Don't fight in the late game unless your Ultimate h is up. It's crucial that you don't engage or look for fights when it's available as you're going to miss out on the knockup potential it provides. Your Ultimate h will be on a shorter cooldown in the later stages of the game. If you can find an opportunity to do it, use it to catch someone who is isolated and alone, too far forward or out of position. Peel for your efforts to keep them alive for longer. If your allies are dying quickly, there's little chance that you'll win the team fight.


2 points in his Ultimate e will allow him to use the ability quite frequently. He will be very deadly if he manages to use it from the fog of the war. Once Nautilus gets several articles, he will absorb a lot of damage while simultaneously helping his team to avoid damage. He can even ride reliable dive during this stage of the game. His first ability will be maximized to level 9. He will be able to g very frequently and make the strategy of death brush viable for his team.


During the laning phase, it’s really easy for you to steal your ADC’s farm by mistake.

Very squishy and can easily get blown up by the enemy once she is locked down.

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


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

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

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


Its scaling is unrivalled and it does really well in duels due to its E and Q. The more the game goes, the more dangerous it becomes and can practically kill anyone regardless of the health they are. The E makes it take less damage from AoE abilities. This is really beneficial to him during the battles of full teams. In addition, the E CC also acts as a really good initiation tool for his team. His Passive allows him to relentlessly divide the thrust. This can be extremely useful when the Jax=s team is behind and cannot win a fair team fight. His Q allows him to escape from the attempts of collapse with ease.


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


Once you get two items, you should be able to distribute a lot of damage depending on the construction you go for. Just make sure that you use your e appropriately to avoid CC Your main goal during the fighting will be to reach the most priority enemy target and then move them to your team with your Ultimate k. Playing around the vision will be really important to achieve this goal. Try to look for peaks around the map. Your kit allows you to duel them easily and escape if a fight goes wrong. Try to catch the enemy CDA in a side track or enemy Support while they are in custody.


Kled can use his Ultimate R from afar to collapse on enemies that are overextended at the start of the team fight. When grouping, make sure you’re all together and no one is too far forward.

When no team fights are occurring, Kled will attempt to split push. When he isn’t with his team, you could force a team fight with the numbers advantage, but be aware that he can use his Ultimate R to join the fight quickly.

Once Kled has been dismounted, make sure you finish him off quickly otherwise he may be able to remount again and take over the team fight.


Make sure you put good emphasis on taking Dragons for your team. After ganking the bottom lane and rotating immediately, you can take the first Dragon.

Your Ultimate is strong, so you must abuse it to gain a lead over Malphite. They will be ganking often, so you need to do so too.

As you’re great at duelling and strong early on, try to make early plays around the map to get yourself and your allies ahead.

As Malphite is so weak early, just go into their jungle and try to fight them or force them to recall. Setting them behind will delay their power spike.


Extremely squishy and can be easily killed if he is CC’d. His positioning matters in team fights as well, otherwise, he can get flanked by enemy assassins and get instantly deleted.

Without his Ultimate c or s, his ability to dominate a team fight drastically decreases. Fighting him during this stage will give the enemy team a much greater chance of winning.

Practically gets countered by a Control Ward as it forces him to reroute. This is because of the short-ranged nature of his auto-attacks, which makes him get detected quite easily. This is extremely disadvantageous when he is Jungling as it forces him to reveal himself pre-maturely.


Sylas doesn't have the strongest of clears in the early game. You could use this to your advantage by invading him and trying to set him behind.

Once Sylas hits level 6, he can steal somebodies Ultimate with his Ultimate R. Depending on the Ultimate he steals, his strength at this time will differ.

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


Focus on farming early. You need time to come online, and you just need to focus on getting gold and XP.

However, if you do find a ganking or counter-ganking opportunity nearby, don’t be afraid to take it.

If they invade you early, just back off; you do not win early skirmishes with them.

Look to gank whenever your Ultimate is up, and try to clean up kills whenever possible.


Hecarim is an early game strong Jungler. Try your hardest to gank as often as you can for you and your allies in advance. As it is a strong skirmish, look to invade the enemy jungle to steal their camps. This not only reduce their gold income, but it will make you stronger overall and make your mid-game much more effective. Although ganking is the key, you need to find a healthy balance between farming and ganking. If you focus on either, it will be harder for you to win the game.


Your goal in the early game is to gank as often as possible to get your allies forward. You are a strong early game Jungler, so make sure to try to exploit your early advantage. Look to secure the goals whenever they're. This will give your team an advantage as the game goes. Find a healthy balance between your allies, farming your jungle and security goals. Make sure you don't fall back in XP trying to gank constantly.


Level 16 is a massive peak for Trundle. It can now make itself really powerful using the Ultimate n on the right person. It will be the decisive factor during team fighting. Most of its articles will be finished now, making Trundle extremely strong and allowing it to hit its enemies. It can easily use its pillar to block the enemy's escape routes. At level 14, it will have its 2nd ability maximized. This will only add to its power and allow it to disrupt enemy fighting and get closer to them very quickly so it can kill them.


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

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

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


Darius is really strong once he has time to apply several piles of his passive to an enemy champion. Don't let him do this by remaining out of the reach of melee and avoiding extended trades. Darius is very strong at level 6 as his Ultimate e is an execution. Don't fight him post 6 unless his Ultimate e is down. Darius can start gank as soon as he reaches level 2. Keep an eye out that he can try to pull an early gank cheesey.


Putting the second point in Fiddlesticks Ultimate R at level 11 is very important for him. It will put his Ultimate R on a shorter cooldown and allow him to look for more aggressive plays.

At this stage of the game, Fiddlesticks should’ve completed an item or two. His damage output will be quite high which can allow him to win mid-game team fights.

In the mid-game, teams start to group. This is good for Fiddlesticks as he benefits from teams grouping closely together as his Ultimate R is an AOE tool.


Once Ekko reaches level 6, his ganking will be more effective because he can go for more dead and longer ganks thanks to his Ultimate R. If you see that your allies are low and he's on this side of the map, communicate with your team and tell them to remember so they don't die. Ekko can start ganking once he has access to all his 3 of his abilities. He can't really gank too much unless he has all his abilities at his disposal. When Ekko gets his juggling element finished, his trading power gets increased and he can 1v1 most Junglers if he's healthy.


Neutral objective fights and fights in the river will be your bread and butter when it comes to accumulating a lead in the game. Block off choke point with your Q when possible.

In a team fight, always try to separate an enemy from their team. Bonus points if the target is immobile and has no form of escape, as it would be a guaranteed kill.

Make sure that the neutral objective pit is out of bounds for the enemy Jungler during fights. It will help your Jungler secure the objective quickly and without any risk of missing smite.


Once he reaches level 16, he will use his ultimate R way more frequently. This means that he can easily choose enemies, as well as several CC enemies during the team fights. Yone will have all his articles finished by then. This means that he will hit like a truck, and whoever gets caught by him will probably die. Yone is superb at the end of the game because his articles will be finished, and he will have reached his most powerful powerpike. If the enemy team finds himself being CC-heavy, he should get a defensive element to preserve his power.


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 hit level 6, you need to play a bit safer as you do not have an Ultimate G, unlike every other Top laner. Play respectfully and stay at max range while harassing the enemy from afar.

Use your s to poke the enemy as often as possible. Use your basic attacks in conjunction with this ability to get the enemy low.


When it's weak in mana, it's not a threat to you because its kit requires a lot of mana to trade effectively. When it's weak, there's your chance to fight. During team fights, Diana's kit offers a lot of brilliant damage thanks to its Ultimate R. Try to bring it down before it engages to make it really difficult for her to engage and kill anyone.


Roaming and picking should be pretty easy for you during this phase of the game. Try to take down unsuspecting enemies in the side lane to make team fights unfair for the enemy.

You will be able to blow up enemies due to your entire build during this phase of the game. Just make sure that you don't get caught out as you are squishy and killed if CC'd during this phase.

Getting a defensive item should benefit you a lot. It will counter your squishiness and allow you to make more aggressive plays overall. Make it a point to use the fog of war and get free kills on the enemy when possible.


Capable of mitigating any form of self-attack damage with his W. This can cause enemy physical damage to be practically useless when this ability is active. He can really put good cheese brushes as well as full opportunities with his E. When combined with some articles, Shen can put extra debuffs on the teased champions with ease. His ultimate R can allow him to act as a goalkeeper for his teammates. This becomes really beneficial if one of Shen=s' teammates is fed and needs to be peeled for.


