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

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

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


Focus on early farming. You need time to come online, and you just need to focus on getting gold and XP. However, if you find an opportunity to ganking or counter-ganking nearby, don't be afraid to take it. If they invade you early, just back; you don't win early skirmishes with them.


Ziggs will try to delay a team fight for as long as possible while he pokes with his Q. Try to force a fight so he is unable to poke you down and force you to disengage.

It’s going to be difficult for you to siege objectives like Towers when Zigg’s is alive. Try to catch him out of position or flank him when he’s alone to make taking these objectives easier.

Keep track of jungle camp timers and steal away his blue buff as it spawns. This will reduce his effectiveness in team fights and make it harder for him to poke you down before a team fight occurs.


Once the CC, its squishiness allows it to be an easy target to remove. The incorrect use of its E can cause it to kill several times. The use of capacity needs discretion, as it can prevent it from resetting itself that can inadvertently kill it. Kha==Zix will need a sufficient vision around isolated champions because the enemy can sometimes try to lure him, and collapse on him as soon as he shows up.


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


Once Volibear hits level 3, he can look for a favourable trade when all 3 of his basic abilities are up. Expect him to play aggressively at this time.

At level 6 and whenever he has his Ultimate R up, you need to play more cautiously and avoid committing to fights when you’re low. In particular, recall if you’re low, under tower and when he has his Ultimate R available.

Once Volibear has completed his first item, his damage output increases a lot. Expect him to play more aggressive and look for kills.


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

Use the lane brushes to knockup the enemy laner whenever possible. Go for extended trades as you can deal percentage health damage to tanks.

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


Ryze will try to avoid team fighting in the middle of the game because he still needs time to come online. The search for fights as soon as the laning phase is over is favorable. Team fighting in the last game is where Ryze can shine. Finishing the game as quickly as possible will reduce his chances of coming online and winning the fight for his team. Warding your flanks will reduce Ryze's ability to get a good final R and surprise your teammates. Avoid pushing too far forward when you don't know where Ryze is to reduce the chances of catching you with his ultimate R.


Consistent poke damage with his W and Q which can allow him to push the enemy laners out of the lane abruptly. This can also allow him to all-in enemies once they are low enough after taking the barrage of poke Ezreal has to offer.

His Ultimate R has a very short cooldown and can be used freely during the early game to waveclear. This is very helpful when he is trying to clear the wave quickly in order to get a recall.

Ezreal’s E allows him to get out of sticky situations with ease and makes him one of the safest ADCs in the game. He can also buffer it in response to CC abilities which will allow him to avoid follow up CC if he manages to get hit by the initial CC ability.


At level 9, Diana will max her Q. Her Q offers her a lot of extra wave clear and more poke in lane. She will be a real threat when she hits level 9.

At level 11, Diana will put the second point in her Ultimate R. It will be on a lower cooldown that allows her to go for more aggressive all-ins. With the lower cooldown comes additional damage. She will deal a lot of burst damage in the mid-game if she is ahead.

As Diana is an assassin, she will be able to pick off targets in the mid-game that are walking around the map alone. In particular, she can ambush the enemy Support as they try to ward upcoming objectives.


The first ability will be maximized to level 9. This ability will now hit like a truck, and it can quickly assassinate enemies if they are weak. Shaco is decent enough during team fighting. This is mainly because his clone can cause all around the mahema for the enemy team. His ability to sneak behind the enemy team is phenomenal. Team fighting will become better for Shaco. Another point in his Ultimate it will allow him to use the ability frequently and increase the damage of the clone bursting.


He will be dishing out humongous amounts of damage during this phase of the game. Right now, he should be focusing on staying alive and not getting CC'd and picked off by the enemy team.

Fighting around chokepoints is absolutely necessary as Brand will be pretty effective with his Ultimate R. The ability will have quite a short cooldown, making it easy for him to win team fights frequently.

He should be working with his team and setting up death brushes around the map. His ability to completely blow up squishy targets will make team fights highly unfair for the enemy team.


She will have many items during the late game, which will allow her to blow squishies up and deal a lot of damage to grouped enemies. It will also let her take more minor damage due to life steal.

A fully maxed out Ultimate R will allow Tristana to take over the game very quickly. The ability will be on a short cooldown which enables her to use it both aggressively and defensively when she wants to.

All her abilities will be maxed out by now, which means that she will be able to use her W to reposition herself frequently and deal massive amounts of damage to her enemies simultaneously.


Avoid putting yourself in choke points to make it harder for Taric to land his E. Stand towards the middle of the lane and away from the walls to give you more room to maneuver and dodge the spell.

If Taric activates his Ultimate R during a skirmish, you have two options to take. You can either try to blow him up and kill him or his ADC before they get the protection, or you can disengage and wait for it to disappear before fighting again.

Look to harass and poke Taric down as much as you can during the early game. His abilities have high mana costs and he will be unable to spam his Q if you fight often.


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


The first item will give her a massive damage boost in the Jungle. It will make her ganks more potent, especially once she gets her Ultimate R. She will be able to clear the camp pretty quickly as well.

Liliia is an early ganker and should use the lack of vision during the early game to disturb enemies and force them to concede their lanes to her teammates. Looking for pushed-up targets should be relatively easy for her.

Level 6 is a significant power spike for her. This will enhance her gank and team fight potential, and she will be able to decimate enemies who are clumped together during fights.


Jinx doesn't have much help in the mobility department. If you or your team land any crowd control on her, it should lead to a murder. Try to lock her up as quickly as you can so that she is unable to ------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------


Heimerdinger can take objectives really fast in the late game thanks to his Turrets Q. Be prepared 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’re able to CC the whole enemy team, you will give your team a good chance of winning the game.

Continue to peel for your allies to keep them alive in fights. You’re good at peeling, so you should do so in the late game.


Level 16 is a massive spike for Pyke as the ability will now be up almost every team fight. The damage done will be pretty significant as well, and he can take multiple enemies down simultaneously.

Pyke is outstanding in mid-game fights as his Ultimate R threshold will be pretty high. This means that he can easily catch enemies off-guard and blow them up.

Pyke is quite decent at getting picks during the late game. He can single-handedly set up death brushes and get rid of squishy targets.


Your goal is to hit level two before the enemy and look for an all-en with your Q. Hold on to your Q until you get a little closer to your target, or use it when the target is pinned against a wall. Keep collecting chimes while you are laning. You need to unblock the slow on your automatic attacks and get 5 chimes will allow you to do so. Once this is done, you can place your Q very easily. Always be on the lookout for roaring around the map. The best time to do so will be when the minion wave pushes towards you and you have left the way to collect some chimes. Use your E correctly and possibly paired with your Jungler for maximum efficiency.


Once Diana reaches level 6, she can start receiving ganks from her Jungler as her Ultimate R deals a lot of damage and is CC. With this in mind, try to monitor the river and side bushes to spot the enemy Jungler before they appear in your way. Every time Diana lands her Q, she could look for all-in thanks to the reset on her t. Try and play safer when her Q landed and wait for him to disappear before walking forward. Diana is rather weak if she doesn't get killed early.


Fizz has a lot of potential out of play with his E. Increased mobility allows him to get up to the enemy quickly, avoid incoming damage and escape ganks easily. At level 6, Fizz gains access to his Ultimate R which is an excellent tool at all stages of the game. He inflicts a lot of damage and has a great radius. Fizz is a murderer and can remove the squishy champions easily. He is incredibly strong in the middle of the game if he can get choices.


The Jungler game is a strong and early game. Look for gank and go for duels frequently with the enemy. Getting an early murder or two will make the game much easier for you. Concentrate on securing goals. As you are the Jungler after all, make sure you try to take them as often as possible. Your champion is very good to take them alone. While you are a strong and good fighter in early play, you need to make sure that you take time to focus on agriculture and win gold and XP. Secure your camps as often as possible.


Try to go for short gusts with your 1 in the track. The goal is to make sure that the enemy can't everything within you during the laning phase. Ward around and just aims to play safely. Once you get your first component, you should spam your abilities more frequently in the track. It will help you use your n combined with your 1 to go for regular trades with the enemy. You must always play safely, however. By getting your E Ultimate, you should be able to finish the killings in other tracks. Make sure that you are neutral, objective fights as well as your e will be really effective in these situations.


In the first levels, play safely and avoid engaging in any occupation. Your early game is rather weak, so you're probably going to lose jobs compared to an aggressive laner. Once your passive piled up, you can look for fights with the enemy. The search for skirmishes when your passive piled up will increase your damage production and increase your chances of killing the enemy. Focus on good wave management and go to favorable trades. If you constantly push, you won't be able to get murders like your W won't protect you from tricks.


