Aphelios works well against champions that scale similarly but struggles against those who can shut them down early or teamfight easier. For build orders, start with blade and pot into tier 2 boots and galeforce, followed by infedge before finishing.


Because of her passive, she won't waste much. Look at gank as much as you can in the game early to get your allies before.


Level six is a massive power spike for Karthus. At level six, Karthus can quickly use his Ultimate to secure kills throughout the game's early stages.


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.


Its e can easily be interrupted by any form of hard CC. This can make tower dives risky and can cause him to kill almost instantly if he does not use capacity properly.


Avoid overextending or dying alone. If you’re dead, the enemy may be able to siege an objective, start a fight or secure the Baron or Dragon.


Reposition and stand at the front for as long as possible. In team fights, stay towards the front of your team to soak up damage.


He can out-trade most bottom lane champions due to his g. You must look for fights in the early game to cash out from your Passive.


and to do so through vision, giving the enemy a small window to react. Do not fight at the end of the game unless your Ultimate is in place.


Using track brushes will allow you to easily disrupt fighting. Always use your Q in the middle of the track.


Teamwork is key in group fights. Stay grouped with your team to protect ADC's If an ADC leaves their champion's side, the enemy will exploit this lack of protection.


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


Garen will have three points in his Ultimate R at level 16. The Ultimate R of Garen gives him a massive damage boost and allows him to use the ability frequently, especially if he catches an enemy off-guard.


Svir will sometimes be left with its support in the middle of the track. If your team is able to do so, you could collapse on it and on the Support and then force a target like the Dragon or Baron with the digital advantage.


Use your W to speed yourself up to get off a good Ultimate R. Look for picks during the mid-game.


This will make it easier for you to clear them down the line and increase your kill pressure in lane. Heimerdinger's kill pressure and strength increase dramatically when he reaches level 6.


However, you should try to stay hidden while grouping with your team. Being hidden will allow you to get picks or initiate once the enemy walks too far forward or gets close to your team.


A good time to trade or fight Akshan is when he uses his jump aggressively. You can then jump on him, charge him, and try to fight him.


If Elise lands Cocoon, try to escape. Ganking is crucial against Elise as she doesn't have much follow up after using cooldowns.


Jarvan IV is good in the early game. Jarvan IV is also good in the mid-game too.


The Ultimate R of Fiddlesticks is an AOE tool that benefits from teams grouping closely together. Fiddlesticks’ damage output will be quite high after a certain point in the game.


Fighting for camps against an opponent with an advance can help you win the 1v1. You can win a 1v1 as long as you get on top of your opponent.


Try to take Dragons as often as possible. This will give you an advantage. Taking Dragons is key to getting yourself and your allies ahead.


The ultimate capacity of Shyvana can be used for l on the flanks. Make sure your flanks are guarded so you can see Shyvana before she has a chance to blow you up.


A good strategy for Nasus is to split the thrust and open the card during later parts of the game. Nasus can be very difficult to stop if he's in front.


Talon is able to kill enemies quickly before running to security. Talon falls behind if he's firing a single shot at the enemy.


The minion wave should be kept pushed into the enemies tower. The enemy will be unable to roam or help their allies if they are under constant pressure in the tower.


This will help a lot when you deal with CC because CC is your worst enemy that can get you killed indefinitely. In the end of the game look for spikes on immobile or misplaced enemies.


Vladimir's l has a long cooling period during the laning phase. Find a way to bait him while Vladimir is about to cool down.


Skirmishes are battles where Anivia can utilize her utility to protect herself and her allies. Anivia's chance of surviving in skirmishes is increased.


Avoid fighting unless your Ultimate R is up. Fighting without it will make the late game team fights much harder.


She needs a lot of time to develop her abilities. Try to roam around and impact neutral fights with your e.


The first element of Malphite allows him to take more fighting. This first element benefits Malphite because it allows faster clearing of jungle camps.


As soon as he uses his Ultimate, try to disengage or reposition himself, it is therefore more difficult for Rumble to track the damage and win the fight. Rumble deals more damage when its bar is more than 50%.


Nautilus will often be the first driver of his team. If Nautilus enters, try to focus on him if his teammates don't follow him.


The increased mobility allows him to get on to the enemy quickly dodge incoming damage and escape ganks easily.


Sona was very squishy in the early game, making her pretty disposable and easy to put back. Sona can't do much if she's camped in the way.


Her all-in potential goes down when she uses her R ability and the enemy can kite her out after it is down. Irelia's early game is strong.


Your best bet in this matchup is to avoid them and focus on agriculture early. They are a stronger ganker than you in the game early, so be ready to counter-gank and follow them.


You need time and gold before you can come online and inflict damage. Focus on agriculture.


The W of Sylas is a point and click capability that can easily change the tide of a fight. The initial casting of the E of Sylas allows him to move to a certain place.


When Varus' Ultimate R is broken, it can easily be all-in-one by a powerful enemy lantern. If Varus falls late early, he'll fight to get back in the game,


R can allow Nunu to set up phenomenal death brushes while contesting objectives, allowing him to end the game or take objectives freely. Nunu is bad against disengage champions.


For summoner spells, take flash and ghost. When starting the game, your two massive priorities are farming well and stacking your passive well.


This is due to the increased resistance he gets when he activates his Ultimate t. Jax's Passive and attacking will be consistently strong at level 6.


Don't play very aggressively in team fights. Just kite and automatic attack the nearest enemy champion. If you walk too far forward, the enemy will concentrate you and take you down.


Fizz's Ultimate R is an incredibly strong tool that can help him get kills with ease. Fizz’s Ultimate R has a short cooldown so he will be able to play aggressively over and over again.


Keep up to date on Zac's crowd control capability (CC). Avoid detaching from your ADC when Zac has its available CC, as being taken can lead to an all-in-one dangerous situation.


Level six is a significant spike for Neeko as she gains access to her power Ultimate R. Team fighting will become really easy now.


Lillia fights against poke and disengagement, which can make the team struggle difficult for her. His Ultimate R is an excellent team combat tool, but it takes time to get into effect.


If you are chosen, the enemy will be able to take goals nearby or use their digital advantage to win a team fight. Constantly place the vision around the map to help your team secure goals and get choices.


It's a good idea to find a healthy balance between poking the enemy and using your abilities to farm with. When Corki has completed his first item, his wave clear and poke damage will increase heavily.


Disengage as soon as you see Neeko channel her Ultimate R. Neeko is squishy and can be easily gotten rid of if she is CC'd.


The ability to kill an enemy lantern allows Akshan to bring back his dead allies if they were killed by the same enemy. It is important to kill an enemy laner who killed a teammate, especially at later stages of the game where the death chronometers are long.


If you stand close to one another, Nunu will use his Snowball W to engage from afar and run into the enemy. Grouping too closely allows Nunu to get a 5 person knockup.


Do not barge into the enemy team if you don't have any follow-up from your team. Aatrox is an important part of the fight and it is vital that he stays alive.


Before invading, make sure you have your Passive stacked so you can win the trade. If they invade you, be prepared to fight, but only do so if your Passive is stacked and you can win, otherwise just back off.


She will have to take care of her combat positioning to make sure she's not chosen. All of her important items will be finished now, and she will be able to smooth out a lot of damage in very short jobs.


Anivia needs to invest in the mana early so she can easily grow. You can take advantage of it by using your initial advantage to earn jobs and earn a healthy lead.


When Galio charges towards you, try to disengage as quickly as possible. If you let Galio get close, he will look to engage with his E.


It will be perfect since it will also get its shape. His Q will be maximized at Level 9.


Try to lock Kha'Zix as soon as he jumps E to prevent him from entering and leaving. Grouping closely together will make it harder for Kha'Zix to inflict tons of damage as he will not get any damage bonus from his Passive when the targets are grouped.


Maxing 2 capabilities at level 14 is an important power peak for Warwick. Warwick is a jungler.


Level 6 is crucial. You have to hit him as soon as possible to help your allies.


At level 14, Vex will eventually improve its second capacity. The production of Vex damage and the global threat will increase.


Maintaining the constant use of Anivia's m (mana) is essential to its gameplay. Up to level 6, try to play safely and close as much as you can.


He becomes really prone to ganks when this ability is down and he can’t really escape without using summoner spells. Fighting in open spaces reduces the effectiveness of Gangplank as he won’t be able to use his E barrels to the fullest potential.


Level 16 is not so big that it strengthens its roaming potential and nothing else. Its ultimate capacity does not add any additional damage.


Always try to sneak into the enemy backline and blow them up. Focus on the nearest enemy champion in team fights.


Killing enemies is not necessary, but chunking them out is a viable strategy too. Set up death brushes and catch enemies, then manage to avoid over-committing to die.


In late game team fights, peeling for your carries can increase the chances of winning the fight. If a carry dies at the beginning of the fight, it is unlikely that the player can win the fight alone.


Camille's passive periodically grants her a shield after her next basic attack hits an enemy champion. Camille's Q is an auto attack reset that makes her next attack have bonus range, deal bonus damage, and grant her bonus movement speed.


Don't stand directly behind the minions as Jayce's s damage is AOE. Jayce will try and delay a team fight for as long as possible so he can poke with his s and w combo.


This should be amplified with Ultimate n. Its first capacity will be maximized at level 9.


Look for choices with your abilities; choosing someone and then collapsing on them is a great way to win a team fight and finish the game. Choosing someone and then collapsing on them to shoot them down is a great way to win a team fight and finish the game.


While in blue form the cooldown is reduced, you can't be slowed and the movement speed upon entering terrain is increased. The ultimate can only be used on a marks enemy champion where Cain then dashes to them becoming untargetable.


His first games are really good because of his abilities. Mordekaiser should be pretty comfortable ganking tracks with heavy CC in early play.


Level 6 represents a massive peak in its overall burst damage. The increased burst damage allows him to hide easily from the enemies of bamboo.


