Try to focus your other frontline champions with the enemy backline. As a Jungler, you need to be alive in the late game.


Try to CC lock high-priority targets when possible and get rid of them quickly. Work with your Jungler and get some picks on the enemy Jungler or Support when you get the chance.


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


Neeko is good in team fights thanks to her Ultimate R. Disengage as soon as you see Neeko channel her Ultimate R.


The first component will let him deal more damage and spam his abilities due to the increased mana. The mid-game should be easy for me, and I will be ganking enemies quite frequently.


Ivern’s carry potential is rather lacklustre. A team behind Ivern will have a hard time winning the game.


Focusing on securing objectives and considering taking fights over them. One piece of Void Coral can give you an edge in fighting in your True Form.


start applying the pressure on the towers while your team does the same thing


Once yuumi gets its Ultimate R, it can keep any form of engagement away from its port as long as it has its Ultimate R Up. Carry will be protected against skill blows while Yuumi has his Ultimate R Up.


Champions will have defensive items Keep this in mind before trying to make aggressive plays


Several points in his Ultimate will allow him to use ability frequently, make choices, and multi-man land Ultimate on enemies fighting near choking points. Malphite is pretty good during team fighting.


If you can find the opportunity to do so, use it to catch someone who is isolated and alone, too far forward or away from the position. Peel for your portages to keep them alive longer.


Watch your positioning so Lee Sin can't easily get you off after finishing his first component. Lee Sin's early play is very strong.


The first item component will help Irelia massively in this lane. It will bolster her dueling potential and increase her survivability.


You should increase as you win the stack. Once piled up, the struggle should be an easy task.


Continue to fly kites in team fighting Always adjust your positioning.


Vayne excels against melee skillshot top laners due to her easy dodges and outdures. Lethal Tempo still scales incredibly well for Vayne's runestake.


If you can pick someone off with the help of your allies, you can abuse their death timer to earn more gold and possibly take a tower, an objective or get more kills. Another point in her Ultimate R will allow her to deal massive amounts of damage with her Ultimate R.


Rumble cars don't do much damage, but only go to CC when it doesn't use any capacity. Keep an eye on your allies in this game.


Keep the wave near your tower to limit the size potential of Singed. The enemy has no seat capacity.


You should not fight in a 1v1 in the early game. Rammus relies on his allies to follow up when he ganks them.


Don't play very aggressive in team fights. Just the kite and the automatic attack of the closest enemy champion.


Be aware of Diana's level 6 power spike as it is huge for her Keep track of Diana's early game through wards


roam around the map help her allies


Kayn is qualified for roaming due to his ability to move quickly around the map with his E. Its construction and kit are very versatile.


The Akali W is important for trading and survival. The Akali's W has a long cooldown in the game.


Being dispersed in a team fight will prevent Volibear from getting a massive final R. A dispersed team fight can change the tide of a team fight.


Never try to take a goal like Baron or the Dragon if Rumble is alive and kicks. Being close together inside the pit allows Rumble to land a devastating B on your entire team.


His ultimate R allows him to inflict a lot of damage on the enemy team if he does it. The Ultimate R can change the tide of a team struggle instantly.


Make sure you position yourself in a way that allows you to capitalize on Kog' Maw's mistakes in team fighting. Positioning is crucial for Kog' Maw because it gives you the opportunity to take advantage of its bad or overextensive position and take it down.


Once you hit level 6, you should be able to increase the frequency and efficiency of your ganks. Make sure you don't do anything that makes you catch during the early game.


Failure to do so can cause difficulties in winning at the end of the game. Kayle tries to abuse her range advantage to get an early health advance.


At level 3 and 4, the strength of your basic abilities will be significant. Early objectives can be secured quickly and can provide access to True Form.


It is essential to have a vision of the main objectives. Watch your positioning in team fights and try to heal who needs it most.


Evelyn camps will be marked by yellow guards to facilitate follow-up. Can't gank very effectively until she gets her level six.


Anivia's chance of surviving in skirmishes is increased. Anivia is versatile in battle.


If someone chooses you, you should be able to turn to the baron or the older dragon. Look for selections in the later stages of the game.


Jhin scales decently into the mid and late game. It is recommended to shut Jhin down in the early game by taking advantage of his lack of mobility and weaker combo.


The executor's call brings serious injuries. Morllonomicon also causes serious injuries.


A very good initiator for his team with the ton of CC he brings to the table. In addition, it also has a reliable form of poke with its 1, which it can use to overthrow enemies.


Team fighting can be difficult for Amumu as you are inclined to disengage, poke and CC. You should flanculate in the team fights to make it easier for you to catch the enemy out of position.


Whenever Leblanc's W is about to cool down, it is squisher and vulnerable. You could use this delay to play aggressively and go for a trade because it won't be able to escape or trade so effectively with you.


If the enemy freezes the way, there is nothing he can do to escape an all-in/gank. As Tahm Kench is a champion in the field, laning against the range champions is very difficult for him as they can bring him down whenever he moves or positions himself a little aggressively.


Aphelios is item reliant during the mid-game. If Aphelios is camped constantly early on, he won't be able to farm freely and will have a hard time as the game goes on.


Try to utilize all-ins with your Q and E from lane brushes whenever possible. Once you obtain your Ultimate R, you will be able to set up plays from long-range.


She can repeat her combo W and R to kill her laner with her Ultimate R. This combination of capabilities allows a constant release of damage.


After committing, retreating and peeling for your ADC. Leona will now have two points in her Ultimate ability.


Being very motionless makes Kogmaw a privileged target to engage the champions. Once committed, Kogmaw can't do anything unless his teammates help him.


If you can get goals, try to keep them at any time. His first games are decent, but he should focus on enemies who are quite pushed up.


jinx has no form of mobility. a kill against jinx sets her back by miles as she is a heavy scaling ADC, and needs to farm safely.


Try to disengage whenever Zac E is with you to make it harder for him to get a knockup. Zac will become more aggressive with his ability to start fighting as soon as he reaches level 6.


Keep a constant eye on what the main objective is for next spawning. If it spawns quickly, make sure to place the vision around the lens as quickly and safely as possible before going back to safety. It is essential to have a vision of the main objectives.


He is a powerful champion early, especially if he manages to use the track brushes to his advantage in the track. His all-in-hand combo will be powerful enough if he catches his out-of-guard enemies.


Your champion's ability to make a last shot in the way will make them your best friend in the way if you're dealing with an early tank. If the enemy champion manages to land on you, save them from you.


At level 6, the whole of Samira increases considerably. To limit Samira's potential, try to keep your distance.


Taking goals can also be useful against Master Yi. Investing in armor can help against Master Yi.


Thanks to his low cooldowns and the overall game state, during the mid-game he will be able to assassinate and get picks on low health enemies as they walk around Summoners Rift alone. You should stay near your team in the late game.


This will allow Fiddlesticks to get a lovely amount of damage down to the whole enemy team. While Fiddlesticks is good in the late game, he is incredibly squishy.


Xin Zhao is a powerful champion of skirmishes looking for choices on enemies walking around Rift Summoners alone. Avoid walking in nonwarded areas unless you know where Xin Zhao is.


Look at the flanks as Sylas will often try to flank in a team fight with her E to get on the harnesses. Make sure that no one on your team is standing too far forward or out of position as it can allow Sylas to choose them from behind with his E and start the team fight.


The use of the Ultimate R will facilitate the conversion of Xin Zhao's fighting to 1 v 1 if necessary. Xin Zhao's first capacity will be maximized as soon as it reaches level 9.


The first games of Xin Zhao are on another level. If Xin Zhao finds corridors without extended flashes, the chances that they will die are almost a solid 100%.


Always try Ultimate R the enemy Jungler during this phase of the game. The ultimate goal is to allow your team to get a free Dragon after successfully killing the Jungler.


Sion waits in a bush to surprise targets walking alone on Invocation Rift. Avoid walking in areas where you know that Zion has been so much harder for you to get caught by him.


Flank in the team fighting as he approached the enemy backline. Make sure you're always close to your team so you can fight quickly.


His first objective control of the game is phenomenal, especially if his landers have the priority of the way. It must avoid appearing on the map early, however.


Do not use [Passive] aggressively unless the whole team can follow up with you. Corki will look to constantly push the minion wave.


Do not divide the thrust when an important objective is high or about to spawn. When an important goal is up or about to spawn, do not go to the opposite side of the map and instead work with your Jungler to define the vision around that side.


Try and go for extended auto-attack fights with him as you will win those. Karthus is a farm heavy champion.


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. The enemy carry will likely die rapidly if you successfully flank and attack them.


Beware of Lucian's Q because he's going to try to line him up so he hits the minion wave and you at the same time.


Kennen's passive allows him to stack onto the target. The active ability deals damage to enemies passed through and restores energy.


Jhin's first ability will be maxed out at level 9. This will let him clear minions waves with ease, and the damage dealt to champions will be really high.


This will give him power and allow him to clear up a lot of damage. Its first capacity will be maximized at level 9.


Kalista's Passive makes it so that she can easily dodge CC abilities especially if they happen to be a skill shot. It also allows her to jump in and out of unwarded brushes to drop vision on enemies.


Cass is a late-game monster. As long as she hasn’t fallen behind, Cass will be incredibly strong in the late game.


Post 6, Anivia can quickly push the minion wave with her m. Keep this in mind and try to prevent her from doing so.


If he's early, he can have a man the Baron. Its Ultimate r can completely move the tide of a fight if it is left uncontrollable.


The collection of Ignite increases the overall offensive capabilities. Locket's take increases survival and team play.


When the game is in its mid-game phase, players should launch a split thrust to secure secondary goals. Players should avoid regrouping with their allies when their ultimate R (Rule) ability is disabled.


The first level at which Malphite is considered low is level 6. When Malphite reaches level 6, it gets access to its ultimate ability.


