins as she could just escape. For instance, don’t Flash for her unless her Ultimate t is down.


Stay with your team in the later stages of the game. Avoid getting too far from them. Look for peaks with your E in the late part. Landing an E with the follow-up damage of your team could result in a murder or a favorable fight. Keep delaying team fighting if possible so you can get your passive tentacles down.


Darius is really strong once he has time to apply several piles of his passive to an enemy champion. Don't let him do this by remaining out of the range of melee and avoid extended trades. Darius is very strong at level 6 as his Ultimate e is an execution. Remember if you are low at level 5 in case he gets the level and tries to kill you. Darius has a very strong level 2 all-in. Take more care when trading with him at level 1, and certainly not fight him at level 2 as he will beat you.


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

If the enemy is grouping, look to group with your team too. In team fights, continue to focus the squishiest and easiest to kill high priority targets in the backline.

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


When there are no team fights, go to a side track and focus on agriculture and win XP and gold. In team fights, try to flank the enemy. This will increase your chances of getting a good R Ultimate.


She is very easy to kite as she has low range and is a melee champion. She will struggle killing mobile ADC’s in team fights.

If she goes full damage, she will be very squishy and die easily in team fights. This can make this build path rather risky to go.

Hard to master. Rek’Sai isn’t as easy as a lot of players think. You’ll need to put in a lot of practice if you want to master this champion!


She absolutely decimates melee matchups, especially the ones who forget or are unable to get out of her Ultimate R. This ability also allows her to impact a team fight when there are multiple divers on the enemy team.

Her E allows her to set up ganks for her Jungler with ease. The usage of this ability with her Ultimate R can allow her to chunk an enemy with ease, as the enemy won’t be able to escape the ult radius quickly.

Her Passive allows her to sustain off the damage she deals. This is very beneficial when she is using her Ultimate R amidst a group of enemy champions. She will practically be unkillable and the enemy will have to decide whether to flee or fight.


She doesn’t do well in extended auto-attack trades. Wait for her to waste her C or Q and then use the cooldown to play aggressive and kill her.

Taliyah doesn’t gain access to a damaging Ultimate R at level 6. If you’re a champion with a strong Ultimate, try to abuse her weakness at this time.

When trading with Taliyah, always keep behind at least 1 minion. This will make it very difficult for her to deal damage with her Q.


Yorick isn't powerful early on, and he should focus on farming to scale up. He can do that easily by using the lane brushes to drop vision while simultaneously using his ghouls to keep enemies off him.

Level 6 is a significant power spike as he can now split push really well. It will also help him win duels as the Maiden does do a lot of damage to enemies.

His first item component will allow him to gain more significant damage and sustainability in the lane. He can quickly push his wave in and then recall and be back even before the enemy wave hits his own tower.


Lissandra will use her Q & E to push the wave. Stand outside the minion wave so she is forced to choose between pushing with her Q or trying to poke you instead. When Lissandra is level 6, you will need to play a little safer because she has increased the pressure to kill and can install her Jungler very easily. Make sure you have enough vision around your path to spot the enemy Jungler before they show up and spank you. When you play as a melee champion, try to stay at maximum range at any time so it is harder for Lissandra to you CC with her W. Be careful when you walk forward for the last strike, and play respectfully if she zoning you to not take tons of damage.


Step away from the wave of minions so it can't push you and push you simultaneously. Abusing its still nature by forcing it to lie down, then ask for a gank and turn it off. Its E is on a really long cooldown. Try to bait it, then look to fight it while its only CC tool is on cooldown.


Group up with your teammates when you can and try to get a multi-man knock-up. If you manage to knock up a high-priority target, you should be able to go in and make quick work of them.

Get a defensive item as quickly as you can. This will help a lot when dealing with CC in this game, as CC is your worst enemy can get you killed indefinitely.

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


Shyvana wants to feed the farm into the early game to get level 6 and unlock its Ultimate t and get its transformation. You can delay it by invading or trying to fight it early. Thanks to its Passive, Shyvana will try to secure each Dragon. Make sure you keep them guarded so you can spot it before it takes them for free. Because Shyvana won't be much spoiled, look at gank as much as you can in the early game to get your allies before.


Jayce doesn't really spike at level 6 due to his Ultimate G from level one. This also means that he has access to three more ability variations than his opponent. He should use them to get a lead pre-6.

Jayce is weak early on and does rely on his w > s combo to poke enemies out before going for a kill. This will allow him to garner a lead and burst the enemy down once they are low enough.

The first component will give a damage boost to Jayce and will let him play more aggressively. It will allow Jayce to go for frequent burst trades after poking the enemy out with his w > s combo.


Fizz is an incredibly weak champion up to level 3. If he gets shot, he won't be able to look for an all-in early or the first blood. Even if he's incredibly mobile with his E, when he's on the cooldown, he's incredibly squissy and still. Even with his E available, he's pretty squishy if he gets hit with CC. Fizz has to go ahead early to do well in the last stages of the game. If he loses the track or doesn't have a lot of gold, he won't be much threat in the middle of the game.


His early play is very weak and he can be killed countless amounts of time during this phase. If he is not able to get his peaks of the article early, he will take enough time to come online. Can easily camp throughout the laning phase. This can hinder him from CS. This can put him back massively in place. Extremely weak against all-in champions, especially those who have dashes or blinks. He is also vulnerable every time he doesn't have Flash early, so good wave management can really be devastating for him.


Several points in his Ultimate R will allow him to use it frequently and increase the damage. It will be a huge ability during the middle of the game. Mid-game is really good for Pyke because he can secure several peaks on the enemy team, especially on the enemy Support if he manages to catch them out of sight. His team fight is pretty good because his Ultimate R can finally allow him to turn the tide of a fight. The Q can allow him to separate targets from their team and kill them.


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

Do not get picked off during this phase of the game, as you will end up losing crucial objectives if you do so. Stick with your team and rely on picks to make team fights uneven.

Focus the nearest enemy champion to your carries and work as a team to take down the enemy one by one. If you focus on 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.


Nearly uncatchable due to his Passive and his g. He can deal consistent amounts of damage, which becomes quite hefty during the mid-late game fights.

Can force the Jungler to pay special attention to him, relieving pressure from other lanes. Probably the only champion who can proxy farm and safely get away due to his kit.