Trading against Heimerdinger can be extremely tedious, yet it can be done. Taking down his Turrets Q will be the main focus in order to poke or trade with him.

When using your skills shots (if they’re AOE), try and aim them so they hit both Heimerdinger and his Turrets Q. This will make it easier for you to clear them down the line and increase your kill pressure in lane.

Once Heimerdinger reaches level 6, his kill pressure and strength increase dramatically. Keep this in mind and beware of his empowered abilities.


Don't regroup closely in an objective fight or team because it gives Gragas the opportunity to hit your entire team with his Ultimate R. In a fight, make sure you're not too forward or get away from your team. If you're too forward, he could use his Ultimate R to push you into his team. Getting caught like this could lead the enemy to take a goal soon after. Constantly try poke and harass Gragas. Having him in bad health will prevent him from playing or aggressively positioning himself.


Place a level 1 ward near his red buff. This will help you spot him before he is able to use his s  and gank either the mid lane or another nearby lane.

As Twitch will be looking to gank frequently in the early game, if he is spotted on one side of the map, you could invade the other side of his jungle to steal away camps and reduce his gold income.

Twitch will ignore commonly placed bush wards with his s . Place vision around his jungle entrances or on top of camps to make spotting him easier.


Rengar will begin to fall as the game continues, so he will have to accumulate an early lead on. He should rely on peaks to win the game. He will have a lot of articles during this phase of the game, which will allow him to flatten a lot of damage if he manages to catch an enemy. Level 16 is a massive peak of power, which means that he can completely decimate enemies who are isolated. He will frequently have to find sides on the enemy to make sure that he can take the game and win quickly.


Your goal is to get it out with your W in this matchup as much as possible. This will make you quite easy later. It can try you E in a wall if beware of your position near the field in this matchup. Any error can easily cost you the fight. Its Ultimate makes it really strong, and invisible, so make sure you label it with your W. In this way you will be able to see gradually it silohuette and know where it is. Keep the wave somewhere near your turn in this matchup. This will give you many opportunities to bring the enemy under the risk of ganks of your Jungler/laners.


Do not regroup closely when you sit with a goal or a combat team because it gives Gragas the opportunity to hit your entire team in his own with his Ultimate R. When you fight, make sure you're not too forward or get away from your team. If you're too forward, he could use his Ultimate R to push you into his team. Getting caught like this could lead the enemy to take a goal soon after. You can often tell Gragas is nearby when Predator starts running. As soon as you see the marker, step back to security so you don't get killed.


Once Gragas reaches level 16, he will have his Ultimate R maximum out. This will give him a massive increase in damage, and the low cooling combined with the return to normal will help him choose high priority targets. Gragas will either be very tanky or a glass cannon depending on the landing of his combo depending on the construction. As Jungler, Gragas will mainly be the last, so that his main goal will be to blow up the enemy rear line when he gets lucky. His dash and Ultimate R compile for a significant amount of peeling for his litters. If he goes for the road to build the tank, he will successfully absorb a lot of damage for his team while his team follows the Gragas commitment.


Don’t let Ashe push you under your tower early. If you do get pushed under your tower, your ADC will find it hard to farm due to her poke.

Once Ashe has her Ultimate w  do not overextend as she can easily set up her Jungler with it. Keep the lane warded at all times as that is the only time when it will be safe for you to overextend post 6.

To prevent Ashe from getting extra damage down on you in the early game, stand behind the minion wave at all times so they block her Volley y damage for you.


Lux will now have his core of articles and will be injured like a truck due to his AP ratios. Any squishy who gets caught by his g will certainly end up dying. She will peak very hard at level 11. This is mainly due to his Ultimate n upgrade, which will increase the damage of this ability while drastically reducing his cooldown. Lux is usually good during team fighting, but she will excel during fighting in the bottlenecks. The enemy will not be able to do anything to avoid Lux's g and will be zoned by his poke.


Gwen can do a lot of damage very quickly with a fully stacked Q. Look for jobs when you have max batteries. His Ultimate R can be recast several times. It also offers him a cure that helps him in 1v1 fights. Your W is an excellent tool that can stop incoming abilities such as Thresh Q or Blitzcrank b. Although he does not protect your allies, you can get between you and the enemy so your ally doesn't get CC.


Trendamere is not so good if it is behind and weak in gold. It needs a lot of gold and XP to carry solo in the later parts of the game. Whenever its Ultimate e is in decline, it is quite vulnerable which makes it (somewhat a little) weaker. Can be kited quite easily and is prone to disengage/CC in team fighting. This can make the team fight difficult for a Trendamere.


At level 9, you will max out your first ability. This ability’s damage will increase significantly at this stage, which will help you win fights.

You’re good in team fights due to your AOE abilities. Teams will be grouped in the mid-game so that you will be strong at this game stage.

At level 11, you’ll put an additional point in your R. Use this advantage to get picks in the mid-game.


Karma's d will be maximized at level 13. This means that she will be able to peel her teammates easily and keep them out of the trouble path. Karma will have several articles completed during this stage of the game. This will allow her to flatten a lot of damage while peeling for her aircraft carriers at the same time. Her release of damage will be really high during the end of the game, which will allow her to tear off the enemies unabated. She will make the team fights really unfair for the enemy, especially around the bottlenecks.


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

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

As you’re the Jungler, you need to make sure you’re always alive in the late game. If you die before a major objective spawns, the enemy will be able to take it.


Nunu will be wandering a lot in the laning phase. Ping when it will miss so that your team knows it could be directed towards their path. Keep the wave pushed in its turn. You can secure the turn plates and get a significant XP and gold advance while it runs around the map. Try to counter Nunu roams when possible, but if you can, make sure you do as much as you can while it is not in the way (such as pushing, wandering elsewhere, helping your Jungler etc.).


Scales up like a monster, especially if he manages to get a few kills early on. Can single-handedly snowball a game and win it for his team due to the sheer amount of healing.

His l allows him to get out of sticky situations quite easily while also dismantling ganks from the enemy team, thereby wasting the enemy Junglers time.

Can destroy the enemy team whenever they are grouped due to his Ultimate e and E. Close quarter fighting is a massive strength for him.


Level 11 is a good power spike for Nilah. Nilah will put a second point in her Ultimate at level 11.

Teams start grouping in the mid-game. Nilah is good in team fights and will be good during the mid-game.

At level 9, Nilah will max out her first ability.


In team fights, don't stay too far ahead in case he tries to make a game. Watch your flanks! Pantheon can try to attack you on the side and go to your carts when his Ultimate R is on cooldown. Good time to fight is when Pantheon is divided push. Force a fight when he is on the opposite side of the map could be a good idea because it will take him time to get into the fight even with his Ultimate R.


Make sure you hit level 2 at the same time or before Leona as her level 2 all-in is very strong. In the bottom lane, this is the first minion wave followed by 3 melee minions.

Leona’s roaming potential is much stronger than most Supports. If she is unable to kill the enemy in lane, she will look to roam. As soon as she leaves lane, make sure you ping your team and communicate that she is missing.

With good wave management, you can make it very hard for Leona to engage. By keeping the wave closer to your side of the map, you will make it impossible for her to engage with her e without diving your Turret.


Darius starts to fall in the end of the game, but it is still powerful. He falls as other champions start to get elements that counter him, and many champions will be more tankier, which makes it harder for him to kill them. At level 16, Dariuss Ultimate e will be an essential tool in team fighting. As he can do a considerable amount of damage and as he is an execution- he will be able to remove targets and use reset to kill several targets. At this stage of the game, Darius should be almost max build. As he builds items that increase his damage and offer protection, he will be relatively tanky and difficult to remove.


Aim to trade when Jax has used his e as it will block the basic attacks. He has a long cooldown, so make sure to exploit his weakness. Jax does not have a build-in support and is melee. If you have the advantage of reach, try poke and harass him as much as possible to prevent him from searching for all-in. This will also force him to burn through his potions quickly. After level 6, each third car will provide extra magic damage. Do not engage in extended trades with him- especially if he was able to stack his auto attacks on the minions in advance.


Diana can look for jobs from level 3 because she will have access to all 3 of her basic abilities. Try to go for aggressive games to gain an early health advantage. As Diana does a lot of bursting damage, she should look for constantly favorable jobs around her Q and t once she has taken her Mythic article. Don't be afraid to fight if you have the advantage of the article. Diana, level 6 is very strong. Her Ultimate R makes a lot of bursting damage and can be used to get dead again and again in the way. Because it is such a strong tool, you can also look at and help your allies if the enemy laner plays incredibly safe


Darius can start ganking as soon as he hits level 3. He needs all of his basic abilities before he can start to gank.

His best early game power spike is when he hits level 6. His Ultimate e heavily increases his 1v1 and skirmishing power and he will be a huge threat at this time.

