Abusing his weak early play to gain an advantage. After getting an upgrade, stand out of the wave to reduce his poke and wave thrust power. Bait his CC tool before entering for a trade or all-in. Be prepared to sacrifice CS for XP to stay safe and level in the way.


The second point in its Ultimate k will give it another peak. It can run enemies frequently now that the cooldown of the ability will be reduced. Olaf will have its basic elements during this phase of the game. It will increase its damage and survivals in the game, which will make it really good during the middle of the game. Its overall damage will be really high during this phase of the game. Its tankness and Passive will make sure that it kills enemies with ease, especially those taken out of position.


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


If they randomly use their dash ability, try to abuse the cooldown by playing aggressive and going for favourable trades.

Don’t let Lissandra harass and poke you down. If you lose a lot of health, you’ll never be in a position to play aggressively. Watch your positioning, dodge Lissandra's damage and don’t let them abuse you for free.

You’re weaker than them whenever they have their Ultimate up. If you’re at risk of dying, always recall at level 5 so you do not get killed when they hit level 6.

Just let Lissandra push you into your tower. She has a lot of counter play potential, so just let her push and wait for ganks.


Nasus' level 6 is a significant power spike as he can actually properly duel with enemies now. It will give him a massive advantage when dealing with enemy laners who are pushed up and run down by him.

Nasus is very weak early on and can be bullied hard due to the lack of HP and stacks on his Q. His main goal will be to farm and stack up to decimate the opposition during the later parts of the game.

Nasus' first item will give him a damage and survivability boost in the lane. It will bring him one step closer to achieving his most potent form in the game, but he should still focus on farming and stacking up his Q.


Avoid fighting in tight neighborhoods like inside the jungle or around a goal. This will make its Ultimate R much less powerful. With that said, when the group tries not to get too grouped together so that it can't bounce its Ultimate R between several champions either. In the final stages of the game, Brand will go and watch alone goals. Use this to your advantage by setting up an ambush and shoot it down before a spawning goal. Brand will try to inflict a lot of damage and delay a team fight for as long as possible while brewing.


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

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

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


Whenever Blitzcrank’s b is on cooldown, he has very little lane pressure and is quite vulnerable. Only use your b if you’re certain you’re going to land it.

Blitzcrank has strong roaming potential, but it’s important that you do not leave your ADC alone if they’re going to die. Communication is key when you wish to roam on Blitzcrank.

Similarly to his b cooldown, whenever Blitzcrank is low on mana, he has minimal threat as he will be unable to use his basic combo. Ensure you always have enough mana to use both your b and t at any given moment.


Rek-Sai is good for selecting players in the middle and at the end of the game. Avoid walking around Rift Summoners alone as she could just target you. CC or Rek-Sai burst down as soon as she engages with her E. This will make it incredibly difficult for her to cover the damage or escape after entering. Rek-Sai fights in 5v5 team fights, so try to force them instead of separating and playing alone. If all 5 of your allies are grouped, it will be harder for her to engage safely without dying.


Jayce is going to use his range advantage to poke down melee champions. Be prepared to sacrifice some CS for XP when necessary.

While he does have tons of poke, he does have high mana costs. If you can, try and look to fight when he is low on mana as he can’t do much of a combo when he’s low.

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


Zac becomes really powerful during the middle of the game. That's because it can multiple CC targets and secure many choices with its capabilities. Level 11 is another peak of power as it increases the damage inflicted by Zac to grouped enemies. It also has lower cooling, which means that it can obviously all enemies. At level 9, it will have its first maximum ability. This means that it will either have a massive reach advantage for gank enemies, or it will do a lot of damage to enemies close to it.


At level 6, Seraphine will unlock her Ultimate R. This makes her more than one threat and she will be able to install her Jungler quite easily. Seraphine is good in the team fights thanks to her Ultimate R. Avoid regrouping closely so that she is unable to get a powerful Ultimate Roff. Once Seraphine has finished her first element, her Q damage will increase and her threat to kill.


His Q can be blocked by minions. If the enemy is positioned well throughout the laning phase, it will be very difficult for you to land this ability. Misuse of his E can lead her to many unpleasant situations that are potentially fatal to her. This is especially true if her opponent has a hard form of CC.


Level 3 is a massive spike as she has all her abilities at her disposal during this game phase. She can use them quite effectively if she uses the lane brushes.

Level 6 is a decent powerspike as Seraphine will get her Ultimate R and can now change the tide of a fight if the enemy team is stacked together or is standing in a line. It also helps during neutral, objective fights.

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.


At level 6, Teemo’s pressure increases thanks to his Ultimate t giving him extra damage and the ability to place Mushrooms t all around the map.

The more ability haste Teemo buys, the more Shrooms t he can place around on the map. Try to take unorthodox pathing to prevent walking through them.

Nashor’s Tooth is a core item for Teemo. It gives him lots of additional stats- which makes him more of a threat.


At level 9, Ashe will have her maximum y. It's an important peak of power for Ashe because she can use it to bring down the enemy before her team engages in a team fight. When Ashe reaches 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 choices frequently throughout the middle of the game. Ashe should have finished one or two articles during the middle of the game. This makes her a huge threat in team fights that her performance of damage in conjunction with her poke can be devastating to manage.


Zac can gank at level 2 or 3 depending on the ability that he went second. Expect to gank your way to level 3. Zac is really good in team fights because his kit has tons of CC. Try to disengage whenever he E.S.I. engages to make it harder for him to get a good knockup. Once Zac touches level 6 and unlocks his Ultimate R, his gank and kills the pressure increases.


Level 16 is a massive peak of power, which means that it can completely decimate the enemies that are identified. It will frequently have to find sides on the enemy to make sure that it can take the game and win quickly. Most of its capabilities will be maximized by then. Its overall damage and maintenance will be really high, and the enemy will have difficulty getting rid of it.


At level 16, Fiora will put the third and final point in her Ultimate R. As she will be grouped during this stage of the game, the large AOE heal will be very helpful for her and her team.

Fiora is very good in the late game and as long as she hasn’t fallen behind previously, she should be really good at this stage of the game.

A full-build Fiora is nothing to be messed with. The more items and the more gold that is funnelled into you- the higher your chances are of winning.


Look to assassinate targets that are walking around Summoners Rift alone. Your champion is really good at blowing somebody up, so try your hardest to increase your lead by getting picks.

In team fights, look to flank and blow up the squishiest enemies. Attacking from the side rather than running directly at the enemy will be your go-to plan in team fights.

Focus on securing objectives like the Dragon and Baron in the mid game. As you’re the Jungler, make sure you make the call for the objective when necessary.


Your Ultimate h will be on an extremely short cooling now. Use the war fog to get spikes on the enemy and kill them quickly. Once you've finished all-in-the-enemy, make sure you go back to your portages and protect them. This will result in your ADC dying because of assassins. Neutral objective fights will be your bread and butter in this game. Always use the war fog to get a multi-man knockup to make sure your team can win the game.


If you're not early, don't worry because you'll always be able to protect your ADC with your E. Annie is a great team combat champion and as the teams will regroup in the end of the game. This allows her to get a multi-person R. Although Annie has a lot of brilliant damage, she starts to fall in the end of the game as the squishy champions start building defensive objects.


Tryndamere is heavily reliant on his dash to initiate an all-in, combined with his slow. You really don't have to panic unless he manages to slow you, at which point you may use a lane brush and a minion to reposition.

Make sure that you don't let him farm peacefully in this matchup, else, he will easily regenerate his health and you will be left helpless in this matchup.

Post six, you may want to consider ganking other lanes when possible. Your chances of getting a kill significantly increases when this happens.

Keep the wave somewhere close to your tower in this matchup. It will give you ample opportunities to bring the enemy under the risks of ganks from your Jungler/laners.


As you get your items, you should have a really easy time blowing enemies up with ease. Set some deep wards to facilitate long-ranged Qs on the enemy team.

Your E and W will be really beneficial during actual fights as the Grievous Wounds and the slow should disrupt the enemy heavily. This will make your team win fights easily.

A defensive item may help you a lot in this matchup, especially if you are going for an AP build. Just make sure that you don't stay too far away from your allies.


The junglers can camp it at this stage as well as it will no longer have any other form of escape, and its E has a very long cooling period. It takes enough time for its itemization to work. It also depends on the fact that it is very skillful to shoot hard and that it will have to place its Qs on the enemy to be effective. Bouffer its E won=t works too well if the enemy has some form of varied CC that it can use to follow on Ezreal after using its E. This obliges it to play a little more defensively, and it cannot push in the wave either, otherwise it can be crushed by the enemy.


His Ultimate c allows him to shred through the enemy team if they happen to be grouped closely together. This makes Twitch very good in choke points.

