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Shen’s early game is quite strong. Expect him to play aggressively and try to burst you down. Staying at max distance when your abilities are on cooldown will make it harder for him to kill you. Playing around Shen’s taunt E will make the laning phase much easier for you. If you can bait this ability out, you have a period of time where you can play aggressive and force him to lose lots of health. Post 6, if he uses his Ultimate R to assist another lane, try to cancel it with a CC ability. If you can’t cancel the ability, ping and push the minion wave into his tower as quickly as you can.
Xin Zhao will have two points in his Ultimate R at level 11. It will allow him to use the ability more often, which will make it easier for him to convert fighting to 1 v 1 as and when necessary. His first ability will be maximized at the time he reaches level 9. It is a crucial peak of power because he massively increases his damage production and duel ability. Xin is excellent in team fighting and collecting enemies because of his kit. His Ultimate R will allow him to distinguish enemies, allowing him to be immune to various maneuvers.
Her 2nd ability will be maxed out at level 13. Depending on the maxed ability, she will either be able to CC enemies frequently while regenerating HP or easily shield her team from enemy poke and all-ins. Karma will have multiple items completed during this stage of the game. This will allow her to dish out a lot of damage while peeling for her carries at the same time. Her poke damage will be pretty significant during the late game, and that ability will be up quite frequently. This means her DPS will be through the roof, which is highly beneficial for her team.
Draven’s early game is solid. He can out trade most bottom lane champions due to his g. You must look for fights in the early game to cash out from your Passive. Draven’s level 6 power spike is powerful. His Ultimate t can be used during skirmishes, unlike some ADC’s such as Caitlyn. Commit to all-ins if you have a slight lead so you can, again, cash out from your Passive. After Draven’s first back, he will be able to out trade the enemy laners because of his g. Regardless of if the enemy ADC picked up the same items as you, you will still win a fight. A good Draven is not scared of the enemy- keep that in mind.
Viego’s skirmishing power in the eraly game is quite high. Keep this in mind when trying to 1v1 him as he is pretty good early on. Viego’s level 6 power spike is very good. He will often go for insanely aggressive plays with his Ultimate R. If he takes over the body of a fed enemy champion, he will be extremely difficult to deal with. However, if he takes over a weak champion, he may not be that big of a threat.
Try your best to match their gank pressure early. Vi is a good Jungler early, so gank often. Playing around your Ultimate is really important. Make sure to look at gank whenever your Ultimate is up. You can secure goals much easier than it. Make sure you try to take them whenever possible. Invade and fight the Skarner as often as possible. You are stronger in 1v1s, so try to abuse it.
At level 6, Seraphine will unlock her Ultimate R. This makes her more of a threat and she’ll be able to set up her Jungler quite easily. Seraphine is good in team fights thanks to her Ultimate R. Avoid grouping closely together so she is unable to get a strong Ultimate R off. Once Seraphine has completed her first item, her Q damage will increase and so will her kill threat. Make sure you avoid getting hit by her Q’s.
Your Ultimate is extremely strong. It is crucial that you’re proactive with your Ultimate and gank whenever your Ultimate is up as she will be doing the exact same. She is stronger than you post 6. Keep your distance and run away if you find her alone. Make sure you secure those Dragons so you can keep your team in the game! Counter ganking Briar is really easy on this champion. Don’t be afraid to counter gank her.
He can easily be killed if he goes in without his Ultimate t and gets CC’d by the enemy team. This will allow the enemy ranged carries to kite and kill 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 goes in. This will prevent Hecarim from fearing the entire team and will allow the enemy team to retaliate. Hecarim won’t be able to flank the enemy freely if the enemy team sets proper vision around the lane they are fighting. This will force Hecarim to engage upon the enemy team in a direct fashion, which will allow the enemy team to react accordingly.
Whenever your Ultimate is up, try to gank an ally. Your Ultimate should result in a kill for you or your ally if you’re constantly looking for picks. Make sure you place wards at your jungle entrances so you can spot them before they jump on you. River wards and wards at your jungle entrances are key to counter Jarvan. Don’t let the enemy Jungler get all the Dragons. Try to secure them with your team after ganking the bottom lane. Beware of Jarvan's early game pressure. They’re much stronger than you and will try to make plays to get themselves and their teammates ahead.
His first ability will be maximized at level 9, which will help Graves strengthen his overall burst by fighting with the enemies. He will be able to clean the minions very quickly. Thanks to his articles, he will have a lot of pressure to kill during the middle of the game. His e and e will also allow him to catch the out-of-guard enemies, and he can kill them very quickly because of his passive. This will be applicable mainly to objective and piled combats. At level 11, Graves will have two points in his Ultimate t. This means that the potential of this ability ending the ill-health enemies increases considerably, especially if he is on his way to building the lethality.
