During team fights, Diana's Ultimate R provides a lot of burst damage. You should try to poke Diana down before she engages.


Positioning is crucial for Kog' Maw because it gives you the opportunity to take advantage of its bad or overextensive position and take it down. Kog'Maw is weak at the beginning of the game.


Proper usage will let her get ahead. Karma's early game poke is really obnoxious, especially for melee laners.


It's better for you to only fight when it's going to work in your favour. Focus on farming rather than fighting.


The wave release of its first ability puts the pressure on the enemy team really difficult. Stay with your support throughout the later parts of the game.


Bard will leave lane to pick up Chimes when it's safe. Abuse the fact that Bard is missing to all-in the enemy ADC.


Corki will have a lot of poke during the mid-game too. This makes him pretty good during this stage of the game.


It's very beneficial if the path it makes plant has some form of CC built in their kit. Malphite is the scourge of all immobile carriers, especially those still.


This will make him almost unqualified, and he will be able to create several choices during this phase of the game. You should not let enemies approach objective pits because you have a strong ability to keep them in the area.


When snailing with Viego, try to make sure there is a minion, monster or crab between you and him so that he blocks the CC on his W.


She brings a ton of lockdown to the table and is monstrously tanky. This can cause her to be counter-jungled or out-valued in the early game.


Abusing players who don't understand Hwei's kit is possible. Hwei allows for abuse because of his multiple abilities.


If Kayle can acquire CS in an orderly manner, she will easily take over the game later on. Kayle's Ultimate R can allow her to save herself and a teammate depending on the situation.


Teemo is very early and can intimidate the enemy down a ton. However, this depends heavily on the matchup and it must always be carefully positioned so that it does not take unnecessary damage.


Once Zilean reaches level 6, it will be harder for you to get murders in the way.


When Maxing Ultimate r, Master Yi can erase late fighting effectively. Disengagement is Master Yi's worst nightmare.


Keep the minion wave closer to your side of the map in early play. Sion is weak before reaching level 6.


Heimerdinger's E ability has a long cooldown early on. Fortunately, heimerdinger will not have this problem during the late game and will now take down many enemies with his E.


Keep a constant eye on your positioning. You must bring down the enemy and delay the fights at the end of the game.


The player has a strong 1v1 potential that can be used to wander around the card and help allies kill safely. If the player gets killed and helps the allies, their chances of winning the game increase.


A Jungler will look to gank often at the beginning of the game. The vision around the entrances into the jungle can reduce its efficiency at the beginning of the game.


If you can scan before he has a chance to engage in a team fight, he will be unable to participate in the team fight. It is recommended to delay the team fight as long as possible by robbing the monkey as much as necessary.


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


Garen's effectiveness can vary greatly depending on his build. If Garen decides to go for a full AD build when his team lacks a frontline, he won't be able to do anything that game.


Aatrox is not an easy champion to learn. He has a unique mechanic on his Q which does take some time getting used to.


Camille's mobility relies on her E being active. The enemy can easily capitalise on a mistake with Camille.


She looks for picks on squishy and immobile targets These targets can give her an even greater lead


Maokai's weakest at the start of the game. An early advantage can force Maokai to miss gold and XP.


Avoid standing by the bushes because it can jump from them. If Rengar leaves the line, ping your teammates.


Its e allows it to get out of sticky situations with ease When combined with its Ultimate I, its enemy can be baited to attack the clone


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


you use your basic attacks in conjunction with this ability to get the enemy low. Jayce doesn't really spike at level 6 due to his Ultimate G from level one.


His life flying and damage during the end of the game will make him really good in team fights. He'll just need to use his I and Qs at the right time, and he'll be unqualified.


During neutral objective fights, ezreal aims to poke the enemy team before the major Smite fight. Poking the enemy team during neutral objective fights prevents them from doing anything and leads to their death if they try to all-in.


If Karma uses her empowered Q when trying to poke, use the cooldown to start a team fight. When Karma’s Ultimate a is down, she cannot give her team a huge shield d which will make fighting much easier.


Although, its early game damage is pretty good at level 1 and 2. When he unlocks his Ultimate at level 6, his death pressure becomes much more intense.


Getting priority in the middle lane will help Kalista's team immensely. The presence of neutral objective will give Kalista's team an advantage.


Your W and Q compensate for excellent locking and CC, while your E can damage the target.


The W of Soraka will be maximized and will heal its allies significantly. The R of Soraka will eliminate the wounds due to Grievous and will give a massive healing to his team.


The bombs dropped by Corki from his W cause enemies within these patches to take damage every half a second. Corki's ultimate has a passive where his attacks on hit reduce the charge time for the next missile.


Respect Evelyn's ganks at level 6 Make sure you follow Evelynn with a good vision throughout his jungle.


His life as a thief will help him during the fighting, and his Ultimate R will act as a gesture of decent end. Viego will win a massive power peak once he has two points in his Ultimate R.


It is relatively easy to evacuate and evacuate the enemy once they have done so. Your Ultimate has the potential to be a real game changer.


Illaoi's Q will lock you in place for a short while, which is why it is useful to use your Q to poke or farm when her Q is on cooldown or if she is out of range. illaoi absolutely decimates melee matchups, especially those who forget or are unable to get out of her Ultimate R.


Yone's Passive gives her a double chance. Yone is very good in team fighting if he is able to get a good Ultimate Roff.


In the middle of the game, the player can secure several murders due to enemy rotation. The player can catch the enemies alone roaming and solo.


A good Ultimate R on a key target is enough to win the game. Investing in a QSS will give you some protection.


Whenever your Ultimate R is up, you can look for aggressive plays around the map. Your Ultimate R is a great tool that you can use to help your allies win their lane.


Graves will be able to clear minions very quickly with a high level of his ability. Graves has items that will give him a lot of kill pressure during the mid-game.


Especially if Wukong has its ultimate capabilities available. Wukong's level 3 is pretty strong.


That gives him a lot of extra damage compared to his standard game. He will also be able to steal Baron or Dragon during team fights and secure the win for his own side.


You must bring down the enemy and delay fighting at the end of the game; however, you must also look at your positioning as you move forward to harass. Don't get caught trying to harass and bring down the enemy.


Having two points in his Q at level 4 is really beneficial to Taric because it provides a coherent healing for him and his ADC/teamates. The amount of healing in Taric's Q can change the tide of a fight by keeping his team members alive longer.


Try to poke Diana down before she engages to make it really hard for her to engage and kill anybody. Diana's engage is pretty scripted.


Expect to put in a lot of work trying to learn him. If you miss your W or get CC’d once you go in, the enemy will be able to trade back with you.


Zac has a lot of time on his engagement skills.


Beware of Fiddlesticks's early game pressure, as they are very strong and will make aggressive plays to get themselves and their teammates ahead. Use the lane brushes and poke enemies with your E.


Level 6 is a massive spike for Jax. This is due to the increased resistance he gets when he activates his Ultimate t.


Lee Sin will try to gank as often as he can at the beginning of the game. Lee Sin is a strong duel.


Killing a key target could call Baron. The second point of his Ultimate R will allow him to inflict increased damage to enemies while protecting his allies.


This means that he will be able to get more choices in a short period of time. Thresh will have a maximum of two capabilities at level 13.


However, avoid over-forcing this harassment as it may result in excessive minion damage for little gain. When Corki has completed his first item, his wave clear damage will increase heavily.


Once Trundle reaches level 3, it can start to gank as its e is the main tool it needs to get ganks out. If you are a tank, Trundles level 6 all-in can be deadly because it reduces your defensive statistics to a crispy one.


Don't let the enemy Jungler get all the Dragons. Secure Dragons with your team after ganking the bottom lane.


Lissandra will use her Q and E to push the wave. Stay outside the minion wave so Lissandra is forced to choose between pushing with her Q or trying to poke you instead.


Darius will also be somewhat tanky during the mid-game. German immigrants exported the custom of the Easter Hare/Rabbit to Britain and America.


His tankiness will know no bounds during this phase of the game. He will soak up both tower shots and enemy damage simultaneously


Look at gank whenever your Ultimate is in place, and try to clean up kills whenever possible. Shaco is not just a physical threat.


The more levels under Morgana's belt, the better. Morgana will unlock her Ultimate R at level 6.


Lethal Tempo still scales incredibly well for Vayne's runestake. Before finishing the build, consider picking up Gwin Suze and Terminus.


The first element increases Urgot's survival in the track. The first element will be instrumental when combined with Urgot track brushes.


Level 3 is a massive power peak for Morgana as it will be able to both CC enemies, inflict a decent amount of damage on them, and save its CC allies as needed. Morgana's ability to both CC enemies and cause damage to Level 3 would make her a formidable opponent.


He is extremely vulnerable to crowd control. Veigar has a weak early play.


In the last game, staying with your team is crucial. By leaving your team or moving away from them, you can be chosen or launch a 4v5 fight while you are alone.


After Akali recovered its first component, the damage production of its Q will increase considerably. Take care to exchange more often after your first back.


Good times to wander are straight from the base and when ADC is safe and will not die In roaming, it is better to stay away from the automatic attack range during roaming.


If kaisa uses that ability carelessly, she will die a lot of times in the lane and during team fights. Improper positioning or aggressive usage of her Ultimate R can get her killed on multiple occasions.


You should poke the enemy relentlessly in this lane and use the lane brushes frequently to proc your Q on them. Saving your Q active will send the enemy scurrying away from you if they all-in you.


Your brush power is unrivalled and a rotation of your spells on an unsuspecting enemy will force them to play defensively. Don't try to play too passively and always be on the lookout to land a multi-man E.


The maximum of Vex's first capacity will make it very impacted and stronger in the track. Once Vex has reached level 9, it will be at the maximum its first capacity.


It is a massive peak for her and will allow her to inflict tons of damage on her enemies. She is an excellent team fighter, especially if she manages to get to the top of the enemies of the war fog.