He can use his s to scout for his team. If he is ahead, he can even flank and completely blow you up when he activates his e.

Twitch has tons of burst damage when he has gone AP. In an extended trade, he can easily kill someone if he is able to auto-attack them for free.


Jarvan's level 2 all-in is pretty good. Once it unlocks both its d and e, it can look for a favorable business. Depending on its construction path, it can either do a lot of damage, be incredibly tanky, or offer its team a lot of utility. Everything depends on its construction! This makes Jarvan incredibly versatile. Its Ultimate m is really good in team fighting because it can lock several enemy champions at once.


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


At level 16, Kayn will have his Ultimate R maxid completely. This will directly strengthen his ability to all enemies and kill them because of his bursting damage. Kayn will now have several objects. It is good for him, depending on his form. He can assassinate people if he goes for the blue shape, while he can act as a front line if he goes for the red shape. Depending on the shape and build, Kayn will be either a murder machine due to his bursting damage or a tanky and non-killable front line that will easily detach for his wagons.


Sett is great in extended trades thanks to his Q. As long as he can stick to an enemy champion, he should win 1v1 fights.

His Ultimate R allows him to both get tanks off his carries as well as deal a lot of damage to the enemy team if he manages to ult his target into them. This can change the tide of a team fight in an instant.

His Passive allows him to regenerate a lot of health so he can resort to short burst trades against enemy champions unlike other tanks. His W does deceptively high damage as well, while providing damage mitigation to him.


If you see Karthus using his Ultimate e at the start of the fight, try to CC him so it cancels his Ultimate e.

If you kill Karthus at the start of the fight, try to reposition and get away from his Passive. This will reduce his damage output and make surviving the team fight easier.

If you spot Karthus in a side lane split pushing, you could start a team fight. But, you need to keep in mind that he can influence the existing fight with his Ultimate e.


Sett’s laning phase is strong. Expect him to play aggressive and go for early kills. Avoid trading with him at level 1 as he will out damage most champions.

Once Sett is level 6 and unlocks his Ultimate R, his ability to get kills in lane also increases. Watch your positioning and disengage if you’re low as his all-in combo deals a surprising amount of damage.

In the mid-game, Sett will be difficult to fight unless you’re ahead or have assistance. Avoid fighting him and disengage if he runs at you and tries to fight you.


This also means that even if Mordekaiser shoots you with his E, he can't sue you very far and you won't lose as much health. Before using your t to kill Mordekaiser, silence him with your m to prevent him from protecting the damage with his W and possibly avoid death, prevent you from winning a pile of your passive t. Play around Mordekaiser, and only engage when he's down. Otherwise, you'll have problems trying to bypass him due to a lack of mobility in your kit, and get dragged into a fight you're running away from. At level 6, Mordekaiser can force you to fight with his R. Be ready for that at any time you're trading, because he can quickly become a Mordekaiser all-in.


Continue pushing the minion wave with your Ultimate m while remaining safe. Keep the waves pushed so the enemy is unable to do anything or siege any of your objectives.

Rotate and move to objectives like the Dragon or Rift Herald and assist your Jungler in taking them. Anivia can help take these objectives incredibly fast.

Make sure you have vision around your lane at all times. As you’ll be constantly pushing, you need to ensure your flanks are warded so you do not die while you’re overextended and pushing.


* Lucian’s level 2 power spike is no joke. Make sure you hit level 2 at the same time as him to reduce his ability to all in you. Level 2 is the first wave followed by 1 melee minion on the second wave.
* At level 6, Lucian has a lot more trading power thanks to his Ultimate R. Once he activates it, try to either reposition, disengage or lock him down with CC so he is unable to land every bullet on you.
* Whenever Lucian’s E is up, he will be stronger as he can dodge skill shots and CC. If he uses this ability aggressively, use the cooldown of it to play aggressive and trade with him.


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

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

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


Invest in an Executioner’s Calling or Morellonomicon if your champion benefits from it. This will reduce Soraka’s healing potential from her W and Ultimate R to help you win the team fight.

As Soraka will be positioned in the backline, it will be difficult for you to take her down fast. To make killing her easier, try to flank from the side rather than running directly towards her in a team fight.

Soraka is unable to match split pushes during the mid-game. If you’re able to, you could put yourself in a side lane and force her to contest your push. You could then all-in her while she is alone.


Fiddlesticks truly comes online when they have’ve unlocked their Ultimate and hit level 6. Beware that they will start ganking more frequently when they have it up.

Beware of Fiddlesticks's early game invading potential. They can invade you often, so you must be ready. Pay attention to what's happening on the map at all times.

Don’t let the enemy Jungler get all the Dragons. Try to secure them with your team after ganking the bottom lane.

Beware of Fiddlesticks's early game pressure. They’re pretty strong and will try to make plays to get themselves and their teammates ahead.


When you fight Gwen alone, try and only commit to fighting when she doesn't have a lot of batteries or she will do a lot of damage to you. Gwen is a heavy jungler skirmish in early play. If she ganks a way and you can't contest it, try to invade her jungle on the opposite side of the map or gank another way to equal her pressure. Gwen has a very good objective control and can solo the Dragon and Rift Herald frequently. Place the vision to spot it before she is able to take these goals alone.


During the middle of the game, look to divide the thrust and apply the pressure around the map. You can use your E to escape the collapse of the enemies. Look to flank in the team fights with your E and Ultimate. Lock the key targets that have overheard or mispositioned. Otherwise, group with your team and fight the enemy in the jungle or around the goals. Somewhere they will be grouped so you can lock several targets with your Ultimate.


As Ivern will be building utility items to help his team, looking for picks before a team fight occurs will severely reduce Ivern’s team fight potential.

Ivern will use his Bushes W to scout vision for his team. If a bush has been placed nearby- put two and two together and expect that Ivern is in the vicinity.

Try and lock Ivern down with CC as quickly as you can. He is pretty immobile and focusing him first will prevent him from being able to heal and shield his allies with his W.


Her Q allows her team to play around her and her Jungler to spoil her. Her passive combined with her Ultimate R can be a deadly combo. If she passes after JC, she can run any enemy if they don't have some form of CC capability on them.


If Vayne ever uses her e, use the cooldown to play aggressive and try to kill her. She is rather vulnerable when her e is down.

Avoid extended trades with Vayne as her s will deal extra damage to you. Only commit to trades if you’re 100% sure you’re going to win them.

One way of abusing Vayne’s weak early game is by forcing her to overextend for farm and then calling your Jungler to kill her. Alternatively, you can push her in and take tower plates to gain a gold lead.


Lulu will have her core items by now. This means that her shields will be really potent, and it will become challenging for the enemy to all-in her team.

Level 11 is when Lulu becomes a true enabler. This is because her Ultimate R will now have two points and won't let her ADC die that easily.

Lulu's effectiveness in team fights really comes into play during this phase of the game. Her W and Ultimate R will help her when dealing with enemies who like to flank and get to her backline.


Another point in its Ultimate e will significantly increase its damage. All it needs is its time well and use its multiple target r to CC. It will now have its basic elements which means that it will do a lot of damage. It should have an easy time to melt through the enemy health bars if it manages to catch them out of sight. Riven's presence during mid-game fighting is really fabulous. It should be able to win several battles and zone enemies easily using its Ultimate e.


Stay mobile and keep a safe distance from Malzahar as much as possible to avoid getting caught by his ultimate. Use your E ability to create distance between you and Malzahar's voidlings if he tries to engage on you.

Try to break Malzahar's spell shield before using your abilities, since it can negate a lot of your damage and crowd control effects. You can use your Q to do this right before a gank so that his shield is down and your Jungler can CC them quickly.

Keep track of Malzahar's ultimate cooldown and maintain your distance from him when it is up. If an important ally is caught by it, use your Ultimate to CC him immediately.

The wave is to be kept in the middle of the lane to avoid Malzahar from sieging you to oblivion in this matchup. Just make sure that you don't stand too close to minions in this matchup.


Nocturne is good in extended trades when against a Mid laner Mage. Avoid going for prolonged automatic attack trades as it has always come forward. Once it reaches level 6, Nocturne can use its Ultimate has to assassinate you or any target if it chooses to wander. Avoid overextending if it is stronger than you at level 6. Nocturne is a good assassin and will try to kill any isolated target whose position out of position in the middle and end of the game.


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.


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


Amumu is pretty vulnerable to poke damage. Try and harass him as much as possible to make it near impossible for him to go in without dying in return.

Amumu’s level 6 is very good. Once he hits level 6, try and position away from your other laner so he cannot CC both of you with his Ultimate y.

Watch your positioning throughout the game. Try and position so you’re always behind 1 minion so it is impossible for him to land his s on you.