Shen is weak before reaching level six as he is mixed, and his all-in is highly dependent on his landing E on his enemies. He will miss he will take a lot of damage to his laner. Once he gets his Ultimate R, he will have a lot of map presence. He can quickly turn the tide of a fight with a Ultimate R in time to save his port. The first element should allow Shen to increase his survival and damage in the track. Track brushes should be used frequently to catch the out-of-guard enemy and secure dead.


Dr. Mundo has a lot of support thanks to his Passive and the items he picks up. Make sure to invest in the Execute of the Appeal or another element that inflects serious wounds to reduce his healing. In the team fights, Ignite will help reduce his healing, so make sure to Ignite him as soon as he engages. Control of the crowd is your best friend against Dr. Mundo. If you can have CC on him in a team fight, it will be very difficult for him to activate his Ultimate R and avoid damage.


Can be killed almost immediately if it is taken out of reach of one of its allies. The same applies if its W is on cooling. Its E costs a lot of mana so it is very susceptible to poke damage. Once out of mana, it can not really do much in the way. It will often be left alone to go and room, which you can capitalize on. Or, it will not go to custody without a port, which you can abuse to gain an advantage on it.


Try to fight as a team in the open air so that he is unable to use his E qualified to stun your entire team. Do not fight in the jungle because the size of his E is about the same as the jungle. Once Heimerdinger reaches level 6, he technically unlocks 3 new abilities. Be careful trying to initiate a skirmish with him because he could just remove his magic card and kill you.


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


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

Use your E carefully in this phase of the game. The goal is to ensure that you never get caught off-guard by a skill shot that has the potential to CC you.

Your W will come in very handy during this phase of the game. Stay in the backline and keep poking the enemies till your team all-ins them. Once the battle is done, go in for the cleanup kills.


His early game is terrible, and he should avoid fighting for more extended periods during this game phase. Focus on scaling up and getting your first item.

Level six is a decent power spike. It allows Vladimir to unleash his burst combo and develop a decent amount of kill pressure in the lane. It will allow him to impact fights quite easily from now on.

The first item component will give him a significant damage boost. It will also increase his overall survivability in the lane.


Draven is an early game monster with his g and can snowball easily if he gets an early murder thanks to his passive. On Dravens first return, he will usually get a expensive AD article. If you don't buy the same article exactly like him, he will always come out in front of the trades. Take note of his first article and be ready to play safer. At level 6, Draven will look to go to kill if he hasn't already got one with the help of his Ultimate t. Respect his all-in-the-world potential and play safer when you're low.


After entering with your Ultimate e, be ready to fold and peel for your allies in the fights of the late game team. To make access to the enemy backline easier, 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 are gone. Play around your Ultimate e in the later parts of the game. Avoid fighting unless your Ultimate e is standing. Fighting with outside will make the fights of the late game team much harder.


Flanking Xerath might be the best way to handle him in team fights. Try to attack from the sides and take him down quickly so he is unable to dish out damage.

Do not let Xerath poke you down before a team fight occurs. Xerath’s goal is to delay a team fight for as long as possible while he pokes with his p and 2. Don’t let him do this by engaging as soon as you can.

Do not go for objectives when Xerath is nearby. He can poke you down at the Dragon or Baron, and stop you from sieging his Towers. Taking objectives like Dragon, Baron and Towers will be easier when Xerath is nowhere nearby.


He is a very dominant early game laner who can quickly snowball and put his enemy behind.

Lee has a high skill ceiling which means if you put a lot of effort into him, you will find great success with him.

His level 6 power spike is very strong and he can easily get kills in his own lane, or rotate around the map and get kills elsewhere.


Karma has a lot of poke damage and utility to offer during the mid-game. It makes her really potent when it comes to dealing with enemies who are always grouped up.

At level eleven, she will have her first ability maxed out. Depending on the ability she maxes, she will either be dealing a lot of burst damage to the enemies, or she will be peeling for her carries very effectively.

Karma shines during mid-game fights as she can keep her entire team safe at any given moment while dealing consistent damage to the enemy. This makes her a really viable choice when dealing with heavy engagers.


Once Kayn gets 2 points in his Ultimate R, he will be able to all-in enemies much more frequently. It will be perfect since he will also get his form.

His Q will be maxed out at level 9. This is really helpful for him as it is his paramount damage ability. It will allow him to dish out a lot of damage and kill squishies and tanks (depending on his form).

During the mid-game, he should be able to get multiple picks on the enemy team. Since the enemy team will be in disarray, securing picks will become very easy for Kayn, especially on the enemy Support.


During the level 3 scuttle fight, be cautious as it might not be in your favor to 1v1 her. Always be prepared to back off if the situation looks risky.

Counter-ganking is an effective strategy against Taliyah. She has limited options once she commits to a gank, so try to counter gank as frequently as possible to turn the tide in your favor.

Taliyah excels at early-game ganking. Place vision strategically around the map to spot her movements and anticipate her ganks before they occur.

Keep in mind that you become stronger than Taliyah at level 6, especially when ganking. Utilize this power spike to your advantage in engagements.


A maximum-out Ultimate d will leave Orianna a single shot of enemies if she manages to land an entire combo on them. Frozen battles will be the way to pass during this phase. Most of her abilities will be maximized during this phase of the game. She can both poke enemies down and protect allies with her d. Her team fight is excellent, and she can run enemies with ease. All she has to do is continue to hit enemies and multi-man landing ds.


2 points in his Ultimate R will be a good peak of power because he can use the ability frequently and use it effectively during the objective fights. It also serves as a good ability of choice. Maokai is quite decent in the team fights at the end of the game. This is due to his Ultimate R and his all-in-one combo, which guarantees that any champion he aims at will die if his team follows the engagement. Maokai's first ability will be maximized to level 9. This is terrible news for the enemy team because they can expect to find gaules or a Maokai with an all-in-one super powerful combo in the jungle brushes.


Don't hang on to the minions or stay still in this matchup. If you don't get there, you'll be shot down and CC'd regularly Use your tornado to keep hitting the enemy regularly. Use your passive shield on the other hand to mitigate the damage you take while trying to reach them. Your windshield will be really beneficial in this matchup. Use it to counter the Seraphine Ultimate as much as you can. Keep the wave in the middle of the track. This will prevent you from getting besieged under your turn and give you opportunities to everything in the enemy.


His level eleven isn't too good since it doesn't give him a lot of stats. The Ultimate e in itself will be handy, though, and Tryndamere can use the lane brushes to catch the enemy by surprise.

Tryndamere is really good at split pushing due to his kit. It allows him to 1 v 1 targets with ease while also ensuring that he can escape in time should the enemy team decide to collapse on him.

He can pretty much duel any enemy during this stage of the game. This is quite a boon as he can make multiple enemies come to him while his team gets objectives.


Taliyah will want to delay a team's fight as long as possible while pushing you with its Q. Try and force a fight as soon as you spot it. Avoid separating and playing alone. Taliyahs Ultimate R will allow it to take enemies who are alone or isolated without assistance. Do not push too far forward if you don't have anyone nearby. Taliyah has good potential with its C. If you don't know where Taliyah is in the middle of the game, don't walk around Summoners Rift alone and avoid areas with no vision that it might be looking for a surprise attack.


Vayne has great trading potential but needs a lot of time to scale due to the nature of her kit. The longer the game goes, the greater her chances of solo carrying her team to victory.

Level six is a massive early game spike as she can now look for aggressive all-ins on the enemy. It is effortless for Vayne to bamboozle the enemy top laner now due to her invisibility. She can even use it to evade ganks.

The first item component will surely give Vayne a massive boost in dueling. She will need to use the lane brushes to ensure that she can compensate for her short range.


Another point in his Ultimate R will allow him to inflict massive damage with his Ultimate R. The cooldown will also be reduced. It will now have its basic elements, allowing him to deal with a lot of damage. This will help his team during the fighting, especially the fights of choking points. The first ability will be maximized at level 9. This will increase his overall damage in the game, and she can easily ambushed someone.


Very immobile during the entirety of the game and can be shut down early on. She is very prone to ganks as well.

Her E forms a vital part of her kit. Once that ability is down, the enemy can all-in her with ease and secure a kill on her.

She is very vulnerable once her Ultimate R is down. She can be focused down by CC as well as assassins at that point, so she is forced to play defensively while the Ultimate R is down.