The Ultimate R has a short cooldown. The Ultimate R has the potential to win her team the game.


Stay away from your tower when you’re being pushed in. Try to stay at max range away from Caitlyn at all times.


The theft of Sylas's life prevented him from dying quickly in major battles. Two points in the Ultimate R of Sylas allow him to quickly take the ultimate enemies and increase their overall efficiency.


The Passive allows Malphite to be a first line for his team while also being able to escape death when he enters with his Ultimate h. After six, Malphite can set up several ganks for its track and other tracks with its Ultimate h.


When group fighting in the late game team fights with your team, you should work together. Your role as a support champion involves peeling for your carries in team fights.


You're either on the front line for your team using the red form, or you're pulling yourself out of and out of the enemy backline and killing them. Your Ultimate R is on a very short cooldown now, which means that you can regularly all-in the enemy team and get free murders.


The first element will allow Ziggs to spam its capabilities constantly due to its increased mana pool. It will also increase its overall damage, which will allow it to take completely on the path that its wavelight is impeccable. Ziggs is relatively low early compared to other ADCs because he relies heavily on his capabilities rather than on automatic attacks. This makes him short of mana quickly and becomes useless in the way.


The CC on his W allows him to play for himself and for his team. This can be really effective if it reaches CC a high priority target, and get rid of them quickly.


The enemy team is the opposing group in a match or competition. Pushing under their turn means moving towards and potentially taking the goal.


The Easter Hare remained unknown in other parts of Germany until the 18th century. There is a European tradition that hares laid eggs.


Never use dash or dodge unless Blitzcrank has his b on cooldown. Using dash or dodge when Blitzcrank’s b is not on cooldown will make you an easy target for Hook b.


Mordekaiser should already have his basic articles, which will make him powerful. Its constant damage will allow Mordekaiser to fight easily.


It is recommended that clustering be avoided if possible. A player with a strong duellage potential should use their abilities in the middle of the game to fight anyone who tries to hinder their progress.


This will force the enemy to come in combination with him, which can be very devastating for them. Xin Zhao has great potential.


Zilean should stick to his team as glue because its ultimate ability will cause the enemy team to fall if it is used properly. The lower cooling of Zilean's Ultimate capacity facilitates prolonged fighting for his team.


Sejuani can use Ultimate R capacity frequently thanks to it. The damage to the capacity of R Ultimate increases quite decently.


The Passive provides Dr Mundo with a lot of sustain. His Passive gives Dr Mundo a great amount of health regen.


If you are not the one who is fed, consider using your E to protect an ally acting as the bearer. Such an ally that will be made CC'd will mean the death of your team.


Rush objectives as soon as they spawn because you should be able to take them quickly thanks to your ability. If you see Karthus channelling his {{e}} , try to cancel it with any CC abilities.


Do not delay a team fight as it will give Quinn time to take an objective or rotate to join her team. Quinn’s pick potential is high.


Cassiopeia is a champion who can be easily caught out when CC'd, making her open to all-in attempts from your end. When CC'd, Cassiopeia is quite vulnerable to being picked off by your ultimate R.


If you miss your Q, the enemy will kill you. Your main goal in the way should be to peel and protect your ADC as much as possible.


Cho'Gath has great sustain in the jungle thanks to his Passive ability. Cho'Gath has tons of built-in CC (crowd control) with his e and m abilities, making him a huge threat when ganking or skirmishing with the enemy.


When going for neutral objectives, make sure to eliminate the enemy Jungler with your own and auto-attacks. Eliminating the enemy Jungler ensures you won't mess up a smite.


As an assassin, once Diana has multiple items completed in the mid-game, her burst potential will be highly potent. Diana can easily take down squishy targets walking alone on Summoners Rift.


She can both poke enemies down and protect allies with her d. Her team fighting is excellent, and she can run down enemies with ease.


Moo Moo has tons of lockdown. He brings good damage for a tank.


Expect to put in a lot of work trying to learn him. Unfortunately, Pyke has nothing to offer when his Q is down.


The biggest weakness for Draven is crowd control, especially stuns, snares, knock-ups.


Monitor the health of allies at all times. Use Soraka's Ultimate R to save low-healing allies who can reverse the tide of a fight or survive.


Being highly immobile makes it very easy for the enemy Jungler to gank his lane. The enemy laner can deliberately let him push in order to get him to overextend and ultimately killed.


The addition of a second point to Skarner's Ultimate should reduce its cooling time. Reduced cooling will help Skarner make choices more frequently.


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


During the laning phase, it often has difficulty growing and trading. If Anivia uses capabilities on the minion wave for the last time, make sure to abuse cooldowns.


Play pantheon in a passive lane. At level 6, pantheon gets a massive power spike.


Ziggs Q is his first poke power, and he's pretty reliable, so adding more points in it will directly increase his overall damage in the track. He'll let him decimate his opposition, mainly when he uses the ability of a brush. The first element will allow Ziggs to spam its capabilities constantly due to its increased mana pool. It will also increase its overall damage, which will allow it to take completely on the path that its wavelight is impeccable.


Lux will do a lot of harm because of its AP ratios. Any squishy who gets caught by his g (gargontuan capacity) ends up dying.


If you're playing like a tough engagement champion and don't know where Shaco was recently, ask yourself if he's placed Boxes behind the target you want to collapse on. Shaco may have already placed Boxes behind the target you want to collapse on if it was near the target recently.


Jarvan IV becomes quite tanky during the late game due to his items and build. He can soak a lot of damage for his team and can easily peel for his carries if need be.


Kha'Zix should target isolated rear linings during combat for maximum efficiency. Once he gets two points in his Ultimate R at level 11, the power of khazix to assassinate his targets and escape unharmed will increase considerably.


Veigar's first capacity will be maximized at level 9. At level 9, Veigar can make about a quarter of the health bar of a squishy target with his e.


The crowd control can prevent Nasus from targeting your carts with its Q and R capabilities. Nasus is at his weakest at the beginning of the game.


When Riven unlocks its Ultimate e, its all-in-hand potential increases significantly. Disengage from a fight with Riven if she tries to attack unless you have an advantage.


Azir doesn’t spike at level 16 either. An extra point in his Ultimate R will come in handy but it won’t make or break him.


If Galio gets 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 because he may be looking to roam with his Ultimate R.


Shen is strong at level 6 because he gets a global card pressure with his Ultimate R. Ping. Ping can be used as soon as Shen gets her Ultimate R.


If your ADC is behind positionally, consider using your Ultimate ability on them to help protect them while they deal damage. However, if you're ahead of your ADC's position, it's best to save your Ultimate ability for yourself, so you can take advantage of the opportunity.


Reaching Morgana's Q around the minion wave can be difficult. The way to counter Morgana's Q around the minion wave is by getting as close as possible to the enemy, and throw it away when they're away from the minion wave.


Teemo will place the mushrooms around the objectives and in the areas of great circulation. You should avoid going anywhere where Teemo was recently in without a scanning lens.


Ward for your allies. Gragas is way stronger than you early.


At level 16, Amumu will put the third and final point in his Ultimate Y. His Ultimate should be on a short cooldown and he should have it a little more often.


He should give his teammates a decent leash if possible. If that is not possible, he should kite the camp around well enough to ensure small amounts of damage are taken.


The strength of the Varus Q poke during the rolling phase is quite high. Varus can make great use of his mana if he targets his Q on the minion wave and the enemy at the same time.


You may use your W to do so if you have no other way. Post-six, you should be able to all-in Ezreal regularly in this matchup.


If the rest of his team struggles, his abilities become less effective. Focus on safety and keep your CDA alive as long as possible.


If you have Teleport, you can use it to get to the bot side of the map quickly and easily. Using Teleport can be a good option to avoid enemy vision and pick up objectives without taking too much risk.


Once you're locked up, you can't do anything to save yourself from the enemy. This can lead to your most likely result if the enemy follows you after you lock.


The track freeze prevents Tahm from doing anything to escape an all-in/gank. Tahm Kench is a champion of melee.


Ekko's Ultimate R can be used aggressively. You can look for riskier all-ins post level 6 as long as you cast your Ultimate R.


He is not capable of effectively impacting a fight when he cannot flank the enemy team. If it's misused, his W can get him killed because he's moved to another place.


Warwick will be able to support itself easily while making primary goals or participating in major battles. Warwick is extremely good at making choices, thanks to its Ultimate R.


Gragas has long cooldowns and high mana costs early in the game. Gragas' Q throws a circle out on the floor which lasts for 4 seconds and charges up over the first 2 seconds.


Heimerdinger can also take towers very quickly or slow multiple enemies with his E. The first mythic item will allow Heimerdinger to dish out a ton of poke damage in the lane with his turrets.


However, finding a healthy balance between fighting the enemy and farming is key. If Graves gets a bad start or falls behind, he will struggle to come out ahead.


To make trades harder for Ezreal, always stand behind a minion. The best time to land skill shots on Ezreal is when his E is on cooldown.


Your W will easily fear enemies when it is combined with your Passive, and then you can proceed with their explosion. Stay with your team and take fights in or around bottlenecks for maximum efficiency.


Stepping past opponents after they're taunted helps Rammus's gameplay. However, he can struggle against magic damage attackers with good lockdown.


Respect her burst and all-in potential whenever her t is available. Post 6, Anivia can quickly push the minion wave with her m.


Her ability to wander and kill easily makes her a formidable opponent. After your bot track has moved to the medium track, turn to the bot side of the map or somewhere else on the map so you can continue to grow and win XP.


At this point, the teams will be closely regrouped, so it is unlikely that you can assassinate anyone. Keep looking for picks, but expect more than one enemy nearby.


If Vayne isn't behind, she'll be really good at the end of the game. Vayne is a beautiful team against a tank team.


The Ultimate R of quinn is a great roaming tool that can allow her to get back to lane quickly. Quinn's Ultimate R allows her to roam around the map and help her allies.


