Your champion is weak in the early game. Avoid fighting until you have quite a few levels behind you. Once you have an item and some levels under your belt, you can look for skirmishes with the enemy.

Focus on farming and picking up as much farm as possible in the early game. This will make you more of a threat in the later parts of the game.

Rotate and move around the map if your bot lane decides to rotate to the top lane after securing the bottom lane tower.


At level 6, you’re both very strong and both your Ultimates will be quite powerful and the difference between winning the fight.

Keep the minion wave close to your side of the map to force Aphelios to overextend. He is squishy and immobile so your Jungler can gank you if you keep the wave close.

Fight him when he is on low ammo to make killing him a lot easier.

Focus on poking him with your Q and W and keep the trades short and sweet.


Use the lane brushes to score knockup on the enemy laner whenever possible. Go for quick burst trades and then back off.

Once you get your first item, you should be able to extend the duration of your fights. Just make sure you keep the river warded as you will get ganked otherwise.

Getting your Ultimate R will allow you to be a part of many team fights. Focus on zoning the squishier targets off during skirmishes.


He can tank up a lot of damage during this phase of the game as he will have all his items, making him really strong. He will be quite a reliable front liner for his team now.

A maxed-out Ultimate R will be up frequently, and clumped team fights will become a breeze during this portion of the game.

He is a decent team fighter during this phase of the game. He can regenerate his health quickly because of his Passive and his W true damage will melt through enemy health bars.


Twitch's early ganks are really potent, and his level two gank is incredibly obnoxious. Twitch's s allows him to remain undetected, which lets him bypass vision during the early game.

Level 6 is a massive power spike for Twitch as it allows him to excel in significant fights. His ability to impact grouped-up fights will let him take over the early game with ease.

Twitch's objective control is quite solid as he can bamboozle enemies with his s. It is effortless for him to make an enemy laner recall abruptly after a gank and then go for the objective with his teammates.


Xin Zhao is incredibly strong during the early game thanks to his E and Q. He will win most all-ins as long as he looks for favourable trades around abilities.

His Ultimate R is very effective against ranged members of the enemy team. This will force the enemy carries to come in melee range of him, which can be quite devastating for them.

Has great all-in potential. If the enemy oversteps, he can close the gap and all-in them and take them down.


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


Her post-six potential is really strong. This allows her to shoot down any squishy target she manages to put her Q on, which makes it very difficult for the enemy squishies to push up in their tracks. Unlike her counterparts, Diana has integrated the tankness that allows her to do everything with her Q, t, and Ultimate R combo quite easily. It's very valuable trying to pull out a group of three or more champions, especially when the enemy team is not aware of your position. Maybe one of the best flankers in the game. She can pull out the enemy backline almost instantly during a team fight if she is left unchecked.


Kindred is a really good early game ganker once she gets her r. That, combined with her Q provides her with enough mobility to easily gank her targets.

Early stacks are vital for a Kindred to succeed in the game. She will require some help from her team to get the marks, else she may end up dying and be set back massively.

The first item component will significantly enhance her dueling power. It will help her overall, especially when trying to contest for marks.


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. It will be ruined much sooner. Make sure to apply as much pressure as you can to match its first ganks.


Avoid detaching from your ally if Lulu's W (Whimsy) ability is available, as she can polymorph you and disrupt your movements.

Keep the wave closer to your side of the lane to create opportunities for jungle ganks and increase your safety.

After level 6, it becomes more challenging to secure kills on Lulu or her ADC due to her ultimate (Wild Growth) providing additional health and a knock-up effect. Take this into account when engaging.

During levels 1 and 2, focus on poking Lulu as much as possible with your basic attacks to pressure her and potentially gain an advantage.


Care for her range and auto attacks as they deal significant damage early on.

Stand away from minions to avoid her Q and W pushing the wave quickly.

Try to bait out her ultimate before committing to an all-in if possible.

Her level 6 is stronger, but you can try to exploit her by engaging while her ball is far from her position.


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

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

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


Keep a constant eye on your mana pool. Cassiopeia has short cooldowns (global) and it is easy to spam them. Expanded trades work in favor of Cassiopeia. Its damage accumulates so try to go for extended trades around your E. Play around your Ultimate R. It's a good all-in-one tool and good to configure/deny ganks. Make sure you approach the enemy to make sure you are able to land it.


When Rumble’s r is down, his damage output will be heavily reduced. Wait for him to use his r on the jungle camp before initiating a skirmish with him.

Rumble has good objective control early. Try and secure the objectives before he has an opportunity to take them on his own.

When fighting Rumble in a 1v1, make sure you dodge his e’s as the slow and damage they deal can be crippling and cost you the fight.


During this phase of the game, Morgana will have multiple items which will allow her to protect her team. Combined with her E, her allies will be immune from CC.

A fully maxed out Ultimate R will allow her to use the ability quite frequently and dish out a lot of damage at the same time. It will be great during clumped fights.

She is excellent in late-game fights due to her overall utility and CC on her Q. That CC can easily be chained with her Ultimate R for maximal effectiveness.


She is pretty intense during the early game as her clears are pretty quick. She can burst enemies and duel them quite efficiently early on.

Unlike other champions, level six isn't a massive spike as it doesn't provide her with a lot. On the other hand, her early game power is due to the Ultimate r transformation.

The first item component will allow her to duel enemies more easily. It will also let her use her abilities quite frequently.


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. You benefit from extended trades, so try to go for them frequently.

Keep the minion wave closer to your side of the map throughout the early game. This is the best place for the wave to be as it offers you tons of extra protection.


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


Your burst damage is almost non-existent when your Ultimate R is down. You'll have to play safer and less aggressive while it's on the cooldown. You're weak against the long-range poke due. If you can't get into the enemy's reach, you won't be able to play aggressive. Whatever the extra speed of movement of your E offers, Annie has little or no escape form. If you're too extended without your E to protect yourself, you'll be an easy target.


Zac really has long periods of cooling on his engagement abilities. Therefore, he can really use them as a tool of engagement or escape only once in a fight. If you know that he is without these abilities- try to fight him. Keep the minion wave closer to your side of the pre-6 card. This will make it harder to jump with his E and should increase your overall survival in the way. Zac has really good roaming potential.


Ward your flanks as Mordekaiser may try to attack from the side in order to get on a high valued target with his Ultimate R.

If Mordekaiser misses his E in a team fight, it wouldn’t be a bad time to focus him down as he will be unable to pull your team in when his E is on cooldown.

Avoid starting major objectives like the Baron or a Dragon when Mordekaiser is nearby as he can take your Jungler into the Shadow Realm with his R which will make taking the objective risky.


The teams tend to regroup during the end of the game. This means that Lissandra will have a gala to find choices and CC'ing the entire enemy team. Her Ultimate R will become really powerful when it is maximized. This means that she will be able to take enemies with ease and whenever she wants. This is really beneficial to her team. Lissandra will have several articles during this phase of the game. This means that she will make huge amounts of AoE damage that will harm the enemy team.


Vayne has a great trading potential but needs a lot of time on scale because of the nature of her kit. The more the game goes, the more likely her chances of bringing her team solo to victory. Level six is a massive point of early play as she can now look for aggressive all-ins on the enemy. It is effortless for Vayne of bamboozle laner enemy now because of its invisibility. She can even use it to avoid the ganks. The first element will certainly give Vayne a massive boost in the duel. She will have to use the track brushes to make sure she can compensate for her short range.


During the laning phase, Braum will look to be a meat shield for his ally by using Stand Behind Me W and Unbreakable E to nullify your damage. Try to go for a short trade first to bait it out and then commit to a trade while it’s on cooldown.

Ensure there is always 1 minion between you and Braum at all times. This will make it impossible for him to land his Q and potentially stun you.

Whenever you’re looking to poke or harass Braum, make sure you’re not close to his minions so he cannot W to them and jump on you and turn the exchange around.


Shen can start crashing as soon as he reaches level 3. Pre-level 6, make sure you place the vision around his jungle entrances to reduce his ability to get ganks off. Whenever Shen uses his Ultimate R on an ally, if he doesn't use it near you, you should use that time to gank another way, invade his jungle or take a major goal. If you want to invade Shen in early play, wait for him to use one of his abilities or wait for him to be low in energy before fighting him to make it harder for him to escape or to come back with you.


Elise’s damage is highly dependent on her abilities. Once she uses them- she doesn’t have much to offer. Look to engage or extend skirmishes while they’re on cooldown.