Zed can set up lap dives on squishy bots quite frequently. Zed just needs to push his wave before he wanders.


Guards must be protected at all times if the team can maintain them. She's a little weak for six years.


That's because Renekton will maximize his Ultimate t and pose a massive threat to the enemy team. Renekton is a dominant champion of the game.


Landing your E or ultimate on a backline carry before following up with the rest of your CC chain can be devastating.


If you have the range advantage, try to poke and harass him as much as possible to prevent him from looking for the all-in. This will also force him to burn through his potions quickly.


It should be used at an appropriate time for maximum efficiency. He's a good team hunter during this phase of the game.


Be prepared to sacrifice some CS for XP to stay alive in lane. Note on who Kalista has been paired with.


They will try to push, and by standing out of the wave, you force them to choose between using the mana on the wave or you. Investing in early boots can help you avoid their help


This can also be done from the lane brushes if the enemy doesn't ward them. Jayce's poke is directly proportional to the number of items and components he has at that time.


Allies hit by Q are healed and slowed. Each time Senna attacks, it reduces the cooldown of Q.


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


Soraka's Ultimate is a global ability which gets rid of Grievous Wounds from all allied champions and heals them a good amount. This ultimate restores a huge amount of health to your entire team.


If you get picked off, the enemy will be able to take nearby objectives or use their numbers advantage to win a team fight. Consistently place vision around the map to help your team secure objectives and get picks.


Hecarim can peel for his team as top laner. Hecarim's Ultimate t has two points at level 11.


Akali's W is important for trading and survival. His W has a long cooling period.


This is due to the amount of selection potential he has in his kit. It can take goals quite easily, including early empty grunts and Dragons.


It will be a massive peak of power for him, because he can secure easy choices with it. He's great at the team fights at the end of the game because of his Q and Ultimate R.


Wait for your opponents to be in a choke point, or wait for your team to engage and lock some down, before throwing it out and landing it across multiple members of the enemy team. After this, AOE everything down with your Q and spam out E's.


Getting your Ultimate R will be a huge turning point in the game. You can use it solo,


ezreal saves E for situations where he needs to avoid getting CC'd. ezreal uses lane brushes to poke the enemy team with attacks.


Getting a pick here or there or blowing an enemy Summoner Spell can be more than enough to get a nearby objective. Call for objectives during the mid-game.


Position yourself behind the minions to block Thresh Death Sentence's skills. Having the minion wave closer to your side of the map increases gank opportunities.


Avoid fighting unless Ultimate is up. While Gangplank has a lot of splitting power, it's better for you to group with your team in the late game.


If someone settles down after using their W capabilities, they can't escape easily. If the enemy team is smart and avoids regrouping during the fighting, it will prevent Sett from effectively using its Ultimate R.


Focus on securing those objectives. You must take Rift Heralds whenever you can!


At level 13, Draven will max his second ability. Maxing his second ability will offer him additional protection in the late game.


When no team fights are occurring, Fiora will split push and draw the enemies attention to herself while her team sieges or makes plays on the other side of the map. In team fights, Fiora will try to flank from the side to make it harder for the enemy to disengage or poke her down.


Bel’Veth will deal a huge amount of damage whilst being incredibly slippery. This makes her adept at being a consistent huge damage output.


Take neutral objectives regularly. Aatrox should be a part of as many fights as possible during this phase.


Securing Dragons and objectives with your team is important. Elise can easily take objectives on her own but doing it with allies provides more security.


Your team should regroup with their teammates during this phase of the game and ensure a consistent DPS on the enemies. Your ultimate R capability should be saved for yourself, but exceptions apply if one of your aircraft carriers is in danger.


Once she gets 2 points in her Ultimate R, she will be able to do a lot of damage to the enemies in a short time. This means that enemy squishies will be in grave danger.


The level six power peak allows Viktor to easily impact the fighting. The first element will provide Viktor with a potential for mana and wave release.


Avoid fighting Gwen alone unless you can burst her down and kill her. Gwen can deal a lot of damage very quickly with a fully stacked Q.


Be cautious of Fiddlesticks's early game invading potential, as they can invade you often. Pay attention to the map at all times during Fiddlesticks's early game.


It can easily climb on them and prevent them from doing anything in a fight. If Malphite goes AP, there will be no enemy for most parts of the game.


Try to keep CDA alive as long as possible. Provide the CDA with W healing whenever they need it.


The purchase by Rumble of its first component element results in a substantial increase in its skirmish capacity. After obtaining the first component, aggressive gameplay becomes crucial for optimal performance.


orianna's level six will allow her to deal more damage. orianna's level six will enable her to spam her abilities due to increased mana.


This will allow your allies to play more freely. And keep them safe from the damage inflicted by the enemy.


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


Entering alone can make it more risky for you, and you need allies to accompany you. Champions with dashes or escape tools can kit it well enough after it is entered.


Once Taliyah reaches level 3, she could kill you if you're low enough. His level 6 is good.


This puts Caitlyn in a weak spot compared to her counterparts. Use your early game advantage to push the wave consistently and get tower plates and extra gold.


Extended trades always favour Kalista thanks to her R. It is recommended to avoid going for extending trades with Kalista.


Keep the minion wave closer to your side of the map early. This will reduce Yasuo's ability to play aggressively and look for an all-in-one.


Participate in lane gankings to gather allies and ensure help for teammates, allowing for the destruction of squishies. Join neutral objective fights and set up death brushes with the Ultimate R.


If you can get a kill or two, you can snowball your lead pretty quickly. Whenever your Ultimate R is up, you can look for aggressive plays around the map.


You must stay with your support throughout the later parts of the game. Don't go around the map alone because you will die easily.


His Ultimate R is an incredibly strong tool that can help him get kills with ease. The Ultimate R has a short cooldown.


Level 3, 6, 11, & 16 are Heimerdinger’s major level spikes. Take care when he reaches those spikes as he may look to all-in you. Heimerdinger's waveclear and burst damage is impeccable.


Her flying life combined with her damage and mobility during the end of the match will make her really good in team fighting. She'll just need to maintain a good positioning.


Maokai can escape your W and avoid your Q is easily with its W. Either wait for his W to be on cooldown before engaging in a fight or baiting him and using his extended positioning to finish your combo.


Ward to the side when sieging an objective so you cannot surprise your team with an all-in. Once Diana hits level 6, she can start to receive ganks from her Jungler.


Daisy will cause many issues for the enemy team. The enemy Jungler will get knocked up by Daisy if Ivern sends her at them while he finishes a neutral objective.


Zac has a lot of time on his engagement skills. For this reason, Zac can really use them as a tool for engagement or escape only once in a fight.


If Leblanc gets killed or two, she can make snowballs on the track and move forward more easily. Leblanc has a closer gap / escape capacity thanks to his W.


Karthus should focus on farming and scaling up with occasional burst trades. Level six is a massive power spike for Karthus.


Try not to fall behind in gold and XP by sharing it with your ADC and Support. In team fights, use your empowered d to provide a large shield to your allies.


Early kills with quinn can snowball the game. quinn has early strength that allows her to make aggressive plays.


Securing objectives is important. It is essential that you try to take those objectives whenever possible to give your team a lead.


The Squishier enemies will have a difficult time because Teemo can camp on the tracks after clearing his Jungle quickly. Teemo is not remarkable in team fighting.


If the enemy looks to fight you while you have max stacks of Tibbers on Annie, you can quickly turn around the fight. After completing the first component item for Annie's build, her wave clear and trading power increase.


The amount of utility you bring to a team comp is massive. Once you get a few items, your Ultimate will be on a considerably lower cooldown.


Favourable trade should be considered at level 2. Obtaining an early health advance is the key to getting a murder later on the line.


A decent peak of power occurs at level sixteen. Level sixteen provides an important boost to the Ultimate t of Timitvana.


Xerath's goal is to delay a team fight as long as possible while poking with his p and 2. Do not engage immediately, as this would allow Xerath to delay the team fight.


He can't cut through tanks as well as other bot laners. His Q is a straight line skill shot that deals damage and applies on hit effects.


Abuse your range advantage to harass melee Supports while they're low on health, preventing them from engaging. However, avoid over-forcing this harassment as it may result in excessive minion damage for little gain.


During the laning phase, Braum will look to be a meat shield for his ally by using Stand Behind Me W and Unbreakable E to nullify your damage.


Gangplank has a weak early game as he is reliant on items for dealing damage. To compensate for his weak early game, Gangplank should focus on using his r poke ability to harass enemies.


Jack is a great pickup before finishing the build with any needed items. Summoner spells are Flash and Teleport.


Now he will have three points in his Ultimate R. With the reduced cooldown and the damage, Gangplank will be able to take over the game effortlessly.


By fighting in the open air, it will be harder for Rumble to get an Ult of 5 people. Never try to take a goal like Baron or the Dragon if Rumble is alive and kicks.


Extended trades can cause a percentage of health damage to the reservoirs. Getting your Ultimate R will allow you to participate in many team fights.


The poppy's Q has a very short range, making it easy to sidestep. If the poppy overextends with her E, she can be killed easily.


Her d allows her to shield everyone in her team. Her d also allows her to increase the movement speed of the allied team, which can help them catch out an over extended enemy.


When playing with a team, stay at all times. Avoid moving alone on the map to avoid getting caught.


He'll have to count on his team to help him survive. Getting 3 points in its Ultimate will amplify the poke damage inflicted by capacity.


You need time to come online before you engage in fighting. It is not recommended to fight unless you have a clear and early advantage.


This will allow him to do his main job of running circles around the enemy team with his l. In the late game, look for choices about immobile or misplaced enemies.


Try to clean up kills whenever possible after using your Ultimate. Qiyana has tons of combos to master.