Your Ultimate will come in very practical and will allow you to make a lot of coins. Securing the goals is very important, especially during this phase of the game, as these goals can be the decision-maker of the game.


When there are no team fights, go on a side track and push. It is important that you continue to grow during the middle of the game so that you can get your items as quickly as possible.


He will have more options to choose from now, as it will be the middle of the game. Its basic elements will be complete, allowing it to inflict a lot of damage on the enemy team and make sure that they cannot escape easily.


This means he can deal a massive amount of burst damage to any enemy he gets too close to. Pantheon is quite potent during the mid-game.


He can blast himself back with his ultimate, allowing him to escape from danger. Another good combo is W into E or E into W if possible, followed by an auto attack into a Q.


If Quinn can’t team fight, she will stay in a side lane and try to split push. You can either send someone who has TP (teamfight potential) to prevent her from taking side towers, or you can quickly engage on to the enemy team and start a fight.


If Wukong left the track after level 6, tell your team as soon as it leaves. He could try to use his Ultimate n in a different way also help his allies.


Abus Twisted Fate as much as possible in early play. Twisted Fate's article is a turning point for him.


Use their forward positioning to play aggressive and take them down. Try to constantly poke and harass him.


His e has a very large range. This makes it easier for him to land and CC.


When you spoil your allies, you have to play around their CC tools if Lee Sin wants to use his e. If you miss your e when you get your allies, you have nothing to offer and you will have to retreat.


A late-game monster due to Kayle's Passive If Kayle can acquire CS in an orderly manner, she will easily take over the game later on.


The power peak allows Sion to ride around and perform lane ganks in other tracks. Sion's first element improves its survival capacity and overall damage production.


When no team fights are occurring, look to split push. Look to fight the enemy who tries to stop you during split push.


Deeper vision should be placed in the jungle to spot Pantheon before he uses his Ultimate R. After Pantheon has completed his jungling item, his kill pressure intensifies.


All of her important items will be finished now, and she will be able to smooth out a lot of damage in very short jobs. Seraphine will also provide a lot of peeling and healing for its teammates.


Try to make plays with R around major objectives in the late game. You would’ve completed multiple items and got a lot of levels under your belt by the late game. You will be strong in the late game, too.


The damage caused by Swain's Ultimate R will be devastating for the enemy team. Swain has strong team combat prowess at the end of the game.


At level 6, Lucian has much more commercial power thanks to his Ultimate R. Once Lucian activates his Ultimate R, try to reposition it, disengage it or lock it with CC so that he is unable to land all the bullets on you.


An Akshan should look for aggressive parts once he has brought his first component. Level 6 is good for Akshan because he unlocks his Ultimate.


To secure every Dragon possible, Elise should try to find picks with her E. The ability of picking champions off and catching them out of position with her E makes Elise a strong pick.


Olaf's passive grants him attack speed and lifesteal that increase with lower health. Champions hit by Olaf's Q lose armor, and he can refund most of its cooldown by picking up the axe.


Avoid detaching from your ally when Lux Light Binding is available to minimize the risk of being caught in its crowd control. During Levels 1 and 2, you focus on laying Lux with basic attacks as much as possible to exert pressure and potentially gain an advantage.


This is especially true if Rell works with her Jungler to set up death brushes in the enemy jungle. Rell's team fight presence will be felt across the board due to her t and Ultimate R.


Maybe she's trying to launch a surprise attack. Stay outside the minion wave at all times.


Try to lure Kog'Maw's e before you engage in all-in-one. Force Kog'Maw to overextend for the farm is a good way to win the matchup.


It gives only a minor increase in the damage and no utility, unlike other Junglers. That being said, the lower cooldown certainly helps.


Keep the river under surveillance so you can spot its Jungler before they jump your track. Malzahar isn't really capable of killing anyone alone.


Taking someone downstairs quickly gives a huge advantage. While the enemy is in position, it can be isolated or alone (or too far forward).


His Ultimate R is a huge threat in team fighting. Nami can keep his allies with HP thanks to his W and his articles.


She should try to abuse her laner early on with her basic abilities. Her W provides her with a lot of vision while roaming around in unwarded territory.


The straps are often capable of causing significant damage to the hard CC. Hard CC refers to a strong ability that can lock or restrict an opponent's movement.


Good vision control by the enemy team can eliminate any flanking opportunities that Maokai exploits to trigger a global attack, thereby reducing its effectiveness. Maokai's Level 2 capabilities allow him to engage in comprehensive trades against enemy ADCs or Supports with a powerful CC combo.


Taking fights around choke points will help Brand gain an advantage. His mid-game is decent as he will have his core items,


He will be able to use his first ability quite frequently with multiple items. The death brush strategy will be viable for Nautilus' team with his frequent use of the first ability.


His Passive will allow his allies to break out enemies with ease.


He can look for more aggressive plays once he has picked up his first component item. When Ezreal completes his Mythic item, his damage output further grows.


Naafari is really good at running and shooting the squishy champions who walk alone on the map. Naafari is a very mobile champion that allows engagement or escape in sticky scenarios.


Yasuo's Ultimate R is an excellent skimmer tool and can be killed with it. Yasuo gets a huge power peak at level 6.


Switching to mid-lane allows towers and objectives to be taken with the team easily. Another point in Orianna's Ultimate ability will increase its damage.


Ornn can be really strong in the early game when paired with a good ADC. The strength of Ornn's early game is heavily dependent on various factors.


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.


Avoid fighting unless your Ultimate capability is in place. Fighting without your Ultimate ability will make the fights of the late game team much more difficult.


Choosing someone and then collapsing on them to shoot them down is a great way to win a team fight and finish the game. If you can, look for peaks on isolated targets.


Ryze's scale is more important than doing a lot of damage at the beginning of the game. At this stage of the game, you want to get into a side track and focus on agriculture so that you have a game later.


Staying with your own team at all times prevents you from getting caught alone. Moving around the map increases the risk of being taken out, which gives a 4v5 advantage to the enemy.


Avoid moving around the map alone so that you are not taken out. Being caught will cause your team to play 4v5.


Once Nautilus has gone in, try to focus him down if his teammates do not follow him in. Nautilus struggles getting out of a situation once he goes in and makes a mistake.


It's generally best not to engage enemies in the jungle or around objectives with Cassiopeia, as her Ultimate R excels in tight spaces when teams are clustered together. When possible, try to stay spaced out on a lane to minimize encounters with Cassiopeia.


Sion's enhanced Boots combined with its Ultimate capability make him a good roaming champion early. Try to catch the enemy by surprise by installing death brushes in the enemy jungle.


Try to exchange and play aggressively to delay Malphites peak power. Exchange with caution when Malphite has an article.


This is because Zac can CC multiple targets and secure many choices with its capabilities. Level 11 is another peak of power as it increases the damage inflicted by Zac to the grouped enemies.


After this prioritise getting orbs to evolve as soon as possible. And once you evolve you get a massive power spike so keep fighting in skirmishing claiming objectives.


Once the author has acquired his Ultimate n, he expects to have a greater impact on the team's commitments. The author intends to use his Ultimate n to target high priority champions in order to maximize their effectiveness.


This will open the card and give the team a gold lead. Poke and harass the enemy Mid laner and force them away from the goal.


Of course, Fiddlesticks biggest power spike is his level 6. You can counter it by having constant wards around your lane.


If a major objective is up, hold off from using your Ultimate t to secure objects. Avoid team fighting unless your Ultimate t is up as it deals tons of damage.


Use the capability of CC multiple targets. Chain your E CC with your Ultimate R.


If Vladimir can land while pushing the wave of the minion, he could look for a favorable trade with the enemy team. While he was sitting on Baron or Dragon, or when Vladimir pushes the enemy under their turn, he should look for a choice with his abilities.


He's gonna try to get you out of the street. Try to avoid as much damage and capacity as possible.


Fighting while Ultimates R is on the cooldown will result in no further damage. Players should flank in team fights to easily reach the enemy rear line.


With Warwick's W, he could kill unsuspecting enemies. Focus on agriculture and hit level 6 as quickly as possible.


Soraka can use his Ultimate R often and save his teammates accordingly. W > Q for Soraka will provide a lot of healing for his team.


If Braum decides to roam, the player should ping their teammates to alert them and try to poke down the enemy ADC using their Q and basic attacks. Braum can get bullied down easily by ranged champions during the laning phase.


In team fights, Fiora will try to flank from the side to make it harder for the enemy to disengage or poke her down. If Fiora gets poked down in a team fight, she won't be able to engage and will probably die.


Poke can accumulate over time and do so so that the enemy is forced to play in the cover of their minion wave. The potential for velkoz wave release is very high due to its W and Q.


In the late game, Ashe's poke damage will allow her to attack the enemy down a ton before a team fight erupts. At level 16, Ashe will have 3 points in her Ultimate w.


The Jungler, who receives Kalista's Ultimate, will be able to harass enemy lanes with ease. kalista's level 6 is weak in a solo lane.


Kogmaw is very motionless. Being very motionless makes Kogmaw a privileged target to engage the champions.


Bait out her E prior to your Jungler arriving in your lane to reduce her chances of survival. Try and stay closely grouped as a team when playing against Camille to make it very hard for her to engage.


Ashe's kite damage will be able to turn the tide of late game team fights. Don't let Ashe push you under your tower early.


By forcing Kayle to overextend for farm, you can play aggressively and try to all-in her while she tries to last hit. Kayle's weakness in the early game will reduce her ability to carry later on in the game if she is put behind in the early game.


After we reach position 6, we should push the minion wave. While pushing the minion wave, you must step back to avoid swapping or being pushed to use R.


Misuse of the poppy's Ultimate R can land both her and her team in huge trouble. A heavy engage from the enemy team can get on the poppy's carry team's back when she uses her R.