After he has completed his first component item, Darius’ trading and kill pressure further increases. He can 1v1 most enemy Junglers at this time.


Zac is decent enough in the team fights at the end of the game, especially if he manages to get a flank on the enemy. Another reason why he is so good is that he can easily bypass the vision and catch the out-of-guard enemy. Once he reaches level 16, he will have three points in his Ultimate R. This means that he will be able to use it frequently and inflict a lot of damage on the enemy team during a one-way trip. He should be able to catch the out-of-guard enemies easily. Once he reaches the stage where he has two different capabilities maximumd out, he will have a simple time to fix peaks while working with his Jungler. He can even help his Jungler to put in place death brushes for the enemy.


At level 16, Kayn will have his Ultimate R maxed out completely. This will directly fortify his ability to all-in enemies and kill them due to his burst damage.

Kayn will have multiple items by now. This is good for him, depending on his form. He can assassinate people if he goes for the Blue Form, while he can act as a frontline if he goes for the Red Form.

Depending on the form and build, Kayn will either be a killing machine due to his burst damage or a tanky, unkillable frontline who will easily peel for his carries.


Nautilus is a good early game Jungler. He can start ganking very quickly as he has so many CC tools in his kit. Vision will make it harder for him to get successful ganks off.

Nautilus doesn’t have the greatest objective control early. Try and secure the Drakes before he gets an opportunity to gank his bot lane and rotate to it afterwards.

As he will be ganking a lot early, try to counter gank if you can. If you can’t, try and invade him, gank another lane or secure the Dragon/Rift Herald.


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

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

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


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

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

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


You will be powerful uber during this phase of the game. Make sure that you do nothing that can get you caught and killed as it would mean a Baron or Dragon free for the team. Your k and Ultimate c will allow you to run around the map and blow squishies up if you go for AP construction. If you go for AD construction, just focus on cleaning through the enemy team with your Ultimate c. Getting a defensive element should help you a lot because it will keep you alive for a longer period, especially if you go for a secondary ADC construction.


Garen will gain a huge power spike and finishing ability once he manages to get to level 6. This will let him go for regular short burst trades against his enemies, let his Passive kick in after the trade, and then go for the finish with his Ultimate R after getting the enemy low.

Garen's first item component will either let him survive the lane for a more extended period (tank build) or increase his damage significantly (bruiser build). The former will let him take part in many team fights while the latter will help him with duels.

Garen's build will dictate how he plays the game out. If he goes for the tank build, he will be nearly unkillable and can act as a perfect peel unit for his carries. On the other hand, if he goes for the bruiser build, he will be more dependent on the fog of war to catch enemies off guard and pick vital enemy carries.


Look for choices during the middle of the game to get your team before. Get a choice here or there or blow an enemy Summoner Spell may be more than enough to get a goal nearby. You can look for opportunities from lane gank your laners to help them move forward. Only when you are ahead however, otherwise your laner will easily take your turn. During the fighting, make sure you use the fog of war to your advantage and continue to flank the enemy team. It will help you to cut down tons of damage and allow you to take a key target.


Move to the mid lane and either stick with your ADC in the mid lane or hug your Mid laners hand to prevent the enemy from taking the mid lane tier 1.

Make sure you place vision around nearby lanes and objectives. If you can spot the enemy moving around the map, your team may be able to collapse on to them and get a free kill.

Avoid wandering too far away from your allies at any given time. If you get caught out, the enemy may be able to take a nearby objective like Baron, Dragon, a tower or even win a 5v4.


Stay with your team and look for choices with your s. Even taking 1 enemy could be enough to take a major goal like the Baron or Dragon. Look for battles where the enemy is closely grouped (as in the jungle or around a goal) and try CC as many enemy champions as possible. Once you have used your Ultimate on the enemy, ask yourself what you need to do next. Either stay behind the enemy or peel for your portages. If the enemy has an all-in-front line, prepare to fall and help your portages keep them alive.


Stick with your team during the mid-game and continue to make plays with your Ultimate on enemies who are over-extended or alone.

Make sure you invest in a magic pen during this stage of the game. Teams will be grouping, and you’ll need it to help with their defensive stats.

Make the call for major objectives like the Dragon after getting picks with your Ultimate.


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.


Once you’ve destroyed the lane tower, move to another lane and try to take that objective too.

Try to harass and poke the enemy as often as you can with your Q. Using your abilities frequently will allow you to stack your Tear quickly too. Getting it stacked in the mid-game is crucial.

Continue farming and moving around the map. It is important that you pick up as much gold as possible.


Her Q poke builds up immensely over time. With the constant usage of this ability, Sona can force her laners to recall abruptly and cause a setback in their plans.

She scales like a truck and becomes extremely strong during the late game. It allows her to deal respectable amounts of damage while also healing and shielding her team for a good amount.

Her Ultimate R can completely turn the tides of a lost team fight. It will let her team look for an all-in as well, or win a skirmish over an objective.


Focus on agriculture and hit level 6 as fast as you can. You need to hit level 6 as fast as possible to increase your waste potential. Your ultimate R is an incredibly strong tool. Every time it is up, try to use it to help your allies and get murders. Try to secure goals with your team.


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.


If the enemy team focuses on destroying his Q turrets before all-in’ing him, he will have to play defensively till he can bring his turrets back up.

Missing his E will put him in a vulnerable spot, especially if he is laning on his own or when he is pushed up. This mistake can easily get him killed.

He is very effective when he is fighting in closed spaces like the Jungle. The enemy can reduce this by fighting in the lanes and then matching his push if he tries to split push. Even in this case, if the enemy destroys his Q turrets, Heimerdinger will be done for.


Once it is level 3, it gets its first major power peak and can easily force a flash. Expect this and play respectfully. Once Renekton is level 6 and unlocks its Ultimate t, it can be really aggressive and kill you. If you are weak, remember and avoid pushing the wave if it is ahead as it can all within you while you are overheard. After Renekton has finished his first article, his death pressure also increases. Avoid trading or fooling unless you are ahead.


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

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

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


When you play as a varied support, try to use your range advantage to harass and push it down. A good time to harass it is when it walks forward in attempts to get the last shots for its pupil search. The Passive Malphites shield offers more safety in the way. Try to harass and harass it as often as possible so that it is unable to get the shield and protect itself.


At level 9, Nasus maximizes its first ability. Its damage production and trading potential at this stage of the game will be quite high. At level 11, Nasus will put the second point in its Ultimate R. It will be really tanky and high level of position 16. In the middle of the game, Nasus would have picked up several hundred piles on his Q. Continue farming and you will soon become a huge threat.


Ashe is much stronger in long skirmishes because it allows her to activate her Q in the trade. Do not go for extended trades with Ashe unless you can kill her.

Once Ashe has her Ultimate w up, her ability to get kills increases. You have to respect her level 6 and respect her all-in whenever her Ultimate w is up.

Ashe is very reliant on her Ultimate w as it can be used in a variety of ways. Try to abuse her when her Ultimate w is on cooldown as she is incredibly vulnerable while it’s on cooldown.


You are a very mobile champion, thanks to you E. It can be used in many ways and is a good way to revolve around exchanges with the enemy. You have tons of support thanks to your passive and Ultimate R. This will increase your survival in team fights and skirmishes. Aatrox has a good skirmish potential and can 1v1 most champions, especially if he can fight them when they have a ability on the cooldown.


Has to powerfarm early game and hence has no impact unless the enemy overextends or overstays. He will mainly focus on cleaning up during the early game.

His e can easily be interrupted by any form of hard CC. This can make tower dives risky and can get him killed almost instantly if he doesn’t use the ability properly.

Can’t do much if the enemy team just disengages when his Ultimate r is active. Very susceptible to CC, so if the enemy saves their CC for him, he will die.


If possible, avoid regrouping. Use your strong duel potential in the middle of the game to fight and duel all those who try to prevent you from dividing. Although you are a very strong division pusher in the middle of the game, be ready to team up with your team and fight 5v5. You should usually start grouping when there are no goals to be taken nearby.


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.


Varus is strong once he has his Ultimate R. It offers him a lot of extra damage, can be used to set up ganks and it also increases his survival. In team fights, Varus really shines as his Ultimate R can be used in different ways. He can use it as a self-plubbing tool and as a engagement tool. Once Varus is level 9, he would have maximized his Q. Mix it with a few points in W, his Q damage output will be intense. Dodge as many Q arrows as humanly possible.


It is quite vulnerable to the CC and if you can kill it before it has its combo, the enemy will lose on a lot of damage. Keep track of who it can change at the beginning and during a fight. Try to play accordingly all its new potential abilities. Try and avoid fighting in the river or in the jungle, because Viegos E can make it very difficult to kill. It is better to fight at the opening or after using its E. Its E allows it to be super slippery.