Elise plays almost like an Assassin- she wants to pick off the carries with her heavy burst damage. Do not walk through un-warded areas alone if you’re unsure where Elise is during the mid and late game.

In team fights, Elise may try to Flash Cocoon  an isolated target to start the fight. Make sure you group closely together to make it harder for her to engage and pick someone off.


A maximum of Ultimate R will allow Malzahar to straighten out heavy amounts of damage. The enchanters and the squishy targets will find it hard to get away with it. He is strong during the fights at the end of the game while his Q and Ultimate R will hit like a truck now. He will have to check the enemy's inventory for a QSS before he decides to do everything in a champion, however. His Q and E will be maximized and will make a lot of consistent DPS during this phase of the game. The Q will allow him to keep the wave in check as well.


Its roaming potential is unrivalled as it can almost always access another route faster than its counterpart, as well as exit from sticky situations using its E. The ability to maintain both its ADC and itself with its W, while obtaining more mana from the collection of its passive chimes allows it to stay on the track for a long time. Due to its liabilities, it can quickly pass between staying on the track and roaming. A good Ultimate R can help its team launch a fight and set up a combo, especially when Bard manages to follow its Ultimate with its Q. This ability can also be used to block neutral goals and disengage if necessary.


His first ability will be maximized to level 9. He should strengthen his survival and damage in the game, and he should be able to make more choices now. Skarner's team fight is phenomenal during this phase of the game. He can absorb the damage while making sure that he gets crucial choices in the enemy team. At level 11, he would put a second point in his Ultimate. Cooldown will reduce him to make choices more frequently.


Kalista is vulnerable to slows and CC. Try to lock her down at the beginning of the fight so she is unable to dish out lots of damage.

Kalista may stay in a side lane to split push. When she is not with her team, you can force a team fight or take an objective.

If you don’t know where Kalista and her Jungler are, they might be trying to sneak the Baron or Dragon. Make sure you have it warded at all times as she can take it quite easily thanks to her r.


Trundle’s strong at level 1 and 2: depending on the matchup and which ability he skills first.

When Trundle has purchased T1/T2 Boots, he can start to roam and help his allies. Trundle is a strong roamer as well.

At level 6, Trundle’s Ultimate n is very useful in skirmishes with the enemy bot. If he is laning against a tank Support, he can steal their stats and be incredibly tanky.


After entering with your Ultimate n, be ready to fall and peel for your allies in the fights of the late game team. To make it easier to access the enemy backline, group with your team but stay out of the way. If you flank a nonwarded bush, the enemy will find it harder to react to your all-in. Avoid dividing 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 n in the later parts of the game. Avoid fighting unless your Ultimate n is standing. Fighting without this will make the fights of the late game team much more difficult.


At level 1, don't let her intimidate you with her basic attacks. Unlike the other champions, Quinn's level 6 power peak does not offer her much in the way. But her Ultimate R offers her a lot of roaming potential. As soon as she reaches level 6 and disappears, communicator with your team to let them know that she is on the left. Once Quinn has finished her first element, her death pressure increases. If you are behind, avoid fighting her at all costs because she will probably beat you in 1v1.


Putting the third and final point in Akshans Ultimate at level 16 is really beneficial to him. In the late part, depending on his articles, he may be able to pay tons of damage to a squishy target. At level 13, Akshan goes max on his E. The extra mobility is very powerful in the later stages of the game. Once again, as the teams regroup in the late part, if he can get the closure on a marked enemy, he can bring back an ally to life that could turn the tide of the game.


Once Fiddlesticks has his Zhonya’s Hourglass, it allows his R to really hit home. If he channels his R and uses his Zhonya’s, you can’t attack him when he goes into stasis.

When Fiddlesticks gets access to 3 abilities, he is really difficult to deal with because they offer him so much utility. If you’re trying to go for an all in, make sure to fight when 1 ability is missing.

Of course, Fiddlesticks biggest power spike is his level 6. You can counter it by having constant wards around your lane. If he goes missing post 6, ping your teammates.


Janna will gain a huge advantage when she gets her boots. It not only makes her move faster, but it offers extra roaming potential which can assist her in helping her other laners.

Level 6 is a massive power spike because she can now heal up her entire team during team fights. The knockback is quite beneficial as the last-ditch disengage tool as well.

Janna is a monster during the early game and is very oppressive in the lane due to her d. She should use the lane brushes to amplify this effect and make laning very difficult for her enemies.


Mordekaiser is quite immobile. If the enemy has lots of mobility or has dodge tools, it will be hard for him to catch up with the enemy.

Pre-6, if Mordekaiser misses his E, his ganks will fail. This is because he has no other forms of CC and it will be hard for him to get on to the fleeing target.

In the later parts of the game, pen and healing reduction will reduce his survivability heavily in late game team fights.


Really good waveclear with her W. This can allow her to shove the wave really quickly and then help her Jungler on different occasions.

Her Q helps her with gank set-ups, and picks during the mid-game. The root duration can easily allow her to hide in a Jungle brush and wait for her target to wander into her Q range.

The E can allow her to make one of her carries or herself invincible to CC for a while. This is really beneficial during team fights, or when laning against heavy CC.


Try to roam and get kills in different parts of the map. Your C and overall burst damage will help you a lot.

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

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


Nunu is a very good roaming champion and will try to ride around the map. Use this crazy early gaming pressure to advance your allies. Its level 6 power peak is pretty good. It will increase its power in the track and make it even stronger in roaming.


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.


Her damage during this phase of the game is immense. She just needs to land her Q, and her W and Ultimate R can do the rest. A maximum of Ultimate R will allow Morgana to frequently use her Ultimate R. This means that she can choose the entire enemy team with well timed Ultimate Rs. Her team fight at the end of the game is on another level.


During this phase of the game, you should just focus on one-shotting targets with your entire combo. Your Ultimate n will be on quite a short cooldown so you can make quick work of enemies.

Getting a defensive item will help you a lot in this game against all-in comps. You will want to make sure that you position yourself well and look out for assassins who try to kill you.

Correctly use your e during this phase of the game and shield as many people as you can. That shield alone can save your entire team from death if you time it properly, especially before they get hit by a high burst damage ability.


Varus is strong once he has his Ultimate R. It offers him lots of extra damage, can be used to set up ganks and it also increases his survivability.

In team fights, Varus really shines as his Ultimate R can be used in a variety of ways. He can use it as a self peel tool and as an engage tool.

Once Varus is level 9, he would’ve maxed his Q. Mix this in with a couple points in W, his Q damage output will be intense. Dodge as many Arrows Q as humanly possible.


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


A low R Ultimate cooldown means that he can fight as a team frequently. He will also increase his overall selection potential, making the team fights unfair for the enemy team. Volibear is really tanky during the last games of the game. It becomes difficult to get him down, even with Grievous Wounds. Volibear starts to fall during the end of the game. He will now function as a reliable front-liner as a real duel to protect his portages.


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


Getting level 3 quickly will be of utmost importance for you in this game. Clear the Jungle soon and once you're level 3, start ganking relentlessly.

Try to gank overextended lanes when possible and ensure that you protect the laner you're ganking with your W and Q. It will let you prevent the enemy team from snowballing the game.

Your counter-ganks will be really effective, especially once you get your Ultimate R. This also means that you can split push during the time you are not clearing the Jungle.


Place your all-in-one combo properly around the minion wave otherwise, and you will be killed because of your Passive. Use your e to reposition immediately during a duel. Once you get your first element, you will have a easier time duel enemies in the way. Use your e and e very carefully other, you will become a premium gank target for the enemy Jungler. Getting your Ultimate t is a massive peak for you in this way. Use it as a finishing movement for most, but keep in mind that the return can be used defensively.


This champion is an early game bully. Play aggressive throughout the laning phase to get kills. If you can get a kill or two, you can snowball your lead pretty quickly.

Whenever your Ultimate R is up, you can look for aggressive plays to try and kill the enemy. Your Ultimate R is a great trading tool which makes you much stronger.

Keep the minion wave even or slightly closer to your side of the map early on. This will allow you to run the enemy down while protecting yourself from ganks. If you keep pushing when you’re not ahead, you will be unable to run the enemy down and you’ll be an easy target for the enemy Jungler.


Brand is really strong at level 2 and 3 when he gets access to more abilities. Be prepared to back off slightly when he gets the level up so you don’t risk losing your health bar.

