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


Kled will seek to fight as much as possible in the early game to get a murder. Keep this in mind and avoid fighting it playing like a tank. When duelling Kled, keep an eye on his secondary bar. If it is almost full, he will climb during the skirmish and he will be able to kill you. Avoid going for prolonged duels when he is about to climb. Try and keep the minion wave closer to your side of the map early. So do his all-in-less effective. Nor will he be able to pursue you with his Ultimate R once you walk on the farm.


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

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

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


The first item component will allow her to deal more damage and spam her abilities due to the increased mana.

Level six is a massive spike due to her getting her hands on her Ultimate d. This will let her make plays of her own or in combination with her team.

She isn't really great pre-six as she can easily be caught out and killed. Post-six is a different story, and the Ultimate d can ultimately tip the balance of a fight.


The extended trades will always favor Kalista thanks to its r. Try and avoid going to expand the trades with it. Kalista is the first peak of power when she takes her Greaves from Berserker as he will give her the first piece of attack speed that she needs snowball. Once Kalista has finished Hurricane Runaan, she will pump much more damage and apply Rend re stacks really quickly.


During this phase of the game, you will want to stay behind your frontline and dish out as much poke damage as you possibly can. Watch your flanks for assassin's trying to take you out quickly.

Getting a defensive item will help you a lot in this game against all-in comps. You will want to make sure that you stay alive to deal a lot of damage, and a Zhonya's will help you a lot when it comes to doing just that.

Your e should be hitting like a truck now as well, so you will have to keep your positioning in mind while dealing damage. Don't throw a game by Flashing forward and out of the protection of your team.


Once Ziggs gets Sorcerer, Shows and Ludens, he erases minion waves incredibly quickly. Don't leave him in an unattended lane for too long that he can kill a lap in much less than a minute. Zigg's death threat increases to level 6 because his Ultimate R deals a constant amount of damage if he uses it nearby. Don't let him get you down the track as he will use it to finish you. Ziggs is pretty good in the middle of the game and team fights if he is allowed to delay a team fight and fight with his Q. You can prevent this peak of power by not allowing him to get down and delay a team fight.


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


Really good objective control which can allow him to stop relying on his team and get his team ahead on his own terms. He can take early dragons with ease, without getting too low.

His Ultimate n allows him to gain an immense amount of dueling potential which can allow him to go for high priority targets with ease, and then get out without dying.

His e can allow him to both set-up as well as follow up on ganks with ease. This is extremely advantageous when he has a Support who has a lot of crowd control in their kit.


Leona has an incredibly strong level 2, make sure you hit level 2 first and look for an aggressive play.

Staying healthy is key when playing Leona. If you get poked down, you’ll never be able to engage. When you’re waiting on your cooldowns, play safe and out of auto-attack range.

Use Leona’s strong roaming ability to move around the map and help your allies. Good times to roam are straight from base or when your ADC will be safe and will not die.


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

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

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.


Yasuo becomes really powerful once he hits level 16. This means that his Ultimate R will deal massive amounts of damage in a brief time. Moreso, the short cooldown will allow Yasuo to deal with tanks regularly.

Yasuo will have a bunch of completed items during this phase of the game. This means that Yasuo will decimate the enemy due to his Passive and r damage. He can pretty much one-shot squishies with ease.

Due to all his completed items, and his ability to quickly dash around and pierce through the tanks' armors, Yasuo will be able to deal a plethora of damage in a short time. The enemy team might as well FF at this point if Yasuo manages to get ahead.


Fiddlesticks is weak in early play. He has to hit Level 6 as fast as he can so he can unlock his Ultimate R and start gaunting his allies. After Fiddlesticks has taken his first component element, he will be a little stronger and he will be able to start doing a lot of damage to enemies when he ganks his allies. After Fiddle has finished his first element, his damage output will increase considerably. As long as you are playing around your Ultimate R, you will be very strong after finishing your first element.


Try to follow Soraka's ultimate cooldown post 6. It's important to do so because you don't want to be caught by Soraka's top damage pole 6. Make sure that the minion wave is positioned closer to your side of the map so that your Jungler can gank your way and easily kill Soraka. Your Ultimate makes you strong. Every time it goes up, try to use it! You can increase your chances of winning by playing smart and around your Ultimate. Try to keep the minion wave closer to your side of the map. It will allow you to everything in Soraka and continue them in the way. If you push, you will never be able to engage, and you will not be killed in this matchup.


The group against Graves will prevent him from taking key targets in the team fights because he will have trouble crossing several champions at a time. CC is also very good against him because he is quite still even with his Ultimate t et e. In the final stages of the laning phase and early in the middle of the game, he will try to kill isolated targets that walk through Summoners Rift alone. Stay walking around the map through the monitored areas only if he is ahead. Serious potential duelling and good clear wave means that he will seek to divide the thrust during the middle of the game. Force fights with his team when he is not able to impact the team fights.


It has excellent wave damage and splashing with its Q. This allows it to obtain the priority of the track and to help its other langers/Jungler when they contest the objectives. Its d allows it to protect everyone in its team. It also allows it to increase the speed of movement of the allied team, which can help them catch an overcrowded enemy. When it fights 1 v 1, it has virtually no weakness when all its spells are lifted. If someone tries to approach it, it can just Q them and escape, If she engages, she can use her d and Ultimate has both the ability to disengage and regain a great deal of health. Her Ultimate is the backbone of her strength in the way and an appropriate use will allow her to move forward.


Ziggs is really in good team fights as it will allow him to thoroughly poke his opposition out with his Q. He can even do it from the fog of war for maximal effect.

At level 9, Ziggs' Q will be maxed out. That ability has a huge hitbox, and he can easily keep poking and sieging the enemy out of the lane.

At level 11, Ziggs will have two points in an Ultimate R. This will give him a massive boost in his overall burst damage and catch enemies off-guard quite easily. It will also allow him to snipe kills from far away.


Another point in his Ultimate n will make him more powerful when he uses it. He will have more options to choose from now as it will be the mid-game.

His core items will be complete, allowing him to deal plenty of damage to the enemy team and ensure they can't escape easily.

The first ability will be maxed out at level 9, making Trundle hit his enemies like a truck. It will be beneficial during choke point fights when he is skirmishing against the enemy.


Try to team fight in the open so he is unable to use his empowered E to stun your whole team. Do not fight inside the jungle as the size of his E is roughly the same as the jungle.

Once Heimerdinger hits level 6, he technically unlocks 3 new abilities. Be careful when trying to initiate a skirmish with him as he might just pull out his magic card and kill you.

Just like during the laning phase, you’ll want to destroy Heimerdingers Turrets Q as quickly as you can before a team fight is underway so he is unable to dish out tons of damage.


Your main goal is to scale up during this phase of the game. You should be fighting more frequently, though, as you will be hurting a lot once your core items are completed.

During fights, always stick with your team as you want to be protected while damaging enemies. Avoid getting pinned near a wall while doing so, though.

When fighting for neutral objectives, it is important to stay back and wait for the enemy team to pass through the choke points before going for a full all-in on them. Let your front liners engage before doing anything.


Cassiopeia has a powerful level 2 all in with her Q and E spam. Make sure you hit level 2 at the same time which is the first wave followed by 1 melee minion on the second wave to reduce her ability to kill you.

Cassiopeia has mana issues in the early game. If she is low on mana, it could be a good time to fight her as her damage output will be heavily reduced as she relies heavily on mana to trade.

She is an immobile Mage with no escapes. Let her push the wave and then call for assistance from your Jungler to shut her down.


Kog. Maw is rather squishy in early play. Try to abuse his weakness and look for fights to put him behind. Post-6, Kog. Maw will inflict a lot of damage in a job thanks to his e and his Ultimate y. Try to lure his e before committing to the set. Forcing Kog. Maw to extend for the farm is a good way to win the matchup. As it will be overheard, this will allow your Jungler to gank your way. This will also force him to use his Ultimate y or e on the farm with- that you can capitalize on.


If your team is grouped and you don't have a vision on Shaco, make sure you have a scan and vision lens around you, then you will be alerted if Shaco tries to jump and assassinate a port. Don't hunt Shaco because he can lure you to run in his Boxes x or to his team. Shaco will try to assassinate sketched targets that move around the card alone. You can prevent this by playing as a team and avoiding walking in non-paid areas if you don't know where he was.


Can undo a lot of poke, and give her carry a vital boost of movement speed to dodge incoming skillshots, especially from champions having crowd control.