Keep the wave closer to your side of the card in the game very early. He will protect you from the ganks and from them will keep you away from the farm.


And the still enemy or CC'd door will die especially if they can't take Xin away from them. Unless you have an advantage, don't fight Xin Zhao in early play.


A power spike for Jhin allows him to put the final nail on the coffin of targets who managed to escape with a sliver of health. Jhin can now put the final nail on the coffin of targets.


Every time Ornn gets an item upgrade, he will be much stronger as each unique upgrade offers him extra stats. Ornn is good in team fights.


Vayne's late for the game. Playing Vayne is mechanically difficult because an error can cause her to kill immediately.


Respect her total pressure once she's done with it. Akali is capable of all squissy champions at level 6 because she gets tons of mobility and damage thanks to her Ultimate.


And thirdly and finally you need to consider where the enemy jungler is. In addition at this point in the game most enemy junglers will out 1v1 you, so if you do get invaded just back off until your team can back you up.


He becomes vulnerable when his Q and E are down the road. Its vulnerability increases if it happens to be against a laner on the way.


Investing in healing reduction will make it easier to treat with Trundle's support in this game. Stand in the middle of the track rather than at the side of the track.


Hecarim will want to get Rift Heralds during mid-game. Hecarim relies on picking off enemies during this phase of the game and then immediately forcing a team fight due to a numbers advantage on his end.


Focus on the backline and try to get them out of the fight. Concentrate with your other front-line champions.


Without a good vision, Sylas cannot effectively touch a fight by flanking the enemy team. Sylas is a champion who excels in an old-fashioned game style.


Urgot is good at the beginning of the game. Urgot should play aggressively and look for murders.


You can proc your passive by attacking minions and harass opponents nearby. Your trades are incredible using E into Q and W dealing damage, stunning, and granting a shield.


Twitch's ability to steal his life will also prevent him from dying if the enemies are caught together. You must stay with your support throughout the later parts of the game.


This will let her deal a lot of damage to enemies she has managed to catch. It will also allow her to thwart escape attempts from the enemy.


Try to wait for Master Yi to use his e before locking it with CC. Master Yi can dodge addresses and CC so timed correctly while using his e.


Try and stand in the middle of the lane at all times. This will make it harder for her to land her E in a trade.


Anyone who is caught out by Karthus will take a massive chunk of damage and will probably even die if they are singled out by Karthus. Karthus can control a large part of the lane during the mid-game and pick off enemies with his ranged abilities.


Be very careful in this matchup that Tryndamere can easily all-in and kill you in this matchup early. The wave must be frozen near your turn, or you will have to pay expensive. Agriculture is going to be very important, only for the jobs on him, when his shot fell, or when he's going to hit a minion for the last time.


Its main goal will be to cultivate and stack its Q. The rearing and stacking of Q will allow Nasus to decimate the opposition during the later parts of the game.


If the enemy attempts to fight while Annie has max stacks on her stun, it can be quickly turned around. Annie's best power spike in lane occurs when she unlocks Tibbers R.


Level 2 in the lower lane is the first minion wave followed by the following 3 melee minions The key to getting a murder later on the line is to earn an early health advance


This is really beneficial for Gragas as the damage increase will really help him duel. The maxing out of Gragas' first ability will help him duel more effectively.


He can quite quickly instigate tower dives on low-health enemies. Level six is a massive spike due to him being able to get his Ultimate R.


Back away from lane when low while Neeko has her Ultimate R up. Disengage is your best friend when dealing with Neeko and her Ultimate R in team fights.


Do not regroup as Miss Fortune will be able to hit your entire team with its Ultimate capability. Maybe separation is a better idea when we're trying to equip the fight against Miss Fortune.


The completion of Morgana's quest is an important peak of power for her team as she establishes a vision around the map, helping allies avoid ganks and roarings. The completion of Morgana's quest would give his team an advantage in terms of situational awareness and positioning.


Recall when you’re low so you don’t fall behind due to poke. When using Q, try to poke the enemy out.


He can have several early murders with this combo. Decent support is needed if it plays CDA.


Since you will dive into the enemy team, you will need a defensive element like the Zhonya Hourglass. This will allow you to use your Ultimate R effectively.


This forces Taric and his ADC to extend for the farm, creating opportunities for your jungler to capitalize on potentially secure murders or appeal spells. Make sure you and your ADC reach Level 2 at the same time as Taric.


The Ultimate R can change the tide of a team struggle instantly. His Passive allows him to regenerate a lot of health.


Going bot and showing yourself to the enemy will allow them to take the objective for free. Rek'Sai can be really good during the late game.


Either shredding through them or simply running into their backline and smacking them with a club.


Keep this in mind when trading too! Wukong wins a lot of automatic attack battles, so don't go for extended trades with him unless you can kill him.


Trinity Force is a key element on Udyr. Once Udyr has the Trinity Force, it will be difficult to get him down alone.


She will have to be really careful while she is ganking someone when her Ultimate R is on cooldown. This is very important when she is ganking someone who has a lot of CC in their kit.


Viego's ability to target the lowest health enemy will do the quick work of the enemies who managed to escape with a shrapnel of health. Viego is decent in team fighting, mainly if he uses the fog of war and his E to reach the enemy backline.


This allows the enemy to land Yasuo from the wave. Yasuo is very vulnerable to crowd control.


Once you get your Ultimate R, look for as many clumped fights in the Jungle as possible. Sit in a Jungle brush and wait for a bunch of enemies to walk towards you.


This is the point of the game where Vi starts to fall. To the extent possible, it will have to focus on peeling for its portages or act as an attacker.


Healing reduction can counter him during the early game. This will allow the enemy to take Objectives quite easily after getting rid of Nunu.


You'll be really tanky during this phase of the game. Make sure you start fighting for your team.


After Darius has completed his first component item, his Passive and overall damage output can be extremely obnoxious. If you were able to gain a kill before picking it up, you will have a severe advantage over the enemy which you should look to increase.


Taking someone at the end of the game can give you enough time to force a fight, sit a goal or take the Baron or the Old Dragon. If the enemy is regrouping, try to team up with your team as well.


The enemy will be put in the zone by Lux's poke.


The good times to harass and chat with Zyra are when not Seeds W around. The good times to harass and chat with Zyra is when she overworked to drink.


Level 6 is a significant increase in power as it adds another layer of damage to its overall attack strategy. Level six can also prevent Teleports and serve as a multi-CC capability.


On level 9, Vladimir would have maximized Q. It has a short cooling and deals a lot of damage. Avoid letting it use too much on you.


Trendamere's chances of getting a significant increase in killing when handling other routes with his Jungler/laners. Keeping the wave near your tower allows you to have opportunities to bring the enemy under the risk of the ganks.


kalista's defensive stats will allow her to survive all-in situations as well. Her r is solid during this phase of the game.


Skarner should avoid using his Ultimate on the enemy front line. His early play can be pretty good.


You should ward 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.


Q capacity has a huge success box that allows extended poking. Ziggs can continue to pierce enemies with his Q in team fighting.


Whenever Annie has her stun available, you need to respect her and play slightly safer. If you're melee, stand back and wait for her to consume it before walking forward.


Anivia's Passive prevents him from dying which gives him tons of extra protection throughout the game. Wall e is a tool used by Anivia for utility that can protect her and her allies.


Aatrox loses the burst trades. Aatrox will win the extended due to multiple Q knock-ups and his Passive Deathbringer Stance's heal.


It will allow him to inflict considerable damage while ensuring that his survival is preserved. Its first capacity will be maximized at level 9.


Yasuo gets a significant increase in its duel potential each time it gets its first component. This means that he can easily catch up and kill any overstretched or motionless target.


She unlocks her Ultimate R ability at level 6. nilah has not gained any power spikes yet.


Try to counter the gank and get murders in different parts of the map. Your damage in C and in general will help you a lot, especially if the enemy is pushed up.


Once you get your basic items, you should be able to flatten a lot of damage in a short time. If you can catch someone with your W and E, they're as good as dead.


Build AP and prepare to damage opponents significantly. Look for picks during the mid-game, taking advantage of W and E abilities.


Proper vision setup is crucial for Kassadin to avoid dying often. At level 6, Kassadin will unlock his Ultimate ability.


It should be straightforward for you to get picks on the side lane. You can use the fog of war and the Jungle brushes to set up ambushes for the enemy team. Your e has the potential to CC the entire enemy team. Use it from the fog of war and flank to get into the enemy backline.


Seraphine is an easy to learn champion. Learning seraphin doesn't take as long as learning from champions like Akali or Camille.


Rengar's leaving after level 6 should be pinched. Rengar will try to cheese at level one.


The good times to harass and chat with Zyra is when she overworked to drink. Zyra's gonna put herself up for poke a lot.


Jarvan's increased tankiness allows him to be an active engager for his team. This also lets Jarvan survive all-ins and peel for his carries during significant fights.


This will allow his teammates to follow the all-in-one. This champion is extremely weak when she is CC'd because she can't use her dashes and can be killed easily.


Your goal is to use your AoE-based capabilities to catch and kill targets that are trying to disrupt your Jungler. Use your Ultimate R with wisdom.


Trendamere can easily solo the Dragon. Trendamere can easily solo the Rift Herald in early play.


Lack of mobility in Zoe's kit makes her vulnerable Her missing E makes her particularly weak before level 6.


The evidence for the Easter Hare remained unknown in other parts of Germany until the 18th century. Hares were frequently seen in gardens in spring.


Make sure you’re always with your team so you can help them when necessary. Peel for your team in team fights.


Similarly, do not fight around objectives either as your team will be grouped together which can allow her to get a huge Ultimate R off and win the fight. Ward your flanks as she might use her Ultimate R from the side so it's harder for your team to react to it.


This makes Lillia difficult to catch out of position. It will also allow you to avoid strokes and CC.


