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Place the vision in unusual guard places outside the river. This will help you to spot Skarner before he can use his E. Delaying his level 6 peak of power by invading his jungle and flying his camps. Its Ultimate is a very strong tool, and delaying it as long as possible is the key. It has good objective control. Make sure you keep goals at all times so you can spot it before it can take it.
At level 6, Mordekaiser’s kill pressure increases. Whenever his Ultimate R is up, you need to play more respectfully. Mordekaiser has a strong all-in potential as soon as he hits level 3, but before that he can be poked out of the lane. Abuse him as much as possible before he hits level 3. Team fights are where Mordekaiser can shine. If you’re a carry champion, make sure you invest in a QSS so you can get out of his Ultimate R.
Once Gragas manages to get to level 11, he will have two points in his Ultimate R. This means that he can initiate fights and displace key enemy targets way more frequently. At level 9, Gragas will have his first ability maxed out. This is really beneficial for him as the damage increase will really help him duel. This is especially true if Gragas is going for the full AP build. During the mid-game, the enemy will be busy swapping lanes and setting vision. Therefore, as a Support, Gragas should work with the Jungler to invade the enemy Jungle and kill such targets.
Maokai will look to gank as often as possible as he can gank the tracks fairly easily with his W. Maokai is good in team fights because his Ultimate R has a great effect zone. Make sure to separate or disengage as soon as you see it so he is unable to use this ability. Once he finishes his first article, Maokai will be really difficult to duel because he will really tanky.
At level 9, Diana will max her Q. Her Q offers her a lot of extra wave clear and more poke in lane. She will be a real threat when she hits level 9. At level 11, Diana will put the second point in her Ultimate R. It will be on a lower cooldown that allows her to go for more aggressive all-ins. With the lower cooldown comes additional damage. She will deal a lot of burst damage in the mid-game if she is ahead. As Diana is an assassin, she will be able to pick off targets in the mid-game that are walking around the map alone. In particular, she can ambush the enemy Support as they try to ward upcoming objectives.
Don't fight Miss Fortune and her team inside the jungle as her Ultimate e will cover all the way that will allow her to inflict tons of damage on your entire team. As soon as Miss Fortune channels her Ultimate e, try to cancel it by CC. If you can cancel it quickly, its release of damage will be very low. Don't regroup to close together as Miss Fortune will be able to hit your entire team with her Ultimate e. Separater is not a bad idea trying to fight as a team.
Ryze will try to avoid team fighting in the mid-game as he still needs time to come online. Looking for fights as soon as the laning phase has ended is favourable. Team fighting in the late game is where Ryze can shine. Ending the game as quickly as possible will reduce his chances of coming online and winning the fight for his team. Warding your flanks will reduce Ryze’s ability to get a good Ultimate R off and surprise your teammates. Avoid pushing too far forward when you don’t know where Ryze is to reduce the chances of him catching you out with his Ultimate R.
His mid-game team fighting is quite potent during this phase of the game, especially if he gets a multi-man E on the enemy. The second point in his Ultimate R will let him do more damage with the ability. It is necessary to ensure that he tosses the target in the proper direction. His first ability will be maxed out at level 9. This will let him deal massive amounts of damage during ganks and mid-game fights.
At level 11, Diana will put the second point in her Ultimate R. Her performance in damage in team fighting will be very high, especially if she has a few articles or a lead over the enemy Jungler. Since Diana has a style of assassin game, once she has several articles finished in the middle of the game, her potential for bursting will be very powerful. She will easily be able to remove squishy targets that walk around Summoners Rift alone.
His waveclear and burst damage is impeccable. He can also keep poking the opposition with his W and set some Q turrets in the lane brushes/around him to prevent all-ins. He can push up freely as long as he is in the cover of his Q turrets. These turrets, when combined with his E, can allow Heimerdinger to turn an enemy gank into an easy kill for him. His Ultimate R provides him with a lot of versatility. He can use his empowered Q to take down turrets and enemies, his empowered W to take down low health enemies, and his empowered E to set a multi-man, long-ranged CC which can allow his team to follow up on his CC.
Stay together with your team. Do not leave the side of your carts otherwise, the enemy will capitalize on the fact and leave them defenceless. Peel for your carts in the team fights. After using your Q, retreat and protect your allies and focus on the nearest champion. Look for choices with your Ultimate R. If you can catch someone when the enemy is not organized, you can force a team fight or a goal afterwards.
Udyr is a strong dueler in early play. Unless you have a clear advantage, avoid fighting it in a 1v1 scenario. Udyr has good objective control and can solo goals like the Dragon with ease. Make sure to keep the Drake monitored at all times to reduce his chances of securing them for free. Unlike most champions, it does not point to level 6 as it can unlock his Ultimate R at level 1. If you have a Strong Ultimate, try to abuse cooldown and help your allies.
