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Teemo Yardımcı V2powerpoint
Teemo Yardımcı V2powerpoint
It has a library of tips, tricks, builds, rune recommendations, and all other helpful
advice not just for Teemo, but for every champion in the game.
Follow me on Twitter for more updates on new guides or changes. You can also ask me
questions which I will respond to when I am able.
Alternatively you can check me out on Twitch when I am live to ask any questions with a
quick response. It’s always nice to meet new and interesting people while helping them.
If you need even more help, specifically itemization, more detail all around, what runes to
take with your primaries, you can check out my guide on Mobafire for further assistance.
Check out the Official Teemo Discord. We run monthly giveaways, do movies every week
and have special events for special occasions!
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You can search for each individual champion quickly by using the “CTRL + F” search bar.
If you find any errors or you think something might be incorrect, please don’t hesitate to let me know.
What it means to “(E) into (Q) Max”.
You would only ever start with (Q) into very specific matchups which is
discussed in their matchup sections, ideally Riven, Tryn, etc.
You max (E) here and continue with (W) max if you have no need for
the (Q) damage or blind duration. Though it’s better to max (Q).
By level 6 for better CS and Poke damage you’re going to be better off overall with (3) points into (E) and (1) into each of your other skills. This can severely help your early game under tower.
AATROX
Aatrox Damage Type Threat Preferred Runes Helpful Items Ability Max
Physical Even
Aatrox is a high mobility bruiser/fighter. If he locks you down he will win most all trades, the idea is to bait out his (Q) and (E).
His (W) “Infernal Chains” can be blocked by minions. If you get hit, the pull-back area is much longer than it is wide. It is best
to avoid it by activating your (W) and running to the side, as running straight can still result in you getting pulled back, even if
you flash at the final tick of the skills duration, never risk it and always rush to the side exits.
Other runes can be useful if you don’t like the specific playstyle that “PTA” offers. Fleetfoot for mobility and a more safer
approach, while “Electrocute” offers a more aggressive burst style for the early game and “Grasp” offering a very passive style.
Why don’t you use (Q) priority on him most of the time?
Unless he is currently in his (R) “World Ender”, he will mostly use abilities rather than his basic attacks. Every 24-12 seconds he
will periodically empower his basic attack, increasing it’s range by 50 and dealing an extra 5-12% of your maximum HP if it hits.
It’s not something you normally are able to time and consistently blind, unless all of his skills are down and he is currently on
top of you running you down. It’s more effective to target someone else with your (Q) who is more of a threat.
Magic Major
Be aware that she can adjust her (E) with her Flash as well. You want to stay mobile against her, since she is a skill shot reliant
champion. Outside of her main catch-out abilities is her (Q) “Orb of Deception” this ability is her main form of farming and
poking within a straight line the orb flies out and strikes enemies, dealing magic damage while the return to her deals true.
This skill can strike you on both the first and the second hit so be certain you do your best to avoid the rebound strike.
Physical
Even
Magic
Akali can be an extremely oppressive champion to deal with. The idea is to play well around her “Energy” and cooldowns.
If you simply walk forward there is a very high possibility that she will throw her (E) “Shuriken Flip” which will allow her to
dash away from you while sending out a Shuriken which can potentially strike you or minions. This will allow her to dash
towards you or the minion to close the gap to initiate her (W) rotation.
You’ll never trade this engage. Her (R) “Perfect Execution” deals up to 0-200% bonus damage based on your missing health.
“Oblivion Orb” will only be required into the mid game if she decides to take “Riftmaker” instead of a burst Mythic item.
Physical Even
Akshan’s kit is that of a mobile-stealth champion, so it can be very hard to track him without placing down “Control Wards.”
His ability to swing into fights with his rapid fire and high AD burst can be devastating. If you or any of your allies have
recently killed one or more of his teammates, a marker will appear above your head. This indicates that if you die to Akshan, he
will revive those allies previously slain by you, regardless of their death timer. He must be taken out of the equation late game
before any attempts of killing his teammates are made, especially if he’s fed. Fights will be in his favor otherwise.
A side note to take into consideration: His (R) “Comeuppance” is a very long range channeling 5-7 shot skill. At low HP these
bullets deal 0-300% bonus damage. Use ally towers, minions and allies to prevent him from executing you at long range.
Akshan’s main form of engage/disengage is his (E) “Heroic Swing.” When do you utilize stealth against him?
This skill allows him to swing around structures and terrain for 3 seconds. Stealth can be very useful if you have set up an ambush with the intention of catching him out while he is planning on
sneaking up on you or your allies. He can not see you, but we can see him as his (W) “Going Rogue” allows him to remain
The swing will cease if he bumps into champions, terrain or recasts it stealth indefinitely while near “Terrain” or in “Bushes” but becomes visible once he walks near a camouflaged Teemo.
prematurely. Whilst swinging he shoots the nearest enemy champion
rapidly until they are out of range or killed. What kind of ability order should you take?
Akshan is a heavy auto attack reliant champion. Unlike most champions, it’s better to max your (Q) and then your (E). This
Because of this skill, he has a lot of engage to get in or out if he is allowed grants you the ability to blind him for a longer duration and burst him harder, especially with Electrocute/DH builds.
to close the gap with his invisibility, if the option ever arises, it is a very
solid option to body block his swing to catch him out especially in stealth.
Magic Minor
In addition to his gap close CC, he is very tanky and offers a lot of “Peel” for his allies. This just means disruption, disengage,
and assistance. If you and your allies are in a big teamfight and he engages, focus on anyone other than him for 7-8 seconds.
The reason for this is due in part to his (R) “Unbreakable Will” which grants him 55-75% damage reduction for 7 seconds while
active.
Don’t let him get behind you! Alistars enjoy flashing and knocking you back under their towers and pushing you into or away
from their allies. It’s really just about respecting these players and keeping your distance from him while not getting caught
out.
He’s relatively easy to take down after he has exhausted most, if not all, of his engage skills with allies. So keep that in mind.
Alistar’s main form of engage is his (W) “Headbutt” (Q) “Pulverize” combo. Why don’t you utilize stealth against him?
Because he can reveal you in bushes with his knock-up if it manages to connect with you. If he does try to face check you in
Headbutt would send you flying away from him, but if he combos it with bushes, back off entirely. There is absolutely no reason for you to challenge him. He has the better pressure.
pulverize you will instead be knocked up immediately canceling the
knockback of his (W). So they can gap close engage or disengage you. What kind of ability order should you take?
He is a support and you will never really find him outside of this role. You should mostly be maxing your (E) and then your (Q)
He can continue assisting his allies by being very tanky and offering a lot of to deal with the auto attack reliance of his ally. If you do by some odd chance see him outside of this role, it doesn’t really
disruption to you and your allies. Do not get caught out like this. matter too much on what you take. Just use the same pathing and be mindful of his flash knockback into tower combo.
Alistar is a Support role champ, it is very unlikely to see him in a solo lane.
Magic Major
Outside of his (Q) engage, Amumu can be either a heavy burst mage or a heavy tank with a lot of damage. His signature move
in team fights is his (R) “Curse of the Sad Mummy.” If he catches someone out from over terrain, in bushes, or by flashing
towards multiple enemy targets, he can then mass stun everyone currently nearby. This can be absolutely devastating and
turn any fight into his and his allies favor, especially if he has gone full AP burst instead of the default tank build.