Gangplank early game is quite weak. Focusing on agriculture and winning as much gold as possible to get your key elements quickly. Watch the card at any time after level 6. Your ultimate R is very impacted and can help your allies win fights and skirmishes. Avoid fighting in the game early if possible. Gangplank needs time to come online and in some matchesups you will need to focus on agriculture and survive.


Make sure that you are present during team fights. This will allow you to peel for your carries and prevent them from dying right at the start of the fight.

Your Ultimate e will allow you to lock down and kill carries with ease. Doing so in chokepoints will easily win you the game.

Always try to all-in and pick off the enemy Jungler every chance you get. Doing so will allow you to take neutral objectives easily.


Stay with your Support throughout the mid-game. If you move away from them, you will be an easy target for the enemy. Make sure you’re always near at least 1 ally.

Group and stay with your team at all times. Do not split push or avoid grouping unless you have a good reason to be away from them.

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


Good sustain in lane with her Q which she can consistently land on melee enemy laners.

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.


Look to go for short trades with your k and a but only when the enemy champion's main damage or CC ability is down. Avoid shoving the wave in either unless you want to recall.

The lane brushes can be used during duels as you may be able to drop vision in them. You may also be able to l enemies easily from them as the enemy won't see it coming.

Once you get your Ultimate t, you should be able to dish out a lot of damage. It will allow you to take over fights easily and act as a disruptor.


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

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

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


At level 6, Ezreal will unlock its Ultimate R. Its Ultimate R is an excellent tool at all stages of the game. It allows it to inflict a considerable amount of damage to anyone on the card. After Ezreal on first return, it will recover its first component. Its release of damage will intensify and it can look for more aggressive parts once it has it. When Ezreal completes its Mythic element, its release of damage will increase again. A good Ezreal will seek to bring down the enemy with his Q before launching a whole.


Superb engage potential with his E, along with the extended CC with his W. This combo can deal respectable amounts of damage and also allow his team to follow up on the knocked up target with ease.

Has a decent amount of waveclear on his Q which he can use to shove the wave in and then roam around to see if he can use his Ultimate R to assist other teammates. He doesn’t have to roam too far for this, so he can get back to the lane quickly if the all-in chance disappears.

His Ultimate R knockup prevents the enemy team from playing in a clustered formation as that could literally get them killed within the next 2.5 seconds. His W plays a pivotal role during team fights in such situations.


With this in mind, try to secure the first Dragons to get your team in advance. One way to do this is to glove the middle or the bot and then turn straight after. As Evelynn will not be gloved early, try gank as much as you can to get your allies ahead Evelynn is weak in the beginning of the game and will try to feed the farm up to level 6. Try to invade him to delay his level 6 power point. Try to follow her through a good vision placed in her jungle. Pre-6, this will help your team to know where she is and post 6 it will help reduce the ganks. Control Wards in the bushes and Yellow Wards on her camps will make the follow-up easy.


Make sure you're never near a wall otherwise Poppy will be able to use her E and push you in. Every time Poppy throws her Buckler and it lands near you, try to move on it. However, do not commit too much to destroy it because she can use your positioning to play aggressive. Post 6 it="s will be difficult for you to kill Poppy because she will probably use her Ultimate R to shoot you. Keep this in mind and keep on all CC capabilities until she starts the chain.


The Level 6 power peak for Qiyana is strong enough because it gives it a Ultimate R that changes the game that can be used in many ways. Be careful and not position near a tower or wall as it can look at R in you. Once Qiyana has its first element finished, she will seek to exchange more aggressively as she will have an additional cooling reduction and damage. Be careful and not go for short jobs as she favors them. Qiyana really shines in the middle of the game that her Ultimate R is an excellent team combat tool. Unlike many assassins, Qiyana actually favors team struggle.


Buying a sweater and playing around the vision will be really good because you will be able to flank and 'Shurima Shuffle' the enemy backline in your team with your Ultimate R. Be on the lookout to secure the peaks when inside the enemy Jungle. The enemy Support and Jungler will have to put the vision up, which makes them first choice targets. Get rid of them and then use the advantage of numbers to win a fight. If you see one of the enemies door in the side tracks, see if you can flank them from the fog of war and kill them quickly. This can be done very easily, even when the target is near their turn, due to your ultimate distance of travel R.


Poke the enemy and harass them as much as you can before looking to fight. Bursting someone down with a few Q’s and your R will allow you to force a team fight with the numbers or health advantage.

Avoid using your E aggressively in late game fights as you’ll be vulnerable briefly. Only use it aggressively if you’re 100% sure you cannot get abused for it.

Stick with your team and avoid walking too far away from them. If you get caught out, your team will lose out on a lot of damage in a team fight, and it would be your fault. Stick with your team as much as possible.


Samira's early game is pretty strong. She can poke enemies down with her Q while being extraordinarily mobile and dodging crucial skillshots with her W. It will be tough to catch her.

Level six is a tremendous power spike as it allows Samira to impact and disrupt fights massively. It is also a decent finishing move, especially in clumped fights.

Her first item component will increase her dueling potential significantly. Her ability to dish out damage in the lane will also skyrocket.


She has tons of combos to master. This makes her a mechanically difficult champion to play and do well on. Expect to put in a lot of games to master her.

Depending on her Element, she can be a less effective laner. The enemy will always know what Element you have and they will be able to play around it. Also, having a certain Element may not be helpful in lane.

If Qiyana is behind, she will not deal any damage in team fights. She may, however, be able to get a good Ultimate R off.


Group with your allies. Do not leave their side in the late game otherwise the enemy will have the numbers advantage.

Be prepared to peel for your allies in team fights. You’re a strong skirmisher, but you should focus the nearest enemy to keep your allies alive for longer.

Look for picks in the late game with your team. You have good follow up damage, so look for plays with your allies to gain the numbers advantage.


His W allows him to engage upon a group or enemy champions, or a single enemy champion with ease. This is really beneficial if he can land it from out of vision and then use his E to dash into the W circle to guarantee the stun.

His burst damage is not to be ignored as the game goes on. This is especially true when he happens to be ahead in the game. He can quite literally take the enemy backline out in one rotation of spells, if he manages to W E onto them.

His Ultimate R is the most powerful ability in his kit as it allows him to undo his mistakes, especially when he chooses a bad fight or fails an all-in. As the game goes on, the cooldown of this ability becomes shorter, allowing him to do whatever he pleases as long as he has his Ultimate R up.


Wukong will be unable to team fight if you can poke him down before he gets the chance to engage. Delay a team fight while you poke him down as much as possible.

Do not fight inside the jungle or around objectives. You will usually be bunched up together which will allow Wukong to get a great Ultimate n off.

Ward your flanks as Wukong will often try to flank from the side to get on to your team. Once you’ve spotted him, poke him down or disengage if necessary.


The third point of his Ultimate R will make Volibear almost unqualified in the important fights. It will also allow him to get easy team battle victories in the bottlenecks. Volibear will be really tanky during this phase of the game. It can serve both as an engager and a peeler for his team, depending on what his team needs most at this stage. Volibear's selection potential is really high during the middle and end of the game. This is due to the shortest cooling period of his Ultimate R. He should always try to kill enemies who have been taken out of custody.


They’re stronger than you early. Avoid fighting so you do not fall behind.

Keep the minion wave closer to your side of the map so you can protect yourself against their all-ins.

If they roam, ping and communicate with your team. You cannot match their roams.

Abuse your range by poking with your abilities. Try to auto-attack when you can, but don’t force it.


Don't fight at the end of the game unless your Ultimate R is in place. It's crucial that you don't engage or look for fights when available, because you'll miss extra damage and CC. Your Ultimate R will be on a shorter cooling time in the last stages of the game. If you can find an opportunity to do it, use it to catch someone isolated and alone, too far ahead or out of position. Peel for your ports to keep them alive longer. Your E and Q will help you a lot with zoning enemies out. If your allies quickly die, there's little chance that you'll win the team fight.


Your Ultimate will be on a short cooldown, so make sure you use it quite frequently. It will certainly help you cut the enemies. Continue kiteing in team fighting and systematically adapt your positioning. Avoid standing in the fights as you will be an easy target. Just like in the middle of the game, you should stay with your Support throughout the subsequent parts of the game. Do not browse the card alone that you will die easily.


His W should help him a lot during this phase of the game. The first element will increase his overall ability to fight and survive. His W will hit like a truck now. Level six is a massive power peak because it allows Sett to take an enemy and separate them from the team. He will want to surprise an enemy tanky in the enemy team, although


By fighting in the open, it will be harder for him to get a 5 person Ultimate. Never try to take a goal like Baron or the 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 Ultimate on your entire team. Rumble is inclined to disengage. As soon as he uses his Ultimate, try to disengage or reposition so it is harder for him to track the damage and win the fight.