She will have many items during the late game, which will allow her to blow squishies up and deal a lot of damage to grouped enemies. It will also let her take more minor damage due to life steal.

A fully maxed out Ultimate R will allow Tristana to take over the game very quickly. The ability will be on a short cooldown which enables her to use it both aggressively and defensively when she wants to.

All her abilities will be maxed out by now, which means that she will be able to use her W to reposition herself frequently and deal massive amounts of damage to her enemies simultaneously.


Her first ability will be maxed out at level 9. This is a massive spike for her and will allow her to deal tons of burst damage to her enemies.

She is an excellent team fighter, especially if she manages to get on top of the enemies from the fog of war. Flanking will help her a lot during team fights.

The second point in her Ultimate t will increase the damage she can deal to her enemies. Again, she will need to rely on flanks to ensure that she can get the most out of that ability.


Its objective control is powerful in the Jungle. This is due to its increased speeds and its ability to walk through the walls when necessary. This allows it to take strange Jungle paths. Level six is a decent peak of power because it allows it to become invulnerable for a while. It becomes stronger once it manages to get its shape.


Extended trades against Senna will help you in the long run. She doesn’t have the best sustain and her auto-attack speed is very low. Capitalise on this by looking for long-winded trades when possible.

Expect Senna to go for an aggressive level 1 play in order to get stacks. Try not to let her poke you down too much otherwise you’ll not be able to trade at level 2 or 3.

Once Senna unlocks her Ultimate R, communicate with your team and tell them that she can impact a fight with her Ultimate R.


Kite around while taking camps to ensure that you can take healthy clears. Just get to level three quickly and then start ganking.

Once you get your Ultimate t, start riddling the river and neutral, objective pit entrances with your traps. This will let you detect your enemies and will allow you to steal neutral objectives with ease.

Focus on ganking overextended enemies when possible. This will let you get a massive lead when possible and allow you to completely dominate the enemy later in the game.


Kayn is a skirmish heavy Jungler. Look to fight and duel people often in the early game.

Get your transformation as quickly as possible. Regardless of what transformation you want, you need to get it as quickly as you can. This can be achieved by fighting often.

Kayn has good objective control. Try to secure objectives as often as possible in the early game.


Ornn is quite vulnerable in the early game and can be abused heavily if he is against an early game dominant laner or a ranged enemy champion.

If you get CC’d or miss your Ultimate R timing, you will be unable to knock up the enemy. Missing out on an ability like this can be devastating in late game team fights.

He is weak if his allies are behind. Regardless of how well he is doing, he needs his team to be able to survive and deal follow up damage on enemies he has caught out of position.


Every time Annie has her trick available, you have to respect it and play slightly safer. If you are melee, step back and wait for her to consume it before walking forward. Position Level 6, respect Tibbers R and her trick. Pay attention to the number of batteries on her Passive. You can chat with Annie before getting 2 batteries without being afraid of being amazed. Annie is prone to poke even if her E offers her some protection in the trades.


Miss Fortune’s poke in the early game is going to be really annoying to deal with. Investing in a Refillable Potion will help you stay alive in this matchup.

Post 6, stand in the middle of the lane so it’s harder for Miss Fortune to get the full channel of her Ultimate e on you. When you stand in the open, you’ll have an easier time dodging her Ultimate e damage.

Stand away from low health minions as Miss Fortune can use them to poke you with her t.


Braum can get bullied down easily by ranged champions during the laning phase. You need to position appropriately at all times so you are not forced to recall or play safe.

Whenever Braum’s E is down, he and his ADC are vulnerable to attack. He shouldn’t be using his E unless he has too. Whenever it’s down he should play safer.

Braum relies more on his team than a lot of tank Supports. This is because he lacks an engage tool- even though his Ultimate R can be used as a pick tool.


Your goal is to hide in the fog of the war during the team fights and then get a massive CC from the enemy team. Fighting around the bottlenecks should be very fruitful for you. Roll around when possible as your Ultimate R, E, and Q should compensate for some easy ganks during this phase of the game. Work with your Jungler to invade the enemy Jungle and secure the peaks. Work with your Jungler and set up death brushes whenever you can. This will help you a lot in this game because your Active Q is really too powerful in case of people bursting.


When there is no team fight, push and draw the enemy's attention to you while your team sits or plays on the other side of the card. Be sure to continue growing during the middle of the game so you can upgrade your Ultimate R and win more gold. Keep a constant eye on the card during the middle of the game so you can help your allies with your Ultimate R when appropriate.


During the mid-game, Ekko will have completed multiple items. He should be a lot stronger at this stage of the game.

Combined with more items, at level 11 Ekko will put an additional point in his Ultimate R. He will be able to look for more aggressive and risky plays.

At level 9, Ekko will max his Q. It will help him farm and trade with the enemy.


Beware of your positioning in the late part. Focus on the kitting and automatic attack of the nearest enemy champion. Avoid walking too far forward so that you are not taken out and focused by the enemy. You must stay with your team in the late part. Do not move around the map or go anywhere unless someone is with you. Be a part of neutral objective fights as much as you can Stand back from your team near your main door. Avoid walking too far from anyone in the late part. Being caught will lead the enemy to push their advantage and finish the game.


Camille is a mechanically difficult champion. She takes a lot of practice to master and she has a sharp learning curve. You have to play a lot to make use of her kit. While Camille is incredibly mobile thanks to her E, every time he is on the cooldown, she is very vulnerable and easy to take. Before entering, make sure to check your environment as you do not have an escape when your E is down. As it is mechanically difficult, it is really easy to get wrong on her. If you make a mistake, the enemy can easily capitalize on her and win an advance. Once Camille is behind it, it will be difficult for her to return to the game.


Her early game ganks are pretty potent as she can rotate between lanes quickly and easily displace enemies. She should capitalize on it to make sure that she can take over the game.

Level 6 is a massive power spike as she can block enemies and make sure that she can show up to lanes that are being ganked. This will help her shut down the enemy.

The first item component will allow her to increase her overall dueling potential. She will be doing a lot of damage as well as casting more abilities with it.


Your goal in the early game is to play safely, pick up gold and XP and avoid dying to the enemy lantern. You are rather weak in the early game and need time to come online. Once you have several levels under your belt, you should look for favorable short jobs. As you are not strong in the early game, you may wish to wait for the enemy to waste a ability before playing aggressive. Keep the minion wave closer to your side of the map in the early game. This will ensure safety and reduce your chances of dying in the way.


At this point, your knowledge of the map should be at its peak. You should always try to push the wave with your Q and try to go towards any path that has an extended laner. This will allow you to use your E and Ultimate to catch up with such wide targets, and get rid of them quickly. When you fight for a neutral goal and you manage to land an E on an enemy champion, you do not need to always go-in. That's because your presence, and the threat of your E, W and R that automatically keeps the enemy away from you. This will eventually allow the enemy team to be zoned. The correct use of your W is very important during this stage of the game. If used freely, the enemy laner can drag you into such an all-in and then get rid of Akali quickly.


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

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

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


Hecarim is a strong duelist in the early game and will try to solo kill you early on. Do not underestimate his early game damage as he will usually come out ahead.

Look at what Summoner Spells Hecarim has taken. If he’s taken Ignite, he will be looking to play ultra-aggressive early to get kills. If you’re low, do not try and trade with him as he will finish you off with Ignite.

Hecarim has good Dragon taking ability and can solo it early on thanks to his AOE heal from his W and short cooldown h. Make sure you have vision on the Dragon at all times. If you can, try to take it away from him.


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.

Avoid fighting in the late game unless your Ultimate R or Zhonya’s Hourglass is up. Do not fight or skirmish with the enemy until they’re both up. Getting killed could cost you the game.

Play on the side of the map that has the next major objective up so you can rotate to take it with your team. Alternatively, if you have Teleport, you can go to the bot side of the map and use it to get to your team.


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


It should start to crash as soon as it reaches level three that its burst damage is relatively high, which will allow it to quickly get a Flash on the side of the enemy champions. The getting its Ultimate R will make it quite dangerous in the fights that occur around the bottlenecks. This helps its teammates a lot because they can easily collapse on the enemies Diana a Ultimate R'd. Its first element will allow it to get a massive increase in its overall damage. This will allow it to win duels with ease.


Level 3 is a massive power spike for Morgana as she will be able to both CC enemies, deal a decent amount of damage to them, and save her allies from CC when required.

Level 6 is a massive power spike as she will be able to team fight way more efficiently once she gets her Ultimate R. Just make sure that you E your primary carry before diving into the enemy team.

Her warding quest completion is a power spike for her team. She will set a lot of vision around the map, effortlessly helping her allies avoid ganks and roams.