Nasus will have a massive amount of stacks during this phase of the game. This can easily let him one-shot enemy carries who are un-peeled for by the enemy team. Nasus' tankiness will be a force to reckon with as he legit won't die as long as he finds a target to use his Q on. This will provide his team with a reliable front liner. His main power spike is during this phase of the game, as he will have multiple items, multiple stacks, and will be able to blatantly all-in and pick enemy champions off at his will.
The second point in his Ultimate k will give him another spike. He can run down enemies frequently now as the cooldown of the ability will be reduced. Olaf will have his core items during this phase of the game. It will increase his damage and survivability in the game thousandfold. His first ability will be maxed out at level 9. This means that he can chase enemies down quickly, and he will hit enemies like a truck.
Three points in his Ultimate R will give him a huge peak of power. The ability will dry up a lot of damage and heal Samira heavily, so that team fights will be optimal. His life flying combined with his damage and mobility during the end of the game will make him really good in team fights. She will just need to maintain a good positioning and use his W correctly. She will have several items during this phase of the game. It will allow him to flatten tons of damage.
Once Jinx gets her core items (Infinity Edge and 2 Zeal items) she will be pumping out DPS in team fights with her rockets. When trying to team fight, engage as soon as you spot her- do not let her auto-attack for free in the backline. At level 6, Jinx’s Ultimate R can be a great trading tool and it can turn the tide of the lane. If she is not using it in her own lane, she might try to secure kills with it in other lanes with it. If you see her use her Ultimate R and it’s headed topside, ping your team. At level 9, Jinx’s auto-attacks will deal lots of damage as she would’ve maxed Q by then. Keep this in mind and avoid fighting her alone as she is good in extended trades.
The ZO range increases on its Q and E once it reaches level 6. At this time, its death pressure will also increase. Whenever its E is in place, play safer. Its damage production increases considerably once its first article is finished. It will also be able to release the waves very easily. Stand behind the minion wave at any time. The more the game goes, the stronger Zoe becomes. In particular, it is very good in the middle of the game and its selection potential is incredibly strong.
Level 6 is a small peak because it allows it to wander but does not provide it with anything else. This means that it will only allow it to play, but it still needs to land its basic capabilities to do damage. The first component will allow it to spam abilities and flatten a lot of damage to its enemies. It will be incredibly beneficial during the lacquering phase.
During the laning phase, focus on poking the enemy down to gain a health advantage. When the enemy is low, commit to an all-in. Try your hardest to keep your ADC alive for as long as possible in lane. Provide them with heals E whenever they need them. After destroying the bottom lane tower, rotate to the mid lane and try to take that tower. This will open up the map and give your team a gold lead.
At the end of the game, look for choices about the immobile or mispositioned enemies. Taking someone at the end of the game can give you enough time to force a fight, sit a goal or take the Baron or the Elder Dragon. If the enemy is in a group, watch to group with your team too. In team fights, keep focusing the most squishi and the easiest to kill high priority targets in the backline line. Flank in the team fights to get the enemy backline up easily. Make sure to be close to your team at all times so you can get in the quick fight, especially allies with knockups.
After your bot track has moved halfway, turn to the bot side of the map or somewhere on the map so you can continue to grow and win XP. Try to sit goals with your team in the middle of the game. You have strong pose tools that will allow you to sit goals with ease. Try to bring down the enemy as much as possible while your team tries to take turns (or the Dragon or Baron).
Whenever Anivia’s Passive is down, she is incredibly vulnerable to an all-in. Play safer whenever it is on cooldown. Pre-6, Anivia has minimal threat in lane. She needs to play safe and wait for her level 6 power spike before she can start to lane properly. Focus on farming and playing safe in the early game. Anivia relies heavily on mana throughout all stages of the game. She needs to get Tear as quickly as she can, and she needs every blue buff after the first one to constantly keep her m up.
Your Ultimate e makes you unqualified for a period of time. This makes it difficult to kill you who can give you time to kill the enemy. Is incredibly mobile that allows him to escape sticky situations, waste enemy time and overplay the enemy too. Trendamere is a large split and dualist pusher. It can 1v1 most enemy champions in a side track during the middle of the game.
The second point in his Ultimate R will increase the damage of the ability and will let him make plays frequently. Multiple items will allow him to soak up a lot of damage in fights. He should be a part of as many fights as possible. The first ability will be maxed out at level 9. This will deal a lot of damage to the enemy team and increase the frequency of using that ability. Anyone near terrain will have a tough time.
Xin Zhao will have two points in his Ultimate R at level 11. It will allow him to use the ability more often, which will make it easier for him to convert fighting to 1 v 1 as and when necessary. His first ability will be maximized at the time he reaches level 9. It is a crucial peak of power because he massively increases his damage production and duel ability. Xin is excellent in team fighting and collecting enemies because of his kit. His Ultimate R will allow him to distinguish enemies, allowing him to be immune to various maneuvers.