The longer the game goes, the stronger Brand gets thanks to the items he’ll get. Try to set him behind in the early game to reduce his gold income and prevent a snowball.

Once Brand hits level 6, his damage output and ability to kill you will be much higher thanks to his Ultimate R. If you are low, make sure you recall as he can easily burst you down and kill you.


He will struggle against ranged champions with dashes as they will be able to kite him and dodge his Axes t.

When Olaf’s Ultimate k is down, he will be really immobile and can easily die. Without his Ultimate k, he is also very squishy and easy to kill.

If you miss your t when skirmishing with the enemy, it will be impossible for you to kill them or extend the trade. Make sure you try your hardest to land your Axes t.


Seraphine is an easy-to-learn champion. You don't need to spend so much time learning it compared to someone like Akali or Camille. She has a lot of CC thanks to her Passive, E and Ultimate R. She also has a healing and shield with her W. This makes her a great utility champion. Her Ultimate R has the potential to hit the entire enemy team. The more you hit, the more he will go. If you are able to get a good Ultimate Roff, you will increase your chances of winning the team fight.


In team fights, try to stay away from each other so it's harder for Yone to get a good R Ultimate. Avoid fighting in areas around the map that are locked up like in the jungle or around the Baron / Dragon as it will allow Yone to get a good R Ultimate. Just like the laning phase, avoid hunting Yone down if he runs away as he's just going to use his E for you Juke.


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


Lux will now have her core items and will hurt like a truck due to her AP ratios. Any squishy who gets caught by her g will most definitely end up dying.

She will spike really hard at level 11. This is mainly because of her Ultimate n upgrade, which will increase the damage of that ability while drastically reducing its cooldown.

Lux is generally good during team fights, but she will excel when fighting in choke points. The enemy won't be able to do anything to avoid Lux's g and will be zoned out by her l poke.


Once you get two items, you should be able to dish out a lot of damage depending on which build you're going for. Just make sure that you use your e appropriately to avoid CC.

Try to look for picks around the map. Your kit allows you to duel them easily and escape if a fight goes awry. Try to catch the enemy ADC in a side lane or the enemy Support while they are warding.

Your main goal during fights will be to get to the highest priority enemy target and then displace them to your team with your Ultimate k. Playing around vision will be really important to achieve this goal.


His roaming potential is unrivaled as he can almost always get to another lane more quickly than his counterpart, as well as get out of sticky situations by using his E.

The ability to sustain both his ADC and himself with his W, while also getting more mana from collecting his Passive chimes allows him to stay in the lane for a long time. Due to his Passive, he can quickly switch between staying in lane and roaming.

A good Ultimate R can help his team initiate a fight and set up a wombo-combo, especially when Bard manages to follow his Ultimate up with his Q. This ability can also be used to stall neutral objectives and disengage if need be.


The first element of Jax allows him to chase the enemies during a prolonged fight. He will let him stack his passive and completely decimate his enemies. Going to regular trades of short burst will help him a lot. Level 6 is a decent peak of power because it will increase his survival during the fights. Once he will have more elements, this ability will help him kill the enemies with ease, and he will be able to resume the game with his scaling. Jax is not very early because he is dependent enough on the article. He should focus on agriculture and short skirmishes to clean up the murders.


The mid-game should be easy for you, and you will be ganking enemies quite frequently. Just make sure you rely on picks and kill off squishy targets when possible.

Your presence will be massive during skirmishes, but you will need to use your E carefully. You can even try to Flash > W enemies who are high priority and need to be taken out quickly.

You will want to help your Support and work with them to ensure that you can capitalize on your lead. This is important towards ending the game quickly.


It's really hard to play when the enemy team gathers together. Nocturne wants the enemies to split up to be able to use his Ultimate a to pick them up. Can't really gank up to level 6 as he usually uses the element of surprise to make his ganks more successful. Nocturne is super squishy and gets blown up in the team fights quickly even with his s. This makes it difficult for him to fight unless he advances.


At level 11, Varus will be able to add 2 points into his Ultimate R. This makes it really easy for Varus to pick off enemies, especially when Varus is trying to swap lanes.

His first ability will be maxed out at level 9. This will allow him to deal a lot of damage to his opponents in the lane. It will also provide him the incentive to carry for his team if he is already ahead.

Varus' AoE poke and Ultimate R make clumped fights disastrous for the enemy team. They will suffer if Varus manages to get an excellent Ultimate R during neutral, objective fights.


Tryndamere is extremely strong in lane, especially when his resource bar is filled up. This means that he will dish out a lot of damage and heal up a lot when he uses his Q.

He can exert a lot of pressure in the lane while simultaneously preserving his survivability. It helps a lot against both ranged and melee champions.

His first item component will help him a lot in the lane. It will give him a heavy damage boost with increased survivability which will be exceptionally useful for dueling in the lane.


Nunu's early game is strong enough as it can gank enemies frequently while remaining relatively healthy due to its Q. Level 6 is a massive peak as it allows Nunu's ganks to be more effective. It will also be a better team hunter and inflict tons of damage. Its objective control prowess is next to none. One can be sure that a good Nunu player will never lose any objective fight in the game.


Getting to level 3 will be quite important in this matchup so ask for a hard leash and quickly erase the Jungle. Once you are level 3, you can start to glove. Once your passive is stacked, you can look for fights with the enemy. Searching for skirmishes when your passive is stacked will increase your damage production and increase your chances of killing the enemy. In the first levels, play safe and avoid engaging in any duel. Your game early is rather weak, so you're probably going to lose jobs against an aggressive jungle.


As the game advances and he gets his core items, he will be able to deal damage, as well as, soak up a lot of damage for his team as a frontline. This enables his backline to deal damage freely.

He can be a good initiator with his Q and R. His Ultimate R prevents him from dying or getting burst down quickly.

He is at his strongest when he is with his team as he will get a lot of follow up damage and will be able to help his team get kills. This is really effective when fighting for neutral objectives as he can easily zone out the enemy champions from the objective.


Multiple points in his Ultimate R will allow him to use it frequently and increase the damage. It will be a tremendous ability during the mid-game.

He will have his core items by now, which means that he will be dealing a lot of damage in a short time. His burst damage will be devastating.

His first ability will be maxed out at level 9. This will let him dish out a lot of damage and will completely shut down squishy carries who are out of place.


You will naturally push the wave of minions with your Turrets Q. As you push, keep a constant eye on the map. Heimer is vulnerable to ganks if he doesn't have 3 Turrets Q up, so keep this in mind. If the enemy's lantern wanders, don't try to challenge their roam. Instead, push the wave of minions and start winning the gold of the turret plate.


Pre-6, it's stronger, but post-6, your Ultimate makes you stronger in the fights. Try to match its thrust power if you can. You don't really want the minion wave under your turn because Karma has a good poke and will continue to harass you under your turn. Post-6, target your abilities so they grow and poke at the same time.


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.


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.


At level 9, her Q will be maxed out completely. Being her main damage ability, she will now be able to chunk out enemies with ease.

Zoe won't spike too hard at level 11 because it doesn't really do anything for her. She will still have to rely on using the terrain to E her opponents and then blow them up with her Q.

Once Zoe hits level thirteen, she will have increased pick potential due to her E being completely maxed out. It will make her extremely deadly in the fog of war.


Avoid fighting with Xin Zhao early as you will surely lose. If you need to take a fight, make sure you have backups. Once you get your ultimate e, you should be able to lock and kidnap enemies with ease. Just make sure Xin doesn't get too close to you. If you see Xin glove a lot, don't hesitate to invade him and steal his camps. It should be easy to do and will put Xin back massively. Try to match his pressure by gauntling as often as he is.


Kled's Passive is highly underestimated, but it will make all the difference in the game now. He can use it to absorb so much damage without risk of dying, and he can quickly get up if Skaarl runs away. Kled will have its construction almost finished now. This means that he will be tanky, as well as flattening heavy amounts of damage. Anyone getting caught by him will probably die. Since all his abilities will be maximized at this stage, Kled will be huge in the game. His ability to disrupt the ranks of enemy teams will be phenomenal, and he can easily peel for his wears as well.


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


Delay a team fight as long as possible while you push and harass the enemy with your b & e. Once the enemy is low, you can engage in combat. When no team fight occurs, go on a side track and push. It is important that you continue to cultivate during the middle of the game so that you can get your items as quickly as possible. Do not stay right in the middle if you can't get anything done. Avoid overextension or die alone. When you are dead, the enemy may be able to sit a goal, start a fight or secure the Baron or Dragon.