Team fighting allows easy access to the enemy rear line. To be successful, make sure you are close to your team at all times, allowing a quick entry into the fight.


At level 3, Xin Zhao can do everything in the enemy by accessing its three basic capabilities. At level 6, the death pressure of Xin Zhao increased significantly.


Ward your flanks as she might use her Ultimate R from the side so it's harder for your team to react to it. When she hits level 6, Renata can set up her Jungler to gank your lane and kill you.


At level 6, Draven looks to go for kills with the help from his Ultimate if he hasn’t got any already. Draven's all-in potential should be respected and safer gameplay is recommended when low on health.


Lillia Q will be maximized at Level 9. It's really good for her, because her burst damage will increase exponentially, and she'll be a threat to face.


Taking Nami back first before a team fight will make it difficult for his ADC to survive because they will not have a coat or protection. Fighting around the targets or in the jungle can be avoided because Nami's Ultimate R (Riptide) is large and the landing of multiple knock-ups is guaranteed in narrow areas.


If you catch someone out of position or blow them up, you will be able to take the lens for free. Winning 2 points in his Ultimate will cause Xerath's damage to skyrocket.


You should always stand behind the minions to minimize Taliyah's Q damage. It is advisable to bait the W of Taliyah before committing to avoid being overthrown.


Having 3 points in his Ultimate m increases the overall damage output for Jarvan. This increase lets Jarvan use his ability quite often.


Don't let the enemy Jungler take all the Dragons. Try to secure them with your team after ruining the lower lane.


His d and Ultimate h should hit like a truck right now. Several points in his Ultimate h allow him to use ability frequently, make choices, and multi-man earth Ultimate h on enemies fighting near choking points.


Once Ivern gets his Ultimate R, he can easily distract critical enemy team members. He can instigate tower dives, peel for his carries, and take neutral objectives all at once.


A strong scaler means he performs well as the game progresses. This versatility allows him to scale regardless of his early stage position.


Yuumi's gonna try to catch you with his Q. She'll use her Q to fight you.


Rell's level 11 is a decent powerspike due to her being able to put 2 points in her Ultimate R. She will be able to use the ability to pull off successful all-ins frequently now.


You should use your capabilities to clear minion waves quickly so that your team can besiege/prevent an enemy team seat. When cleaning minion waves with your capabilities, you can look for a favorable trade if you can land poke while pushing the wave.


Alternatively, wait for the enemy to engage and then cast your Ultimate R on a carry. You should peel for your carries in late game team fights.


The abuse of Rengar's W (Wipeout) can have him killed during team fighting because it's his main form of crowd control clean, and without it, he's really vulnerable to damage. Rengar is vulnerable to silences and other crowd control capabilities that can stop him in his tracks.


You should look to peel and protect your carries in the late game. The longer the game goes, the more items you can purchase.


You'll have a ton of damage in this phase of the game. Use your E more liberally to get murders from now on.


Corki is really good in team fights thanks to the AOE poke from his b. The AOE poke from b provides significant damage to enemies within its range.


Your goal early is to keep poking them down. Try to avoid going for extended trades as they will often win those.


You should keep an eye on what major objective is spawning next. If it’s spawning soon, make sure you place vision around the objective as quickly and as safely as possible before retreating to safety.


During trading, be careful around the level 6 brand as it can look for an all-in-one. According to the construction path for which the Trundle left, it will culminate at different times.


Look out for Rell's E. She will put it on other champions who also want to engage to get a good stun off. Harass Rell with basic attacks before she reaches level 2 to gain an early health advantage.


Its passive can also cause devastation in a team fight. Once Lissandra has finished his first article,


Taric has a good potential for engagement and capture with his E, requiring close monitoring of positioning. Invest in an executor's call to reduce Taric's healing during team fighting.


It's beneficial to exploit this weakness to gain an advantage. Gaining an early lead can prevent Kassadin from taking control of the map.


Make sure your health is saved so that you can all enemies as soon as you reach level 6. Getting your Ultimate h will allow you to do much more in the way.


In the late game, make sure you’re with your team at all times. If you leave them, the enemy may start a fight without you being there to protect them and keep them alive.


Ivern's Q range makes him a pretty good early ganker. Once he hits a target with his Q, both he and his laners will get within auto-attack range of that target if they have vision. Ivern and his laners can get within auto-attack range of the said target if it has vision.


When Aatrox enters a team fight, try to apply crowd control (CC) to him immediately and burst him down first. Aatrox is vulnerable to CC and should be killed before he can use his combo.


Well's E (passive) grants bonus movement speed. Rel's next attack or Q creates an explosion around the target which deals damage.


It can inflict constant amounts of damage, which becomes quite heavy during mid-game fighting. A Jungler must pay particular attention to this champion in order to relieve pressure from other ways.


Any form of CC is a weakness for you during the entirety of the game and you may need to rely on your frontline to keep you safe as you have no dashes in your kit. Your initial plan is to play the lane safely and not get cheesed early on by the enemy Jungler.


His E is a short-range dash that reloads one shell into his shotgun and gives him armor stacks. He can blast himself back with his ultimate, allowing him to escape from danger.


A heavy engage from the enemy team can get on the poppy's carry team's back when she uses her R. Your goal in the early game is to play safe, pick up gold and XP and avoid dying to the enemy laner.


Try to secure your goals with your team. If you can, try to keep the goals monitored at all times if you are not able to take it yourself.


Make sure you hit level 2 at the same time as Pyke, as they’re way stronger than you at level 2 and by hitting level 2 before or at the same time, you’ll have a better chance at fighting back. You’re weaker than them whenever they have their Ultimate up. If you’re at risk of dying, always recall at level 5 so you do not get killed when they hit level 6.


His life theft prevents him from dying quickly. Several points in his Ultimate R will allow him to take the ultimate enemies quickly, increasing their overall efficiency, which can be very beneficial in team fighting.


Once Fiddlesticks has his Zhonya’s Hourglass, it allows him to really hit home. If he channels his R and uses his Zhonya’s, you can’t attack him when he goes into stasis.


You are a good counter-ganker. After Brand has gone in, try to counter-gank him as you can easily turn around his ganks.


Once you have access to all your basic capabilities, you can start to interact more effectively with the enemy. At level 3, you can look for more aggressive pieces, but don't engage on them, so you don't fall back.


Use your W carefully to cover your flanks when you get the chance to do so. kalista's level 16 isn't too powerful for her as she gets nothing much out of it.


Whenever your Ultimate R is in place, use it on enemy tracks to get their health weak. Ideally, drop them first before using it to make it easier for you to kill the enemy.


Your E and W will be crucial enough to win this path. Being part of as many skirmishes as possible is essential.


Nasus has a lot of bad matches. In the current meta, the nasus will fight against many enemy champions.


Ziggs' main poke tool in the track is his Bomb Buncing Q.


Dr Mundo has good Dragon control and can solo it easily. Make sure you have the Dragon under ward at all times to prevent Dr Mundo from getting the early objective.


If you’re able to use it periodically on the enemy laner, your chances of winning the lane increases. Aatrox's first major spike is at level 3 when he has access to all his basic abilities.


The longer the game continues, the more powerful Nasus becomes. Finishing the game as quickly as possible means trying to kill or disable the enemy champion before it becomes too strong.


Try to 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.


Expect the Jungler to engage in ganks after level 6. The healing of Sona's W will be a problem as the game unfolds.


If the enemy has ultimate failures, Sylas will not be able to do much. The placement of a good vision can ruin his chances of being able to flank the enemy team with E.


Rek-Sai is much more gank-heavy than Amumu in the early game that allows him to put in place huge advantages through repeated ganks on which Amumu cannot act reliably. This helps take control of the jungle, so Aumu has a lower impact post-6.


Avoid separating or being away from your team at the end of the game, as the enemy will force a fight while you're gone. Play with your Ultimate R in the later parts of the game.


Stay in the back line and keep hitting the enemies until your team all-in. Once the battle is over, going for cleaning kills.


When using your Ultimate R, be close to your team to avoid being killed by an enemy assassin. Once Jhin gets two points in his Ultimate R, he will secure picks with ease and help his team catch up to enemies.


The evolution of E or R allows more efficient ganks. Evolved Q can quickly resume goals.


Spotting Karthus in a side lane split pushing may initiate a team fight. However, be aware that Karthus can influence the existing fight with his Ultimate e.


It is generally advisable to perform any desired transformation for Kayn as quickly as possible. You should prioritize getting your transformation as quickly as possible.


The ultimate can only be used on a marks enemy champion where Cain then dashes to them becoming untargetable. In blue form when exiting you can dash further away and in red form it deals a large amount of max health damage and provides a massive heal.


Play safely for the first levels while launching with your Q. Once they're low enough, commit to an all-in-one.


You can secure tower plates and get a significant XP and gold lead while Nunu runs around the map. Try to counter Nunu roams when possible,


Getting your Ultimate R will be a massive peak in the game. This is important for the rest of the game, and you can easily catch enemies and launch team fights.


His kit allows him to play both aggressively and defensively at the same time. Its ability to cancel damage will be the final nail on the coffin of its enemies during this phase of the game.


It then empowers his next basic attack to gain bonus range and deal bonus damage. Enemies hit are dealt damage, knocked back, and stunned.


He can quite literally take the enemy backline out in one rotation of spells, if he manages to W E onto them. His Ultimate R is the most powerful ability in his kit.


The first component item has a significant impact on your game sense. With the component item, your chances of winning trades dramatically increase.


Work with your Jungler and get some picks on the enemy Jungler or Support when you get the chance. This will let you snowball your lead during the mid-game.


Akshan can look for an aggressive play as soon as he unlocks his Q and E. Akshan can look for an aggressive game if he could intimidate the enemy at level 1


At level 11, Amumu will have 2 points in his Ultimate y. This means that his Ultimate will be there on a shorter cooldown that can help him in team fighting and help his team get choices.


