Aurelion can use its R or E capabilities to turn team fights instantly. Make sure you don't stand in a cluster while watching the team fight. This is especially true when you hunt, sit or fight in the jungle. Awards and good communication is the key to Aurelion Sol. Make sure you have the river monitored at all times, and ping if it is missing. Don't be afraid to write in the cat that it also lacks. CC is your best friend against Aurelion Sol. If you can lock it with CC, it will be difficult for him to adjust his positioning and escape. Moreover, as he has a poke champion, lock him up with CC as quickly as you can make it harder for him to do damage in the team fight.


A maxed-out Ultimate R should help Talon a lot during this phase of the game. This will help him a lot by escaping unpleasant situations or trying to kill a heavyweight. He will begin to fall during this phase of the game as the enemy will build defensive objects now. He should keep track of cooldowns of the items so he can hit at the right time. Most of his abilities will be maximized during this phase of the game. This means a lot of damage to his end and he is extremely slippery during the fights. CC will be his worst enemy during this phase of the game.


Unfortunately, Quinn doesn't point exactly to level 11 like many other champions. At level 9, Quinn maximizes his first ability. It's an important peak for her because this ability damage release will be much higher and it will be much stronger. Quinn is strong enough during the middle of the game. She will be able to blow up overt enemies who walk around the Rift Summoners alone.


Neeko is good in team fighting thanks to her Ultimate R. Disengagement as soon as you see her Ultimate R channel. Once Neeko reaches level 6, her death pressure increases. During her struggle, keep in mind that she can throw her Ultimate R and inflict damage and CC you. Once Neeko reaches level 2, she can go for short exchanges with her Q and E. Try and stay at maximum distance at all times so she can't burst you.


Morgana is a good early game Jungler. Expect her to go for frequent ganks. She can start ganking after level 3.

Morgana’s level 6 power spike is quite potent as she can lock you down for a long period of time with her Q and Ultimate R.

After Morg has completed her first item, her damage output will be extremely high. Dodging her Q in a skirmish with her will be incredibly important.


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.


Cassiopeia has a lot of mana problems in the beginning of the game, but once she gets Tear of the Goddess, she will play a lot more aggressive. Cassiopeia really shines in the end of the game. She swings better than most champions and she can build 6 items. If you get early- Try to close the game as soon as possible. Not many champions are as strong as Cassiopeia is at level 2. Beware of Level 2 all of it with her Q and E spam.


Hwei has a lot of different abilities. More than any champion in the game. This allows you to abuse players who don't understand his kit. Similarly, it is very fun and unique to play because it has so many different abilities. Its complex kit makes it really fun! Hwei has a lot of AOE capabilities in his kit. This makes him a great team combat champion, so whatever role it is in, it can do a lot of damage in the fights.


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.


As suggested, she is a snowball heavy champion, so if you do not get an early lead, it will be hard to carry later on.

She suffers against teams that are smart and group together. It makes it riskier for you to go in alone, and you need your allies to go in with you.

She can be kited pretty well after she has gone in. It can be hard to handle champions with dashes or escape tools.


Look for peaks on the enemy when they are out of position. If you can catch the enemy Support, you can turn to Baron or Dragon or force a fight with the advantage of numbers. In the late part, you have to call for Baron or the elder Dragon. Do not otherwise die your team will not be able to secure them and the enemy will take it for free. Once you have entered, make sure to fall and peel for your allies. Use your ultimate m to lock the key targets and then use your d & e to hit the enemy on your ports.


There is a stigma behind Janna players. Ignore the haters!

She is vulnerable to poke and engage. You need to be careful when it comes to trading and you’ll need to play around cooldowns so you don’t die when you try to harass the enemy- especially with your basic attacks and d

She relies on her team more than some other Supports like Leona or Thresh. If your team is behind, it will be harder to win on Janna.


In team fights, as soon as Aatrox runs in, try to CC him and burst him down first. He is pretty vulnerable to CC, and if you can kill him before he gets his combo off, the enemy will lose out on a lot of damage.