Camille has good outplay potential with her E and Ultimate R. She can often outplay the enemy and turn around or escape exchanges with ease. She is a challenging champion that is quite fun and rewarding. Players who put a lot of effort into learning her will reap the rewards of a veteran Camille player. Her Ultimate R is a good tool that can result in a kill every time. If she is unable to kill the enemy laner, she can roam to another lane and use it there instead.
Riven is an early game dominant champion who can take over the lane through short trades. Try not to trade with her unless you can match her trading potential. Riven will often play hyper-aggressive and try to outplay you with her e. If possible, try to bait out her main abilities and then re-engage when she has cooldowns. This is your best bet when laning against a Riven. Keep the minion wave frozen near your Tower. If you are playing close to your Tower, her all-in potential is limited as the Tower will protect you and she will not be able to look for frequent trades.
It can start crashing as soon as it reaches level 2. Do not be afraid to go for a level 2 gank in one of your ways. Your Ultimate e is a crazy tool that can help you get murders. Gank as soon as your Ultimate e is out of cooldown because it will usually lead to easy murders. Nautilus has the most CC of any Champion in the Legends League.
It will fall later during the game due to the enemy buying defensive items. It should always rely on peaks to get killed all around the card. Level 16 is not so big a peak because it will only increase the damage of the ability and reduce the cooldown. Pantheon is quite tanky in the late game and can dry tons of damage as well. Its E and W allow him to quickly choose targets without taking any damage in return.
Your goal is to hide in the fog of war during team fights and then get a massive team-wide CC on the enemy team. Fighting around chokepoints should be very fruitful for you. Roam around when possible as your Ultimate R, E, and Q should make up for some easy ganks during this phase of the game. Work with your Jungler to invade the enemy Jungle and secure picks. Work with your Jungler and set up death brushes whenever you can. This will help you a lot in this game as your Q Active is really overpowered when bursting people down.
Look at your positioning in the team fights that Morgana will try to catch someone with her Q. Make sure you are in an appropriate position so you can avoid. Do not stay too far forward or too far back. Once Morgana has gone fishing with her Q, she is relatively defenseless on which you can capitalize. As soon as she uses her Q, load her and try to get her off. Every time Morgana throws her Ultimate R in a team fight, try to get out of the area as fast as you can to not be chained and CC.
Katarina's early game is solid, especially after getting all her primary abilities. She can go for frequent burst trades and roam around to get kills. Her level six is phenomenal and can completely decimate an enemy team having no CC. She will be able to use it to kill enemies with utmost ease, especially during roams. Her first item component will give her a damage boost. This will be a terrible thing for the enemy laner as they will have to be careful about all the trades Katarina goes for.
If the enemy team is loaded with heavy CC, make sure you get a defensive item to help yourself out. You still need to remember that you hold the Smite for your team. Your objectives are to secure picks and peel for your squishy targets during this phase of the game. Your Ultimate k will come in very handy and allow you to make a lot of plays. Securing objectives is very important, especially during this phase of the game, as these objectives can be the game decider. Your e should allow you to make some really fancy plays. You should try to get the enemy Jungler out of the pit by using your Ultimate k.
Very strong all-in potential with her E. This when combined with her Q slow, can allow her to lock down an enemy for quite some time. Her W is the bane of any champion with dashes, especially all the carries who are reliant on their dashes. Her Ultimate R can allow her to turn the tide of a fight almost immediately as it can turn a 5 v 5 into a 5 v 2 easily. It also acts as a great source of disengage for her.
Abuse range and poke abilities to get her low so she cannot go for all-ins or look for favourable trades. Keep the minion wave closer to your side of the map early on to limit her all-in potential. If she hits you with her Q, back out so she doesn’t go for a follow up trade as her damage output will be high.
Lee Sin may try to kick k somebody like the ADC into his teammates. Group close together to make it harder for him to kick a carry into the arms of his team. As Lee Sin needs to get onto someone in order to kick them towards his team, locking him down with CC as soon as he engages is ideal as he is rather squishy and will be unable to escape if he’s CC chained. Lee Sin is really good at taking down or picking off isolated targets. Make sure you group closer to your team to make it harder for him to take anyone down whose alone.
Nasus will be looking to split push throughout the mid-game. He is good at split pushing thanks to his Q. When Nasus is split pushing, you can use the numbers advantage to start a team fight. While fighting, check the map and be keep an eye on Nasus. Be prepared to disengage if he’s about to take a tower. If Nasus is grouping for team fights, try to lock him down with CC so he is unable to get on to your carries and kill them with his Q and R.
Late game you become an unstoppable attack speed carry with an insane amount of mobility, consistent damage output and also good survivability too. Try to time your fights around your teammates initiation, and always be the follow up rather than the initiation. You’re going to struggle to be taken down as long as you aren’t caught out alone, and use your Q’s mobility to dodge as many major CC abilities as possible in teamfights. When amongst multiple targets, don’t forget to use your E to keep yourself alive aswell as priorizing those Void Corals from fallen enemies. The focus remains the same about fighting around objectives. If you take down a Baron at this point it can easily decide the game with that extended empowered True Form you get from consuming its Void Coral. Focus on this as much as you can without forcing it with a 50/50.