As Ivern will build utility objects to help his team, the search for choice before a team fight takes place will severely reduce Ivern's team fighting potential. Ivern will use his Bushes W to spot his team's vision. If a bush has been placed nearby- put two and two together and expect Ivern to be in the vicinity. Try and lock Ivern with CC as fast as you can. He's still enough and concentrate him first will prevent him from being able to heal and protect his allies with his W.


At level 9, Cho’Gath will max out his first ability. Generally speaking, this ability is his s.

At level 11, Cho’Gath should put the second point in his Ultimate t. His kill pressure increases dramatically at this time.

He should be stronger during the mid-game as he will have earned more defensive stats thanks to using his Feast t on minions and champions.


Make sure you’re only using your abilities when you have to, especially your E. Aatrox suffers from long cooldowns and is easily abusable when they’re on cooldown.

You’ll fall off in the later stages of the game. Try and end the game as quickly as you can or snowball your lead so you’ll be a huge threat in team fights.

Aatrox is not an easy champion to learn. He has a unique mechanic on his Q which does take some time getting used to. You’ll need to put in a lot of practice to master this champion.


She should try to fight as much as possible during this phase of the game. Her victory condition will be to get out of the Ultimate massive Rs on the enemy team. Throwing them with her Q first and then going for the murder is quite optimal for her. Bonus points if she can do it from the fog of the war. She is powerful when it comes to the enemy backline and should always try to find a flank on the enemy's portages. The best time for all-in them will be when the enemy frontline will decide everything in your team.


Flank in team fights and focus key targets. Taking down the enemy ADC at the start of the fight will make team fighting much safer for your team.

Avoid wandering  too far from your team. While Eve is an assassin and can get picks with her R , if she gets caught out of position and too far away from her team, the enemy will be able to kill you and then take an objective.

Look for picks in the late game. If you can take someone down, you can use the numbers advantage to force a fight or an objective. A good time to look for a pick is when the enemy is clearing camps, side waves or waiting on their allies to group.


When counter ganking Kayn, use your Ultimate on the other laner not Kayn.

Ward for your allies! Kayn is way stronger than you early, and you can decrease their early power by warding for your allies, so they do not die to ganks.

Playing around your Ultimate is key in this matchup. You’re wasting ganking opportunities when you’re sitting on your Ultimate and not ganking your allies.

Make sure you place wards at your jungle entrances so you can spot them before they jump on you. River wards and wards at your jungle entrances are key to counter Kayn.


Use Draven’s early game strength to get kills in lane and gain a gold lead over the enemy. Draven needs to play aggressive in lane.

Play around the enemies abilities to increase your chances of surviving and killing the enemy. If they waste their dash or if the Support uses a hook ability, try to play aggressive.

If you’ve got lots of stacks g, don’t be afraid to call for ganks. You have tons of damage and should be able to cash out easily if you can overwhelm the enemy with a gank.


Lookout for ambushes by Zyra. One of Zyra's greatest strengths is its potential of choice. Avoid walking around Rift Summoners alone. Avoid fighting around the jungle or close goals because the teams will be pretty close together that could allow it to land a multi-person E and Ultimate R. Poke and fort all are really good against Zyra.


In the first few levels, play safe and avoid trading. Camille’s very early game damage is rather weak, so you’ll probably lose a trade vs an aggressive laner.

Once you’re level 4, you can look to fight and punish the enemy. Play around the enemies abilities to make trading easier.

Try your hardest to get kills with your Ultimate R. You can do this by requesting ganks or looking to roam and help the Mid laner. Just make sure you push the wave before leaving lane.


Annie’s first power spike is at level 3 when she unlocks all 3 of her abilities. She can protect her ADC or herself with her E, which is traditionally taken third. This offers her more playmaking potential and also more survivability.

Annie will always be a little bit strong when she has her stun ready or almost ready. If the enemy looks to fight you while you have max stacks, you can quickly turn around the fight.

Annie’s best power spike in lane is once she unlocks Tibbers R. She can look for aggressive picks and Flash plays with Tibbers and her stun.


Very vulnerable when his E is down. This can allow the enemy of everything in 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 assistance can also have him killed. Pantheon loses most of the levels 6 all-in against the champions with strong damaging Ultimates. This will make his level 6 peak power much weaker compared to many champions.


Ekko is an early game strong Jungler. Use this to your advantage by looking to gank as often as you can in the early game. You can start to glove once you have your E and W. While you are a strong Jungler, you need to find a healthy balance between agriculture and ganking. Gold is incredibly important for Ekko and if it falls behind it will find it hard to get back in the game. Ekko has good objective control. Try to guarantee every goal if possible, alone or with your team to get an advance on the enemy.


Once you get two items, you should be able to flatten a lot of damage depending on the construction you go for. Just make sure that you use your e appropriately to avoid CC. Try looking for peaks around the map. Your kit allows you to duel them easily and escape if a fight goes wrong. Try to catch the ADC enemy in a side track or the enemy Support while they are in custody. 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.


Nocturne will look to power farm early so he can get level 6. Try to invade him and take away his camps to delay his level 6 power spike.

Nocturne will try to get ahead early by ganking lanes that are immobile or are overextended. Try to track him in his jungle and counter gank lanes that are being ganked. If you cannot counter gank, try to gank a separate lane or steal his camps.

Deep wards inside his jungle or around the entrances to his jungle will help your team spot him before he activates his Ultimate a. Try and get deep vision in his jungle whenever possible.


Another point in her Ultimate R will see that she is the most powerful she can be in the game. She can now cut through the enemy team with a good positioning. Her damage at the end of the game is very high, and she will have to be removed beforehand if the enemy team has a chance to win the game. Her 3rd empowerment is essential and will make Kayle very powerful.


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.


Cassiopeia’s Ultimate R is a great tool in team fights. Hitting 5 champions at once is a sure-fire way of winning the team fight.

She deals a lot of damage in extended trades as long as she lands her Q. She needs to make sure she keeps an eye on her mana pool though so she doesn’t run out of mana.

Cassiopeia can often get early kills in lane with a level 2 all-in. Getting an early kill will make the laning phase much easier for her.


In the late game, Ashe’s y will be on an incredibly low cooldown which allows her to poke the enemy down a ton before a late game team fight erupts.

At level 16, Ashe will have 3 points in her Ultimate w. It will also be on a much lower cooldown (on a lower cooldown than the enemy will think). This allows her to get surprising picks to win the late game for her team.

In the later parts of the game, Ashe will be at max or near max build. Her damage output will be incredibly high if she can 1, poke the enemy with her y, 2 activate her Q and 3, kite in late game team fights.


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


Really good potential for bursting with all its g, l, Ultimate n combo. This can remove an enemy squishy with ease from level six itself. Its shield e is misleadingly strong as it can allow it to save all members of its team from a lot of poke. This is also applicable when it is Support. Its g can be used to secure peaks inside the enemy Jungle or blind areas. This can be extremely beneficial if the chosen target is found to be the enemy Jungler or the varied port.


Kayn is rather good in the early game and will look to invade/gank as frequently as he can so he can get his transformation.

When Kayn gets his transformation, he will be much stronger. If he goes Red Kayn, he will be tankier, if he goes Blue Kayn, he will deal tons of damage.

At level 6, Kayn can be more aggressive and go for riskier plays as he can use his Ultimate R to protect him from dying. Keep this in mind when fighting him.


Now you can start saving up on your Infernum ammo as the Ultimate R will come in really handy during an objective fight.

Although you have hit one of your power spikes, you will still have to maintain your distance from enemy champions who have hard CC in their kit. You may also need to be reactive (Flashing when someone uses Flash to try and CC you) and build appropriately (Grievous Wounds for example).

Don't mess up the lane assignments and try to stay mid when possible. The lane is shorter and will allow you to escape assassination attempts with ease while being able to farm easily. You will also be able to get mid priority which can be translated to objectives.


Nasus doesn’t want to fight in the early game. Instead, he wants to focus on farming and stacking his Q. Try to fight him when he is focused on stacking as he may focus on the farm rather than fighting you- which will allow you to gain a health advantage.

Do not push Nasus under his turret as it allows him to farm safely. Instead, freeze the lane towards your side of the map so he has to overextend for farm.

Once Nasus has some levels behind him and has multiple points in his W, he will have good gank set up. You’ll need to play safer if the wave is closer to his side of the map during this time so you don’t die from ganks.


Level 2 is the first wave followed by a melee minion on the second wave. * At level 6, Lucian has much more trading power thanks to his Ultimate R. Once he activates it, try to reposition it, disengage it or lock it with CC, so that he is unable to land every ball on you. * Every time Lucian E is up, he will be stronger than he can dodge skill shots and CC. If he uses this ability aggressively, use the cooldown of this one to play aggressive and trade with him.