Try and stay behind the minion wave but not in it. This will force Brand to choose between harassing you with his W or pushing the wave. This is also a good place to stand as the minions will block his Q.


Teemo's Ultimate will also allow him to steal enemies with well-placed mushrooms. Teemo's first capacity will be maximized at level 9.


Yasuo gets a huge power peak at level 6. At level 6, Yasuo can focus on trampling the enemy with its R tornado.


Elise's kill pressure increases dramatically after she picks up her first item. SHe should be able to 1v1 most enemy Junglers if she gets the jump on them.


Although Cassiopeia doesn't have any set up CC, she can follow up and be very successful with ganks using her W. This gives you good reason to freeze the wave as best you can and ask for ganks to abuse her poor early game.


At the third level, LeBlanc gets access to his E. With access to her E, her first Q and W combos, and Ignite, she can kill an opponent on level three.


Keep her pushing early so she can't wander. Always try to keep your spacing against it.


All Soraka has to do is not get killed while we're getting her ready to work. Place major vision and guard objectives in high-traffic areas in the final stages of the game.


Keep the wave in the middle of the way. This will prevent you from being besieged under your turn and give you opportunities to everything in the enemy. Seraphine has weak basic statistics and is quite vulnerable at the beginning of the game.


However, remaining healthy is key if you're looking to all-in someone. The Ultimate R allows Fizz to deal high damage and usually results in a kill.


xinzhao falls at the end of the game. If xinzhao cannot shoot his target, he will be controlled almost immediately by the crowd and killed on the spot.


For runes take Hell of Blades gives you great burst damage for build orders start blade and pot into an opportunity and tier 2 boots. The skill order starts E than W than Q before maxing E than Q than W taking ult whenever possible.


When you’re level 16, you’ll put the third and final point in your Ultimate R. Your Ultimate R will deal a lot of damage in the late game.


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


If Anivia goes missing during the mid-game, she may be trying to setup a death bush herself. Ask yourself where would you be right now if you were Anivia.


Try to keep the wave closer to your side of the map in the laning phase so Yasuo is unable to chase you and kill you. Be careful around the minion wave because Yasuo will often use its E to pass through it to reach you.


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


Although Camille finds it harder to kill carries on her own, she will be quite tanky. Camille deals a lot of damage thanks to the items she buys.


The peaks of K-Sante when it gets its first element (as well as the two constituent elements). Respect its full potential when it has finished the recipe that its damage production will increase sharply.


Whenever he has 3 Towers Q up, he is always going to be a threat. At level 6, Heimerdinger unlocks his Ultimate R, and basically gets 3 new abilities.


You have a lot of presence at the beginning of the game. Gank every opportunity you have, especially on pushed enemy targets, to get a lead.


Try to gank often pre-6 to reduce his effectiveness post 6. Prioritize taking those major objectives like Dragon or Rift Herald.


At level 1, do not let Quinn bully you down with her basic attacks. Unlike other champions, Quinn's level 6 power spike doesn't offer much in lane.


She will also provide a lot of peeling and healing for her teammates. Keep an eye on how many autonomized seraphine batteries has.


Akshan's Ultimate is beneficial to him when activated at level 16. The last point in Akshans Ultimate has important advantages for him in the end of the game.


You can attack any enemy who tries to stop you in 1v1. Look for frequent trades with the enemy throughout the laning phase.


Gnar's Ultimate R won't be very effective if the enemy is playing in open spaces and is spaced out evenly. This will force him to go for a higher priority target which may involve flanking the enemy team,


While Jax can trade in the early game, it’s better to get a few levels behind you before looking for a kill. Be prepared to scale if you’re in a tough matchup so you do not fall behind and become useless in the later parts of the game.


Maokai will look to gank often in early play. Maokai can do it thanks to his W.


Limit trading autos with Corki as he will win them with his superior AD damage. Whenever Corki gets his package, make sure you ping.


Qiyana can execute all-in enemies and execute ganks properly after conserving health. Picks and ganks are names of this phase.


Shen's R has a very long cooling. A long delay for Shen's R means it loses priority almost instantly.


Yasuo's W is his Wind Wall, which destroys projectiles on impact. Yasuo's ultimate blinks to nearby enemies, knocking them up for another second and dealing damage.


It is recommended to avoid fighting enemy champions until the level of the article increases. Once the bot track moves towards the middle track, it is necessary to turn to a different position on the map.


Beware of Leblanc's Q W AA combo. Whenever Leblanc's W is about to cool down, it is squisher and vulnerable.


As you are good at getting choices and killing isolated targets, try to ambush and assassinate enemies who are alone or walk around Rift Summoners alone. After killing someone, call for a close goal.


Level 16 is a massive peak for Trundle. Trundle can now make itself really powerful using the Ultimate on the right person.


Squishies can be one-shot by Pyke. Pyke can take down multiple enemies at once.


His Q can easily CC a high priority target and prevent them from joining the fighting. It gives its allies time to damage other enemies or collapse on the CC'd target.


Keep clearing the Jungle regularly. Take neutral objectives regularly.


Morgana excelled in the end-of-game fights because of her utility and CC on her Q. Morgana Q's CC can easily be chained with its Ultimate R for maximum efficiency.


Heal reduction hurts his tankiness. His passive causes him to gain stacks every time he damages an enemy.


Killing someone is very easy when you're alone. It is recommended to stick to your damage dealers.


Trundle can't really gank if he doesn't have strong tracks, so he'll look at the farm instead. Try to gank as much as possible so you can move your allies forward.


This will allow Lee Sin to use his Ultimate capability completely and frequently ruin the ability of enemy divers to enter his backline. If the enemy team is loaded with heavy CC, make sure you get a defensive element to help you.


Once Youmi's out of mana, she can't really do much in the way. youmi will often be left alone to go and service, on which you can capitalize.


His level 6 is very strong. If he is unable to kill you, he will look to roam and use his Ultimate elsewhere.


Every time you use your Ultimate R, you should aim to get a kill. Make sure you’re actively looking to use your Ultimate R when it’s up.


The slowness of Sylas' Q allows him to cut down his laner. Sylas'W can heal a lot of health in terrible situations.


Place the vision around the main objectives if it spawns quickly, and back to safety after. It is essential to have a vision of the main objectives.


Once they’re low, engage. You can also look for picks with your abilities to catch someone who is out of position.


Be sure to avoid being struck by Seraphine QS. The focus should be on steering and chipping at Seraphine's health bar to exhaust his mana.


Aatrox tends to fall off later in the game as the enemy will buy items that counter him. The enemy group together which makes it harder for Aatrox to secure kills.


The items Darius picks up make him a huge problem during this stage of the game. During the mid-game, Darius should have completed a couple of items.


After your level 9 pick-up, continue harassing Sett with mini-waves to punish him for CSing. Aatrox does not heal from the Setts W shield.


Once Nami reaches level 6, his death pressure increases while his Ultimate R is an excellent tool to start skirmishes or disengage from fighting. Make sure you have a vision in your way as she can use her Ultimate R to install her Jungler.


The more the game goes, the stronger the Veigar will be thanks to unlimited stacking with its e. Veigar is rather weak and vulnerable at the beginning of the game.


Like some champions in the game, it takes many games to master others. He finds the game difficult when the enemy team is grouping together.


Georg Franck von Franckenau was a professor of medicine in south-west Germany. Richard Sermon writes that hares were frequently seen in gardens during spring, which may have served as an explanation for the origin of colored eggs hidden there.


His tankness will be really high during this phase of the game due to his articles. The combination of its set of objects and its ultimate ability will make it almost inchaseable and unskillable.


He can quite literally take the enemy backline out in one rotation of spells, if he manages to W E onto them. His Ultimate R is the most powerful ability in his kit as it allows him to undo his mistakes, especially when he chooses a bad fight or fails an all-in.


She is also very vulnerable when her C (Canyon Ward) is broken. The ground engineer on Taliyah Q can allow the sleds to play in the middle of the track.


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


If Brand gets caught out in the late game, he will not dish out any damage. By level 16, Brand can put the third and final point in his Ultimate R.


The objective of the Jungle in galio is to pick off enemies with the E and W abilities. Do not engage in all-out fights without follow-up, as this may result in death.


Play around your Ultimate to get more murders! It's really important for you to play around your Ultimate.


Level 6 is a variable power peak highly dependent on the composition of the enemy team. He will have to make sure that he takes the appropriate ultimates to be effective in the game.


The time when Lucian is the most powerful is in the middle of the game. It can now go on a side track and divide the thrust due to its passive and basic capabilities.


Avoid team fighting unless your Ultimate t is up as it deals tons of damage. Stick with your team in the late game.


Detach from your ally when Karma's Q ability is on cooldown to minimize the risk of taking damage. Keep the wave closer to your side of the lane to create opportunities for jungle assistance and to have a longer lane to chase down Karma and her ADC if needed.


Once Sylas reaches level 6, he can steal someone's Ultimate with his Ultimate R. According to the Ultimate he flies, his strength at that time will be different.


Kennen is excellent in team fighting because of his Ultimate m. He can associate her with his Flash for a devastating combo on the enemy team, which will leave them powerless.


Maokai won't be able to trade if he's weak. Avoid standing up to the upper side of the track if Saplings E are there.


Fiora should be able to fight anyone as long as she’s not behind in the mid-game. In a team battle, try to split push while drawing enemies' attention.


So if your team's ever fighting in the river, you want to make sure you can get there, Entering the mid game, she truly excels.


The enemy has no kind of sifting potential and can be easily exposed to ganks. Shen is able to mitigate any form of automatic attack damage with its W.


He will have to carefully choose his moments and targets. Talon will have a lot of articles during this stage of the game.


Ivern and his laners can get within auto-attack range of the said target if it has vision. Look for picks during the mid-game with Daisy R.


Now you can wander and use the track brushes to kill the robot enemy track. Try to wander a lot during this phase of the game.