Once she gets her Ultimate R, she can pretty much keep any form of engage away from her carry as long as she has her Ultimate R up.

She can use her W to dismount and body block vital skill shots for her carry.


Beware of roaming when Ziggs in the track as it has a good clear wave and can easily take your turn while you're gone. Kill it and then wander when it's out of the map. Ziggs-His main poke tool in the track is his Buncing Bomb Q. This skill has a short cooldown and makes a decent amount of AOE damage. Do not stay in the minion wave to avoid taking free damage. Zigg-Ses will constantly look for poke and push the minion wave so it can get an early turn with its W. Try to match its clear wave so it is unable to push you into Tower and take it easily.


Another point in his Ultimate b will seriously tip team fights in chokepoints into his favor. All he needs to do is time it well and drop it at the proper places.

He will now have multiple items at his disposal. This means that his damage will increase significantly, and he should have an easy time melting through enemy health bars.

Rumble's presence during mid-game fights is really fabulous. He should be able to win multiple fights just by using his Ultimate b properly.


On 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 the team fights unfair due to his pick potential will be quite apparent during this game phase. All he needs to do is Ultimate e his enemy from out of vision.

His tankiness will know no bounds during this phase of the game. He will soak up both tower shots and enemy damage simultaneously and make it very easy for his allies to follow up on his engagement.


Hecarim's ability to inflict damage will skyrocket during this phase of the game. It will also be quite tanky due to his articles and statistics, which means that it will be a consistent DPS power. Once he gets 3 points in his Ultimate t, no enemy backline will be safe anymore. Therefore, Hecarim should use the fog of the Jungle war to his advantage during the team combat trial. Once his h and W will come out, he will almost be unable to kill while he is mobile and manages to stick to his target. CC is his worst enemy, so some tenacity will help him a lot.


Able to mitigate any form of auto-attack damage with his W. This can make the enemy physical damage carries to be practically useless when this ability is active.

He can set really good cheese brushes as well as all-in opportunities with his E. When combined with certain items, Shen can put additional debuffs on the taunted champions with ease.

His Ultimate R can allow him to act as a guardian for his teammates. This becomes really beneficial if one of Shen’s teammates is fed and needs to be peeled for.


You will be really powerful during this phase of the game. Look to assassinate the enemy backline every time you get the chance and make it from the fog of the war. You will want to prioritize tenacity if the enemy has a lot of CC on their team. This will help you escape adverse situations with ease. The enemy support will be quite busy during this phase of the game. You may want to put some death brushes and see if you can get free murders.


Use your t to prevent the ADC enemy from doing anything in this game. Always focus on the champion who is close to your door for maximum efficiency. Try to attract enemies into the fight near your infested areas Ultimate t. It will allow you to self-win a major fight due to the amount of damage your Ultimate t traps do. Make sure your Ultimate t traps are in the choking points during neutral objective combats. This will make it really difficult for the enemy team to do anything in the fight.


Disengagement is Master Yi's worst nightmare. As soon as he activates his Ultimate r and runs to your team, disengagement so that he can not resume the fight. When he is weak, make sure to get over it even if Master Yi is not there. If he takes free and easy blows, he will make heavy snowballs and take over from the next team fight. Try to wait for Master Yi to use his e before locking him up with CC. As he can use his e to avoid skill blows and CC if time is correct, it is best to wait for him to use this ability before trying to kill him.


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

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

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


Try not to let him harass and harass you for free otherwise you will never be able to engage or fight him- especially if you are melee. Bard's level 6 is not as strong as some champions as his Ultimate R does not damage. If you have a harmful Ultimate, you will be able to beat him at level 6. Or, you will at least force him to use his Ultimate R defensively. As the game progresses, Bard becomes stronger and stronger as he collects more chimes. Keep this in mind during the game against him.


As Zed is an Assassin, he will look to take down targets that are walking around the map alone. Avoid moving through the river if it’s not warded. Keep a constant eye on the map and do not put yourself in the same area as Zed if you don’t know his exact whereabouts.

Expect Zed to flank and takedown squishy targets with his Ultimate R. Ensure that your flanks are warded when sieging an objective so he cannot get the jump on you.

During the mid-game, Zed will often be in a side lane split pushing. With this in mind, you could use the fact that he cannot impact the fight to start a team fight 4v4 or 5v4 with the numbers advantage.


Very motionless and weak at the beginning of the laning phase. It is especially true if he is confronted with a champion who can all-in and CC him. Is quite vulnerable when his E is down as is his main form of CC. Painful injuries can completely counter his kit at the beginning of the game and also affect his playing environment. He is very weak when his Ultimate R is down as he has won.


Once Gragas manages to get to level 11, he will have two points in his Ultimate R. This means that he can initiate fights and displace key enemy targets way more frequently.

At level 9, Gragas will have his first ability maxed out. This is really beneficial for him as the damage increase will really help him duel. This is especially true if Gragas is going for the full AP build.

During the mid-game, the enemy will be busy swapping lanes and setting vision. However, as a laner, he will use this ability to the fullest potential when fighting around clumped areas and neutral objectives.


Cassiopeia has a powerful level 2 everything in with its Q and E spam. Make sure to hit level 2 at the same time which is the first wave followed by 1 melee minion on the second wave to reduce its ability to kill you. Cassiopeia has mana problems in the early game. If it is weak on the mana, it could be a good time to fight it because its release of damage will be greatly reduced because it relies heavily on the mana for the trade.


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

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

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


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


Try to go for prolonged automatic attack fights with him that you will win those. But try to reposition so that he can't easily place his Q or E on you. Post 6, when he activates his Ultimate, unless you can kill him quickly, just disengage and wait for that time no longer. Keep the minion wave closer to your side of the map. Swain is easy to kill early if it's too wide.


During the middle of the game, your goal will be to be clear and get the priority of the track. The middle lane would certainly be better for you, but don't forget to show up for the skirmishes. Use your ultimate R very carefully, as it can be the decisive factor when it comes to winning a fight. Use the ability of multiple CC targets and chain it with your E CC. Fighting around closed spaces will help you a lot because you can easily target several champions. Your ultimate R and E should be quite easy to land.


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

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

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


While not strictly a power spike, if Ivern has the opportunity to steal your level 1 buff, you will fall behind early. Prevent this by placing wards in the river at 1:25.

Once Ivern hits level 6, he will unlock Daisy R. This increases his gank ability and potency on the map. Try to delay his power spike by stealing away his camps and counter ganking when necessary.

Ivern usually hits his power spikes between 11 mins and 20 mins when he hits his 2 item power spike (Redemption and Ardent). Always take his Redemption in consideration when trying to kill the enemy.


Staying with your team in the late game. Do not separate or get away from them otherwise the enemy can try to remove you or initiate a 4v5 fight when you are away from your team. Look for choices with your abilities. Choosing someone and then collapsing on them to remove them is a great way to win a team fight and end the game. Look for choices on isolated targets if possible. Keep a constant eye on you and your allies position. You need to drop the enemy and delay the fights in the late game, but you need to look at your positioning as you move forward to harass.


Focus on safe play and keep your ADC alive as long as possible in the way. Your early play is weak and you need time to come online. As you are a melee support, monitor your positioning at all times so that you are not harassed by the enemy Support if they are understood.


Once you get some items, it is time to invade the enemy Jungle with your allies. See if you can get some picks here and there.

When taking neutral, objective fights, ensure that you place your x boxes near the Jungle entrances and one in the pit. This way, no one can attempt a surprise steal.

Your Ultimate l will be extremely useful during team fights. Just make sure that you use it to zone off the enemy backline from the frontline. This way, you will gain a massive advantage during team fights.


Stay with your team in the late game so you do not get caught out of position and die due to low mobility.

Look for picks with your allies. Don’t be afraid to use your R to get picks with them. You also have CC tools, so don’t be afraid to try to make plays as long as your allies can follow up.

You’re good at fighting around objectives, so try to make plays with your R around these major objectives in the late game.


She is somewhat weak pre-six as she doesn't have a reliable form of CC on her. She should rely on ganking laners who have hard CC.

The first item component will allow her to be really tanky and deal consistent damage when around enemies. This will also prevent enemies from escaping quickly.

Her objective control is pretty decent as her E, and Passive allows her to deal and take a lot of damage from neutral objectives. She will most definitely win any Smite fight if she uses her E properly.