At level 16, Ezreal will put the third point in his Ultimate R. He will deal a lot of burst damage to anyone who is hit with it in the late game. When Ezreal is coming to completing his build, he will have incredibly low cooldowns on all of his abilities. This is good for him as he will be able to continue to poke and harass the enemy before a team fight occurs. Also, his E will be on a short cooldown which allows him to escape skirmishes easily. Ezreal is great in the mid-game, but he does start to fall of in the late game as it will be harder for him to kill tanks.
Pyke is a highly mobile champion thanks to his W and E. This allows him to escape sticky situations pretty easily. Pyke’s Ultimate R is an execute which can be a valuable asset in team fights as you can kill the enemy when they’re somewhat healthy. Even when behind, Pyke can still be very useful in team fights as long as he can execute an enemy.
Level 16 is a massive peak for Pyke because the ability will now be higher almost every team fight. The damage done will be quite significant as well, and it can take several enemies simultaneously. Pyke is remarkable in mid-game fights that its ultimate R threshold will be quite high. This means that it can easily catch the out-of-guard enemies and blow them up. Pyke is decent enough to get peaks during the end of the game. He can both set up death brushes and get rid of the squishy targets.
His Q W Q combo can allow him to stun a group of enemies which is highly beneficial in close-quarter combat. His scalings are quite high as well so he can deal a lot of damage through that combo. His Ultimate t, when used properly, is one of the most obnoxious and overpowered abilities in the game. That combined with his p can make one of his carries nearly uncatchable and unkillable. His p allows him to guarantee a Q W Q hit on a specified target. This can be highly beneficial in setting a death brush before a major objective fight.
Karma has a lot of poke damage on her Q, and she can easily CC someone with her d. Using the lane brushes to land free poke on her enemy laner will allow her to assert dominance in this lane. Since Karma has her Ultimate a from the beginning, she won't be spiking too hard at 6. To compensate, Karma will have to play the early laning phase aggressively to completely dismantle the enemy bot lane. The first item component will increase her poke damage and her mana (using a regeneration or pure mana pool). It will allow her to sustain herself for a longer duration in the lane. It will let her poke her enemies relentlessly.
When fighting Gwen, try to bait out her E first and then use your E so it's harder for her to dodge it. As you’re great at duelling and strong early on, try to make early plays around the map to get yourself and your allies ahead. You’re quite good at invading, and as Gwen needs time to come online, try to go for an early invade. Playing around your Ultimate is key in this matchup. You’re wasting ganking opportunities when you’re sitting on your Ultimate and not ganking your allies.
Try to fight as a team in the open air so that he is unable to use his E qualified to stun your entire team. Do not fight in the jungle because the size of his E is about the same as the jungle. Once Heimerdinger reaches level 6, he technically unlocks 3 new abilities. Be careful trying to initiate a skirmish with him because he could just remove his magic card and kill you.
After your bot lane has rotated to the mid lane, move to the side lane and start farming and gaining XP there. You can look to 1v1 any enemy who tries to stop you. Look for frequent trades with the enemy throughout the laning phase. Getting an early kill could snowball the lane heavily in your favour. Once you’re level 6, look to play more aggressive. Your Ultimate R is a great skirmishing tool and you can get kills with it.
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.
If you do not know where Anivia is, it is plausible that she is hiding in a bush waiting for you to walk before crashing with her t and e. Keep this in mind when returning to the track. Don't forget Anivias Passive. He has a long cooldown, so once he's jumped, make sure you try to kill her while she's most vulnerable. Call for help and ask for ganks while he's down. Try not to use any dash that can help you avoid address blows. Anivias t and e can be fatal if you don't have tools to get away from them. Make sure your dash is always up so you can avoid his t.
During the middle of the game, Bard's abilities will be on a lower cooldown. His Q will be on a rather short cooldown, which will allow him to look for more peaks throughout this stage of the game. Unfortunately, while most of the peak champions at level 11, Bard is not really one of them. Although his Ultimate R will be on a shorter cooldown, it will not inflict any damage and will most likely be used to get peaks or save his allies. Bard should have picked up a lot of Meeps now. His passive and empowered self-attacks will be very useful at this stage of the game.
Always make sure you’re stood behind at least 2 minions so she is unable to root you with her g. If Lux uses her g and it misses, use the cooldown of this ability to play aggressive as she will be unable to protect herself and prevent the all-in. Mitigate Lux’s l effectiveness by standing behind and not inside the minion wave. This will make her choose between using her l to poke with or to push with.
Riven can easily 1v1 any champion at level 3 if she is in a favourable matchup. Do not overextend to reduce her chances of killing you. When Riven unlocks her Ultimate e, her all-in potential increases dramatically. Make sure you disengage if she tries to fight you unless you have an advantage. Once Riven has completed two or three items, she becomes very strong and will be able to take down any squishy champion that is not a tank. If you see her running towards you- just back away.