Grouping up with your allies around him is not the best way to play into him, as it will often end with you being picked off.
Amumu’s main form of engage is his (Q) “Bandage Toss.” What kind of ability order should you take?
It really all depends on what type of build he is going for. If you find yourself up against Tank Amumu, the default (E) into (Q)
This skill allows him to lock a target down for up to 1-2 seconds and dash max is more preferable. If you find yourself up against full AP burst Amumu, the default would be (Q) into (E) max.
towards them before burning them down with AoE. If he lands the first and
you attempt to flash away, he has another to catch up with you. Full AP burst Amumu isn’t seen much outside of low elo, so it would be more suitable to follow the (E) into (Q) build path.
Never be near an Amumu, as it’s hard to disengage him without assistance.
It’s really all about sidestepping and juking the skill altogether. It can take a
lot of time and practice to move around a lot, but everyone starts off
somewhere. Don’t be predictable with your movement.
Magic Extreme
The problem with Anivia is her blatant ability to revive after being killed due to her passive “Rebirth” and disengage.
During the early game this can be pretty annoying and disheartening since you won’t do as much damage as you would like. If
you can, be aggressive and take her passive down at all stages of the game. This will put it on a static 4 minute cooldown.
It is extremely useful to have her passive disabled during the early game because she becomes a big problem at level 6 and
onwards.
Again… This can be extremely difficult to do because of her other abilities. Her (W) “Crystalize” allows her to create a wall
blocking your advance or even trapping you in certain locations of the map. It’s not wise to flash this ability because of her
follow up (Q), which will stun you on the other side right into her massive (R) “Glacial Storm” which allows her to engulf the
surrounding area in a large hail storm, slowing and damaging enemy champions that stay too long trying to chase her down.
Anivia’s main form of engage is her long range (Q) “Flash Frost.” Why don’t you utilize stealth against her?
Early game you can get away with some bush plays, but once she hits level 6 you don’t have any hope to survive her full (R) aoe.
If you allow her land this ability you will be stunned and quickly bursted by
Unless you stand precisely just out of the range of the skill, but again, it’s best to play normally, since it’s not consistently safe.
her follow up skills. The idea isn’t really to fight her, but more to survive
her long enough to initiate a trade while she is low on mana or waiting on
long cooldowns.
What kind of ability order should you take?
(E) into (Q) max set up. Standard ability path. Your biggest concern will be surviving, poking and trading when you can; but overall
It can be pretty oppressive, but so long as you play patiently and try your you will generally be CSing and waiting for the assistance of your allies depending on how good the Anivia player is playing into you.
best to not mess things up, you can easily outscale her outside of the lane.
Magic Even
Despite being a mage, she isn’t that difficult to deal with because she actually has mechanics that you can visually see and play
around. The idea is to play smart, punish her when she wastes her abilities to remove her stacks which is her only engage.
Remember she can very easily cycle through (Q), wait 3 seconds and rotate into her (W), (E), (R) rotation in very quick
succession to easily stun and kill you. Never underestimate her burst potential. Build accordingly to what you need.
Physical
Even
Magic
There are many different combinations he can utilize together. It takes a lot of time to understand him on your own, but
honestly playing him yourself in a practice tool game and looking up video tutorials will give you a stronger understanding of
what exactly you’re walking into. There is nothing better than getting hands on experience due to his skill curve.
Due to the fact that he has (5) weapons he actually has no third ability. Once he runs out of ammo the current weapon he is
using is cast away and switched for the next weapon, so don’t worry about being out ranged by his rifle. It’ll pass soon.
Physical
Even
Magic
Outside of her long range poke and harass, she is actually a very squishy champion to deal with. Once she purchases
“Immortal Shieldbow,” however, she can become a little bit more tankier, making it harder to execute her.
One thing to take into consideration is her ultimate is a long range stun. The further it travels the longer the stun will become
up to 3.5 seconds. This is extremely important to avoid, especially into the late game team fights, if you or an ally gets caught.
If you do plan on trying to sneak up on here, be aware her (E) “Hawkshot” allows her to send out a spirit hawk to scout a very
long distance. This is normally used around Baron, Drake and occasionally around the map for vision purposes.
You would want to predict this and enter stealth before it is cast in your general direction, then utilize your stealth to ambush
her where she thinks it is safe to walk through. If she has a lockdown support nearby, don’t engage her even if you’re fed.
Ashe’s main form of engage and disengage is her (W) “Volley.” Why don’t you utilize stealth against her?
Because of her (W) volley spam. If she knows you are nearby, she will constantly pellet you with poke damage.
The skill itself can be easily avoided by standing behind minions or allies,
but this skill makes it extremely difficult to move closer toward her due to What kind of ability order should you take?
the low cooldown and slow that it applies, preventing engage. You should take a max (Q) into (E) max. Due in part to the fact that it will be rather difficult to get in close to deal poke damage
with (E) without taking a flurry of damage from her volley and long auto attack range. You’ll mostly be poking with (Q).
It can often feel extremely oppressive, but outside of this and her (R)
“Enchanted Crystal Arrow” she doesn’t have much else to escape with.
Magic Even
Outside of this he doesn’t have much besides his passive “Center of the Universe,” along with his (W) “Celestial Expansion.”
If you attempt to get close to him, he has the ability to cycle his circling stars between long range and close range.
This can be extremely annoying to deal with once he has “Rylai’s Crystal Sceptre” since it will constantly apply a 30% slow,
making it hard to kite around or even escape if you end up taking too much damage.
One other thing is that if you get too close he can just push you back out of his reach and into his (W) with his (R) “Voice of
Light.”
Sometimes Aurelion players try to be sneaky by hiding in bushes, but unfortunately being the center of the universe has its
downsides. His stars will always protrude beyond the current bush he is sitting in, giving away his position, so be mindful.
Aurelion Sol’s main form of engage or disengage is his (Q) “Starsurge.” Why don’t you utilize stealth against him?
Because of his circling galaxies. You can attempt to wiggle around in between them as he tries to kill you in bushes, but due to
This skill can be used in combo with his (E) “Comet of Legend,” allowing for the fact that it’s an indefinite aoe passive with no mana cost, there isn’t much point in playing near him with stealth.
him to traverse terrain while channeling a massive galaxy which will stun
all targets struck once detonated. Be aware of this later in the game. What kind of ability order should you take?
You should take a max (Q) into (E) max. Due in part to the fact that it will be rather difficult to get in close to deal poke damage
The thing about this skill is that it has a straight line path, so escaping it with (E) without getting yourself zoned by his stars and galaxy stuns.
from the sides rather than it’s path is the most effective way to avoid it.
Magic Extreme
I would personally recommend taking a dodge on this match-up as it is one of the most boring and one-sided lanes for you.
You can’t engage him without trading a ton of damage in return. He can dash towards one of his sentinels with his (E) “Shifting
Sands,” granting himself a small shield which is a very easy way for him to set up his flash (R) “Emperor’s Divide.”
This ultimate will knockback all and any minions / champions in its path. You can flash over the wall just make sure not to get
caught in the wall as you are flashing as it will push you back.
Your best bet for dealing with Azir would be to play it extremely safe. Watch out for his mana, and take trades when he is low,
while waiting for your allies to assist when they can. It is a pretty oppressive lane that again is not in your favor. Survive.