Try to look for fights when Aatrox doesn’t have his Ultimate or Flash. He will have a much harder time at impacting fights when either of these are on cooldown.

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


Swain is good in team fights thanks to its AOE Ultimate R. Fortifying a fight or combat when Swain is nearby will make it easier for your team to win team fights. Avoid regrouping too closely around the goals or in team fights as it can allow Swain to land a very good multi-person E and start the team fight. Burst and poke is the best way to win a fight against Swain. Try to catch him before a team fight starts.


Hecarim peaks at level 6 as it allows him to unlock his Ultimate t which is a great duel tool that will help him win team fights and 1v1. He is a heavy champion of snowball and can easily move forward just from a murder or two. Try not to feed him or give him kills because he can quickly snowball out of control. When Hecarim completes Trinity Force, his duel power gets intensified.


Once he enters with his E, he can't go out due to his E being on a very high cooldown initially. If his Passive is down, he can't play so aggressively because of the threat of his being killed. This is applicable for early fighting in the middle of the game only. Teams with lots of CC and disengagement tools are really good against Zac. He struggles to get targets, use his Ultimate R and make use of his Q when the enemy escaped/ or CC.


During the middle of the game, you should be ready to secure as many choices as you can. Work with your Jungler and install death brushes inside the enemy Jungle. Chokepoint fights will be really beneficial to you during this phase of the game. Just make sure you can land a W multi-man on the enemy team and then allow your team to collapse on the CC'd enemies. Try to help your Jungler during neutral and objective battles, especially when the Jungler is in the objective pit. Your Ultimate R will be able to cover the entire circumference of the pit, so it will help you to disrupt enemies with ease.


Save your active Q to send the scurry enemy away from you if they're all in you. Make sure you set the vision around the track whenever possible. You can be a premium gank target before hitting level 6, because you're still enough. Once you get your Ultimate R, your team battle impact should increase massively. Use effigies and bamboozle enemies with surprise Ultimate R's on them.


Shen is strong at level 6 while he gets a global card pressure with his Ultimate R. Ping as soon as he gets his Ultimate R. Shen at levels 2 and 3 can be strong enough. If he's in a favorable matchup, it's not impossible for him to look for an early one. Keep an eye on Shen items as soon as his damage production increases according to the order of the items he buys.


Try to place your saplings in the lane brushes and take control of them. This will help you a lot when trying to all-in enemies and picking them off in the enemy jungle.

You should start ganking at level 3. Your W and Q make up for some excellent lockdown and CC, while your E can dish out some damage to the target.

Getting your Ultimate R will be a massive spike in the game. This is important for the rest of the game, and you can easily catch out enemies and initiate team fights.


His ultimate R allows him both to get tanks from his carts and to inflict a lot of damage on the enemy team if he manages to ulterate his target on them. This can change the tide of a team fight in an instant. His passive allows him to regenerate a lot of health so that he can resort to short tracks against enemy champions unlike other tanks. His W makes such high misleading damage, while providing him with mitigation of damage.


Avoid team fighting at the end of the game unless your Ultimate R and Zhonyas Hourglass are in place. If you try to fight as a team when one of them is down, you will be rather vulnerable. Use your capabilities at the end of the game to peel your aircraft carriers to keep them alive. Use your Ultimate R on the nearest enemy champion and focus them first. Stay with your team at all times. Don't leave them and go to split thrust as the enemy can force a fight while you're gone. Stay grouped, but be ready to stay on the side and out of sight.


Karma is pretty decent in the fights at the end of the game because her kit provides a lot of utility and damage at the same time. It's perfect for her team, especially because her abilities will almost always increase. She will offer a lot of utility during the game at the end of the game, especially in neutral and objective fights. Team fights will be really useful because of her d. She will have two of her abilities maximized at level 13, which will give her a huge boost of damage and will let her peel for her without effort.