Rengar is quite weak until he succeeds in reaching level six. He will have to keep track of the enemy Jungler and use Jungle brushes accordingly to win the early match. The first element will allow him to deal with a lot of damage and help him with his compensations. He will also be beneficial in trying to go for all-in combos. Rengar's objective control is phenomenal. Hee can easily gank a way, get murders or force them to step back, and then take the goal.
When Galio charges towards you, try to disengage as quickly as possible. If you let him get close, he will look to engage with his E and then taunt you with his W. As soon as Galio goes missing post level 6, ping your team as he may be looking to roam with his Ultimate R. If you’re a ranged Support, use your range advantage to harass and poke him down whenever he moves forward to secure minions on his warding quest.
2 points in his Ultimate r will make him more potent during fights. He will have to flank enemies and ensure that all the CC from the enemy teams' side is used up. His first ability will be maxed out at level 9, allowing him to deal hefty amounts of damage in a very brief period. He is pretty decent during team fights. He can completely decimate the enemy team if he manages to get a e reset off with his Ultimate r activated.
He is mechanically a very difficult champion. You will need a lot of games to master this champion. He will lack mana quickly, so you must always keep an eye on your mana bar. If you are behind, you will do no harm in team fights and your poke/all-in will not be very good.
Zed has an effortless time killing anyone who is wandering alone in the rift. He can also set up tower dives on squishy bot laners quite frequently. He just needs to shove his wave in before roaming. At level 11, Zed will have two points in his Ultimate R. This means that his one-shot potential will be increased massively, and he will be able to destroy isolated enemies with ease. At level 9, Zed will have his first ability maxed out. This means that he will be dealing tons of damage to the enemy target, mainly if he uses his Ultimate R on someone.
Sion will look to cheese the bush of the bot track at level 1. Do not walk near the bushes at level 1 so that it does not get an early health benefit. Always stand towards the opposite of the track so it is very difficult for Zion to use its Q on you. When it reaches level 6, avoid overextendance or use any movement tool as dashes as it can throw its Ultimate R and get you down.
Peel for your allies at the end of the game, especially if you are Red Kayn. Keep them alive and focus the champion they are focused will increase your chances of winning the fight. Group with your team at the end of the game. You can play on the side slightly if you are early and are able to assassinate someone. Continue focusing goals like the Baron or Dragon. Getting a choice could provide you with enough time to do the Baron.
Avoid all-ins on Lucian during the early game as he is sure to decimate you in this matchup. Also, while laning, make sure that you are not alingned with minions. Remember that Lucian can counter your mobility easily. That being said, you have 2 dashes, so use it well. He falls off as the game continues, and so do you. Be careful, and try to end the game by 30 mins else you will have a lot of issue. Keep the wave close to your tower and see if you can expose him to ganks. Shutting him down early is key to winning the game.
When you face Kayn, use your Ultimate on the other laner not Kayn. Ward for your allies! Kayn is much stronger than you early, and you can decrease their early power by keeping for your allies, so they don't die for ganks. Playing around your Ultimate is the key in this matchup. You waste ganking opportunities when you sit on your Ultimate and don't glove your allies. Make sure you place quarters at your jungle entrances so you can spot them before they jump on you.
He is the number one public enemy for any squisshy wear in the game. He can practically a-shot them with one or two articles and can tilt someone hard enough to win the game easily. He can use his Passive with his Q to kill unsuspected enemy junglers and wear in their Jungle. He can also gank with his Ultimate R and Passive. His early duel power is really strong, especially if he is in the front line and has access to the track brushes. He can throw a snowball this way, which can easily allow him to win matches.
In the late game, stay with your team. Avoid moving too far away from them as the enemy may force a fight while you’re gone. Focus the nearest enemy champion in team fights. Even with your W, you are still squishy and vulnerable to the enemy backline. Focus the same champion as the one your allies are focusing. You can dish out a ton of damage in late game team fights with your empowered Q damage. Ensure you’re auto-attacking as much as you can to increase your Q damage.
Sion can surprise the targets that walk around the Rift Invocation alone while waiting in a bush and using its Q to shoot them down. Avoid walking in areas where you know that Sion has been so much harder for you to get caught by him. Kite and disengagement is Sion is the biggest threat in a team fight. Try to keep him away from your team so that he is unable to get a good Q knockup. Avoid regrouping and fighting in the jungle as it will allow Sion to get a very good knockup with his Q or get a very good Ultimate Roff. Group together, but not stand on each other so he is unable to get a multi-person knockup.