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


He is really weak against single target CC. During a team fight, if he happens to get chain CC’d, he will die before he can achieve something significant.

The enemy can always react to Jax’s plays and send someone from their team to prevent him from split pushing. They can even kill his entire team and then go for crucial objectives like the Baron.

Weak against champions who are ranged and can kite him out of his e range. This allows the enemy to poke him out and then all-in him once he has been whittled down.


Aurelion is a mana hungry champion. Keep a constant eye on your mana bar at all times otherwise you'll have little kill threat. He will also be vulnerable to ganks and all-ins if he is low. Ensure you have enough mana to use your W just in case something happens.

Aurelion Sol is a very difficult champion to play. You will need to put in a lot of time to master Aurelion Sol.

As Aurelion Sol is a roam heavy champion, it can be difficult for you to roam if your side lanes are not strong. It will also be hard to roam against champions with good pushing power.


Viego's ganks are quite powerful early. It really shines when it comes to overstretched enemies during the early game. His W and E should help him a lot. Level 6 is a massive peak of power because it allows him to escape from the sloppy battles and use it aggressively when necessary. It also will facilitate him to take over the enemy champions. Viego has a very great objective control because his abilities do a lot of damage and he can melt through them very quickly. He should try to gank his bot track, get the enemy to remember, and then ask for help trying to kill the neutral objective.


When Trundle activates his Subjugate n, step back immediately. It will become much more tankier and your tanks will be weak. Return to action when his Subjugate n has cooled. Trundle will be divided by pushing a lot in the last stages of the game, try to fight as a team when he is not able to be there. If you spot him isolated and away from his team, try to force a team to fight with his allies. As soon as Trundle engages in a team fight, try to lock him up with CC. Although he is a tank, he is very vulnerable to the hard control of the crowd.


Fiora's Passive can make a huge difference when trading with her. If you’re unhappy with the area marked, walking back a certain distance will reset the position.

Playing around Fiora's W is a focal point of the lane. Try baiting it out before you all in her to prevent her from neglecting your CC.

Keeping the minion wave closer to your side of the map will make it very hard for her to chase you down and kill you in lane. If you push and she freezes, you will be very vulnerable to ganks and all-ins from Fiora.


Your **W** is great versus burst because it reduces incoming damage.

K’Sante has a lot of CC and can lock down and layer CC on enemy champions.

Lots of trading potential with his **Q** and basic attacks. He can also run down enemies and kill them thanks to how much CC he has in his kit.


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

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

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


Lee Sin will have multiple items during this phase of the game. It will allow him to deal robust amounts of damage while ensuring that his survivability is preserved.

His first ability will be maxed out at level 9. This means that he will be dishing out a heavy amount of burst damage and ultimately killing squishy enemies off by himself.

At level 11, he will have two points in his Ultimate k. This will let him use that ability wholly and frequently ruin the ability of enemy divers to get into his backline.


Try to keep keep the wave either in the middle of the lane, or keep pushing him into his turret so you can gain a good CS lead.

At level 6, Jhin is stronger than you in the 2v2. But if he activates his R, run into him to force him to cancel it.

Focus on farming early so you can get some CS and gold under your belt. When you have your first item, look to play more aggressive.

Stand away from low health minions, especially when he has his Q up. Similarly, back off a bit when he has his 4th shot locked and loaded.


His tankness is out of bounds during this phase of the game. He can quickly shoot enemies and peel for his wears at the same time due to his overall tankness. A maximum-out Ultimate R will allow Nunu to flatten a lot of damage in a short period of time. If he can set up a death brush, he will automatically win the fight. His team fight at the end of the game will be extreme because he is very tanky, and his frontline ability will make it really easy for his team to succeed in the fights.


Use the lane brushes to regularly land your e on the enemy. This will soon let you chunk your enemy out of the lane.

Your e needs to be used with extreme discretion in this matchup. Ensure that the enemy has no form of CC on them before you decide to use the ability amid a fight,

Once you unlock your Ultimate r, you should have a really easy time running enemies down not only in your lane but also in other lanes. Ensure that you do whatever is necessary to get a lead.


Level 2 is a complete peak of power for Lux. It should be capable of everything in the enemy by using the track brushes to drop the vision and bamboozling the enemy. If the enemy is careful, they will be zoned easily. Level 6 is another important peak of power as it will help his ADC kill the enemy robot track. Capacity can also be used to safely fly neutral lenses or shots. The first component of the article will compensate for the good poke as Lux will use the track brushes to continue harassing the enemy robot track. Its long range will make it really difficult for the enemy to catch it.


Hitting level 3 will be quite hard so make sure you avoid conflicts and use your Q to heal up regularly. This will allow you to soon become gank-worthy.

Focus on getting your core items as quickly as you can. You are heavily reliant on them and will be able to run enemies down if you manage to get a quick lead.

When ganking, make sure that the enemies are overextended. This will make it supremely easy for you to slow and kill enemies.


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


In the middle of the game, focus on stacking your items and see if you can help your allies get killed around the map. This will help your team a lot, especially if you can catch enemies out of the war fog. Look for peaks during the middle of the game. It should be easy enough for you because of your a and l. Don't forget to use your Ultimate t frequently. By sitting Baron or Dragon, or when you push the enemy under their turn, look for a peak with your abilities. If you can catch someone out of position or blow them up, you can take the goal for free.


Avoid fighting in the jungle as that will allow Maokai to get a good Ultimate R off. Additionally, avoid fighting around neutral objectives like the Dragon or Baron too.

When sieging, make sure no one on your team is too far forward as Maokai can isolate them and catch them out of position with his W.

As it might be hard for Maokai to team fight, he may try to flank from the side to make it easier to get on to the enemy. He may also use his Ultimate R from the side to CC your whole team. Ward the flanks so you can spot him before he initiates.


Focus on securing objectives when possible in the mid-game. You can take them alone or with your team.

Play around your Ultimate R. Fiddlesticks Ultimate R is really good and should result in a kill each time. Keep assisting your laners and go for picks with your Ultimate R.

Make sure you group with your team but use your Ultimate R from an unwarded area of the map. This will help your team get kills and secure objectives.


Unfortunately, Milio has long cooldowns, especially with its Ultimate. It's the key he doesn't waste his abilities or it will be an easy target. Positioning can be difficult for Milio as it can easily be killed and locked with CC. If he gets CC=d he can't use his Ultimate, so it's important that he never get CC=d. Moreover, Milio is sensitive enough to CC. It's quite motionless and squishy, so positioning is the key.


If you meet her on the fault alone and she shows up her Q, step back if you can't kill her. Diana can start to glove after level 3 and will constantly look at gank post level 6 whenever her Ultimate R is at the top. Keep this in mind and try to gank as often as possible to make her harder impact on the map when she arrives at her. Be aware of her level 6 power peak because it is huge for her. Keep track of her beginning through the rooms and try to delay her peak of power as long as possible by taking her camps or killing her in her jungle.


Gangplank will always be stronger if he has a Barrel E placed under him. Keep this in mind and try to fight him when there isn’t one.

At level 6, ping that Gangplank has his Ultimate R. It’s key that your team knows that he can use his Ultimate R to impact a fight.

Gangplank is rather weak in the early game and needs time to come online. Try and abuse his weak early game to get ahead.


Ensure you’re always behind a minion so it is harder for him to land his Q. If he is able to land his Q, he may look for a fight.

As soon as Tahm Kench activates his Grey Health E, disengage from the fight as it will offer him protection and you may be unable to kill him through the bonus health.t have an impactful 2v2 Ultimate R. If you’re stronger at level 6, be prepared to fight him.

Try and stay at max range and behind minions at all times. This will make it harder for him to poke you with his Q or auto-attack you.


Watch out for a potential Flash engage by Pantheon. In team fights, don’t stand too far forward in case he tries to make a play.

Ward your flanks! Pantheon may try to attack you from the side and get on to your carries when his Ultimate R is on cooldown.

Good times to fight is when Pantheon is split pushing. Forcing a fight when he is on the opposite side of the map could be a good idea as it will take him some time to get into the fight even with his Ultimate R.


Be careful about the location of Oriannas Ball d throughout the laning phase. Try to adjust your positioning and move to the opposite side of the track where its Ball d. Don't wander unless Orianna has recalled. It has a very good clear wave thanks to its d and d and can quickly push you and take Tower plates. Due to its lack of mobility and its inherent ability to push waves, Orianna tends to be weak against the ganks. Ask your Jungler for ganks every time it pushes the way.