Graves' duelling power increases dramatically when he hits level 6. Continue to avoid fighting Graves when he has his Ultimate.


The additional ability haste makes Ashe more potent as a laner because she can constantly throw out her y on the enemy. At level 6, Ashe’s kill pressure in lane increases.


Once irelia lands her Ultimate R, she has limited follow-up options as the enemy team can evade her. The cooldown of irelia's abilities increases the risk of her being caught in CC if not used effectively near her target.


Proper turret placement and spacing is vital for winning this matchup. Ornn cannot pin you against terrain.


During the mid-game, Darius should have completed a couple of items. Darius should be able to deal a lot of damage to targets at that stage.


Stand outside the wave so it doesn't reach its w or q on you when it pushes the wave. Keep him pushed in, so it's impossible for him to wander.


Its ultimate h maxi-out becomes a reliable source of enemy selection due to its short cooling period. Malphite is good in team fighting at the end of the game because it can disrupt enemies and delimit them.


Taking an enemy at the end of the game can provide enough time to launch a fight, sit a goal, or take the Baron/Elder Dragon. If the enemy team gathers together, join your own group.


Talon should keep track of the retouches of the objects so that he can strike at the right time. Most of Talon's abilities will be maximized during this phase of the game.


Seraphim players will often use their authorized Q (or Q) to push the minion wave. Standing outside the minion wave prevents Seraphine from poaching and pushing the wave at the same time.


If you're playing a long-ranged ADC, with a melee/all-in Support, Delay a team fight for as long as possible while poking and harassing the enemy with your b and e.


This will lead to an increase in Vex damage production and overall resistance. The skirmishes should be accessible to you as long as you land your Q on multiple targets.


But she can struggle against long range lane bullies, where she will never quite be able to get into range to stop them. For build order start spell thiefing pots into tier 2 boots and an imperial mandate.


Taking someone at the end of the game can give you enough time to force a fight, sit a goal or take the Baron or the Old Dragon. Yasuo becomes really powerful once it reaches level 16.


Unfold the thrust in the middle of the game and try to secure the secondary goals if possible. Regrouping should be avoided if possible.


The last hit on minions allows Cho'Gath to regain health. His e has a very large range.


Your d > e combo makes up for a perfect pick when possible. Try to knock up multiple targets with it when possible.


Nautilus will be more tankier after completing its first element, which also increases its survival. The importance of being present during team fighting cannot be overemphasized.


The enemy is weak in terms of health Commit yourself to a total attack on the enemy when they are low on health.


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.


Its e forms the core of its entire kit so that if the enemy waits for it, it will not be as effective. When you go for an AD construction, Kog'Maw's Ultimate y (ability) is next to useless in terms of utility and damage.


When Shyvana is unable to exchange effectively or fight with your team, force the team's fights. Shyvana will try to delay a team fight so she can harass you and harass you from afar in the form of a Dragon.


Work with allies to achieve this. Make the team fights unfair to the enemy.


Allowing Velkoz to grow early can create opportunities for ganks with the jungler. Coordination with the jungler to take advantage of these opportunities is recommended.


Zoning squishier targets off during skirmishes is the key when you have your Ultimate R. Zac's level 6 is a decent power peak for team fighting and duel.


When Viego reaches level 14, his damage release will be really high. At level 14, Viego will finally take over the game.


Continue to pick up the farm on the side lanes when there are no team fights. Look for choices with your Support/Jungler to get murders and increase your lead.


At level 16, he'll have his Ultimate R max. Zed will have very low cooling rates now.


Keep a constant eye on the next main spawning target. You should not divide the thrust when a major target is up or about to spawn.


You should split up or disengage as soon as you see Maokai so he can't use his abilities. If Maokai finishes his first article, it will be really hard to make a duel.


Respect the damage she suffered after she finished her first article. It will suffer a lot of damage and will be able to push the wave/fight more frequently when it has finished its first article.


Try to stay outside the minion wave but nearby. This will force her to choose between pushing with her Q or doing it with.


Taking someone at the end of the game can give you enough time to force a fight, sit a goal or take the Baron or the Old Dragon. If the enemy is regrouping, try to team up with your team as well.


Nunu is going to be roaming an awful lot in the laning phase. Ping when Nunu goes missing so your team knows that he could be headed their way.


This combo can remove a squishy enemy with ease from level six itself. His shield e is deceptively strong and can allow him to save all members of his team from a lot of poke.


Yi will seek to reach level 6 as quickly as possible. Go into Master Yi's jungle, to steal his camps if you see him on one side of the map.


Her mobility is everything in her kit. Make sure you go for short burst trades and then get out before she can get too many spears in you.


If you think Fizz is going to hit level 6 first, try to stay at max distance and play safer. When Fizz hits level 6, his kill pressure intensifies and he can easily kill you if you're overextended as level 5.


Any squishy enemy target will have trouble playing the game. This is the point of the game where Vi starts to fall.


If an ADC leaves their champion's side, the enemy will exploit this lack of protection. In team fights, focus on peeling for carries


From as early as level 2 with E and W available to you have great kill threat. When hit level 6 this kill threat goes through the roof.


The good times to use CC capabilities or trade with Yasuo is when it is overheard after using its E. Yasuo is overheard after using his E.


His wave clear and ability to push the enemy into their tower consistently will be quite high. If he is laning vs a roam heavy champion, he will force them to stay in their lane.


Keep an eye on the side lanes and see if you can go and kill an enemy who is carelessly pushed up in such a lane. A defensive item should help you a lot when diving into an enemy team.


Expects Shen to play aggressively and try to blow you up. Staying at a maximum distance when your abilities are on cooldown will make it harder for Shen to kill you.


You will be able to escape using your Ultimate R. Look for flanks on the enemy team.


Focus on agriculture and gathering as many farms as possible at the beginning of the game. This will make you more than one threat in the later parts of the game.


Yasuo will have a lot of finished articles when he reaches level 16. A large number of completed items increase Yasuo's damage production.


The wave should be kept closer to your side of the map early. Keeping the wave closer to your side of the card early on will make it very difficult for Lee Sin to play aggressive and kill you in the matchup.


If you focus only on the rear line, you can be an easy target for the enemy and can die quickly. By focusing on the closest champion, you will survive longer and keep your aircraft carriers alive.


Your W has a very good chance of reviving someone However, always prioritize an ally who can destroy the enemy quickly within the decay period.


Play safe for the first levels. You need time to come online and you should not fight unless you have a clear advantage early.


Taking out enemy camps can also be used to disrupt the enemy team's ability to farm safely and take out valuable resources. Deep wards inside his jungle or around the entrances to his jungle will help your team spot him before he activates his Ultimate a.


Syndra's E will prevent him from being able to stun you with a bullet. If Syndra lacks an ability during trading, look for an opportunity to play aggressively and enjoy trading.


If Kled is not with his team, you can force a team struggle with a digital advantage, but be aware that he can join R quickly. Once dismantled, it is essential to finish Kled quickly to avoid going back up and resuming the team fight.


Try to keep them warded or ideally take them before she can to reduce her overall effectiveness. Diana is really good at team fights because her Ultimate R is a large AOE tool.


Zyra should get Boots and upgrade them as quickly as possible to increase its damage output. At level 6, the release of Zyra's damage and the destruction pressure are intensifying.


Orianna is a very mechanically difficult champion to master. It will take a lot of practice to play her to her full potential.


Apply as much pressure as you can on them before invading. Before invading, make sure you have your passive stacked so you can win the trade.


It will have its basic items by then, which means that it will suffer a respectable amount of damage. It can even be a duel of enemies if it controls its use.


Doing damage with W and melting the enemy team with Ultimate R will be easier in bottlenecks as in the jungle. Putting the enemy team down is difficult because of Vel'koz's great poke thanks to its Q, W and R.


Taric's capabilities have high mana costs Taric won't be able to spam Q if you fight often


Thanks to his t slow, he can easily chase down any laner or any champion he comes into contact with. Olaf will struggle against ranged champions with dashes as they will be able to kite him.


Rell has an incredibly strong level 2, make sure you hit level 2 first. If you get poked down, you’ll never be able to engage.


When ganking, always consider the 3 main points of what CC does your team bring, what escapes does the enemy have and where is the lane push to. It is so incredibly simple and so incredibly effective it gets very easy kills.


This will make laning a living nightmare for your enemy. Let the wave push in so that you can farm safely.


Your abilities allow enemies at once as soon as you get your basics. Level 11 provides Taliyah with nothing but lower cooling.


Working with your support is important in this game. Your W can easily configure your Support for plays that can lead to multiple murders for you.


She can store up to 2 of these at one time and killing an enemy reduces the cooldown. Zyra's E surges out a row of vines towards enemies dealing damage and rooting them.


Diana's engage is pretty scripted. Ward to the side when sieging an objective so Diana cannot surprise your team with an all-in.


Your Ultimate e is an insane tool that can help you get kills. Gank as soon as your Ultimate e is off cooldown, as it will usually result in easy kills.


She will have a somewhat endless mana pool once it’s maxed out. At level 9, Cassiopeia will be able to use her E at full strength.


Another point in his Ultimate R will make him have a lot of choice potential. It can easily bypass the map and targets 1 v 1 squishy.


Pressure while your team is trying to set goals elsewhere is a viable approach. This allows you to open the map and create opportunities for yourself or your allies.


If they invade you, be prepared to fight, but only do so if your Passive is stacked and you can win, otherwise just back off. They will win the 1v1 as they are stronger when their Ultimate is up.


This will allow you to earn turret veneer and increase your gold income. Syndra's level 6 is a massive power peak because it can easily shoot down enemies now.


Your Ultimate R is an excellent trading tool that makes you much stronger. You should keep the minion wave even or slightly closer to your side of the map early.


Aatrox benefits from bursty trades with his Q. Try and keep your distance at all times and be prepared to sacrifice a little bit of CS, so he doesn’t burst you down.