Very squishy and can be easily gotten rid of if she is CC’d. This is especially true if she is going for the AD build.

Can’t be very effective if the enemy sets proper vision around and can notice Neeko changing her forms or hiding in a brush to land her E.

Due to her pushing power, she can be very susceptible to ganks especially after she has used up her W.


Catch Ashe out of position when she goes to the theater. Then you can look to take Baron or the Dragon while she's dead. Keep a constant eye on your champion's movements in the middle and end of the game as Ashe will usually throw her Ultimate w --Recklessy- in attempts to start the fight. Dodge it and then capitalize on the cooldown. Be ready to step back from a goal if Ashe uses her k to spot the vision. If your team is spotted, the enemy will try to challenge the goal that can lead to your team launch the game.


Evelynn starts to be harder to play at the end of the game because the teams will regroup. It will be harder for her to choose targets when they are stacked like 5. At the end of the game, the enemy champions will start building defensive elements. It will be harder for you to shoot a squishy target. If you are ahead, no matter how much enemy team groups you can choose people with ease. Just don't commit to do so and make sure you always throw your ultimate R to escape.


The first power peak of Alistar is once it reaches level 2 because it will have access to the two main CC tools that it needs to start the skirmishes with the enemy. First level 2 and unlock your two W and e is crucial to gain an early advantage. After Alistar has taken his boots, it can start running freely around the map. As it has a lot of pressure to kill, it should seek to wander when opportunities arise. At level 6, Alistar can go for more risky coins thanks to the added protection that his Ultimate provides it. At this stage of the game, it can look for potential diving opportunities at the bottom or midway.


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


Clear its turrets as quickly as possible. This will prevent it from pushing as quickly as possible, and it will reduce its gold revenues. While clearing its turrets is the key, let it push the minion wave, then clear the turrets. Your level 6 is stronger than his, but you can't kill him unless you free his turrets first!


Try to keep the minion wave closer to your side of the map early. Doing so will make its all-in less effective. Post 6, try to interrupt or in some way or force Akshan to top its Ultimate. This will increase your survival and it will be put on a short cooldown. Keep in mind that the early armor will be very beneficial in this matchup. Akshan is an AD champion, so picking up the early armor will protect you from some of its damage.


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

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

With lots of ability haste and reduced cooldowns, he can gank so often and be all over the map. This makes him a formidable Jungler.


A maximum-out Ultimate l will confer the benefits of a weaker and greater break-up of the damage of the Shaco clone. It will leave Shaco enemies at one blow if they destroy it while it is nearby. It will do a lot of damage to the enemy team now, especially the squishy targets. It has the potential to a low-shot, still, and squishy targets quickly now. Shaco is pretty decent in team fighting due to its clones and short cooling on its capabilities. It can quickly get rid of critical doors due to its e and set traps for the enemy team using its Ultimate l and x.


Kled will always be stronger when he is mounted. He is slightly weaker when he is disassembled. At level 6, Kled has increased mobility and the potential to impact several tracks with his Ultimate R. He can also use his Ultimate R to engage and pursue the enemy. Do not overextend in the way as he can easily kill you. Kled is one of the strongest champions in the game. He will try to fight you as much as he can to get an early lead.


Move towards the medium track and stay with your ADC in the medium track or shake hands with your Mid laners to prevent the enemy from taking the medium track level 1. Make sure to place the vision around the nearby tracks and targets. If you can spot the enemy moving around the map, your team may be able to collapse on them and get a free murder. Avoid moving too far away from your allies at any time. If you get caught out, the enemy may be able to take a nearby goal like Baron, Dragon, a tower or even win a 5v4.


You will have to be careful about his dash. It may give a false sense of security which can bait you into going for easy farm, while Renekton goes and all-ins you.

Bait his Ultimate out when possible. Doing so will allow you to easily win any fights he takes after his ult runs out.

Wait till Renekton has used his dash till you use your ult on him. This will also help your Jungler during ganks.

Keep the wave close to the tower and focus on getting tankier in this matchup. Failing to do so can easily allow the enemy to all-in you.


Once Kennen has two points in his Ultimate m, he will be able to deal massive amounts of damage to the enemy team. He just needs to choose the perfect moment to go in.

Kennen is excellent in team fights due to his Ultimate m. He can pair it with his Flash for a devastating combo on the enemy team, which will leave them helpless.

More items mean more damage for Kennen. This will let him take over the game, and his poke damage will increase significantly in the game.


If you're playing as a melee champion, try to minimize your overworked time while getting guard-hunting piles. She can wait until her m is up before trading. This model is pretty common against champions who can turn the fire when she's looking to trade. Use the cooldown m time frame for the poke. When you play as a melee champion, make sure Janna doesn't intimidate you with the basic attacks. When you can't commit, stand out and line up with your ADC so she can't harass and intimidate you.


If they invade you, just back, as they can easily kill you, especially if you are behind. They can secure the lens so much easier than you can. Keep them guarded to spot them before they can secure the lens. Post 6, avoid fighting them at any cost because they are much stronger than you with their Ultimate and they will kill you easily. A good player will play around their Ultimate as often as he comes. You have to counter their waste pressure by doing the same thing.


Xin is vulnerable to the CC during the team fights, don't ignore it. Focus on him when he engages. As he is a powerful champion of skirmishes, he will look for choices on enemies who walk around Rift Summoners alone. Avoid walking in areas that are not rewarded unless you know where Xin Zhao is. When Xin Zhaos Ultimate R is on cooldown, he is incredibly vulnerable. Force Team fights when his Ultimate R is down to increase your chances of winning the fight.


Maokai is at its lowest level at the beginning of the game. Look for an early advantage to force it to miss on gold and XP. Once Maokai is level 3, it can start trading with you once it has all its basic capabilities. Try to lower it so it is unable to look for a favorable trade. Avoid standing up to the upper side of the track if you know it has placed Saplings E in them. However, you could walk towards it before running to -Bait.


Its overall power increases with the number of drakes it captured at the beginning and middle of the game. Therefore, it must prioritize them. Level sixteen is a good peak of power as well. It will strengthen its Ultimate t damage in the game, and it can blow up enemies with ease now. Its overall strength will depend on the construction it goes for. It can either blow up enemies from afar with its AP construction, or it can dive into the enemy team and act as a bruised one.


Galio's Ultimate R will really shine during this phase of the game because it can now impact team fighting whenever this ability is rising. Moreover, it really works well when its target is the one that has to approach the enemies to attack them. At level 9, its Q will be fully maximized. This will give a massive boost to its damage and clear wave. Moreover, it can now help other washers frequently and keep its wave shoved at all times. Galio will have its basic items at this stage. This is beneficial to him, and his team as its overall production of damage and survival will be higher.


If your team is grouped and you have no vision on Shaco, make sure you have a Sweeping Lens and vision surrounding you, so you will be alerted if Shaco tries to jump in and assassinate a carry.

Do not chase Shaco as he may be baiting you into running into his Boxes x or towards his team.

Shaco will try to assassinate squishy targets that are moving around the map alone. You can prevent this by playing as a team and by avoiding walking in unwarded areas if you don’t know where he has been.


Look out for an aggressive level 1 play. They can easily try and take you down if you overstep.

Try your hardest to poke and harass the enemy, but don’t over commit to it as they can turn around an exchange easily.

The enemies level 6 isn’t very strong in 2v2 fights as their Ultimate R is a utility tool.. With this in mind, use your level 6 advantage to play aggressive and take them down.


Continue to pick up and secure the jungle camps whenever possible. Do not fall back into the middle of the game is crucial as a Jungler, so make sure to continue growing! When no team fight occurs, go on a side track and push. It is important that you continue to grow during the middle of the game so that you can get your items as quickly as possible. After getting a murder, make the call for Baron or Dragon if your team is nearby and able to help you.


Make sure you are present in any particular team fight during this phase of the game. Do not waste on any other way to accumulate CS to get an element. Make a point to check your team's positioning before starting a fight. There is no point to start a fight when your team can't follow on you. Flanking the enemy team and using the war fog for bamboozle enemies is the way to go during this phase of the game. Make sure you keep it right at all times.


If they die at first, you won't be able to win the fight alone. Don't get caught off during this phase of the game, because you'll end up losing crucial goals if you do. Stay with your team and count on choices to make team fights uneven. Focus the closest enemy champion to your carts and work as a team to get the enemy down one by one. If you focus on the rear line alone, you can be an easy target for the enemy and die quickly. By focusing on the closest champion, you will survive longer and keep your carts alive.