Quinn cannot team fight easily. She will try to flank from the side with her Ultimate R and get on to a carry. Ward your flanks to make it harder for her to engage for free.

If Quinn can’t team fight, she will stay in a side lane and try to split push. You can either send someone who has TP to prevent her from taking side towers, or you can quickly engage on to the enemy team and start a fight. Do not delay a team fight as it will give Quinn time to take an objective or rotate to join her team.

Quinn’s pick potential is high. When sieging an objective, make sure nobody in your team is too far forward as she can pick them off with her E and start the fight.


After your bot lane has rotated to the mid lane, move to the side lane and start farming and gaining XP there. You can look to 1v1 any enemy who tries to stop you.

Look for frequent trades with the enemy throughout the laning phase. Getting an early kill could snowball the lane heavily in your favour.

Once you’re level 6, look to play more aggressive. Your Ultimate R is a great skirmishing tool and you can get early kills with it.


Senna has a good poke, harassed and good disengagement with her E. It is important that you commit as soon as you spot her to make her hard to escape. The more the game goes, the stronger Senna will be in the team fights. Try to put an end to the game as quickly as possible so that she is unable to be really effective in the middle of the game. As Senna is going to be on guard alone in the middle of the game, you could use this to your advantage to set up an ambush and shoot her. While she's dead, you could try to start a team fight with the advantage numbers or take the Baron/ Dragon.


Group with your team and don't leave them. If you start to divide the thrust, the enemy will force a fight and kill your team while you're gone. Delay the team's fights while you wait for your Ultimate to come back to me. Do not fight the team unless your Ultimate m is up. Also, waiting for your Zhonyas Hurglass to arrive would also be beneficial. If the enemy has a lot of disengagement or poke, continue flancing in the team fights to make sure you get up to the enemy before they are able to disengage or shoot you down.


Duel in the middle of the game as much as possible. Your goal is to ensure that the enemy is chunked out so that they can't fight.

Keep split pushing when possible. This is very important as it lets you get a lead on different map parts while escaping when you see the enemy collapsing.

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


Use your W to stifle enemies during this phase of the game, but make sure your team is there to follow you if you are looking for a commitment. Always try Ultimate R the enemy Jungler during this phase of the game. It will allow your team to get a free Dragon after successfully killing the Jungler. Be extremely careful when looking for all-in. Get a defensive element to make sure that you can support for a longer period of time in the fights.


Each level is a power spike for Rell because it gives her all-in potential, CC, and sustain, respectively, if she goes for the regular t, E, Q point route. Her all-in potential is increased massively once she hits level 3.

Level 6 a significant power spike, and she can be highly effective during clumped fights. It will be helpful during fights near the objective pits as well, as it can completely CC multiple enemies, allowing her team to kill them all.

Boots are a major power spike as she can now roam around easily and can stick to enemies with ease. It will also allow her to get to Jungle skirmishes faster than anyone else.


Aphelios’s late game is also strong. Although while you’re good in the late game, it is important that you do not over aggres as Aphelios is very squishy.

In the late game, Aphelios will be full build or nearing completion of his build. He will be able to dish out a lot of damage in late game team fights.

Aphelios is a strong team fighting champion. He should group with his team and play as 5. He will be able to melt tanks at this stage of the game, as long as he watches his positioning and doesn’t get caught out.


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


Stop him every time he tries CS. Make sure he can't stack his Q is of the highest importance. If he uses his W on you, jump from the fight immediately to keep you safe. You're really heavy CC so focus on playing games in other ways. These unexpected ganks can easily get you and your team free murders. Keep the wave near your turn and ask for ganks.


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

Use your e to initiate a fight or try to pick someone off with it and then kill them. Once they’re dead, either move to Baron or the Elder Dragon or siege and try to end the game.

Make the call for objectives like the Baron or Elder Dragon when an enemy is dead and when your Ultimate t is up. Use your Ultimate t to secure the objective for your team.


Nautilus has the most CC of any champion in League of Legends. This allows him to lock down enemies with ease.

Good roaming potential and can push the wave and then roam to another lane and help his allies. This can be really beneficial if you can’t kill the enemy laner.

Super tanky and can soak a lot of incoming damage for his team in teamfights.


At level 6 you are both equal in terms of damage, but you will have the better all in engage with your R. Try baiting out his E before using your R on him.

At level 2 Ezreal will want to poke you and then use E to get away. Try to move up so you will still be able to proc your r on him.

Be aware of Ezreal standing in brushes, as he might try to use his R and then hard engage on you with his E and follow up with a W and Q.

As Kalista you will want to freeze the wave when facing Ezreal. By doing this you will make it possible for your Jungler to gank you.


His early game ganks are pretty solid as he can quickly E over walls and catch enemies off-guard. His damage is nothing to be scoffed at either.

Level 6 is a massive spike. It increases his overall burst damage in the game, and he can easily bamboozle enemies by hiding himself. He can also use it defensively to avoid unfavorable situations.

The first item component should help him a lot with duels and his clears. His damage output will be really high during this phase of the game, and he can catch enemies off-guard easily.


Zed has an effortless time to kill anyone wandering alone in the fault. He can also install lap dives on the beaten track quite frequently. He just needs to push his wave before roaming. At level 11, Zed will have two points in his Ultimate R. This means that his potential at a stroke will be increased massively, and he will be able to destroy the isolated enemies with ease. At level 9, Zed will have his first maximum ability. This means that he will provide tons of damage to the enemy target, mainly if he uses his Ultimate R on someone.


When fighting Sett, make sure that you don't go for extended trades. Sett will be able to chunk you out easily otherwise.

He may try to get some healing reduction early on. It can significantly hinder your survivability so make sure you keep an eye out for it.

Sett will try to ult you into your team. Make sure you reposition yourself quickly so that Sett has a hard time doing so.

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


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.


The automatic attacks of Graves are not always effective because monsters/minions/turns block its damage and consume a bullet. Stay behind a monster or minion to avoid its automatic attack damage. When you fight around the Scuttle Crab, make sure it is between you and him to block a car. When it duelle Graves, try to get away from the terrain as he will use it to his advantage to blow up his l faster. Graves is a very strong duel. Do not fight it unless it is weak in health and low in ammunition. It is also very good at kiting as well.


Quite squishy during the early game and hence can be killed easily. He can either be poked down gradually, which will force him out of the lane, or he can be all-in’d by the enemy laner and the Jungler/Support.

Once his h is down, he becomes a gank target if he is too pushed up. This will allow his laner to get a free kill on him, especially if his laner manages to use some wave management technique to bait Kennen.

Relies on flanks to get team fight wins so proper vision from the enemy’s side will counter him heavily. This will prevent him from getting into the backline of the enemy team and dealing massive amounts of damage.


Use the war fog to get choices with your Q and W. Your E should be on a short cooling so, then use it freely. If you are not the powered one, consider using your E to protect an ally acting like portage. Such an ally getting CC'd will mean disappearance for your team. Before going for neutral goals, try to put a death brush and kill any enemy who decides to blindly check the track brushes. This will help you massively to secure the goals effortlessly.


You will have to hinder his farming as much as you can in this matchup, else he will prove to be a monster who will be very hard to deal with in the late game.

Your mobility is your mainstay in this matchup. Use it to counter Nasus, but be very careful about his slow.

Once you get your Ultimate, you may want to look for ganks all around the map. It should be quite easy to pull off given how your ult works, but make sure you push Nasus out of the lane before roaming.

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


Kled can use his Ultimate R from afar to collapse on the enemies who are overstretched at the beginning of the team fight. When he's in a group, make sure you're all together and no one's too far ahead. When no team fight happens, Kled will try to divide the thrust. When he's not with his team, you could force a team to fight with the numerical advantage, but be aware that he can use his Ultimate R to join the fight quickly.


This is a farming matchup. Focus on farming and just harassing with your abilities.

Stand outside of the minion wave at all times. They will be trying to push, and by standing out of the wave, you force them to choose between using mana on the wave or you.

Investing in early boots can help you dodge their skill shots and make the laning phase less stressful.

Be prepared to sacrifice CS for XP and health. Recall when you’re low so you don’t fall behind due to poke.