Garen will gain a huge power spike and finishing ability once he manages to get to level 6. This will let him go for regular short burst trades against his enemies, let his Passive kick in after the trade, and then go for the finish with his Ultimate R after getting the enemy low. In addition, using the lane brushes to conceal Garen's approach will further solidify his position in the lane. Garen's first item component will either let him survive the lane for a more extended time (tank build) or increase his damage significantly (bruiser build). The former will let him take part in many team fights while the latter will help him with duels. Garen's build will dictate how he plays the game out. If he goes for the tank build, he will be nearly unkillable and can act as a perfect peel unit for his carries. On the other hand, if he goes for the bruiser build, he will be more dependent on the fog of war to catch enemies off guard and pick vital enemy carries.
Another point in his Ultimate n will strengthen his overall power during the duels. This will also allow him to have a massive presence during the team fights. He should have his basic elements now. This means that he will be tanky and will do a lot of damage to his enemies. This should be amplified with his Ultimate n. His first ability will be maximized at level 9. This will give a significant boost to his skirmish potential during this phase of the game.
This is the period of the game where you will want to work with your Jungler to get picks on the enemy champions. This will let you prevent a lot of skirmishes and will set the enemy team back massively. Roaming and helping your other laners to secure picks is crucial to winning the game. Make sure that you only all-in if you have your allies nearby. Else you will just end up dying. During neutral, objective fights, you must zone the enemy off the objective pit. If they get close to you, use your Ultimate m to stop the enemies in their track.
Jayce doesn't really have a peak at level 6 due to his Ultimate G of level one. This also means that he has access to three other variations of ability that his opponent. He should use them to get a pre-6 lead. Jayce is weak early on and relies on his combo w > s to get the enemies out before going for a murder. This will allow him to win an advance and explode the enemy once they are low enough. The track brushes must be used tirelessly to ensure the quick domination of the track. The first component will give a boost to the damage to Jayce and will allow him to play more aggressively. It will allow Jayce to go for frequent gusts after throwing the enemy with his combo w > s.
His W is almost useless against you, as only your d can be blocked by it, but it can also save his demise by having it almost always off-cooldown. Try to avoid extended trades with Yasuo at all costs, as his abilities have low CD, and instead you should poke Yasuo with your d when he positions incorrectly. Try not to stay close to your minion wave, as Yasuo can use it as a way to close distance and make favorable trades for him. Let Yasuo push the wave at levels 1-5, as he can't really trade of dive you under tower unless he has jungle assistance, and use these windows to poke him down using your d and auto-attacks.
His self-appointed Q W also provides a lot of healing. His E is very advantageous in group fighting. He can send the enemy team into disarray and force to play defensively. His Ultimate R allows him to impact any fight on the map with ease. This allows him to change the results of the skirmishes and duels throughout the game.
By playing Yuumi against Nami, it can be beneficial to keep the wave of minions near your side of the way. This creates opportunities for your gank jungler and potentially secure kills or summons spells of Nami and his ADC. Be aware that at level 6, Nami's death pressure increases considerably, especially if she lands her Aqua Prison (Q). It is crucial to be careful and avoid being caught by his crowd control, as it can lead to your death or that of your ADC. Stand defensively and be ready to detach and use your E (Zoomies) to increase speed to help squander his abilities during the fighting.
A very important peak of power when it reaches level two. That's because it can easily all-in enemies unsuspectingly with its Q and W with some help from its track partner. Another peak of power is at level three because it has access to all its abilities and can now all-in and play defensively that the game requires it to play. Its mitigation of damage is very powerful and provides immunity against projectiles that otherwise would pass before it. Major peak of power on getting its Ultimate r as it can now disrupt whole team fighting and can easily choose enemies in the enemy Jungle.
Another point in his Ultimate n will increase his overall damage and allow him to skirmish way more efficiently. Team fights will be a breeze for him. The first ability will be maxed out at level 9. This will help him dish out a lot of damage to enemies he manages to get his hands upon. During this phase of the game, multiple items will allow him to dish out a lot of damage while surviving fights with ease.
Having 3 points in his Ultimate R will help Viego to take the game effortlessly. His brilliant damage will increase considerably, and he will melt through the enemy team. His Ultimate R will come in very practical during the fights at the end of the game. His ability to target the lowest health enemy will make a quick work of enemies who managed to escape with a burst of health. Viego is decent in the team fights, mainly if he uses the fog of the war and his E to reach the enemy backline. He can even use his E to zone the enemy out without even trying to kill anyone.
Hecarim is a strong duel in early play and will try to kill you in solo early on. Don't underestimate his early play damage as it will usually come out ahead. Look what the caller Spells Hecarim has taken. If he has taken Ignite, he will seek to play ultra-aggressive early to get killed. If you are low, don't try and trade with him as he will end up with Ignite. Try and keep the short and soft jobs as Hecarim does really well in the extended jobs thanks to his W that will heal him and his h that is on a cool bottom.
It is important that you stay with your team in the late game. Do not move around the map or go anywhere unless someone is with you. Stand back from your team near your Support. Avoid walking too far from anyone in the late game. Being caught will lead the enemy will be able to push his advantage and finish the game. Watch for your positioning in the late game. Focus on the kiting and automatic attack of the nearest enemy champion. Avoid walking too far forward so that you are not taken out and focused by the enemy. Use your t as a self-plubbing tool.