Stand on the opposite side of the track so the Saplings E can't damage you. Maokai can put his Saplings E in nearby bushes and keep you away from them once he has his E.


Gank leads the robots and take the Drake with them if you can. Your first Dragon control is far superior to Evelyn's.


Go to the mid lane after destroying or losing the bottom lane tower. Rotate with your ADC or hold hands with your Mid laner to prevent the enemy from taking the mid lane tower.


Force a fight or fight when Swain isn't around will make it easier for your team to win team fights. Avoid regrouping too closely around goals or in team fights as this can allow Swain to land a very good multi-person E and start the team fight.


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


Combined with his dashes, this will allow him to land a multi-man stun. This will allow his teammates to follow the all-in-one.


Volibear pushes waves quickly. He has a ton of sustain in his kit.


Cain has a very fast clear speed. He is incredibly versatile with his builds,.


Counter-ganking is a crucial aspect of Nocturne's strategy, as it allows the team to take out enemy minions before they can be taken by Nocturne. If you cannot counter gank, try to gank a separate lane or steal his camps.


Her Ultimate a is the backbone of her strength in the lane and proper usage will let her get ahead. Unlike most champions, Karma unlocks her Ultimate at level 1.


If you trade with Irelia, pay attention to low health minions in your lane. Irelia may use her Q on a minion to escape trade or run down opponents after a skirmish.


being aggressive on the track means trying to repel the enemy with your t and t during the laning phase, the enemy is the champion of the opposing team,


Keep an eye on the items Gragas is buying. Gragas can choose between building tank or AP, and his damage output should be respected accordingly.


Without Rengar's Ultimate capability, he cannot gank effectively as Jungler. The abuse of Rengar's W (Wipeout) can have him killed during team fighting because it's his main form of crowd control clean, and without it, he's really vulnerable to damage.


Your Ultimate R provides you with the luxury to both disengage and all-in the enemy team as per your requirement. You are extremely squishy and hence are really weak to all-ins from the enemy team.


Capacity W made enemy physical damage virtually useless when it was active. Shen could put in place very good cheese brushes with its E capacity.


If you can choose someone with the help of your allies, you can abuse their death timer to win more gold and maybe take a turn, a goal or get more murders. Ward big goals and place the vision in high circulation areas in the late stages of the game.


If Naafiri hits the player with his Q, they step back to avoid a tracking trade because his damage output will be high. She's a little weak early, so try to abuse her at this point so she's not so strong later.


To split the thrust in the middle of the game, try to secure the secondary goals. Avoid regrouping if possible.


The use of Nautilus' ultimate capacity will be very deadly if he manages to use it from the fog of war. Once Nautilus gets several items, it will absorb a lot of damage while simultaneously helping its team to avoid damage.


Work with your team to shoot down Singed after you kill him. Keep the wave near your tower to limit the size potential of Singed.


Keeping your door-to-door safe is of paramount importance, so make sure you remove it from combat as soon as possible. The wave should be kept near your tower because the enemy has no sieving potential and can be easily targeted by ganks.


After she has got her first component item, her trading power in lane increases quite a bit. During the mid game you will hit level 11 and put an additional point in your Ultimate.


As a support, you are very vulnerable and can easily be killed when you go to the hall. sticking to your team at all times reduces the chances of dying and being taken out of position.


After picking up Boots, look for opportunities to roam more often. When you have picked up Boots, your roaming potential increases significantly.


When Diana is low on mana, she is not a threat to you as her kit requires a lot of mana to trade effectively. There’s your chance to fight Diana when she’s low on mana.


Udyr's objective control is excellent because it can quickly run around the map and achieve another goal. It's valuable to ganks and counter-ganks.


Enter late game teamfights as backline mage, poking and protecting yourself before using ultimate for additional damage or killing fleeing targets.


The positioning and use of Zyra's capabilities can have a significant impact on the team's success. Switch to a longer track during the middle of the game to secure choices and close the game quickly.


When playing ADC in the middle game, make sure not to consistently use abilities to attack enemies. Clean up kills whenever possible, but avoid getting too close to champions who are under crowd control, because you will probably get killed by them.


Invading Fiddlesticks without knowing his location is generally not recommended, as he has many disengage options and can escape invades. It is better to steal away Fiddlesticks' camps when he is in a different location on the map.


Watch the flanks so you can spot Maokai before it starts. Spotting Maokai on the flank will allow you to prepare for his attack.


Axes are a type of attack that Olaf has. Olaf's Ultimate ability k is down, making him really immobile.


If she 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 her to get back into the game.


This makes it difficult for Taric to be an initiator in team fighting without engaging his Flash. Tarics are usually running out of mana incredibly fast.


Level 6 will improve Lilia's combat and team combat potential. Deciming enemies who are caught together during fighting will become easier with level 6.


Teams will continue to group in the late game. This will allow Fiddlesticks to get a lovely amount of damage down to the whole enemy team.


Fighting without this will make the end-of-game team's fights much more difficult. Delay fighting and be ready to disengage if it's still about to cool down.


Make sure you do not fall behind in XP by trying to constantly gank. Continue to pick up and secure jungle camps whenever possible.


If you move away from your ADC, they will be an easy target for the enemy. Make sure you're always close to at least one ally.


Dash through teammates with W, and ultimate as many targets as possible.


Burst and CC are the most effective strategies in a team fight against Qiyana. As soon as Qiyana engages, try to lock her down with CC.


It can make life a living hell for travellers who rely heavily on dashes. Taliyah can be defeated by the control of the enemy crowd, especially during the early match.


If you find a nearby ganking or counter-ganking opportunity don't be afraid to take it. You should back off if the enemy team invades you early, as you do not win early skirmishes.


If it’s spawning soon, make sure you place vision around the objective as quickly and as safely as possible before retreating to safety. Vision around major objectives is key.


Ganking pushed enemies is a good strategy, but be on the opposite side of the map when a neutral goal is about to spawn results by losing an easy goal. His early game ganks are quite decent during this phase of the game.


Morgana is a good early play jungle. Expect Morgana to pick up frequent ganks.


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


Shutting down or constantly invading Karthus reduces his gold income. Reducing Karthus's gold income weakens him.


Zed is pretty good in the middle of the game because he will have 2 articles and will be able to assassinate any squishy target he comes into contact with. Avoid walking in areas where you know that Zed is or has recently been in.


Don't regroup or fight in the jungle because Rumble will get a good Ultimate. By fighting in the open air, it will be harder for Rumble to get an Ult of 5 people.


Unlocking your Ultimate R adds a significant shine to Syndra's champion kit, Let her grow earlier.


Avoid fighting them at any cost because they are much stronger with their Ultimate and will kill you easily. A good player will play around their Ultimate as often as he happens.


Volibear's Ultimate R can easily adjust lap dives. This can be used to kill low-health loners in the upper lane, or to kill the enemy bot track during the Jungling.


Voli's E places a circle on the floor that damages enemies within its area and slows them. Voli's ultimate allows him to leap to an area, granting ghosting, bonus health, bonus attack range, and increased size.


Her W ability negates any form of damage or CC, making it a game-changer in team fights. The ability's power to block Ignite tick damage can be advantageous for Fiora in prolonged team fights.


If they die fast, the team fight’s over as you’re going to lack damage. Avoid split pushing when major objectives are up as you will be the champion who can Smite the objective.


A max-out Ultimate R will help him save his allies frequently. The maxed-out Ultimate R will let him share the push very effectively.


Capacity E makes him a powerful ganker because of its effects. Zac can gain health in a struggle by collecting his W blobs.


This allows Ashe to get surprising picks to win the late game for her team. In the later parts of the game, Ashe will be at max or near max build.


Avoid being alone on the map as it increases the risk of getting caught. When you get caught, a 4v5 disadvantage will result in team fighting.


As a mobile champion, don't hunt an enemy in the jungle. Your priority is to help your team win battles rather than chase the enemy into their Jungle.


Do not fight Trundle if he is ahead. His skirmish power is incredibly strong especially if he has his Ultimate n available. Trundle can't really gank if he doesn't have strong tracks, so he'll look at the farm instead.


Don't try to execute Wukong if he still has his available place. That's because you can waste your execution on him and he will survive.


Make sure you group closely together to make it harder for her to engage and pick someone off. Elise is very good at ganking at level 2 or 3.


It will be highly beneficial when her Passive is stacked up completely. Level 6 is a significant power spike where Irelia can start dictating the pace of this lane.


The use of his Ultimate R as soon as he arrives will help his way to get more murders and throw a snowball. After changing with the middle lane, make sure you have the average priority at all times.


However, he is squishy and can struggle against hard-engaged top laners. At three stacks, the additional damage applied by his attacks also gives him a shield if targeting an enemy champion.


You should focus on getting picks on the enemy carry when possible. Your d > e combo makes up for a perfect pick when possible.


Quinn's Ultimate R is a utility tool rather than a pure damage tool. Quinn does not spike at level 16.


Proper warding limits Diana’s potential in team fights. Diana's ability to engage in team fights is restricted.


Level 11 is another good power spike for Aurelion Sol because he gets to put a second point in his Ultimate.


Anivia's Q is a slow moving straight line skill shot which deals damage to everything it touches and slows them and applies Chill. This is a good amount of damage as both the Q passing over and the explosion will damage an enemy.


You must reach level 6 as quickly as possible. Your ultimate e is an incredibly strong tool.


You should harass and play aggressive while the enemy is still level 1. Once Bard picks up Boots, his roaming potential increases dramatically.


They are going to gank early, and Pantheon can gank early too. Make sure you apply as much pressure to them as you can. Before invading, make sure you have your Passive stacked so you can win the trade.


Once Shen reaches level 6, ping him. Shen is strong at level 2 if he gets a good engagement with his E.