His Ultimate n gives him additional stats which can temporarily allow him to soak a lot of damage and dish more damage as well. He can act as a front line for his team this way.


Quite still, which can lead him to be camped a lot during the laning phase. Once handed over at the beginning of the game, he was not able to cover much damage. Missing his E, Mordekaiser's opponents, can easily all-in and engage on him. That's because he was not able to move the enemy team, and the carts will be able to him freely. The first grise injuries can reduce his W damage by many. This will help his enemy even out of the duel during the start of the match.


If Rengar falls behind in the early game, it will be really hard for him to get back into the game.

His W is his major defensive tool. In team fights, if he uses it at the wrong time, he will get CC’d, and locked down by the enemy.

Will struggle getting picks when teams group as 5.


Kled's Passive is heavily underrated, but that will make all the difference in the game now. He can use it to soak up so much damage without the risk of dying, and he can quickly remount if Skaarl flees.

Kled will have his build almost completed by now. This means that he will be tanky, as well as dish out heavy amounts of damage. Anyone who gets caught out by him will probably end up dying.

Since all his abilities will be maxed at this point, Kled will be huge in the game. His ability to disrupt the enemy teams' ranks will be phenomenal, and he can easily peel for his carries as well.


Lulu is strong at level 6 as her Ultimate R provides tons of utility and increases her or her ADC’s survivability.

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.

Lulu is very good in team fights as she will build items that buff her team up. Try and lock her down with CC or kill her when she goes to ward so she is unable to affect the team fight.


Zoe will be looking for picks at the start of the team fight with her E. Try to stand as far back as possible and away from her to reduce her chances of putting you to sleep.

She will be looking to delay a team fight while she tries to poke you down with her Q and get picks with her E. Forcing a fight and not letting her poke you down will make team fighting a lot easier.

Sieging towers will be difficult when Zoe is alive as she has good wave clear. Take her down first or look to take objectives when she is nowhere nearby.


Getting 2 points in her Ultimate R will give her another significant power spike. This will empower her and will allow her to dish out a lot of damage.

Her first ability will be maxed out at level 9. This will allow her to poke her enemies with ease and will let her clear waves quickly.

Her 2nd empowerment is where the real power spike kicks in. She will get added effects, and consecutively auto-attacking will allow her to melt through enemies.


Twitch is a hyper-portage and will become stronger and stronger as the game continues. Quickly ending the game is often the wisest choice when it plays against it. Once it has access to its Ultimate c, its pressure of death increases. It extends and the damage: in conjunction with its s, can be difficult to manage in the way. Once Twitch has obtained the hurricane of Runaan, its release of damage will be fatal.


Seraphine's early game is pretty decent. Her damage and CC are pretty substantial, especially if she can use the lane brushes.

Level 6 is a decent powerspike as Seraphine will get her Ultimate R and can now change the tide of a fight if the enemy team is stacked together or is standing in a line.

The first item component increases her damage and allows her to use her abilities a bit more frequently. She is still mana-hungry, so she will need to be careful about spamming spells.


Level six is a massive power peak. It allows it to use capacity as a finishing movement if it can get the enemy quite low with its E. It can also be used defensively in some cases. The first element will help Tristana win battles easily. Its damage will be amplified by a fairly decent amount.


When she reaches level 6, she can set up her Jungler to inflate your way and kill you. Keep this in mind post 6. She is good in team fights thanks to the great ray on her Ultimate R. Once she has finished her Mythic article, her utility, peeling and trading potential increases sharply.


Never move alone now, because you kill is very easy. Stay with your damage dealers and keep them alive at all costs. Your ultimate R will be on an extremely low cooling during this part of the game. Make sure you use it as and when necessary because you don't want crucial teammates to die unnecessarily. Make sure you use your E correctly. Chokepoint fights are crucial, but you can also use it to disrupt the wisers because they are powerful enough now.


The first component of Ziggs will give it a boost and mana pool. It will allow it to frequently use its Q to continue to hit the enemy and force them to remember abruptly. Level 6 is a massive power peak for Ziggs because it has access to a finishing capacity that is AoE in nature. It can also use it to help teammates finish targets while wandering around. Its Q is really heinous, and it just becomes more powerful by adding points to that ability. This will allow it to burst the enemies quickly, and it will push the wave quickly. This will allow it to sit its enemy tower languish.


While she doesn't have a Ultimate R combat, her Ultimate R is an excellent roaming tool that can allow her to return to the line quickly and also wander around the map and help her allies. She can blow up enemies who are alone when she is in front. Look for spikes on squissy and still targets to get a lead further.


An additional point in his Ultimate R will increase his overall damage and allow him to use the ability frequently. He will help him massively during team fighting or trying to secure peaks. His first ability will be maximized at level 9. This increases his damage, and his team fighting potential will be respectable enough now. He will pose a lot of threats if he can use the ability by hiding in a brush. His tankness will be colossal during this phase of the game. He will absorb the turn shots and enemy damage simultaneously and make it very easy for his allies to follow his commitments.


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.


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


Go to the middle track after destroying or losing the lower track tower. Turn with your ADC or hold hands with your Mid laner to prevent the enemy from taking the medium track tower. In team fighting, use your power to provide a great shield to your allies. Unless you need to use your Qor d, you should try to use your d to help them survive. Stay with your allies in the middle of the game. Don't get too far away from them at any time as you will be an easy target for the enemy. Similarly, don't go to the guard unless your allies are nearby and able to help you.


It has no form of mobility and can easily be all-in-one once its E is down. Any killing against it puts it back by miles as it is a large-scale ADC, and needs firmness in complete safety. Atrocious early play as it does not damage during this stage and is very vulnerable to all-in. It can easily be zoned out of CS, which is not a good thing for it because it needs its basic items to be useful. Its effectiveness will decrease if it runs away from mana in the track. This is due to the way its Q rockets operate. It will remove its long-range CS capability, which will allow the enemy to zone it easily.


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


At level 16, you would’ve put the third point in her Ultimate. Her Ultimates cooldown will be a little lower at this time, so you need to play around it as much as possible.

In the late game, Camille will deal a lot of damage but also be quite tanky, so you should look to peel and protect your carries.

The longer the game goes, the more items you can purchase. You will be stronger as the game goes along.


Riven is an early game dominant champion who can take over the lane through short trades. Try not to trade with her unless you can match her trading potential.