One silver lining is that he is a very unlikely champion to be seen as he isn’t very popular nowadays.
Magic Even
The reason for the excessive amount of roaming is due to his passive “Traveller’s Call.” Chimes will continue to randomly
appear across the map throughout the game which he has to run around collecting. They grant an assortment of bonuses one
of them being out of combat Movement Speed, coupled with “Mobility Boots” makes his roams more common and impactful.
His (E) “Magical Journey” allows him to create a portal that allows everyone to travel through to pass through terrain and
structures. He might be low HP, but you’d be walking right into his (Q) stun by following or into an ambush by his allies.
Once he has access to his (R) “Tempered Fate,” he can send out an AoE which puts all structures and targets into stasis for a
short duration. It can be used as engage or disengage. Be sure to toss a shroom at them if they use it on themselves.
If this ability strikes a wall or an target after hitting the initial target, the
What kind of ability order should you take?
skill will stun them both. Don’t huddle together or be around any terrain You should take a normal (E) into (Q) max build path. He isn’t much of a threat, just make sure to not get stunned and you’ll
while engaging around him. always come out on top in all trades with him.
Physical
Magic Extreme
True
Bel’veth is a powerhouse mid and late game, she isn’t too difficult to deal with during the early game.
I would highly advise having her banned on your team unless your allies plan to first pick her.
Escaping her is difficult due to her (W) “Above and Below” knockup.
Generally speaking champions like this and banned until it’s “balanced”.
Magic Extreme
If an ally is unfortunate enough to be grabbed and pulled towards him it would be extremely helpful for you to (Q) him
immediately before they are pulled on top of him. You can potentially prevent him from activating his (E) “Power Fist” effect
which will chain CC you or your ally into a knockup. It isn’t much but it’s something to keep into consideration.
The easiest way to deal with him is shortly after his (W) “Override” has been utilized. He will be temporarily slowed and have
absolutely no ability to escape you or your allies running him down quickly. Take control of the situation when at all possible.
Magic Extreme
His skills have bonus effects while his target is ablaze, but you want to try not to be set ablaze to begin with.
During the laning phase you would want to keep some distance between yourself and your minions, especially the ones that
are ablaze. The splash damage he can apply with his (E) “Conflagration” can hurt you pretty badly while setting you ablaze.
Getting too close to Brand once he has his (R) “Pyroclasm” can be suicidal. This ultimate will send out a bouncing fireball that
will bounce off of himself and nearby enemies bouncing up to 5 times dealing tons of magic damage with each bounce.
If he is capable of hitting all multiple targets then his passive “Blaze”, may become active on many targets. Spread out, direct
your teammates to do the same, otherwise they all risk taking devastating damage from the delayed explosion of his passive.
This skill can easily be body blocked or side stepped. It grants him some
What kind of ability order should you take?
disengage if someone decides to get too close to him by stunning them. You should take a normal (E) into (Q) max build path. Just make sure to not get caught out and respect his pressure. Engaging
on him while his stun has been previously used so you don’t end up getting caught out in his high burn and burst damage.
Once caught out, all that’s left is for him to rotate his full combo to burn
down his target in mere seconds. Be mindful and know when to back off.
Magic Minor
Braum is actually a very decent engage & disengage champion with both his (Q) “Winter’s Bite” and (R) “Glacial Fissure.”
His (Q) can be somewhat mitigated if it’s just him or an ally hitting you or your ally with basic attacks, giving you enough time
to escape a catch-out stun and 70% decaying slow.
His (R) has a very big windup, giving you plenty of time to react by sidestepping the initial direction he is targeting. If caught in
this fissure you will be knocked up and slowed for 40-60% in a large open radius.
Braum’s main support is protecting his allies with his (E) “Unbreakable.”
What kind of ability order should you take?
Due to his ability to negate our (Q) we wouldn’t wanna waste too much mana trying. Focus more on (E) max for the most
Any projectile that is trying to get behind him to target an ally will be amount of consistent damage while holding back the use of (Q) until the shield is down as a finisher if he tries to escape.
negated by 100% of the first projectile, all damage afterwards will be
reduced on him by 30-40%. It’s best to wait out the skill before engaging.
It’s often used to cancel out your (Q) from reaching the designated target.
Physical Major
While entering bushes, especially in the laning phase, always remember: “There are probably traps in this bush.”
Caitlyn is a very long range champion. It can be quite oppressive to deal with her since she will always outrange you.
Even if you manage to get the jump on her she has one skill that allows some disengage or even chase, her (E) “Caliber Net.”
This skill makes her fire a net and fly back in the opposite direction the net slows and damages any target it strikes. So unless
she is directly on top of you, it’s rather hard to get in close to trade with her from range.
Be mindful once she has access to her (R) “Ace in the hole.” While she has line of sight of you, she can channel a tracking shot
that will a massive amount of damage, especially into the late game with her AD scaling. You can use allies to body block it.
This locks you down for a long time and is often why I recommend never
utilizing “Zhonya’s Hourglass” anywhere near her. It’s guaranteed suicide.
Physical
Even
True
The biggest annoyance with her is her (W) “Tactical Sweep.” It’s her main form of poke and CSing outside of her basic autos.
It can be somewhat difficult to learn how to bait it out, but it’s pretty much a wide and frontal cone she strikes with while
being capable of slight movement while it’s being cast. The skill functions similar to that of “Aatrox” and his (Q) spam.
Try your best to avoid the tip of the cone or take extra %HP damage, this will also cause her to gain a little bit of sustain.
The lane can feel a little difficult to deal with, especially once she has access to her (R) “Hextech Ultimatum” where she will
lock you down in a designated arena. You can not escape this arena unless you force her out or kill her.
If you feel comfortable into this lane, instead you can take either burst with “Electrocute” or “PTA” for high 1v1 ability.
This skill allows for her to hookshot terrain, latching onto it before dashing Why do you utilize stealth against her?
towards the specified location. Try to predict this and bait it out. I recommend keeping yourself around nearby bushes once she hit’s level 6. If she decides to engage you all of a sudden rush to
the nearby bushes. The idea is to allow her to activate (R) so that you can (Q) her follow up basic attacks to enter stealth while
If you know for certain that you are going to be struck, prepare to active in the ultimate. If she strikes you with her (W) as you are about to enter stealth, this will not work, so be absolutely certain her
your (Q) the very second she connects with you. This will give you enough skills are on cooldown before you attempt to pull off this tactic, otherwise you’ll be caught out and die easily.
time to mitigate any basic attacks she may throw at you while you recover.
What kind of ability order should you take?
Click here for a "Video Reference". We aim for the typical (Q) max strategy if she is being a pain. The idea build would be (E) into (Q) max, however, don’t worry
about changing it up if you need more burst or mitigation. There’s nothing wrong with diversifying yourself when needed.
CASSIOPEIA
Cassiopeia Damage Type Threat Preferred Runes Helpful Items Ability Max
Magic Extreme
This lane is absolutely in no way in favor of you. Cassiopeia is one of the hardest mages to deal with, once she has “Liandry’s
Torment” and “Rylai’s Crystal Sceptre,” it’s basically over for you to even consider fighting her on your own, unless she’s bad.
Once she has access to her (R) “Petrifying Gaze” you will now have a harder time dealing with her due to her disengage /
catch-out. The skill has a very pronounced indicator where she curls inwards towards her chest, immediately turn your back
to her, to avoid turning to stone for 2 seconds, you will be slowed, but you will be able to flash away or try and escape.