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


Thresh is rather squishy. If you're looking for a choice and you're missing, the enemy can collapse on you and kill you easily.


Getting your core items allows you to run down enemies and burn them to oblivion. Running down enemies and burning them to oblivion will let you defeat them.


Avoid crowd control capabilities during a fight. Once confined by a capacity, there is no escape and death is likely if followed.


Teemo's Ultimate deals a lot of damage when it is kept in the right places. Teemo's Ultimate is particularly useful to avoid ganks.


If you start dividing the thrust, the enemy will force a fight and kill your team while you're gone. Delay the team fights while you wait for your Ultimate to come back to me.


As soon as Sejuani's finished juggling, she'll be pretty tanky. It'll be hard for you to kill Sejuani right now.


The first item component helps Jhin's overall laning phase by a lot. Jhin's Q is both his waveclear and primary damage ability.


If you know Zac is without these abilities, try to fight him. Zac really has a good potential for roaming.


If Kayn doesn't get an early lead, he could fight to be useful in the later stages of the game. In team fighting, it might be difficult for Kayn to kill anyone if they have CC, long range poke, or disengagement tools.


The acquisition of tanky items makes Alistar a much more robust front-line champion.


She's not the strongest Mid laner at the start of the game. She needs a lot of time to come online.


Rotate with your ADC or hold hands with your Mid laner to prevent the enemy from taking the mid lane tower. In team fights, use your empowered d to provide a large shield to your allies.


Diana's level 6 is very strong. Diana's Ultimate R deals a lot of burst damage.


Annie lacks mobility and defensive stats, making it hard for her to fight. Try to delay team fights as long as possible while poking her down. If she is low on health or engaging/using Q or Tibbers R aggressively will be very dangerous. Annie's greatest power spike is when she hits level 6 and unlocks her Ultimate R.


Swain's first capacity will be maximized to level 9, adding a lot of burst damage to its kit. Swain's first ability helps him get rid of squishy targets quickly.


This means that you will need gank when a new wave of minion appears. In the first levels, play safely and avoid engaging in a duel.


Vladimir is really good at the end of the game. In the team fights, Vladimir excels.


Be ready for Flash if you're weak while fighting Yorick Graves in his W. Before a fight happens, try to take the Maiden of Yorick's Mist before he's dead.


Do not stay clumped with minions else you will get chunked out massively. Quinn may try to roam post-six.


Make sure someone who can challenge it is sent to a secondary lane to stop it. Force team fighting when Singed is unable to influence them is a great idea.


If you do get pushed under your tower, your ADC will find it hard to farm due to her poke. Ashe has her Ultimate ability, don't overextend as she can easily set up her Jungler with it.


Squishy champions will often be left alone, or they will walk around the map without help. Akali is a strong murderer.


You will have your basic items now, and you will be able to intimidate your laner relentlessly. Stand on your W for situations where you have to interrupt your laner.


Follow this up with building your jack shows before finishing a build with any of these. However if you're in a matchup where you can get more poke off, taking a second point into Q early is great.


Continue to secure choices with your overall gust and Ultimate R in the game. This will help you to resume fighting to yourself if you use your abilities and Passive correctly.


Once Aatrox reaches level 9, its Q-capacity is fully maximized. Aatrox reduced its Q capacity due to this


Samira has an incredibly strong all-in-one. An all-in refers to Samira.


Regrouping with your team, but staying on one side, will facilitate access to the enemy rearline. If you're going to get away with an undeserved bush, then the enemy will have more trouble reacting to an all-in-one.


You should avoid overextending when Anivia's Egg is down. Overextending makes you an easy target for the enemy ADC and Support.


Lucian's E and Q combo can come out an enemy when used with his passive. Lucian's Passive, combined with the Spells Invocation, can lead to a murder on a squishy target.


At level 3, Xin Zhao can do everything in the enemy when he has access to the 3 basic capabilities. Xin Zhao gains high slaughter pressure at level 6.


If Pantheon's team doesn't follow up on him after he uses his Ultimate R, it can get him killed. Pantheon can get killed if he goes in too deep without any assistance during a fight.


His Ultimate B makes him a threat during team fighting. The enemy team cannot afford to fight in closed spaces or they will certainly get shot by its Ultimate b.


Getting her Ultimate R unlocks Quinn's roaming potential. With her Ultimate R, Quinn can now adopt a 'hit and run' kind of playstyle.


Ezreal is harder to kill with the cooldown of his E activated. Ezreal should attempt to abuse the cooldown of his E whenever possible.


It is weak in the very early lancing phase. Its level 6 power peak is quite powerful.


The player should be looking for constant favourable trades around Diana's Q and t once she has picked up her Mythic item. It is not afraid to fight if the player has the item advantage.


She'll be safe thanks to her E and Ultimate R. His Q and W will be exhausted now.


Her damage during the late game is absolutely massive. One E > Q combo is enough to half-health any squishy target.


Sett's capabilities are vulnerable when used against a varied range. Using Sett's capabilities will leave it open for a complete attack by someone.


Samira has the ability to dismantle what allows him to escape from difficult positions. Stay with your support throughout the middle of the game.


As a result, illaoi will practically be unkillable and the enemy will have to decide whether to flee or fight. Her Ultimate R (Illaoi's R) has limitations.


The E ability makes jax take less damage from AoE abilities. This is really beneficial for jax during full-blown team fights.


Sett is good at winning the champions in the middle of the game. Sett's W can cause real damage, which makes it wise to get away whenever possible.


You may need to get the Blue Buff to have enough mana to maintain the spamming capacity. Use your Ultimate R to choose your enemies when possible.


You can look for aggressive plays or use Your Ultimate R defensively at this point. Your Ultimate R is a genuinely diverse tool that can help you gain a lead or prevent you from losing one.


While dismounted, she gains a good amount of bonus armor, magic resist, attack speed and attack range. Well's E (passive) grants bonus movement speed.


If you're on the flank, try to take him down while he's focusing on his shots. Jhin scales decently into the mid and late game.


Don't let Riven choose someone by staying online with each other. Do not group too closely as this can allow Riven to get a stun of 5 people.


When you’re dead, the enemy may be able to siege an objective, start a fight or secure the Baron or Dragon. At level 9, Diana will max her Q.


Squishy enemies are enemies who inflict physical damage and take damage from magic. Syndra's maximum capabilities will allow him to inflict a lot of magical damage on his enemies.


Quinn's Q is a potent tool in the lane. The ability of Quinn's Q completely negates the ability to auto-attack from one or multiple enemies.


Skarner is a top laner who can quickly push waves, has strong poke, lockdown, and mobility.


Look for poking opportunities with your Q before looking for an all-in. When the enemy wave is thinned out and pushed into his tower, he can easily use his Q and E to run down the enemy.


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


Prioritise 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.


Kayle's first article will help him in trade and agriculture. Kayle's first article will be really helpful to her and will help her grow quickly from now on.


When Tryndamere's Q resource bar is filled, it will fix a lot of damage and heal a lot. Trendamere can exert a lot of pressure in the way while preserving its survival.


Take advantage of your range advantage and constantly harass Taric whenever possible. Use your automatic attacks and abilities to drop it and put pressure on the track.


Disengagement and robbery reduce the chances of getting a good g. Singed's Level 1 is strong in the right matchup.


Look to fight Gwen when she doesn't have many Q stacks because her ability to trade back with you will be reduced.


Keep a constant eye on the minion wave and look for these aggressive plays. Irelia is extremely strong when her Passive is stacked up.


Stay within reach as much as possible to make it harder for him to land his E on you. Getting closer to him will make it difficult for you to escape his Q.


The cooldown for this damage output will be shorter if Draven has recently dropped an Axe. Draven's strength in the mid-game depends on how far or behind he is.


His Ultimate R at level 11 will give him a lot of choice potential. It can use this ability frequently, which means that team fighting and choices will be quite frequent.


Keep an eye on where Lillia moves around the river and sitting targets like the Baron or the Dragon as she can use her E to inflict some brilliant damage to you and your team. Avoid letting her attack automatically or cause damage to many champions to reduce her chances of CC.


After six minutes, try to make aggressive games and gank allies whenever Malphite's Ultimate is available, as it significantly increases the pressure to kill. Malphite can absorb a lot of damage for his team with his Passive.


Do not walk in un-warded areas when you're unsure where Ekko is. You are a good ganker early.


Consistently place vision around the map to help your team secure objectives and get picks. Having vision around the Baron and Dragon is needed to help your team to victory.


Play safely for the first levels while launching and pinching the enemy with your Q. Once they are low enough, you can engage in a complete attack.


It can 1v1 most enemy champions in a side track in the middle of the game. Trendamere is not good if it is behind and weak in gold.


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


Keep the wave closer to your side of the map early. reduce Warwick's chances of crashing and killing you.


It is recommended to turn yourself around after using abilities and try to put yourself in her shoes, and think of when you would use it if you were her. Cassiopeia's Ultimate R is a great tool in team fights.


When Ari's Ultimate is in place, focus more on homelessness and kill the overt enemies. When the Ultimate of Ahri is not standing, focus on the waves, but don't exaggerate too much by doing this.


They are a stronger ganker than you in the game early, so be ready to counter-gank and follow them. If you can't get an easy advance of ganks, try to invade their jungle and steal their camps.


This would limit her ability to use her Q to reset. Aim to avoid fighting too close together as this would allow Irelia to use her Ultimate R on multiple people.


Neeko may use her Passive and W to get a good engage off with her Ultimate R. Warding these areas can help prevent this. Splitting up and not standing too close together will reduce how many people Neeko can stun with her Ultimate R.


Zac really has a good potential for roaming. If Zac disappears, contact your team, as it may be heading towards the middle of the track.


Picking a key target can lead to taking the call for Baron. Her Ultimate R will dish out a lot of damage during this phase of the game.


and CC the enemy/champion team that attacked him Shaco falls like a truck if the game continues too long.