Avoid getting poked out by his Q in this matchup. Failing to do so will prompt Olaf to all-in you once you're low.

If you look for an all-in, make sure that you committ. Get some Grievous Wounds while you're at it for maximal effectiveness.

Once you get your Ultimate you should be able to look for all-ins regularly. Just go in when his Q is down.

Keep the wave close to your tower and ask your Jungler to gank as much as you can. It will allow you to get a lead easily.


Once she gets 2 points in her Ultimate R, she will be able to do a lot of damage to the enemies in a short time. This means that enemy squishies will be in grave danger.

Her first ability will be maxed out at level 9. This will increase her damage and poke in the game, which will make it very hard for her laner to deal with her.

She is outstanding in team fights due to her Ultimate R and Q > r combo. It is over for the enemy team if she manages to get a flank on them.


His immobility is his main weakness as he has a large target painted on his head because of this. If the enemy manages to catch him out, he will die.

Due to his Passive, he isn’t really good against tanks, especially the ones who can get on his face. It will take ages for him to get rid of a genuine tank.

The Ultimate R roots him in place. This allows the enemy to both flank and focus him down with ease. Due to his squishiness, he can’t really survive for too long.


Don't regroup or fight in the jungle because this will allow Rumble to get a good Ultimate b off. By fighting out, it will be harder for him to get an Ult 5 people b. Never try to take a goal like Baron or Dragon if Rumble is alive and kick. As you will be close enough together inside the pit, you will allow him to land a devastating b on your entire team. Rumble is inclined to disengage. As soon as he uses his Ultimate b, try to disengage or reposition so it is harder for him to follow the damage and win the fight.


At level 9, Cho’Gath will max out his s. This is a good power spike for him as it will allow him to trade more effectively with the enemy laner.

When he puts 2 points in his Ultimate t at level 11, his kill pressure intensifies dramatically as his Ultimate t will allow him to execute an enemy from higher health.

During the mid-game, Cho’gath should’ve used his Ultimate t on minions or enemy champions. He will be stronger and stronger the more things he consumes.


Warwick is an early game fort Jungler. Vision place inside the river and its jungle entrances to reduce his ability to get successful ganks. With his kit, Warwick can take goals quite quickly and can solo them thanks to the support of his vision Q. Place and take the side of Scuttle Crab bot to spot him before he is able to take it. As Warwick has a strong early game, try to match his pressure by gloveting just as much as he does. If you can't gank in the early game, try to invade his jungle and steal camps when he showed on the other side of the map.


Try to disengage and kite Darius when he engages in a team fight. Try not to let him get on to you or your allies as he can deal tons of damage if he gets in range to pull e them in.

For AD champions, investing in an Executioner’s Calling will help reduce his healing and survivability in team fights.

Do not overstay in a team fight when you’re low as you might set up Darius for a Pentakill with his Ultimate e.


Once his girl Ultimate R is killed, he loses a lot of DPS sustained in a team fight. Choosing the girl before a fight won her will not let him cut down a lot of damage for you. In the way, Yorick will use his Q balls to get her the advantage of pushing, as well as the advantage of poke in the way. Killing these gules first will take a lot of damage from Yorick. Using clear wave capabilities against Yorick will put a period at his push power. After his movements on the map will give you the opportunity to always counter his attempts at split thrusts.


You can reduce Sejuani's ability to get successful ganks by monitoring its entrances into the jungle or by placing pupils in the river. If you know where it is, she will be unable to get good ganks. Sejuani has good Drake control in early play. Make sure you take the crab from the bottom side and keep the Drake monitored at all times so that she is unable to hide it away from your team. Once Sejuani reaches level 6 and unlocks her Ultimate R, she will look for gank as often as she can. You could delay this peak of power by invading him in early play or flying her camps when she is spotted on the other side of the map.


They have global map pressure with their Ultimate. So ping when Karthus hits level 6.

Watch your positioning at all times and stand away from the minion wave (especially after Karthus has his first component item).

Karthus is immobile and easy to gank. Keep the wave closer to your side of the map to force him to over extend and miss position for the farm.

Try and go for extended auto-attack fights with him as you will win those. But do try and reposition so he cannot easily land his Qs on you.


Make sure you are present during the team fights. This will allow you to peel for your portages and prevent them from dying directly at the beginning of the fight. Your ultimate e will allow you to lock and kill door with ease. Doing so in bottlenecks will easily win you the game. Always try to everything and choose the enemy Jungler every chance you get. Doing so will allow you to take neutral goals easily.


When there is no team fight, go on a side track and push. You must continue to grow during the middle of the game so that you can get your items as quickly as possible. The more gold the master Yi has, the stronger he will be. If your team gets one or two killed, call for Baron or the Dragon. You should be able to easily take them as Master Yi. Always use the fog of the war to bamboo the enemy and destroy the enemy backline in this way. It should be really easy to do because of how much damage you can pull out.


This is the point of the game where Zed will have a lot of difficulty in bringing down the enemies. That's because the enemies will buy defensive objects from now on. Yet, Zed should try to go for isolated targets when possible. At level 16, he will have his ultimate R maximd. This means that he will inflict massive amounts of damage to squishier targets and decimate anyone who has been caught alone / Zed will really have weak cooldowns now, and he can do a lot of damage because of that. This means that he will be the lot of squishier targets on the enemy team, and he can get rid of them quickly.


At level 6, Vi will get access to her Ultimate R. Whenever this ability is up, her ability to gank increases dramatically.

When Vi hit’s level 3/4, she will start to gank thanks to her having access to all her basic abilities. Expect her to start ganking around this time.

As soon as Vi gets Trinity Force, her damage output and kill pressure increases a lot. Avoid 1v1’s with her unless you have a clear advantage.


At this stage, teams will be closely grouped together so it’s unlikely you’ll be able to assassinate anyone. Continue to look for picks but expect there to be more than just 1 enemy nearby.

It’s going to be difficult for you to 100 to 0 someone as many champions will be full build in the late game or at least have defensive tools like Zhonya’s Hourglass or Guardian Angel available to them.

Continue to play team fights slow. While your cooldowns will be short, you need to play around your W as much as possible to ensure you can kill the enemy.


Just hide in the lane brush early on and wait for enemies to come near. Once they come close, d them and run away.

Remember that you are not going to be doing anything till you hit level six. Ensure that your health is saved up so that you can all-in enemies as soon as you manage to get to level six.

Getting your Ultimate h will allow you to do a lot more in the lane. Now you can roam and use the lane brushes to kill the enemy bot lane.


It can accumulate a lot of damage during this phase of the game because it will have all its articles, which will make it really strong. It will now be a front liner quite reliable for its team. A maximum-out Ultimate R will be on the rise frequently, and the following team fights will become a breeze during this part of the game. It is a decent team fighter during this phase of the game. It can regenerate its health quickly because of its passive and its real damage will melt through the enemy health bars.


After the laning phase has ended, go to a different lane (or stay top) and just split push. You’re a good split pusher and can draw a lot of attention to your lane.

If somebody tries to contest your split push, look to fight them. Jax is a good duelist and will be able to fight most enemies who try to stop him.

While you’re a champion that is usually sent to split push, you might need to group with your team if the enemy is trying to force something. Be prepared to rotate around the map and help them fight.


As she gets her core items, she should become really strong and can easily win a fight as long as she has space and agency to kite around. Her r should be stacked and used only when a kill is guaranteed.

Kalista's Ultimate x can come in very handy during this stage of the game. She can pop out of vision with her Ultimate x activated, and allow her Support to immediately get on top of some other laner/laners. In short, she can roam better once her wave is pushed up.

Fighting in open areas should be her modus operandi. This will give her additional power because she can use her Passive to kite the enemy team out. A CC'ed Kalista is a dead Kalista.


Stay with your team in the late game. Do not separate or get away from them; otherwise, the enemy can try to remove you or initiate a 4v5 fight when you are away from your team. Look for choices with your abilities. Choosing someone and then collapsing on them to remove them is a great way to win a team fight and end the game. Look for choices on isolated targets if possible. Keep a constant eye on you and on the positioning of your allies. You need to push the enemy down and delay fighting in the late game, but you need to look at your positioning as you move forward to harass.


Maximizing damage output can be really difficult on Vex, especially when laning against champions with dashes.

Even with her W, she still struggles against some all-in champions.

While she has good wave clear, she can get out pushed and out poked by champions with superior range and damage.