Jax's first item component allows him to chase down enemies during an extended fight. It will let him stack up his Passive and completely decimate his enemies. Going for regular short burst trades will help him a lot.

Level 6 is a decent power spike as it will increase his survivability during fights. Once he gets more items, this ability will help him kill enemies with ease, and he can take over the game with his scaling.

Jax isn't very strong early on as he is quite item reliant. He should be focusing on farming and short skirmishes to clean up kills. Neutral objective fights are situations where he can capitalize on this objective.


The biggest weakness for Draven is crowd control (especially stuns, snares, knock-ups). If you are playing a champion with skill shots and CC, aim them at the Axe g drop location.

Draven is one of the best snowballing champions in the game thanks to his Passive and g. If you can’t win the 2v2, ask your Jungler to come and reset his Adoration (Passive) stacks by killing him.

Draven can out trade most champions in the early game. You shouldn’t look to fight him unless he drops an Axe g.


Once Kennen has several objects, he will be able to turn the tide of the game on his own. His poke damage will be enough for two shots of squishy door. When his Ultimate m will be maximized, he will crush a truck loaded with damage. Now Kennen will simply have to rely on the sides and fog of the war to set up a good fight. Late game team fights are often decided in neutral objective pits while taking a goal. Kennen Ultimate m will come very practical during this stage and will allow him to win the match of his team.


Camille has a good potential to outplay with her E and Ultimate R. She can often surpass the enemy and turn around or escape the exchanges with ease. She is a difficult champion that is quite fun and rewarding. Players who put a lot of effort to learn it will reap the rewards of a veteran player Camille. As her Ultimate R is a CC tool, using it on a squishy target usually leads to murder.


Your goal in the early game is to play safely, pick up gold and XP and avoid dying to the enemy lantern. You are rather weak in the early game and need time to come online. Once you have several levels under your belt, you should look for favorable short jobs. As you are not strong in the early game, you may wish to wait for the enemy to waste a 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 the way.


Focus on securing objectives. Elise can do them alone or with her team. Secure every Dragon if possible.

Look for picks with your E. Elise is really good at picking champions off and catching them out of position with this ability. If you can catch someone out, call for a nearby objective.

Continue to pick up farm and secure your jungle camps. Getting gold in your pockets will make you a higher threat in the mid game.


Sona is excellent in team fights due to the added effects her abilities provide her allies with. She just needs to position herself well.

Another point in her Ultimate R will reduce the ability's cooldown and increase the damage. This will allow her to impact team fights more frequently.

Her healing will be out of the world during this phase of the game. All she needs to do is not die and stick with her team.


His Passive can be really obnoxious to deal with, especially when he is hiding in a brush and moving in and out while pelting his laner with his t and t.

He is the bane of ADC mains as his t quite literally makes them miss their auto-attacks. This can reduce the effectiveness of the carry for a while, which gives his team some time to engage/disengage freely.

The Ultimate t can act as a substitution for vision, as well as deal a lot of damage when kept in the right spots. This is especially useful when it comes to avoiding ganks.


Avoid lane brushes as much as possible if you don't have vision of them and Sion is missing from the lane.

Keeping your resource bar half filled should help you significantly in this matchup, especially if Sion decides to all-in you.

Sion may try to lane gank your allies. If such a thing happens, just look to push and take as many plates as possible.

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


Cass is a late-game monster. As long as she hasn’t fallen behind, she will be incredibly strong in the late game.

At level 13, Cass will max out her Q. Pairing this with her E max, she will be able to deal a lot of damage in a skirmish.

At level 16, Cassiopeia will put the third point in her Ultimate R. It will deal a lot of damage, stun the enemy for a long period of time, be on a short cooldown and have the potential to win her team the game.


Extended trades work in the Kalista’s favour. Try to keep trades short and sweet so she cannot deal tons of damage with her r.

Kalista will have the range advantage against all melee champions. Be prepared to sacrifice some CS for XP to stay alive in lane.