Once she has poisoned her target she can then spam her (E) “Twin Fang”
rapidly until the poison subsides. This is her main form of damage.
A side note: Teemo can help an ally Cassiopeia spam her (E) indefinitely,
since your (E) doesn’t use mana with a long duration it’s more effective.
Magic
Major
True
He is a tank that applies a lot of disruption through knockups, slows and silences but can also be played as a burst mage.
Once you are low HP he can very easily flash forward to activate his (R) “Feast” dealing true damage. True damage is
something that is not mitigated by any form of item. The longer the game, the more damage this skill can do, especially as a
full AP Cho’Gath.
During the early game, he can be either a nuisance or a walk in the park to deal with. It’s all based on your overall ability to
avoid his skills. You do not want to be behind minions while he is auto attacking them, as his (E) “Vorpal Spikes” will send out a
blast of spikes behind each minion hit (up to 3 times) slowing anything hit on the other side. Think of it as his ranged auto.
Once slowed you have very little chance of avoiding his (Q) knockup engage, so be mindful and stay alert.
If you normally see these types of players going 100% full AP and not tank then “Electrocute” is perfectly fine, but still the
other rune is much more suited into the overall playstyle around him due to the high mobility to kite him effectively.
Magic Major
Despite being an “ADC” and building “AD” items, Corki’s main damage type is Magic. Which is Teemo’s weakest resistance.
It’s advised to build at least one MR item against him early game in an attempt to lower the amount of damage you receive.
There isn’t much to him, he is a champion that excels in long range combat due to his (Q) “Phosphorus Bomb” and (R) “Missle
Barrage.” You can utilize minions to bodyblock his (R) which after firing 2 will fire a “Big One” dealing 100% increased damage
and having a larger splash radius. So make sure to not be too close or you run the risk of taking splash damage.
Corki’s main form of engage is his (W) “Valkyrie.” This skill becomes
What kind of ability order should you take?
upgraded into “Package Delivery” if he picks up his “Package” in his base, You’d want to go for a (Q) into (E) max. Corki has a lot of range, so poking with (Q) is often the most you can do. Otherwise you
which can be heard by the tell tale horns blaring in the background. risk taking a ton of damage from his (E) “Gatling Gun” when you get too close to him and his dash engage.
This upgrade causes him to drop a larder and wider payload than his base
(W) and resets his (W) for a second dash after the initial engage. This gives
him a lot of gap close and chase, so be sure to respect him when needed.
Physical
Even
True
Darius is a bleed champion and excels greatly after stacking 5 times or executing targets with his true damage (R) “Noxian
Guillotine” dealing 0-100% bonus damage based on how many stacks have been applied to his target.
Everytime he lands an auto or a skill he will apply a stack of his passive “Hemorrhage” which increases bleed damage. Once
fully stacked or (R) execute he gains “Noxian Might” instantly applying 5 bleed to any target or targets he strikes.
In large teamfights this can be absolutely devastating if he is capable of flashing in with his (Q) “Decimate” swing AoE. If you
allow him to strike you with the blade, everyone struck will take bleed stacks and heal him for 15-45% of his missing health. If
possible avoid it or get struck by the hilt, as it will not apply bleed, and do less damage overall.
If you’re overall confident in your ability to play into him you can attempt to go for a “Dark Harvest” burst approach.
Once it’s down, he has very little outside of his “Flash” or “Ghost” chase. What kind of ability order should you take?
Your would be much more effective in this matchup with a (E) into (W) max. Darius excels in high mobility due to his runes
Click here for a "Video Reference". and his overall stats as a champion. If he catches you, you have very little in your skillset to escape him, staying high on
mobility to bait out his skills is one of the most effective ways to handle him.
DIANA
Diana Damage Type Threat Preferred Runes Helpful Items Ability Max
Magic Major
You’re going to want to try your best to avoid her initial (Q). The idea is to treat it as it is, a curved slash that focuses at the tip.
If she casts it, it will always come from her right side, run to the opposite side of the arch not away from it, in an attempt to
avoid her ability to combo her passive into her engage. Once on top of you with or without the bonus she can lock you and
everyone down with her (R) “Moonfall.” The more champions she pulls the more bonus damage she will apply to everyone.
Absolutely devastating in a large 5v5 teamfight. You can flash out of the ultimate or active an item like “Zhonya’s Hourglass” to
avoid the damage altogether. This is the most effective method of dealing with it, alternatively an ally can knock her back.
If Diana activates any ability her passive “Moonsilver Blade” will grant her (x3) her normal attack speed passive of 15-40% to
45-120% bonus attack speed. This allows her to quickly burst down her targets if they happen to get caught out by her.
Physical
Even
Magic
He is a very mobile and high sustain champion if you can’t manage to kill him in time due to his (R) “Maximum Dosage.”
During the duration of 10 seconds he injects himself with bonus health, attack damage, mobility and health regeneration.
If you have “Ignite” up and ready, be sure to use it immediately while he is on low HP, otherwise he can and will regenerate
back upwards from 20-60% of his maximum health. The idea is to kill him before this kicks in long enough. It’s not too much of
an issue, nowadays since he has much lower MR scaling than he used to before his mini-rework.
Alternatively you can pick up “Morellonomicon” but ignite is usually good enough to prevent his sustain when you want to kill
him or prevent his ability to heal back damage with his (Q) by purchasing “Oblivion Orb” early on in the laning phase.
If you wanna go for a burst playstyle then “Electrocute” is better overall since he is a heavy sustain champion, making runes
like “Dark Harvest” sub-optimal since he can easily sit back and heal back up over a short duration. “Phase Rush” I wouldn’t
really recommend, because it’s basically a rune to make up for your inability to respect champions properly and run away.
This skill allows for him to CS and poke from range, making it difficult for Why do you utilize stealth against him?
champions to come close to poke, each cleaver costs 50 HP to cast, but You can at times use stealth again him since he has a really small (Q) hitbox. If he wastes his time spamming (Q) enough he will
will restore 100% of the cost if striking a champion, 50% for minions. deplete his health over time, he also does not have his old channeling flame AoE anymore, just his new (W) “Heart Zapper” so
you won’t be taking infinite burn damage, it’s instead a long cooldown AoE that lasts for a short duration. Easy to avoid.
You can bodyblock them by sitting behind minions, or attempting to bait
them out so he wastes 50 HP every time he casts it. If he strikes you, you’ll What kind of ability order should you take?
become slowed, he will often attempt to run you down once you are. You’re looking at a high mobility bruiser / tank. You’ll do much more with a (E) into (W) max. If he attempts to run you down,
slam your (W) and run. Sidestepping each cleaver he throws in your direction, so long as he can’t hit you and you respect his
Click here for a "Video Reference". presence when he is getting too close you shouldn’t have any issues.
DRAVEN
Draven Damage Type Threat Preferred Runes Helpful Items Ability Max
Physical Even
The idea is to try your best to bait out the knockback. Once his main skill is down you have 18-14 seconds to trade with him
before it comes back up. You would always want to initiate a fight with him by activating your (Q) first to mitigate his damage.
Draven’s all about catching his axes as they fly off targets he strikes. He can gain stacks by doing this which will be 75% lost on
death, you do not want him having a ton of stacks. When he kills a champion he will consume all stacks currently acquired and
gain 25+ (x2 stacks) bonus gold, which if is high enough, can be devastating.