Graves is a good early skirmish game. Make sure to invade and try to fight it and place it behind. You are a good counter-ganger. After Brand has entered, try to counter-ganger it that you can easily turn around his ganks. Playing around your Ultimate is very important. Look for gank every time your Ultimate is up. Your objective control is good enough. Make sure the solos as often as possible to get your team before.


It is important that you stay with your team in the late game. Do not move around the card or go anywhere unless someone is with you. Stand back from your team near your support. Avoid walking too far from anyone in the late game. Being caught will lead the enemy will be able to push his advantage and finish the game. Look at your positioning in the late game. Focus on the kiting and automatic attack of the nearest enemy champion. Avoid walking too far forward so that you are not taken out and focused by the enemy.


Staying with your team in the late game. Do not separate or get away from them otherwise the enemy can try to remove you or initiate a 4v5 fight when you are away from your team. Look for choices with your abilities. Choosing someone and then collapsing on them to remove them is a great way to win a team fight and end the game. Look for choices on isolated targets if possible. Keep a constant eye on you and your allies position. You need to drop the enemy and delay the fights in the late game, but you need to look at your positioning as you move forward to harass.


level 3 is a power spike as Illaoi gets access to all her abilities and can now go for short burst trades against her laner. It is effortless for her to use the lane brushes and whittle down enemies even before they can react.

Level 6 is a significant power spike. She can now take on the entire enemy team, especially if they happen to be melee-ranged in nature. It will also bolster her all-in potential significantly.

Getting her first item will give her a much-needed boost during duels. She will survive longer in fights while simultaneously dealing more damage to enemies.


Anytime the enemy wave has been thinned out and the wave is pushed into his tower, he can easily use his Q and E to run the enemy down. The Q slow will allow him to catch up to them with ease.

His Q should allow him to evade ganks with ease. Combined with the R speed, he is relatively hard to kill during the early game unless he completely pushed up.

Unlocking his Ultimate R gives him a huge power spike. The health gain makes it nearly impossible for him to die. The bonus movement speed will also let him both catch up to his target or evade a gank.


As Nautilus e can hit the players who come into contact with her, if you are close to the concentrated ally, you could be hit as well. Nautilus will often be the first player on his team. Once he has entered the stage, try to concentrate him if his teammates do not follow him. Nautilus fights again to get out once out, so if he makes a mistake, he will abuse Nautilus will automatically attack anyone approaching him by trying CCs with his passive. Try and stay away and out of reach during team fights if you are squishy.


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

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

Look for picks with your n. If you can catch someone out during the mid game with it, your team should be able to kill them pretty quickly. Once you’ve killed someone, make the call for Drake or Baron.


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


During the mid-game, your goal will be to wave clear and get lane priority. The mid-lane would definitely be better for you but don't forget to show up for skirmishes.

Use your Ultimate R very carefully, as it can be the deciding factor when it comes to winning a fight. Use the ability to CC multiple targets and chain it with your E CC.

Fights around closed spaces will help you a lot as you can target multiple champions easily. Your Ultimate R and E should be pretty easy to land.


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


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

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

Your Ultimate b is really efficient during team fights so make sure that you use it in chokepoints and force the enemy to walk through them.


The level 6 of Zac is a decent peak of power for team fighting and duel. It will allow it to move key targets while also inflicting damage that can be very beneficial when facing low-health or squishy targets. Adding more points in its W will allow Zac to inflict more damage in the long term. This is beneficial in the upper track as it inflicts health damage in maximum percentage, and the upper track is usually occupied by high HP targets. The first element will give Zac a lot of power and survival in the track. It will also have access to the track brushes, which will provide him with the element of surprise, and the enemy will have to play with a constant fear of being absolutely.


During the fights, always try to reach the enemy backline by flanking them from out of sight. A sweater can help you with that. If you can't do it, just keep squeezing on the enemy front line, until you can catch someone with your E. Stick with your ADC throughout half of the game. You find it difficult to shoot an enemy unless they are squishy and you are ahead.


Level 2 is a massive powerspike for Leona. This is because her main all-in combo is unlocked at that point, and it deals a lot of damage due to her Passive, provided she has follow-up from her ADC.

Her level 6 is another significant power spike in this lane. The Ultimate e is on a very small cooldown, and the range is quite massive. This allows her to set up her CC chain quite easily.

Boots are arguably one of the most important early game purchases for Leona. This unlocks her roaming potential, and she can terrorize other laners just by roaming around.


By playing Yuumi against Pyke, enjoy the advantage of your range by typing it and harassing it when its Q (Bone Skewer) is on cooldown. This allows you to abuse your top range and make a favorable trade with it. It is important to reach level 2 at the same time as Pyke to maintain parity in the laning phase. Having access to all your abilities and the level advantage increases your chances of responding effectively to any aggression of the enemy duo. Communicate with your team when Pyke is going to lack track, as it is a champion known for its roaming potential. By pinging and alerting your teammates, you can help them play more carefully and be prepared for Pyke's potential games or games in other ways.


Always watch your positioning during the laning phase. Try and stay at max distance so it’s harder for her to root you with her E. This will also make it harder for her to get a good Ultimate R off as she has to close the gap in order to stun you.

Stand outside of the minion wave at all times if possible. This will make it harder for Neeko to push and poke you at the same time with her Q.

Once Neeko has her Ultimate R, her kill pressure will increase. Make sure you back when low whenever she has her Ultimate R up.


Her first power spike is at level 3 when she gains access to all her basic abilities.

When she completes her first item, her trading and skirmishing power intensifies.

Another early game power spike is level 6, where she unlocks her Ultimate R ability.


Malzahar will be a real threat when it reaches level 6. You must look at your positioning and not walk too far forward just in case he uses his ultimate R to catch you out of position. Destroy Malzahars shield whenever possible. It offers him a lot of protection and get rid of him force to play safer. Focus Malzhaar in this matchup. He is weak early and will die quickly if you focus him first.


The enemy has a good objective control. With this in mind, try and keep it kept at all times with a Control Ward at the back of the pit. This will help your team to know if they start the goal and if you are nearby, you could be able to collapse on them. You are much stronger than the enemy in 1v1. So, if you find them walking around the map or near the scuttle crab, you can fight them as long as you have a lot of health. Make sure to check the map to crush the sleds and to retreat if they come. If the enemy disembarks their CC, just back. As discussed, the enemy must hit Level 6 quickly to make full use of their kit. Try to invade them as much as possible and steal their camps to delay their level 6 peak power. A good time to invade is when the enemy Jungler shows up on the opposite side of the map.


Your level 6 all-in will be stronger than hers.

Force her to over extend for farm by keeping the minion wave closer to your side of the map early on.

Your goals in this matchup are to really just poke her down and focus on farming.

Extended trades will work in her favour, so just try to focus on farming.


Kite around while taking camps to make sure you can take healthy clearings. Just reach level three quickly and then start to crash. Once you get your Ultimate t, start riding the river and neutral, objective pit entries with your traps. This will allow you to detect your enemies and allow you to fly neutral goals with ease.


Expecting that he plays aggressively and tries to blow you up. Staying at a maximum distance when your abilities are on the cooldown will make it harder for him to kill you. Playing around Shen-S taunt E will make the laning phase much easier for you. If you can lure that ability, you have a period of time when you can play aggressive and force him to lose a lot of health. Post 6, if he uses his ultimate R to help another way, try to cancel it with a CC capability. If you can't cancel the ability, ping and push the minion wave into his tower as quickly as you can.


If you are able to catch someone with the help of your allies, you will increase your chances of winning the fight. Peel for your team as much as possible in the team fights. Peeling and keeping them alive as long as possible will help you win the fight. If you have been harassed and struck by the enemy, try to back off and leave your Passive kick. Avoid reminding you that the enemy can force a fight when you are in base.


Use your rotation of abilities on protecting and peeling for your carries. If they die, the likelihood of you winning the team fight will be lower.

Often the enemy will be mispositioned in the late game. Use this to your advantage by knocking in the enemy carries with your Ultimate R. Catching them out of position will make winning late game team fights much easier.

Look for picks in the late game and around objectives. Then use the numbers advantage to start another fight or secure an objective.


Shaco’s strengths early in the Top lane depend on the matchup he is in. He can be strong versus all-in champions, but weak against ranged champions.

He peaks at level 6 as he can use his clone l to deal tons of additional damage to the enemy. Furthermore, it is a great tool to juke damage and save his life.