She can't do much if she gets camped in the track. Has no form of priority in the track at the beginning of the game as her Q makes scanty amount of damage and her W is better not used until it is absolutely necessary. Missing her ultimate R guarantees a team battle victory for the enemy team and reduces the usefulness of Sona. Misuse of her passive can give the same results.


Its scale is unrivalled and it does really well in duels due to its e and e. The more the game goes, the more dangerous it becomes and can practically kill anyone regardless of the health they are. The e makes it take less damage from AoE abilities. This is really beneficial to him during the battles of full teams. Moreover, the e CC also acts as a really good initiation tool for his team. His Passive allows him to relentlessly divide the thrust. This can be extremely useful when the Jax-S team is behind and cannot win a fair team fight. His e allows him to escape attempts of collapse with ease.


The slow on her W can allow her to get kills quite easily. She will need to whittle her target down before that, or she can rely on a gank or her Support.

Her E tower damage allows her to procure plates and destroy towers with ease. This will put her ahead in the lane, as well as get rapid objectives if she is left unchecked.

Her self peeling ability is quite strong and she can get out of sticky situations with both her W and Ultimate R. This arguably makes her one of the safest carries in the game.


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


Group with your team and do not leave them. If you start to split push, the enemy will force a fight and kill your team while you’re gone.

Delay team fights while you wait for your Ultimate m to come back up. Do not team fight unless your Ultimate m is up. Additionally, waiting for your Zhonya’s Hourglass to come up would be beneficial too.

If the enemy has lots of disengage or poke, continue to flank in team fights to ensure you get on to the enemy before they’re able to disengage or poke you down.


Just focus on getting rid of the enemy with your Q and don't overextend. The goal is to increase and reach the late match. Use your W very discreetly because the ability of you costs a lot of mana. In addition, use it to save you from broken combos. Unlocking your Ultimate R will give you a massive incentive during team fights. Make sure you position yourself well and show yourself to team fights.


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

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

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


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


If Akali is weak on HP, look for a whole as soon as you touch Level 6 because it won't be able to trade with you. Don't bother using your W unless Akali comes to you with its E. Save this ability for this exact scenario so you can turn around the trade. As your Q has high cooling in the first levels, make sure you don't put yourself in danger while it's on cooldown because it's your main damaging ability. Once it's down, play safer and try not to trade with Akali because you will have no damage. The best time to fight Akali is when it's low on energy.


Avoid regrouping closely as this can allow Sett to get a multi-person E that will help his team win the team fight. Slightly split up will be better for you in the long run. Don't walk too far in setting a goal as Sett can use his Ultimate R to take the closest champion and throw them into their allies behind them. If you are grouped together and online with each other, it will be harder for him to do it. When there is no team fight, Sett will set himself in a side lane and try to divide the thrust. When he is alone, you could look for him or start a team fight with his allies when he is unable to help them.


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

Each point in her E will allow her to deal a lot more damage to her enemies. Her daggers will hurt a lot and will easily catch enemies off-guard.

Once she gets level six, she will deal a lot of damage to her enemies. She will also be able to self-peel, and combined with her Flash and E, she can catch many people off-guard.


During the middle of the game, try to take as many fights as possible physically to make use of your escarment power. During the fight, make sure you don't go too much ham and abandon your front line. Your Ultimate x will be useful during this phase of the game because you can quickly start engaging with the ability. Use it on the team's tanky person for maximum efficiency. Your W will help you avoid a premature disappearance that occurs on the face verification of a brush. Use the W to cover the back of objective pits during neutral and objective fights.


A fully maxed out Ultimate R will just let Taliyah use her Ultimate R frequently. Other than that, it isn't an excellent power spike.

Taliyah will be able to dish out a lot of damage in fights. All she needs to do is mind her positioning and not get CC'd.

Taliyah will start falling off now as the enemy team will be getting defensive items now. She will need to rely on picks on squishy targets to close the game out.


You are extremely strong during the laning phase because of your long-range poke and self-attacks. This allows you to get rid of your enemy's health bar. The amount of utility you bring to a team comp is massive. Your self-attack slows down and your Ultimate w can easily help your team secure choices before spawning important goal. Once you get some items, your Ultimate *R* will be on a considerably less cooldown. This can help your team secure more choices


In addition, the CC aspect will allow him to score many peaks throughout the game. His mid-game is not as weak as his first game because he will have his basics and can use his Passive quite well. He will also be part of many objective fights, allowing him to land a multi-man e stun on the enemies. Once he gets two points in his Ultimate t, he will become powerful during the team fights. That's because his survival will increase, which will increase the amount of constant damage he has suffered with his automatic attacks.


During the blasting phase, focus on the descent of the enemy to get a health benefit. When the enemy is low, commit to an all-in. Try your hardest to keep your ADC alive as long as possible in the track. Provide them shields whenever they need them. After destroying the lower lane tower, turn towards the middle lane and try to take this tower. This will open the map and give your team a gold lead.


Do not fight in the late game unless your Ultimate R is up. It is crucial that you only commit or look for fights when it is available as you’re going to miss.

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

Peel for your carries to keep them alive for longer. If your allies die quickly, there will be little chance that you will win the team fight.


If Lee Sin is late in the start of 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 have to play around their CC tools if you want to perform cool maneuvers with your Ultimate k. When you are gaunting your allies, if you miss your e, you have nothing to offer and you will have to retreat. Make sure you approach the enemy before using your e, or use your e before your e to approach the enemy.


Unlike most champions, Karma unlocks her Ultimate a at level 1. This means that at level 6, she doesn’t have as much pressure in comparison to a lot of other champions especially if they’re level 6 power spike is very strong.

Whenever Karma’s d is down, she is vulnerable to attack and will need to play safely while it’s on cooldown.

Her Q can easily be avoided if the enemy builds up a huge wave or positions correctly. Even the splash damage won’t be enough to get past a huge minion wave.


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


Its Ultimate b is very strong and will help it masturbate with the enemy Jungler. It can be really good in team fighting if the enemy is grouped closely together and fights in the jungle. When Rumble is finished its first component element, its escarment power and potential 1v1 increase sharply.


Heimerdinger can take goals very quickly in the late game thanks to his Turrets Q. Be ready to make the call for them as you can often cheese them for free. Look for picks with your E to start the fight. If you are capable of CC all the enemy team, you will give your team a good chance to win the game. Keep peeling for your allies to keep them alive in the fights. You are good to peel, so you should do it in the late game.


During the average game, make sure you are not ADC'ing regularly. Clean up kills when possible, but don't get too close to the other heavy CC champions, you will definitely get killed. Use your E carefully in this phase of the game. The goal is to make sure that you are never taken out of sight by a skill shot that has the potential of CC you. Your W will come in very practical during this phase of the game. Stay in the backline and keep hitting the enemies until your team all-in. Once the battle is over, go for cleaning kills.


Be cautious of Karma's poke. Detach from your ally when her Q ability is on cooldown to minimize the risk of taking damage.

Keep the wave closer to your side of the lane to create opportunities for jungle assistance and to have a longer lane to chase down Karma and her ADC if needed.

If Karma roams, focus on punishing the enemy ADC by trying to secure a kill or applying pressure. Karma is known for her roaming potential, so expect her to leave the lane frequently.

Consider purchasing healing reduction items to mitigate Karma's shielding power and reduce her overall effectiveness in team fights and skirmishes.


Several points in his Ultimate R will allow him to burst a single enemy with ease. It will also allow him to escape unpleasant situations. Talon will fall during the later parts of the game because the enemy will build defensive elements and be grouped. He will have to choose his moments and targets carefully. He will have many elements during this phase of the game. He will allow him to do a lot of damage if he manages to reach a target. Getting a defensive element will also strengthen his survival.


Try the seat goals with your team during the middle of the game. You have powerful pose tools that will allow you to sit the goals with ease. Try to bring down the enemy as much as possible while your team tries to take turns (or the Dragon or Baron). Delay team fights as long as possible while you harass the enemy and crush them with your d and d. Try to pass mid-lane with your ADC and see if you can get mid-priority. It will allow you to get tricks and goals with your team easily.


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


It can deal with constant amounts of damage, which becomes quite heavy during mid-end fighting. Can force the Jungler to pay particular attention to it, relieving pressure from other ways. Probably the only champion who can proxy firm and safely get out of it due to his kit. Its Ultimate n gives him additional statistics that can temporarily allow him to absorb a lot of damage and flat more damage as well. He can act as a front line for his team in this way.