The first element will allow Maokai to survive the fighting. The first element adds to Maokai's damage.


The earlier you get it, the better. Harass and poke the enemy as often as you can with your Q.


You want to go for short burst trades in this matchup. Use Q and W as much as possible in this matchup.


Annie is weak against long-ranged poke due to her low spell range. The effectiveness of Annie depends on her ability to accumulate a lead on her enemies early on.


Disrupting Galio's Ultimate R will be very helpful as it can stop him from using his Ultimate R to help his allies. In team fights, try to harass and poke down Galio as much as possible before he can look to engage.


In team fighting, Miss Fortune really shines. As soon as she runs her Ultimate E, disengage immediately.


It can quickly 1 v 1 non-mobile enemy. She can also do very well in team fighting because of her W.


He's pretty decent during team fighting. It can completely decimate the enemy team if it manages to get a reset e with its Ultime capability activated.


She has physical characteristics that are fragile and delicate. Her Ultimate ability has a slow movement speed and can be easily avoided by opponents.


For runes, take this. It makes your engage and trades even better. After this, a Riftmaker and Zonya is a great pickups before finishing a build with any of these as needed.


Akshan will try to intimidate you with its superior range. You should only move forward to trade or secure minions in early play to prevent Akshan from harassing you for free.


All he needs to do is sit in the enemy Jungle and wait for an unsuspecting enemy to come near. Jayce won't spike at level 16 either because his Ultimate G won't be providing with him a lot of raw stats.


Increase your gold revenue. Level 6 allows Taliyah to wander but does not provide him with anything else.


Malphite's Ultimate allows him to inflict more damage. Hold the push in the middle of the game and try to secure the secondary goals.


Viktor has a clear wave that is very effective. This allows him to damage several enemies at the same time.


The warding quest will become available once this component is done. Once the warding quest is completed, Neeko can start setting up a vision around the map with her W.


He is quite squishy as well so he won’t be able to do much if the enemy team gets healing reduction during the early game. An enemy team that can ward well will counter Fiddlesticks entirely and prevent him from all-in’ing the enemy team consistently.


If you flank an undeserved bush, the enemy will have more trouble reacting to your all-in-one. You should avoid being separated or away from your team in the late part because the enemy will force a fight while you're gone.


Focus on the rear line and try to get them out of the fight. Focus on your other front line champions. Even if you are a laner, you can easily get the Baron or Dragon down on your own. What you want to do is try to hide them from the enemy team while your team is busy trying to distract the enemy.


Once they're low enough, you can commit to an all-in-one. Once you hit level 6 and bought key elements, try to harass the enemy in their turn.


The goal for a beginner like me is to hit level three as quickly as possible. Hitting level 3 quickly will give a boost to my clearance speed, but I won't be able to gank effectively until I'm level 6.


The second point of his Ultimate R will allow him to inflict increased damage to enemies while protecting his allies. It's perfect during team fighting.


Volibear's main goal is to get an early lead by constantly jerking off. Ganking constantly can be counterbalanced by good vision.


Depending on his build path, Cho'Gath will either deal a lot of damage in late game fights or be incredibly tanky.


If they die at first, you won't be able to win the fight alone. Focus on your team's heats at the end of the game.


This means that the Ultimate R of Yasuo has a short cooling time. A short cooling time allows Yasuo to process the tanks regularly.


Try to land your Q on the minion wave and enemy champion. You should always take a look at your resource bar before trying an all-in because it uses energy.


If Kai'SA can dodge CC or skill-shots, she may turn the exchange around. Kai'Sa will get buffed up by her Support in a team fight.


This will allow the enemy ranged carries to kite him while the enemy tanks keep him away from their carries. The enemy can completely counter him if they play in open spaces like the lane and are properly spaced when Hecarim enters the fight.


She relies heavily on her mana pool in early play to inflict damage. Although she can attack herself by self-attack for an extra poke.


This helps Jayce's team disengage or engage from fights with ease. At level 6, you need to play a bit safer because you do not have an Ultimate G.


Your Q can let you kill enemies who decide to go through bottlenecks. Always make sure you peel for your wagons during the fight.


She needs allies to get in with her. A heavy snowball champion is hard to wear if she doesn't have an early lead


At level 6, the destruction pressure of Tristana increases as its Ultimate R can cause you a lot of damage in the 1v1 trades. Its Ultimate R is also versatile and can be used as a self peeling tool.


Taliyah's capabilities allow him to shoot enemies as soon as she gets her basics. Level 11 isn't great because Taliyah can only move and play games.


Garen's lack of CC makes it possible for the enemy to kite him till he falls back or overextends and dies. Garen lacks any form of ranged engagement potential, making him weak against ranged enemy champions.


Slight separation will be better for you in the long term. Don't walk too far forward when you sit a goal as Sett can use his Ultimate R to take the closest champion and throw them into their allies behind them.


A swap with excellent CC capacity (crowd control) can CC a target, which works especially well against stationary carts. After the CC, a swap can press the enemy closer by using E (increased attack speed).


Stand on the opposite side of the road at all times.


Keep harassing and wave clearing with your Q in the lane. The goal is to both land your poke and clear the wave at the same time.


Ziggs is played mid lane because he has a long range and can deal massive AoE damage. Ziggs' passive deals additional damage to structures, which can be a game changer in team fights.


Milo's Ultimate causes him to explode in a large circle around him, healing and cleansing himself and all allies, as well as granting them 65% tenacity for 3 seconds. Shield your ally again is needed and use ultimate as needed.


When Kalista's Ultimate x is activated, she can immediately allow her Support to get on top of some other laner/laners. Fighting in open areas should be Kalista's modus operandi, giving her additional power because she can use her Passive to kite the enemy team out.


Sona is excellent in team fighting because of the additional effects that her capabilities provide to her allies. She just needs to position herself well.


If gold and XP fall behind, it will be very hard to compete with others during the mid or late game Getting objectives as often as possible is key, even if doing so alone may not always be successful


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


His ability to make the team fights unfair due to his pick potential will be quite apparent during this game phase. All he needs to do is Ultimate his enemy from out of vision.


Once Morgana unlocks her Ultimate R., her death pressure increases. When Morgana gets Zhonya, her survival in the team fights will increase.


Teemo's personalized game style involves roaming the card. Use your t to prevent the ADC enemy from doing anything in this game.


Once it's done, use your Ult and blow it up. Always play near your tentacles whenever possible.


Its manoeuvrability decreases using its Ultimate R Using its ultimate R makes it difficult for him to land it when the enemy is out in the open


Maintaining a wave of minions closer to your side of the map creates opportunities for jungle ganks. This forces Swain to expand, making him more vulnerable to ganks and reducing his escape efficiency.


A fully stacked Passive increases her increased damage to shield mechanic, allowing her to perform many outplays if she uses her Q in a proper fashion along with her Passive. She can eliminate multiple enemies single-handedly when using her Q properly and with her Passive.


Frequently missing Qs can take a huge toll on his health. Qs are his main catch-up ability, so the enemy can try to poke him down for a small time if Mundo misses his Q on them.


Your champion is weak at the beginning of the game. Avoid fighting with the enemy until you have an object behind you.


Malphitis is the most vulnerable when closely grouped. Do not look for fighting in the jungle or around the Dragon or Baron because the teams are likely to be regrouped closely, which allows him to get a good Ultimate h off.


The longer the game goes the stronger Karthus is going to become. Ensure you put Karthus behind in the early game to make him less useful as the game goes along.


Try to catch the enemy by surprise by installing death brushes in the enemy jungle. Putting death brushes in the enemy Jungle can easily Ultimate R enemies of them and blow them up with your team.


His Ultimate h had a low cooling rate. Malphite's Ultimate H will almost always be standing.


If you don't pull the squishies in, just peel and protect for your allies. To facilitate access to the enemy rear line, group with your team, but stay on the side.


In team fighting with his E, Tahm Kench can essentially have two health bars and be almost impossible to kill. The Ultimate r can be used to save an ally,


Leona will now have two points in her Ultimate ability. The ability will be on a very low cooling now, and it can quickly look around for enemy team choices.


The ultimate t displacement of Shyvana can act as a source of coat for its grey carrier. Its Ultimate can also allow timidivana to land a multichampion l and inflict a lot of damage with it a and k.


Focus on setting up a set after level 9 and work on reducing 20% cooling through the articles. Sett is excellent in the extended trades thanks to its Q.


Do not go for all-ins unless Fizz has already used his Playful / Trickster E beforehand. Keep an eye on your XP bar between levels 5 and 6.


This vision control is particularly useful for objective control. Swain's pretty still.


Focusing solely on the backline can make you an easy target and result in quick death. By targeting the nearest enemy champion to your carry, you will survive longer and keep your carries alive.


If she goes missing, expect that she’s coming to join the team fight. If she stays in a side lane, don’t let her destroy your base while you try and fight.


Try to finish the game as quickly as possible so that it is unable to be really effective in the middle of the game. As Senna will go alone in the middle of the game, you could use it to your advantage to set up an ambush and take it down.


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


It can take the first dragons with ease, without being too low. Its Ultimate n allows it to obtain a huge amount of duel potential that can allow it to go towards high priority targets with ease, then exit without dying.


The first damage caused by the talijah game is quite powerful, especially if it manages to land its C on the enemy. Its opponents can be taken out of sight by talijah using track brushes.


The passive autonomized r allows Rumble to act as a disruptor during team fighting easily. Rumble's e combined with its d can allow it to easily descend a single enemy target.


Its survival against invasions will also increase when it reaches level 6 Nasus can start gank after level 3/4 depending on whether he puts his first point in his W


Nunu can pick off an opponent with his W in mid-game team fights. A champion with good control due to his abilities Q and Smite.


After completing his jungling item, Karthus's kill pressure and ability to gank will increase. The completed jungling item will give Karthus a lot of Ability Power and the first bit of cooldown reduction he needs.