His first spike during the early game is when he has recalled and picked up his first component item. His damage output and trading potential will increase dramatically.


Fizz is strong at level 3 and 4 once he unlocks the 3 of his abilities. He should play a little more safely until he reaches 3 or 4 and then look for an aggressive all-in-one. Fizz's main power peak is once he reaches level 6. His Ultimate R is an incredibly strong tool that can help him get killed easily. He has a short cooling time so he can play aggressively again and again. Once Fizz has recalled and picked up his first article, he will be able to drop out of a lot of damage quite quickly. A good Fizz will not be afraid to go for aggressive parts especially if he has a better first article than his opponent of the track.


If Aatrox ganks your way, try to keep the minion wave between you and him as long as possible. This will make it harder for him to land his W. If you have a dash, wait for him to throw his W before throwing away your dash tool to escape the reach. Aatrox=Q and E have long cooldowns. When he invades early, try to hide in the bushes and wait for him to use these abilities on the camp before trying to fight him. Aatrox will look to gank a lot at the beginning of the game. Keep this in mind and wait for him to be everywhere on the map.


Hecarim can invade the Brand often. Do it as much as possible to set him behind.

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

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

Hecarim can easily take those objectives. Get your team ahead by soloing them.


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

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

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


You will want to avoid getting stinged in this matchup. Be careful with the barrels in the brushes as well. Keep a close eye on its ultimate use. If it uses it in another way, you will have an easy time all-in-one. Short trades are usually a bad idea for you because of the way your kit works and your lack of mobility. Try to reach the enemy rear line when possible to cause chaos. Keep the wave somewhere in the middle of the track. It will give you enough opportunities to take the enemy down.


Lee Sin’s early game is very strong. He can go for aggressive plays frequently during the laning phase to get an early lead over the enemy.

At level 6, Lee Sin will unlock his Ultimate k. His all-in and kill pressure heavily increases at this stage of the game.

The first item will allow him to get a damage boost and increased survivability during all-ins. It will give him more chances to get a kill during a duel.


Taric could start ganking as soon as he hits level 3. He will also be quite strong at the scuttle crab fight.

Taric’s going to be very strong in team fights as his Ultimate R can be used to protect his allies. Disengage or finish the targets off quickly as his Ultimate R comes down.

His healing and shielding will be obnoxious in team fights. Get some form of healing reduction to make him less powerful.


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


Sylas’ level 6 power spike is really strong depending on the matchup he is in. If your Ultimate is powerful, then his Ultimate R will be powerful too.

The longer the game goes the stronger Sylas will become. Avoid feeding him in the early game to reduce his strength in the mid and late game.

After Sylas has completed his first item, he will have more lane pressure and will look to play offensive. Up until that point, try to abuse him as much as possible.


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

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

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


Take care for his level 6. He has good gank setup and pick off potential when he unlocks his Ultimate.

Let Jhin push towards your side of the map. It is ideal to keep the minion wave here as he lacks a dash and an escape tool, so you can get your Jungler to gank you and kill him.

The best time to fight Jhin is when he is low on ammo. Wait for him to use his 4th shot on a minion, and then try to fight him.

Play away from his Support! It will limit how much impact Jhin has in this matchup.


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.


Jayce will not be too hard at level 11 because he will not give him as much statistics or utility as the ultimate of most other champions. This will certainly allow him to increase his overall bursting damage, however. Once he will maximize his s at level 9, he will be able to extinguish a lot of damage. This is especially true if Jayce hides in the fog of the war and manages to break up an enemy unsuspectingly with his combo w > s. This can also be done from the track brushes if the enemy does not protect them. Jayce's poke is directly proportional to the number of items and components he has at the time.


Get to level three really fast and start to glove quickly. Your goal is to look out for weak health targets and finish them when you get the chance. Once you get your first element, you should be able to flatten much more damage and counter-gank way more frequently. Ward around correctly and follow the enemy Jungler non-stop. Your Ultimate t will play a vital role in the game against the enemy team. It will allow you to use your Passive effectively but always try to get rid of the enemy rear line and catch them out of sight by surprise using the fog of war.


When Ekko hits level 9, his waveclear drastically increases. At this point in time, he will look to go collect CS from side lanes and split push. Send someone to match him in the side lane to prevent him from farming for free and taking turrets.

Once Ekko hits level 6, his kill pressure increases and he will look to go for kills. Respect his all in potential when his Ultimate R is up as he will use it to escape after a kill.

Ekkos biggest power spike is at two items (Protobelt and Lichbane). When he completes these items, he will become a one-shotting machine. Ensure there is vision around the map and do not walk in un-warded areas when you’re unsure where Ekko is.


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.


Focus on farming and hitting level 6 as quickly as you can. You need to hit level 6 as fast as possible to increase your ganking potential.

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

Try to secure objectives with your team. If you can, try to keep it warded at all times if you’re not in a position to take it yourself.


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

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

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


As you get your core items, your damage and tankiness will increase significantly. Just make sure that you land your Ultimate h on key targets after slowing them with your d.

During neutral, objective fights, make sure you first pick off the enemy jungler before taking the objective. Don't ever try to leave the objective to get a few kills as the enemy Jungler may easily steal it.

Set up death brushes inside the enemy jungle and help your Support ward around the Jungle when they are trying to invade. You may be able to pick a few kills this way.


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


Level six is a variable power spike depending heavily on the enemy team's composition. He will have to ensure that he takes the proper ultimates to be effective in the game.

Level 3 is a decent power spike as it allows him access to all his basic abilities. He will also dish out a lot of damage during duels and heal himself with his W when needed.

The first item component will bolster his overall damage and will let him take over fights with ease. It will also help him with his Jungle camps and his overall survivability in the game.


Level 6 is a mediocre peak because it allows it to wander but does not provide it with anything else. This means that it will not allow it to play, but it still needs to land its basic abilities to do damage. The first component will allow it to spam the abilities and flatten a lot of damage to its enemies. It will be incredibly beneficial during the laning phase. Taliyah is relatively weak during early play because its track is shorter and can be easily wasted. Its Q reduces the track space where it can use the ability freely.


Before six it is rather squishy, and easily killable if its p is on cooldown. This also makes it vulnerable to crowd control, especially when it tries to poke with its Q. Its Q is quite telegraphed and it can be easily punished once its Q is down. Again, its Q can also be skipped by flashing / moving away from the point of fall of its Q. It is rather a poke / bot of damage when its Ultimate t is down. Zilean is intrinsically squishy so it shouldn't be a problem to shoot it once his Ultimate t is on cooldown.


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


Garen’s build path can be very different from game to game. Keep an eye on his itemisation and play accordingly depending on what he is buying. If he is going full damage, you probably won’t be able to fight him alone.

It will be difficult for Garen to engage or get on to carries in a team fight as he lacks hard CC. This means that he will try to flank in team fights with his Q. Make sure you ward to the side of you at all times and kite backwards as soon as he appears.

Avoid wasting valuable resources like Summoner Spells or Ultimates on Garen unless you’re certain you’re able to kill him. Garen can quickly top up his health bar back to full thanks to his Passive which will result in your team losing out on key spells for the remaining of the fight.


If you separate and leave their side, it will be difficult for them to win the team fight and the enemy can try to force a fight when you show somewhere else on the map. Play around your Rage bar. Be ready to force a team fight when you are about to transform. If you are not about to change shapes, delay team fights as long as possible until your Rage bar is stacked and you can change shape.


At level 9, Darius would’ve maxed out his e. His all-in potential and kill pressure is still very good during the mid-game.

At level 11, Darius will put a secondary point in his Ultimate e. If he gained a slight lead in the early game, he will be tough to handle in the mid-game, and he should be able to kill any enemy who tries to prevent him from split pushing.

During the mid-game, Darius should’ve completed a couple of items. He should be able to deal a lot of damage to targets, and also be somewhat tanky. The items he picks up makes him a huge problem during this stage of the game.


Try to keep the minion wave closer to your side of the map early. She will not be able to use her E very much if she is pushed up.

Post 6, beware of her strong burst and all-in potential with her Ultimate R. Try and stay far back from her if you’re low.

Her Q is blocked by minions and so is her W. Always stand inside or around the minion wave to make it hard for her to harass you.


At level 9, Thresh will have its first maximum ability. This means that it will be able to get more choices in a short time. Thresh will have two maximum abilities at level thirteen. This will strengthen its global all-in-one potential, making it the main activator and player of the team. Thresh's main power comes from his ability to choose champions during the middle of the game. It's really important to win the game, and he will have an easy time to do it if he errs a lot.