His first ability will be maxed out at level 9. This will give him a massive damage boost and allow him to blow up single targets with ease.

Sylas is quite decent in a team fight, especially if he gets an AoE-based ultimate from the enemy team. His life steal will prevent him from dying quickly.

Multiple points in his Ultimate R will allow him to take enemy ultimates quickly. They will increase their effectiveness as a whole. It can be highly beneficial in team fights.


If Kled is against a remote match, he did not succeed from the farm safely while being dismantled. Missing his E will make it really easy for the enemy carried for the kite out. If he goes with his W on cooldown, he has won more effective than he should be in an all-in-one. If he uses his Ultimate R and the enemy manages to cut off his team from him, then he did not win any form of follow-up and his team will have lost their front line. This will cause a lot of harm and could cause a loss of team combat.


His e et e allows him to drop the aggro tower and take reduced damage to the tower respectively. Is a monster of scale, and if he manages to get his articles and hit the middle of the game, he will be almost unstoppable. For a squishy champion, he can a-man the Baron if he is in front. His Ultimate r can completely move the tide of a fight if he is not controlled. This allows him to use his e frequently, which allows him to avoid CC. Combined with his Wuju Style, he inflicts a lot of damage.


Just focus on poking the enemy with your Q and do not overextend. The goal is to scale up and reach the late game.

Use your W very discreetly as thee ability costs a lot of mana. Moreover, use it to save yourself from burst combos.

Unlocking your Ultimate R will give you a massive incentive during team fights. Make sure you position well and show up to team fights.


Once you get your first element, you should be able to extend the duration of your fights. Just make sure that you keep the river because you will be ruined differently. Use the track brushes to hit the enemy lantern whenever possible. Go for extended trades that you can inflict percentage health damage to the tanks. Getting your ultimate R will allow you to be part of many team fights.


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.


Play safely in the early game. Cho=Gath needs time to scale and come online. Avoid fighting if possible. Keep the wave closer to your side of the card early. This will make the laning phase so much safer. Avoid trading with the enemy if possible. Even if you have good support, you can easily die if you try to fight in the first levels. If the enemy tries to play aggressive, m them and fall back to security.


You will be extremely tanky at this stage of the game, so you can tank a lot of damage for your team. Continue looking for choices with your Ultimate in the late part. Make sure you group with your team and try to get off key enemy targets. You must be grouped with your team in the late part. Like the tank, the enemy will just hire your team as they know you.


At level 9, Garen will have his first maximum ability. This is a decent power peak as it allows him to easily dull enemies and go for regular short burst trades. Once he manages to get 2 points in his Ultimate R, he will have an effortless time catching the out-of-guard enemies and killing them. He should use the track brushes to go for regular short burst trades. His survival is remarkable during the middle of the game, and he can run the enemies down while peeling for his wears. If he takes a lot of damage, he can quickly step back and let his Passive start.


A good Camille will be able to play around her Ultimate R consistently. Once you have a second point in it, you should be able to get more kills with it. Make sure you constantly look for plays whenever your Ultimate R is up.

At level 9, you will max out your Q. At this stage of the game, your 1v1 potential is incredibly high. Don’t be afraid to look for 1v1 fights.

You will have multiple items completed in the mid-game. After your first item, you will be a lot stronger, and when you have 2, you will be a fierce opponent.


Play safe for the first few levels. You need time to come online and you shouldn’t be fighting unless you have a clear early advantage.

Once you have a few levels under your belt, you can start to play aggressive and look for aggressive plays. However, you will rely on your Support to do the heavy lifting early on.

After destroying the bottom lane tower, rotate to the mid lane and try to take that tower. This will open up the map and give your team a gold lead.


In the late game, Camille is good at picking off champions with her Ultimate R. It should be on a low cooldown and if you’re able to Ult R the right champion (like a carry), you could win the game.

While you have good pick potential, the enemy will start building defensive stats which will make it harder for you to kill the carries on your own. Keep this in mind when diving in with your E.

Although you will find it harder to kill carries on your own, you will be quite tanky and deal a lot of damage thanks to the items you buy. Don’t be afraid to jump in and soak up damage if you need to.


The more the game goes, the stronger Veigar will be thanks to unlimited stacking with its e. End of the game as fast as you can. Veigar is quite weak and vulnerable in early play. You could try to abuse it to put it behind and miss it on the piles. Once Veigar has its Ultimate R, its death pressure increases. Keep in mind that it will do a lot of extra damage at this time.


Poke and harass the enemy as much as possible with your E to lower them. Play around your Ultimate cooldown and constantly try to make games with it. Avoid taking too much damage. Focus on harassing the enemy after they have used a ability to reduce their commercial potential with you.


If you are short-range, or if you have a Support that is mixed, try and avoid letting it harass you with basic attacks (and its capabilities) or otherwise you will find it difficult to take the farm or engage. Abusing the bushes to help with the vision so that it can't self-drive you for free. Standing outside the minion wave or behind it. This will make it have to choose between pushing or blowing you. Don=t stand in the minion wave because it will be able to push and poke with its b or e. Post-level 6, Corki will seek to constantly push the minion wave. Try to match its clear wave so that it doesn't keep you pushed in. If you don't, you will lose priority and turn plates.


Zilean doesn’t have much damage at level 1 but once he has access to both his Q and W at level 2, his kill pressure will increase. Even though it’s unlikely he will get a level 2 kill, his damage output is nothing to be messed with.

At level 6, Zilean’s kill pressure doesn’t exactly increase, but his survivability does. Whenever he uses his Ultimate R, try to abuse the cooldown and play aggressive while it’s down.

Once he has max cooldown reduction, Zilean’s Ultimate t} will be on a very short cooldown. It will be harder to get picks during the mid and late game as he will save them with his Ultimate t.


Sion can surprise the targets that walk around the Rift Invocation alone while waiting in a bush and using its Q to shoot them down. Avoid walking in areas where you know that Sion has been so much harder for you to get caught by him. Kite and disengagement is Sion is the biggest threat in a team fight. Try to keep him away from your team so that he is unable to get a good Q knockup. Avoid regrouping and fighting in the jungle as it will allow Sion to get a very good knockup with his Q or get a very good Ultimate Roff. Group together, but not stand on each other so he is unable to get a multi-person knockup.


At level 16, Akali will have 3 points in her Ultimate She will be able to dish out a lot of damage to anyone she comes into contact with. Your Ultimate will also be on a lower cooldown, which is very beneficial.

At this stage of the game, Akali would be near max build. Landing an E on a squishy enemy champion should result in an easy kill. This kill could result in either the Baron or a favourable forced 5v4 fight.

Akali does fall off in the later parts of the game as teams start to group. Akali is at her strongest in split fights or picks rather than straight 5v5s. Also, the enemy should start buying defensive items, which will make it harder for her to take them down.


If she uses her Ultimate aggressively and misses her R, all of it and jumps on her. Go for extended trades as often as possible that you all win. Keep the wave closer before 6 if possible so that you can bring it down.


You should spend a lot of time escaring and accumulating an advance during this phase of the game. Your main target is the enemy backline so try to get on them. Flanks and the war fog are your friends in this game. Always try to use the war fog to reach the enemy backline and allow your allies to follow your engagement. Fighting around the bottlenecks will be really useful. Make sure you don't do anything to get caught and use your Ultimate n to hit multiple enemies simultaneously.


Her first major power spike is at level 6 as she gets access to her Ultimate R. She will be really strong at this stage of the game.

Once she has completed her first component item, her trading ability heavily increases. Beware of trading her if she gets her first component before you.

She is good in team fights thanks to the AOE on her Ultimate R. She will be good when enemies are grouped closely together.


Yasuo becomes really powerful once it reaches level 16. This means that its Ultimate R will inflict massive amounts of damage in a short period of time. Moreso, the short cooling time will allow Yasuo to deal regularly with tanks. Yasuo will have a pile of articles completed during this phase of the game. This means that Yasuo will decimate the enemy due to its passive damage and r. It can almost a blow of squishies with ease. Thanks to all its completed articles, and its ability to quickly break down and drill through the armors of the tanks, Yasuo will be able to make a plethora of damage in a short period of time. The enemy team could as well at this time if Yasuo manages to advance.


Rek’Sai’s level 3 power spike is incredibly powerful. A laner should always prepare for a Rek’Sai at level 3 as they are very likely to gank one of the lanes.

When Rek’Sai hits level 6 and unlocks her Ultimate r, she deals even more damage and can duel the majority of Junglers without a chance of them escaping.

After Rek’Sai has completed her jungling item, her kill pressure increases dramatically. At this stage, it will be difficult for you to fight her unless you’re ahead in terms of items and kills.