Kayle is really weak in the beginning of the game. Try to abuse her as much as possible so she is forced to retreat early and delay her first major power peak. Once Kayle touches level 6, she will become varied and get a lot of extra protection thanks to her Ultimate R. You must always consider her Ultimate R by trying to fight her position level 6. As Kayle becomes stronger than the game goes, you really need to finish the game as quickly as possible. If you can't finish the game and it arrives at the end of the game, you will find it difficult to win.
Hard engage is the best way to deal with Ezreal during the laning phase. But you’ll need to wait for him to use his E if your CC is a skill shot. Ezreals poke damage starts stacking up if you take too many Q’s to the face. 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 he’s isolated, run at him as quickly as you can to start the fight. Do not delay team fights against an Ezreal.
Another point in his Ultimate will allow him to use the ability frequently, and he should be able to divide the thrust, and secure picks quite often. At level 9, he will have maximized his first ability. This will allow him to erase his wave quickly and allow him to wander and attend objective fights. His selection potential is really high during the middle of the game. That's because his Ultimate combined with his Gold card will make for some really big coins.
Your r will hit like a truck and allow you to quickly take neutral objectives. Take all the objectives from the map and don't do anything which may have the chance of getting you killed. Get a defensive item when possible. This should help a lot if you manage to mis-step during a major skirmish. Only go in when the enemy has used up all the primary forms of CC. You will be a prime target for assassins, so make sure you are wary during fights. Also, use your W carefully to cover your flanks when you get the chance to do so.
Bard’s first power spike is once he hits level 2. As long as you’ve picked up a few meeps before the minions spawn, you will always hit level 2 before the enemy. Make sure you harass and play aggressive while the enemy is still level 1. Once Bard has picked up Boots, his roaming potential increases dramatically. Look to roam frequently with your E to help your allies around the map. Bard’s next power spike in lane is his level 6. His Ultimate R is pretty versatile and can be used to set up plays with your Jungler. Ensure you throw the Ultimate R behind the enemy as they may walk into it while trying to escape.
Alistar is a very easy to learn support that makes it a good start Support for players who want to learn the role. Your t is really versatile that offers you tons of game potential in the way and in team fights. During the laning phase, you can use your t on the minions as well as the champions to facilitate your combo landing. Your Ultimate offers you tons of protection. It allows you to dive the enemy and be the front line champion your team needs in the fights.
Darius is one of the best duels in the game, so don't go beyond your welcome. Don't go for prolonged jobs with him as he will always go out ahead. Darius will seek to reposition himself using his e. Try and stay in the inner ring so he doesn't inflict much damage. Darius is relatively motionless and weak when he is attacked by several champions.
Galio's damage will increase by a lot once he gets his first item. It will allow his Q and E to hit like a truck during all-ins. Once Galio hits level 6, he unlocks the ability to make cross-map plays around the map. This is advantageous for his team and will let you impact the game a lot more. Since Galio has limited range, he will have a hard time early during the game. However, he can use his Q to bypass this. When using his Q, he should try to hit the enemy champion for bonus points.
Avoid fighting around goals, near Tours and in the jungle as it can allow Orianna to get a multi-person Ultimate d and win the team fight. Try to divide as much as possible (stand away from each other) so Orianna is not allowed to land a good Ultimate d. If Orianna has a strong front line, keep an eye on their positioning especially if she has her Ball D on them. If the enemy front line runs towards you, turn off as quickly as you can so that they are not able to set up its Ultimate d.
Your E and W will be crucial enough to win this track. Try to land it when the enemy is about to hit a minion. You will want to be part of as many skirmishes as possible. That's because your AoE abilities will completely disassemble the enemy team. Your Ultimate R will help you a lot during this phase of the game. Try to use it if you feel you're about to be ruined or all-in'd.
At level 16, his Ultimate t will be completely out of date. This means that he can use his Ultimate t way more frequently, which will be a source of nuisance for the enemy team. This is the point of the game where the teams come together that allows Zilean to use his Ultimate t to save his primary portals from certain situations of death. It will also allow him multi-target CC with his Q > W > Q. His Q will be on a cool down which means that he can constantly poke and harass the enemy.
At level 6, Ezreal will unlock his Ultimate R. His Ultimate R is a great tool throughout all stages of the game. It allows him to deal a considerable amount of damage to anyone on the map. After Ezreal’s first back, he will pick up his first component item. His damage output will intensify and he can look for more aggressive plays once he has it. When Ezreal completes his Mythic item, his damage output further grows. A good Ezreal will look to poke the enemy down with his Q before initiating an all-in.
It can accumulate a lot of damage during this phase of the game because it will have all its articles, which will make it really strong. It will now be a front liner quite reliable for its team. A maximum-out Ultimate R will be on the rise frequently, and the following team fights will become a breeze during this part of the game. It is a decent team fighter during this phase of the game. It can regenerate its health quickly because of its passive and its real damage will melt through the enemy health bars.