At the beginning of the game, the champion's strength was very weak. To improve the champion's power at the beginning of the game, focus on agriculture.


He can use it on the minion wave to close the gap and chat with you. Renekton will seek to divide the thrust when there are no team fights.


She is as long as she hasn’t fallen behind, she will be incredibly strong in the late game. At level 13, Cass max out her Q.


You should avoid fighting him when his resource bar is more than half filled in this matchup. Fighting against him without using your passive will make you take a lot of damage otherwise.


Be ready to use your E (Zoomies) ability to reposition and avoid Taric's E (Dazzle) dizziness. This will help you avoid being taken out of position and lessening its control of the crowd.


That is why Pantheon can turn fights into his favour especially when he is low on health. Pantheon's Q can easily poke and execute someone with ease due to its mechanics.


Vladimir has a point in his ultimate ability that allows him to do a lot of AoE damage. It is perfect during the mid-game fights because it can accumulate an advance by bursting enemies with its Q and Ultimate abilities.


It is vital for Draven not to get killed at the start of the fight to maximize his damage output. Draven will have a lot of damage in the mid-game regardless of how ahead or behind he is.


Your Q will hit like a truck now. Your W will allow you to heal many allies at the same time.


This will help you locate Skarner before he can use his E. Delay its level 6 power peak by invading its jungle and flying its camps.


Whenever Poppy throws her Buckler and it lands near you, try to step on it. However, do not over commit to destroying it as she may use your positioning to play aggressive.


Maokai will become very tanky after finishing his first article. They're gonna crash early, and Pantheon can also gank early.


Anivia can help take these objectives incredibly fast while zoning enemies out with your Ultimate m. Make sure you have vision around your lane at all times.


xinhao is incredibly vulnerable once its Ultimate R on cooldown. The enemy team should seek to fight xinzhao during this period and target him in front of anyone else.


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


Gaining an early health lead is key to getting a kill later on down the line Level 2 in the bottom lane is the first minion wave followed by the next 3 melee minions


In team fights try to lock her down quickly so she is unable to auto-attack and dish out tons of damage. If she activates her E in a team fight avoid using any burst abilities.


The abuse of Sona's capabilities before Level 6 can be effective. After level 6, Sona's death pressure increases.


Ensure you're always stood behind the minion wave at all times. In team fights, you mustn't let Ezreal poke you down before you get the chance to engage.


Lee Sin is an aggressive champion. Lee Sin is supposed to go for aggressive games to get an early lead.


Kayle's weak early. Kayle depends on his Q for most of his poke and agriculture in the way.


While quinn doesn't have a fighting Ultimate R, her Ultimate R is a great roaming tool that can allow her to get back to lane quickly and also roam around the map and help her allies. She can blow enemies up who are alone when she's ahead.


Respect her all-in potential and do not fight her early on. When Fiora hits level 6, her duelling potential is fully realized.


Maximum Q healing will be achieved when Taric constantly uses capacity. Taric will have two points in his Ultimate R at level 11.


This champion is an early game bully. You should play aggressive throughout the laning phase to get kills.


The first element will certainly give Vayne a massive boost in the duo. Vayne will have to use the track brushes to make sure she can compensate for her short range.


It’s important that you continue to farm during the mid-game so you can get your items as quickly as possible. Do not just stay mid if you can’t get anything done.


Vladimir is perfect during the mid-game fights. It should accumulate an advance during this phase of the game by bursting enemies with its Q and Ultimate e.


His Passive allows him to regenerate a lot of health. This allows him to resort to short exchanges against enemy champions.


limit trading. Just poke if you can, but don’t commit to anything.


Poppy is extremely potent during this phase of the game as she can deal consistent damage and CC enemies for days. Her tankiness makes it impossible for the enemy team to kill her as well.


Diana can ambush the enemy Support as they try to ward upcoming objectives. Make sure your flank is near your team during team fights.


Avoid regrouping too closely as this could allow Sett to get rid of a multi-person E that will help his team win the team fight. Slight separation will be better for you in the long term.


Look for opportunities to get picks in the late game to gain a numbers advantage. Capitalise on this advantage by pushing and taking objectives afterwards.


Shaco's forces at the beginning of the Top track depend on the match he is. It can be strong against all champions, but weak against the various champions.


Fighting in tight spaces allows Gwen to deal a lot of damage. Her W allows Gwen to mitigate a lot of damage.


His ADC will really be safe because of the huge shield they'll get. His Q will be on a very short cooldown. This means that his selection and poke potential will increase a lot.


Ezreal will deal a lot of burst damage to anyone who is hit with it in the late game. When Ezreal is coming to completing his build he will have incredibly low cooldowns on all of his abilities.


Playing around his W allows him to completely dismantle enemy matchups. It can run around the windshield and save itself from a lot of damage in this way.


Every time Anivia has her Passive, her ability to survive is much higher. Try to search for frequent jobs while his Egg is out, and ask for help as needed.


Hide in the brushes and wait for the enemies to show up near the brush in which you hide. Your Q will easily take care of enemies if the brush is not rewarded.


Shove wave when possible, punish enemy laner with soldier-directed auto-attacks. Punish enemy laner to get healthy lead in lane.


Obtaining an early health advance is the key to getting a murder later on the line. Level 2 in the lower lane is the first minion wave followed by the next 3 melee minions.


Once you’re level 6, use your strength to fight the enemy and go for a kill. Your Ultimate R is a great duelling tool and can help you get a lead in lane.


Keep the minion wave closer to your side of the map early. After getting the first element, start pushing more aggressively.


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


Aatrox's first major spike is at level 3 when he has access to all his basic abilities. Aatrox will be able to go for favourable trades when he has obtained his first component item.


If anyone on your team sees his glove, invade the opposite side of his jungle to remove camps and deny XP. It is recommended that the Drake and Rift Herald be monitored whenever they are standing, as they can be easily secured by his colleagues.


It can also pull back doors with this capacity. The CC on Ryze's W allows him to put pieces for himself and his team.


When he goes above 50 heat he enters the danger zone which empowers his basic abilities, and if he hits 150 heat, he overheats. Rumble's Q is a cone skill shot which deals damage to enemies hit.


Brand will either force opponents off the objective with his W and R or kill them and take the objective for himself. The longer a game goes, Brand gets stronger thanks to items.


Tahm Kench's first capacity will be maximized at level 9. Level 9 for Tahm Kench's first ability offers a lot of pressure to kill.


But Nautilus can be really weak if he's in a bad matchup. At level 6, Nautilus has an excellent gank configuration and can go to kill in his way or in others.


Once Samira has 2 points in her Ultimate R, she will be able to easily resume team fighting and disrupt them. Her positioning will now be the determining factor. Samira is excellent in mid-game fighting because she can overthrow the enemies if she gets her rank S. This, combined with her mobility and life theft, will prevent her from dying.


The author intends to use his Ultimate n to target high priority champions in order to maximize their effectiveness. Level 6 is a massive peak since it can now have an impact on team fighting as a whole.


Make sure you're always baiting him before you get involved in the all-in-one. Try to space Veigar accordingly in the team fights.


The removal of the enemy Jungler will allow you to take neutral goals easily. Peeling for your carts during the fighting is crucial in this matchup.


Narus must play safely and avoid trading until he has some levels under his belt. Nasus has a lot of bad matches.


Ennemy Junglers can camp unabated Lucian if he is in a vulnerable state. Lucian relies heavily on the articles to win the game.


Elise does not spike at level 6. She has her Ultimate at level 1.


At level 3, LeBlanc has a significant advantage over opponents. Her ability to wander and kill easily makes her a formidable opponent.


You have a lot of poke, so try to bring down the enemy as often as you can. Play safe for the first levels while you land poke on the enemy with your Q.


Build orders include green monster, pot into Heartsteal into two boots, then sunfight and spirit of a sergeant great pickups before finishing. Starting the game your clear is relatively fast and you stay healthy during it so a full clear is almost always your go to.


She is great at teamfighting.


When playing as a varied champion, try to use your range advantage to harass and push it down. Try to stay away from it even though it is unable to reach you very easily.


You're really good at countering and gaunting in general. If you are nearby when the enemy Zac ganks, you should try to help your laner in need.


When engaging in team fights, do not stand too far forward because Pantheon may try to make a play from there. Ward your flanks to prevent Pantheon from attacking you from the side while his Ultimate R is on cooldown.


Level six is a massive peak for it as it can now affect fighting easily with its t. Its electronic use will dictate how good it is Riven.


From levels 1 to 4, unless you're healthy, it will be difficult to trade and fight Graves unless he's off to a rough start. If you spot Graves, don't automatically try to fight him as he is incredibly strong early on.


Keep an eye on your allies in this game. If you see someone down and in a skirmish, then immediately.


Urgot will waste his cooldown on your teammate if he misses in the team fights. If Urgot hits his Fear Beyond Death R, try to kill him before he executes your partner.


Group together, but don't stand on each other, so he's capable of getting a multi-person knockup. Sion can absorb a lot of damage in the front line for his team.


Elise can start ganking after she hits level 3. She can technically gank at level 2 if she takes her E second.


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.


This will give him a huge boost and allow him to take control of the game environment easily. Lucian is excellent in the middle of the game because it's the moment he's the most powerful.


When focusing on an enemy champion, work as a team to take down the enemy one by one. Focusing solely on the backline can make you an easy target and result in quick death.


To play Kassadin mid, simply flank onto a teamfight, jump onto the enemy carry and blow them up. Use Zonya's for safety after or simply jump onto your next victim.


Level 6 will be a major pickup for Yasuo. Yasuo should play more aggressively during this level.


It is difficult for him to spoil his allies without his Ultimate R. Pre-6, he'll find it hard to crash, too.