One of Katarina's weaknesses is her lack of range. When playing as a ranged champion, try to harass her with abilities and auto-attacks.


Avoid trying to fight often early until you have levels under your belt. Keep dropping it with your Q and W, but avoid pushing too much.


Once she unlocks her basic abilities, she should be looking to gank pushed up enemy lanes with extreme prejudice. Try to bait their Flash out so that you can come back later on and finish the job.


When Vayne's Ultimate capacity increases, her death pressure and manoeuvrability increase considerably. Vayne is weak at the beginning of the game.


Skarner is subject to CC (crowd control). CC makes the use of both Skarner's E and Ultimate quite difficult.


Take Aftershock for stronger engages. Finish your build with any item needed.


He has an innate advantage against various matches. It also gets the priority of the routes in general.


If Shen ult to another way to help his allies, you should just focus on pushing and taking as many plates as possible from his turn. Keep the wave near your turn.


It gives the enemy very little time to react. A C E Q combo can ruin the enemy's life.


Shen's Ultimate R is in place when he gets split by pushing. Make sure someone can match Shen in the way so that he can't divide the thrust freely.


Garen's E deals extra damage to lone targets. You can mitigate the damage by fighting beside your minions.


When pushing, try to hit both the minion wave and Hwei at the same time. Having many abilities can make someone complicated and overwhelming for players.


Which means he can completely decimate the enemies that are identified. He will frequently have to find sides on the enemy to make sure he can take control of the game and win quickly.


Sett's Ultimate can make or break the game for its allies, and should be used to set up ganks on its laner. Sett's Jungler will prioritize his path more than any if he uses his Ultimate to set up ganks.


Irelia's Ultimate R becomes a good duelling tool at level 6. Irelia benefits from extended trades, but try to avoid them whenever possible.


At level 9, Zyra would have maximized his Q or E. Whatever you've reached first, you should be able to inflict a lot of damage to the enemy's lantern during the middle of the game or later parts of the laning phase.


You keep an eye on the map during the mid-game. One ally always stays near your allies.


However, the player chose to stand outside the wave. That's because he didn't want to be damaged by the wave when his opponent used Q on her.


Try to lock CC as quickly as possible and take it down. Yasuo is strong once he has a 100% chance of writing.


As such, it is essential to be prepared for and follow back-up. If you don't get easy ganks, try to invade the enemy's camps and steal their resources.


But Maokai's team will quickly take advantage of its CC. Maokai is really high in tankness at the end of the game.


As soon as Zed reaches level 6, his death pressure increases and he will play aggressively. Zed seems to assassinate any squishy target whenever his Ultimate R is available for him.


Once piled up, the struggle should be an easy task. Seraphine is an easy to learn champion.


This point in its Ultimate R reduces capacity cooling and increases damage. Cooling a capacity refers to the time it takes for the champion to use it again.


It will have a lot of articles during the late part, which will allow it to blow up squishies and inflict a lot of damage on the grouped enemies. It will also allow it to take more minor damage due to the theft of life.


Hecarim's maxed h will sustain himself due to items and runes. As top laner, Hecarim will be very tanky.


Pyke is a mechanically difficult champion to learn and will take a lot of getting used to. Expect to put in a lot of work trying to learn him.


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. Focus the closest enemy champion on your carts and work as a team to bring down the enemy one by one.


You should avoid fighting in the jungle for the same reason as above. Try to initiate a fight immediately after the last end, and try to win when Amumu is not present or during its cooling period.


However, he will not be able to use his Passive well enough with the level 3 power peak. As a support, you are quite vulnerable and can easily be killed when you go to the room, when you move around the map, and when you are alone.


Its protection potential will be out of the world, It can allow the entire team to use its capabilities properly.


If your CDA has become a responsibility, don't hesitate to take charge of it. Its first capacity will be maximized at level 9.


When playing as a talijah, it is advisable to choose your enemies with your abilities whenever possible. This strategy will give a significant advantage during team fighting, making them very biased.


If your team sets Garen behind early on, he will be especially useless. Garen's effectiveness can vary greatly depending on his build.


Enemies hit by the outer half of Camille's W take additional damage and are slowed. Camille's E is a skill shot that fires a grapple into terrain, allowing her to dash to it and then use it again for extra distance towards enemy champions.


Ziggs can move enemy units in its E using its W. The use of Ziggs' W can act as a good finishing movement against low-health enemies or be used for escape when necessary.


Winning the game requires maintaining a significant advantage over the enemy team. Soraka is good during the team fights because of her W, Q and E.


You'll need to put in a lot of practice to master this champion. Avoid committing to extended trades with the enemy in the very early game.


Level 6 is a good peak for him as he can now shoot down enemies easily and wander around the map. Its survival will also depend on its passive use.


Once you’ve destroyed the first tower in your lane, move to the mid-lane. The first tower in your lane was destroyed by caitlyn.


Zonya's late game can actually be really good too to help you survive the Engagers. For summoners take Flash and Smite.


If kaisa is set back during the early game, she won’t be able to come online as fast as her counterparts. As a result, kaisa will need to be peeled for as well.


Ranged champions can constantly harass and bully Gwen, making it hard for her to survive the early game. If you use your Q without multiple stacks, the damage will be futile.


Level 16 isn't that great a spike as it will only increase the damage of the ability and reduce the cooldown. Most of his abilities will be maxed out during this phase of the game.


The target of Skarner's Q is ripped out of the ground and carried by him, empowering his next three attacks to have bonus range, attack speed, damage, and an AoE circle. Skarner's E causes him to charge forward, becoming immune to slows and ghosting during the time he's charging.


evelynn should look for picks on enemies who are too far forward or alone and can be quickly taken down before they’re able to react thanks to her Passive. Evelynn will max her Q at level 9.


You should only fight others if you have an advantage over them to maximize your chances of winning. Continue to get XP and gold while cultivating to strengthen yourself for future battles.


Yasuo's ability to rush quickly allows him to pierce the armor. The armor movements allow Yasuo to inflict a lot of damage on the tanks.


Remember when you are weak so you don't fall behind because of poke. May inflict heavy amounts of damage in very short time.


Once he reaches level 6, his death pressure goes up sharply. He can now use his Ultimate R for CC enemy champions.


At level nine, Karma will have her Q maxed out, increasing her overall poke damage and letting her chunk out enemies before significant fights. Level eleven is a decent power spike due to Karma's ability empowerment potential, which comes in handy during significant fights in the objective pits.


That being said, make sure that it can't push the wave completely, or you can be diving tour. Zac has great all-in-one potential throughout the laning phase.


Stand in the middle of the track at any time to facilitate the exit of its Ultimate e. Associated with a hard commitment support, do not stay too far ahead.


PTA allows you to choose a single target and shred through them. Then a Gwynsoo's and Hurricane are great pickups.


Sejuani's jungle clear can be done in various ways, including full clear, or quick double buff and one camp for level 3. In the late game, Sejuani picks fights with her team and uses her lockdown to control the battlefield.


It's very important for someone as immobile as Veigar.


The enemy can completely counter Gnar by choosing to disengage when he gets his mega form. Once his mega form is down, the enemy won't be under the looming threat of getting ulted into a wall by him,


Bolstering survivability will allow Rammus to do constant DPS by being around enemies. Continue to pick up and secure jungle camps whenever possible.


A beginner learning from someone with many abilities can find it challenging. When behind, the person isn't very good in fights despite having AOE and damage.


The teams will be regrouped closely again at the end of the game. It's good for Amumu because he'll be able to CC his entire team with his Ultimate there.


This is a crucial peak of power, as its damage production and duel capacity are massively increased. Xin Zhao is excellent in team fighting and enemy selection due to his kit.


Avoiding battles around the goals and the jungle can reduce the team's security problems. Poke and strong strategies of all-in-one are effective against Zyra.


Once Neeko hits level 6, her kill pressure intensifies. When fighting Neeko, keep in mind that she can cast her Ultimate R and deal damage and CC you.


Look for choices with your Ultimate E. If you can catch someone when the enemy is not organized, you will be able to force a team fight or a goal after.


His first game will be pretty strong. as he can just go for coherent all-in-one trades


If you focus the rear line alone, 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.


Stay outside the minion wave so Lissandra is forced to choose between pushing with her Q or trying to poke you instead. When Lissandra was level 6, she increased the death pressure.


In the team fighting, Shaco's main priority is to assassinate the enemy rearline, Shaco can use their clone to separate the enemy front line from the front line in team fighting.


He should look for aggressive parts once he has brought his first component. Level 6 is good for Akshan because it allows him to unlock his Ultimate.


Grouping usually involves the 5v5 fight against opponents. One more point in its Ultimate R will increase its overall damage and let it use capacity frequently.


If Draven is very strong in the mid-game, he may need to avoid overextending and getting killed at the start of the fight. It is vital for Draven not to get killed at the start of the fight to maximize his damage output.


You should try to take down carries when you land a W on high priority target. Aatrox's Ultimate R is crucial in late game team fights.


ezreal can buffer his E in response to CC abilities, avoiding follow-up CC if he gets hit by the initial CC ability. Ezreal is very squishy.


Starting as support, your main focuses are on stacking your support item quickly, enabling your carry and poking and harassing your opponent. For summoner spells, flash and heal work well while exhaust works too if you're against multiple assassins.


When Illaoi casts her Ultimate, do your best to disengage if possible. To maximize impact on team fights, avoid fighting in tight areas, as it will allow Illaoi's R (Tentacles) to run havoc.


He should not participate in team fighting until his Ultimate has been used. The use of his Ultimate before participating in team fighting can make him be amazed and removed from the fight.


From this position when you have an enemy suspended in the air you can choose to either simply walk away or all in to try and hunt down a kill. So if you ever want to take a fight that you know you can win use it, run at your opponents and get the kills.