Ekko is a strong early game Jungler. Use this to your advantage by looking to gank as often as you can in the early game. You can start ganking once you have your E and your W.

While you’re a strong Jungler, you need to find a healthy balance between farming and ganking. Gold is incredibly important for Ekko and if he falls behind, he will struggle to get back into the game.

Ekko has good objective control. Try to secure every objective if possible either alone or with your team to gain a lead over the enemy.


At level 11, Braum will put a second point in his Ultimate r. The extra damage and reduced cooldown are very beneficial for him during this stage of the game.

At level 9, Braum will max out his first ability. If he is maxing his Q first, he will be able to look for picks more frequently thanks to the lower cooldown.

Teams will start to group during the mid-game. This is good for Braum as his Ultimate r is an AOE tool that can knockup multiple champions.


A very weak early game pushes her to have no form of lane presence. She is an easy gank target at this point, and closing it to this point of the game is very easy. She is quite inclined to CC abilities, especially when her Ultimate R is down to buy her some time for the CC to wear out. Even in the fights, she will have to be careful, otherwise she will get CC=d string and deleted. As for her game style, she will be focused on catching the side waves and not accompanying her team most of the time. This gives the enemy team a huge advantage over her team in terms of numbers and livelihoods.


Avoid standing down the track as Maokai will place Saplings E inside the bushes and they will inflict a lot of damage if you are taken by them. Make sure to hit Level 2 at the same time or before Maokai as it has great all-in-level 2. At Level 1, if you are not sure of the ability it has taken, make sure to stand back and out of range just in case it starts W, it can not gain an early health benefit. In early play, try to use your range advantage for the poke and harass it. Try and stay at the maximum range although it can not get on you with its W.


Lissandra is really good in team fights as you can flank the enemy from the side with your E.

She has incredible gank set up throughout the laning phase thanks to her W and her R. This makes her a formidable opponent against squishy champions.

Your wave clear is incredibly strong and you can clear waves fast. You can then use your lane priority to roam with ease.


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.


If his E is missing, the enemy team can literally walk up to him (not within control) and continue to poach and harass him for a long time. Can't do much if the enemy keeps the river (if it is halfway) / track brushes (if it is in support). As soon as the enemy sees Galio coming out of the way, they will begin to play safely and deny the threat of Galio. Galio's effectiveness is greatly reduced if the enemy team positions properly and the spaces during a fight. He is decent against the magical damage but the AD champions can tear themselves through him, especially after using his E.


His movement speed increase on his p can allow him to run enemies down with ease. This is especially applicable to immobile carries who rely on their team to live.

The h allows him to deal consistent damage while also reducing his cooldown on the ability. This allows him to take extended trades while laning, as well as, while jungling. This combined with his rune choices can cause him to sustain himself as well.

His Ultimate t can be a game-changer in a team fight where the enemy is grouped together. The CC allows him to separate key targets from their team and kill them quickly with his damage.


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


Her kill pressure increases during this phase of the game due to her maxed out Ultimate R. As a result, she will easily win any duel, provided she didn't fall drastically behind during the early or mid-game.

Gwen excels during team fights as she can dish out a lot of damage, especially when fighting around clumped areas. Her W allows her to mitigate a lot of damage, and her E lets her reposition quite quickly.

Gwen does deceptively high amounts of damage during this phase of the game due to her items. She will also have maxed out most of her abilities. She can spam her abilities, which directly translates into more damage and healing for her.


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.


The early game should be mainly focused on taking short trades against the enemy with your automatic and passive attacks. Do not go for a prolonged trade unless the primary ability of the enemy is on the cooldown. If you succeed in pushing the wave in, try to ride with your W. If it happens that the side travellers enemies are low, you can quickly E in and get some killed. Your Ultimate will help you a lot in this game, but make sure you position properly. Remember that you can use the ability while you are E'ing, so make sure you don't stay still while it is locked.


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

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

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


Once she has 2 points in her Ultimate R, she will be able to burst down enemies quickly, and she will also be able to use it frequently to keep her safe.

Her first ability will be maxed out at level 9. This will significantly boost her damage and will let her one-shot squishies if they are not careful about her E.

Xayah is really decent during team fights as she can dish out tons of consistent damage with her W and E. She just needs to position herself well.


When ganking, if Morgana misses her Q, she is basically useless and the gank will fail. This makes it important for you to land your Q.

If you don’t use your E correctly when fighting or in team fights, you’re going to get killed (or your allies will get killed).

Aiming your Q around the minion wave can be hard. The way you counter this is by getting as close to the enemy as possible, and throw it out when they’re away from the minion wave.


Pantheon can duel almost every Jungler in the game. A good Pantheon will constantly look to invade the enemy and get kills.

Pantheon’s level 6 allows him to gank his allies from afar. He can cast his Ultimate R from afar, which means he’ll avoid and dodge shallow wards.

His W offers him tons of pick pressure throughout the game. Getting the right pick on someone can easily win you the game or the team fight.


During this phase of the game, Nami will have several elements to allow him to protect his team. Combined with his W, his allies will be quite healthy during the game. A maximum of Ultimate R will allow him to use the ability quite frequently and to deposit a lot of damage at the same time. It will be great during the enlighted fights. She is remarkable in the fights at the end of the game due to her overall utility and CC on her Q. That CC can easily be chained with her Ultimate R for maximum efficiency.


Keep poking the enemy with your Q as much as you can. Use the lane brushes occasionally to ensure that the enemy is forced to stay away from the brushes and the minion wave.

Your E must be used very carefully in this matchup as the enemy can easily use their Flash to put you in a compromising position mid-E. Staying parallel to your Support is the way to go.

Once you get your Ultimate R, you will be able to make sure that you can roam around and pick kills all around the map. This will make you a nuisance for the enemy team.


Graves is not quite strong during the early game because the enemy can use the minions to block his attacks. He can compensate for this by systematically clearing the wave and using his e in a way that he can reposition himself correctly to attack his laner. Once he arrives at level 6, he will have unlocked a huge finishing movement. He can remove several targets with the utmost ease if he goes for the construction of the lethality. The ability also provides him a way to escape when his e is down. Graves will get a decent peak of power once he has his first component. He will increase his duel potential, and he will be close to the phase where he can practically a-shot anyone.


Avoid fighting around goals, near Tours and in the jungle as it can allow Orianna to get a multi-person Ultimate d and win the team fight. Try to divide as much as possible (stand away from each other) so Orianna is not allowed to land a good Ultimate d. If Orianna has a strong front line, keep an eye on their positioning especially if she has her Ball D on them. If the enemy front line runs towards you, turn off as quickly as you can so that they are not able to set up its Ultimate d.


level 3 is a decent powerspike as Heimerdinger will have access to all his abilities. He can easily CC immobile ADC and burst them down with his turrets and rockets. He may also use the lane brushes to catch enemies off guard with his W or E.

Level 6 is arguably a massive power spike for Heimerdinger. He can now bait enemies to their deaths with ease. He can also take towers very quickly or slow multiple enemies with his E.

The first mythic item will allow Heimerdinger to dish out a ton of poke damage in the lane with his turrets. His burst damage will be pretty potent as well, and he can one-shot enemies with utmost ease.


Make the most of your range to harass Braum. Avoid detaching from your ally when Braum reaches level 6 or when its ultimate capability is available, as this can lead to dangerous engagement. Pay attention to your positioning and use minions as a shield to block Braum's Q (Winter Bite) poke. Focus on remote harassment. If Braum decides to leave, ping your teammates to alert them and try to bring down the ADC enemy using your Q and base attacks.


Her ability to peel multiple carries during the mid-game will completely ruin the enemy's chances of killing her primary carries. She will need to position well, though.

Her W will be maxed out at level 9. This is a massive power spike and will allow her to heal her allies for large magnitudes. The damage will be pretty potent as well.

Two points in her Ultimate R will allow Nami to use the ability frequently and let her impact team fights quite often. She will just need to make sure that she has enough mana for it.


An Ultimate R maximum-out will allow Neeko to use the ability quite frequently. All she has to do is find a flank on the enemy team. Her end-of-game team fight is really powerful. She can disrupt an entire team with a well-positioned R or Ultimate R. Her damage during the end of the match is absolutely massive.


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


When Fizz puts a second point in his Ultimate R at level 11, it will be incredibly scary to play against it because his Ultimate R will be on a cooldown low and inflict a lot of damage. Fizz will maximize his first ability at level 9. His death pressure and escarment power will be quite high level 9. Thanks to his cooldowns and the general state of the game, during the middle of the game, he will be able to assassinate and get choices on weak-health enemies as they walk around Rift Summoners alone.


During the mid-game, you will want to group up as much as possible. This will help you deal with enemies who are tankier than you. You will be pretty safe from assassins as well.