Into the mid game and well on into the late game, be mindful of his (R) “Whirling Death”, as it can be cast from across the map
to very easily execute you if your health falls below his current “Adoration” stacks. It can strike you both on the initial pass and
when he recalls it back to his position, which is a ton of damage.
“Aery” is also relatively good for the early game, but again you’d do more with a heavy burst approach.
If he by chance purchases a “QSS”, the only thing that would save you would be “Plated Steelcaps”.
Draven’s main form of engage / disengage is his (E) “Stand Aside.”
Why don’t you utilize stealth against him?
He will send out a fan of axes in his selected direction knocking back and His (E) will knock you out of stealth if it strikes. If it misses - you’re fine, but it’s got a wide range so it will nearly always hit.
slowing everyone that gets struck by them. This can make it rather hard to
get close to him or to get away from him due to his (W) “Blood Rush” What kind of ability order should you take?
which grants him bonus attack speed and mobility for a short duration. Since you’ll be dealing with a basic auto attack reliant champion with next to no skill shots outside of his (E) and (R). You would
be best off maxing (Q) into (E) for the most amount of damage and damage mitigation through blind duration.
Click here for a "Video Reference".
EKKO
Ekko Damage Type Threat Preferred Runes Helpful Items Ability Max
Magic Even
The biggest problem with Ekko is his ability to get in deep to execute targets with heavy burst while also having the ability to
recall back to a previous location with the same HP he had before the engage even started with his (R) “Chronobreak.”
It can extremely difficult to deal with him once he is fed, it’s more about team effort locking him down with hard enough CC
and bursting him down quickly to prevent the activation of his (R). This of course can be near impossible to his long range
pokes from his (Q) “Timewinder” which applies a 32-60% slow if it strikes a target as it moves forward before returning.
If you prefer to attempt to blow him up with a rune like “Electrocute” be mindful that you can’t build as heavy defensively,
while also being more easily countered if he decides to build “Banshee’s Veil” to make it impossible to activate your (Q).
“Grasp” if you just wanna be generally more tanky to survive him, but you’ll do less damage in comparison to the others.
If targets are still inside the upon activation they will be stunned for 2 What kind of ability order should you take?
seconds, enough time for him to cycle through the rest of his rotations You can really go either (E) into (Q) max or (Q) into (E) max. It’s up to your personal preference. Ideally I would recommend you
and kill squishy targets, granting himself a decent shield in the process. go max (Q) to execute him quickly before he actives his (R) so a (Q) burst playstyle is more suited for this match-up.
Magic Minor
She isn’t much of a tanky champion, so it’s not difficult to burst her down, so long as she doesn’t acquire “Banshee’s Veil” you
will still be capable of (E) + (Q) bursting. The idea is to hold off on doing so until her spider form (E) has been used, usually in an
attempt to close the gap between you and her.
She gains “Spiderlings” in spider form based on how many times she has struck with abilities in human form, gaining from 2-5
minions when transforming, but a well placed (R) “Noxious Trap” at your feet or in her path can make short work of them.
“PTA” will make you tankier into the late game, so long as you’re building properly to survive her. It shreds her relatively
quickly since it’s basic attack focused and not reliant on utilizing (Q) for anything but a finisher or mitigation.
“Electrocute” or “Dark Harvest” are both fine if you would rather take the burst approach into her, just remember you’ll be a
lot easier to one shot if she is doing really well since your only defensive options are “Banshee’s Veil” and “Hourglass.”
Spider Forms: main form of engage/disengage is her (E) “Rappel.” What kind of ability order should you take?
Better off maxing your (E) into (Q) as it’s often difficult to properly use (Q) into her. If you planned on going into a full burst
This skill allows her to become invulnerable, and descend further in playstyle an item like “Lich Bane” would help you penetrate through her “Banshee’s Veil” since it isn’t considered and ability.
towards her target to strike or away from them, don’t waste your burst.
Otherwise it can be rather difficult to deal with her do to her multi-layer defenses.
“Click here for a "Video Reference".
EVELYN
Evelyn Damage Type Threat Preferred Runes Helpful Items Ability Max
Magic Major
Dealing with Evelyn during her level 1-5 is relatively easy, since Evelynn gets her so to speak "power-spike" later once she has
her stealth advantage level 6. Once she does hit level 6, remember to respect her, using wards on her camps will allow you to
properly track her and sacrificing control wards to reveal her location when she is near top lane will keep you alive.
The easiest way to track her is by placing wards on her camps, shrooms all
around your entrances and exits to your lane and control wards.
Physical
Major
Magic
The problem with Ezreal is that he is a long range skill-shot champion. If you don’t know how to side step or utilize minions to
your advantage, you’re going to take a ton of unnecessary poke damage losing to him over time.
Keep yourself behind minions at all times, and try to bait out his skills before attempting to trade with him. All he has to do is
mark you, (Q) you and (E) to dash away. Making it very tedious to deal with him, if he doesn’t let you get close enough.
“Aery” is also relatively good for the early game, but again you’d do more with a heavy burst approach.
Magic Major
One thing to take note of is his passive “A Harmless Scarecrow.” Throughout the entire game he will place down effigies,
which act like vision and confuse players since he himself can stop moving and pretend to be a scarecrow.
These grant 3 gold per take down. These effigies can reveal your (R) “Noxious Traps.”
I recommend at some point to purchase “Oblivion Orb” into “Morellonomicon” to deal with his massive sustain done through
his (W) “Bountiful Harvest” otherwise it can be rather difficult to deal with him into the late game when he gets beefy.
Physical
Even
True
Keep your distance from her resetting her vitals, while being mindful of her engage with (Q) and follow-up with (E)
"Bladework.” If she does engage, make sure to keep your vital pressed into a wall / structure.
Her (W) "Riposte" allows her to block every source of damage and CC for the entire duration of the ability. This includes runes,
summoner spells as well as champion abilities. As such, you should hold your (Q) and burst until after she has used her (W).
The strike of her (W) will slow and cripple you by 50%, so make sure to avoid it or risk being run down.
“Grasp” is also a really good rune both offensively and defensively, since she does have a high amount of sustain herself.
If she strikes a vital point, she will deal 3% of her targets health scaling What kind of ability order should you take?
with her AD as bonus true damage. This will also heal for a decent amount. You’re looking at a more (E) into (Q) max. Fiora is still more of an auto attack reliant champion while her (Q) is on it’s short
cooldown, but again she has a lot of mobility and ability to reposition / negate the blind if you do not time it correctly.
These vital points should always be force reset. Walk back towards you
tower and return to her. If the vital is BEHIND you, stay and fight. You’ll do more damage with (E) than you would with (Q) if you can’t manage to time it correctly.
However, if it is facing her, immediately turn back around and reset it. You
never want a vital point to be facing her. It’s a free engage for her.
Magic Even
During the very early game he is rather easy to deal with since he doesn’t have access to all of his skills.
Normally throughout the later early game, he will mainly be dashing around making it difficult to keep up with him due to his
(Q) “Urchin Strike” dash through minions / targets, especially in combo with his (E) “Playful/Trickster” untargetable dash.
Due to his high mobility gap close nature, it’s not advised to play too hard into him after he has reached level 6, otherwise you
risk being caught out and bursted in seconds. This doesn’t mean his level 1-5 is any easier to deal with, he’s very annoying.