Riven will often play hyper-aggressive and try to outplay you with her e. If possible, try to bait out her main abilities and then re-engage when she has cooldowns. This is your best bet when laning against a Riven.

Keep the minion wave frozen near your Tower. If you are playing close to your Tower, her all-in potential is limited as the Tower will protect you and she will not be able to look for frequent trades.


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.


Cassiopeia has a lot of kill pressure in the mid-game, especially once she puts 2 points in her Ultimate R. The reduced cooldown and additional damage make her a huge threat during this stage of the game.

Cass should have her Tear stacked by this stage of the game. She will have a somewhat endless mana pool once it’s maxed out.

At level 9, Cass will max out her E. As long as she lands her Q, her bully potential will be incredibly potent. Her all-in heavily intensifies at this stage of the game.


Once Lillia reaches level 6, her pressure of gank and kill will increase thanks to her Ultimate R. Take note that she will be harder to kill at that time. Lillia's early match is rather weak. If you are a strong champion of the beginning of the game, try to invade and put it behind. Once Lillia completes her juggling element, its clearance speed, the release of damage and the pressure of gank will increase.


Her all-in potential post-six is really strong. This allows her to burst down any squishy target she manages to land her Q on, making it very hard for the enemy squishies to push up in their lanes.

Unlike her counterparts, Diana has built-in tankiness which allows her to all-in with her Q, t, and Ultimate R combo quite easily. This is highly valuable when trying to take out a group of three or more champions, especially when the enemy team is unaware of your position.

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


You can use it to your advantage by invading and trying to fight it if you are a strong champion from the beginning of the game like Hecarim, Lee Sin or Elise. Post 6, fighting Lillia will be harder than her Ultimate R can put you to sleep. Unless you can kill her quickly, it will be difficult to win a fight against her unless you are in advance. Vision will make Glove harder for Lillia, especially post 6. Placing the vision around her entrances in the jungle and in the river will make it very difficult for her to find successful ganks.


Take care of its poke and range advantage during laning. Defend the minion wave to force it to choose between pushing and throwing simultaneously. Let it push you into your tower early; coordinate with your jungler for potential ganks. Be careful of the increased pressure of its ultimate kill at level 6; remember if you are weak in health.


Make sure there's always a minion between you and Pyke at any time so it's harder for him to land his Q. Pyke will try to push the wave as soon as possible so he can get a quick return and get his first article. Harass and get him down so he has to remember before he can get enough gold for Dirk. Pyke is a great traveling champion. Once he gets mobility boots, expect him to wander frequently. Ping every time he leaves the road so your teammates know he's missing. Try to match his push power so you don't lose your turn if he's wandering.


Jarvan IV is a strong early play duel, so it should be easy for you all in your enemy regularly and continue cutting them in the track using track brushes. You will need to help your Jungler in case it is near your track and try to get off the Rift Herald. The goal is to make sure that you can use your CC combo efficiently regularly. Getting your Ultimate m will help you a lot in this matchup, especially during neutral objective fighting where you can lock the enemy Jungler with ease.


Try flancing in the team fights with your Q and t to access the enemy rear line and close them. Flank on the side instead of running directly to the enemy as they will be able to disengage or drop you. When no team fight occurs, go on a side track and push. It is important that you continue to grow during the middle of the game so that you can get your items as quickly as possible. Do not stay right in the middle if you can't get anything done. Avoid overextension or die alone. When you are dead, the enemy may be able to sit a goal, start a fight or secure the Baron or Dragon.


Its Q alone can force the enemy to remember at the base if it continues to be labelled by it. Can move enemy units in its E using its W. This can act as a really good finishing movement against weak enemies, or it can be used to fire an escape when necessary. Is a threat to remember against as a bad reminder can allow it to take the enemy tower very quickly due to its Passive and W.


Nasus will seek to divide the thrust throughout the middle of the game. It is good to divide the thrust thanks to his Q. When Nasus is divided push, you can use the number advantage to start a team fight. During the fight, check the map and keep an eye on Nasus. Be ready to disengage if he is about to take a turn. If Nasus gathers for team fights, try to lock him up with CC so that he is unable to get on your portages and kill them with his Q and R.


Nidalee will be strong enough once she has a few points in her s. Her Spears deal a lot of damage, so make sure to avoid them. Nidalee doesn't peak as much on level 6 as other champions she already has her Ultimate r at level 1. Once she's finished her Jungling element, her damage exit will be very good. Avoid fighting her unless you can catch her out of her position or if you're stronger than her.


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.


Orianna is not the strongest laner, but she has a lot of poke early thanks to her d and d. Once Orianna reaches level 6, her death pressure and survival increases. At this point, she will be more dominant of the way. Team fights are really where Orianna shines like her Ultimate d is a great AOE ability that can turn the tide of team struggle. Always keep an eye on that her Ball d is attached also and try to stay as far as possible.


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


At the end of the game, look for choices on immobile or poorly positioned 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 team fights, focus on the most squishi and the easiest to kill high priority targets in the backline. Flank in the team fights to get up on the enemy backline quickly. Make sure you are close to your team at any time so you can get in the quick fight.


Constantly adapt your positioning in lane so Ornn is unable to knock you up with his E. Stand away from walls and his Pillar Q so he is unable to CC.

Refrain from using any major CC abilities on Ornn when his W is off cooldown as he can use it to dodge or escape CC.

Once Ornn hits level 6, his kill pressure in lane will increase and he may start getting ganks from his Jungler. Get vision in the river so you can spot the Jungler early.


Nautilus is strong early thanks to the amount of CC he has in his kit. But, he can be really weak if he is in a bad matchup.

At level 6, Nautilus has great gank set up and can go for kills in his lane or in others. If you can’t set up your Jungler, look to roam mid and help your Mid Laner.

When Nautilus has completed his first component item, his trading power in lane increases dramatically. He will be tankier too so his survivability will increase as well.


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


As Teemo is a ranged champion, expect him to try and harass you as much as possible. Investing in defensive starting items could be a good way of dealing with him from the get-go.

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

Be prepared to sacrifice some CS for XP and health. Teemo has a lot of kill pressure if he takes Ignite and is able to harass and poke you down.


By getting 3 points in his Ultimate e, he will use the ability quite often. Team fights will be a breeze for him from now on. His ability to make team fights unfair due to his selection potential will be quite obvious during this game phase. He only has Ultimate and his enemy out of sight. His tankness will not know any limits during this phase of the game.