Your Q should deal a lot of damage now. Make sure you whittle down the enemy before you all-in them else, you may not have enough damage to kill your target.

Fight around closed areas when possible, as your Ultimate R will be pretty easy to land there. The cooldown will be reduced as well, making it easy for you to use the ability frequently.


Rumble’s level 6 power spike is very good. His Ultimate b is very strong and will assist him in ganking and skirmishing with the enemy Jungler.

He can be really good in team fights if the enemy is grouped closely together and fights in the jungle.

When Rumble’s completed his first component item, his skirmishing power and 1v1 potential increases heavily.


Avoid fighting around objectives as Poppy may use her Ultimate R to knock away the Jungler and cost your team the Baron/ Dragon.

In team fights, disengage and avoid team fighting in the jungle as it will allow Poppy to get a good knockup with her Ultimate R or pick off a key target with her E.

Fighting around Poppy’s Ultimate R is a good way of winning team fights. She will knock back the frontline and then engage on to the carries while the frontline is missing. Try to dodge her Ultimate R, or use CC abilities on her so her channel is interrupted.


You will have your core items now, which means that you will be hitting like a truck. When in the lane, make sure you keep stacking your Passive up frequently. It is vital for the late game.

Not showing up to neutral, objective fights will be a cardinal sin that you want to avoid. All your abilities make it very hard for the enemy team to be concentrated near the pit, hence use it to your advantage.

If the enemy happens to be too mobile or CC-heavy, just get a defensive item like a Zhonya's Hourglass. It will keep you safe from getting one shot before being able to do anything.


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

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

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


Can=t really does a lot during the early game, especially if he's against something with the hard CC or if he's camped. Extremely the linked and won article takes a lot of damage if he was put behind at the beginning and middle of the game. His ultimate R changes the positioning of him and anyone within the circle. This can make Ryze fight and get his whole team killed if the right vision is not put in place before the ability is used.


Xerath's goal is to delay the fight of a team as long as possible while he stings with his p and 2. Do not let him do this by engaging as soon as you can. Do not go for goals when Xerath is nearby. He can get you down to the Dragon or Baron, and keep you from sitting his Tours. Taking goals like Dragon, Baron and Towers will be easier when Xerath is nowhere near.


Pantheon is an early to mid game champion and is therefore very strong from levels 1 to 6 and can influence other lanes too when he gets his R.

If Pantheon gets 1 or 2 kills, he can finish Youmuu's Ghostblade and his other core items faster. Pay attention to what active items he has and try to play around them.

Be careful after the laning phase, as Pantheon will try to kill you with Grand Starfall R and force a 5 vs 4.


Late game monster if her team peels for her. She will want to farm early on and try to get some kills early on which will allow her to snowball easily.

Her W does deceptively high damage early on, especially when paired with Rakan. This ability when combined with her Q, E, and a heavy CC Support, can allow her to get a huge lead in the lane.

Her Ultimate R can allow her to escape situations in which other ADCs may not survive. This also gives her the agency to root the entire enemy team with a cheeky usage of her Flash and E.


Another point in his Ultimate e will allow him to flatten a lot of AoE damage and use the ability quite frequently. Vladimir is perfect during mid-game fighting. He should accumulate an advance during this phase of the game by bursting enemies with his Q and Ultimate e. He is great in team fighting due to his Q, E and Ultimate e. If the enemy is tainted, Vladimir will decimate them with his Ultimate e.


Look to strike right after Jhin uses his 4th shot as he will not be able to retaliate with autos until he reloads.

When fighting with Jhin, avoid running directly backwards after a trade. Runoff to the side so it’s easier to dodge the root from his W.

His level 6 is good, but he cannot really use it in combat. If you have an Ultimate that can be used in a fight, you should win the level 6 all-in.


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.


It's a tank versus tank matchup. Probably avoid fighting it that you're going to waste time. Fight it only if you're 100% sure you're going to get the murder. Be proactive with your Ultimate because it will greatly increase your probability of getting gang killings. Gank every time your Ultimate is up. Focus on securing these goals. You need to take Rift Heralds and Drakes every time you can. You can take it as easily as they can. As they will often get in the early game, you need to make sure that you're also looking at gank as often as you can and abuse your E.


Multiple points in his Ultimate R will allow him to burst a single enemy down with ease. It will also allow him to escape nasty situations.

Talon will fall off during the later parts of the game as the enemy will build defensive items and be grouped together. He will need to pick his moments and targets carefully.

He will have a lot of items during this phase of the game. It will allow him to deal a lot of damage if he manages to get on a target. Getting a defensive item will bolster his survivability as well.


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

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

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


Yone will get two points in his Ultimate R at level 11, which will be a massive peak of power for him. It is mainly because he can easily remove enemies during this game phase, especially from the fog of the war. At level 9, Yone will have his first maximum ability. This means that his trades will improve considerably, and he will quickly snowball the game if he manages to get a few dead early. Yone is really good during the team fights because he can choose several targets with his Ultimate R. This will make it very important for the enemy to keep an eye on him, otherwise he can easily Ultimate R several people from the fog of the war.


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.


Avoid fighting or staying close to your teammates (bundled together). As Nautilus’s e can knock players up who come into contact with it, if you’re close to the focused ally you might get hit too.

Nautilus will often be the frontliner for his team. Once he has gone in, try to focus him down if his teammates do not follow him in. Naut struggles getting out again once going in- so if he makes a mistake, abuse it

Nautilus will auto attack anybody who comes close to him in attempts to CC them with his Passive. Try and stay away and out of range during team fights if you’re squishy.


You will want to keep poking him down with your e in this matchup. It will make it really easy for you to take Renekton down quickly.

Keep your Resource Bar half filled before a trade to deal maximal damage to the enemy. This is important to counter his burst.

Your Ultimate will allow you to easily all-in Renekton or separate him from his team. Use this opportunity to turn the tide of the fight in your favor.

Keep the wave in the middle of the lane for as long as possible in this matchup. This will help a lot when it comes to dealing with his all-ins.


During the middle game, make sure you are not ADC'ing consistently. Clean up kills when possible but don't get too close to CC heavy champs else, you will definitely get killed.

Look for opportunities with your Ultimate to catch enemies out, but don’t go in unless your team is there to help you.

Continue picking up farm in the side lanes when no team fights are occurring, but spend as little time away from your team.


Ward the river to reduce her ability to get early ganks off.

If you see her ganking someone on your team, invade the opposite side of her jungle to take away camps and deny her XP.

She can easily secure objectives like the Drake or Rift Herald thanks to her Packmates. Ensure they’re warded whenever they’re up so she cant take them for free.


Aurelion Sol has a lot of utility integrated into its kit. They offer it tons of protection and manoeuvrability. It has tools to stop the ganks and protect itself from all in. Aurelion Sol is a very strong roaming champion thanks to its W. This will allow you to impact your sideways with ease after pushing your way. Thanks to its Q, Aurelion Sol has good poke and good clear wave. This will make the surge of the wave and trading much easier compared to many champions.


Continuing to pick up and secure the jungle camps whenever possible. Do not fall back in the middle of the game is crucial as a Jungler, so make sure you continue to grow! When no team fight occurs, go on a side track and push. It is important that you continue to grow during the middle of the game so that you can get your items as quickly as possible. The more the Master Yi d'Or has, the stronger it will be. If your team gets a murder or two, call for the Baron or Dragon. You should be able to easily take them as Master Yi.


In team fights, he can easily get shot by various champions. He can also get kited easily, which makes it difficult for him to fight team sometimes. He can find it difficult to gank his allies without his Ultimate R. Pre-6, it will be difficult for him to gank too. Sion does not have the greatest objective control in the early match. If you can't take the goal alone, you will need help from your bot line.


Whenever Veigar uses his n, try to abuse the cool down as it’s his only defensive tool in the early game and once it’s down- he is rather vulnerable.

In order to get ganks or kill the Veigar, you need to bait out his n first. You can do this by constantly toggling in and out of range of him. Make sure you always bait it out before committing to the all-in.

Veigar has really good gank setup so make sure that you always have the bottom lane warded. Additionally, whenever your Flash is down, you should always play safer so he doesn’t catch you out while you’re forward.


Watch your flanks and avoid walking through unwarded territory as Syndra has great setup with her Q and E combo.

Do not let Syndra poke you down before a team fight occurs. Her goal will be to harass as much as she can before looking for a pick. Engage as quickly as you can so she is unable to poke you down.

Avoid fighting inside the jungle or around an objective as it will make landing her E and getting a multiperson stun easier. Fight in the open when possible and avoid grouping too closely.