His E allows Zeri to escape sticky situations. His E allows Zeri to get away from the ganks.


Having two points in the Ultimate R gives a massive boost to the damage of the overall burst. The Ultimate R allows to kill snipers from afar.


You should not let enemies approach objective pits because you have a strong ability to keep them in the area. You will be very tanky during this phase of the game and should therefore start fighting for your team.


Fizz is incredibly strong in the mid-game if he can get picks. Do not play too aggressive or lose a lot of health early on.


Wait until you have some items so you can match their auto-attack damage. Keep the wave closer to your side of the map early on.


You shouldn’t really commit to fighting the enemy. At level 6, Karma doesn’t gain access to an Ultimate like most champions.


She will be more focused on getting her passive batteries in order to carry later in the game. Passive batteries are a key element of its ability to carry in the late part.


If the enemy is regrouping, try to team up with your team as well. In team fighting, continue to focus the most squishi and the easiest to kill high priority targets in the backline.


The player needs time to come online. The player should not fight unless they have a clear and early advantage.


A defensive item should help you a lot when diving into an enemy team. If you are behind in the game, shift your focus to peeling for your team rather than making aggressive plays.


Depending on her Element, Qiyana can be a less effective laner. The enemy will always know what Element you have and they will be able to play around it.


If Kled's secondary bar is almost full, he'll go up during the skirmish and be able to kill you. Avoid going into prolonged duels when Kled is about to go up.


Leblanc is very strong in the middle of the game once she has lots of APs and articles. Make sure you regroup with your team so that Leblanc can't blow anyone up quickly.


For combos, your go-to is a simple Q into your E and R before activating W and then spamming away with attacks, using R again as you can. He struggles more into champions that scale very well with him but have greater mobility to protect themselves in fights.


A good view of the enemy side will prevent him from entering the enemy team's backline and inflicting massive damage. Kennen needs time to come online.


You should watch your flanks by setting a goal. It is recommended not to fight in the jungle as it will be easier for Zac to land his E and hit your entire team with his Ultimate R.


Mordekaiser is quite still. If you keep the wave of minions closer to your side of the map, it will hang for the farm and can be capitalized by the Jungler.


Timitvana is a champion who excels very quickly in the clearing of the Jungle. It can invade enemy paths and exit when it sees the enemy crashing.


Try to match his pressure by ruining as often as he is. Xin Zhao is incredibly strong at the beginning of the game thanks to his E and Q.


Beneficial equipment results in higher overall damage output and survivability for Galio. The objective of the Jungle in galio is to pick off enemies with the E and W abilities.


The vision will allow the enemy to anticipate his move and react accordingly. You should powerfarm and unlock your Ultimate R as quickly as possible.


However, do not over commit to it as they can turn around an exchange easily. The enemies level 6 isn't very strong in 2v2 fights.


Back away when you're low on HP in a team fight so that Pyke is unable to get the reset on his Ultimate R.


Play around your Ultimate R in the later parts of the game. Avoid fighting unless your Ultimate R is in place.


Enemies hit by Twitch's E deal damage affected by his venom passive. His attacks become piercing bolts for six seconds, dealing damage to all enemies they pass through.


Poking the enemy with your r in the lane will give you a significant advantage in the long run. Use your spell shield to counter hard CC abilities or burst damage abilities.


Ezreal is mobile. You may use your E with discretion to get to him quickly.


Viktor starts playing a little more aggressively after his power peak. Viktor's capabilities become stronger with each upgrade.


Try and aim your abilities so they hit Annie and the minion wave simultaneously. This matchup is easy early, but post 6 it is going to be harder as Annie has more kill pressure post 6 with her Ultimate.


fight in the open air when possible avoid regrouping too closely


Fighting frequently around the map is allowed as long as you're in the fog of war. Being in the fog of war makes it effortless to focus on the enemy backline.


This will increase his tenacity and kill the pressure at the same time. His Passive will help him a lot when it comes to diving into the enemy front line and surviving.


Warding will help your ADC stay healthy especially when they are up against a poke lane. Bait enemy laners into pushing and use the wall behind them to E and then stun with your Q.


In the late-game fights, look for picks with your Ultimate R. If you can pick someone off who steps too far forward, you can use the numbers advantage to start another team fight.


If you're as strong at level 6 as Karma, you will be stronger than her after both of you reach level 6. Karma has a potent early game and is quite strong from levels 1 to 3.


He offers him a lot of protection. To get rid of it makes him play safer.


As long as she positions herself well and kites, Zeri will be very good in team fighting. Try to keep your distance from the E of zeri at the beginning of the game.


Winning 2 points in his Ultimate will cause Xerath's damage to skyrocket. Xerath can still hit the team fights that are taking place away from him with ease.


Securing goals is essential as Jungler in the middle of the game. Continue to cultivate your jungle as well as gank and help your allies.


If you die before a major objective spawns, the enemy will take it. Always stay on the side of the map that the next major objective is on.


Vi will have three points in his Ultimate R. This means that Vi can easily use the ability to lock enemies in a frequent way.


Its E combined with its W can allow it to easily descend a single enemy target. The W shield also allows it to mitigate a good amount of poke.


Make sure you equal his ganking pressure early on. Securing objectives is important.


This enables drmundo's backline to deal damage freely. drmundo can be a good initiator with his Q and R.


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


If the enemy is tainted, Vladimir decimates them with his ultimate ability. Vladimir's Ultimate capability allows him to do a lot of AoE damage.


Level 6 is a massive power peak for Lulu. It will annoy the enemy by completely denying the assassination and by exploding the attempts at the end of the enemy.


However, trading should take place once its E capacity is reduced to maximize efficiency. Prioritize the acquisition of the first element as quickly as possible to obtain an advantage in the track.


Stand away from bushes to avoid Ezreal's R, so that you can counter with other abilities. You want Kalista to freeze the wave when facing Ezreal so that your Jungler can gank you.


You may also opt for a tanky build and act as a frontline if need be. Level 16 isn't that great a spike as it will only increase the damage of the ability and reduce the cooldown.


At level 6, Mordekaiser's death pressure increases. When Mordekaiser's Ultimate R is in place, you have to play more respectfully.


Her second passive grants two permanent friendship stacks for killing enemy champions and minions. Yumi's Q is a straight line skill shot which deals damage and reveals the first enemy hit.


Stand towards the middle of the way and away from the walls Give Taric more room to maneuver and dodge his E


Having 2 points in his Ultimate R will make it easier for Viego to kill his targets. Viego's first capacity will be maximized at Level 9.


Post 6 should avoid fighting them at any cost because they are much stronger than you with their Ultimate and will kill you easily. He's going to grow up much sooner and will apply as much pressure as possible if you don't counter it.


With a short cooldown, Irelia will take more fights and easily pick enemies in the side lanes. At this point, due to her items, Irelia will be extremely tanky.


At level 9, Cass will max out her E. As long as she lands her Q, Cassiopeia's bully potential is incredibly potent.


Always keep an eye on what items he currently has. Avoid fighting him alone if his items are better than yours.


The point and W-click of Sylas are easy to land and can change the tide of a fight. The initial casting of Sylas' E allows him to move to a certain place.


The first element will greatly improve its dual power. This will help her as a whole, especially when she tries to challenge points.


Nasus will have several elements now, This will facilitate the descent of the enemy and the enemy team.


Kassadin is especially vulnerable to champions with dashes or blinks. Kassadin is also very vulnerable when he doesn't have Flash early on.


Level 6 offers a lot of protection to Zilean as it can allow Zilean to easily counter the fatal damage caused by the burst.


Split push in the middle of the game. Try to secure secondary goals.


Shyvana will be much stronger when she gets her Ultimate at level 6. When Shyvana gets a lot of Fury, she'll be more scary too.


Play around the active items that Pantheon has Be careful after the laning phase because Pantheon will try to kill you with Grand Starfall R


It will be incredibly beneficial during the laning phase. Taliyah is relatively weak at the beginning of the game, as its track is shorter and can be spoiled easily.


Brand needs to hit his abilities on enemies during a fight. Brand should melt through neutral objectives and enemy champions alike.


When Rumble finished its first component, its escarming power and potential of 1v1 increased sharply. You should avoid fighting him when his resource bar is more than half filled in this matchup.


Evelynn could be hidden by walking, but not by making camps. Place the vision on its jungle camps rather than in the bushes of the alley.


Avoid walking or watching parts of the card that have not been received if you know Shen was nearby, for fear that it will result in your death. Force team fights when Shen can't influence them will help your team come forward.


Nasus has crazy damage at the end of the game if he was able to get tons of batteries with his Q. Nasus is an easy-to-take, easy-to-understand champion.


Team fighting is where Malphite excels because of its Ultimate capability which is an AOE capability that can cause several people to fall. Malphite can absorb a lot of damage for his team with his Passive.


Drive with your teammates as much as you can to get killed with the utmost ease. You will also want to make sure that you continue cleaning Control Wards on the card.


You should continue to grow and win XP at this stage. Play around your Ultimate R in the middle of the game. It's a very strong tool that can help you get an advantage of killing with numbers.


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


Lucian can quickly kill the enemy with multiple combo rotations. The first element will be a massive power peak for Lucian because it allows him to do a lot of damage.


That being said, the lower cooldown certainly helps. His first ability will be maxed out at level 9.


You must look for fights in the early game to cash out from your Passive. Draven’s level 6 power spike is powerful.


Instead, communicate with your team while following Fizz from a distance if possible. Walking around Summoners Rift is a squishy player's worst enemy.


avoid sejuani is the best bet in terms of early gambling success. sejuani are stronger gankers than you in early play.


The term 'poke' refers to Ashe using her y to harass the enemy and gain an advantage. Poking the enemy with Ashe's y allows her to get an early lead before a late game team fight erupts.