At level 13, Corki maximizes his second ability which is usually his n. It is a very powerful peak for Corki as it will allow him to shred tanks in the end-of-game team fights. At level 16, Corki will put the third and final point in his Ultimate e. As the teams will regroup at this stage of the game, he will be able to bring them down a lot before starting a fight. Corki is very good in the late game as long as he is not late. Try and avoid falling behind in the early game to make you an overwhelming force to count in the late game.


He is frail pre-six because he has no way to gap close and get close to his enemies. He should powerfarm as much as possible.

His strength skyrockets post-six as he can gank the enemy reliably. He should focus on lanes where his allies have some form of hard CC or where the enemy is too pushed up.

The first item component will increase his clear speeds and let him deal a lot of damage in a very brief amount of time. This is quite helpful when ganking.


She can also use it again if the marked target dies. Try and divide slightly so that Vex can not handle a lot of AOE damage with her Q and E. Get rid of Vex, with poke before launching a fight could be very beneficial as she will miss on the shield to protect herself with. Her damage output will also be reduced.


Heavy power spike at level two which allows him to run an enemy down with his E, Q combo. This combined with his Passive and Summoner Spells may easily get him a kill on a squishy target.

Really good wave clear with his W, Q and Ultimate R. This causes him to gain priority really fast and it also helps him secure objectives with his Jungler.

Post-six, he can practically one shot an enemy with his combo while simultaneously re-positioning with his E. His E also makes him quite slippery, which allows him to evade ganks with ease.


You will be able to blow up the squishes with your Ultimate e with ease now. Even if they do not die, they will be too big to participate in a team fight. You will be able to burn through the entire enemy team with an appropriate positioning. Your 1 combined with your n will be able to shoot enemy squishes. Use this strategy during neutral and objective battles. Remember that your placement can make or break an entire team. Place it well and fog of war so that the enemy team does not anticipate it and take the necessary precautions in advance.


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


Use your Q to poke down Heimerdinger's turrets and reduce his pushing power. By removing his turrets, you limit his ability to control the lane.

Your main objective is to stay healthy and keep your ADC alive. Focus on providing sustain and utility to your ADC rather than engaging in extended trades with Heimerdinger.

Since Heimerdinger will likely push the wave towards your tower, assist your ADC in farming by actively participating in last-hitting minions.

If you want your jungler to help you in this matchup, it's crucial to avoid falling behind and losing too much health. Prioritize staying safe and avoiding unnecessary damage.


Teams tend to group up during the late game. This means that Lissandra will have a gala time finding picks and CC'ing the entire enemy team.

Her Ultimate R will become really powerful when it is maxed out. This means that she will be able to pick off enemies with ease and whenever she wants to. This is really beneficial for her team.

Lissandra will have multiple items during this phase of the game. This means that she will be dealing tremendous amounts of AoE damage which will be detrimental to the enemy team.


When there is no team fight, look to divide the thrust and try to fight the enemy who is trying to stop you. Darius is a strong 1v1 champion and can fight most of the sledgers who are put up against him. Look to use your Ultimate e at the last possible second of each fight. Resetting to your Ultimate e will increase your chances of winning the fight. When you fight team, look to peel out and focus the nearest enemy champion. You are Darius, not a murderer and you will fight to kill anyone alone.


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


Extremely useful in team fighting due to its Ultimate R CC and damage. This allows her team to play around her and her Jungler for gank her. She has tons of poke in the track and can easily intimidate the enemy with her Q and E. Her Ultimate R is incredibly powerful for a Support.


His potential for engagement and locking is really high due to his E and Q. Once he unlocks his Ultimate R, he can move the enemy champions to disadvantageous positions and have them killed instantly. If he goes full AP, his burst damage is unreal, especially when he fights 1 v 1 against someone from squishier. His W still provides him with enough tankness to not get blown up immediately.


The damage must be unbearable for the enemy team and you will be able to get killed easily. Your W is extremely important in this matchup so make sure you use it with extreme discretion. The goal is to make sure that you surround the card properly before using the ability. After six, you should have an easy time getting the people of you in the game. It can also be used as an end move after you have loaded your E on the enemy.


During this phase of the game, make sure you get choices all around the map. Doing unfair team fighting should be your only goal. In team fighting, try to separate the enemy front line from the enemy rear line. This will allow your aircraft carriers to play freely, and you will be able to absorb a lot of damage for your allies. Use the fog of war and choking points to secure team fighting victories. Your chances of winning a fight will increase considerably as you have a lot of AoE effects in your abilities.


The first element will allow him to inflict more damage and spam his abilities due to the increased mana. Level six is a massive peak due to his ability to get his Ultimate R. This will allow him to play around the card and get his team before. He is really a great starter champion that his damage bursting during the start of the game is phenomenal. Anyone who is still will have problems with him.


Thresh will be looking for picks with his Q to start the team fight. Make sure no one on your team is out of position or too far forward as it may allow the enemy to start the team fight.

If Thresh misses his Q in a team fight, collapse on him and take him down. Thresh is really immobile and you should try to abuse him when he makes a mistake.

As Thresh will often go to ward alone, you could look to ambush him when he goes to place a ward. Taking him down early will leave his backline vulnerable to attack. You could also use the numbers advantage to take the Baron or Dragon.


Rumble is excellent during the end-of-game fights that its Ultimate b and its basic capabilities will all hit like a truck now, especially during the team fights. Maxing its Ultimate b will reduce the cooldown of the ability and allow it to use it frequently. This will be a decisive factor during the objective fights. Rumble will dry up a lot of damage during this phase of the game. Its ability to melt through the enemy health bars will force its enemies to play defensively.


It will have a lot of passive piles during this phase of the game. This scale is infinite, which means that Veigar can about a full-health squishy target shot. His n will be on a very short cooldown during this point in the game. He will be able to secure a lot of choices, especially around choking points. Once his ultimate R is maximized, he will execute the enemies with ease. Any enemy who gets hit by his e will be in Veigar's Ultimate R tuture range.


Avoid grouping too closely if the enemy has several knock-ups as this will allow Yasuo to get a very good Ultimate Roff. The grouping but not standing on each other will reduce the effectiveness of his Ultimate R. Do not fight in the jungle because it will be easier for Yasuo to land his Tornado to hit and follow him with his Ultimate R. Fighting outdoors will make the team fight more effective for your team. CC is your best friend in team fighting.