Senna will try to poke as often as she can with her basic attacks and Q. If you’re playing as a melee champion, try to minimize your time spent overextended while last hitting or getting warding quest stacks. Expect Senna to go for an aggressive level 1 play in order to get stacks. Try not to let her poke you down too much otherwise you’ll not be able to trade at level 2 or 3. Once Senna unlocks her Ultimate R, communicate with your team and tell them that she can impact a fight with her Ultimate R.
Stay with your Support throughout the middle of the game. If you get away from them, you'll be an easy target for the enemy. Make sure you're always close to at least 1 ally. Group and stay with your team at all times. Do not divide the thrust or avoid grouping unless you have a good reason to be away from them. Look for choices with your Support/Jungler to get killed and increase your lead. If you kill a key target, you could make the call for Baron.
In the middle of the game, your main goal will be to look for as many choices as possible. Working with your support to help them frame your E by throwing themselves into Jungle's brushes. You should be really tanky during this phase of the game. Peeling for your carts should be your main goal after successfully launching team fights. The river and choking points would be a great place to fight because your abilities will lock several enemies. Just enter on the highest priority target and try to lock them up CC.
If you are able to catch someone with the help of your allies, you will increase your chances of winning the fight. Peel for your team as much as possible in the team fights. Peeling and keeping them alive as long as possible will help you win the fight. If you have been harassed and struck by the enemy, try to back off and leave your Passive kick. Avoid reminding you that the enemy can force a fight when you are in base.
If Twitch invades you early, think twice before fighting it. You should fight it only if you can close the gap between you and him, or otherwise it will just kite you. Just focus on agriculture early. You need as much gold and XP as possible to get into the game. Place the vision and buy control pupils to help your team spot Twitch before it is able to spoil and get killed.
Very strong all-in potential with her E. This when combined with her Q slow, can allow her to lock down an enemy for quite some time. Her W is the bane of any champion with dashes, especially all the carries who are reliant on their dashes. Her Ultimate R can allow her to turn the tide of a fight almost immediately as it can turn a 5 v 5 into a 5 v 2 easily. It also acts as a great source of disengage for her.
Level 3 is a massive spike as she can now look for all-ins while being completely safe herself. Her E makes her extra safe from ganks. Getting her Ultimate R is another huge power spike. This means that she can run down many enemies and increase the CC chain after landing her Q. The first item component will allow Morgana to lane more efficiently. It will let her do a lot of damage with her W and Q.
During the middle of the game, Anivia should have her Tear fully stacked. This will be very useful for her as it will prevent her from missing mana by using her Ultimate m. Anivia is good in the team fights, and the middle of the game is usually when the teams start to regroup. This makes her a good mid-game champion. Thanks to Anivias support and her Ultimate m, she has good control over the goals like the Baron or the Dragon.
His first ganks are extremely strong, mainly because of his spelling choices. The enemy will have to invest in following him, otherwise they are in a world of pain. Level 6 is an excellent peak as he can now bamboozle enemies with his clone. It will be difficult for the enemy team to be grouped now. The damage inflicted on the enemies will form a pivot peak for Shaco. The first component will help him with his dual potential and clear speed.
Stand in the middle of the track rather on the sides of the track. If you are standing around the edges near the wall, you will allow him to set up his Jungler with a quick and easy pillar e. As Trundle-S Passive regenerates health every time a minion dies, he will get a lot of additional support in the way. Try to get an early executor. Trundle calls to reduce his healing. Trundle is good at level 2 and 3. Avoid fighting him unless you are as strong as him, or if you have a lot of support too. He will be able to support you with every job if you engage with them early.
Brand is also one of the champions who dies the most in the game! As Brand is a poke mage, it counts a lot on mana and can run low quite quickly and it will be unable to use his aggressive W if it is out of mana. You must always keep an eye on your mana pool at any time. In addition to being quite still, Brand is also quite squishy. It is really important that you don't let the enemy poke you down or land poke that you will have to play passively. You will also need to play much safer when your Flash is down.
Very strong when the enemy is pushed up and a new minion wave is approaching. This allows him to use his E to catch up to his enemy laner and then knock them up with his r. Yasuo can quite easily set up ganks with this tactic as well. Playing around the W can allow him to completely dismantle ranged enemy matchups. He can run around the windwall and save himself from a lot of damage this way. Agaisnt melee champions, it is always wise to back off and maintain some distance from them. Post-six, he becomes extremely strong due to his Ultimate R crowd control as well the bonus armor penetration he gets upon using it. Combined with his item powerspikes, it makes him a force to be reckoned with, even if he is behind in lane.