Your early goal is to keep them down. Try to avoid going for extended jobs because they will often win those. Treat for their level 2 all-in. They can play aggressively at level 2 and gain an important advance in health. Similarly, try to keep the minion wave even or closer to your side of the map. This will reduce its all-in potential and keep you safe. You are stronger than them at level 6, as your Ultimate can be used in a fight. But, the utility they provide ina skirmish is also very valuable and their Support could be everything in you at level 6.
Aatrox loses the burst trades, but he will win the extended due to the multiple Q knock-ups and his Passive Deathbringer Stance's heal. Keeping range with your Q and Umbral Dash can allow you to deal damage while preventing his engage. Pantheon has very hard power-spikes at levels one through three. Be careful and watch which minions have died and play safe until you have your abilities to fight back. Keep an eye on Pantheon's empowered ability charges, when he has all 5, his next ability is heavily empowered. Pantheon's ultimate allows him to join far away fights quickly. Shoving in his wave and roaming before he does can give your team the advantage in the fight and turn it in your favor before Pantheon arrives.
You should only w in when he has just used his w. Abuse the cooldown to go for a faovurable trade. Stand outside of the wave so he doesn’t land his w or q on you when he pushes the wave. Post 6, keep him pushed in so it’s impossible for him to roam. At level 6, tristana is a lot stronger than twisted fate. Use this to your advantage to get a lead.
When Diana reaches near max build, she will deal an awful lot of damage to anyone who she catches out of position. At level 16 and with 3 points in her Ultimate R, Diana’s AOE damage and all-in potential will be extremely high. As teams will be grouping in the late game, she will be able to deal a lot of damage to multiple enemies at once. While Diana will deal a lot of damage in late game team fights, it may be harder for her to one-shot targets because enemies will start building defensive items to protect them from her burst.
He will have a lot of Passive stacks during this phase of the game. This scaling is infinite, which means that Veigar can pretty much one-shot full health squishy targets. His n will be on a very short cooldown during this point in the game. He will be able to secure a lot of picks, especially around choke points. Once his Ultimate R gets maxed out, he will execute enemies with ease. Any enemy who gets hit by his e will be within Ultimate R kill range of Veigar.
Stay with your ADC throughout the mid-game. If you move away from them, they will be an easy target for the enemy. Make sure you’re always near at least 1 ally. Look for picks with your Jungler to get kills and increase your lead. If you kill a key target, you could make the call for Baron. Group and stay with your team at all times. Do not split push or avoid grouping unless you have a good reason to be away from them.
Post 6, keep away from her ball sometimes so she can't use her Ultimate on you. This will be an agriculture game, especially in early play. Focus on agriculture and limit the fights until you have your first article. Stay away from the minion wave at all times so they can't push you and punch you at the same time.
Really good poke and wave clear with his Q. The slow also allows him set ganks for his Jungler and allows him to whittle his laner down. His W can allow him to heal a lot of health in dire situations. Being a point and click, it is quite easy to land and can easily change the tide of a fight. The initial cast of his E allows him to dash to a certain location. This can allow him to dodge skillshots and also get on an immobile or vulnerable carry.
Avoid grouping closely together in team fights as it may enable Galio to get a 5 man knock-up with his R once one of his allies has engaged. Space out between one another for maximum survivability from the get-go. If Galio uses his Ultimate R when you’re near him, you can disrupt it with any crowd control abilities. This 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 him down as much as possible before he can look to engage. By poking him down first, you’ll make it impossible for him to look for an engage with his E and W.
Beware of roaming when Ziggs in lane as he has good wave clear and can easily take your tower while you’re gone. Kill him and then roam when he’s off the map. Ziggs’ main poke tool in lane is his Bouncing Bomb Q. This skill has a short cooldown and does a decent amount of AOE damage. Do not stand in the minion wave to avoid taking free damage. Zigg’s will be looking to constantly poke and push the minion wave so he can get an early tower with his W. Try to match his wave clear so he is unable to push you into Tower and take it easily.
She is very good at roaming and ganking, so make sure you communicate with your team so they know when she is missing. Place vision in her jungle entrances and the river. In the mid-game, she will look to take down targets that are walking around the map alone. Avoid moving through the river if it’s not warded. Playing around her Packmates in the mid-game and during team fights will be extremely beneficial as she will lack damage.
If Jax decides to fight as a team, try to lock him up with CC before he has the chance to engage. While his E will block the basic attacks, he is vulnerable to disengagement and CC. Jax will seek to divide the thrust in the final stages of the game. Always keep an eye on where he is at any given time. Do not let him take goals and open your base for free.
Trading against Heimerdinger can be extremely tedious, yet it can be done. Taking down his Turrets Q will be the main focus in order to poke or trade with him. When using your skills shots (if they’re AOE), try and aim them so they hit both Heimerdinger and his Turrets Q. This will make it easier for you to clear them down the line and increase your kill pressure in lane. Once Heimerdinger reaches level 6, his kill pressure and strength increase dramatically. Keep this in mind and beware of his empowered abilities.