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.


If Tristana uses her W aggressively, burst her down or CC her so she is unable to reposition and clean up the fight. Taking her down early will make it really difficult for her team to win the fight.

In the mid-game, if Tristana is ahead, avoid walking too far forward if you’re alone. She has great all-in and pick thanks to her W and E. Keep at an appropriate distance away from her so she cannot easily take you down.

Tristana has a lot of self peel with her W and Ultimate R. To make fighting easier, try to play around her Ultimate R or look to flank her in team fights. This will make it harder for her to kite/escape the fight.


Once Kennen has two points in his Ultimate m, he will be able to inflict massive amounts of damage to the enemy team. He just needs to choose the perfect time to enter. Kennen is excellent in team fighting due to his Ultimate m. He can pair him with his Flash for a devastating combo on the enemy team, which will leave them defenceless. More items mean more damage for Kennen. This will allow him to resume the game, and his poke damage will increase significantly in the game.


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

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

Play around your Ultimate t in the later parts of the game. Avoid fighting unless your Ultimate t is up. Fighting without it will make the late game team fights much harder. Delay fights and be prepared to disengage if it’s still on cooldown.


Quite immobile, which can lead to him being camped a lot during the laning phase. Once set back during the early game, he won’t be able to dish out a lot of damage.

On missing his E, Mordekaiser’s opponents can easily all-in and engage on him. This is because he won’t be able to displace the enemy team, and the carries will be able to freely all-in him.

Early Grievous Wounds can reduce his W damage by a lot. This will help his enemy even out the duels during the early game.


Try to end the game as quickly as you can as the longer the game goes, the stronger Kayle becomes.

Kayle will tend to be split pushing during the mid-game. You can use this time to force a team fight with the numbers advantage while she is pushing in a side lane.

Kayle is rather vulnerable when her Ultimate R is on cooldown. Try to force fights and kill her while her Ultimate R is down.


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

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

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


Zac’s E can be used from afar to start the team fight. Make sure you ward your flanks when sieging an objective.

Avoid fighting in the jungle as it will make it easier for Zac to land his E and knock up your whole team with his Ultimate R. Fight in the open when possible.

Do not group too closely. If you’re split up slightly, it will be impossible for Zac to catch out and knock up your whole team with his E and Ultimate R.


At level 11, Aumu will have 2 points in his Ultimate y. This means that his Ultimate will be there on a shorter cooldown that can help him in team fighting and help his team get choices. The teams start to regroup during the middle of the game, and since Aumu is a team combat champion, he is pretty good during this stage of the game.


Place the vision around its jungle entrances to make it harder for Wukong to get successful ganks. Wukong has good objective control in the early game. Try to take it before it if possible, or at least keep it kept at any time so you can spot it before it is able to take it for free. Wukong is very strong in a 1v1 fight if it has a lot of health. Avoid fighting it if you notice it when it is very healthy. Especially if it has its Ultimate n available.


Drive and move around the map with your ADC/Jungler to help your other tracks. Continue to place the vision and stay with someone at all times. During the mid-game, team fights will begin. Make sure to participate in them and help your team as needed. Place the vision around the map, but avoid doing it alone that you could be taken out and die for it.


His objects will make him very tanky during this stage and combined with his passive and ultimate R, he will be a behemoth for the enemy team. It will be almost impossible to take him down and therefore he will be able to completely separate the rear line of the enemy team from their front line. He is at his strongest when his ultimate R is in place. He can plunge the enemy team and completely disturb their team by walking towards them. Dr. Mundo's Q can allow him to secure catches for his team. The slow can allow his team to follow this target with difficult CC capabilities, or even straight up and explode them.


His first ability will be maxed out at level 9. This will give him a significant damage boost, and Urgot should impact skirmishes very easily.

Having two points in his Ultimate R will increase the damage dealt by the ability, reduce the cooldown, and make it easier for him to execute his targets.

Urgot is really strong during the mid-game due to his team fighting presence. He can easily zone out and separate the enemy frontline from its backline. He will also be able to deal consistent DPS.


Try to abuse your range advantage to gain an early health lead.

Keep the minion wave closer to your side of the map early on to force them to over extend for farm and XP.

When trying to poke, aim your abilities so they hit the minion wave and the enemy at the same time.

Once they’re level 6 they become stronger than you and it will be harder for you to lane against them.


His e will be maxed out at level 9. This is terrible news for the enemy team as they will get melted down if they can't get to Kog'Maw in time to kill him.

Level 11 allows Kog'Maw to deal a lot of poke damage to the enemies. The vast range also allows him to take down low-health enemies recalling in the distance.

He will be perfect during the mid-game, provided he doesn't get collapsed on and shut down. CC is his worst enemy, and Kog'Maw will have to keep an eye on his flanks at all times.


Keep an eye on the enemy's resource bar. If he started filling, CC him and running away. During team fights, know that Sett will try to beat you in your team. Be very careful and let your teammates know about this tactic. Your Ultimate can make or break the game for your allies. Use it to install ganks on your laner. This way, your Jungler will prioritize your way more than any. Keep the wave near the tower and focus on getting tankier in this game.


Irelia is extremely strong when her Passive is stacked. It is then that she should go for a meaningful fight because he will ensure a massive victory for her as long as she has a target to self-attack. Bonus survival points if she can Q to minions and reset the ability. The first element will help Irelia massively in this way. It will strengthen her duel potential and increase her survival. It will be very beneficial when her Passive is stacked completely. Level 6 is a significant peak of power where Irelia can start to dictate the pace of this track. Her opponent will have to be very careful because Irelia can decimate them with his Ultimate R and Q if they are hit by the initial Ultimate R launch.


When playing as an AD champion in the bottom lane, look for extended trades whenever possible. Trading autos will usually end in your favour- just make sure you dodge his 1’s.

If you see Karthus channelling his e, try to cancel it with any CC abilities. This will reduce his and his allies chances of getting kills.

Karthus will be looking to farm as much as possible early so he can unlock his Ultimate {{championSpells.KarthusFallenOne}. Try to put him behind by playing aggressive and requesting ganks.


Your first power spike is at level 4 where you have 2 points in your **Q**.

The next power spike is when you’re level 6 as you have access to your Ultimate. Adjust your play during this stage of the game, and work on your wave management.