“Grasp” is a defensive and passive play style which will keep you alive and dealing decent damage all throughout the game.
Magic Major
Throughout the laning phase he will mostly rely on his (Q) “Winds of War” for long range poke and CS. If the ability itself is
about to strike you, prepare to move from it’s AoE location, or take damage over time for a short duration.
So you really do not want to be focusing on him exclusively in team fights unless you have a solid amount of lockdown CC to
prevent his massive AoE (R) “Hero’s Entrance”, which allows him to target a nearby ally as he flies into the sky before crashing
down at their location knokcuping up all targets in the center of a massive team fight granting all allies within the radius a
magic shield, which can drastically change the tide of a team fight immediately into their favor with chain CC.
“Aery” and “Grasp” are both great for a more passive and defensive approach keeping you at a distance spamming either (Q)
for poke or you (E) for stacks and sustain for the relatively large amount of poke damage he can apply through laning phase.
Physical Major
It is your duty as a scout to make sure he can not combo these kegs because you are ranged. This is his whole kit in terms of
damage. You must time your auto attacks perfectly to last hit them as they tick down from 3 HP. The higher level he gets the
faster the timer goes making it ever increasingly difficult to last hit them before he does.
Done correctly you can prevent yourself or an ally from taking 80% of their HP on one single barrel into the late game where
he scales like a monster.
Throughout the laning phase he reigns supreme in terms of high poke and sustain output while playing with Grasp &
Corrupting Potion. If he for whatever reason does not take Grasp and instead takes First Strike, you shouldn’t have any
problem during the laning phase, since you will naturally have the better sustainability and damage.
Take “Grasp” with “Second Wind” or you will be backing to base repeatedly. This allows for you to be really aggressive trading
him with a basic attack and (Q) which will lower him more than he can lower you, especially once you have anti-sustain.
Click here for a "Video Reference". His (Q) is on a 4.5 second cooldown. So never stay in the lane, and never extend into him for more than 3 seconds.
GAREN
Garen Damage Type Threat Preferred Runes Helpful Items Ability Max
Physical
Even
True
Few players especially new players tend to have problems with Garen, but in all honesty he is very tame to deal with. If he
moves forward to engage on you with his (Q), then all you have to do is immediately turn and start walking away from him.
Due to the movement speed decay after a few seconds and so long as you have enough range distance on him, he will not be
capable of reaching you before going back down to base movement speed at this point you would turn on him activating your
(W) “Move Quick” to punish him, doing as much damage as you can for the next 6 seconds, before his (Q) comes off cooldown.
The only real problem with Garen is when he uses his “Flash” (Q) combo to immediately silence you and run you down. It can
be difficult to deal with, but remember, the combo is on a really long cooldown of 5 minutes so it’s not too difficult to manage.
If you fall below 40% HP he can very easily execute you with his true damage (R) “Demacian Justice”. However, if you happen
to be near bushes or flash over a wall before the skill is activated fully you can actually cancel the entire skill briefly.
“Electrocute” and “PTA” do this less effectively, but have really good bursting and shredding ability so long as you respect his
ability to flash in with his (Q) silence to run you down. That’s really the only problem with Garen.
If he is capable of striking his target, they will be silenced allowing for him Why don’t you utilize stealth against him?
to combo into his (E) “Judgement” rapidly spinning and dealing massive You don’t want to be on top of him at any point in the game due to his (E) AoE shred and potential (Q) silence if you try to run.
physical damage to everyone nearby.
What kind of ability order should you take?
Click here for a "Video Reference". You’ll be looking at a more mobile approach with (E) into (W) since he can get rather high on mobility, unless you’re taking
another rune other than Press The Attack, which in that case you’d be taking the normal (E) into (Q) max.
GNAR
Gnar Damage Type Threat Preferred Runes Helpful Items Ability Max
Physical Even
Throughout the laning phase Gnar will consistently attempt to strike you with his (Q) “Boomerang Throw” to build up his rage
meter. Once he reaches max rage he can then prepare to transform which I highly advise for you to get some distance on him.
Mini Gnar has very squishy base stats and is susceptible to burst damage.
Mega Gnar has very high base tank stats and is more capable of surviving burst.
Knowing this, you should try everything in your power to abuse his weaker form, while respecting and backing off from his
stronger form. Attempting to face off against Mega Gnar will most likely end up with you perma stunned and on top of him.
If you and your allies are around him in the jungle or near terrain and he is near max rage, don’t even attempt to be anywhere
near the frontline. The second he gets the chance he can easily vault over a target an combo into a massive AoE (R) “Gnar!”
stun. Pushing all targets in his chosen direction stunning all targets that hit any form of terrain into his (W) “Wallop” stun.
If you fight him more often as “Mega” form then he will be less burstable and more shreddable with a rune like “PTA”.
This skill allows him to leap forward a short distance while also potentially Why don’t you utilize stealth against him?
bouncing over targets for an even larger distance to close the gap. It can He’s got a lot of AoE damage while in Mega Gnar form, however, it’s possible to wait him out while he is still in Mini Form. That
also be used on his own minions to disengage bounce away when possible. is so long as he doesn’t keep striking you with his (Q) to gain more passive rage stacks outside of minions.
Mini Gnar: Hops and bounces over the target. What kind of ability order should you take?
Mega Gnar: Hops forward and damages all targets nearby. You’ll be more suited for a (Q) into (E) max playstyle into him. Since you’ll want to deal as much burst damage in quick
exchanges to prevent large rage stacks, your engage would be (E) (Q) (E) and backing off avoiding his boomerang.
While transforming he can bounce as Mini Gnar into his Mega Gnar.
Click here for a "Video Reference".
GRAGAS
Gragas Damage Type Threat Preferred Runes Helpful Items Ability Max
Magic Even
During the early stages of the game Gragas isn’t that much of an issue. He only becomes an issue once he has access to his (R)
into his (E) combo. You want to be ever mindful of his (E) engage, as it’ll normally be used as his way to help his ally gank you.
His main form of CSing and zoning is with his (Q) “Barrel Roll.” Avoid the radius and don’t stand in it as it charges up the
longer it’s left and not reactivated by him. If struck by this ability you will be slowed, giving him easier access to landing (E).
He has a slight amount of sustain for himself in lane with (W), but it’s not enough to warrant “Morellonomicon.”
Alternatively you can just play runes like “Electrocute” or “Aery” to have more consistent poke and burst damage to him
during the laning phase. You can’t go wrong with any of these runes to be honest, it’s really all about your personal comfort.
This allows him to dash forward stunning targets for a few seconds. What kind of ability order should you take?
You’ll be better off maxing out your (E) into (Q) as it is quite common to see Gragas players taking anti-burst items like
Once he has access to his (R) “Explosive Cask” he can then chain CC from Banshee’s Veil, making it very hard to get in close to execute him if the shield isn’t already down, and what with runes and
range to engage with his (E) if he manages to strike his target pushing cooldowns making the item have a 28 second cooldown, can be annoying when all he does is back off to reset it. If this
them towards him. He can also use this skill as a form of disengage by becomes the case, I’d just recommend taking a Lich Bane burst playstyle, as it will go through the shield, unlike (Q). If he goes
throwing is between him and his target, so be mindful. full tank, (E) and (Q) is still fine.