A fully maxed out Ultimate R will put it on a very short cooldown, and Sona can completely change the outcome of a fight with that ability. The Flash > Ultimate R combo can be pretty devastating.

Her late-game fights are pretty potent as she can heal up her allies for quite a lot of health and deal a lot of damage quickly. Her Ultimate R will be game-changing as well.

She will have many items during this phase of the game, allowing her to deal a lot of damage in short bursts. She can quickly kill squishy targets who can't get away from her.


Stay together with your team at all times in the middle of the game. If you are alone, you will be an easy target for the enemy team. Play safely and avoid being too cuckolded if you are not in advance. If you are caught in the middle of the game when Baron is standing, the enemy will be able to take it for free. Play aggressive only if your allies are nearby and ready to help you. Stay with your support at all times. As we suggested, it is important that you always be with your support in the middle of the game or you will be an easy target.


You are extremely strong during the laning phase due to your long-ranged poke and auto-attacks. This allows you to play safely, chip on your enemy's health bar, and then all-in them with your Q empowered auto-attacks.

The amount of utility you bring to a team comp is massive. Your auto-attack slows and your Ultimate w CC can easily help your team secure picks before important objective fights. It also helps you increase CC chains on enemies.

Once you get two to three items, you can start slowing and shredding multiple members of the enemy team in close-quarter fights. This gives you a greater time to kite out enemies during skirmishes and keeps you safe from their CC while your team piles on them.


Expect Singed to stay apart form his team during the mid and late game. He will try to split push and take objectives. Make sure someone who can contest him is sent to a side lane to stop him.

Forcing team fights when Singed is unable to influence them is a great idea and forcing a fight 4v4 or 5v4 will help you win the game.

If Singed does join the team fight, you’ll need to disengage and back off whenever he engages otherwise he could use his g to Fling someone into his team. Disengage and poke will reduce his chances of getting a good g off.


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

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

As soon as Karthus hits level 6, communicate with your team so they know he can impact fights with his Ultimate e. Ping as soon as he is level 6.


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

Keep track of who he can change into at the start and during a fight. Try to play accordingly to all of his potential new abilities.

Try and avoid fighting in the river or in the jungle as Viego’s E can make him very hard to kill. It is better to fight in the open or after he has used his E. His E allows him to be super slippery.


Getting your base elements will allow you to run down enemies and burn them to oblivion. Use your ultimate e at regular intervals to make sure you can help your teammates. Fight close to the bottlenecks to maximize the effectiveness of your combat team. Sometimes it would be wise to throw you into the enemy team, especially if the enemy front line decides to all-in-one without any follow-up. Another point in your ultimate e will allow you to destroy the opposition due to your constant burn damage. Use your e properly to make sure you win intertwined fights.


Although while you're good in the last game, it's important that you don't act like Aphelios is very squishy. In the last game, Aphelios will be in full construction or almost completion of its construction. He will be able to cover a lot of damage in the fighting of the team of the end of the game. Aphelios is a strong team combat 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 looks at his positioning and is not caught.


Soak damage for your team in team fights. You will be extremely tanky at this stage of the game, so you can tank a lot of damage for your team.

Continue to look for picks with your Ultimate in the late game. Make sure you group with your team and try to take down key enemy targets.

You need to be grouped with your team in the late game. As the tank, the enemy will just engage on your team as they know you’re no where nearby and they have the numbers advantage.


Very vulnerable when his E is down. This can allow the enemy to cover him and kill him quite easily during the early match. His ultimate positioning R can have him killed if his team does not follow him. Moreover, going too deep without any help can also have him killed. It is completely useless if the enemy manages to steal his camps and question him in terms of articles. This will prevent him from doing damage and will make him a dead weight for his team.


Once you have access to all your basic capabilities, you can start trading more efficiently with the enemy. At level 3, you can look for more aggressive coins, but don't engage on them, so you don't fall back. At level 6, Akali can look for aggressive all-ins as his Ultimate offers him a lot of pressure to kill extra. Look for killers with your Ultimate when the enemy overextends.


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.


Lucian can be aggressive when he reaches level 2. Make sure you hit level 2 at the same time (the first wave followed by 3 minions of melee) so you can trade back if he tries to fight. If he gets the level first, run away. Unfortunately, their level 6 is stronger than yours, so be careful when you fight the position 6. If you can, try to keep the wave a little earlier. It will reduce his chances of all the ins and will also help you pick up CS and XP without it zone you away from the farm. Try to match his poke and auto trades. But, avoid going for prolonged jobs with him as he will usually win those due to his passive.


Use it to heal you whenever possible. Your ultimate R should help you massively, especially when you use the track brushes. That said, bait his W before entering him. Roam around and see if you can get murders elsewhere on the map, especially on the pushed enemies. Keep the wave near your tower and the ladder up. This will also expose Gangplank to the ganks.


Stay with your ADC throughout the middle of the game. If you get away from them, they will be an easy target for the enemy. Make sure you are still close to at least 1 ally. Look for choices with your Jungler to get murders and increase your lead. If you kill a key target, you can make the call for Baron. Group and stay with your team at all times. Do not divide the thrust or avoid grouping unless you have a good reason to be away from them.


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

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

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


Darius is really easy to kite. As he is immobile, champions with dashes, range advantage or poke make it difficult for Darius to get on to them and kill them.

He falls off in the late game. Darius is an early to mid game champion and once it gets to the later stages of the game, his strengths become weaknesses.

His Ultimate e is crucial in team fights to take down key targets. If he miss-times his Ultimate e, his damage output will be reduced heavily and it may cost him the team fight. This is why he needs to cast his Ultimate e as soon as the enemy gets into health range.


The Ryze laning phase is when it is at its weakest. Avoid trading with it too much in the game very early that he will just want to remember early and get his Tear anyway. When Ryze reaches level 6, his death pressure does not increase because his Ultimate R is not a harmful tool. For most champions, your level 6 will be stronger than his. Try to fight as often as possible. Ryze needs time on scale, so delaying his ability to scale is the key.


Remember that he can use his **W** to CC several enemies. Don=t group super tight together so he can't CC all your team. Look for fights when he doesn't have his **Ultimate** as he will be weaker and easy to kill. He likes to divide the thrust after the laning phase has finished. When he shows in a single side track, you can start a team fight with his teammates. Have quarters on this side of the map, however, if he makes his way to join the battle.


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

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

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


At level 6, Swain’s damage output and survivability increases. You shouldn’t commit to a fight with him unless you can burst him down quickly as his Ultimate R will offer him extra protection and health regeneration.

Swain’s early game is abusable as he is really weak early on. Once the mid-game hits, you’ll have to play more respectable.

He is really good in team fights thanks to his AOE Ultimate R. Bursting him down at the start of the fight will make it difficult for him to deal damage and win the fight.


His level eleven isn't too good since it doesn't give him a lot of stats. The Ultimate e in itself will be handy, though, and Tryndamere can use the lane brushes to catch the enemy by surprise.

Tryndamere is really good at split pushing due to his kit. It allows him to 1 v 1 targets with ease while also ensuring that he can escape in time should the enemy team decide to collapse on him.

He can pretty much duel any enemy during this stage of the game. This is quite a boon as he can make multiple enemies come to him while his team gets objectives.


His ultimate R does not really give him any form of power peak. His overall game style remains the same, and he can be easily removed if he overextends. Very dependent on the mana, so if someone manages to steal his Blue Buff, he will have a really difficult time to spam his abilities and kill someone. If Udyr has his E on Cooldown, or if he used it with his Flash to stun someone, he will have no form of escape and can be killed if crowd control is superimposed on him.


Once Gragas succeeds in reaching level 11, it will have two points in its ultimate R. This means that it can launch battles and move key enemy targets much more frequently. At level 9, Gragas will have its first maximum ability. This is really beneficial to it because the increase in damage will really help it to duel. It is especially true if Gragas goes for the complete AP construction. During the middle of the game, the enemy will be busy exchanging tracks and defining the vision. Therefore, as Support, Gragas should work with the Jungler to invade the enemy Jungle and kill such targets.


You will need the h h as many times as you can before you try to engage in a fight. This way you will be able to take Riven quickly. Make sure you keep CC'ing and slow down as much as possible. Riven will not be able to do as much as its set is based on mobility. You will want to take it down as quickly as you can in this matchup. The best thing will be to take it before a major fight. Keep the wave near your turn. The enemy does not have some sort of sifting potential and can easily be exposed to the ganks.