The first item component will cause a massive powerspike for Karthus. With this item, Karthus' mana will not run out quickly.


The increase in AP and haste capacity will allow Soraka to heal regularly without the need to return to the base as often. As a support, you are quite vulnerable and can easily be killed when you go to the room, when you're on the move around the map, and when you're alone.


As Jungler, it is necessary to continue to cultivate jungle camps. Continuing to cultivate jungle camps helps avoid falling back into the game.


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


Another point in his Ultimate n will strengthen his overall power during the duels. He should have his basics now.


This will catch enemies off-guard and allow Gangplank to get the upper hand. Try to delay team fights as long as possible while you poke the enemy down with your Barrels.


It has not yet reached its final form. Ryze will fight during the mid-game fights, as his damage will not suffice for a single enemy shot.


camille must stay with her team at all times. Stay with your team at all times, and peel and protect for your allies.


Her s will be maxed out at level 9. This ability will hit like a truck now, but she will have to land it properly.


Shyvana's early play force depends on the match she's in. It can be quite strong or very weak.


Try to lock her down at the beginning of the fight so she is unable to dish out lots of damage. Kalista may stay in a side lane to split push.


Nautilus struggles again to get out once he enters, so if he makes a mistake, exploit him. Nautilus will automatically attack anyone who approaches him in CC attempts with his passive.


Vel'Koz must be careful not to root in a position where an enemy can flank it after reaching level 6. The first element for Velkoz is beneficial and will allow it to use its W frequently to unwind, thus preventing the enemy from moving freely.


The enemy buys items that counter Aatrox in late game. Aatrox falls off later in the game because he has difficulty against grouped enemies.


This can be really effective if it reaches CC a high priority target, and get rid of them quickly. Ryze can't do much at the beginning of the game.


Ashe will be able to duel quite effectively now due to her core items. Using her y slow and Ultimate w, she should try to keep the enemy at arm's length while she keeps pelting them with her attacks.


Once Brand completes his Mythic item, he can constantly keep the enemy Mid laner pushed into their tower. Brand's damage will heavily increase after picking up this item.


Stay at max distance at all times against Garen. This will reduce his all-in potential.


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


Master Yi needs time to come online. Master Yi is really weak in the rolling phase very early.


To prevent Brand from getting too powerful, try to set him behind in the early game. Brand's damage output and ability to kill increase at level 6 thanks to his Ultimate R.


This is especially true if the enemy team has some sort of heavy engage which can get on her team’s carry.


His flanking potential allows him to completely isolate a target from their team and burst them down with the help of his team. His sustain will be pretty high as well (due to runes and life steal).


He struggles more into champions that scale very well with him but have greater mobility to protect themselves in fights. PTA allows you to choose a single target and shred through them.


She will be able to go to other ways and engage with enemy champions to inflict damage and take goals. The extended automatic attack jobs will always work in favour of an AD champion.


A great way to win a team fight is to take someone and then collapse on them to shoot them down. When you take enemies, look for isolated targets if possible.


Do not enter enemy team/base without proper planning, lest you get caught in CC and killed due to your squishiness. Roam with Support and attempt picks in the enemy Jungle when possible.


The Lillia juggling element is required for a significant increase in clearance speed and damage output. They're going gank early.


As the game progresses, Hwei becomes stronger as he is a great team-fighting champion.


Fiddlesticks is weak in the early game and needs to hit level 6 as quickly as possible so he can unlock his Ultimate R. He has picked up his first component item and becomes a little stronger.


Karma has her Ultimate from the beginning, so she won't be spiking too hard at 6. To compensate, Karma will have to play the early laning phase aggressively.


A Rechargeable Potion would be useful in this matchup. Relic Shield is a better choice for Utility Supports than Spellthief.


Extended trades will always work in her favour. She completes an item or two before extended trades are advantageous.


Karthus uses his Ultimate at the start of a fight. CC means to interrupt or cancel.


Trendamere's Ultimate will not be an excellent peak of power because it only ensures its prolonged survival and nothing else. Trendamere will do a lot of damage during the later parts of the game because it will have several articles and will be able to duel anyone.


It will also prevent them from zoning you away from farm. Ashe is good in extended trades.


A player with this ability will often glove early, so apply the maximum pressure to counter their early ganks. Talon has the greatest amount of first blood in the game.


You could have more murders. Taking a tower or getting more dead depends on various factors.


Corki has great wave clear and pushing power, so you can't roam unless he is dead. Stand outside of the minion wave or behind it.


Securing Drakes before Nautilus gets an opportunity to gank his bot lane and rotate to it afterwards is crucial. Nautilus will be ganking a lot early.


Taric's E is very telegraphed. His E can be avoided easily if the enemy sees you using it.


His level 6 is much stronger than yours. If you're weak, Syndra will shoot you.


After Taliyah finished her first article, she can quickly push the wave with her Q. Make sure you are always behind the minion wave or outside it so Taliyah can't push and poke at the same time.


This will reduce his and his allies chances of getting kills.  Karthus will be looking to farm as much as possible early so he can unlock his Ultimate {{championSpells.KarthusFallenOne}}.


Fiddlesticks truly comes online when they have unlocked their Ultimate and hit level 6. When Fiddlesticks has their Ultimate, they will gank more frequently.


Depending on the maxed ability, Karma will either be able to CC enemies frequently while regenerating HP or easily shield her team from enemy poke and all-ins. Karma has multiple items completed during this stage of the game.


You can make snowballs quickly if you get murders or two during the lacquering phase. Every time your Ultimate n is in place, you can look for aggressive games to try to kill the enemy.


Zac struggles to use his Ultimate R. Zac struggles to use his Q when the enemy escapes/or CC.


Take appropriate paths through warded areas whenever possible. Do not use executing abilities or key skill shots on Fizz unless he has used his E.


On getting your Ultimate e, be able to finish off kills in other lanes. Show up to neutral, objective fights as well since your e will be really effective in those situations.


The damage inflicted by Sejuani is quite powerful. Sejuani uses a CC capability (crowd control) that affects its enemies


Getting a defensive element like Zhonya's will help you survive your all-in-one. A defensive element like Zhonya's also strengthens your tankness.


At level 6, Trundle will be much stronger thanks to its Ultimate n. Trundle's Ultimate will put it in place and make it much more difficult to manage.


Turn around the map if the bot road decides to turn to the top track after fixing the lower track tower. The level 6 of Nasus is a significant power peak as it can actually properly duel with enemies now.


Anyone who is immobile will have issues with him. The strategy of splitting push during the mid-game involves trying to secure side objectives.


kassadin can be easily camped during the entirety of the laning phase. This camping of kassadin can hamper him from CS'ing and will set him back massively.


Mordekaiser is quite still, which can lead him to be camped a lot during the laning phase. At the beginning of the game, Mordekaiser will not be able to bring down much damage once challenged.


Press the trigger and use your Ultimate R to collapse on them when they are isolated or alone. At the end of the game, try to team up with your team.


Nautilus will auto attack anybody who comes close to him using his Passive. Try to stay away from Nautilus during team fights as you are squishy.


ezreal’s E ability makes him one of the safest ADCs in the game. ezreal’s E also allows him to avoid follow-up CC if he manages to get hit by initial CC ability.


You will be a prime target for assassins, so make sure you are wary during fights. Use your W carefully to cover your flanks when you get the chance to do so.


Concentrate him first! While Teemo is Support, it will always be a very strong threat in team fighting.


Aatrox has long cooldowns on his Q and E in the early game, if used abuse them look to trade with him while they're down If you're ranged use your range advantage to harass Aatrox with basic attacks whenever he walks forward to last hit


The middle tower of the track should be taken after destroying the bottom tower of the track. Swain has several points in his Ultimate R that allow him to resume fighting easily.


Control of the crowd is Vayne's greatest weakness and allows his enemies to easily eliminate it. CC (crowd control) is Vayne's deadly enemy.


A large amount of mana allows Anivia to constantly push the enemy into their Tower. Constantly pushing the enemy into their Tower forces them to stay in the lane.


The Ultimate b of ruble makes him a threat during team fighting. The enemy team cannot fight in closed spaces without being shot down by its Ultimate b. Rumble's efficiency is significantly reduced when its liabilities are not half-filled.


You should be proactive with your Ultimate. Your opponent's team will try to use their Ultimate when it's in place.


If you don't get easy ganks, try to invade the enemy's camps and steal their resources. After six minutes, try to make aggressive games and gank allies whenever Malphite's Ultimate is available, as it significantly increases the pressure to kill.


Vayne's passive grants bonus movement speed when moving towards enemy champions. When in the steroid form, Vayne becomes invisible for 1 second after attacking.


This will also reduce his ability to successfully use his Ultimate. Fiddlesticks will be trying to powerfarm until level 6 where he gains access to his Ultimate.


Annie is weak against long-ranged poke due. If you cannot get into range of the enemy, you will not be able to play aggressive.


If he can set up a death brush, then he will automatically win the fight. His late-game team fighting will be extreme because he is very tanky.


Getting a few kills on Annie can make her Ultimate R incredibly scary. Look to pick off low health targets for easy kills.


You will definitely want to sit in the lane brush and try to Q enemies. If you are in a matchup where you want your ADC to scale, focus on using your Q defensively.


The physical damage of the enemy is virtually useless when Shen's ability is active. Shen can put very good cheese brushes


Level a Ultimate R does very little damage if the enemy is away from the epicentre of the explosion. It cannot be used as an effective finishing movement unless Ziggs has items or two points in that capacity.


At this stage of the game, Akali would be almost max build. The landing of an E on an enemy squishy champion should lead to an easy murder.


He will have to play carefully and wait until he has access to all his basic abilities before going all the in. Level 6 is a massive power peak that allows Kayn to strengthen its global potential.