Divide the thrust during the middle of the game and try to secure the secondary goals. Avoid regrouping when your Ultimate h is down. Group your team when your Ultimate h is up. Rotate from the side lane to where your team is and look for a choice with your Ultimate h. Peel for your allies in team fighting. As you are a tank, you are rather weak unless your aircraft carriers are alive. So keeping them alive is the key in team fighting. Be ready to peel for them when needed.


Keeping the wave closer to your side of the map early will help reduce Xin Zhao’s kill pressure in lane and increase your chances of surviving in bad matchups.

Investing in healing reduction will help you a ton against Xin Zhao as he tends to have a lot of sustain in lane and throughout the game.

Xin Zhao is strong in the early game. Expect him to go for aggressive plays in attempts to get an early lead.


Your E and W will be pretty crucial towards winning this lane. Try to land it when the enemy is about to last hit a minion.

You will want to be a part of as many skirmishes as possible. This is because your AoE abilities will completely dismantle the enemy team.

Your Ultimate R will help you a lot during this phase of the game. Try to use it if you feel that you're about to get ganked or all-in'd.


Very immobile and hence is vulnerable to layered crowd control. He can’t push up freely unless he already knows where the enemy Jungler is, otherwise, he will just be killed.

His E is his only source of self-peel. Misusing it makes him way more vulnerable to all-ins and can probably get him killed almost instantly if the enemy laner has some form of blink or ranged crowd control ability.

His Ultimate R roots him in place, making it very easy for enemy champions with ranged crowd control to interrupt his Ultimate R and get on top of him along with their team.


At level 11, Brand will put a second point in his Ultimate R. Regardless of how ahead or behind he is, his damage output will be substantial in team fights.

At level 9, Brand would’ve maxed his W ability. This helps him in many ways, including helping him keep the enemy pushed into their tower and as a poking tool to harass the enemy laner.

During the mid-game, Brand would’ve completed multiple items. He will also have a lot of additional ability haste or cooldown reduction, allowing him to use his abilities more frequently to harass.


Talon has the largest number of first bloods in the game. His early death pressure is crazy! Talon has a great potential for roaming thanks to his E. This allows him to jump over the walls and move on the map quickly. In the later parts of the game, Talon can collect additional deaths on enemies who walk on the card alone. As he deals a lot of damage bursting, he can kill them quickly before running to security.


At level 11, Fiora’s Ultimate R will be much better. Putting a second point in her Ultimate R is vital and her 1v1 kill pressure increases.

Fiora is good in the mid-game and will be looking to split push. She should be able to draw a lot of attention for her team so they can get stuff done elsewhere like the Dragon or Baron.

At level 9, Fiora will max out her Q. This is a very important power spike for her as it will allow her to look for more aggressive plays, help her farm and also help her escape sticky situations thanks to the low cooldown.


Gwen is hard to play in a variety of champions. They can constantly harass and intimidate him which will make him difficult to survive the early game. Your Q will only be as impacted as you do. If you use your Q without multiple piles, the damage will be futile. His W does not block turn shots, but it increases his defensive stats.


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

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

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


At level 6, the exit and survival of the damage increases. You should not engage in a fight with him unless you can bring him down quickly that his Ultimate R will offer him additional protection and health regeneration. Swain, early play is abuseable because it is really weak early. Once the mid-game hits, you will have to play more respectable. It is really good in the team fights thanks to his AOE Ultimate R. Bursting him at the beginning of the fight will make it difficult for him to inflict damage and win the fight.


You are a very mobile champion who can allow you to engage or escape sticky scenarios. Naafari is a heavy champion of snowball. Gank often in early play to get an advantage and snowball from there.


Extremely vulnerable to crowd control, which can also ruin his chances of farming by proxy of the way. It is also useless if his team can't really capitalize on him attracting all the attention. He suffers in the early game that he can't use his l regularly. Once he is out of mana, he can't do anything and is practically useless. Should really participate in team fights until he has his Ultimate n up. Otherwise, he can easily be amazed and removed from the fight. He certainly needs his tank stats to dive into the enemy 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.


His y is a great tool that can allow him to escape ganks and skirmishes with the enemy during the laning phase.

Wukong’s Ultimate n is a very good tool. It can be used to help his team win team fights, and for him to get kills during the laning phase.

Wukong excels at extended trades with his s and k. He is a very strong duelist in the laning phase.


Kassadin is weak early on as he can't get too close to his opponents to burst them down. This is mainly because of a lack of mobility and items until he hits level 6. To compensate, he should play safely and rely on proper vision setup to not die often.

At level 6, Kassadin will unlock his Ultimate k. That is his first significant power spike as he can now dash to or away from an enemy depending on the given situation. As the game progresses, this ability will play a pivotal role in Kassadin's success.

Once Kassadin gets his first item, he should deal a lot of burst damage to his enemies. Bonus points if he can shove his wave in and look for kills on other lanes. It will give him a considerable boost.


Your ability to control an area/area is quite strong and almost unmatched. You can cut down a lot of constant damage if you are lucky. Your sand soldiers and Passive make it much easier for you to stop all-in in their tracks. Very high seating and pushing power when it comes to taking lane towers. Your Ultimate R offers you luxury both disengagement and all-in-the-team enemy according to your requirement.


Try to delay team fights for as long as possible while you harass the enemy and poke them down with your p. If you can get them low, then you can commit to the team fight.

Keep a constant eye on what major objective is spawning next. If it’s spawning soon, make sure you place vision around the objective as quickly and as safely as possible before retreating to safety. Having vision around major objectives is key.

As a Support, you’re quite vulnerable and can easily be killed when going to ward, when you’re moving around the map, and when you’re alone. To reduce the chances of dying and getting caught out of position, try and stick with your team at all times.


He is squishy and getting CC’d will get him killed really fast. This is highly beneficial for the enemy team, as they can focus him down quickly, get rid of him, and then go for neutral objectives.

Enemies can avoid his auto-attacks by keeping minions and the tower between him and themselves. This is because of his Passive and can quite easily lead to an outplay for the enemy, especially if the enemy gank target has built up a large minion wave.

Using his e carelessly, or very aggressively, can lead to him getting killed instantly. The ability has a moderately high cooldown, and if the enemy doesn’t allow him to auto-attack by CC’ing him or by some other means, he won’t be able to use his e frequently and will ultimately die.


Morgana is quite decent in team fights as she will be able to run down enemies with her Q and Ultimate R. Her E will allow her to ave her allies from hard CC and engages.

Adding 2 points in her Ultimate R will give her a massive power spike. She will be able to use the ability frequently, impacting team fights often.

At level nine, her Q will be maxed out. It will let her get frequent picks on the enemy, especially from the fog of war.


Amumu’s late game is not bad. He will be very tanky as he would be coming towards the end of his build. If he hasn’t gone full tank, his damage output will be quite good in late game team fights.

At level 16, Amumu will put the third and final point in his Ultimate y. His Ultimate y should be on a short cooldown and he should have it up somewhat frequently. Avoid fighting unless it’s up in the late game.

Teams will still be grouped closely together in the late game. This is good for Amumu as he will be able to CC his whole team with his Ultimate y.


Your champion is weak in the early game. Avoid fighting until you have a few levels behind you. Once you have an article and a few levels under your belt, you can look for skirmishes with the enemy. Focus on agriculture and pick up as much farm as possible in the early game. This will make you more than one threat in the later parts of the game.


Ashe will secure many peaks during this phase of the game, thanks to all her slows and CC in her kit. She will have to work closely with her Jungler while making sure that she positions herself properly during the fighting. Thanks to her basic elements, Ashe will be able to duel fairly effectively now. Using her slow y and Ultimate w, she should try to keep the enemy at hand while she continues to peel them with her attacks. The use of her k will be quite vital as she will easily be able to spot around neutral and objective pits before a meaningful fight. This will prevent her from getting unnecessary dead while she sets up the vision.


Level 16 isn't that great as it bolsters her roaming potential and nothing else. No additional damage is dealt by her due to that added point in her Ultimate R.

Most of her abilities will be maxed out during this phase of the game. It will let her deal a lot of damage if she can combo her abilities carefully.

She will be dealing a lot of consistent burst damage during this phase of the game. All she needs to do is maintain her positioning and just land her abilities.


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


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

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

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


You should get at least one defensive item depending on the enemy team comp and fed carry as you will be a prime target. Always keep an eye out on your flanks and prioritize saving yourself.

Don't get caught out trying to farm a side lane at this point. Neutral objectives are important at this point so always try to stay near the lane where the objective is about to spawn in the next few minutes.