At level 16, you would have put the third and final point in your Ultimate. The additional cooldown reduction will help you get choices with your team. As you have a lot of CC in your kit, you are good in team fights. In the end of the game, you will be regrouping with your team and looking for fights like 5, so you are good at this stage too.


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


If he can pull a single shot at the person he is aiming for, he will be controlled almost immediately by the crowd and killed on the spot. Unbelievably vulnerable once his Ultimate R is about to cool down. The enemy team should seek to fight him during this time and target him in front of anyone else. Not very effective against a group of champions because he is extremely dependent on the peaks to get a lead. Moreover, the crowd controlling him can allow the enemy team to get rid of him quite easily.


Syndra is really potent during the mid-game as she can dish out a lot of damage to squishy enemies. She can easily set up death brushes as well.

Multiple points in her Ultimate R will allow her to blow off enemies with ease. Enemy squishies will have a tough time dealing with Syndra.

Her first ability will be maxed out at level 9, and she will be dishing out a lot of damage consistently. She can also deal a lot of damage if she is sitting somewhere out of vision.


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.


Miss Fortune is not very strong in early play, but she has a lot of poke damage with her t. Watch your positioning and avoid standing behind the minions whenever possible. Post 6, stand in the middle of the track at all times to facilitate the exit of her Ultimate e when she channels it. If you stand by a wall, it will be harder for you to escape the damage.


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.

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.

Her late-game fighting is really potent. She can knock back multiple enemies and prevent enemies from coming too close to an objective pit during significant fights.


Remember that Shaco is an expert in enemy selection during this phase of the game and the enemy team will certainly try to turn. Be a part of neutral objective fighting and make sure you can use your Ultimate I from a safe place to prevent enemies from getting closer to your team. During team fighting, make sure to assassinate the enemy backline. You can even use your clone to separate the enemy front from the backline.


Always look at your positioning during the laning phase. Try and stay at maximum distance so it is more difficult for her to root with her E. This will also make it harder for her to get a good R Ultimate as she has to close the gap in order to stun you. Stand outside the minion wave at any time if possible. This will make it harder for Neeko to push you and poke you at the same time with her Q. Once Neeko has its Ultimate R, her death pressure will increase. Make sure to come back when she is low whenever she has her Ultimate R.


In the first few levels, play safe and avoid committing to any trades. Your very early game is rather weak, so you’ll probably lose trades versus an aggressive laner.

Once your Passive is stacked, you can look for fights with the enemy. Looking for skirmishes when your Passive is stacked will increase your damage output and increase your chances of killing the enemy.

Focus on good wave management and going for favourable trades. If you are constantly pushing, you will not be able to get kills as your W  doesn’t protect you against tower shots.


During fights, always try to get to the enemy backline by flanking them from out of vision. A Sweeper may help you with that. If you can't do so, just keep chipping on the enemy frontline, till you can catch someone out with your E.

Stick with your ADC throughout the mid parts of the game. You find it hard to one-shot an enemy unless they’re squishy and you’re ahead.

Set up ambushes with your team around the Dragon or Baron. Ahri can start fights and pick off players with her E. Just make sure the bush isn’t warded.


The wave is approaching early because it will refuse you CS if the wave is pushed too far. Keep in mind its stronger level 6, as it can bring you down and potentially all of it. Stand outside the wave to prevent it from pushing and starting simultaneously. Counter its roaring whenever it has its package to minimize its impact on other ways.


When playing melee champions, do not let Lulu bully you down with auto-attacks. When you’re not looking to engage, stand back so she cant auto-attack you.

Waiting for Lulu to use her E before fighting or poking is a good way of coming out ahead. Try to bait this ability out and then play aggressive while it’s on cooldown.

Post 6 and when Lulu gets her Ultimate R, her survivability increases a lot. Keep in mind that it’s going to be difficult for you to kill her when her Ultimate R is up. Do not commit to the all-in unless it’s down or she’s out of mana.


The goal is to help your team build up an advance as well as so you can end the game quickly. Work with your support to get some choices in the enemy jungle. This helps a lot when escarming and setting up the vision before critical objective fights. You need to start fighting for your team when you get a chance. Your Ultimate R should help you massively with it, especially when the fight is around choking points.


It does not do well in the prolonged automatic attack trades. Wait for her to waste her C or Q and then use the cooldown to play aggressive and kill her. Taliyah does not have access to a harmful Ultimate R at level 6. If you are a champion with a strong Ultimate, try to abuse her weakness at that time. When trading with Taliyah, always keep behind at least 1 minon. It will make it very difficult for her to do damage with her Q.


In team fights, Olaf will look to isolate and take down the highest-value target using his k. Ensure that the strongest members of your team cannot be engaged on by positioning safely.

Olaf loses both armour and magic resistance when he activates his Ultimate k. If possible, focus him while he is in his more vulnerable state before he can deal damage.

When no team fights are occurring and when no objectives are up, Olaf may stick to a side lane and start to split push. If you can, try to use the numbers advantage to start a team fight while he’s unable to assist his team.


Continue to pick up and secure jungle camps whenever possible. Not falling behind in the mid-game is crucial as a Jungler, so make sure you continue to farm!

As you’re a Jungler, you need to try and secure every Drake during the mid-game. Getting them and securing the Dragon Soul for your team will increase your chances of winning the game.

Look for picks with your team. If you can pick someone off, make the call for Baron or Dragon to further your lead.


Extremely reliant on teammates to pull off successful ganks which may sometimes force him to power farm and be ineffective during the early game.

Although his Ultimate n can allow him to steal stats, he is still weak without items and can be shut down early on if the enemy Jungler or laner manages to kill him once or twice.

He can be easily kited by ranged carries once his e has been used up. This either forces him to back off or die, if Trundle happens to overextend without any followup from his team.


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.


Really bad against disengage champions as he can’t do anything to avoid getting disrupted while he is using his W.

Disengage and CC can also interrupt his Ultimate R, which can lead to very less damage output from his end.

Healing reduction can easily counter him during the early game. This will allow the enemy to take Objectives quite easily after getting rid of Nunu as he won’t be able to heal a lot.


If the enemy has a lot of CC, it will be difficult for Vayne to do too much because it can easily get arrested by CC. If Vayne falls behind in the beginning of the game, you will find it difficult to do well in the last stages of the game. It is mechanically difficult to play as an error / misstep can get him killed immediately. Control of the crowd is its mortal enemy, and its enemies can get rid of it as soon as it is controlled by the crowd.


Lissandra is really good in team fighting because you can flank the enemy on the side with your E. She has an incredible gank set up throughout the laning phase thanks to her W and R. This makes her a formidable opponent against the squissy champions. Your wave is incredibly strong and you can erase the waves quickly. You can then use your lane priority to wander with ease.


Karthus is really good at the end of the game. His abilities will hit like a truck due to his articles. His Ultimate e will be pivot to win the game. Once he gets 3 points in his Ultimate e, he will allow him half-healthy enemies squishy easily. This means that all those behind the enemy team will suffer a lot. At this stage of the game, Karthus would have maximized his 1 and e. His release of damage in the team fights will be very high.


Let her push early. Keep the wave near your turret but don’t let her push you under your tower.

After you’ve got your first item, you can start pushing Syndra into her turrets and matching her wave pushing power.

Stand outside of the minion wave. Syndra uses her Q and W on the minion wave, and by standing outside of the wave she cannot push and poke you at the same time.

Her level 6 is much stronger than yours. Recall if you’re low or else she will one-shot you.


Fortunately, he will not have this problem at the end of the game and will now remove many enemies with his E. Adding another point to his Ultimate R will give his powers more global strength. It can be practical by taking neutral goals and fighting enemies who rely on diving and lock Heimerdinger down. Heimerdinger will have a lot of articles now, and his abilities can easily a-shot enemies if they are not careful or if Heimerdinger puts a death brush somewhere. He can also take on the Baron alone.


Level 6 is a massive peak of power for him, but the power will depend entirely on the composition of the enemy team. He will have to make sure that he takes the ultimate appropriate ones to be effective in the game. The first element will strengthen his overall damage and allow him to resume fighting with ease. He will also help him with his Jungle camps and his overall survival in the game.