Get level 2 before the enemy and look for an aggressive play while the enemy is still level 1. Wait for the enemy laner to use their dashes before using your Hook b. It’s important that you do not waste this ability in lane as you’ll be no threat to the enemy while it’s on cooldown. By waiting for them to use their dash, your chances of landing the ability are increased. Look for roaming opportunities to try and get your allies ahead. Your champion is a good roamer, so you can do it very easily.
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.
Master Yi needs time to come online. He is really weak in the early lancing phase. His level 6 power peak is quite powerful. If he can go for short trades before hitting level 6, he can easily pursue the enemy down and all-in with his Ultimate R. When Master Yi finished his first component element, he will find much easier to secure CS and win auto-attack trades with the enemy lantern.
Yasuo is really strong once he has 100% chance of writing. Thanks to his passive, he can arrive at this stage quite quickly. Once Yasuo is level 6 and unlocks his Ultimate R, his pressure to kill increases. You should play respectfully whenever his Ultimate R is standing as he can quite easily kill you. Yasuo is really good in team fights if he is chosen in a team with several knock-ups.
Just like in the mid-game, you should stick with your Support throughout the later parts of the game. Do not go around the map alone as you will die easily. Do not play super aggressive in team fights. Just kite and auto-attack the nearest enemy champion. If you walk too far forward, the enemy will focus you and take you down. Continue to kite in team fights and consistently adapt your positioning. Avoid standing still in fights as you’ll be an easy target.
Hit level 2 first and then use your level advantage to gain a significant health lead. You need to get some healing reduction as soon as possible. If you don’t, then Lulu will just out sustain and heal back all the damage you do to them or the ADC Their Ultimate offers them a ton of additional kill pressure. Play smart and recall when you’re low so Lulu cannot use their Ultimate on their ADC to gain a kill in lane. Bait out abilities before looking to fight Lulu. They can turn around exchanges, and to make trading more favourable, you should wait for them to use one of their abilities before fighting them.
Level 11 is when Lulu becomes a real catalyst. That's because his Ultimate R will now have two points and won't let her die easily. Lulu's efficiency in team fighting really comes into play during this phase of the game. His W and Ultimate R will help him face enemies who like to flance and end up behind his back.
By getting 3 points in his Ultimate e, he will use the ability quite often. Team fights will be a breeze for him from now on. His ability to make team fights unfair due to his selection potential will be quite obvious during this game phase. He only has Ultimate and his enemy out of sight. His tankness will not know any limits during this phase of the game.
Level six is a massive spike for him and his team. He can now affect fights easily with his Ultimate b and ensure that enemies can't fight him fair and square during fights. The first item component will allow him to deal a lot of damage to his opponents. It will also be beneficial when he casts his Ultimate b. His early game is good, but the outcome of the lane really depends on the matchup he is in. He should have quite an easy time in the lane as long as he can poke enemies consistently.
Very strong Ultimate R which can allow her to hit 5 enemy champions at once. Her W can be very strong if it’s put on the right champion. Can give multiple members of her team a shield with her E.
Mordekaiser has a healthy but slow light in early play. Try and invade him to steal his camps to delay his first power peak. Fortunately, Mordekaiser has rather scenarized ganks. Place the vision around his jungle entrances to spot him leaving his jungle. If you are nearby, you could try to counter gank; but at least ping his position. Once Mordekaiser reaches level 6, he will find a little easier gank with his Ultimate R. Try to match his pressure by gauntling as much as you can in the early game, and whenever he shows up on one side of the map, try gank another way or take a goal.
She's pretty weak early, so she'll want to use her Q to damage enemies from time to time and use track brushes to drop the vision on her. Level six is the central power point for Sona in the early game. It will allow her to be effective in team fighting, and now she can easily change the tide of a fight. The first element increases her damage and allows her to use her abilities a little more frequently.
Level 11 will be a decent power peak for Lillia because it will have an improved Ultimate R. The cooldown will be reduced, which will allow Lillia to play games frequently in the game. Its Q will be maximized to level 9. This is really good for her because its burst damage will increase exponentially, and it will be a threat to face. Lillia excels during the middle of the game due to her ability to secure choices.
In the late game, your build should be coming to completion. While you will deal a considerable amount of damage, it will be harder for you to one-shot targets as the enemy team would’ve started to pick up defensive items. At level 16, Zyra will put the final point in her Ultimate R. The utility and damage this ability provides at this rank is very good, and she will be a menace in team fights. Thanks to her low cooldowns and plants, Zyra will help her team quickly secure neutral objectives such as the Baron or Elder Dragon. Don’t be afraid to make the call for these objectives if your team’s in a position to do so.
During the average game, make sure you are not ADC'ing regularly. Clean up kills when possible, but don't get too close to the other heavy CC champions, you will definitely get killed. Use your E carefully in this phase of the game. The goal is to make sure that you are never taken out of sight by a skill shot that has the potential of CC you. Your W will come in very practical during this phase of the game. Stay in the backline and keep hitting the enemies until your team all-in. Once the battle is over, go for cleaning kills.