If you manage to find a pick on someone, don't hesitate to use your Ultimate R to finish them off. Your Ultimate R cooldown should be quite low at this point but do your best to save some Infernum rounds for a major fight.


Avoid walking too far forward in team fights. If Morgana lands her Q, she could easily follow up and take you down.

Morgana’s Black Shield E has a really long cooldown. If you can bait it out, you should look to re-engage and try to kill her while it’s down.

Avoid grouping too close together in team fights as it could allow Morgana to get a really good Ultimate R off. Splitting up slightly makes it much harder for her to CC your whole team


Malphite is weak in the early game. You can use this to your advantage by invading him early on and trying to kill him.

As Malphite cannot really gank until he’s level 6, he will be looking to power farm to get his Ultimate h as quickly as possible. You can delay his level 6 power spike by invading his jungle and stealing away his camps.

Malphite will not be ganking until he has his Ultimate h. With this in mind, try to be as aggressive as you can and gank your allies as much as possible so it’s harder for Malphite to find ganking opportunities with his allies behind.


You will have your core items now, and you will be able to bully your laner relentlessly. Hold onto your W for situations where you need to interrupt your laner. Carry on with your onslaught after that.

Use the lane brushes to your advantage in the lane to catch enemies off-guard. The best time to all-in someone will be when one of their powerful spells (like a mobility spell) is down.

Always be prepared to help your Jungler if they decide to invade the enemy Jungle or take the Rift Herald. Your Ultimate R can actually save your Jungler if they get stuck in a bad situation.


Maximizing the release of the damage can be very difficult on Vex, especially when launching against the champions with dashes. Even with her W, she still fights against some all-in champions. Although she has a good clear wave, she can come out pushed and out by the champions with a higher range and damage.


Her all-in burst damage is quite high and can easily get rid of squishy enemy carries. Once she unlocks her Ultimate R, any enemy carry who is left alone will die as soon as Evelynn goes in on them.

Once she gets one or two items, she becomes a force to reckon with. Combined with her level six, if the enemy team doesn’t invest in Control Wards, they will get run down easily.

Her Ultimate R allows her to escape situations where she may get CC’d and killed. This allows her to just faceplant herself on one enemy carry, kill them, and ult back to a safe spot.


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

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

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


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

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

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


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.


Level six is an important peak for Neeko as it gains access to its Ultimate R power. Team fighting will become really easy now. Its early play is pretty decent because it can get the enemies out of the range. Its E will be empowered if it can properly manipulate the minion wave. The first component will allow it to spam capabilities and not lack mana. It will also allow it to do a lot of damage in the way.


Kayle is really weak in the early game. Try to abuse her as much as possible so she is forced to back early and delay her first major power spike.

Once Kayle hits level 6, she will become ranged and get a lot of added protection thanks to her Ultimate R. You need to always consider her Ultimate R when trying to fight her post level 6.

As Kayle becomes stronger as the game goes along, you really need to end the game as quickly as possible. If you cannot end the game and it gets to late game, you are gonna find it difficult to win.


Stand in the middle of the lane rather at the sides of the lane. If you stand around the edges near the wall, you are allowing him to set up his Jungler with a quick and easy Pillar e.

As Trundle’s Passive regenerates health every time a minion dies, he will get a lot of extra sustain in lane. Try to get an early Executioner’s Calling to reduce his healing.

Trundle is good at level 2 and 3. Avoid fighting him unless you’re as strong as him, or if you have lots of sustain too. He will be able to out sustain you from every trade if you commit to them early on.


Focus on clearing the wave and poking the enemy with your r in the lane. It will give you a significant advantage in the long run.

Remember to use the spell shield properly in the lane. It should be used to counter hard CC abilities or burst damage abilities.

Getting your Ultimate a will let you pick off enemies easily. Keep an eye out on the side lanes and ensure that you all-in them when possible.


Its poke damage is quite high and heinous for the enemy team to manage. This poke can accumulate over time and makes it so that the enemy lantern is forced to play in the cover of their minion wave. Its potential to clear the waves is very high due to its W and Q. This allows it to clear the waves quite quickly and get the priority of the track, which allows it to help his team to secure the objectives. Excels in the fighting taking place in bottlenecks and close quarters because it allows it to quickly stack its Passive. This combined with its Ultimate R can easily allow it to destroy the enemy team.


The early game should be mainly focused on taking short trades against the enemy with your auto-attacks and Passive. Do not go for an extended trade unless the enemy's primary ability is on cooldown.

If you manage to shove the wave in, try to roam with your W. If it so happens that the enemy side laners are low, you can quickly E in and get some kills.

Your Ultimate will help you a lot in this game but make sure that you position correctly. Remember that you can use the ability while you're E'ing, so ensure that you don't just stand still while it is locking up.


If Lee Sin is late in the game, it will fight in the later parts of the game. Lee Sin is vulnerable to hard engagement and CC. If the enemy has a lot of CC, you will need to play around their CC tools if you want to perform cool maneuvers with your Ultimate k. It fights in the way when it plays against champions with good counter-engagement, short cooldowns and range: especially if they know how to handle minion waves.


Avoid being too close to Azir-S Soldiers W as he can self-attack you from afar. When he places a Private W, move to a safer position out of his reach. Go for a trade after Azir-S Soldier W has disappeared. It is better to wait for Soldiers W to disappear first before fighting it because his damage performance will be diminished. After level 6 keep a sharp eye on the map and Azir-S mana bar. If you spot the enemy Jungler nearby, step back as Azir could try at Shurima Shuffle and set up his Jungler.


Kassadin is very weak in the early game. Try to exploit this to gain a lead and prevent him from taking over the map. Giving him a rough start will reduce his scaling.

Once Kassadin has his Ultimate k, he will be able to trade more frequently and also escape danger. At this stage, his kill pressure also increases.

Kassadin is a later game monster and once he’s level 16, he will be very slippery thanks to his Ultimate k and short cooldowns. Try and end before he gets a chance to reach level 16.


Once Kindred reaches level 6, it will be much stronger as it can use its Ultimate R to go for more unorthodox ganks. As the game unfolds, Kindred will become stronger and stronger with more batteries than it gets. Try to secure them whenever possible to slow down the snowball effect.


In the last game, Brand will be close to full construction. This is a significant power peak for the brand as its damage release should be incredibly high. However, it must make sure that it is not caught in the last game or otherwise it has no damage. At level 16, Brand can put the third and final point in its Ultimate R. It will be able to deposit a lot of damage on the enemies grouped in the late game team fights. Note that while you will have a lot of damage, the enemy team should have started building defensive elements to counter your abilities. Try to blow up targets that are squishy or lack defensive statistics.


Veigar is relatively weak during the early game, and he should be focusing on trying to e and stack up his Passive when possible. His n will come in handy when trying to prevent all-ins.

Post-six, he will have access to all his basic abilities. This is huge for him as he can now CC enemies and then combo them with his r and e when possible.

Level six is a significant power spike as it gives him access to his finishing ability. Now he will just have to focus on poking the enemy out in the lane before decimating them with his Ultimate R.


Very immobile and is extremely vulnerable to crowd control. He has a weak early game as well, so he can easily be abused and killed with a few ganks.

His n is on a really long cooldown, and it is his only form of self-peel. Once it is down, he can be easily all-in’d and killed with crowd control.

He will take a lot of time to come online if he happens to get killed a few times during the early game. He isn’t going to be very effective if the game goes on for too long so try to shut him down early and end the game quickly.


Once you reach this stage, you should focus more on roaming and the impact of the map with your Ultimate R & E. When you keep in depth, make sure to keep your E ready to escape any sticky situation. Before leaving your track, drop some W shrines here and there. This will help your ADC stay healthy, especially when they are against a poke track. Always try to lure enemy travellers to push and use the wall behind them to E and then stun them with your Q. The association with your Jungler/other travelers will give maximum efficiency and enemies generally do not plan such coins.


At level 1, make sure to harass and poke Alistar with basic attacks to get his health low before he reaches level 2. His level 2 all-in is pretty strong, so you should try and get a health advantage to make it impossible for him to engage.

Once level 6, Alistar can engage freely and tower dive with his Ultimate. If you’re lower than 50% health, make sure you recall as he can easily tower dive and survive thanks to his R.

Once Alistar picks up Mobi Boots, he can roam and help other lanes. As soon as he leaves lane, ping that he is missing. Communication is key and you need to communicate with your teammates when he’s gone.