Try your hardest to know who has Flash and who doesn't to increase your chances of landing your Q. Pyke is a mechanically difficult champion to learn and will take a lot of getting used to.


At level 16, Kayn's Ultimate capacity was fully maximized. Kayn had several articles at level 16.


Deep warding the enemy jungle becomes safe thanks to your Passive. Ganking enemies is made easy by your E, allowing you to catch them off-guard and burst them down.


Pantheon is quite vulnerable when his E (Ezreal's ability) is down. Going in too deep without any assistance can also get him killed.


Rammus won't take a lot of damage but can return a lot of damage if enemies attack him consistently. A maxed-out Ultimate 2 will allow Rammus to completely take over a fight.


CC (Crowd Control) is your best friend against Anivia because she is squishy and still. But she has tools to defend herself like her t (ult),


Try not to group too much because this will allow Vladimir to get a good Ultimate e Off.


Kalista's team fighting style should revolve around staying behind her front line at all times. Getting priority in the middle lane will help Kalista's team immensely.


Malphite will have several elements during this stage of the game. This allows Malphite to do a lot of damage or absorb a lot of damage depending on its article construction.


In a team fight, Mordekaiser's E can be extremely beneficial in the fight against enclaved enemy teams. When you focus on getting level three quickly, increasing the clear speed, and often gaunting in the game, it is usually recommended to always gank the extended tracks when possible.


This will allow Yasuo to do more damage and also let him deal with tanks more effectively as the game continues. At level 9, Yasuo will have maximized his r.


Akshan has tons of mobility thanks to his E. It can allow him to move in the track with ease, and to pass to the enemy to launch quickly. Akshan's E allows him to bring back his dead allies if he can kill the enemy who killed them.


Taliyah will concentrate on fighting you a lot in this game. By going for an all-in-one, use your dash with extreme discretion.


At a certain point during the game, Diana would've maxed out her Q. Diana's ability should start doing a lot of damage to enemies and help clear the jungle and secure objectives with her team.


Trendamere reaches level 6 and its survival increases one ton. Avoid committing yourself to fighting with Trendamere when its Ultimate e is in place unless you can easily beat it in a skirmish.


Once Ornn unlocks his Ultimate R, he will have an easier time in lane. He will be able to look for kills and even set his Jungler up once he has it available to him.


Lethal Tempo is incredible with Trundle. After this, a Rav Hydra and Holebreaker make you an incredible split pusher before finishing your build with any of these as needed.


If your team gets caught out or the game isn’t one-sided you need to group with your team to help them fight. Play on the side of the map that has the next major objective up so you can rotate to take it with your team.


Yet, as he gets more articles, Ziggs will completely decimate the towers with his passive self-attacks. After that, Ziggs can just cut the tower off with his W.


The combos include poking in lane with W and throwing out Q after slowing enemies. Zerath is great against Enchanter or Bully support champions because he simply outranges them all.


You are a game very early Jungler, so be careful to enjoy this step. Safe goals as often as possible to give your team an advantage throughout the game.


Since the ability will be up frequently, he will be able to pick off targets easily. Olaf will have multiple abilities maxed out during this phase of the game.


Getting resets on your Ultimate e will increase your chances of winning the fight. When you do team fight, look to peel and focus the closest enemy champion.


The best time to fight Pantheon is when he has no stacks, and an ability on cooldown. Watch out for a potential Flash engage by Pantheon.


This will open the card and give your team a gold lead. Poke and harass the enemy Mid laner and force them away from the objective to facilitate the security of the tower of the medium track.


Buying a defensive item will help you a lot in this game. A defensive item will allow you to all-in enemies freely, allowing them to take a long time to kill you.


The zilean scale is quite high, allowing it to inflict a lot of damage through its combo. Zilean's t (Ultimate) is one of the most odious and overnourished abilities in the game when used correctly.


The healing of Sona will make his death much easier if you have healing reduction items. Their Ultimate offers them additional death pressure.


As long as he can get the channel off, Fiddlesticks will be very good in the late game. Teams will continue to group in the late game.


At level 14, he would have maximized 2 abilities at this stage of the game. Level 14 is when Warwick would have maximized two abilities.


The use of his Ultimate before participating in team fighting can make him be amazed and removed from the fight. He needs tank statistics so he can safely dive into the enemy team.


He's staying at Levels 1 and 2, so he can't use his Flash and kill you. At level 6, Sett's Ultimate R is quite strong.


and make it very easy for his allies to follow up on his engagement.


At level 16, Akali will have 3 points in his Ultimate. Akali will be able to bring a lot of damage to anyone she contacts.


His g has a very low cooling now. The Jungle will be Lux's playground.


crossing a long distance with Taliyah's Ultimate R gives him traction to easily land his C. talijah's E is really effective against enemies who have some form of dash.


Overall, you're going to help your team a lot during the fighting. Since your Ultimate R will be on a short cooldown, use it as much as you can,


When looking for choices in the later stages of the game, you should look for opportunities to eliminate an enemy champion. You can choose someone during a team fight if the situation permits.


Azir’s late game is very strong due to his power spike at level 13. As Azir levels up, he will pick up additional items that enhance his abilities.


masteryi will use two capabilities to increase its power during fighting. Its first capacity will be maximized at level 9.


You should play safe for the first levels. The player needs time to come online.


Renekton is an early game bully. Expect Renekton to play aggressive and go for kills.


Keep attacking anything you can while making sure you're as safe as possible. That's how to play Cogmore Bot.


Heimerdinger can use his empowered W to take down low health enemies. Heimerdinger can use his empowered E to set a multi-man, long-ranged CC which can allow his team to follow up on his CC.


Play around Senna. Ultimate R. If she uses it, you have a long time to abuse her and her team.


Do not engage immediately, as this would allow Xerath to delay the team fight. Xerath will try to stay in the backline, probably behind the CDA.


Before you start a fight, let your teammates know when it's time to get to the end. Keep track of your liabilities.


The power of his Ultimate R will always depend on the comp enemy team, but he will be able to use more ultimates in a given time. Its damage will be truly significant during this phase of the game.


ezreal takes quite some time to scale up due to how his itemization works. the scaling of ezreal is also dependent on the fact that he is very skill shot heavy and will need to land his Qs on the enemy in order to be effective.


Full trade combos use W, and ultimate laser beam deals massive damage when used correctly. Opportunity to land ultimate on enemy carry removes them from map, giving team advantage.


ezreal uses his E to get out of sticky situations with ease, making him one of the safest ADCs in the game. ezreal can use his E to avoid follow-up CC abilities if he gets hit by the initial CC ability


Focus on farming and poking during the laning phase. You shouldn’t really commit to fighting the enemy.


Cho’Gath is a strong scaler. He has a versatile build path.


Pay attention to his Q poke. Try to avoid it by moving left or right instead of walking backwards.


Ryze is a farmer's game, especially at the beginning of the game where you should focus on agriculture and hit it with your abilities. Keep an eye on your positioning at all times to avoid being pushed and swiped by Ryze E and Q simultaneously while remaining close to the minion wave.


Level 6 is a massive power peak for Talon as it increases its overall burst damage. This increase lets him wander around and kill the enemies in the side lane without any warning.


Master Yi is a champion with whom you should try to avoid engaging. If Master Yi activates his Ultimate r, immediately disable so that he cannot resume the fight.


For matchups Urgot does very well into champions so he can easily absorb their pressure and out damage. For Rune to take this, PTA is just amazing single target damage.


Later, the middle parts of the game and when the enemy begins to regroup, follow and regroup with the team. Look for peaks with n. If you can catch someone in the middle of the game with it, the team should be able to kill them pretty quickly after picking up.


Malphite's weakness is exploited by delaying it. Malphitis becomes more dangerous when it reaches level 6.


Katarina’s Dagger placements often fall in ideal places for favourable trades. Look to assassinate targets that are moving around Summoners Rift alone.


Watch your positioning in team fights and try to heal who needs it most. Try to keep your ADC or principal alive as long as possible.


After destroying the bottom lane tower, rotate to the mid lane try to take that tower


Avoid standing down the track as Maokai will place Saplings E inside the bushes and they will inflict a lot of damage if you are taken by them. You should hit Level 2 at the same time or before Maokai because it has great all-in level 2.


Not falling behind in the mid-game is crucial as a Jungler, so make sure you continue to farm! When no team fights are occurring, go to a side lane and push.


You can easily take these objectives. If you do not take these objectives before Cho'Gath takes them with his R, he will have an easy advantage.


Ezreal can look for more aggressive plays once he has his first component item. When Ezreal completes his Mythic item, his damage output further grows.


The junglers are gonna try to gag you because of your immobility. Use your Q liberally when playing on the upper track.


Do not leave their side, as the enemy will force a fight while you're gone. Look for picks with your team.


He will be both able to support himself and to inflict substantial damage. Lucian's Q & E will be maximized during this game stage.


The first element improves Lulu's existing capabilities. Saper's ability is an effective strategy to inflict damage on the enemy.


To counter Kled's aggression, stay at a maximum distance and avoid excesses if you are weak early laner game. In duellant Kled, watch his secondary bar.


Ash provides amazing vision control. Ash relies on skill shots, struggling against higher mobility.


Delay fighting and be ready to disengage if it is still on cooling. The person can tank a lot of damage during this phase of the game because he will have all his articles, making him really strong.


Team fighting was delayed as long as possible to allow the player to continue harassing the enemy. At level 11 Zilean will be very difficult to manage.


If he goes missing post 6, ping your teammates. Fiddlesticks will look to gank more frequently when their Ultimate is up.


Focus the backline and try to take them out of the fight. Try to focus your other frontline champions with the enemy backline.


Kassadin is extremely weak against all-in champions, especially ones who have dashes or blinks. Kassadin is vulnerable whenever he doesn't have Flash early on.