Level 11 is a decent power peak because it will have another point in its Ultimate n. Its overall damage will be increased, with its resistances. At level 9, its l will be maximized. This means that it can make a lot of consistent DPS during the team fights if it succeeds in not getting CC'd. Its tankness will be really high, mainly if it uses its Ultimate n. This will allow it to do its main job to run circles around the enemy team with its l.


His level six is a massive powerspike as it allows him to make plays all over the map. Combined with his Gold card CC, he should be able to get him and lanes ahead quickly.

His first item component will allow him to spam his abilities and let him dish out a lot of damage quickly. It will enable him to lane quite easily.

Twisted Fate is fragile pre-six. He can be ganked frequently and quickly shut down if he is over-extended in the lane.


Ziggs is really in good team fights because it will allow him to oppose completely with his Q. He can even do it from the fog of the war for a maximum effect. At level 9, the Q of Ziggs will be maximized. This ability has a huge hitbox, and he can easily continue to snooze the enemy out of the way. At level 11, Ziggs will have two points in a Ultimate R. This will give him a massive boost in his overall burst and catch the out-of-guard enemies quite easily. He will also allow him to kill snipe from afar.


He is a really good early game ganker due to his ability and aggressive playstyle. This means that his presence will be felt early on, and he will capitalize on ganking the enemy and getting a lead early on.

Level six is a massive power spike as it adds another damage layer to his overall damage combo. It can also interrupt Teleports and can act as a multi CC ability.

The first item will allow him to get a damage boost and increased survivability during all-ins. It will give him more chances to get a kill during a duel.


As in the middle of the game, Azir does not point to level 16 either. While an additional point in his Ultimate R will come in practice, he will not do it or break it. At level 13, Azir will maximize both his W and his r. He should be a real terror at this stage of the game and he will be able to cover a lot of damage in a short time.


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.


Abuse your range advantage as much as possible.

Keep her pushed in early on so she is unable to roam.

Try and always keep your spacing versus her. Only w forward if she misses E.

Look for an all-in at level 2 with your W.


Renekton would begin to fall now unless he managed to accumulate a considerable advance early on. It is of the utmost importance that Renekton finish the game as quickly as possible. Renekton will now have several articles. This means that he can reliably the first line for his team and inflict a lot of damage to the enemies. As long as he won't get CC'd, he will be able to win fights easily. Level sixteen is a decent peak for Renekton. That's because he goes max. his Ultimate t and poses a massive threat to the enemy team.


Level 2 in the lower lane is the first wave of minions followed by the next 3 minons of melee. Your goal during the laning phase is to search for murders and abuse the enemy as often as you can. Try to play aggressive frequently to get an advance. After destroying the lower lane tower, turn towards the middle lane and try to take this turn. This will open the map and give your team a gold lead.


During fights, use the fog of war to get close to your enemy and then use your Ultimate R at the right time to dismantle the enemy team completely.

If the enemy team is heavy on CC, you will want to ensure that you don't do anything rash and stack up tenacity when you get the chance. This will let you do a lot more in fights.

Neutral Objective fights should be pretty easy to deal with if you use your Ultimate R properly. It is on a very short cooldown, so you will be able to use it quite frequently.


It's especially true if someone manages to interrupt their Ultimate R, because it's the ability that can turn the tide of a team fight alone. The seriously painful injuries are quite effective against him. He is just as squishy as well as he was not able to do much if the enemy team gets a reduction of healing at the beginning of the game. His greatest weakness is an enemy team that can keep well. This is legitimately going against the Fiddles entirely and preventing him from doing everything the enemy team in a coherent way. The vision will allow the enemy to anticipate his movement and react accordingly.


When playing Yuumi against Miss Fortune, keep in mind your position to avoid being hit by her Q (Double Up). Position yourself behind several minions or out of range to minimize the chances of being hit by her poke ability. At level 6, Miss Fortune's death pressure increases significantly due to the power of her ultimate. Be careful and make sure to play defensively, as it can burst both you and your ADC if you are taken in a favorable position. To create opportunities for your gank jungler, try to keep the minion wave closer to your turret. This forces Miss Fortune to stretch if she wants to harass or farm, making her vulnerable to gonks. Coordinate with your jungler and communicate the wave position to increase the chances of a successful gank. Timing is crucial in the way. Try to reach level 2 at the same time as Miss Fortune to minimize her death pressure. Having access to your abilities allows you to better respond to her aggression and potentially turn the tide in your favor.


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

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

Peel for your carries to keep them alive for longer. Your E and Q will help you a lot with zoning enemies off. If your allies die quickly, there will be little chance that you will win the team fight.


At first, make sure you are in full control of the track brushes. Try to land your t out of sight for maximum impact. Your e should be used to block the escape of the enemy. Play a little more aggressively since you have your Passive to save you from death immediately. Once you get your Ultimate m, you should have an easy time bursting enemies with your ADC. Use the track brushes and combine your e with the ability to block the escape of the enemy.


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


Try and space accordingly to Veigar in team fights. Do not position too far forward as it will allow Veigar to catch you out with his n and start a team fight.

Locking Veigar down with CC will be the best way to deal with him in team fights. He is pretty squishy so if you’re able to get on to him and take him down at the start of the fight, your team will have an easier time winning it.

Veigar will use his Ultimate R to try and take down a low health/defenceless enemy. Buy items that will make it less likely that he can one-shot you with his Ultimate R. Standing as far back as possible will also reduce his chances of using it on you.


Avoid team fighting in the late game unless your Ultimate R and Zhonya’s Hourglass is up. If you try to team fight when either one of them are down, you will be rather vulnerable.

Use your abilities in the late game to peel for your carries to keep them alive. Use your Ultimate R on the nearest enemy champion and focus them down first.

Stay with your team at all times. Do not leave them and go to split push as the enemy may force a fight while you’re gone. Stay grouped, but be prepared to stay off to the side and out of vision.


Work with your Jungler and Support to ward major objectives and place vision in high traffic areas in the late stages of the game. Keep them warded so you can see the enemy move around the map and see them starting the objective.

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

Peel for your allies as much as possible. Keeping them alive for as long as possible in team fights is a must to win the game, especially once your abilities are on cooldown.


Continue to play around objectives like the Rift Herald and the Dragon to keep your team ahead.

Make sure you’re also using your Ultimate and constantly looking for ganks with it.

Supports will start walking around the map alone in the mid-game. Capitalise on this to get yourself free kills.


Wukong will be unable to fight as a team if you can trap him before he has the chance to engage. Delay a team fight while you trap him as much as possible. Do not fight inside the jungle or around goals. You will usually be gathered together which will allow Wukong to get a great Ultimate noff.


Its first major power peak is at level 6 when it unlocks its Ultimate R. Its skirmish power increases after this level. The more the game goes, the stronger it will be thanks to its Passive because it can unlock unlimited batteries. Similarly, its attack speed can become extremely high in the end of the game. Try and finish the game early so that it can not get as much attack speed.


Play safe in the early game. You need time to come online and if you fall behind, you will struggle to lane and you will delay your first major power spike.

Focus on power farming and minimizing trading until you’re level 6. Once you unlock your Ultimate R, you can start to be more aggressive.

Once you’re level 6, you can look to play more aggressive as you can use your Ultimate R as a trading tool and something to fall back on.


In team fights, try to catch Lulu out of position or lock her down with CC. If you can take her down first, her ability to protect her ADC and her carries will be lessened. If you can’t kill her, you might be able to force herself to self-cast her Ultimate R.

Lulu will often go to ward alone. You can look to ambush her and take her down while she’s isolated and then start a team fight with her team while she’s dead.

For AD champions, invest in an Executioner's Calling when Lulu and her team is ahead. This will reduce her healing and shielding capability on her allies.


Three points in her Ultimate R will give her a huge power spike. The ability will be up frequently, allowing her to use it defensively to get away from bad situations.

Her life steal combined with her damage during the late game will make her really good in team fights. She will just need to maintain proper positioning and use her E at the right time.

She will have multiple items during this phase of the game. It will allow her to dish out tons of damage. Prolonged team fights will see her winning them, but Xayah will definitely need some peel.


Try to get as many marks as possible in the early game. Pick up as often as possible will make you stronger in the later parts of the game. Focus on securing the goals. As you are the Jungler after all, make sure to try to take them as often as possible. Your champion is very good to take them alone. While you are a strong and good fighter in early game, you need to make sure that you take time to focus on agriculture and win gold and XP. Secure your camps as often as possible.