Take note on who Kalista has been paired with. In many cases, this will either be the Support or Jungler depending on the situation.


Azir will try to delay a team fight and shoot you down with his W as much as possible before his team starts. Do not let him shoot you down by starting the fight as soon as possible rather than delaying it. CC is your best friend to counter his engagement and Shurima Shuffle. If he enters, try and CC him as soon as possible to stop him and prevent him from pushing your team towards his. After his first back, Azir will push constantly. Try and choose champions who have the pressure to kill and can match his clear wave so that you don't lose your Tour early.


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

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 top if you can’t get anything done.

Use your mid-game power spike to look for aggressive plays and all-ins on enemies who try to stop you from split pushing or ones that are moving around the map alone.


Morgana is good at level 6 when she unlocks her Ultimate R. Until then, her death pressure is not the best, but it increases once that ability unlocked. Once Morgana has Zhonyas Hurglass, her survival in team fighting will increase. Try to fight her when her Zhonyas is down, she is unable to defend herself. Every time Morgana has her Blackshield E available, her protection increases considerably and it will be difficult for you to kill her or the CDA when she can block CC. Try to fight when this ability is down.


A fully maxed out Ultimate r will allow Master Yi to mow down the enemy team. This is highly beneficial when it comes to cleaning up late-game fights.

His damage will be massive during the late game. He can keep on all-in'ing enemies as his Ultimate r will be up quite frequently.

His team fighting is on another level during this phase of the game. This means that he will be the pivot for his team's success, and his e usage will determine the game's outcome.


Malphite is a strong Jungler, especially after reaching level 6 because he can easily inflate his allies with his Ultimate h. Malphite has a very versatile construction path. He can either go damage, damage or full tank, depending on what his team needs. Malphite is very good in team fighting because he can potentially land a five-person Ultimate h. Knocking several champions could win his team the fight.


2 points in his Ultimate r will make him more powerful during the fights. He will have to flank enemies and make sure that the entire CC on the side of the enemy teams is exhausted. His first ability will be maximized at level 9, which will allow him to inflict heavy amounts of damage in a very short period of time. He is decent enough during the team fights. He can completely decimate the enemy team if he manages to get an e reset off with his Ultimate r activated.


Swain's Ultimate R will be really powerful from level 11. It will be able to affect team fighting quickly, and its zoning potential will increase considerably to ensure that its backline remains safe at all times. Swain will have the opportunity to impact team fighting during the middle of the game, mainly neutral objective combat a lot. This is very beneficial to him, given the AoE aspect of his Ultimate R. Its first ability will be maximized to level 9. This will increase its burst damaged by many and it will be easier for him to secure peaks on isolated enemy targets.


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.


Group up with your team during this phase of the game and ensure that you can land consistent DPS on the enemies. Your Ultimate R should be saved for yourself, but exceptions are applicable if one of your carries is in danger.

Use your W wisely during this phase of the game. That ability can completely change the outcome of a fight if you use it at a good moment. A proper moment would be to ruin a mage's full damage combo by W 'ing them.

During neutral, objective fights, stay somewhere near your Jungler so that they don't get picked off during or before a fight. Losing crucial objectives will definitely lead to your loss if you're not careful enough.


Her Q can be blocked by minions. If the enemy is positioning well throughout the laning phase, it will be very hard for you to land this ability.

Misuse of her E can lead her to many nasty situations which are potentially lethal for her. This is especially true if her opponent has some form of hard CC.

Missing her Q can give her enemies a long time window to harass her freely. That ability is quite easy to dodge if she tries to land it from vision or from maximum range.


If Jarvan builds AD, he is going to be very squishy in team fights and will get blown up quickly in team fights. Once he’s gone in, he will need to fully commit to the fight.

To ensure victory, you need to make sure your team is in a position to follow up. If you go in without them, you’re going to die.

Peel, disengage and CC are J4’s biggest weaknesses. He will be unable to use his d and e combo effectively if the enemy can poke him down, reposition or CC him mid-combo.