Wait for his dash to be used up before you do something major in this matchup. Failing to comply can land you in all sorts of trouble. Your goal is to CC him no matter what during team fights. Keep your team as safe as possible from him. Short trades are generally a bad idea for you due to how your kit functions and your lack of mobility. Try to get to the enemy backline when possible to cause mayhem. Keep the wave somewhere in the middle of the lane. It will give you enough opportunities to take the enemy down.
Once you have some levels under your belt, you can start playing aggressively and looking for aggressive games. You benefit from extended trades, so try to go for them frequently. When you hit level 6, ask for the help of your Jungler to kill the enemy lantern. Ask for help or watch to wander every time your Ultimate R is up. Play safe for the first levels. You need time to come online and you should not be fighting unless you have a clear advantage early.
Ornn is also very good in the team fights that his Ultimate R could allow him to hit and CC your entire team. He will become stronger and stronger the more he gets under the belt. First, he will be more tankier with the articles, but he will also upgrade his team articles that makes them even stronger.
You are way stronger than Sylas early. Invade him and try to fight him in the 1v1. Make sure you apply as much pressure as possible by ganking often in the early game. Remember to take those objectives. Unlike Sylas, you can solo those objectives quite easily. If you see Sylas ganking nearby, don’t be afraid to counter gank. You’re a really strong counter-ganker!
Incredibly weak early game. This means he needs to play safe and avoid trading until he’s got quite a few levels under his belt. Has a lot of poor matchups. In the current meta, he will struggle to lane against a lot of enemy champions. Relies heavily on the late game to win. As games end around or before the 30-minute mark, his late-game carry potential is lessened.
Vayne shines during the late part as she can run down the enemies due to her e and s. All she has to do is avoid getting CC'd. A maxed out Ultimate n will give Vayne a massive power peak. This is absolutely necessary to win the game and will allow Vayne to deposit tons of damage. Vayne will now have several items, which means she will hit enemies like a truck. A defensive element should allow her to solidify her position as the main port of the team.
Concentrate them with your other front-line champions. As you are the Jungler, you must make sure that you are still alive in the late match. If you will die before a major goal scares, the enemy will be able to take it. Make sure that you are still on the side of the map that the next major goal is safe. If the Baron is up, always stay on the upper side. If you go bot and show up, the enemy will take the goal for free.
The early game should be mainly focused on taking short trades against the enemy with your automatic and passive attacks. Do not go for a prolonged trade unless the primary ability of the enemy is on the cooldown. If you succeed in pushing the wave in, try to ride with your W. If it happens that the side travellers enemies are low, you can quickly E in and get some killed. Your Ultimate will help you a lot in this game, but make sure you position properly. Remember that you can use the ability while you are E'ing, so make sure you don't stay still while it is locked.
Don't fight at the end of the game unless your Ultimate R is in place. It's crucial that you don't engage or look for fights when it's available because you're going to miss the extra damage and CC. Your Ultimate R will be on a shorter cooling time in the last stages of the game. If you can find an opportunity to do it, use it to catch someone who is isolated and alone, too far ahead or out of position. Peel for your efforts to keep them alive for longer. If your allies are dying quickly, there's little chance that you'll win the team fight.
Avoid fighting around objectives as Poppy may use her Ultimate R to knock away the Jungler and cost your team the Baron/ Dragon. In team fights, disengage and avoid team fighting in the jungle as it will allow Poppy to get a good knockup with her Ultimate R or pick off a key target with her E. Fighting around Poppy’s Ultimate R is a good way of winning team fights. She will knock back the frontline and then engage on to the carries while the frontline is missing. Try to dodge her Ultimate R, or use CC abilities on her so her channel is interrupted.
Kha'Zix is a really good early game ganker, especially when it involves low or overextended enemies. He needs to get access to all his basic abilities to make sure that the ganks are successful. Hitting level 6 and getting his first empowered ability is a significant powerspike for Kha'Zix. He can either melt objectives quickly with his evolved Q or go for a more gank-efficient approach by evolving his E or Ultimate R. The first component will give him a massive damage boost. This will allow him to take over the game relatively quickly if he keeps finding kills. During fights, he should always go for isolated back liners for maximal effectiveness.
In the first levels, play safely and avoid trading. Camille is very early game damage is quite weak, so you're probably going to lose a trade vs an aggressive laner. Once you're level 4, you can look to fight and punish the enemy. Play around enemy abilities to facilitate trading. Try your toughest to get killed with your Ultimate R. You can do it by asking for ganks or looking to wander and help the Mid laner. Just make sure you push the wave before leaving the track.