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

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

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


Be the frontline for your team at all times. It’s key that when playing Dr Mundo, you’re always towards the front of your team.

When no team fights are occurring, look to split push and draw the enemies attention to you while your team tries to siege another objective somewhere else on the map.

After being the frontline for your team, fall back and peel for your carries with your Q to keep them alive. If they die fast, the team fight’s over as you’re going to lack damage.


Power farm and get as many levels under your belt as you can before starting to gank.

Gank overextended enemies and get kills for you and your teammates. Hold off from using your Q until you’re close to them to make it easier for you to get kills.

Secure objectives such as the Rift Herald and Dragons. Dr Mundo is very good at securing them thanks to his E and R.


At level 16, Zeri will put the final point in her Ultimate R. Her Ultimate R will now inflict the maximum damage in the fights. Team fights are really where it shines. According to her construction, she will be really strong and will be able to do a ton of damage in a fight. At the end of the match, she should be close to full construction. As long as she positions well and kites, she will be very good in team fights.


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 d. 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.


Once Twisted Fate has his components for his first item, he will be able to push pretty easily with his s and d. Stand outside of the minion wave so he is unable to push and poke you at the same time.

Whenever Twisted Fate’s d is on cooldown, you should look to abuse him and go for a trade. If he picks a Blue Card, you could go in for a trade. Avoid trading when he has Gold Card primed.

At level 6, Twisted Fate’s kill pressure doesn’t increase, but his ability to roam does. Make sure you ping as soon as he goes missing and try to match his wave clear so he is unable to push you into your tower.


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

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

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


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. You benefit from extended trades, so try to go for them frequently.

When you’ve hit level 6, request assistance from your Jungler to kill the enemy laner. Request assistance or look to roam whenever your Ultimate R is up.


Similarly, make sure to use Flash to escape his Ultimate R so that he can't get the reset and win the fight. Ward flanks when siging goals that Pyke can attack on the side or take someone with his Q and win the fight. Lock Pyke with CC as soon as he commits will make it really difficult for him to inflict damage and execute anyone.


Your burst damage is almost non-existent when your Ultimate R is down. You will have to play safer and less aggressive while it is on cooldown.

You are weak against long-ranged poke due. If you cannot get into range of the enemy, you will not be able to play aggressive.

Regardless of the additional movement speed your E offers, Annie has little to no form of escape. If you’re over extended without your E to protect you, you will be an easy target.


Do not fight him for a long time as Sett will easily be able to retaliate back with True Damage. You will have to use your mobility but ensure that he is on the outer edge of your Q.

During team fights, make sure you know where Sett is positioned. One small mis-step will get you CC'd to oblivion and killed.

Keep chipping on his health bar as much as possible in this matchup. Once he is low, look to ult him and take him down.

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


Split push and draw aggro while your team applies pressure elsewhere on the map.

In team fights, use your empowered E to get picks to start the fight. Catching someone out and subsequently getting a kill could provide your team with enough time to take the Baron or Dragon.

Peel for your team in team fights. Use your Q on the nearest champion to protect yourself and your ADC.


Extremely dependent on teammates to shoot successful ganks that can sometimes force him on the farm and be ineffective during the early game. Although his Ultimate cannot allow him to steal statistics, he is still weak without articles and can be stopped early if the enemy Jungler or Laner manages to kill him once or twice. He can easily be tainted by carts tidyed up once his e has been exhausted. This obliges him to retreat or die, if Trundle finds himself in overextending without any follow-up from his team.


His tankiness is out of bounds during this phase of the game. He can quickly run down enemies and peel for his carries at the same time due to his overall tankiness.

A maxed-out Ultimate R will allow Nunu to dish out a lot of damage in a short time. If he can set up a death brush, he will automatically win the fight.

His late-game team fighting will be extreme as he is very tanky, and his ability to frontline will make it really easy for his team to succeed in fights.


Bard will leave lane to pick up Chimes when it’s safe. Abuse the fact that he is missing to all-in the enemy ADC.

Try and stay away from the minion wave at all times. This will make it really hard for him to land his Q and stun you. Don’t stand too close to the wall so he can’t stun you that way either.

When playing as a melee champion, don’t stand too close to him or the minion wave otherwise he can poke you down and harass you with basic attacks. Walk forward when you want to harass or last hit, but return back to safety afterwards.


At level 2, Ahri will have access to both her Q and E. Once she hits this level, she can look for a favourable trade.

As soon as Ahri hits level 6, her kill pressure and pick potential increases. You can look for kills with your Ultimate when the enemy overextends.

Once you’ve recalled and picked up your first component item, your Q damage and wave clear will increase dramatically. You will be able to push the enemy into their tower with ease once you have this item.


Brand is really strong at level 2 and 3 when he gets access to more abilities. Be prepared to back off slightly when he gets the level up so you don’t risk losing your health bar.

The longer the game goes, the stronger Brand gets thanks to the items he’ll get. Try to set him behind in the early game to reduce his gold income and prevent a snowball.

Once Brand hits level 6, his damage output and ability to kill you will be much higher thanks to his Ultimate R. If you are low, make sure you recall as he can easily burst you down and kill you.


Leblanc can go for bursty trades in the early game as soon as she unlocks her Q and W. She can also proc Electrocute very easily with her Q W AA combo.

Once Leblanc hit’s level 6, her kill pressure intensifies as her Ultimate R is very versatile. It also has a very short cooldown, so play respectfully.

Leblanc is very strong in the mid-game once she has lots of AP and items. Make sure you group with your team so she cannot burst anyone down quickly.


At level 16, you’ll put the third and final point in your Ultimate. You will be rather strong and your all-in potential will be high.

In the late game, you’ll start to fall off a bit as teams will be grouped so you need to play with your team. The enemy grouping together will reduce your chances of getting picks.

Naturally, you’ll have many items completed, or are full build at this stage of the game, so you should be able to deal a lot of damage and survive fights.


Lulu can keep his allies alive for a long time with his E and Ultimate R in team fighting. This increases his ability to inflict damage and survive team fighting. You have a lot of poke thanks to your Q and E. This can allow you to win 1v1 battles with the enemy. You can also use your E to protect yourself rather than use it on the enemy. To tons of utility that can help him in a plethora of scenarios. Lulu is a solid choice and can fit into many team compositions.


Do not forget not to fight when you have been afflicted by its t. You will not be able to do much damage, and will take exponentially more damage. A well-timed W can neutralize its t. Use this to your advantage. Your Ultimate will play an important role when it comes to winning this matchup. Make sure you target it first during team fighting. Keep the wave near your turn. The enemy does not have some sort of sieving potential and can easily be exposed to the ganks.


The track brushes must be occupied by you, and you will want to land poke inside them whenever possible. Keep your distance from the enemy as well as you are still and will be killed easily. Your r and n will be instrumental to win this track. Always CC the enemy target before entering a business to make sure that no one can turn you on. Getting your ultimate R is a massive peak of power in the track and one that will allow you to take the game with ease. Don't hesitate to use the ability on low-health enemy champions, even if it means stealing a murder.


At level 9, Darius would have maximized his e. His all-in potential and the pressure to kill is still very good during the middle of the game. At level 11, Darius will put a secondary point in his Ultimate e. If he got a slight lead in the game early, he will be difficult to manage in the middle of the game, and he should be able to kill any enemy who tries to prevent him from sharing the push. During the middle of the game, Darius should have completed some articles. He should be able to do a lot of damage to the targets, and also be a bit tanky. The articles he picks up make him a huge problem during this stage of the game.


Miss Fortune is a lane bully and should be played as such. Try to poke the enemy down with your t and t during the laning phase.

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.

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.


Sylas is quite strong during the mid-game, especially if he gets a solid ultimate from the enemy team. His life steal will prevent him from dying quickly during significant fights.

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

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.


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


Poke the enemy as much as possible with your Q to lower them. Use your early lane dominance to gain a health advantage over the enemy. Focus on agriculture and poking during the laning phase. You should not really commit yourself to fighting the enemy. At level 6, Karma does not have access to a Ultimate like most champions.


Udyr's objective control is excellent because it can run around the map quickly and get from one goal to the other in a jiffy. It also makes it very valuable for ganks and counter-ganks. Udyr's early game ganks are phenomenal and frightening. He should be able to run immobile enemies who are overstretched in the way. Since he has his Ultimate R from the beginning, his level 6 will not be as lucrative as the other champions.