Regrouping for no compelling reason can result in unnecessary fighting and loss. As a strong duelist, you should be ready to adapt to the situation and either focus on the split thrust or group with the enemy team.


rotation towards the middle lane means moving to a different part of the map, turning towards the middle lane and trying to take this tower, it will be easier to attack other parts of the map,


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


The use of ultimate capacity significantly increases the frequency of roaming. This peak power of the ultimate should be used as efficiently as possible.


That's because her Ultimate R will now have two points and won't let her die so easily. Its effectiveness in team fighting really comes into play during this phase of the game.


Once Kennen has several articles, he will be able to turn the tide of the game on his own. The damage to Kennen's poke will be enough for two squishy shots.


This allows him to use his (e) frequently, which allows him to avoid the CC. Combined with his Wuju Style, this champion deals a lot of damage.


Try to catch the enemy CDA in a side lane or enemy support while they are in custody. Your main objective during the fighting will be to achieve the highest priority enemy target.


Warwick can use its Ultimate R elsewhere even if it cannot use it at the top. Warwick is a good pusher.


Kassadin is particularly powerful once he reaches his level 16 power spike. Kassadin is considered weak in the early game.


Nunu's ultimate roots Nunu in place and creates a circle around them for 3 seconds. When the ultimate ends, the area explodes dealing monumental damage.


CC makes the use of both Skarner's E and Ultimate quite difficult. Using Skarner's Ultimate on a tank champion is not really worth it.


When Kassadin has his Ultimate, he will also have increased mobility due to short cooldowns. Kassadin's kill pressure increases when he has his Ultimate.


Also, her best friend gets additional healing and a good chunk of armor and magic resist. Of course, using your E and ultimate as needed.


The whole enemy team can be displaced by Gragas's Ultimate ability. Gragas has good sustain in lane compared to many other champions.


Staying in the fog of war is very beneficial to LeBlanc. The search for peaks on enemy Jungler, Support, or ADC should be his game plan.


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.


If possible, look for peaks on isolated targets. Keep a constant eye on your positioning.


Its combined with its d allows it to easily descend a single enemy target. The shield d also allows it to mitigate a good amount of poke.


He can also dive enemies as needed with his team's support.


Beware of his range if you're a champion of melee. A melee champion should be careful of the opponent's reach.


If somebody tries to contest your split push, look to fight them. Jax is a good duelist and will be able to fight most enemies who try to stop him.


Gragas' Ultimate R provides a great opportunity for him to knock your whole team into his if you are too far forward or split from your team. If you get caught out too far forward while facing Gragas, he could use his Ultimate R to push you into his team and they might take the objective shortly afterwards.


Working with Support will help set vision around the map to catch the Jungler off guard. Jax's ultimate ability point value will be two at level eleven.


Buy a grievous wounds item early to neuter a huge part of what makes her such a good duelist. Keep a constant eye on the map and the location of Fiora when you’re grouped with your team.


qiyana's early game ganks on pushed-up targets are going to be quite phenomenal. Camouflage allows qiyana to hit enemies hard in a jiffy.


Keep an eye out for her to cross the pupil, stinging her if you see her do it. Do not overextend when you are weak; it can easily kill you and place you behind.


You should look to catch out enemies who are alone or who are too far forward. You will fight anybody who tries to stop you from split pushing or farming in a side lane.


Kindred will try to get as many batteries as possible.


Take Q, E, W in that order for skill builds before maxing Q, E, W whenever possible. Starting the game is about farming hard while getting easy trades with barrels down.


Try to deny as many batteries as possible by invading Nasus so that it is unable to scale quickly. The more the game goes, the stronger Nasus will be.


Then use Q into an auto attack following up with your ultimate. Then after this use E into an auto attack and dub yourself as a great combo.


Once Olaf hits level 6, his difficulty to kill increases. It will be challenging to lock down Olaf with CC when he reaches level 6.


Tahm Kench's abilities will only have a little time on his abilities. This means that it can secure choices with ease on anyone.


W > Q for Soraka will provide a lot of healing for his team. All Soraka has to do is not get killed while we're getting her ready to work.


Once Lucian unlocks his 3rd Ultimate R stage, he will be able to flatten tons of constant damage. Especially for weak health targets. It will be easier for him to break enemies.


If it's misused, his W can get him killed because he's moved to another place. Sylas'W is affected by injuries seriously acquired by the enemy team.


A max-out Ultimate R will let him survive the fighting with ease. The damage will be pretty devastating for the enemy team too.


He can catch up with his enemy using his E and hit them with his r. Using Yasuo's W allows him to completely dismantle enemy matchups by running around windshields.


He has the potential to chain his crowd control capabilities with his allies. Capacity E makes him a powerful ganker because of its effects.


Post level 6, if you have any CC abilities, do not use them unless his Ultimate k is down. Kassadin lacks wave clear in the early game.


and he will be able to dish out tons of damage. Brand needs to hit his abilities on enemies during a fight.


The cooldown of Level 11 will be reduced, allowing Lillia to play games frequently in the game. Lillia Q will be maximized at Level 9.


The practice makes perfect, and the awareness of the card will help with it. The guards can keep you from flancing the enemy and catching the enemies out of position.


The W (healing ability) of the Swain can regenerate a lot of health and support its enemies in the way. The Ultimate R (ability) of the Swain amplifies this effect and is very effective in fighting in closed spaces.


Jinx will be really great during mid-game fights. This is primarily due to her Q and auto-attacks


Twistedfate has a lot of poke, so try to bring down the enemy as often as possible. Play safe for the first levels while land poke on the enemy with s.


Jayce can one-shot targets if he is far ahead of the enemy team. A full-build Jayce makes no squishy enemy target in the game safe, as he can easily blow them up with his w > s combo.


With Morgana's guard, his teammates will be able to set up ambushes more effectively and catch enemies out of the guard. Morgana's pretty decent in the team fights.


Be sure to avoid being struck by Seraphine QS. Don't hang on to the minions or stay still in this matchup.


His effigies help him with the same and can be used to secure and clear a lot of vision for his team. For the side lane, or while lane ganking, he can make complete usage of the lane brushes to bamboozle enemies.


Lillia is very fast and mobile thanks to her Passive. This makes Lillia difficult to catch out of position.


The abuse of the timer of death can make more gold. You could take a ride.


The inappropriate or reckless use of the W of Tristana can immediately cause her to be killed because of her squishiness. The enemy can try to get away from Tristana to prevent him from getting a fully loaded E, which did not reset his W for escape.


See if you can get some roams off on overextended enemies in the mid-lane. Your champion can let you decimate immobile champions if they happen to be too pushed up.


You will want to regroup with your team as often as you can. Don't try to execute Wukong if he still has his available place.


Trundle can be easily kitted by varied trolleys once its e has been exhausted. This forces Trundle to retreat or die, if he manages to extend without any follow-up from his team.


xayah is very vulnerable when its Ultimate R (capacity) is broken. It can be concentrated by CC (crowd control) as well as by assassins at that time.


The player should not wander alone as this can result in their death due to enemy attacks being too easy to land. Your placement E will determine if you win or lose a fight with ease.


Unfortunately, Quinn doesn't exactly spike at level 11 like a lot of other champions. At level 9, Quinn's first ability will max out, which is a significant spike for her as this ability's damage output will be much higher and she will be a lot stronger.


Yumi's W has a passive where while attached to an ally she is untargetable and casts her abilities from her ally's position. This can be recast after a short delay to dash to a different ally champion or detach from her ally.


Use your ultimate to blast enemies back and avoid skill shots.


As Jungler, it is crucial to be alive in the late game to get major goals. Die before a major target spawns and the enemy will take it for free.


Track brushes must be used with ample time when you are trying to land your C and E on the enemy. Using track brushes will allow you to easily disrupt fighting.


By exerting pressure, Nasus's team can sit or fight elsewhere. Pulling pressure with Nasus means that his opponent will fight to counter.


Tahm is very motionless, which means that it is really easy to pursue even with his W up. If the enemy freezes the way, there is nothing he can do to escape an all-in/gank.


Hecarim's Ultimate t has two points at level 11. At level 11, Hecarim's Ultimate t will be more robust and can be used frequently.


Early in the game, getting boots to deal with 'her' (who is likely a player or enemy champion) can be very helpful. Before level 6, this 'her' was stronger than you.


Build orders start with blade and pot, then tier 2 boots after this. Corki can struggle with champions who have long-range abilities as it makes it difficult for him to initiate fights.


A good time to do so will be when you have used your h and your Ultimate n is about to run out. Another point in his Ultimate n will strengthen his overall power during the duels.


Fizz's Playful / Trickster E allows him to dodge damage and escape from trades. Do not go for all-ins unless Fizz has already used his Playful / Trickster E beforehand.


Level 2 allows Jarvan to get cheesy ganks off in either the mid or bot lane once he's unlocked both his d and e. Jarvan is pretty mobile and able to escape a lot of trades.


In late game team fights, Yasuo should play as a hyper carry and focus on dealing damage while keeping himself alive.


Taliyah is relatively weak at the beginning of the game, as its track is shorter and can be spoiled easily. Its Q reduces the track space where it can use capacity freely as well.


Your Ultimate capability is really effective during team fighting so make sure you use it in the bottlenecks and force the enemy to walk through them. Another point in Rumble's Ultimate capability is going to seriously put the team to fight in choking points in his favor.


As soon as Jax gets his first item, he becomes much harder to duel unless you have items that match his damage. Don't over commit to fighting Jax without a backup plan.


This item component will give Annie the incentive to use more spells. Use more spells.


Depending on her Element, she can be a less effective laner. The enemy will always know what Element you have


Darius is a great duelist in low ELO. Darius is really good in team fights thanks to his Ultimate e which can be reset if he gets the killing blow with it.