Level 16 is perfect for Qiyana because its Ultimate R will be maximized. It will do far too much damage to the enemy squishies, and that too often. Its Ultimate R 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. It will be almost complete during this phase of the game. This means that its release of damage will be phenomenal. It can dismantle an enemy team by securing selections before a meaningful fight.


Do not group to closely together during the mid-game as Bard can use his Ultimate R to catch out multiple champions. Being hit by his Ultimate R can allow his team to either kill the caught out enemies or focus the enemies who are not golden.

Because Bard’s Q can stun enemies who are close to a wall, be prepared to take an alternative route when walking towards the Dragon or Baron. Being stunned and killed before a major objective spawns will result in the enemy taking the objective for free.

Overstaying while low under your own tower is a big no-no against Bard. Thanks to his Ultimate R, he can put your Tower in stasis and kill you shortly afterwards.


Hard engagement is the best way to deal with Ezreal during the laning phase. But you will need to wait for him to use his E if your CC is a skill shot. Ezreals poke damage starts to stack if you take too many Qs in the face. Make sure you are still standing behind the minion wave at all times. In team fights, you must not let Ezreal fall before you have the chance to engage. If it is isolated, run on it as fast as you can to start the fight. Do not delay team fights against an Ezreal.


Use Darius’ early game aggression to get a lead in the lane. Gaining a significant health or kill lead over the enemy will increase your chances of winning the game.

Always go for extended trades as often as you can on Darius. Thanks to your Passive, you’ll always come out ahead in most cases.

Use your level 6 power spike to get kills in lane and start to snowball. Your Ultimate e can be used as an execute, so it should help you get a lead.


If Talon falls behind he isn't going to one-shot the enemy. Make sure you get as much gold and XP in the early game to make your late game more impactful.

If your allies do not have any follow up damage or CC, it’s going to be difficult for you to help their lane by roaming.

Once the enemy starts to group, you will find it harder to pick enemies off and further your lead.


When Corki hits level 6, his kill pressure and pushing power increases thanks to his Ultimate e. Make sure you’re always behind at least 1 minion so he cannot push and poke you at the same time.

Corki can be really good in the mid game and in those team fights. Make sure you shut him down early so he isn't very strong during the mid or late game.

Once Corki completes his first item, he will deal a lot of damage and will look to be more aggressive. Keep this in mind when trading.


Your goals are to secure the peaks and peel for your squishy targets during this phase of the game. Your Ultimate k will come in very practical and will allow you to make a lot of games. If the enemy team is loaded with heavy CC, make sure that you get a defensive element to help you. You should always remember that you hold the Smit for your team. Securing goals is very important, especially during this phase of the game, as these goals can be the game decision maker. Your e should allow you to make some really fancy games. You should try to get the enemy Jungler out of the pit using your Ultimate k.


Sacrifice CS for XP in this matchup, otherwise it will easily kill you. You are weaker than them every time they have their Ultimate up. If you are at risk of dying. Remember every time you are weak. To be able to fight Veigar, you need to bait his cage first, then abuse cooldown.


Vel'Koz's level 6 is a massive powerpike because it allows it to fully use its passive. It is a great finishing capacity that is best used against enemies that are taken together. Its first element will give a massive boost to its overall efficiency in the way. It will increase its combo of brilliant damage, and it can force enemies to suddenly remember quite frequently in the way. The more points in its Q, the more its poke potential and the overall production of damage.


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

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

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


You will want to focus on wave clearing and conserving mana during the early game. Your Q has a vast range and hitbox, so make sure that you target both minions and the enemy simultaneously.

Keep track of your Passive timer as it is the difference between a won fight and a lost one. If the enemy relies on diving you, W them to fear them and reposition quickly.

Unlocking your Ultimate R will allow you to roam around freely after shoving the wave in. See if you can catch the enemies in the side lane and burst them down.


Before team fighting, try to pick off his Maiden of the Mist R. You’ll want to have this beast dead before a fight occurs as it deals a ton of damage and it will make any fight seem like a 5v6.

Yorick has high healing with his Q and R. Grievous wounds will reduce said healing and make him less powerful.

Yorick will look for an E W engage on one of your team members. Help them by destroying his wall and killing the Ghouls as soon as they spawn.


Zyra’s will have good early game poke, especially after level 4 when she has 2 point in her Q.

At level 6, Zyra can deal a considerable amount of burst damage to the enemy. Her kill pressure increases dramatically at this stage of the game.

When Zyra has completed her Mythic item, her damage output and poke in lane will be very high. Her goal at this stage is just to harass and poke the enemy down.


You will be able to blow up the enemies due to your entire construction during this phase of the game. Just make sure that you don't get caught because you are squishy and killed if CC'd during this phase. Getting a defensive element should benefit you a lot. It goes against your squishiness and will allow you to make more aggressive games overall. Make it a point to use the fog of the war and get free murders on the enemy whenever possible.


Once you have destroyed the tower of the track, move in another way and try to take this goal too. Try to harass and poke the enemy as often as you can with your Q. Using your abilities will often allow you to stack your Tear quickly too. Getting it stacked in the middle of the game is crucial. Continue farming and move around the map. It is important that you collect as much gold as possible.


Your goal is to hide in the fog of the war during the team fights and then get a massive CC from the enemy team. Fighting around the bottlenecks should be very fruitful for you. Roll around when possible as your Ultimate R, E, and Q should compensate for some easy ganks during this phase of the game. Work with your Jungler to invade the enemy Jungle and secure the peaks. Work with your Jungler and set up death brushes whenever you can. This will help you a lot in this game because your Active Q is really too powerful in case of people bursting.


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


Try and keep the minion wave closer to your side of the map early. This will make farming easier and they will not be able to zone you away from farm or poke you out of lane.

The enemy does have the range advantage so they will probably try and auto-attack you frequently. Stand back and out of range so they can’t auto attack you for free. Try to constantly adapt your positioning to reserve health. If they walk forward, walk backwards if you’re not looking to trade.

Be prepared to sacrifice CS for XP. If you get chunked down, you’ll find it hard to trade or fight the enemy. Do not let them bully you out of lane otherwise you’ll fall behind and you’ll not be able to kill them.

The enem lacks an escape and is pretty immobile which you can capitalise on. Request ganks once the wave is close to your side of the map and go for favourable trades.


Don't get too involved in this game or you'll end up dying and giving up free goals to the enemy team. Always try to sneak into the enemy rearline and blow them up. Focus on the closest enemy champion in the team fights. Even with your W, you're always squishy and vulnerable to the enemy rearline. Focus on the same champion your allies are focusing on. You can cut a ton of damage in the team fights at the end of the game with your Q-related damage. Make sure you're self-attacking as much as you can to increase your Q-related damage.


Three points in his Ultimate e will give him a massive peak of power. The ability will spread a lot of damage and have a very short cooldown, so that team fights will be frequent. His life flying combined with his damage and mobility during the end of the game will make him really good in team fights. She will just need to maintain an appropriate positioning. She will have several articles during this phase of the game. It will allow him to ridicul tons of damage and a squishy champion blow.


If possible, avoid regrouping. Use your strong duel potential in the middle of the game to fight and duel all those who try to prevent you from dividing. Although you are a very strong division pusher in the middle of the game, be ready to team up with your team and fight 5v5. You should usually start grouping when there are no goals to be taken nearby.


Evelynn will be much stronger at this stage of the game. Eve is very good in the middle of the game as the enemies will walk on the card themselves. As Evelynn is a murderer, if she can get spikes on isolated targets, she can get a huge lead. At level 11, Evelynns Ultimate R will do more damage and she will be incredibly strong at this stage of the game.


Azir doesn’t spike at level 11 unlike a lot of champions. Keep this in mind during the mid-game as his Ultimate R may be less impactful compared to other champions on the rift.

At level 9, Azir will max his r. This is a good power spike for him as he can use it to poke the enemy down 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 multiple items, he will be very strong and dish out a lot of damage in a short amount of time. Don’t be afraid to make more aggressive plays when you have an item or two.


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

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

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


Aatrox tends to fall off later in the game as the enemy will buy items that counter him. They will also be grouping which makes it harder for Aatrox to secure kills.

If he can get on to them, you will still be able to take down carries in late game team fights. Suppose you’re able to land a W on high priority target- go in and try to take them down.

You must play around with your Ultimate R in the late game. Fighting while it’s on cooldown could be the difference between winning a fight and losing it. When you have 3 points in your Ultimate R, your sustain is very difficult to deal with.


Taliyah’s early game poke will be quite strong. Once she hits level 3, she could kill you if you’re low enough.