Very squishy and can be easily burst down when his E is down. Junglers can camp him at that stage as well since he will have no other form of escape left, and his E has a very long cooldown.

Takes quite some time to scale up due to how his itemization works. This is also dependent on the fact that he is very skill shot heavy and will need to land his Qs on the enemy in order to be effective.

Buffering his E won’t work too well if the enemy has some form of ranged CC which they can use to follow-up on Ezreal after he has used his E. This forces him to play a bit more defensively, and he won’t be able to push in the wave either, else he can get run down by the enemy.


In the team fights, Jarvan IV will seek to lock as many champions as he can with his Ultimate m. Make sure you are grouped together as a team but not regrouped so closely together that he can lock everyone in his Cataclysm m. Jarvan gameplay is not very creative when it comes to fighting. Warding base areas like bushes or choking points will probably spot Jarvan before he has the chance to flank or gank. If you can interrupt Jarvan in his combo at the beginning of the fight, it will be very difficult for him to get his Ultimate m or escape after committing. As soon as he runs towards you, either disengage or lock him up with CC.


Sion has a deceptively powerful lacquering phase for a tank. So, pay attention to its Q poke. Try to avoid it by moving left or right instead of walking backwards. Post 6, Sion has good gank set up and can escape ganks quite easily. Its death pressure also increases, so pay attention to its 6 peak power level.


As her first game is the weakest point, building such an element can be pivotal to shut her down. The wrong use of her W can cost her the way. Once this ability is lowered, it can be CC=d to forget and get rid of it quite easily. This is especially true if she plunges into the enemy team. Her ultimate R can be easily avoided if the enemy team disengages as soon as she places her final R on a member of her team. During the laning phase, the opponent of Fiora=s can prevent her from proceeding her passive by using the terrain to block the direction in which the Vital appears.


Illaoi's R can have a huge impact on team fighting. Do your best to disengage if you can when she throws her Ult. In addition, don't fight in tight areas as it will allow her Rs and tentacles to run ravages. One of Illaoi's forces is that she is hard to kill once she lands several tentacles because of the damage he inflicts and the maintenance he provides. Invest in serious injuries to slow down her healing. Thormail, Morrello's, or Ignite will do the trick. Illaoi's E creates a champion spirit that he strikes. This spirit is treated as a champion for the love of the harvest of darkness. Keep this in mind when pulling and Spirit of your team.


If your Ultimate is powerful, then its Ultimate R will be powerful too. The stronger the game Sylas will become. Avoid feeding him at the beginning of the game to reduce his strength in the middle and at the end of the game. After Sylas has finished his first element, he will have more pressure on the way and will seek to play offensive. Up to this point, try to abuse him as much as possible.


See if you can get roaring over the overstretched enemies in the middle lane. Your t can allow you to decimate the still champions if they find themselves being too pushed up. Getting your Ultimate k will allow you to take over the skirmishes quite easily. The anti-CC look will allow you to all enemies in the enemy rear line. Work with your Jungler to get some picks around the map. Your t and Ultimate k should allow you to run the enemies with ease.


Place a level 1 room near its red buff. This will help you to spot it before it is able to use its s and gank either the medium track or another track nearby. As Twitch will look to gank frequently in the early game, if it is spotted on one side of the map, you could invade the other side of its jungle to steal the camps and reduce its gold revenues. Twitch will ignore the bush halls usually placed with its s. Place the vision around its jungle entrances or on the top of the camps to find it more easily.


Keep a constant eye on her feathers and avoid standing in front of them. This will reduce her ability to shoot you down and trade with her E. Xayah, rather weak in the beginning of the game. Try to abuse her as much as possible to get an early advantage. With a small range, she can easily be reversed and harassed. Avoid committing for prolonged trades with Xayah unless you have an advantage. Thanks to her E and W, she earns prolonged trades.


Don’t bother chasing Zeri deep into the jungle or river as she is probably waiting for her E to be back up and she’ll use it to escape.

Look for fights when she isn’t around. Her Ultimate R is really useful in fights, so fighting when she isn’t there is favourable.

Ward your flanks in the mid-game! Zeri can use her E to close the gap from over a wall and surprise engage on to your team.


The addition of additional points in her Q will allow Soraka to play very aggressively. Slow and healing are additional benefits that allow Soraka to exchange her health as a regular resource. Level 6 is a massive power peak that she can save each of her Landers with the proper use of it. Appropriate use will require the player Soraka to have a better knowledge of the card in the game. The first element will massively increase the overall utility of Soraka in the way. She will be able to heal systematically due to the increase of AP and Haste Capacity, as well as the added effect of the element she gets.


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


Once it has several objects, it will crush the enemies to the left, right and center. All it has to do is to sit in the fog of the war and wait for an unsuspecting enemy to enter on it. At level 16, Lux goes mega-spike. This is due to its Ultimate n being reclassified to level three. It will now blow up the enemies with the Ultimate n alone, and the cooling of capacity will be negligible. Its g will be on a very low cooling now, and the Jungle will be its playground.


Make sure there is always a minion between you and Pyke at all times to make it harder for him to land his Q.

Pyke will try to push the wave as much as possible early so he can get a quick back and get his first item. Harass and poke him down so he has to recall before he can get enough gold for Dirk.

Pyke is a great roaming champion. Once he gets Mobility Boots, expect him to roam frequently. Ping whenever he leaves lane so your teammates know that he is missing. Try and match his pushing power so you do not lose your Tower if he roams.


He will counter your all-in at level 6, so be cautious and consider roaming instead.

Stay away from minions to prevent Malzahar's E from spreading to you and dealing additional damage.

Care for ranged poke and be ready to sacrifice CS for better health preservation in the early laning phase.

His level 6 power spike is stronger than yours, so play safely and focus on opportunities to roam.


She is pretty weak early on, so she will want to use her Q to damage enemies occasionally and use the lane brushes to drop vision on her.

Level six is the central power spike for Sona in the early game. It will let her be effective in team fights, and now she can easily change the tide of a fight.

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.


She has excellent waveclear and splash damage with her Q. This allows her to get lane priority and help her other laners/Jungler when they are contesting objectives.

Her d allows her to shield everyone in her team. It also allows her to increase the movement speed of the allied team, which can help them catch out an over extended enemy.

When fighting 1 v 1 she practically doesn’t have a weakness when all of her spells are up. If someone tries to come close to her, she can just Q them and run away, If she is getting engaged upon, she can use her d and Ultimate a empowered d to both disengage and get back a lot of health. Her Ultimate a is the backbone of her strength in the lane and proper usage will let her get ahead.


Great poke throughout the game if she has gone for the AP build.

When AD, she is really good in extended trades thanks to her a and her k which is an auto-attack reset.

Post 6, and whenever her Ultimate t is up, she has a “get out of jail free card” as she can use her Ultimate t to disengage.


Extremely weak when she is CC’d as she can’t use her dashes and can be killed easily. This allows the enemy team to pick her off before a major fight or when her e is on cooldown.

Too steep of a learning curve, which makes it very hard for new players to master this champion. Effectiveness is reduced if the player can’t cancel Auto-attack animations.

Very hard for her to come back into the game if she falls behind early on. Very useful for the enemy team to gank her when she is pushed up or dive her when her r is on cooldown.


A fully maxed out Ultimate R will allow Malzahar to dish out hefty amounts of damage. Enchanters and squishy targets will have a hard time.

He is solid during late-game fights as his Q and Ultimate R will hit like a truck now. He will need to check the enemy inventory for a QSS before he decides to all-in a champion, though.

His Q and E will be maxed out and will be doing many consistent DPS during this phase of the game. The Q will let him keep the wave in check as well.


Can sustain both herself as well as the friendly laner throughout the laning phase. Her Q empowered W provides a lot of healing as well.

Her E is very advantageous in grouped fights. It can send the enemy team into disarray and forces them to play defensively.

Her Ultimate R allows her to impact any fight on the map with ease. This allows her to change the results of skirmishes and duels throughout the game.


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

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

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


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

Lux has tons of burst damage. Investing in defensive items will reduce her ability to one-shot you or your carries.