You need to be careful when it comes to trading with Janna. You’ll need to play around cooldowns with Janna so you don’t die when you try to harass the enemy – especially with your basic attacks and d


Always stay at the front of your team in the late game. Never split push or run away from your team during the late game.


Prioritize objectives when fighting Cho'Gath. You can easily take these objectives.


His Q can be blocked by minions. If the enemy is positioned well throughout the blasting phase, Morgana may have difficulty landing this capability.


Taking the Dragon and Rift Herald is not recommended Taking the Dragon is not recommended


Keep the wave closer to your side of the lane to create opportunities for jungle assistance and to have a longer lane to chase down Karma and her ADC if needed. If Karma roams, focus on punishing the enemy ADC by trying to secure a kill or applying pressure.


Your damage output will increase with this article. You will be able to interact more frequently with the enemy after getting the article.


Jarvan IV will unlock the ability to completely separate an enemy out from their team and lock them down at level 6. It is incredibly beneficial when the main goal is to separate out a single target and get rid of them quickly.


If Swain activates his Ultimate, unless you can kill him quickly, turn off and wait for him to stop. Keep the minion wave closer to your side of the map.


Cassiopeia has mana issues in the early game. If she is low on mana, it could be a good time to fight her as her damage output will be heavily reduced as she relies heavily on mana to trade.


Once Volibear reaches level 11, he will put another point in his final R. Volibbear's first capacity will be maximized at Level 9.


Twitch is really good in mid-game fights because it can overturn enemies if they're stuck together. This, combined with his slow k and the theft of life, will prevent him from dying.


This will give your allies enough time to withdraw and escape before they are able to reach their path. Xin Zhao has good objective control and can take them quite easily.


Kled's mount, Skarl, takes damage for Kled when mounted and allows him to dismount, gaining a gun that fires a straight line skillshot or a pistol with cone of fire. Kled's W passive grants massive attack speed for his next attack, while his E causes him to dash, dealing damage and granting movement speed.


Investing in early boots can help you avoid their help Early boots make the ploughing phase less stressful


This ability will hit like a truck now, but she will have to land it properly. Nidalee is extremely good in team fights.


Rumble's efficiency is significantly reduced when its liabilities are not half-filled. The enemy can try to exchange freely with Rumble during this point.


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


You need time to come online so focus on farming and surviving the very early game. Azir doesn't spike at level 11 unlike a lot of champions.


Leona's W causes her to become incredibly tanky, where she gains flat damage reduction as well as bonus armor and bonus magic resist. If this hits an enemy, the duration of the ability is extended again by another 3 seconds.


Proper n placement can prevent the enemy team from anticipating and taking precautions beforehand. Karthus is really good during the late game.


The fact that Grievous Wounds are extremely weak during the early game doesn’t help him either. Frequently missing Qs can take a huge toll on his health.


Avoid fighting Yorick Graves in his W. Be ready for Flash if you're weak while fighting Yorick Graves in his W.


If Kassadin is not ahead on items or kills, he will have little impact on the game. Group with your team in the late game.


Gwen can dish out a lot of damage, especially when fighting around clumped areas. Fighting in tight spaces allows Gwen to deal a lot of damage.


Start Blade and Pot into a Bork and tier 2 boots for build orders. He also does great with the Lethality build around his Q dealing insane damage.


Syndra uses Q and W on the minion wave. By standing outside the wave, it cannot be pushed and pushed at the same time.


Keep the minion wave closer to your side of the map early on to force them to over extend for farm and XP. When trying to poke, aim your abilities so they hit the minion wave and the enemy at the same time.


Karma has a potent early game and is quite strong from levels 1 to 3. Try to not let her poke you too much by hiding in between the minion wave and backing off when she moves forward.


Stay with your team at any time. Don't leave them and go to division thrust as the enemy can force a fight while you're gone. Stay together, but be prepared to stay away from the side and out of sight.


Use Ultimate R for targeted damage against enemy portages. Always stay on the top side of the map when the Baron is standing.


Karma shines during mid-game fights as she can keep her entire team safe at any given moment while dealing consistent damage to the enemy. Karma is a really viable choice when dealing with heavy engagers.


Kite and disengagement is Zion's greatest threat in a team fight. Try to keep Sion away from your team so it can't get a good Q knockup.


Misusing her W can straight-up cost Fiora the lane. If Fiora's W is down, she can be CC'd to oblivion and gotten rid of easily.


Yasuo gains a small peak of power for each additional point of its R. Damage caused by Yasuo's Poke R improves with each additional point.


Try your hardest to harass Jarvan down. If he is low on health, he will be unable to engage.


Olaf will look to isolate and take down the highest-value target using his k in team fights. Ensure that the strongest members of your team cannot be engaged on by positioning safely.


The team can follow the crowd control set up by its k Twitch can be considered extremely squishy and can be easily killed if it is CC.


It is recommended to focus on the ganking of the supertensive enemies if possible. Overheard enemies Ganking will give you a massive advance in the game.


The goal is to l enemies when they get caught out. Graves' first ability will be maxed out at level 9.


She's very motionless and can be killed easily if she is. An enemy can look into her as soon as she misses her W.


Nasus is at his weakest at the beginning of the game. Early play refers to the period of time shortly after the beginning of a game.


If you can choose someone with the help of your allies, you can abuse their death timer to win more gold and maybe take a turn, a goal or get more murders. At level 11, Sett will have two points in his Ultimate R.


You are highly dependent on them and will be able to run the enemies down if you manage to get a quick lead. When you're gauntleting yourself, make sure the enemies are overstretched.


An early duel power is really strong for Rengar, especially if he has access to track brushes in the upper track. Rengar can throw a snowball into a game with its duel power, which allows it to easily win games.


As enemies buy items offering extra protection from Quinn's damage, she starts to fall off in the later parts of the game. The more items Quinn gets, the more of a problem she will be for the enemy team.


continue to split push in the late game if your team isn't at risk of dying or getting caught out. group with your team to help them fight if they're going to get caught out or if the game isn't one-sided.


Kite backwards as soon as Garen appears. Avoid wasting Summoner Spells or Ultimates on Garen unless certain you can kill him.


However when you find yourself team fighting Ari is so versatile you can fill any number of roles. Alternatively you can play the mage role sitting on the back line and throwing out AoE spells to damage their team using your ultimate to keep yourself alive and healthy.


Catching an enemy out when they are unorganised can force a team fight or objective On getting 3 points in his Ultimate ability, he will use the ability quite often.


If Tristana is ahead in the middle of the game, avoid walking too far forward if you are alone because she has a great omnipresence and choose thanks to her W and E. To keep a safe distance from Tristana when playing with an ally, stay at an appropriate beach so it can't easily get you off.


With your E, you can make massive change games. In the middle of the game, you will want to change track and use your E with extreme discretion.


Unless you benefit from any other wave manipulation, try and keep the wave even or closer to your side. This prevents him from engaging on you or chasing you down.


He can easily bully the enemy down with her E. The champion's Ultimate R is incredibly powerful for a Support.


This will increase his damage and allow him to use his Passive in clutch situations. Use the war fog to get choices with your Q and W.


Stand towards the back end of your team near your Support. Avoid walking too far away from anyone in the late game.


The condition of victory for the skirmishes is the piled fights. Show yourself to neutral, objective fights every time you get the chance.


Remember that Karma has her Ultimate at level 1 and can dish out lots of damage if you’re hit by her empowered Q. Karma doesn’t spike as well as other Supports at level 6 as she already has her Ultimate at level 1.


As Support, avoid being alone at the end of the game. If you are chosen, the enemy will be able to take goals nearby or use their digital advantage to win a team fight.


Graves will have a lot of kill pressure during the mid-game due to his items. Graves' e will let him catch enemies off-guard.


Your champion is weak in the early game. Avoid fighting until you have quite a few levels behind you.


In the mid game continue finding Q for passive stacks but make sure grouping for dragons heralds and barons. QWR usually deletes opponent's ADC without much counterplay from them during skirmishes.


If you're able to auto-attack into E, which does go through minions, you can start procking your shotgun legs, which is a silly amount of damage at this point in the game. From here, keep looking to poke with auto attacks and Qs while looking for opportunities to land an E into a massive damage combo with your W.


She should try to fight as much as possible during this phase of the game. Her win condition will be getting off massive Ultimate Rs off on the enemy team.


Gangplank brings tons of AoE damage and his global ultimates can win multiple lanes.


Stand behind minions at all time (but not too close to them as her Q deals AOE damage) so they block the damage. When Karma uses her d, she will be vulnerable to attack.


At this stage of the game, his duelling ability and kill pressure will be very high. Be the frontline for your team at all times.


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


At level nine, Galio's Q will be completely maxed out. This will give a massive boost to Galio's damage and wave clear.


You can prevent this peak of power by not allowing it to shoot you down and delay a team fight. Search for extended trades and continue to attack it automatically as much as possible.


His d Passive allows him to perform well in team fights. He is also able to CC multiple enemies at a go with his d > e combo.


Bard's Ultimate can also be used to disengage if need be. Missing your Q in the lane will give the enemy bot lane a long window to all-in and kill you.


CC will also stop Samira's Ultimate R prematurely, so try to lock it fast if she uses her E. Samira will often be left alone in the middle of the road at the farm during the middle of the game.


Consider investing in healing reduction elements or capabilities to counter Soraka's support. Keep the minion wave closer to your side of the map to encourage the overextension by Soraka and their ADC.


Keep this in mind and avoid walking around the map alone. In team fights, once they go in with their d, they have nothing to offer and will be in an overextended position.


Good compositions often include shields for protection. Shields are an essential part of a team's defence.


Miss Fortune isn't very strong at the beginning of the game. Miss Fortune has a lot of poke damage with her t.


Kled needs time to come online. Play safe in the game early, unless you have a favorable matchup.


Use the minion wave to block Aatrox from landing his W and going for the all-in. Always ensure there is at least one minion between you and him at all times.