Her level 6 is good, but it’s not going to be super useful in skirmishes in the bot lane (unless she uses it to start the fight). Keep this in mind when fighting her.

Her first component item will severely increase her damage output in lane. Her Q will hurt more, and you should invest in extra sustain to keep you healthy in this lane.


Malphite will now have multiple items with which he will be able to dish out a lot of damage. His cooldowns will be reduced, which will allow him to completely take over the Jungle with his Ultimate h.

Adding another point to his Ultimat h will increase his burst damage output. He can easily use the ability to finish off low-health enemies who overstay their welcome in the lane.

Malphite is quite good in team fights, especially those which occur in choke points. This makes neutral objective fights a breeze for him to deal with.


Play safe for the first levels. You need time to come online and you shouldn't be in combat unless you have a clear early advantage (like a commitment support). Once you have some levels under your belt, you can start playing aggressive and looking for aggressive parts. You get extended jobs, so try to go for them frequently. After destroying the lower lane tower, turn to the middle lane and try to take this turn. This will open the map and give your team a golden lead.


When Tryndamere has completed his Mythic item, he will be really strong in 1v1 skirmishes with the enemy. He will also be really mobile and hard to kill thanks to his Ultimate e and E.

At level 6, Tryndamere will be unstoppable and will not die in 1v1 fights. He will be really hard to kill when his Ultimate e is up.

Tryndamere has good objective control and can easily solo the Dragon and Rift Herald in the early game. Try to take them if you can do them uncontested.


It will be stronger than you early, but once you have some levels under your belt, you can start to be a little more aggressive. Focus on early farming and limit trading. Just poke if you can, but not commit to anything. You can start playing more aggressively after hitting Level 6.


Ivern's true enabling potential will come at level nine, where he has his E maxed out. He can now peel for his carries with utmost ease or use his E's slow to initiate an all-in.

His Ultimate R will have two points once he hits level 11. This will be an excellent time for him to start fights, especially those involving tower diving and enemy or taking a neutral objective.

Ivern excels in team fights because he can peel for his carries while ensuring that his Ultimate R does all the dirty work for him. He can easily make it target one enemy and allow his team to collapse on them.


In the mid-game, avoid splitting up by staying as a team. Nocturne has great pick potential and will try to kill squishy champions who are on their own thanks to his Ultimate a.

Whenever Nocturne is split pushing on the other side of the map, he has no way of getting to his team quickly. If you see him somewhere else, look to engage and start a team fight.

Nocturne will try to take down the squishiest high priority target at the start of the fight. This is usually the Mid or ADC. Clump together in team fights to reduce his one-shot potential.


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


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


He has a lot of poke damage built in his kit. His s is the most obnoxious one as it helps him both poke and waveclear at the same time. This allows him to freely push the lane and get some damage off as well.

His d makes him quite a versatile champion and provides him with sustenance in the form of mana. He can even set-up kills for his team with his gold card.

His Ultimate y makes him the king of macro as he can use it to be present in any team fight, even if he happens to be on the other side of the map. This also allows him to detect every enemy champion on the map, which is quite beneficial for his team.


Beware of the early set. It is stronger than you early and can easily kill you if you exceed or are taken out of position. It is an agricultural matchup. Focusing on agriculture and just harassing with your abilities. Stand outside the minion wave at all times. They will try to push, and by standing out of the wave, you force them to choose between using mana on the wave or you. Investing in early boots can help you avoid their hands and make the laning phase less stressful.


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

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

Teams with lots of CC and disengage tools are really good against Zac. He struggles to get onto targets, use his Ultimate R and make use of his Q when the enemy has escapes/ or CC.


Very immobile and can be collapsed on easily with multi-layered CC. Once CC’d she is probably going to die with proper follow up.

Without her E, she is quite vulnerable and a susceptible gank target. This is especially true when the enemy has some form of ranged CC.

Positioning is quite necessary for this champion else she can easily be caught out and killed due to how immobile and burst reliant she is.


In the middle of the game, Ekko will have finished several articles. He should be much stronger at this stage of the game. Combined with more articles, at level 11 Ekko will put an additional point in his Ultimate R. He will be able to look for more aggressive and risky pieces. At level 9, Ekko goes max his Q. He will help him farm and trade with the enemy.


Once Camille hits level 3, she can effectively start looking for ganks. This is because she will unlock all 3 of her basic abilities.

When Camille hits level 6, her Ultimate R should result in easy kills for her and her laners. A good Camille will be looking to gank as soon as her Ultimate R comes up.

After Camille has completed her Mythic item, her kill pressure and 1v1 potential increases heavily. If you weren’t a threat before then, you definitely will be now as your Mythic gives you so much trading power.


Rakan has a strong level 1. Watch your positioning as he can look for an aggressive level 1 game with his W and force yourself to blow a Summoning Sort. Similarly, pay attention to his level 2 all-in. When Rakan bought Mobility Boots, his roaming potential increases considerably. Ping every time he misses because he is a very good roaming champion. Rakan is really good in the middle of the game and in team fights.


When Caitlyn has his self-attack ready and developed, you have to play safely so she doesn't use it on you. Wait until she consumes it before engaging it. At level 6, Caitlyn can execute an enemy with her Ultimate R. Do not exceed your welcome by reminding when you are low. Try and remember out of the sight so she can't use it on you.


Peel for your carries during team fights to ensure that they can do their job of dealing consistent damage to the enemy. If you decide to all-in an enemy, just perform your all-in combo and return to your carries.

Try to work with your Jungler and get picks inside the enemy Jungle with your Ultimate R. Even picking off the enemy Support will grant your team a considerable advantage when it comes to vision placements.

Set death brushes when possible and use your Ultimate R to bring unsuspecting enemies close to you. This will let your team collapse on them and kill them.


Yasuo gets a huge power spike at level 6. He can now focus on poking the enemy with his r tornado and then use his Ultimate R to finish the low health target off. The lane brushes should help significantly when it comes to landing this ability.

Yasuo will gain a small spike whenever he puts an additional point in his r. It improves his r poke damage, which allows him to look for all-ins once he hits level 6. Combined with his E, it should enable Yasuo to catch immobile ADCs off-guard with ease.

Once Yasuo gets his first item component, he will get a significant boost in his dueling potential. This means that he can easily catch up to and kill any over-extended or immobile target. This will be extremely important in the bot lane as it will let him bully the enemy mercilessly.


Xerath's damage will skyrocket during this stage of the game. This is very useful because it allows him to carry his team later during the game. His choice potential is quite massive as well. Once Xerath gets his Ultimate 2 maximd Out, he will be able to land even more shots on unsuspecting enemies. Xerath will need to make sure he remains safe while doing so. Xerath's poke is quite unrivalled during major team fights.


They are stronger than you early. Avoid fighting so you don't fall behind. Keep the minion wave closer to your side of the map so that you can protect yourself against their all-in. If they wander, ping and communicate with your team. You can't match their roams. Abuse your range in poking with your abilities. Try to self-attack when you can, but don't force it.


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


Trundle is a duellist and will look to trade early. At levels 2 and 3, it can look for a whole while you are low enough. Play cautiously when low and do not overextend if it has its Pillar e. If you are a reservoir, Trundles level 6 all-in can be deadly as it reduces your defensive statistics to a crispy one. When trading, be careful around the level 6 brand as it can look for an all-in. Depending on what builds way the Trundle went for, it goes peak at different times. Keep this in mind and always look to see what item he bought and play accordingly.


The string sticks will try to gank more frequently when their Ultimate is up. Make sure to keep the enemy's jungle entrances so that your team can spot the Jungler leaving their jungle with their Ultimate. Fiddlesticks is a weak early game champion. This makes them vulnerable to invasions by you and your team. Try to invade string sticks as much as possible. If you see Fiddlesticks crashing or walking on a hall, try to invade their jungle and steal their camps to delay their power peak. As you are much stronger than Fiddlesticks early, make sure to get an early lead by gaunting your allies before Fiddlesticks even has a chance to come online.


Ornn is really motionless so making it fall will be really easy. Just make sure you don't let it CC you. Post six, you can easily prevent Ornn from getting rotated by simply putting it to sleep using your ult. During team fights, make sure that you CC Ornn as much as possible. It will save your team from a world of pain and CC. Keep the wave near your turn. The enemy doesn't have some kind of sifting potential and can easily be exposed to the ganks.


Quinn doesn’t have a duelling Ultimate R. This makes her weak post level 6 when it comes to all-ins.

She cannot fight straight 5v5. She will need to flank in team fights. If the enemy has vision or knows where she is, she will be unable to team fight properly and will be forced to split push.

You are a champion that is prone to all-in and CC. Mix that with the fact that Quinn is quite squishy, it can be challenging to deal with enemy teams that have a lot of CC.