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


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


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

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

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


When your team is not regrouping or trying to fight, divide the thrust and close a storm in the side lane. Look for peaks when you are grouped with your team with your m and e. After catching someone, call for Baron. Secure goals like the Dragon or Baron with your Ultimate t. If a major goal is up, stay away from using your Ultimate t to secure the goals. In addition, avoid team fights unless your Ultimate t is up as it inflicts tons of damage.


Try to use your E > Flash combo to ensure that you can CC multiple targets during a fight. It will help your carriers focus on the mobile carries of the enemy team.

Your E is really effective around chokepoints, so make sure you try to CC multiple enemies with it at times. This should be pretty helpful if you can use the fog of war along with it.

Pick a high-priority target who you will want to protect during this phase of the game. Ensure that they survive no matter what so that you can easily win team fights and get a lead.


Annie is excellent in team fights thanks to the great AOE on her Ultimate R. When she is paired with her passive trick, she will be able to darken several champions if they are grouped. Annie is really good at popping up and ambushing squishy, low-health enemy champions. Getting some murders on Annie can make her Ultimate R incredibly scary. Look to choose low-health targets for easy murders. She's really good to force the enemy Support to play safely and avoid overextending if she cares about her trick for a period of time.


In the last game, Diana should be close to full construction. Make sure to play around your active items and your Ultimate R to do the most damage in a team fight. The teams will regroup in the last game, and as Dianas Ultimate R is an AOE tool, it will do a lot of damage to enemies who are grouped closely together. At level 16, Diana would have put the third and final point in her Ultimate R. She will now do a considerable amount of AOE damage to all the supported enemies.


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

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

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


Once you get your core item, you should look to duel the enemy as much as possible. If the enemy is playing too safe, roam to some other lane.

Helping your jungle should be really easy for you due to your E. Don't waste any time going to objective fights, as you may be able to get a huge lead there.

Your W will play a pivotal role during this phase of the game. Always make sure that you land it on a high-priority target, as it can help you secure picks quickly.


Stay with your team in the late game. Getting caught out will result in the enemy forcing a fight or taking the Baron. Avoid straying too far away from them.

Protect your allies as much as possible in team fights. Keeping them alive for as long as possible while dealing damage will increase your chances of winning the game.

In team fights, use your empowered d to provide a large shield to your allies. Unless you need to use your Q or d, you should try to use your d to help them survive.


Three points in her Ultimate e will give her a massive power spike. The ability will dish out a lot of damage and have a very short cooldown, so team fights will be frequent.

Her life steal combined with her damage and mobility during the late game will make her really good in team fights. She will just need to maintain proper positioning.

She will have multiple items during this phase of the game. It will allow her to dish out tons of damage and one-shot squishy champions. Prolonged team fights will see her winning effortlessly.


Once Ashe has her Ultimate w, do not overextend because she can easily install her Jungler with her. Keep the track monitored at all times as it is the only time it will be safe for you to overextend the 6 position. Ashe has no escape ability or integrated-in support. Use this to your advantage by getting her down frequently and then looking for the all-in when it is weak. To prevent Ashe from getting additional damage on you in the early game, stand behind the minion wave at any time so they block her Volley damage there for you.


Level six is a massive power spike as Viego will be able to unlock a powerful finishing ability. It can help a lot in clutch situations where Viego needs to execute his target quickly.

His early kill pressure is really high since all he needs to do is land his W and then follow it up with his Q and auto-attacks. This combo becomes way more devastating once Viego gets his Ultimate R.

His first item component will give him a massive boost in solo laning. He will be able to look for all-ins frequently and can completely decimate any immobile mid-laner.


To minimize the risk of attack, aim to reach Level 2 at the same time as Rell. This ensures you have access to all your abilities and reduces its aggressive engagement potential. Contact your team when Rell lacks the track, as it is a strong roaming champion. Alerting your teammates allows them to play more cautiously and be prepared for games or potential games of Rell in other ways. Keep the minion wave closer to your side of the map to reduce the chances of being all-in-one by Rell and his ADC. This deprives them of the space they need to engage effectively and provides you with a safer laning position. Take advantage of your range advantage when trading with Rell, but avoid being too extensive or too aggressive.


He can also continue to poach the opposition with his W and put some Q turrets in the track/round brushes to prevent everything. He can push freely until he is in the cover of his turrets Q. These turrets, when combined with his E, can allow Heimerdinger to transform an enemy gank into an easy killer for him. His ultimate R provides him with a lot of versatility. He can use his authorized Q to remove turrets and enemies, his W authorized to destroy weak enemies, and his E authorized to put a multi-man, long-range CC that can allow his team to follow his CC.


The final point in his Ultimate k will grant him a massive spike, and he will be able to dish out tons of damage to the enemy. Since the ability will be up frequently, he will be able to pick off targets easily.

His tankiness will be phenomenal during this phase of the game. Combined with his overall damage, it will become tough to deal with him for the enemy team.

Olaf will definitely fall off during the late game as enemies start building defensive items. The burst damage of the enemy team will allow them to take Olaf down quickly.


Zac has really long cooldowns on his engage abilities. Because of this, he can only really use them as an engage or escape tool once per fight. If you know he is without these abilities- try to fight him.

Placing vision around his jungle entrances and in the river will reduce his ability to get successful ganks off. Take note that Zac can gank from afar with his E though.

The easiest way for Zac to kill the Scuttle Crab is by using his E . If you see him killing the Scuttle Crab, it will usually mean that his E  is on cooldown and he’ll lack an escape tool.


The main goal is to get your first element quickly while making sure that you don't get CC'd and all-in'd. Use your W and r with the utmost discretion. Shove the wave when possible and punish the enemy launch with your self-directed soldier-attacks. It will slowly allow you to get a healthy lead in the path after which you can either look to all-in or roam. Once you get your Ultimate R, you should be able to do much more in this path. The plan is always the same, whip your enemy first, and then look all-in with your Ultimate R. Take the position of the enemy Jungler first into consideration.


His tankness will be on another level during this phase of the game. Combined with his W and Q, which will make it really difficult for the enemy to kill him. Another point in his Ultimate R will increase the amount of shield and reduce the capacity cooling. Both are beneficial to Shen and his team. Shen is extremely decent in team fighting. He can easily CC several enemies with his E > Flash combo and immediately defend his ports with his Ultimate R, Q and W.


Once you have destroyed the tower, move in another way and try to take this goal too. Try to harass and poke the enemy as often as you can with your Q. Using your capabilities will often allow you to stack your Linge as quickly as possible.


Play safe for the first levels. You need time to come online and you should not be in combat unless you have a clear advantage early. Once you have some levels under your belt, you can start playing aggressive and looking for aggressive games. You enjoy extended trades, so try to go for them frequently. Keep the minion wave closer to your side of the card throughout the early game. This is the best place for the wave to be as it offers you tons of extra protection.


Senna will look to dominate you in the early game. Expect her to play aggressively at level 1 to gain a health advantage.

Once Senna is level 6, her map pressure and kill pressure increases. Ping once she is level 6 so your team knows that she can influence a fight with her Ultimate R.

The longer the game goes, the stronger Senna’s Passive will be. Try to end it as fast as you can as her late game is quite strong if she has been able to stack effectively.


Cho’Gath is a monster as the game goes on. He can easily eat an unsuspecting squishy target that is roaming through Summoners Rift alone. If you do not know where Cho’Gath is, do not walk through the river isolated or without vision.

Cho’Gath’s abilities are crucial when it comes to winning team fight. Do not group too close together so he is unable to land his e on your whole team.

When sieging an objective like Baron or Dragon, do not start it if Cho’Gath is alive. With his Ultimate t, he deals more damage than Smite, so it’s best to not take the 50/50.


Zilean's level 6 is a significant power spike and will let him save his ADC and himself quite a few times in the game. It makes the enemy's job extremely difficult, and the added layer of protection is perfect.

Once Zilean gets all his abilities, his all-in and defensive capabilities skyrocket. His Q > W > Q combo is already potent. That combined with his p will make him or his ADC nearly uncatchable.

Getting his first item will increase Zilean's poke damage by a considerable margin. He can try to one-shot enemies independently, and his ADC can just focus on farming and going for finishing kills.


Great pick potential with her E especially when the target is hiding behind their minion wave. Her Q provides for a good amount of wave clear which helps her get lane priority.

Extremely useful in team fights due to her Ultimate R CC and damage. This allows her team to play around her and her Jungler to gank her.

Her Passive combined with her Ultimate R can be a deadly combo. If she goes AD, she can run any enemy down if they don’t have some form of CC ability on them.