Her all-in potential post-six is really strong. This allows her to burst down any squishy target she manages to land her Q on, making it very hard for the enemy squishies to push up in their lanes. Unlike her counterparts, Diana has built-in tankiness which allows her to all-in with her Q, t, and Ultimate R combo quite easily. This is highly valuable when trying to take out a group of three or more champions, especially when the enemy team is unaware of your position. Possibly one of the best flankers in the game. She can take out the enemy backline almost instantaneously during a team fight if she is left unchecked. Besides, if she happens to get caught, her tankiness and defensive items will keep her alive for quite some time.
Split push during the mid-game and try to secure side objectives. Avoid grouping if possible. Use your strong duelling potential in the mid-game to fight and duel anyone who tries to stop you from split pushing. Although you’re a really strong split pusher in the mid-game, be prepared to group with your team and fight 5v5. You should usually start grouping when there are no nearby objectives to take.
Peel for your carries in late game team fights to increase the chances of your team winning the fight. If they die at the beginning, you will not be able to win the fight alone. Stick with your team in the late game. Do not split up or walk away from them otherwise the enemy may try to pick you off or initiate a 4v5 fight when you’re away from your team. Focus the nearest enemy champion to your carries and work as a team to take down the enemy one by one. If you focus the backline alone, you may be an easy target for the enemy and may die quickly. By focusing on the nearest champion, you will survive for longer and keep your carries alive.
Stay near your team at all times in the late game. While your Ultimate R has a long range, the enemy may force a fight when you show elsewhere on the map. Play around your Ultimate R and wait for one of your allies to engage. Once they’ve gone in, use your Ultimate R on them. Alternatively, wait for the enemy to engage and then cast your Ultimate R on a carry. Peel for your carries in late game team fights. Keeping them alive for as long as possible will increase your chances of winning team fights.
The more the game goes, the stronger the brand is thanks to the items it will get. Try to place it behind in the early game to reduce its gold income and prevent a snowball. Once the brand reaches level 6, its release of damage and the ability to kill you will be much higher thanks to its Ultimate R. If you are weak, make sure you remember that it can easily burst and kill you. The brand is not very strong in the early game. You can use this to your advantage by getting as much as you can to get your allies before.
After going in with your Ultimate l, be prepared to fall back and peel for your allies ith your x in late-game team fights. Look for picks in the later stages of the game. If you can pick someone off, you should rotate to the Baron or Elder Dragon. Keep a constant eye on which primary objective is spawning next and ensure you ward them half a minute in advance. Do not split, push or go on the opposite side of the map when a significant objective is up or about to spawn.
Cho=Gath is a monster as the game continues. It can easily eat an unexpected target that wanders through the Rift of Summoners alone. If you don't know where Cho=Gath is, don't walk through the isolated river or without vision. Cho=Gath=The abilities are crucial when it comes to winning the team fight. Do not group too close together so he is unable to land his e on your entire team. When he sips a goal like Baron or Dragon, don't start if Cho=Gath is alive. With his Ultimate t, he deals more damage than Smite, so it's better not to take the 50/50.
To make it hard for Sylas to land his E on you, always make sure you’re behind at least 1 minion so he cannot land the CC on you. Look for extended trades after Sylas has wasted an ability. This will make it harder for him to out trade you in a skirmish. Look out for his Passive though and try to wait for the stacks to disappear before committing to a trade. Sylas has really good map pressure and can roam with ease. If he has left lane and started roaming, communicate with your team and push him in to deny him gold and XP.
His tankiness and damage are really high during this phase of the game. He can also use his Zhonya's Hourglass to be untargetable for a while dealing damage all the time. A maxed-out Ultimate R will let him survive fights with ease. The damage will be pretty devastating for the enemy team as well. Swain's late game is solid due to his team fighting prowess. He can instantly kill the enemy team if he manages to catch them out near a choke point.
They are going to be ganking 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. If they invade you, be prepared to fight, but only do so if your Passive is stacked and you can win, otherwise just back off. Post 6, they win the 1v1 as they’re stronger when their Ultimate is up.
Watch your positioning in team fights as Morgana will try to catch someone out with her Q. Make sure you stand in an appropriate position so you’re able to dodge it. Don’t stand too far forward nor too far back. Once Morgana has gone fishing with her Q, she is relatively defenceless which you can capitalise on. As soon as she uses her Q, charge at her and try to take her down. Whenever Morgana casts her Ultimate R in a team fight, try to get out of the area as quickly as you can so you do not get chained down and CC’d.
Its main goal will be to fight around crowded areas to get a multi-man Ultimate R on the enemy team. It should always focus on the enemy backline during team fighting while avoiding any form of CC on it. Choosing enemies to make team fighting unfair should also be an excellent way of snowballing its head. If Diana is ahead, she should look for picks or ambushing the enemy as they walk through their Jungle. Taking an enemy might be enough to win the next fight or take the Baron.