Its ability to peel several aircraft carriers during the middle of the match will completely ruin the enemy's chances of killing its primary aircraft carriers. It will need to position itself well, however. Its W will be maximized at level 9. It is a massive power peak and will allow it to heal its allies for great magnitudes. The damage will be quite powerful as well. Two points in its Ultimate R will allow Nami to use capacity frequently and let his impact team fight quite often.


Tristana can play aggressively from level 2/3. If it can get a little poke down at level 1, it can force the enemy to blow Flash or use their consumables if it plays aggressively at level 2. At level 6, Tristana, the damage bursts dramatically increase. This combined with its E and base attacks, it can easily blow up the enemy lantern. When Tristana completes its first component element, its damage output will increase and it will be much easier for it to secure CS and gold.


Avoid going for prolonged trades in this matchup as they will always win them. Beware of their high level 6 level all-in because they are really strong at level 6. Likewise, beware of strong trades early with them. So back off that they can't harass you for free. Focus on agriculture and pokings in the early game. Try to match their push power and keep the minion wave slightly closer to your side of the map, but not under your turn.


If you can't gank, when he's on the opposite side of the map, try to invade the other side of his jungle to steal his camps or take a goal. Gragas can use his Bodyslam E to intercept your engagement. With this in mind, wait for him to use his E before diving into him unless you can get the grip on him. Once you get your Ultimate, it's key that you use it. Gank every time you reach 6 and gank every time your Ultimate is out of cooldown. Every second with it could mean you miss on a murder.


Level nine is a massive powerspike for Heimerdinger. He will now have maxed out an ability and will be dishing out a lot of damage depending on his maxed ability. Additionally, as a mid laner, he will now be able to CC and blow enemies up with his abilities.

Adding another point to his Ultimate R will skyrocket his overall power in the lane. This is because the empowerments will be more powerful, and Heimerdinger will use them both offensively and defensively. In addition, it will let him harass the enemy laner relentlessly when they are trying to farm in the lane.

Heimerdinger excels during team fights as he can control a large area with his Q turrets. This will be really useful in clumped areas like the objective pits and the Jungle paths.


Karthus has great objective control due to the amplified damage dealt by his 1 on single targets. It will allow him to finish objectives pretty quickly once he gets some items.

Level 6 is a significant power spike as it allows him to stack up his rune, as well as finish off enemies who have managed to escape with a sliver of health.

Once Karthus gets his first item component, he will spam his abilities frequently due to the increased mana. His damage will increase as well and will allow him to gain an overall lead in the game.


As this is a poke game, you have to let Zyra push you in your lap otherwise you will find it hard to survive. Try to match Zyra's thrust power with automatic attack minions and avoid their poke. Try and follow Zyra's Ultimate cooldown post 6. It's important to do this as you don't want to be caught by Zyra's superior post 6 damage. It's very important that you touch Level 2 at the same time as Zyra. If you don't go, step back slightly so they can't all of you as soon as they get the level. Keep an eye on their mana bar and try to fight them after they have used a ability as they can't use it to trade with. Zyra is less than a threat when they have a ability to go down.


As the game progresses and it gets its basic elements, it will be able to inflict damage, as well as absorb a lot of damage for its team in the front line. This allows it to inflict damage freely. It can be a good initiator with its Q and R. Its ultimate R prevents it from dying or getting shot quickly. It is at its strongest when it is with its team because it will get a lot of follow-up damage and will be able to help its team get killed.


The first item component will allow her to deal a lot of damage, and her trading will be highly optimized. She will need to conserve health when possible so that she can all-in enemies quickly.

Level 6 is a massive spike and should send shivers down her enemies' spines. She can effectively one-shot any squishy enemy who is wandering around.

She is a perfect early game champion due to the severe burst damage and her ability to take many fights in the river. Her CC and her overall kit allow her to win clumped fights easily.


Gragas is an early game Jungler. Look to gank as often as possible to get your allies ahead and to increase your chances of winning the game. Although, you need to find a healthy balance between farming and ganking if you want to win.

Once Gragas is level 6, his kill pressure increases. You should look to actively gank whenever your Ultimate R is up.

You have good Dragon control, so you need to put priority into taking them. You can do them alone or with your allies if they’re able to help.


She should be able to one-shot enemies with ease from now on. Her main goal will be to fight around clumped areas to get a multi-man Ultimate R on the enemy team.

She should still focus on the enemy backline during team fights while avoiding any form of CC on her. Picking off enemies to make team fights unfair should also be an excellent way to snowball her lead.

If Diana is ahead, she should look for picks or ambush the enemy as they walk through their Jungle. Taking one enemy down could be enough to win the next fight or take the Baron.


Kha’Zix will be looking to gank a lot in the early game to get ahead. Try to equal his kill pressure early on by counter ganking if you’re nearby.

He can solo objectives like the Dragon or Rift Herald with ease thanks to his Q. Make sure you keep these objectives warded so you can spot him if he tries to take them.

When fighting Kha’Zix, unless you have the lead, avoid fighting him when there are no minions or jungle camps nearby. Thanks to his Passive, he will deal more damage to you if you’re isolated with no-one around.


At level 16, Ezreal will put the third point in his Ultimate R. He will do a lot of damage to anyone touched with her in the last game. When Ezreal comes to the end of his construction, he will have incredibly low cooling on all his abilities. It's good for him because he will be able to continue to poke and harass the enemy before a team fight happens. Moreover, his E will be on a short cooling that allows him to easily escape from the skirmishes. Ezreal is awesome in the middle of the game, but he starts to fall in the last game because it will be harder for him to kill tanks.


Cassiopeia runs out of mana incredibly quickly if she spams her E when trading. She needs to keep a constant eye on her mana pool otherwise she will have minimal lane pressure.

Cassiopeia is one of the most immobile champions in the game. This makes her a prime target for ganks and teams with good dive potential.

When against mobile champions like Talon, Lee Sin, Rengar, it will be really hard for her to land her Q, make use of her W and escape a trade. She struggles against fast-moving enemies.


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

Once you have a few levels under your belt, you can start to play aggressive and look for aggressive plays. You benefit from extended trades, so try to go for them frequently.

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


When her E is down, she's pretty easy to lock and she can't play aggressively either. To get the maximum use of her Ultimate R, she needs her team to follow or enter at the same time. Like most champions, Nilah is pretty weak when she's behind.


Zac's level 6 is a decent power spike for both team fights and duel. It will allow him to displace key targets while also dealing damage which can be highly beneficial when dealing with low health or squishy targets.

Adding more points in his W will allow Zac to deal more damage in the long run. This is beneficial in the top lane as it deals percentage max health damage, and the top lane is generally occupied by high HP targets.

The first item component will give Zac a lot of power and survivability in the lane. He will also have access to the lane brushes, which will provide him with the element of surprise, and the enemy will have to play with a constant fear of being all-in'd.


Pyke is strong at level 1 and 2. Ensure you hit level 2 at the same time or before him to reduce his ability to get an early kill.

Once Pyke hits level 6, his kill pressure increases as his Ultimate R is an execute. Back away when low so he is unable to kill you and snowball his lead.

Pyke is really good at roaming. Once he has Mobi Boots, expect him to roam around the map and assist his allies. Ping whenever he goes missing.


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.

Constantly push and poke the enemy with your abilities. Once they’re low, you can look for an aggressive all-in. However, while kills are nice, your goal is to poke and not commit to fights.

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


In the later parts of the game, stay with your team and look for picks. Avoid separating or being too far from them as the enemy can force a fight while you are nowhere near. Play around your ultimate R and avoid committing to fight while it is on cooldown. If you fight while it is on cooldown, you will miss a lot of additional healing and damage, which can make the difference in a late team fight. In team fights, flank the enemy to make it easier to access the enemy rear line. Positioning away from your team but close enough to join the fight could give the enemy a false sense of security, making it seem that the fight is 4v5: forcing them to expand.


Darius is really strong once he has time to apply multiple stacks of his Passive onto an enemy champion. Do not let him do this by staying out of melee range and avoiding extended trades.

Darius is very strong at level 6 as his Ultimate e is an execute. Recall if you’re low at level 5 in case he gets the level up and tries to kill you.

Darius has a very strong level 2 all-in. Take extra care when trading with him at level 1, and definitely do not fight him at level 2 as he will beat you.


Level 11 is not a massive peak of power because it provides it with nothing but a lower cooling. It will allow it to get a lot of backdrops. Its first capacity will be maximized to level 9. This will allow it to flatten a lot of damage during the duels that will be advantageous against the squishy targets. Its team combat potential is really high because it can do a lot of damage based on the AoE. Its C and E should come in very practical.