Taliyah will want to delay a team's fight as long as possible while pushing you with its Q. Try and force a fight as soon as you spot it. Avoid separating and playing alone. Taliyahs Ultimate R will allow it to take enemies who are alone or isolated without assistance. Do not push too far forward if you don't have anyone nearby. Taliyah has good potential with its C. If you don't know where Taliyah is in the middle of the game, don't walk around Summoners Rift alone and avoid areas with no vision that it might be looking for a surprise attack.


She is very good at roaming and ganking, so make sure you communicate with your team so they know when she is missing. Place vision in her jungle entrances and the river.

In the mid-game, she will look to take down targets that are walking around the map alone. Avoid moving through the river if it’s not warded.

Playing around her Packmates in the mid-game and during team fights will be extremely beneficial as she will lack damage.


Akshan has tons of mobility thanks to his E. It can allow him to move around the lane with ease, and get on to the enemy laner quickly.

Akshan can bring back his dead allies if he can kill the enemy who killed them. This is great, especially in the later stages of the game where death timers are quite long.

His W allows him to get out of sticky situations and allow him to be camouflaged for a long period of time if he stays near a wall.


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

Keep the minion wave closer to your side of the map pre-6. This will make it harder for him to jump in with his E and should overall increase your survivability in lane.

Zac has really good roaming potential. If he goes missing, communicate with your team as he may be roaming to the mid lane.


Decide in early play whether you are going to be agriculture by proxy or have a traditional laning phase. Decide early but be ready to rock it. Watch to wander the middle way often once you push the wave. Singed is good to help its allies if the enemy is overheard. Keep a constant eye on the minimap at any time. Do not die constantly trying to kill the enemy or from agriculture by proxy their wave of minions.


Deny Garen's Passive by automatically attacking it whenever possible. This will reduce its hold on the track and make it easier to kill it. Garen's E deals extra damage to isolated targets. You can mitigate the damage by fighting next to your minions. They will also start concentrating it if it attacks you automatically. Try and stay at maximum distance at any time against Garen. This will reduce its all-in-one potential. Moreover, by staying at the maximum possible distance, it will have to waste its Q to get in the range of you to trade. You can capitalize on this and look to trade with it while it is on cooldown.


Make sure you're close to your team at all times so you can fight quickly. After your bot track has moved to the medium track, rotate to the bot side of the map or somewhere on the map so you can continue to close and win XP. As you're good at getting choices and killing isolated targets, try to ambushed and assassinate enemies who are alone or walk around Rift Summoners alone. After killing someone, make the call for a nearby goal.


You always need to be above half health once Darius has his Ultimate, otherwise, Darius can easily kill you even while you are under the effects of your Ultimate.

Never take longer trades against Darius, especially if he didn't use his E to engage the fight. Once his Passive grants him extra damage, he will almost certainly turn the fight around quickly. Should you try to run away, he'll pull you back with his E.

Darius will kill minions extremely quickly with his Q if he uses it in the minion, causing the wave to push to your tower. You want this, as this helps prevent Darius from freezing by his tower and forcing you to use your Q to grab minions.

Your goal early on is to abuse and poke him down with your Q and then look for all-ins with your Jungler or when he very low. Don’t under estimate Mundo’s damage output and poke with his Q.


At the end of the game, flank the enemy and stay close to your teammates. You should look to go with them in the team fights at the end of the game. Continue looking for picks on the enemy Support while they go to the room alone in the game at the end of the game. This is especially true when the goals are about to spawn. Focus on team fights with your allies, and avoid breaking up too much or they will collapse and you will lose the fight.


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.


As it lacks any form of varied engagement potential, it is really weak against the various enemy champions. It counts on the side of the enemy team of the side line. If the enemy team manages to put the right vision, the game plan of Garens will collapse and it will be useless especially if your team managed to place it behind early. Due to it having several constructions, the efficiency of Garens can vary from one game to the next. If he decides to go for the complete AD construction when his team lacks a front line, he has not been able to do anything if it is handed over. This should be a good signal for the enemy Jungler/team to camp whenever possible.


Kennen is really good in team fights. Avoid fighting in the Dragon or Baron pit as it will allow him to get a good Ultimate m off.

Kennen is prone to peel and disengage. Try to disengage as soon as you see him running towards you. Additionally, make sure you have vision to the side of you in case he tries to flank.

Try to harass and poke Kennen as much as you can before a team fight occurs. If you can keep poking him down, he will be unable to engage and fight if he’s low on HP.


Try to blow up Tahm Kench, or CC chain him so he is unable to activate his E in the team fight. In the team fights, look for his Ultimate r. He can either use it to protect an ally, or catch someone out of position. Keep this in mind during the fight. Tahm can use his W to flank in a fight.


Rumble is excellent during late-game fights as his Ultimate b and his basic abilities will all hit like a truck now, especially during team fights.

Maxing out his Ultimate b will reduce the ability's cooldown and allow him to use it frequently. It will be a deciding factor during the objective fights.

Rumble will dish out a lot of damage during this phase of the game. His ability to melt through enemy health bars will force his enemies to play defensively.


Your immobility is the clearest weakness you have: both during the laning phase and in the team combat phase. This puts the extra task of making sure that you are well positioned during the fighting as an error can cause you to kill. The enemy team will look to you gank several times during the laning phase to recover you. Although this does not affect your utility, you will not be able to get enough elements to impact the fighting later on on which will cost your team multiple fights and goals. Every time your Ultimate w is down, you have little or no detachment.


Always stay out of vision and try to run your laner down with your W and E. It should let you chunk them down massively and probably kill them soon as well.

Once you unlock your Ultimate R, you should be able to all-in enemies with ease. Set up death brushes near-neutral objectives to maximize the effect.

Although you are not the Jungler, your Q will still be extremely invaluable when it comes to winning.


Level 16 is not as big as a peak because it will only increase the damage of the ability and reduce the cooldown. It will not provide any utility. It will fall later during the game due to the enemy's purchase of defensive items. It should always rely on peaks to get killings all around the card. Most of its capabilities will be maximized during this phase of the game. It can look for peaks all around the card and can set up death brushes in the Jungle.


If you can catch someone with your W and E, they are as good as dead. Use your W and E correctly when you are trying to fight for a neutral goal. Your Q can easily be spammed by you, so use it regularly.


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

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

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


Stay together with your team. Do not leave the side of your carts otherwise, the enemy will capitalize on the fact and leave them defenceless. Peel for your carts in the team fights. After using your g, retreat and protect your allies and focus on the nearest champion. Look for choices with your Ultimate e. If you can catch someone when the enemy is not organized, you can force a team fight or a goal afterwards.


Vladimir’s l has an incredibly long cooldown during the laning phase. Find a way to bait it out and then look to play aggressive while it’s on cooldown.

Whenever Vladimir has his empowered Q available, play safer or walk backwards so he is forced to use his Q on the minion wave rather than you.

When playing as an AD champion, try to get an Executioner’s Calling. This will reduce his healing and sustain in lane.


Your abilities will do a ton of damage now. You should focus on the explosion of the enemy rearline with your Q and Ultimate R, especially if they are joined together. Try to work with your Jungler and get spikes inside the enemy Jungle with your Ultimate R. Even the withdrawal of the enemy Support will give your team a considerable advantage when it comes to vision placements. If you are behind, just make sure you peel for your portages with your capabilities. This will help you manage all the ins of the enemy frontline while ensuring that your nourished portages can play safely.


You will want to beat it remotely when possible. This will help you to cut Shen. After six, you will want to bait Shen for an all-in. Once this is done, use your Ult and blow it up. Always play near your tentacles when possible. This will prevent Shen from regularly looking for all-in on you. Keep the wave near your turn. The enemy has no sifting potential and can easily be exposed to the ganks.


Ziggs will try to delay a team fight as long as possible while he launches with his Q. Try to force a fight so that he can't bring you down and force you to disengage. It's going to be hard for you to sit goals like Towers when Ziggs is alive. Try catching him out of his position or flancing him when he's alone to facilitate taking these goals.


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


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

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

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


Flank in team fights to make getting on the enemy backline easy. Make sure you’re nearby so you can get in the fight fast.

Continue to play around your Ultimate R cooldown and look for fights when it’s up. Do not fight when it’s on cooldown as you’ll miss out on a lot of extra damage.

In the late game, stick with your team and look for picks with your Ultimate R. If you’re able to catch a squishy champion out of position, you can take them down and win the fight.


In the mid-game, focus on stacking your items and see if you can help your allies in getting kills around the map. It will help your team a lot, especially if you can catch enemies out of the fog of war.