You are really good at securing the goals in early play. Look to secure the goals whenever they are. Find a healthy balance between the glove of your allies, the agriculture of your jungle and safety goals. Make sure you don't fall behind in XP trying to gank constantly. Look several times at the gank tracks that are wider or Flashless. Your champion is very good at several times the glove tracks over and over again.


Group and stay with your team. Go to the hall when you know where the enemy is in order not to be chosen and killed before an objective spawning. Look for choices with your ultimate e. Leona can quickly force goals or team fights with ease if she can catch someone who walks too far forward. Peel and protect your allies as much as possible in mid-game team fights. If you let them die, it will be difficult for your team to win the fight. After engaging, retreat and peel for your ADC.


When playing as a melee champion, do not go for extended trades with Fizz as he will always come out ahead thanks to his W.

Unless you benefit from any other wave manipulation, try and keep the wave even or closer to your side. This prevents him from engaging on you or chasing you down.

Fizz has insane roaming potential. Do not blindly follow him as he can easily turn around and kill you. Instead, communicate with your team while following him from a distance if possible.


Try to finish the game as fast as you can as long as the game goes, the stronger Kayle becomes. Kayle will tend to be split pushing during the middle of the game. You can use this time to force a team to fight with the advantage of numbers as she pushes into a side track. Kayle is rather vulnerable when her Ultimate R is on cooldown. Try to force the fights and kill her while her Ultimate R is on the ground.


You should look for early duels with Dr. Mundo, because your E will always give you a high hand in this matchup. Amplify the duel potential with an element of Wounds Grievous. Your Passive should allow you to detect Dr. Mundo with ease. This will be really useful when it comes to letting your teammates know where Dr. Mundo is. It will also allow you to keep the enemy jungle deep safely. You should have an easy time trying to spank the enemies with your E because it can allow you to catch them out of sight and shoot them down. Just make sure that Dr. Mundo is not nearby; otherwise, you cannot shoot the gank successfully. During team fighting, always try to target the enemy rear line and kill at least one enemy. It will also allow your team to deal with Dr. Mundo effectively if he decides to go solo.


Swain is good in team fights thanks to his AOE Ultimate R. Forcing a fight or fighting when Swain isn’t around will make it easier for your team to win team fights.

Avoid grouping to closely around objectives or in team fights as it may allow Swain to land a really good multi-person E and start the team fight.

Burst and poke is the best way of winning a fight against Swain. Try to poke him down before a team fight starts. When he activates his Ultimate R, burst him down so he is unable to dish out lots of damage.


Its passive can cause chaos when it is used properly in a fight. This is especially true when it tries to flank the flanks as Jungler or when it tries to wander in another way after pushing its way. It is superbly strong when it comes to fighting in closed areas. It provides it with a complete use of its W as well as to do a lot of damage. Its effigies help it with the same and can be used to secure and erase a lot of vision for its team. For the side track, or while the track is gauntling, it can make full use of the track brushes for bamboo enemies. It can continue to hit the enemy team with its E and with good itemization, its E can do a lot of constant damage. Silence is also very valuable, especially against the enchanters.


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


Once level 6, Maokai is an excellent tool for throwing ganks. At level 3, Maokai can start playing more aggressively as it will have access to all its basic capabilities. Maokai is good in team fighting because its Ultimate R has a large effect zone. Make sure to separate or disengage as soon as you see it so it is unable to use this ability.


It has a lot of utility and damage in its kit that allows it to play around its team quite often. All it has to do is to get out of its laning phase without giving the enemy a huge lead. Its E gives it a lot of off-play potential if it is used correctly. Against unsuspected enemies, this skill can be really deadly, and can help it kill safely enough. Can flank the enemy team with a relative ease and can come out of sticky situations with its E. This can send the enemy team in full panic mode and can allow your team to follow with ease.