Play around your low Ultimate cooldown to make pick people off. Stick with your team and avoid going to ward alone. Peel and protect your carries. Focus the same target they are to take them down quickly.
A maxed-out Ultimate l will confer the benefits of a lower cooldown and more significant burst damage of the Shaco clone. It will let Shaco one-shot enemies if they destroy it while it is in their vicinity. He will be dealing a lot of damage to the enemy team now, especially the squishy targets. He has the potential to one-shot low health, immobile, and squishy targets quickly now. Shaco is pretty decent in team fights due to his clones and the short cooldowns on his abilities. He can quickly get rid of critical carries due to his e and set traps for the enemy team using his Ultimate l and x.
Play safely in the game early. You need time to come online and if you fall behind, you'll have trouble in the line and you'll delay your first major power peak. Focus on electric farming and minimize trading up to your level 6. Once you unlock your Ultimate R, you can start to be more aggressive. Once you're level 6, you can look at playing more aggressive than you can use your Ultimate R as a trading tool and something to come back on.
Once Brand reaches level 3, he can technically start to ruin his allies. But, he has to make sure that he can land his Q otherwise, practically every gank will fail. At level 6, Brand will unlock his Ultimate R. At this stage of the game, even if he cannot land his Q during the ganking, he can still do a ton of damage thanks to his Ultimate R alone. After Brand has finished his Mythic article, he will become a real threat. Ganks will be much easier and he will be able to flatten a lot of damage in a short time.
A maxed-out Ultimate R will generally have a shorter cooldown than a Quicksilver Sash. This means that no one is safe, and he can pick high-priority targets during team fights. He will have multiple items during this phase of the game, allowing him to take a lot of damage and dealing a lot of damage simultaneously during a fight. It will be challenging for the enemy to take him down. Enemies will stack defensive items, so it will become tough for you to kill them. That being said, separating the enemy carry from the actual map for a few seconds will help your team win a fight quickly.
It completely decimates the melee matches, especially those who forget or are unable to get out of its Ultimate R. This ability also allows it to impact a team fight when there are several divers in the enemy team. Its E allows it to put in place ganks for its Jungler with ease. Using this ability with its Ultimate R can allow it to cut an enemy with ease, as the enemy has won not to be able to escape the ray ofult quickly. Its Passive allows it to endure the damage it inflicts. It is very beneficial when using its Ultimate R in the midst of a group of enemy champions. It will be practically invalidable and the enemy will have to decide whether to flee or fight.
The enemy will not be ganking much in the early game, so try your hardest to get as many ganks off as possible. Getting your allies ahead will only make the enemy fall behind and make their Jungler useless. Prioritize taking Dragons early. You can solo the Dragon with ease, or you can request assistance and rotate to it after helping bot. Make sure you secure all the Dragons when possible to deny them from the enemy. While the enemy Jungler will not be ganking, fighting them alone will be difficult as they have tools to escape or prevent the fight. If you spot them alone, try to force them out of their jungle without over committing to the fight without assistance. A good time to invade and look for them is when your lanes nearby have priority. At level 6 is when the enemy will probably start ganking. You can track them with good vision through wards placed in and around the river. If you’re nearby, try to counter gank as they have nothing to offer once they’ve used their abilities which you can capitalise on. If you’re not nearby, start the Dragon or try to gank a different lane.
Nasus will be looking to split push throughout the mid-game. He is good at split pushing thanks to his Q. When Nasus is split pushing, you can use the numbers advantage to start a team fight. While fighting, check the map and be keep an eye on Nasus. Be prepared to disengage if he’s about to take a tower. If Nasus is grouping for team fights, try to lock him down with CC so he is unable to get on to your carries and kill them with his Q and R.
At level 16, Ezreal will put the third point in his Ultimate R. He will deal a lot of burst damage to anyone who is hit with it in the late game. When Ezreal is coming to completing his build, he will have incredibly low cooldowns on all of his abilities. This is good for him as he will be able to continue to poke and harass the enemy before a team fight occurs. Also, his E will be on a short cooldown which allows him to escape skirmishes easily. Ezreal is great in the mid-game, but he does start to fall of in the late game as it will be harder for him to kill tanks.
Play safe for the first levels. You need time to come online and you should not be in combat unless you have a clear advantage early. Once you have some levels under your belt, you can start playing aggressive and looking for aggressive games. You enjoy extended trades, so try to go for them frequently. Keep the minion wave closer to your side of the card throughout the early game. This is the best place for the wave to be as it offers you tons of extra protection.
Use the track brushes and regularly crush Rumble when possible. This is the best way to win this track. Avoid fighting when its resource bar is half filled. You will take a lot of damage and you will probably die even if its ultimate is ready. Its Ultimate can easily separate you from your allies, which makes you get signed by the Rumble team. Be very careful about it. Keep the wave near your turn. The enemy has no kind of sifting potential and can easily be exposed to the ganks.