Physical Even
Graves is a reload champion, meaning he shoots twice, then has to reload for a short duration before continuing his attacks.
The idea with Graves is that you do not want to be anywhere near him. His basic attacks fire 4 shots in a spread. Due to the
fact that he is equipped with a shotgun, you will be struck by all 4 bullets, taking bonus damage if you are right up on him.
Keep your distance and avoid his (Q) “End of the line” which is a straight line “ T “ fired forwards a good distance. it has a long
delay before it actually activates giving you plenty of time to not take damage by constantly scurrying about in lane.
He can then easily reload with his dash forward (E) “Quickdraw,” so he has a 4 auto attack burst before he actually needs to
reload in most cases, not including his (R) “Collateral Damage,” which does massive damage to the first enemy struck, before
exploding outwards dealing 80% of the original damage in a cone radius to any other champions hit.
If he can’t manage to get going or you are capable of outscaling him before he gets his main defensive items, then you can
certainly get away with playing a more burst orientated build like “Electrocute” and sometimes “Dark Harvest”.
Grasp for the more safer approach to dealing with him with high sustain and mitigation, through itemization.
This will also slow them by a fair amount until they leave the skills radius. Why don’t you utilize stealth against him?
He’s got a lot of AoE spread with his (Q) and (W) spam along with the possibility of utilizing (R) burst to easily execute you.
This can make it very difficult to engage him or escape him when you have
no idea what is around the corners of the river or jungle, potentially What kind of ability order should you take?
setting you up for a team fight. Since graves is a basic attack champion outside of his skills that is, you’d be more successful with a (Q) into (E) max. It can be
pretty difficult to deal with a properly built Graves, especially when they build Hexdrinker in unison with Death’s Dance. This
Click here for a "Video Reference". grants them a ton of burst resistance, so if you see this, just go for a (E) into (Q) max.
GWEN
Gwen Damage Type Threat Preferred Runes Helpful Items Ability Max
Magic Minor
Play around her stacks, she is bound to eventually utilize her (Q) to clear minion waves, She’s generally an easy lane but if you
continuously allow her to engage with her fully stacked combo she will have very little effort dealing with you early game.
The biggest problem people have with her, is her pesky (W) “Hallowed Mist.” If you are not inside the mist with her then she
become untargetable to all attacks and abilities, including ones fired before activation. It doesn’t stop DoT already in progress.
Depending on how well the player is playing, it can be difficult to execute her if she has been holding onto the skill for escape
purposes, rather than engage purposes. She gains bonus MR and AR, she can move the mist away once which can potentially
cause you to be outside of the radius after you managed to auto her, causing her to immunity the damage.
Once she has access to (R) “Needlework” you should be extra careful of her ability to run you down with a massive amount of
ranged slow and magic damage, dealing increasing damage after the first cast. She can recast this 2 times.
“Aery” does this way easier since it’s not relying on getting stacks to be relevant, while “Electrocute” can be a little bit more
difficult to actually set off due to her constant invulnerability through her (W) rotations.
If needed she can adjust her position or dash forward quickly with (E). What kind of ability order should you take?
You’ll be looking at a more (E) into (Q) playstyle focusing on dealing as much damage as you can to her.
Click here for a "Video Reference".
HECARIM
Hecarim Damage Type Threat Preferred Runes Helpful Items Ability Max
Physical
Major
Magic
Hecarim is a very mobile champion, both item-wise and skill-wise. The more movement he has the more damage he does due
to his passive “Warpath” scaling his AD by a % of his current movement speed.
Dealing with Hecarim can be tricky, but the idea is rather simple.
Ward & respect his pressure. That’s it, unless you’re ridiculously fed and able to hold you own, just back off when you can.
If you can see him before he gets in position to gank your lane or run you down, then you have amply time to back off and wait
for him to appear somewhere else on the map. I know it doesn’t sound that helpful, but believe me, playing it safe when they
have a good Hecarim is going to do more for you than constantly pushing with no vision and being burned down by AoE.
“PTA” offers the best defensive and offensive approach, to take less damage overall and deal a ton of damage if you manage to
get rolling before he becomes a huge threat. He will always have the better mobility, so focusing on killing him quickly is best.
Hecarim’s main forms of engage is his (E) “Devastating Charge” along with Why don’t you utilize stealth against him?
his (R) “Onslaught of Shadows”. You can actually flash his (E) knock back. If you attempt to avoid him with stealth you will die very quickly. Due to his (Q) “Rampage.” This skill cleaves all nearby targets
and subsequently raises the damage while also lowering the cooldown of his next rampages. You will not survive.
He will often attempt to run behind you to knock you back into his allies or
away from towers and your allies, separating you from safety with (E). What kind of ability order should you take?
Just take (E) into (Q), he becomes a raid boss in terms of tankiness into the late game if he is good enough, but you’re going to
If you’re able to get away, he can very easily close the gap by charging want to focus on your CS and damage output more so than mobility, since again, you will never be able to escape him if you let
forward with his (R) fearing you away in the process while dealing a ton of him get on top of you. Once on top of you, you’re as good as dead even if you have flash it takes him little effort to chase.
magic damage.
Magic Major
Heimerdinger is a lane bully. He is an extremely oppressive and succeeds by constantly placing down turrets to permanently
shove a wave away from his tower or under yours. You can (Q) his turrets and kill them with 2 (E) auto through poison level 2.
So your objective is to focus on this and avoid his skillshot abilities. You want to deal with him once he has run out of turrets,
since they are on a long cooldown. You want to prevent him from setting up shop to permanently push you under tower.
If you do max (Q) you can kill his turrets in one (Q) so long as you have the AP early game. But a simple (Q) and (E) after you
have “Amplifying Tome” or “Blasting Wand” does the trick as well. If your ally wants to gank your lane, be sure to ping them
danger if he still has turrets up, if you attempt to fight him in the center of all (3) turrets, you’re going to die 90% of the time.
Be careful of his (E) stun. If you get stunned he will blast you for massive damage with all nearby turret charged up lasers.
“Fleet” does this the best, while keeping you high on mana, so long as you’re trading with him once most of his towers are
down, this rune can also heal off his turrets when you’re empowered. If you feel more confident in your abilities as a player
you can also attempt to play “Dark Harvest” because he is squishy, but it can quickly become a terrible rune if you play bad.
Physical Major
Illaoi is played mostly through her passive “Prophet of an Elder God” which spawns tentacles passively throughout the game
on nearby terrain. If these tentacles hit a target, they will also heal her for a % of her HP.
Kill all nearby tentacles that you can safely reach as they spawn to grant yourself (5g) and prevent her from chaining abilities.
It is imperative that you do not allow her to land her (R) “Leap of Faith” or you to be anywhere near her if she does strike an
ally or your entire team in a 4-5 man ult, each enemy struck will spawn an extra tentacle that can lead to devastating damage.
This skill can be avoided with “Zhonya’s Hourglass” or simply flashed before it has time to strike you. If it strikes your spirit,
just run as you do not want to fight her or you’ll take double the damage due to her tentacles hitting both you and your echo.
You can get away with playing a more poke orientated play style into her like “Aery” or “Grasp” but don’t expect to do too
much into her late game once she gets rolling and tankier. You’ll be lower on mobility and lower on damage output overall.