Look for picks during the mid game. It should be quite easy for you due to your a and l. Don't forget to use your Ultimate t frequently.

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


When you fight Gwen, try to bait her E first and then use your E so it's harder for her to avoid it. As you're big at duelling and early, try to make early games around the card to get yourself and your allies forward. You're pretty good at invasion, and as Gwen needs time to come online, try to go for an early invasion. Playing around your Ultimate is the key in this matchup. You lose opportunities to mess up when you're sitting on your Ultimate and don't spoil your allies.


Its ultimate h maximum-out will allow it to take enemies frequently. It also becomes a reliable source to pick up enemies out due to the short cooling period. Malphite is really good in team fights at the end of the match due to its ability to disrupt enemies and zone them out. It can also set up several combos with his team. Depending on the construction for which it chooses, it will either be a-shot the backline enemy or will be able to absorb a lot of damage during the front lining for his team.


If the enemy team focuses on destroying its Q turrets before invading it, it will have to play defensively until it can bring back its turrets. Missing its E will put it in a vulnerable place, especially if it is laning on its own or when it is pushed upwards. This error can easily cause it to kill. It is very effective when fighting in closed spaces like the Jungle. The enemy can reduce this by fighting in the tracks and then matching its thrust if he tries to divide the thrust.


Quite vulnerable when his E is down. This can allow the enemy to all-in him and kill him quite easily during the early game.

His Ultimate R positioning can get him killed if his team doesn’t follow up on him. Besides, going in too deep without any assistance can also get him killed.

He is quite useless if the enemy manages to steal his camps and set him back in terms of items. This will prevent him from doing damage and will make him a deadweight for his team.


Make sure you're close to your team at all times so you can get in the quick fight. Don't fight unless your Ultimate R and Zhonyas Hurglass is up in the late match. If you're looking to fight when it comes down, you'll be an easy target and die quite quickly. If you're ahead, look for picks or ambush the enemy while they're walking in their jungle. Taking an enemy down might be enough to win the next fight or take the Baron.


Ryze's weakness is quite staggering during the early game, so he should make sure that he plays safely and wards around carefully. The main goal is to scale up first.

His level six won't be very impactful during this phase of the game as it has a long cooldown, and roaming during this phase would be an issue.

The first item component will allow him to deal a lot of damage to his enemies and spam his abilities frequently. Still, he should not play too aggressively and just rely on scaling up.


You should get at least one defensive element depending on the comp and nourished enemy team wearing as you will be a main target. Always keep an eye on your flanks and prioritize saving yourself. Do not let yourself be caught trying to cultivate a side track at this stage. Neutral goals are important at this stage so always try to stay close to the track where the goal is about to reproduce in the next few minutes. If you manage to find a choice on someone, do not hesitate to use your ultimate R to finish them. Your ultimate R cooldown should be low enough but do your best to save some Infernum rounds for a major fight.


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

To get on the enemy's backline quickly, try to use the fog of war to flank the enemy. If you flank from an unwarded bush, the enemy will find it harder to react to your all-in. Avoid splitting or being away from your team in the late game, as the enemy will force a fight while you're gone.

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


Vladimir's l has an incredibly long cooldown during the laning phase. Find a way to bait him and then watch to play aggressive while he's on cooldown. Whenever Vladimir has his self-appointed Q available, play safer or walk backwards so he is forced to use his Q on the minion wave rather than you.


Nocturne needs to get level 6 as quickly as he can so he can use his Ultimate a to gank lanes. Once he hits this power spike, he will look to actively gank whenever his Ultimate a is up.

Nocturne is a good assassin and will try to kill any isolated target whose out of position in the mid and late game. Avoid letting him pick up free kills by staying as a team.

Delay Nocturne’s level 6 power spike by invading his jungle and stealing away his camps. You can look to invade him if he shows on one side of the map and you’re on the other.


Kai’Sa’s early game strength depends on the Support synergy. When paired with all-in champions, she will be good in the early game.

Her level 6 power spike is pretty useful. She can use her Ultimate R to reposition, engage and disengage from fights, and protect herself.

When Kai’Sa has purchased her first component item, her damage output will increase. She will be better at skirmishing and trading with the enemy too.


You will want to make sure that you help your Jungler every chance you get. This is particularly applicable when your Jungler tries to take the Rift Herald or invades the enemy jungle. In a team fight, always try to separate an enemy from their team. Bonus points if the target is still and has no form of escape, as it would be a guaranteed murder. Drive around a lot when possible and try to help your mid-lane out. If you can get an advance, it will be sure that they will come help you sooner or later too.


On the third level, Zilean will have access to all his abilities. This will allow him to play aggressively as well as poke the enemy ruthlessly in the way. Level 6 offers a lot of protection to Zilean because it can allow him to counter the mortal damage of the burst with ease. It will also make the work of his opponent much more difficult than what he is supposed to be. Zilean's Ultimate t will be useful in the fights. Zilean's first element will allow him to spam his abilities frequently, making life miserable for the enemy team. This helps a lot when he deals with champions who have a lot of damage from the burst in their kit.


If they invade you, just back off, as they can easily kill you, especially if you’re behind.

They can secure objective so much easier than you can. Keep them warded to spot them before they can secure the objective.

Post 6, avoid fighting them at all costs as they are much stronger than you with their Ultimate and they will easily kill you.

He will be ganking a lot early on. Make sure you apply as much pressure as you can to match his early ganks.


2 points in his Ultimate e will allow him to use the ability quite frequently. It will be very lethal if he manages to use it from the fog of war.

Once Nautilus gets multiple items, he will soak up a lot of damage while simultaneously helping his team avoid damage. He can even tower dive reliably during this stage of the game.

His first ability will be maxed out at level 9. He will be able to g quite frequently and make the death brush strategy viable for his team.


Stand outsdie of the minion wave as much as possible. It will force the Xerath to choose between pushing and poke you.

Aim your Q so it hits him the minion wave at the same time.

Focus on farming and poking. It will be hard for you to kill him.

At level 6, look to harass him with your Q. Then when he is low enough, use your Ultimate to kill him. He is quite squishy.


His early game ganks are phenomenal as he can quickly get on enemies with his W and E. Ganking overextended enemies will help him a lot.

Level six is a massive power spike for him, but the power will totally depend on the enemy team's composition. He will have to ensure that he takes the proper ultimates to be effective in the game.

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


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


When regrouping, don't let Nidalee crush you with her s. Get involved as soon as she overextends to throw a Spear s. Nidalee will try to assassinate targets with her s that walk around Rift Summoners alone. Avoid separating and being alone if the enemy Nidalee is in front. CC is your best friend when it comes to manipulating Nidalee in team fights. As soon as she jumps with her k, CC she and locks it.


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


Mordekaiser will take some time to be really overpowering in the lane, so he will need to play safely for that duration. Conserving health is the way to go.

Level 6 is a massive spike for Mordekaiser as he can now use his Ultimate R and 1 v 1 anyone he desires.

The first item component will allow him to fight more efficiently. His damage will be pretty significant as well.


When Ahri hits level 11, she will have 2 points in her Ultimate. This offers her extra pick potential during the mid-game.

During the mid-game, Ahri will have lower cooldowns which can help her get picks with her team. Her E will be on a shorter cooldown, which makes her an extra threat during this part of the game.

When Ahri hits level 9, she would’ve maxed her Q out. When combined with your ADC’s damage, the pair of you will be a menacing threat during the mid-game.


Once Zilean is level 6, it will be harder for you to get murders in the way. Every time his Ultimate t is down, try to abuse it to get murders. Contact your Jungler to abuse his Ultimate t cooldown. When you're looking to trade, try and lure his Q before you start a fight. This will make it impossible for him to get you CC if the first Q is missing.


Ashe should focus on the enemy with her y out of sight when possible. Track brushes should be controlled by her because she has the reach advantage over most other champions. She should use her k carefully in this way. That's because it can help Jungler a lot when it comes to detecting the enemy Jungler without putting Ashe's life in danger. Getting her Ultimate w will be a massive point in the game for Ashe. She can target CC with ease now, gets choices on the map, and inflicts a lot of damage according to what she's going to build.


Cho-Gath can easily get kited by ADCs and champions with dashes in team fights. This makes it difficult for him to catch the mobile champions. If Cho-Gath decides to use his Ultimate t on a minion, he has to wait a long time for him to come back. When he is on the cooldown as well, he lacks on many real potential damage. Cho-Gath is pretty weak in the way depending on the match he is in. He is really weak against the champions with strong early matches.