Aphelios is good in mid-game team fights thanks to the potential of his Ultimate R and the mix of his weapons. As long as he didn’t fall behind in the early game, his mid-game will be where he truly shines. During the mid-game, Aphelios should’ve completed multiple items. He will start to dish out a lot of damage, and he will find it much easier to take down the enemy frontline. Aphelios is a good mid-game champion, especially when paired with a utility Support or a team that can empower him. Healing and shielding, or hard engage Supports will definitely help him shine in the mid-game.
After entering with your Ultimate R, be ready to fall and peel for your allies in the fights of the late game team. To make it easier to access the enemy backline, group with your team but stay out of the way. If you flank a nonwarded bush, the enemy will find it harder to react to your all-in. Avoid dividing or being away from your team in the late game as the enemy will force a fight while you're gone. Play around your Ultimate R in the later parts of the game. Avoid fighting unless your Ultimate R is standing. Fighting without this will make the fights of the late game team much more difficult.
Lee Sin is an aggressive early champion. Expect him to go for aggressive plays to get an early lead. Watch your positioning at all times in this matchup. If you can stand behind minions, it will be really hard for him to land his e on you. Keeping the wave closer to your side of the map early on will make it very hard for Lee Sin to play aggressive and kill you in the matchup. Keeping the wave here will also prevent him from zoning you away from farm and XP
Focus on getting level three quickly, increasing your clear speed, and gank frequently in the game. Always try overextended gank tracks when possible. You'll want to get your first element quickly as it will give you a boost of massive damage and agree pretty well with your Ultimate R. Once you get your Ultimate R, your duel power will increase. Always try to choose the enemy jungler with that and then take the Dragon or Rift Herald.
Make sure you’re always stood behind at least 1 minion so she is unable to land her Q and CC you. When playing as a hard engage Support, if she starts anything but E, look to play aggressively at level 1 to get an early advantage. Morgana’s E has a really long cooldown. If you can bait it out, you should look to use the cooldown to re-engage and try to kill her.
Rumble is excellent during the end-of-game fights that its Ultimate b and its basic capabilities will all hit like a truck now, especially during the team fights. Maxing its Ultimate b will reduce the cooldown of the ability and allow it to use it frequently. This will be a decisive factor during the objective fights. Rumble will dry up a lot of damage during this phase of the game. Its ability to melt through the enemy health bars will force its enemies to play defensively.
Vayne is incredibly weak in the beginning of the game. Try to abuse it if you can. Finish the game as fast as possible. Vayne is a monster of the end of the game and will be incredibly hard to kill in the end of the game.
Miss Fortunes poke in the early game will be really boring to deal with. Investing in a Rechargeable Potion will help you stay alive in this matchup. Post 6, standing in the middle of the way so that it is harder for Miss Fortune to get the full channel of her Ultimate e on you. When you are standing in the open, you will have easier time to avoid her ultimate damage e. Stay away from the weak health minions that Miss Fortune can use for you poke with her t.
Avoid regrouping closely as this can allow Sett to get a multi-person E that will help his team win the team fight. Slightly split up will be better for you in the long run. Don't walk too far in setting a goal as Sett can use his Ultimate R to take the closest champion and throw them into their allies behind them. If you are grouped together and online with each other, it will be harder for him to do it. When there is no team fight, Sett will set himself in a side lane and try to divide the thrust. When he is alone, you could look for him or start a team fight with his allies when he is unable to help them.
As well as levels 6 and 11, Elise doesn't point too much to 16 when she puts a third point in her Ultimate. In the last game, Elise's E will be on a short cooldown. This allows her to look for more choices and potentially win her team the game. The more Elise gets, the stronger she will be. However, in the last game, it will be harder for her to kill the enemy because they will be tankier.
Its e combined with its d can allow it to easily descend a single enemy target. The shield d allows it to mitigate a good amount of poke as well. Its Ultimate b makes it a threat during the team fights. The enemy team cannot afford to fight in closed spaces or they will certainly get shot by its Ultimate b. With a lot of haste and cooldowns reduced, it can gank so often and be on the whole map. This makes it a formidable Jungler.
In the late game, Brand will be near full build. This is a significant power spike for Brand as his damage output should be incredibly high. However, he needs to make sure he doesn’t get caught out in the late game or else he will not dish out any damage. At level 16, Brand can put the third and final point in his Ultimate R. He will be able to dish out a lot of damage on grouped enemies in late game team fights. Take note that while you will have a lot of damage, the enemy team should have started building defensive items to counter your abilities. Try to blow up targets that are squishy or who lack defensive stats.
At level thirteen, his e and d will be maximized, and he will be able to look for peaks more often. The best place to do so will be in the unrewarded areas of the map and in the choking points. Once he reaches level 16, he will have 3 points in his Ultimate m. This increases the overall production of damage and will allow Jarvan to use the ability quite often. This will help his team to follow the fights with ease. Jarvan becomes really tanky during the late match. This allows him not only to be an activator for his team but also allows him to survive all the in and peel for his wears during important battles.