Lissandra's first element will allow her to break out more effectively. It is very beneficial for her team as she can wander around a large number. Lissandra will get a massive power peak at level 6 due to her ability to chain CC an enemy to forget. It is really useful when it comes to a fast or mobile transport. Putting several points in her Q will make her more powerful. It will allow her to get out quickly and allow her to do a lot of damage to enemy groups.


Level six is when Nocturne ends up becoming a global threat to the enemy team. It can easily wander around and get free murders. Its early game laning is quite strong. It can easily wave and get on enemies quickly. The first component will allow Nocturne to the enemy duel easily and inflict massive damage to the enemy team during the fighting.


Focus on securing the remaining Dragons/ Rift Herald in the mid-game. Getting as many Drakes as possible will increase your chances of winning the game.

Peel for your team in team fights. After using your Ultimate R, peel for your allies to keep them alive.

You can flank and use your Ultimate R to catch out over extended targets and knock them into your team to start the fight. In particular, try to knock the enemy backline forwards into your team.


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


Your goal is to match its thrust power with your W. Stand outside the minion wave at all times so it can't push and poke you at the same time. This will be important if you want to survive the laning phase. Avoid using your Q too often in this matchup unless it's away from the minion wave. It costs a lot of mana and you need the mana for your W! One option you can take is to put early points in your E for the extra shield force.


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

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

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


Harass the enemy throughout the laning phase with your Q. Your goal is to constantly harass the enemy whenever possible and get murders. After destroying the tower of the lower lane, turn to the middle track and try to take this tower. This will open the map and give your team a gold advance. Poke and harass the enemy Mid laner and force them away from the goal to make it easier to secure the tower of the medium track. Keep a constant eye on the minimap and your health of your allies. Use your ultimate R on the low allies who are able to turn and win the fight or survive. Avoid losing your ultimate R on the allies who will die even with your ultimate R.


His early play is excellent as he can completely CC and blow up an enemy target when necessary. Using the brush line will allow him to reap a lot of benefits. Level six is an excellent peak as he can now control the pace of a team struggle. He can easily be between the enemy team while treating a lot of health and regenerate a lot of health in return. The first element will allow him to spam his abilities frequently and deposit a lot of damage.


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

Lulu relies on her team to carry while she provides them with heals and shields.

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


His early play is rather weak, but killing him can be difficult. Expect him to focus on agriculture rather than fighting in the game very early. Zac is really good in team fights because his kit has tons of CC. Try to disengage whenever he E.S. in to make it harder for him to get a good knockup. Once Zac hits level 6 and unlocks his Ultimate R, his death pressure increases.


Just make sure that you land the last success on the minions so you get your health back! Its e has a very large reach. This makes it easier for it to land and the CC. The only problem is that it can be difficult for it to land against champions with dashes or escape tools. Cho=Gath is a strong scaler with a versatile construction trajectory. This means that it is great in the last stages of the game regardless of how before or behind it was in the first stages of the game.


Another point in his Ultimate e will allow him to dish out a lot of AoE burst damage and use the ability quite frequently.

Vladimir is perfect during mid-game fights. He should accumulate a lead during this phase of the game by bursting enemies down with his Q and Ultimate e.

He is terrific in team fights due to his Q , E, and Ultimate e. If the enemy is clumped up, Vladimir will decimate them with his Ultimate e.


The final point in his Ultimate n will allow him to deal tremendous amounts of damage to the enemies. He should try to look for flanks during team fights to maximize his Ultimate n usage.

He will have many items now, which will make him really tanky and will allow him to deal lots and lots of damage in a short amount of time. The enemy team will have a hard time dealing with him.

Wukong is pretty substantial during this phase of the game. Still, he will have a hard time killing them due to them purchasing defensive items. You will want to group up with your team as frequently as you can.