Her lack of escape tool makes her vulnerable to ganks, all-in and a lot of damage. This makes her more difficult to survive in the way. He relies heavily on her mana pool in early play to inflict damage. Although she can self-attack for an extra poke. This champion is quite motionless and is subject to CC. If they get caught by a CC, they will probably die. In particular, when she channels her Ultimate e she is vulnerable.


At the end of the game, look for choices on immobile or misplaced enemies. Taking someone at the end of the game can give you enough time to force a fight, sit a goal or take the Baron or the Elder Dragon. If the enemy is in a group, watch to group with your team as well. In team fights, continue to focus on the most squishiest targets and easier to kill high priority in the backline. Flank in team fights to get the enemy backline up easily. Make sure to be close to your team at any time so you can get in the quick fight.


As Garen has a lot of built-in sustain, make sure you get some form of healing reduction quickly to make it easier for you to kill them.

Good times to trade vs Garen is when they’ve used one of their damaging abilities as they will lack damage to out trade you.

Try and track Garen's Ultimate cooldown post 6. It is important to do this as you don’t want to be caught out by Garen's superior damage post 6.

Keep harassing Garen with your abilities while pushing the minion wave. Try to aim your abilities so they hit Garen and the minion wave at the same time.


Improper usage of his W can get him killed in the lane. This is especially true against ranged matchups. The alternative is to back off, which allows the enemy to just zone Yasuo off the wave.

Very vulnerable to crowd control as it prevents him from casting his E for a while. He can’t cast E on the same target twice, so he can easily be caught out.

Although a power house, he is very squishy and can easily be burst down if he happens to mis-step. This can happen quite a lot if he is pushing the sidelanes, and overextends.


Step away from the minion wave at all times so Corki doesn't land both Q and R on you. Limit the trading cars with Corki as he will win them with his higher AD damage. Every time Corki gets his package, make sure to ping. Focus on agriculture just early so you can be stronger in the later stages of the laning phase.


Level 2 is the all-in power spike for Rakan. He should use the lane brushes and work with his ADC to get a kill early on.

Level 6 will be another decent spike for Rakan. He can now CC multiple targets and chain it with his W for a massive knockup.

Boots are a massive spike to his roaming capacity in the game. He should be looking to make plays all around the map.


Just focus on agriculture while keeping the wave on your side of the track. You don't want to overextend, as you will certainly be ganked. You should go for short burst trades when possible. Use your E on the side walls to make sure you can use the stealth function to escape sticky situations. Once you get your Ultimate R, you should try to fight more often.


Incredibly weak early game. This means he needs to play safe and avoid trading until he’s got quite a few levels under his belt.

Has a lot of poor matchups. In the current meta, he will struggle to lane against a lot of enemy champions.

Relies heavily on the late game to win. As games end around or before the 30-minute mark, his late-game carry potential is lessened.


A maximum-out Ultimate R will help Séraphine a lot during the team fights. It can dry up a lot of damage, and the CC will allow her team to collapse on the enemy quickly. It should be really great as she will get all her items from here now. She will have to take care of her combat positioning to make sure she is not picked up. All her important items will be completed now, and she will be able to dry a lot of damage in very short jobs. She will also provide a lot of peeling and healing for her teammates.


The first element will allow him to inflict tons of damage to his opponent, and the trading will eventually become more accessible to him. Regular exchanges allow Pyke to easily win the track. Level six is a massive power peak as he can now execute champions with his Ultimate R. This means that he can quickly kill his laner or any other squishy with a rotation of his spells and his Ultimate R. Pyke is a worthy champion of the beginning of the game. He can blow up enemies, can wander relentlessly, and secure peaks all over the map. He will allow him to capitalize and get out over his enemies.


Continue to pick up and secure jungle camps whenever possible. Not falling behind in the mid-game is crucial as a Jungler, so make sure you continue to farm!

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.

After getting a kill, make the call for Baron or Dragon if your team is nearby and able to help you. Securing these objectives as a Jungler is crucial is in the mid-game.


In team fights, try to catch Lulu out of position or lock her up with CC. If you can shoot her first, her ability to protect her portages will be diminished. If you can't kill her, you might be able to force yourself to launch her Ultimate R. For AD champions, invest in the call of an executor when Lulu and her team are ahead. This will reduce her ability to heal and protect her allies.


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

Use your E carefully in this phase of the game. The goal is to ensure that you never get caught off-guard by a skill shot that has the potential to CC you.

Your W will come in very handy during this phase of the game. Stay in the backline and keep poking the enemies till your team all-ins them. Once the battle is done, go in for the cleanup kills.


Can easily be kited by ranged carries even without using their dashes. Her Q can easily be sidestepped as it has a very short range.

Can be killed easily if she overextends with her E. She also acts as a frontline so the enemy can flank her teammates before going for her.

Misuse of her Ultimate R can land both her and her team in huge trouble. This is especially true if the enemy team has some sort of heavy engage which can get on her team’s carry.


Azir does not have a peak at level 11 unlike many champions. Keep this in mind during the middle of the game that his Ultimate R can be less impacted compared to the other champions on the flaw. At level 9, Azir goes to max his r. It is a good peak of power for him because he can use it to bring down the enemy from afar. In conjunction with his W, he should be able to poke and farm from afar without dying to the enemy. When Azir completes several articles, he will be very strong and deposit a lot of damage in a short time.


Camille can look for an all-in at level 3 or 4 once she has access to her basic abilities. Try and do not lose too much health before hitting level 3 otherwise it is guaranteed that she will look for the all-in. Whenever Camille has her E available, you must be careful with your positioning because it will provide her an opportunity to engage if you are standing near a wall. Stand in the middle of the track as much as possible. At level 6 Camille will have access to her Ultimate R which can be deadly if you are low and overheard. Respect her all-in and do not push without vision as her Ultimate R can also be used to install her Jungler.


During the laning phase, it is very easy to abuse and get high. It is best chosen in tank champions. If Shaco is behind, it will be very difficult for him to get back in the game. Shaco relies on the advance to be useful in the later parts of the game. Shaco can be difficult to master. You must avoid being super obvious with your coins, especially with your Ultimate l otherwise, you will not fool anyone.


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


Ryze is excellent during the late game as he can completely take over the game with his overall burst damage combo and his Passive. All he needs to do is be a part of significant fights.

Level sixteen is a decent spike when it comes to macro-based plays. He can quickly jump from one objective to another, which can easily lead to wins for him.

His damage output will be really high during the later parts of the game. This will kill most of his enemies if they happen to get CC'd by Ryze.


Hecarim's h will be maximized once it reaches level 9, which will allow it to eliminate a lot of constant damage when it is in the middle of the enemy team. It will also allow it to support itself due to its objects and runes. Hecarim's Ultimate will be more robust now because it has two points at level 11. This means that it can use it frequently, which translates into deader enemies wears.


Level 9 will have its first capability maximized. This will result in a massive increase in damage and will immediately make it a high priority target for the enemy. Its kit is superb during the team fights. It can immediately turn the tide of a battle with a well-positioned Ultimate R and help its allies to achieve crucial goals during this phase. Level 11 will be another peak for Qiyana, this time in increasing damage and reduced cooling.


Lux is really strong once she unlocks her Ultimate n. At this point, she will be able to get killed and crush you. Once Lux has a maximum cooldown reduction, her abilities will be on really weak cooldowns. This means she will be able to poke and trade quite frequently. Don't let her cooldowns take you by her cooldowns. In the later stages of the game, Lux is really strong and can very easily remove any target if she lands her g. Try and place her behind in the early game so she can't get tons of AP and snowball.


She should be careful to get invaded during the first parts of the game. Setting up a vision around the Jungle's entrances into the river should help her to detect invasions early. Once she unlocks her basic abilities, she should look to gank pushed up the enemy tracks with extreme prejudices. Try to lure their Flash out so you can come back later and finish the work.


Disengage is Master Yi’s worse nightmare. As soon as he activates his Ultimate r and runs towards your team, disengage so he cannot take over the fight.

When low, make sure you back away even if Master Yi isn’t there. If he picks up free and easy kills, he will snowball heavy and take over the next team fight.

Try and wait for Master Yi to use his e before locking him down with CC. As he can use his e to dodge skill shots and CC if timed correctly, it’s best to wait for him to use this ability before trying to kill him.