When you get your first component item, your damage output will increase and you’ll be able to trade more frequently with the enemy.


Delay a team fight for as long as possible while you poke and harass the enemy with your b and e. Once the enemy is low, you can commit to the fight.

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

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


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

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

Play around your Ultimate R in the later parts of the game. Avoid fighting unless your Ultimate R is up. Fighting without it will make the late game team fights much harder. Delay fights and be prepared to disengage if it’s still on cooldown.


Ensure that you’re always stood behind a minion at all times to make it harder for him to land his Q and poke you down.

The best time to go for trades and land skill shots on Ezreal is when his E is on cooldown. If he ever uses it aggressively, try to abuse the cooldown and look for an aggressive play while he’s defenceless.

If Ezreal uses his Ultimate R to snipe someone on the map, ping your team as it moves across Summoners Rift. This will allow them to dodge the incoming ability. While this ability is on cooldown, you could look to play aggressive and try to fight him.


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

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

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


His first ability will be maximized to level 9. This will give him a huge boost and allow him to easily blow up simple targets. Sylas is quite decent in a team fight, especially if he gets an ultimate based on the AoE of the enemy team. His life flight will prevent him from dying quickly. Several points in his Ultimate R will allow him to take enemies ultimates quickly. They will increase their efficiency overall. He can be very beneficial in team fights.


Ornn has the ability to knock up enemies that are close to his Q, terrain and walls. Avoid fighting inside the jungle as it will allow him to land an easy knockup.

In team fights, avoid grouping too closely as Ornn can use his Ultimate R to get a multi-person knock up and start the team fight.

Avoid fighting in the jungle as teams will be quite close together which allows him to knockup multiple champions at once.


Use your W regularly to quickly clean the jungle camps. Remember that your W cooldown is reduced when you use it against a big monster. Look for opportunities to gank the enemy with your Q and see if you can follow it with your Ultimate R. This will allow you to produce a massive CC chain. Once you unlock your Ultimate R, you should have a very easy time trying to kill enemies.


Just keep poking the opposition with your Q and auto-attacks. Save your E for situations where you need to avoid getting CC'd.

Use the lane brushes as much as you can to make sure that you can land your poke on the enemy team. This will allow you to accumulate a lead and shove the enemy out of the lane.

During neutral objective fights, your main goal is to make sure that you can poke the enemy team out before the major Smite fight. This way they won't be able to do anything and will die if they try to all-in.


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


You should have a really easy way on condition that you can keep the river under surveillance. It will keep you safe from the ganks and allow you to play the way according to your conditions. Remember that your dash is your only way to escape and engage. Use at an inappropriate time can get you killed quickly and you lose a major fight.


Great potential for engagement with his E, with the CC extended with his W. This combo can deal with respectable amounts of damage and also allow his team to follow the hit target with ease. Has a decent amount of vaguelight on his Q that he can use to push the wave in and then wander around to see if he can use his Ultimate R to help other teammates. He doesn't have to wander too far for that, so he can get back on the track quickly if the all-in-possessed. His Ultimate R strikes prevents the enemy team from playing in a pooled formation that could literally get them killed in the next 2.5 seconds. His W plays a pivotal role during team fighting in such situations.


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.


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

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

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


Once you reach this stage, you should focus more on roaming and impacting the map with your Ultimate R and E. When deep warding, make sure you keep your E ready to escape out of any sticky situations.

Before leaving your lane, drop some W shrines here and there. This will help your ADC stay healthy, especially when they are up against a poke lane.

Always try to bait the enemy laners into pushing and use the wall behind them to E and then stun them with your Q. Pairing up with your Jungler/other laners will yield maximum effectiveness and the enemies generally don't anticipate such plays.


The all-in potential with his E and Q is really strong. It also allows him to set-up ganks for his Jungler and get free kills in the lane.

Kled’s Passive is one of his greatest powers in a full-blown skirmish. He can use it to instigate tower dives and soak tower shots, while if he happens to take a lot of damage and get dismounted, he can easily get Skaarl back.

His Ultimate R allows him to initiate a team fight with ease. It can be used as an ability to score picks on immobile champions as well. The team movement speed increase makes sure that he generally gets sufficient follow-up.


To maintain parity in the laning phase, aim to hit Level 2 at the same time as Nautilus. This ensures that you and your ADC have access to all your abilities and can better respond to any aggression of the enemy duo. When Nautilus wanders, be proactive in pinging and communication with your team. Alert them to his absence from the track, as he can be a powerful force in the ganking of other tracks. This allows your teammates to play more defensively and avoid potential interactions or roaring Nautilus. When you are detached from your ADC, keep in mind your position to avoid clinging to the Q of Nautilus. Position yourself behind the minions or out of range to minimize the risk of being caught and engaged. Enjoy your reach advantage like Yuumi when Nautilus Q is on cooldown. During this window, you can harass and harass him with your abilities.


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


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


Kai-Sa is vulnerable to the CC. Try to lock her up at the beginning of the fight so she can't bring down tons of damage. Keep in mind that Kai-Sa can use her Ultimate R to reposition herself in a team fight. She may be able to avoid the CC or strokes of skill in this way and turn the exchange. Kai-Sa will be pushed by her Support in a team fight. Try to take her Support first so that it is left defenceless.


Get Level 2 first and look for a favorable trade with the enemy. Earning an early health benefit will help you. Focus on agriculture and looking for aggressive games once the enemy uses a ability. Play around their abilities and try to abuse their cooldowns with your early game damage. After destroying the lower lane tower, turn to the middle track and try to take this turn. This will open the map and give your team a golden lead.


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

In team fights, try to flank from the side to make it harder for the enemy to disengage or poke you down. If you get poked down, you wont be able to engage and will probably die.

Fiora is a strong skirmisher. Look to fight whoever tries to stop you from split pushing. You should be able to fight anyone as long as you’re not behind in the mid-game.


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.


Has no form of gank agency so will probably not get a gank during the early game. He is quite weak early on as well and is quite useless if the game doesn’t go on for too long.

Misuse of his l can get him killed immediately, especially if the enemy laner holds on to their main crowd control ability. This can make him a very easy gank target.

Grievous Wounds are a bane to his existence, especially if it is procured early. This weakness can allow his enemy to get a huge advantage on him due to the reduced Q health.