The later the game goes, the stronger Nasus will be. The more stacks he has on his Q, the stronger he will be. At level 16, Nasus will put the final point in his Ultimate R. The extra stats he gets from this ability will be incredibly helpful in team fights and he’ll stay alive for a long period of time. His main power spike is during this phase of the game, as he will have multiple items, multiple stacks, and will be able to blatantly all-in and pick enemy champions off at his will.
Take advantage of your range advantage against Zac, but be careful not to overextend and put yourself in a vulnerable position. Constant harassment can lead to your death, so pay attention to the risks involved. Be aware of Zac's crowd control capability (CC) and avoid detachment from your ADC when it is available. Being caught by its CC can lead to a dangerous all-in-one situation. Stay attached to security during these moments. Be careful of Zac's increased pressure at level 6. Its ultimate ability enhances its ability to engage and secure murders. Adjust your game style accordingly, prioritising safety and avoiding unnecessary risks. Zac excels in roaming, so it is important to piner and communicate with your team when it lacks track. Use this opportunity to apply pressure and intimidate his ADC while he is absent, making it difficult for the enemy bot track to trade effectively.
Once Quinn reaches level 6, her death pressure in a trade does not increase exactly as her Ultimate R is a utility tool. However, her ability to wander does. If she leaves the track, ping your teammates so they know that she is missing. Keeping the minion wave closer to your side of the map in early play will allow you to get gold and XP without fear of Quinn zoner and deny you the farm.
Just focus on farming while keeping the wave on your side of the lane. You do not want to overextend, as you will definitely be ganked. You should go for short burst trades when possible. Use your E on the side walls to ensure that you can use the stealth function to escape sticky situations. Once you get your Ultimate R, you should look to fight more often. Just make sure you warm up properly; else, you will most probably get ganked.
Once Gragas succeeds in reaching level 11, it will have two points in its Ultimate R. This means that it can initiate fighting and move key enemy targets much more frequently. At level 9, Gragas will have its first maximum ability. This is really beneficial for it because the increase in damage will really help it to duel. This is especially true if Gragas goes for full AP construction. During the middle of the game, the enemy will be busy exchanging tracks and defining the vision. However, as laner, it will use this ability to the maximum potential during the fight around landlocked areas and neutral objectives.
His early play is fragile, and he can easily be caught if he is not careful. He should focus on agriculture and scale with occasional exchanges. Level six is a massive power peak. He can quickly seek to use his Ultimate e to secure the murders throughout the first stages of the game. This will help him increase quickly.
Olaf is a dominant laner and can easily get kills at level 1 and 2 with his t spam. Avoid fighting him early on. Once Olaf hits level 6, it will be difficult for you to kill him or lock him down with CC. Don’t commit to using any hard CC abilities when you know his Ultimate k is up. As soon as Olaf completes his first item, he is going to deal tons of damage. Make sure you play respectfully and only trade with him if his t is down (or he is unable to pick up an Axe t).
Once you’ve destroyed the bottom lane tower, move to the mid lane and try to take that objective too. Try to harass and poke the enemy as often as you can with your Q. Using your abilities frequently will allow you to stack your Tear quickly too. Getting it stacked in the mid-game is crucial. Try your best to stick with your Support as much as possible in the late game. If you’re weak, do not leave their side otherwise you’ll be an easy target.
He will keep spiking with every point in his e. This means that he will dish out a lot of damage when that ability is active and will melt through health bars. At level six, Kog'Maw will gain access to his Ultimate y. This is important as the poke damage is really beneficial in taking down low on health enemies. His first item component will give him a damage boost and take more trades in the lane. He will have to be careful about over-extending and being caught out, though.
Focus on farming and getting as much gold and XP as possible. You need time and gold before you’re able to come online and deal damage. Your champion is incredibly weak in the early game. Focus on farming and avoid fighting with the enemy until you’ve got an item behind you. After your bot lane has moved to the mid lane, rotate to the bot side of the map or somewhere else on the map so you can continue to farm and gain XP. Do not fight anyone unless you have an advantage over them. Continue to get XP and gold.
When no team fights are occurring, move to a side lane and focus on farming and earning XP and gold. In team fights, try to flank the enemy. This will increase your chances of getting a good Ultimate R off. Look for fights inside tight spots of the map or get picks with your Ultimate R. CC’ing a key target will make fighting so much easier.
Its level six is phenomenal and can completely decimate an enemy team with no CC. It will be able to use it to kill enemies with the greatest ease, especially during travel. Its first element of the article will give it a boost. It will be a terrible thing for the enemy to launch because they will have to be careful on all the trades that Katarina wants.
Multiple points in his Ultimate R will allow him to take over fights much easily. His damage output will be pretty phenomenal as well. His mid-game presence and fighting style is really great. He can zone off enemies and separate the enemy front line from the backline. He can also pick off-targets. The first ability will be maxed at level 9, adding a lot of burst damage to his kit. It helps Swain get rid of squishy targets quickly.