Level six is a massive power peak for Renekton as he wins his Ultimate t now. This will allow him to initiate the all-in and demarcate the enemy in neutral and objective combats.


Nautilus is a good ganker early because he'll unlock his g very early on. He has the potential to gank at level 2 too.


Stay with your team at the end of the game. Do not separate or depart from them otherwise the enemy may try to remove you or initiate a 4v5 fight when you are away from your team.


Her damage at the end of the game is very high, and she must be removed in advance if the enemy team has a chance to win the game. Kayle's third power is essential to make it very powerful.


Look to roam frequently with Katarina to get extra kills and snowball your lead. Play around Katarina’s Dagger placements.


He doesn't stand up early against the various matches because he can be swiped quite easily. He'll eventually kill him if he stays in the way.


Overheard enemies Ganking will also allow you to completely dominate the enemy later in the game. Level 6 is the "peak power" for Teemo.


Taking control of the Dragon will make it difficult for Teemo to get gold and XP. Teemo has little control over the Dragon.


When fighting, make sure you’re not too far forward or split from your team. If you’re too far forward, he could use his Ultimate R to push you into his team. Getting caught out like this could result in the enemy taking an objective shortly afterwards.


Jax's ability will block basic attacks, but he is vulnerable to disengage and CC. Jax will be looking to split push in the later stages of the game.


However, you will rely on your support to do the heavy lifting early. After destroying the lower lane tower, turn towards the middle lane and try to take this tower.


Fiora's W ability is crucial to her kit as it can block any form of damage or CC, making her a formidable opponent. The fact that Fiora's W can also negate Ignite tick damage can be devastating for her enemies.


The enemy laner roams, don't bother trying to contest their roam instead. Start earning turret plate gold by pushing the minion wave.


Jhin has an auto that can deal a lot of damage in the mid to late game. Wait for Jhin’s team to engage or when he is isolated to try and pick him off.


Reducing the utility of Master Yi early makes it weaker later. His first major power peak occurs at level 6 when he unlocks his Ultimate r.


You'll want to beat him at a distance, if possible. This will make it easier for you to cut Shen.


Champions with dashes, range advantage or poke make it difficult for Darius to get on to them and kill them. He falls off in the late game.


Thanks to two super rollers (ss), you can look for aggressive parts in the way and start a snowball. You should wait until the enemy gets rid of it before you get in.


Keep a constant eye on the map and don't put yourself in the same area as Zed if you don't know exactly where it is. Zed will flanculate and remove squishy targets with his Ultimate R.


When you trade with Taliyah, stand behind the minions to block their Q damage. But be on the lookout for his C.


When hit level 6 this kill threat goes through the roof. Entering late game place backline mage or engage, use E followed with ultimate to knock up entire enemy team.


Heimerdinger can use his empowered E to set a multi-man, long-ranged CC which can allow his team to follow up on his CC. Heimerdinger is a champion who focuses on farming in the early game.


Vladimir is great in team fighting. His Q, E and Ultimate e are effective tools for inflicting damage in team fighting.


An excellent way to bait the enemy will be to first let the wave push, and then as they are about to all-in you, use your Ultimate R on them and bring them within your tower range. Then you can E them and kill them.


Thresh's ability to get ganks far from good with Mobility Boots can cause problems for your team. You should be missing ping as soon as Thresh remembers or leaves the track.


This allows him not to be threatened by his abilities. It is extremely motionless when its E is broken.


Yone's Ultimate R doesn't have much width, which makes it easy for enemies to get away from the range. This requires Yone to get closer to the enemy team, putting him in a vulnerable position.


Orianna is quite vulnerable to all-in and hard engage in team fights. If Orianna gets caught out of position, she is going to die instantly.


Nautilus has good roaming potential once they have Boots of Mobility. Boots of Mobility gives Nautilus tons of map pressure.


Ivern's true enabling potential will come at level nine, where he has his E maxed out. At level nine, Ivern will be able to peel for his carries with utmost ease.


Try to match his wave clear so he doesn't keep you pushed in. If you don't, you'll lose priority and tower plates.


The Ultimate R of Velkoz the root in place, which makes it easy for enemy champions with a varied crowd control to interrupt his Ultimate R. Your goal throughout the laning phase is to poke and harass the enemy in the way.


Recall if you’re low. Focus on poking and limit fighting early on.


Swain's Ultimate R allows him to resume fighting with several points of execution. Its release of damage in Ultimate R will be phenomenal.


Make sure someone who can challenge him prevents him from separating. Don't send someone who can't beat him to keep him from pushing.


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


At level 6, Swain's death pressure and increased survival. Unless you have the advantage, use the opportunity to disengage as soon as Swain activates its Ultimate R.


The flooding of an undeserved bush will make it harder for the enemy to react to your all-in-one. Avoid being separated or away from your team in the late part because the enemy will force a fight while you're gone.


This increased protection will make it a little harder for you to kill her every time her Ultimate R is in place. The more the game goes, the more Xayah's strength will increase.


Level six is an important pickup for Lucian. Lucian has a devastating combination with her level 2 abilities.


Extended trades work in her favour. Try and keep them short and sweet- around her Passive. Try to harass and poke Gwen down with your abilities before initiating a team fight.


Overstaying while low under your own tower is a big no-no against Bard, as he can put your Tower in stasis and kill you shortly afterwards. Bard's early game is quite strong thanks to his empowered auto-attacks.


Ryze's weakness is quite astounding at the beginning of the game. He should make sure that he plays safely and that he is careful.


Graves has items that will give him a lot of kill pressure during the mid-game. His e and e abilities will let him catch enemies off-guard.


Its Ultimate m can constantly push the enemy into their turn. This can prevent the enemy from wandering and helping his allies.


Rell can destroy shields thanks to her Q. Rell’s Ultimate R is a great team fighting tool as it can allow her to CC multiple enemies at once.


At level 6, Dr Mundo will start to look to gank as his Ultimate R offers him a lot of duelling power. You can delay this by invading him and stealing away his camps.


It is expected that there will be a massive increase in damage. This will allow Lucian to take control of the game environment easily.


At level 9, its first capacity will be maximized. It'll give him a huge whip, and he'll kill people in an instant.


Her AoE damage will help her close fights quickly. A maxed-out Ultimate r will allow Rek'Sai to use the ability frequently and assassinate targets frequently.


Buffering your E can be extremely difficult against certain champions. It will often leave beginners in a sticky situation.


The all-in is to start in W and use W attack and Q into another double attack. Akshan is great against champions who can't get on top of him and constantly shoot.


Nocturne can easily pick off enemies when rotating alone. After going in with your Ultimate a, you should prepare to fall back and peel for your allies in late game team fights.


Due to having several articles, Renekton will do a lot of damage to his enemies while simultaneously tanking a lot of damage. Any enemy who gets caught by Renekton is going to get shot and probably die.


Unlike Sylas, taking goals is not a problem for you. Sylas can poke and wave efficiently with his Q.


It's essential to stick around your team and not wander off or you may lose opportunities for massive team fight wins. Your safety is crucial, especially when it comes to warding.


To facilitate access to the enemy emergency line, you should regroup with your team, but stay on the side. If you flank an undeserved bush, the enemy will have more trouble reacting to your all-in-one.


When Xerath gets his Echo from Luden, he will greatly increase his poke and push power. Avoid remaining in the minion wave so it is unable to poke and push at the same time.


Samira's Ultimate R is a powerful tool. Avoid fighting unless you have your ultimate R available as it deals tons of damage.


Use your Ultimate when you need to save an overextended ally and are about to get ganked by the enemy. Neutral objective fights require your presence.


His early play is rather weak, but killing him can be difficult. It is expected to focus on agriculture rather than the struggle at the beginning of the game.


Once he gets his Ultimate, be very careful in this matchup. Failing to do so can easily get you pinned and killed.


Gwen can start ganking after level 3. It is more common for Gwen to start ganking after level 4.


Look to gank whenever your Ultimate is up. Try to clean up kills whenever possible.


If Diana gets bullied from range, it’s going to be difficult for her to farm and reach her power spike. Falling behind will make it difficult for Diana to get back into the game.


Ekko must not let them bully him down otherwise he’ll fall behind in gold and XP. Common flanking spots can easily be warded by the enemy team, reducing Ekko’s flanking potential.


Unlocking her Ultimate R in conjunction with her Q or Allied CC makes it very easy for her and her team to get choices and kill. Morgana came out of damage and the power of escarming increases after she finished her first component element.


Your Ultimate ability lets you destroy the opposition. The destruction of the opposition is made possible by your consistent burn damage.


Pyke can easily help the mid-lane get ahead and come back to the bot lane in a jiffy. Keep a constant eye on what major objective is spawning next.


Mid-lane would certainly be better for you. You must present yourself for skirmishes.


As a support, you are quite vulnerable and can easily be killed when you go to the room, when you're on the move around the map, and when you're alone. To reduce the chances of dying and being taken out of position, try to stay with your team at all times.


Early piles are vital for a Kindred to succeed in the game. She will need the help of her team to get the points, otherwise she risks dying and being pushed back massively.


Ward the flanks so you can spot him before he engages. Hecarim spikes at level 6.


Post 6, you should look to make coins. When your Ultimate is in place, it greatly increases your death pressure and you should gank your allies.


Leona can easily commit to you if you are separated. It is important to stay attached to your ADC after level 6.


Akali will seek to dive the backline and take out the most squishis champions first in the team fights. In the team fights, CC is your greatest friend when it comes to beating Akali.


For runes, Red Kane goes conqueror for even more healing. For build order, Red Kane starts Red Monster and Pot into an eclipse in tier 2 boots.


There is a European tradition that hares laid eggs. Both hares and lapwing's nests occur on grassland and are first seen in the spring.


The low cooldowns also allow Ezreal to easily escape skirmishes. Ezreal is great in the mid-game.


and if you got the wrong form you have to wait 4 minutes. And red form's passive is he heals when he deals damage with abilities to enemy champions.