Level 6 is a significant powerspike as it directly empowers Zoe's Q, and grants her more creative ways to E her target. The only thing to be kept in mind is that this ability is not an escape tool.

Her first component will undoubtedly allow her to deal more damage in the lane and cast her spells with a higher frequency due to the increased mana pool. It will also increase the overall damage output during a significant fight.

An RNG component of her powerspike includes which spell she picks up with her W. For instance, if she picks up an Ignite, it will increase her overall offensive capabilities, while picking up a Locket will increase her team play and survivability.


When she is low on mana, she is not a threat to you as her kit requires a lot of mana to trade effectively. When she’s low, there’s your chance to fight.

During team fights, Diana's kit offers a lot of burst damage thanks to her Ultimate R. Try to poke her down before she engages to make it really hard for her to engage and kill anybody.

Diana's engage is pretty scripted. Ward to the side when sieging an objective so she cannot surprise your team with an all-in


Her level 11 power peak is pretty strong. 2 points in her Ultimate R offers Zeri a lot of extra pressure to kill. During the middle of the game, Zeri would have picked up several items. She will do a lot of damage in the fights and be able to carry them solo if she is ahead of her at this stage of the game. At level 9, Zeri will maximize her Q-capacity. As she uses the most this ability, her --cars to do a lot of damage.


Galio needs time to come online. Play safe in the early game so you can scale and come online. Do not get poked down otherwise you’ll fall behind in CS and XP and be no threat later on.

Keep in mind that at level 6, you will have no kill threat in the lane against most enemy mid-laners. Respect the enemies all-in damage past level 6.

Your Ultimate R is impactful and can be used to help your allies in their own lane. Keep an eye on what’s happening around you and be prepared to cast your Ultimate R to assist your allies.


Vayne will be often left alone to split push and farm. While she’s away from her team, you could look to collapse on her and take her down. Do not commit multiple players to killing her though if she’s bot side and the Baron’s up.

Vayne is prone to CC. Locking her down at the start of the fight will make it incredibly difficult for her to kite, deal damage and win the team fight.

Playing around her Ultimate n  will be a great way of increasing your chances of killing Vayne in a team fight. Forcing a team fight one after another will decrease her chances of surviving in the next one.


Use the lane brushes to hide and poke the enemy with your Q every chance you get. Staying out of vision will allow you to easily all-in the enemy with your E and W.

Since you're a protective champion, you will want to be the first to respond to fights around the map, especially in the bot side river. For that, ensure that you have the wave slightly pushed up so that you can respond in time.

Once you get your Ultimate R, you should have your eyes glued to the map during skirmishes. Look for champion icons overlapping and see if you can help your allies.


You can use your Ultimate R as an escape tool in heavily bottled fighting. This is not recommended because the ability can allow you to turn a fight and save yourself almost immediately. Your E will be pivot to fight during this phase of the game. Always try to flank the enemy and get dead on the back line. In this way you will be able to take the game easily.


His ultimate R is completely dependent on the comp enemy team. If the enemy has ultimate lacklust, Sylas will not be able to do much. If he is misused, his W can have him killed because of his move to another place. If the enemy buys Grieve Injuries, they can easily counter this healing with a good amount.


Once she gets multiple items, she will be bursting down enemies left, right, and center. All she needs to do is sit in the fog of war and wait for an unsuspecting enemy to walk in on her.

At level 16, Lux will mega-spike. This is due to her Ultimate n being upgraded to level three. She will now blow up enemies with the Ultimate n alone, and the ability's cooldown will be negligible.

Her g will be on a very low cooldown now, and the Jungle will be her playground. She can easily catch and burst down squishy targets who are squandering around in their Jungle.


At this point, the teams will be closely regrouped so that it is unlikely that you can assassinate anyone. Continue looking for choices but expect that there will be more than 1 enemy nearby. It will be difficult for you to 100 to 0 someone that many champions will be in full construction at the end of the game or at least have defensive tools like Zhonyas Hurglass or Guardian Angel at their disposal. Continue to play slow team fights. Although your cooldowns will be short, you must play around your W as much as possible to ensure that you can kill the enemy.


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

Look for picks with your abilities. Picking someone off and then collapsing on them to take them down is a great way of winning a team fight and ending the game. Look for picks on isolated targets if possible.

Keep a constant eye on you and your allies positioning. You need to poke the enemy down and delay fights in the late game, but you need to watch your positioning as you move forward to harass. Do not get picked off by trying to harass and poke the enemy down.


CC is your best friend against Anivia because she is sneaky and still. But she has tools to defend herself like her ts and e. To facilitate her lock, try to flank her rather than run directly on her to make her more difficult to escape. As Anivia will need to keep, you could set up a death bush around the Baron or Dragon and kill her when she goes to watch. You could then use her death timer to take the goal. If Anivia is going to miss during the middle of the game, she could try to set up a death bush herself. Ask yourself where would you be now if you were Anivia.


Can do a lot of damage to enemy units with his Passive empowered r who are close to him. This makes it easy for him to act as a disruptor during team fights.

His e combined with his d can allow him to run down a single enemy target easily. The d shield allows him to mitigate a good amount of poke as well.

His Ultimate b makes him a menace during team fights. The enemy team can’t afford to fight in closed spaces or they will definitely get chunked out by his Ultimate b.


Really great skirmisher due to how her Passive and r work. She can quite easily run an enemy down while kiting them with ease. All she needs to do is avoid getting CC’d.

While taking objectives, the chances of her team losing the objective fight are very low. This is due to Kalista’s r combined with her Jungler’s Smite. In short, she excels at taking objectives quickly and securely.

She can save her Support with her Ultimate x if they happen to overextend in the lane. The ultimate can also be used to initiate crucial fights, especially when the enemy team is clumped up, or is fighting in closed spaces.


Use your k for poke Lulu out of the way. This combined with your e will result in massive damage outputs from your end. Use only your s when the W of Lulu is down. Do not do it will get you killed easily because its W is really boring. If Lulu plays safely, just focus on roaming with your s. The enemies will not expect it and will fall prey to your damage. The wave must be kept in the middle of the track and you should just focus on out of damage.


Volibear's early game ganks are pretty solid, provided he can play around vision properly. Once he unlocks his basic abilities, he should easily gank any lane where the enemy is overextended.