It is important to make sure that it cannot channel its capabilities. Avoid fighting it when its resource bar is half filled. Otherwise, it will cause you to take a lot of damage and you will be cut altogether a bit. Keeping your portages is of paramount importance so make sure to get it out of a fight as soon as possible. Keep the wave near your turn. The enemy does not have some kind of sifting potential and can easily be exposed to the ganks.


Flank in team fights to get on key targets with your E. Avoid showing you when possible in the end of the game that the element of surprise can provide a huge advantage. When in the future, look for peaks while waiting in high traffic areas for an enemy to pass. If you are able to descend the enemy Mid, ADC or Support, you can use their death timer to finish the game or take a major goal. Avoid dying and stay on the same side of the map as the next major goal. Do not show on the lower side of the map if Baron is about to climb.


Invest in healing reduction. It will reduce his sustainability.

Stand as far back as possible so he cannot land or use his Q on you.

Aim your abilities so they push and poke you at the same time.

At level 6, it can be hard to kill Swain. Only look for the all-in if your Jungler is nearby and ready to help.


In the Support role, she has great pick potential with her E and Ultimate. She can catch any enemy who overextends post 6.

She can constantly pick up kills in the lane with her Ultimate. If you can’t get kills in lane, look to roam and help your allies instead.

Camille can play aggressive from the get-go. She can get early kills, get picks and deal a lot of damage as the game goes along.


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

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

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


Zilean is super squishy. Focus him rather than the ADC enemy in the way to increase your chances of getting killed. Once Zilean is level 6, it will be harder for you to get killed in the way. Every time his Ultimate t is down, try to abuse him to get killed. One way to kill him when his Ultimate t is up is to lock him up with CC so he is unable to use it on himself.


Level six is a massive power spike as it unlocks Lux's 100 to 0 combo. Any enemy who gets caught out by her g will be in for a world of pain from now on.

Her first item component will allow her to spam her abilities with a higher frequency, deal more damage, and assert lane dominance due to her long-range.

Her early game isn't that luminous because her damage isn't too significant because of no items. As the game progresses, she should have an easy time dealing with her opponents.


At level 9, Ashe will have her y maxed. This is an important power spike for Ashe as she can use it to poke the enemy down before her team commits to a team fight.

When Ashe hits level 11, she will put a secondary point in her Ultimate w. Her Ultimate w will have a short cooldown and she will be able to look for picks frequently throughout the mid-game.

Ashe should’ve completed an item or two during the mid-game. This makes her a huge threat in team fights as her damage output in conjunction with her poke can be devastating to deal with.


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.


Cassiopeia is one of the most immobile champions of the game. Cassiopeia is therefore a target of choice for the ganks and teams with good diving potential. When against mobile champions like Talon, Lee Sin, Rengar, it will be really difficult for her to land her Q, make use of her W and escape a trade. She fights against enemies who move quickly.


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.


Really good poke and wave clear with his Q. The slow also allows him set ganks for his Jungler and allows him to whittle his laner down.

His W can allow him to heal a lot of health in dire situations. Being a point and click, it is quite easy to land and can easily change the tide of a fight.

The initial cast of his E allows him to dash to a certain location. This can allow him to dodge skillshots and also get on an immobile or vulnerable carry.


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


In team fights, use your authorized E to get choices to start the fight. Catching someone and then getting a murder could provide your team enough time to take the Baron or Dragon. Peel for your team in team fights. Use your Q on the nearest champion to protect you and your ADC.


The Zacs E can be used from afar to start the team fight. Make sure to keep your flanks by sipping a goal. Avoid fighting in the jungle as it will be easier for Zac to land his E and hit your entire team with his Ultimate R. Fight in the open if possible. Do not regroup too closely. If you are slightly separated, it will be impossible for Zac to catch up and hit your entire team with his E and Ultimate R.


If you see Karthus channeling his e, try to cancel it with any CC capability. This will reduce his chances and his allies to get killed. Karthus will seek to cultivate as soon as possible so that he can unlock his Ultimate {{championSpells.KarthusFallenOne}. Try to put him back by playing aggressive and asking for ganks.