Since my first clearings are weak, I need to avoid being invaded in the jungle. I should watch the Jungle entrances to detect the invaders coming to me.


Fiddlesticks is also pretty safe in lane, making it easier to focus on other aspects of the game. His safety margin allows him to avoid taking damage and minimize risks during the laning phase.


Avoid fighting with the team during the mid-game unless you have Aatrox's Ultimate ability up. Aatrox's Ultimate ability is currently on cooldown.


Keep the minion wave closer to your side of the map to encourage the overextension by Soraka and their ADC. Take advantage of opportunities to untie your ADC and harass Soraka when they have used one of their abilities, putting them at a disadvantage in the trades.


Don't be alone unless you know where the enemy is. Peel for your allies as much as possible.


Galio's W plays a pivotal role during team fights when the enemy team is trying to form a clustered formation. If Galio misses his E, the enemy team can walk up to him not in melee range and keep poking and harassing him for a long time.


Nocturne will try to track him in his jungle and counter gank lanes that are being ganked. Tracking Nocturne in his jungle allows for quick reaction time to any ganks he might attempt on other lanes.


Moving around the map increases the risk of being taken out, which gives a 4v5 advantage to the enemy. Do not take care of yourself unless you know where the enemy is, for it may put you at a disadvantage.


Agressive playstyle can put Karthus behind by requesting ganks. German immigrants exported the custom of the Easter Hare/Rabbit evolved into the Easter Bunny in Britain and America.


Wukong should try to look for flanks during team fighting to maximize its use Ultimate n. Wukong will have a lot of articles, which will make it very tanky and allow it to do a lot and a lot of damage in a short time.


He has tools to stop ganks and protect himself from all-ins. Aurelion Sol is a very strong roaming champion thanks to his W.


Look for ganks every time your Ultimate R is in place. Sion's first power peaks depend on what he builds for: if he goes in a tank, he will be weaker sooner, if he goes to damage, he will be heinous and strong.


After Pantheon has completed his jungling item, his kill pressure intensifies. You’ll want to avoid fighting Pantheon unless you have assistance.


Lucian relies on articles to win the game. If he's late, he'll fight at the end of the game.


You should be able to disrupt a fight during neutral objective fights due to your Ultimate R. Especially if the enemy is tainted.


Sion's Ultimate R can be used to install ganks on other tracks. No one suspects Sion after base and down or medium track.


If your carry can follow this up, along with your ignite, you bring great kill pressure. Getting onto your opponent at level 6 is now incredibly lethal.


It'll be crucial if she catches her out-of-guard enemies. Her all-in-one combo will be pretty powerful.


Make sure you watch over his C too. Taliyah's pressure does not increase to level 6, but its ability to wander does.


Mid-game is a decent time to roam around and get picks all around the map. Your W should let you get easy choices on enemies who are too pushed up in the lane.


Focus on kiting and auto-attacking the nearest enemy champion. Avoid walking too far forward so you do not get caught out and focused by the enemy.


Up to level 6, try to play safely and close as much as you can. Close as much gold as possible to recall and stack the tear.


Make sure your team has a good vision of him at all times. If Talon invades you, step back unless you have an obvious advantage.


Entering late game teamfights players your teams engage. In addition youre now in the middle of the fight which gives you a great aoe shield and slows their entire team.


Try to get the enemy low before calling for the engage using your R ability. It is crucial to stay with your team in the late game to avoid giving the enemy an opportunity to win by forcing a solo engagement.


Rell's team fight presence will be felt across the board due to her t and Ultimate R. She can quickly get a multi-man stun off using her all-in combo.


Securing the objectives in these situations will be very difficult for the enemy team due to Vel'koz's powerful poke. Velkoz's poke can be difficult to handle.


As soon as Zed reaches Level 3, his death pressure increases once he has access to his basic capabilities. Zed can look for an all-in if he's been able to shoot you in advance.


Neutral Combat Goal should see your presence regularly. Your ability to get out of a Smite constantly due to your Ultimate e should allow your team to benefit a lot.


When engaging in duels, Shyvana can use track brushes to drop vision and surprise enemies. Once she has her ultimate skills, Shyvana will be able to inflict significant damage and take control of the fighting.


If you can remove a portage from the enemy team, the next fight will be about a guaranteed victory. Use your Ultimate


Without Azir having R or Flash, you can set up gank opportunities with your R. It is advisable to make plays around the map using your Q and E to push the lane and earn roam opportunities.


The cooldown of his Q is halved when using his ultimate. Using Ghost into the ultimate combo can be game-changing.


Walking close to the wall while being ganked by Cho'Gath makes it easier for him to land his e. Running through the middle of the lane instead.


That would prevent Xerath from being able to shoot you so much. Once Xerath is level 6 and unlocks his Ultimate 2, it will have a lot of poke and extra damage.


Once Nasus uses his W, he really has only self-attacks and Q to inflict damage. Nasus will seek to divide the thrust throughout the middle of the game.


Avoid going for risky trades, and avoid throwing out your E unless you’re almost guaranteed to land it. During fights, always try to get to the enemy backline by flanking them from out of vision.


ezreal needs to pick up as much gold as possible on the map. ezreal should poke the enemy and harass them as much as he can before looking to fight.


Yasuo's ultimate blinks to nearby enemies, knocking them up for another second and dealing damage. Fleet Footwork is recommended for Yasuo's runes.


At this point, Singed will have a lot of damage and will be super tanky and fast. It will be difficult for you to kill Singed alone in the middle of the game.


When Kennen's Ultimate gets out as much as possible, he'll crush a truck full of damage. Kennen will simply have to rely on the sides and fog of the war to organize a good fight.


It is recommended to keep the wave near your turret. Keeping the wave near your turret limits Leona's potential.


Fiddlesticks will usually go to ward alone during the mid-game. Try to set up an ambush in a bush and tackle him when he goes to place or deny vision around objectives like the Baron or Dragon.


Try to secure goals like the Dragon before Zion can gank the path of bot and take the Dragon with them It has a versatile construction path.


Always watch your positioning during the laning phase. Stay at max distance from Neeko to make it harder for her to root you with E.


Shen was able to mitigate any form of automatic attack damage with his W. Enemy physical damage has become virtually useless when this ability was active.


It is incredibly beneficial when the main goal is to separate out a single target and get rid of them quickly. Look for picks during the mid-game to get your team ahead.


This will allow you to get your laners ahead and will allow you to assert a lot of pressure in the game. Level six isn't that huge of a power spike.


Try to use it if you feel that you are about to be ruined or all-in. His early play is excellent as he can completely CC (crowd control) and blow up an enemy target if needed.


Renekton will already have several objects. This means that Renekton can reliable front line for his team and inflict a lot of damage to enemies.


She will be heavily reliant on the enemy team pushing up and will thus spend most of the time power farming. Control Wards are her mortal enemies.


When Blitzcrank's W ability ends, he is slowed for a short duration. Blitzcrank's E is an auto-attack reset that deals bonus damage and knocks the target into the air. The active in the ultimate silences all enemies within its range and destroys their shields.


You can counter Fiddlesticks’ level 6 by having constant wards around your lane. If you ping your teammates when Fiddlesticks goes missing post level 6, it’s a good strategy.


The healing of Sona's W will be a problem as the game unfolds. Investing in the executor's call can reduce Sona's healing ability.


This will help you escape from unfavorable situations with ease. The enemy Support will be pretty busy warding during this phase of the game.


Keep a constant eye on the map while pushing the minion wave. Heimerdinger is vulnerable to ganks if he doesn’t have 3 Turrets Q up.


Pre-six Diana is quite weak especially when her Q or t is down. Diana's early game is rather weak and needs time to come online.


The slow on his W allows Tristana to get killed quite easily. She'll need to shoot her target before that, or she can count on a gank or her support.


The composition of an armored team is beneficial in many situations. His E allows Zeri to escape sticky situations.


Hard CC refers to a strong ability that can lock or restrict an opponent's movement. She should rely on trackers for protection.


Graves stores 2 shells at once and uses them when he basic attacks. His Q is a skill shot that fires in a T-shape and deals damage on the way out and returns with greatly increased damage.


Shyvana is very weak before-6. You're much stronger than Shyvana, so go invade her and try to fight her to deny her gold and XP.


And poke/all-in won't be very good. Play safe for the first levels.


He can keep poking the enemy team with his E and with the proper itemization, his E can do a lot of consistent damage. The silence is quite invaluable as well, especially against enchanters.


To reduce the chances of dying and being taken out of position, try to stay with your team at all times. Keep an eye on the main objective is fresh next. If it spawns quickly, make sure to place the vision around the lens as quickly and safely as possible before going back to safety.


Ideally, drop them first before using it to make it easier for you to kill the enemy. Vel'Koz's Level 6 is a massive powerpike because it allows it to fully use its Passive.


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.


You need time and gold before you come online and do damage with your champion. Your champion is incredibly weak at the beginning of the game, so focus on agriculture instead.


Focus on zoning of squishier targets off during skirmishes. You'll be really tanky during this phase of the game.


It will only strengthen the strength and duration of Leona's whole. Once Leona has her basics, she can protect her team and herself at the same time.


Several points in his Ultimate R will allow him to use capacity quite frequently. This means that Rengar can both zone out of enemies or secure picks as needed.


And of course, when you hit level 6, you have a massive amount more CC and kill pressure. Entering the mid game, your bot lane will come mid, which puts you into a side lane.


Kalista's duelling power will enable her to chase down an enemy laner when they walk up or overextend. Kalista can use her Ultimate ability on her Jungler.


or, youmi will not go to the hall without a port, which you can abuse to gain an advantage over it. At the 13th level, Yuumi's two Qs and Es will be maximized.


Avoid standing up to the upper side of the track if Saplings E are there. If the Saplings E are close, walk to them before you flee.