You can use your E more liberally to get murders from now on. Your Ultimate will be on a short cooling time, to make sure you use it quite frequently. It will certainly help you cut off enemies who have already taken damage. If you have allies who have CC integrated into their kit, try to stay close to them. You should always focus on target CC'd and kill them when you get a chance. Also, if the enemy has a murderer, try to shade them and see if you can get the murder on them if they assassinate your allies.


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


At 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.


She is very immobile and can be killed easily if she is all-in’d. This can shut her down during the early game and force her to play defensively.

Her enemies can look to all-in her as soon as she misses her W, so she needs to use that ability quite carefully. She will be more focused on getting her Passive stacks in order to be able to carry later in the game.

The E invisibility can be easily countered with a properly placed Control Ward. Her Q costs a lot of mana as well and can make her run out of resources if she uses that ability in a carefree manner.


After the laning phase has ended, go to another way (or stay up) and just divide the thrust. You are a good split pusher and can draw a lot of attention to your path. If someone tries to challenge your split push, look to fight them. Jax is a good duelist and will be able to fight most of the enemies who are trying to stop it. While you are a champion who is usually sent to divide the thrust, you might need to group with your team if the enemy tries to force something. Be ready to turn around the map and help them fight.


The second point in her Ultimate R will let her deal increased damage to enemies while using it frequently. It will allow her to get way too many picks in the mid-game.

Her mid-game is solid. It will be difficult to catch her, and her CC and AoE damage will easily let her top the damage charts.

The first ability will be maxed out at level 9. This will let her deal much damage in fights where the enemy team is grouped up or afflicted by her Ultimate R.        The second point in her Ultimate R will let her deal increased damage to enemies while using it frequently. It will allow her to get way too many picks in the mid-game.

Her mid-game is solid. It will be difficult to catch her, and her CC and AoE damage will easily let her top the damage charts.

The first ability will be maxed out at level 9. This will let her deal much damage in fights where the enemy team is grouped up or afflicted by her Ultimate R.


Avoid fighting in the jungle as this will allow Maokai to get a good Ultimate R. Moreover, avoid fighting around neutral goals like the Dragon or Baron as well. When you sit, make sure no one on your team is too far ahead that Maokai can isolate them and catch them out of position with his W. As it might be difficult for Maokai to fight as a team, he can try to flank on the side to make it easier to get to the enemy. He can also use his Ultimate R on the side to CC all your team.


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

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

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


Level 2 is a good spike for Pyke as he can immediately all-in the enemy. It will help him get quick kills if he manages to push and reach level 2 first.

Level six is a massive power spike as he can now execute champions with his Ultimate R. This means that he can quickly kill his laner or any other squishy with one rotation of his spells and his Ultimate R.

Boots are a massive power spike that allows Pyke to roam around the map very quickly. He can easily help the mid-lane get ahead and come back to the bot lane in a jiffy.


Renekton will seek to divide the thrust when no team fight occurs. Make sure that someone who can challenge him prevents him from pushing. Do not send someone who is unable to beat him to prevent him from pushing. For his e to be effective, he will have to get as close as possible to the enemy in a team fight. With this in mind, Renekton will probably try to flank in a team fight rather than run towards you. Make sure that your flanks are monitored so that you can spot him before he has the chance to engage.


Senna Passive makes her ladder unlimited. It's good that Senna can easily move on to the team during the final stages of the game. Senna is excellent in the fights at the end of the game because of her passive, cured and damaged squishes. Her positioning will be very important, and she should aim to take battles that occur near the bottlenecks. She will now have several articles, which will make it easier for her to do the job at once. With enough passive wraiths, she will be able to deal with the tanks quickly as well.


Stay close to your team in the late match. You should not be too far from them otherwise the enemy can force a fight or catch your team out of position. Look for choices with your Ultimate R in late fights. If you can choose someone who walks too far forward, you can use the number advantage to start another team fight. Group with your team in the late match, but try to stay hidden. This will allow you to get choices or initiate once the enemy walks too far forward or gets close to your team.


After Akali has picked up her first component item, the damage output from her Q will increase dramatically. Look to trade more often after your first back.

Once you have access to all your basic abilities, you can start to trade more effectively with the enemy. At level 3, you can look for more aggressive plays, but don’t over commit to them, so you don’t fall behind.

At level 6, Akali can look for aggressive all-ins as her Ultimate offers her a lot of additional kill pressure. Look for kills with your Ultimate when the enemy overextends.


Once he goes in with his E, he can’t get out due to his E being on a very high cooldown initially.

If his Passive is down, he can’t play as aggressively due to the threat of him being killed. This is applicable for early to mid-game fights only.

If the enemy avoids staying close to the walls, then it will become really hard for Zac to all-in them from the fog of war. He will then have to take conventional gank paths.


If you're short range, or if you have a Support who is melee, try and avoid letting him bully you down with basic attacks (and his abilities) or else you'll find it hard to pick up farm or engage. Abuse the bushes to help with vision so he cannot auto you for free.

Stand outside of the minion wave or behind it. This will result in him having to choose between pushing or poking you. Don’t stand in the minion wave as he will be able to push and poke with his b or e.

Post-level 6, Corki will look to constantly push the minion wave. Try to match his wave clear so he doesn’t keep you pushed in. If you don’t, you’ll lose priority and tower plates.


This can also allow it to go up to all enemies once they are low enough after taking the Poke Ezreal Dam has to offer. Its Ultimate R has a very short cooldown and can be used freely during early play to wave. This is very useful when it tries to clear the wave quickly in order to get a reminder. Ezreal="E allows it to exit sticky situations with ease and makes it one of the safest ADCs in the game. It can also buffer it in response to the CC capabilities that will allow it to avoid following CC if it manages to get the initial CC capability.


Malphite will have several elements during this stage of the game. This allows it to do a lot of damage (if it goes for AP) or absorb a lot of damage if it goes for the construction of the tank. At level 11, Malphite will have two points in its Ultimate h. This will reduce the cooling of the capacity and will allow Malphite to have more impact. It is perfect in team fighting because it can completely delimit the enemy due to the threat of its Ultimate h. Its capabilities will also allow it to bring additional effects and utility to a team fight.


At level 9, Renata Glasc will max her first ability. It will be really good for her as she will deal damage and be able to keep her allies alive for a lot longer.

2 points in her Ultimate R at level 11 offers her extra pick potential at this stage of the game. As teams start to group up in the mid-game, she will be quite strong.

Putting an additional point in her Ultimate R is great for Renata as teams start grouping during the mid-game. The reduced cooldown on this ability enables her to go for more picks in fights.


In the late game, you would have completed several elements and got a lot of levels under your belt. You will be strong in the late game, too. At level 16, you will have put the final point in your Ultimate, giving your Ultimate a shorter cooldown and increasing your chances of getting choices.


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.


Her skirmishing power early on is quite high. Keep this in mind when attempting to fight her alone.

When invading a Briar, try to hide in bushes before jumping on her. Wait for her to use her abilities on the camps and then strike her down.

If you’re low or if you see an ally low on health overstaying their welcome, ping and communicate as she will look to get easy kills with her Ultimate R.


During this phase of the game, your only goal is to target the enemy backline and decimate them if you go AP. Use the fog of the war to do so. If you manage to see someone negligent enough to be sideline alone, just go and kill them. This will allow you to get an advantage of numbers and make an unfair fight.


Ensure that you have mid-priority at all times in this game. It will let you rotate and help your teammates very easily.

Your charged attacks are your bread and butter in this matchup. Always try to clear the wave with your Q while you save your auto-attack for the enemy.

Since you are so mobile, you may feel that you can chase enemies down. Try not to do so without any form of Ability Haste, as your E has a massive cooldown early on.


Very still that can make him a primary target to hire the champions. Once engaged, he can do nothing unless he gets help from his teammates. Once his e is down, he will be useless unless he has some kind of element or number advantage. His e forms the core of his whole kit so that if the enemy waits for him, he won't be as effective.


Just like in the mid-game, Azir doesn’t spike at level 16 either. While an extra point in his Ultimate R will come in handy, it is not going to make or break him.

At level 13, Azir will max out both his W and his r. He should be a real terror at this stage of the game and he will be able to dish out a lot of damage in a short amount of time.

Paired with his level 13 power spike and picking up more and more items, Azir’s late game is very strong.


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


When Corki finished his first element, his clear wave and poke damage will increase sharply. He should not find it at all difficult to keep the enemy pushed in their turn once he finished it. At level 6, Corkis clear wave increases as his e can help him push the enemy in their turn. His e are also a good tool to blow up and push the wave simultaneously. He is not necessarily strong at levels 1-4, and he does not have the largest range of automatic attack. If you play a long-range ADC, with a melee/all-in support, try to abuse his early play.