Level 6 is a significant power spike for Volibear. This is mainly because of his ability to initiate fights independently and instigate tower dives with ease. Any low-health squishy target will be forced to play safely and recall abruptly.

Volibear's objective control is pretty good too. He can quickly clear his camps and take neutral objectives with ease if an opportunity presents itself. His E will help him a lot when taking these objectives.


At level 14, Vex will finish upgrading her second ability. Again, her damage output and overall threat will increase.

Pretty much every champion spikes at level 16 when they put the 3rd point in their Ultimate R.

Teams will be grouping in the late game. Vex is good in team fights, so she should do pretty well in late game team fights.


He will focus mainly on cleaning during the start of the game. His e can easily be interrupted by any form of hard CC. This can make the lap divers risky and can get him killed almost instantly if he does not use the ability properly. Can't do a lot if the enemy team has just disengaged when his Ultimate R is active. Very sensitive to the CC, so if the enemy saves their CC for him, he will die.


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


If Wukong falls behind, it will be really hard for him to get back into the game. Wukong relies on being a nuisance and getting an early lead to take over the map.

His y is his only real disengage tool. Once that is down, or if he misuses it, his enemies can easily kill him in lane.

If Wukong falls behind, he can build tank, but he will deal little to no damage in a team fight. Keep this in mind, but be prepared to adapt.


Your first power spike is at level 3, where you can access all your basic abilities.

When you hit level 6, you will unlock your R. You can start playing more aggressively with your R and get your Jungler to gank your lane, too.

When you get your first component item, your damage output will increase, and your chances of winning trades will dramatically increase.


Once Brand hits level 3, he can technically start ganking his allies. But, he needs to make sure he can land his Q otherwise, practically every gank will fail.

At level 6, Brand will unlock his Ultimate R. At this stage of the game, even if he cannot land his Q when ganking, he can still deal a ton of damage thanks to his Ultimate R alone.

After Brand has completed his Mythic item, he will become a real threat. Ganks will be much easier and he will be able to dish out a lot of damage in a short period of time.


She will be able to max out her Ultimate R at level 16. This will drastically impact team fights since her Ultimate R will be on a very short cooldown.

Lillia is excellent in late-game team fights. This is due to her AoE abilities and mobility, which can let her get a 5-man Ultimate R.

Lillia will have multiple items by now. Her damage output and prolonged burn damage will be really obnoxious for the enemy to deal with.


Look to harass the enemy as often as possible in the early game. This will allow you to get your Support item quest done rather quickly.

Your main focus in lane should be to peel and protect your ADC as much as possible. If you or they fall behind, it’s going to be harder for you to win the lane and the game.

Keep an eye on your positioning in lane. Try to adapt your positioning accordingly and play around where your ADC is stood at all times. If you’re too far back, they will struggle to farm and you’ll have no priority in lane.


Annie’s pick potential in the late is incredibly high. Don’t be afraid to try and one-shot the enemy Support if you’re ahead. If you’re not ahead, don’t worry as you will still be able to protect your ADC with your E.

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

Although Annie has a lot of burst damage, she starts to fall off in the late game as squishy champions start to build defensive items.


Keep the wave by your tower so that Mordekaiser can’t freeze by his. This also means that even if Mordekaiser pulls you with his E, he can’t chase you very far and you won't lose as much health.

Before using your t to kill Mordekaiser, silence him with your m to prevent him from shielding the damage with his W and perhaps avoiding death, preventing you from gaining a stack of your t passive.

Play around Mordekaiser’s E, and only engage when it is down. Otherwise, you’ll have problems trying to dodge it due to a lack of mobility in your kit, and get dragged back into a fight you were escaping.

At level 6, Mordekaiser can force you into a fight with his R. Be prepared for this at any time that you’re trading, since it can quickly become an all-in from Mordekaiser.


When you play as a varied mid-laner, try your hardest to harass and push it down while remaining at the maximum possible distance so it is incapable of you E. Avoid prolonged trading with Sett early. It has a lot of physical damage and will win most self-attack trading. Keep this in mind during trading with it. At level 6, Setts Ultimate R is strong enough. Don't overextend or stay on bad health in the way it can easily kill you or set up its Jungler.


Your immobility is your greatest weakness on Zyra. Therefore, you should always be conscious of your positioning in lane and in team fights.

During a fight, always stay at a distance and avoid crowd control abilities. Once locked down, you won’t be able to do anything to save yourself and will most probably get killed if the enemy follows up on you.

Missing your E places you in a very vulnerable position, so only try to land it when you can guarantee a hit.


Avoid engaging in extended trading with the enemy in the game very early. Wait until you have a few levels below your belt before trying to fight. Play around your Q hot spots in the track, and avoid using them unless you are able to trade. When your Q is on the cooldown; you are pretty vulnerable and lose 1v1 fights. Make sure to make use of your Car Passive. If you are able to use it periodically on the enemy lane, your chances of winning the track increases.


Level 6 is a significant spike for Mordekaiser as he can convert a fight to a 1 v 1. It becomes straightforward for Mordekaiser to kill his target.

The first item component will allow Mordekaiser to survive and deal a lot of damage. The clears will be quick, and his ganks will be pretty solid now.

His early game ganks are really good due to his abilities. He should be pretty comfortable ganking lanes with heavy CC as they will let him get massive leads.


Level 16 will see Sylas get a maximum of Ultimate R. The power of its Ultimate R will always depend on the enemy team's comp, but it will be able to use more ultimates in a given time. Its damage will be really significant during this phase of the game. The brilliant damage that it can make completely catch the out-of-guard enemies and ruin their chances of winning the game. Sylas is decent enough during late fighting as it can inflict tons of damage and heal itself for massive amounts at the right time. It will allow him to separate the enemy front line from the rear line and help his team a lot.


Gwen is difficult to play into ranged champions. They can constantly harass and bully her which will make it difficult for her to survive the early game.

Your Q will only be as impactful as you make it. If you use your Q without multiple stacks, the damage will be futile.

Her W doesn’t block tower shots, but it does increase her defensive stats. With this in mind, always think twice before committing to tower dives.


Prone to disengage and all-in. In hard matchups, it will be impossible for him to do much without ganks.

If Trundle falls behind early after a misplay, it will be really hard for him to get back into the game as he will be behind in gold and XP.

Trundle needs to play aggressive early. If he can’t, then Trundle will not be as strong as he could be. You pick Trundle for early aggression and to make plays.