The level 11 range Kog'Maw allows him to take low-health enemies from a distance. Kog'Maw will perform well in the middle of the game, assuming he doesn't collapse and stops.


Her dash ability can be used as a zoning tool. Her shield ability provides protection.


Any enemy champion who has a dash, or some other form of mobility spell, can prove to be a hard target to catch out and kill for you. Your own mobility can turn out to be a weak point for you.


Players focusing on Red Kayn should try to keep their Allied champions alive. Focusing on the champion Red Kayn is focused on increasing the chances of winning the fight.


Securing these objectives as a Jungler is crucial in the mid-game. Another point in her Ultimate ability won't provide her with a huge spike.


Keep vision in typical flanking spots as Ekko will try to set up an engage with his W from out of vision. If you see Ekko running towards you, back up for a few seconds as he would have used his W.


If you can’t kill the enemy laner, try to roam around the map to pick up kills in the side lanes. Fizz is strong at level 3 and 4 once he unlocks all 3 of his abilities.


Play respectfully at level 1 if he takes W


If your allies die quickly, you're unlikely to win the team fight. Once Maokai's Ultimate R is maximized, the enemy will not have a perfect time in the game.


Viktor has some form of buff motion speed with its r, but the crowd control in layers can counter it. The motion speed buff granted by Viktor's r can be easily counterbalanced by the control of layers crowds.


However, she's almost fully skillshot reliant for her damage. Zoe's passive deals additional damage after using an ability or proc.


Cho'Gath can easily get kited by ADCs and champions with dashes in team fights. ADCs and champions with dashes can kite Cho'Gath in team fights.


You should not go around the map alone because you will die easily. Don't play very aggressive in team fights.


It can now go on a side track and divide the thrust due to its passive and basic capabilities. His abilities will strike very hard, and he will frequently kill enemies.


When Mordekaiser gets enough items, it becomes almost impossible to kill unless the enemy team concentrates it. In a team fight, Mordekaiser's E can be extremely beneficial in the fight against enclaved enemy teams.


As soon as Vi gets Trinity Force, his release from damage and kill pressure increases a lot. Avoid 1v1 with it unless you have an obvious advantage.


You may have to adjust your gameplay depending on your lead in the game. If you're too far ahead, focus on building damage, else focus on saving your teammates.


Darius is an early to mid game champion. Once it gets to the later stages of the game, his strengths become weaknesses.


You can reduce Quinn's chances of all-ining you by watching as you walk back to lane. You can also keep the wave closer to your side of the lane to reduce her chances of an all-in.


Yorick's second capacity will be maximized to level 14. This means that the duel will become really difficult for the enemy,


Kayn has good objective control. A champion with good objective control can often achieve goals.


Neeko uses her Ultimate R to stun multiple people when they are too close together, so it's best to split up and not stand too close to others in team fights. Once Neeko hits level 6, her kill pressure intensifies.


This is not very ideal, especially against experienced players. Shaco's first ganks are extremely strong, mainly because of his spelling choices.


To increase survival time and keep carries alive, focus on the nearest enemy champion to your carries. Working together as a team can help take down the enemy one by one and increase chances of winning.


Amumu's late game is not bad. Amumu will be very tanky as it would arrive towards the end of its construction.


The rearing and stacking of Q will allow Nasus to decimate the opposition during the later parts of the game. The first element of Nasus will give him a boost in the way.


Shaco's trading power in the track will increase when it finishes its first component. When the first element of Shaco is completed, its bargaining power will increase and it will be stronger in 1v1s.


Ezreal is very squishy. When Ezreal's E is down, he can be easily burst down.


Having three points in his Ultimate R is a massive powerpike for Xin Zhao. Xin Zhao having three points in his Ultimate R allows him to use the ability frequently, giving him an overall advantage during the fighting.


Every time your Ultimate e is in place, you can look for aggressive games to try to kill the enemy. Your Ultimate e is an excellent trading tool that makes you much stronger.


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


Keeping the minion wave closer to your side of the map will allow you to engage Soraka more easily. If you push, you'll never be able to hire Soraka or kill in this game.


Do not group to closely together when dancing with the enemy. As Fiddlesticks can bounce between players, avoid grouping to closely so it is unable to hit or burst multiple people down.


If you see one of the enemy carries in the side lanes, you can try to flank them from the fog of war. Flanking an enemy carry in the side lanes with your Ultimate R displacement distance can be done very easily even when they are near their tower.


If you are below 25% health, Urgot can use his E for car once and finish you with his Ultimate R. In team fights, try to block Urgot's engagement and R for your poor teammates.


If Twisted Fate is too wide in the track, it can be quickly stopped. After the bot track has moved to the medium track, turn to the bot side of the map or somewhere on the map so you can continue to grow and win XP.


Don't be afraid to look for fights once you've picked up your first item. While Azir's poke is good he is incredibly weak in the early game.


Taliyah is extremely sneaky and can be killed if some form of crowd controls the land on it. This is especially true at the beginning of the game.


After entering with your Ultimate R, be ready to fold and peel for your allies in the end-of-game team fights. To quickly climb on the enemy's back, try to use the fog of war to flank the enemy.


When Galio charges towards you, try to disengage as quickly as possible. Galio will look to engage with his E if he gets close to you.


The Q turrets, when combined with Heimerdinger's E, allow him to turn an enemy gank into an easy kill for him. Heimerdinger's Ultimate R provides him with a lot of versatility.


Once you have reached level 6 and purchased key elements, try to harass the enemy in the track. You should constantly push the enemy into their turn.


If you can’t see where the Trap W has been placed, it’s probably behind your tower. Stay away from your tower when you’re being pushed in.


Taking the mid lane tower can open up the map and provide your team with a gold lead. Her laning power will depend a lot on who her Support is.


A lot of damage can be done to Dr Mundo if he is focused down quickly. Focus on killing Dr Mundo first in a team fight.


You're weaker than your opponents early in the game. It is recommended that you avoid fighting at this stage in order not to fall back.


However, you can get murders if you harass and intimidate Morgana first while looking for opportunities to hit her with your Q. His Q can be blocked by minions.


It could be very beneficial to rip Vex's W with poke before starting a fight, because it will miss the shield to protect itself. Its damage production will also be reduced.


If she isn't close to her target after using her Q ability, she will be unable to do much. The enemy team's CC will make her prone to being caught.


His Passive will help him a lot when it comes to diving into the enemy front line and surviving. The main strategy is to split the thrust and focus on securing the towers while your team groups elsewhere on the map.


Avoid fighting when its resource bar is half filled. You're gonna take a lot of damage and probably even die if his ultimate is ready.


To compensate for this weakness, Ziggs should use track brushes to delimit enemies without necessarily using their capabilities. The only threat will keep enemies at hand. Ziggs Q is reliable


Stand outside the minion wave so it can't push you and hit you at the same time with its Q. Akshan is an AD champion.


Do not divide the thrust or avoid grouping unless you have a good reason to be away from them. Look for choices with your Support/Jungler to get murders and increase your lead.


Taking the midway tower will open the map and give your team a gold lead. Veigar's first capacity will be maximized at level 9.


Gangplank has a barrel under him that will explode soon. Gangplank will always be stronger if he has a Barrel E placed under him.


Your early game is weak and you need time to come online. As a melee support, monitor your positioning at all times to avoid being harassed by the enemy Support if it is varied.


Renata's abilities in the early game are not strong enough to protect her from being targeted by enemies. As a result, she is vulnerable to ganks and pressure from enemy laners.


Summoner spells: Ghost Flash or Ghost Ignite. Early game bullying: establish brush control to make axes difficult to dodge and trade safely.


Your mobility is your pillar in this matchup against Nasus. Use your mobility to counter Nasus, but be very careful on its slow.


If Darius invades you, just run away. Darius is one of the best duelers in the game.


This will allow him to inflict much damage on his opponents in the way. This will also give him the incentive to wear for his team if he is already in advance.


Counter-commitment games are more effective as your champion is stronger by doing so compared to the search for aggressive choices. Taric's gonna get his boots.


Every time his Ultimate e is broken, try to abuse cooldown and look for murders. Once its ultimate e is in place, its pressure of death and survival increases much.


It is recommended to keep this in mind by trying 1v1 Viego because it is good enough early. Viego's Level 6 power peak is very good


Do not go for an extended trade unless the enemy's primary ability is on cooldown. Play safe for the first few levels.


Vi is tanky but still vulnerable to damage and crowd control. At level 6, Vi will have access to its Ultimate R.


Entering the mid game, you want to take your tower as soon as possible. This is a great way to keep map control, but also ensure you're there for all skirmishes, objectives and teamfights.


Its damage production and commercial potential will increase considerably. Shaco's main goal during this phase of the game is to roam and kill as many squishes as possible.


Lisandra has to engage in a whole to make use of her kit. A commitment from Lisandra is necessary to benefit from her kit.


If you walk too far forward, the enemy will concentrate you and take you down. Continue to fly kites in team fights and systematically adapt your positioning.


The Passive allows Dr Mundo to regenerate health quickly. A lot of sustain comes from Dr Mundo's item, Executioner's Calling.


Keep a constant eye on the main objective of spawning afterwards. If it spawns quickly, be sure to place the vision around the lens as quickly and safely as possible before you safely retreat.


The active makes Nilah crack her whip forward, dealing damage. Nilah's W covers herself in Mist, gaining movement speed and reducing magical damage taken.


Once they're low enough, commit to an all-in-one. Look to harass the enemy after purchasing key elements.


A peak of power means that his combo of brilliant damage will do a lot of damage. The damage combo can completely destroy any still or CC'd wear.


His early play is good, but the result of the track really depends on the match he is in. It should have a fairly easy time in the way as long as it can poke enemies systematically.


The Easter Bunny is a brilliant lane bully.


Kassadin's increased trading frequency allows him to escape danger more effectively. After acquiring his Ultimate ability, Kassadin's kill pressure also increases.


Playing around the vision will really be important to achieve this goal Lee Sin will have several elements during this phase of the game.


It is crucial that a team takes objectives whenever possible to gain a lead. Once Ekko goes in, he has very little left to offer as a counter-ganker.


Passive means that something will happen automatically. The Passive has effects on Karthus when he dies during a team fight.


Don't face check bushes if you don’t know where Anivia or her team is. Whenever Anivia has her Passive up, her ability to survive all-ins is much higher.


One more point in its Ultimate R will increase its overall damage and let it use capacity frequently. Its first capacity will be maximized at level 9.


Use Q, E, and auto attack for combos, or use W to negate damage and deal massive damage. Take Comet runes for guaranteed slow from E and Q.


If Kayn turns into Red Kayn, he'll be more tankier. If Kayn turns into a Blue Kayn, he'll do tons of damage.


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


Jarvan can separate someone out from their team with level 6. Jarvan can easily pick targets off using level 6.


Having someone and catching them out of position will make it easier to win the end-of-game team fights – especially if your allies are nearby. Avoid separating. You have to stay with your team at the end of the game to win.


kalista's level 16 isn't too powerful for her as she gets nothing much out of it. kalista will be able to set up engages from the fog of war now.


quinn has early strength that allows her to make aggressive plays. Quinn should target both enemies and minions when possible using her Q.


His poke damage is heinous and very strong. This allows him to force his enemy out of the way.


Aatrox's Ultimate ability is currently on cooldown. While Aatrox's Ultimate ability is on cooldown, it will miss out on a lot of sustain and damage if not played around with.


It can be difficult to get murders on the enemy CDA at level 6 because of more utility. He will use his Q aggressively and seek to bring down an opponent if he misses it.


Just make sure you don't get CC'd for a major all-in-one, you'll definitely end up dying. Still target wears as much as you can.


A point in the Ultimate R ability of Azir will be helpful but not decisive. At level 13, Azir will maximize his W and r abilities.


This is the perfect time for Hecarim to take over the game due to his kit being able to pick and burst enemies down in a jiffy. Once you've gone in with your Ultimate t, peel back and help your allies. In particular, if you’re behind, use your Ultimate t aggressively and then fall back and help your team.


Its R (Ultimate) has a high choice potential and can help roaming across the tracks. Maximizing damage output can be really difficult on Vex, especially when launching against champions with dashes.


If you let Galio get close, he will look to engage with his E. Galio looks to taunt you with his W if he gets close.


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


Back up and protect your allies after using g, and focus on protecting the closest champion. Look for choices with your Ultimate E.


This article is priceless when the enemy has a lot of support. Taking Nami back first before a team fight will make it difficult for his ADC to survive because they will not have a coat or protection.


As you advance in gold and experience, look for opportunities to attack an enemy with a shorter timer of death. Waiting in high-traffic areas can increase the chances of taking an enemy.


Annie's support is beneficial because she has ridiculous burst damage. However, Annie lacks mobility relying only on speed-ups.


Her E ability slows enemies hit. Nami's W is a point of click ability which can be used on a friendly champion or an enemy champion.


Whenever Poppy throws her Buckler and it lands near you, try to step on it. However, do not over commit to destroying it as she may use your positioning to play aggressive.


Cassiopeia 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.


At this point, Lux can get killed and blow you up. Once Lux has a maximum cooling reduction, its capabilities will really have low cooling.


You should ping once Senna is level 6 so your team knows she can influence a fight with her Ultimate R. The longer the game lasts, the stronger the Senna will be.


Qiyana's damage output will be massive when her abilities are maxed. Qiyana's abilities will be up sooner than usual when they are maxed.


Zeri's waiting for his E Watch your flanks in the middle of the game because Zeri can close a gap over a wall and surprise yourself on your team.


Mixing this with a few points in her y and upgraded Boots makes Ashe’s poke consistent. Ashe will secure many picks during this phase of the game thanks to all her slows and CC in her kit.


If you show up on the lower side, the enemy will take the target for free. Focus on the enemy's attack and try to get them out of the fight.


While team fighting is important for Kennen, falling behind gold and XP will make you almost useless in team fighting. Look at the team fights.


After level 6 keep a keen eye on the map and Azir's mana bar. If you spot the enemy Jungler nearby, back away from Azir because he might try to Shurima Shuffle and set up his Jungler.


It is important that you stick with your team in the late game. Do not move around the map or go anywhere unless someone is with you.


You should be able to pick up a lot of CS when playing Orianna. Orianna is a very mechanically difficult champion to master.


Reducing Dr Mundo's healing is crucial in team fights. A lot of damage can be done to Dr Mundo if he is focused down quickly.


Zilean's ultimate ability will be a lifeguard and will allow him to save key targets in major battles. He will simply have to make sure that he uses it properly (the most fueled target). The cooling of Zilean's Ultimate capacity will be shorter, making it more difficult for the enemy team.


This ability will increase the frequency of using the Ultimate d. It will increase the damage of the ability.


The enemy Support will try to stay away from Annie's stun. Holding onto her stun, Annie can make it harder for the enemy Support to do anything.


You benefit from extended trades, so try to go for them frequently. Keep the minion wave closer to your side of the map throughout the early game.


Peel for your allies in the team fights. As you are tanky, you are rather weak unless your carriers are alive (depending on your construction path).


Control guards are essential in team fighting. Place Trinkets and Control Wards around you during the nap of a goal to spot Twitch before he is able to jump on you.


To reduce the efficiency of Lux (Light), stand behind the minion wave rather than inside it. This requires it to choose between using l to swing or push on the wave. You're weaker than Lux when she has her Ultimate.


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


It will annoy the enemy by completely denying the assassination and by exploding the attempts at the end of the enemy. Lulu can use his ability to slow down enemies, especially those who try to escape.


Try to space Veigar accordingly in the team fights. Don't put yourself too far forward as this will allow Veigar to catch up with his n and start a team fight.


The enemy tower will be pushed by Anivia when she uses her Ultimate with lots of mana. The way will be constantly controlled by Anivia when she pushes the enemy into it with her Ultimate.


Trundle is extremely dependent on teammates to shoot successful ganks that can sometimes force him to the feeding farm and be ineffective at the beginning of the game. Although he can steal statistics with his Ultimate n, Trundle is still weak without articles.


For skill order start W then E then Q, before maxing W then E then Q, taking ult whenever you can. So it's important that this is the stage in the game where you want to start building an advantage.


This will also be beneficial when it launches its Ultimate b. His early play is good, but the result of the track really depends on the match he is in.


Why play Zoe mid? She has insane burst damage. She's strong throughout the game.


If Xin Zhao finds corridors without extended flashes, the chances that they will die are almost a solid 100%. Xin Zhao has access to all its basic capabilities when it is able to use them.


Its automatic attacks being permanently authorized will cause significant damage to the enemy team.


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


This means that it will be the scourge of squishier's targets on the enemy team, and it can get rid of them quickly. If you play as a varied champion, try harassing and poke Zed down.


At level 6, Ahri is much stronger than you and her all-in increases. Play back and out of range to make it harder for her to trade with you. Focus on matching Ahri's pushing power when you've got your first item. This will prevent her from getting free kills and turret plates.


Try to wander a lot during this phase of the game. Work with your Jungler whenever possible.


This makes it difficult for her to catch out of her position. Lillia will allow you to avoid strokes of skill and CC.


You should try to end the game as quickly as you can that Ryze becomes stronger and stronger than the game goes along. Stop it at the beginning of the game or finish it quickly will make it harder for him to wear at the end of the game.


Irelia has way too many dashes.


His Ultimate R offers him a lot of additional protection. The additional movement speed it provides makes it hard for the enemy laner to escape from his ganks.


It is passive allows him to easily end the enemies of weak health. When combined with his W, he becomes a very strong thug who can camp on paths with squishy targets. Once an enemy uses his offensive W, he will no longer have any other form of escape.


His W places a shrine on the floor which gathers power over 5 seconds. If an enemy walks over the shrine, it destroys them.


Udyr is a strong duel in early play and can easily descend Junglers in one-on-one. Udyr's duel power increases considerably if he has his Red Buff.


Ivern will be building utility items. Utility items are intended to help Ivern's team.


After using your g, fall back and protect your allies and focus on the nearest champion. Look for picks with your Ultimate e.


If kalista falls behind during laning phase, she will be pretty much useless later. An enemy with tanky stats will make kalista struggle to kite them.


You can use the capacity while you are E'ing, so make sure you don't stay still while it's locked. Akshan can look for an aggressive piece once he unlocks both his Q and his E.


Seek to harass and constantly push the enemy in their turn after purchasing key elements at level 6. This will allow you to earn turret veneer and increase your gold income.


At level 16, Camille would have put the third point in her Ultimate. Camille's Ultimates cooldown will be a little lower at this time, so you need to play around it as much as possible.


This can gain her further lead She looks for picks on squishy and immobile targets


Samira is an extremely agile champion who can move quickly around the map. To reduce Samira's mobility and increase your survival, keep the minion near your side of the map.


However, it's essential to have wards on that side of the map to anticipate potential ambushes from Aatrox. He is strong once he unlocks his Ultimate R.


For matchups, Red Kane is great into tanks where he can struggle against champions that can kite him. For runes, Red Kane goes conqueror for even more healing.


Heimerdinger's strategy involves playing defensively until his Q turrets are back up if the enemy team focuses on destroying them. Missing Heimerdinger's E will leave him in a vulnerable position, especially when laning alone or being pushed up.


A Collector is a great offensive choice, while a Shieldbow is a great defensive choice. For summoner spells, take Flash for escape and Smite for zone control.


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


Avoid fighting unless your Ultimate R is in place. Fighting without it will make the end-of-the-game team's fights much more difficult.