She will pull your spirit from your body and attack it. You will take a % of Why don’t you utilize stealth against her?
the damage your echo takes. If your spirit dies or you run away you will She has a lot of AoE that can easily kill you over time, but the biggest thing is if she lands her (E) you will be immediately
become a vessel and start spawning tentacles on all adjacent terrain. revealed to her and if you attempt to enter stealth while your spirit is out of your body you will still be visible to her.
This skill can be body blocked by minions and does no damage, but if she What kind of ability order should you take?
hits you then get the hell away from her. It’s a death sentence unless you’re You can go with either a (E) into (W) max, or a (E) into (Q) max, the biggest thing to understand if you want to be mobile
doing really well and can shred her down quickly. This skill essentially is a enough to avoid her skill shots and to avoid having your spirit pulled. You do this more effectively when you put more points
25-40% damage increase to all of her AoE abilities. into (W) early on in the game especially if you decided to play Press The Attack instead of another rune.
Physical
Major
Magic
Irelia can be an absolute pain to deal with, as she is very overloaded in sustain and catch-out / lockdown potential.
Try your best to close out the game before late game arrives because she will scale into a monster.
Early game it's all about avoiding her stun as mentioned previously. You’ll want to rush “Oblivion Orb” due to her build path of
“Vampiric Sceptre” which will grant her an insane amount of sustain after clearing a full wave of minions on low health.
If you get hit by her (R) “Vanguard’s Edge” her best form of lockdown engage don't touch the blades or you will be slowed by
90% for 1.5 seconds. Flash or sidestep her (R). If you get stunned she will win every trade so it's pretty much dodge or die.
You will not win a 1v1 with her into the late game unless you’re insanely fed. Take her on with hard CC allies and respect her.
If you want to play more aggressively “Aery” can be helpful, but if you plan on playing “Electrocute” she can easily mitigate a
large portion of the burst damage by channeling her (W). So long as you hold your burst, until it’s over it’s a fine choice.
Magic Major
Ivern’s whole playstyle is revolved around supporting his allies through shields, spawning bushes and lockdown CC.
He himself isn’t too much of an issue to deal with so long as you avoid his snare. He becomes rather tanky late game.
He isn't really seen that much these days since, there are just better champions to play in his place, but his synergy with
Rengar is terrifying. Running from daisy is a good choice due to her constant knock-ups if you fight with her around you.
Watch out for Ivern invades by placing vision around your jungle and rivers as well as placing shrooms. He doesn’t have to kill
jungle camps, he just has to activate his passive “Friend of the Forest” and smite or wait a few minutes to “Free” the monsters
gaining gold and exp while also sharing Red buff and Blue buffs to his allies once he reaches level 5.
You can also get around him easily with (Q) spam and keeping your distance with burn damage with an rune like “Aery”,
alternatively if you think they aren’t going to be too much of an issue, he can be easy to burst through “Electrocute”.
If this ability strikes you he can recast it to dash forward to your location, Why do you utilize stealth against him?
if his allies are nearby but just out of reach they can also dash forward to He doesn’t any anything to reveal you or damage you enough to warrant not utilizing stealth against him. If you need some
get in range by clicking on you to auto attack. time to have some skills off cooldown or an ally to come to your aid you can wait him out and plan your next move.
Not many people know about this interaction because you’re going to be What kind of ability order should you take?
clicking your target, rather than thinking about it so you don’t see it too The normal (E) into (Q) is perfectly fine to take. If he goes full support and doesn’t take any tank items you can get away with a
often, but if your target is marked and goes over terrain, you can dash (Q) into (E) max if you’re playing a burst playstyle.
towards the marked enemy over terrain rather than wasting a flash.
Magic Major
Some players have been taking Janna top, but it’s not seen too often. The match-up itself can be pretty difficult if she is
playing properly. Utilizing tornados, slows and shields to mitigate your damage, it’ll be mostly a farming lane.
The reason she is such an extreme matchup is due to her slows, knockups, heals and shields. You can’t chase her or she will
target slow you with her (W) “Zephyr” activating her passive (E) “Eye of the Storm” to grant her a bonus to sustain and shield
power based on if she has recently slowed / knocked up an enemy champion, letting her shield herself on (E) active.
You can’t get close, you can’t poke due to her shields and slows preventing you from getting closer and if you do manage to do
so she can very easily activate her (R) “Monsoon” to push you an all targets away channeling a large sustain area.
You will be knocked up taking bonus damage for each second the tornado
was charging for. A common tactic used is she will enter bushes to hide
the tornado building up towards your direction, don’t get caught out by it.
Physical
Major
Magic
Jarvan himself isn’t much of an issue unless he builds straight burst damage with “Eclipse” over his tanky alternatives.
If you happen to be fighting him in the laning phase, he is an absolute pain to deal with if he goes for his (E) long range AoE
poke. You can’t avoid it because it has a very long range and a rather low cooldown being 12 seconds.
He deals a lot of disruptions through his knockup, slow and of course the lock down with his (R) so kiting him can be rather
difficult. So long as you have flash up while he is around you’re safe to play a bit more aggressively, but once it’s down you
want to play a lot more respectfully into him. Hugging tower, waiting for minions to come forward, otherwise you lose.
“PTA” offers solid 1v1 potential, high sustain play style to stay alive longer and shred him faster. “Electrocute” offers a more
brunt burst play style attempting to erase him before he can even do anything to you or before his (R) activates.
Alternatively, you can play “Grasp” but note it’s more for passive play styles, making it harder to kill him immediately since
you’ll do less damage overall, but stay alive a lot longer while he is near with or without “Riftmaker” as a mythic item choice.
Physical
Even
Magic
There are two types of jax players. One is simple to deal with while the other is extremely aggressive and hurts a lot.
Jax players normally tend to engage with their (Q) into (E) to stun you and then run you down. All you have to do is (Q) them a
few seconds after they land and counter strike is about to stun you. Don’t auto him in this state or he will deal increased
damage based on how many auto attacks he has evaded (up to 100%). Once stunned you mitigate the rest of his combos.
The difficult jax players to deal with are the (W) into (Q) engagers. No matter how much you try you can not blind his (W) into
(Q) as it’s considered an ability. Once on top of you, if you did attempt to blind him all he then has to do is channel (E) until the
duration is over, stun you and run you down fairly easily.
“Electrocute” is good overall, solid burst to deal with him during the early game, scaling rather well into the late game.
“Aery” is really aggressive early allowing you to (Q) poke him for burn (E) counter strike. “Grasp” is a solid build to both deal
some decent damage and stay alive, however, the damage in comparison to his late game drastically falls off with both runes.
Unless you’re baiting him, respect his pressure with his leap forward What kind of ability order should you take?
especially in combo with his (E) “Counter strike.” Stunning you and Start with (1) point into your (Q) and go (Q) into (E) max. This helps you survive his early game cheese by blinding his engage.
catching you out as he runs you down.
Physical
Major
Magic
Jayce has has range, gap close, CC, mobility and better wave control than you can hope to compete with, but is relatively
squishy. Since the majority of his skills are skill shots, it’s not too difficult to avoid the brunt of his ranged poke.
Avoid getting into an extended fight with Jayce, keep your distance and use minions to body block his (E) into (Q) range
combo. You don’t want to be close to your minions as the radius of the explosion is quite large and can hit you if you’re close.
Once he leaps forward to you, run! Never let him get behind you, he will attempt to get behind you to (E) “Thundering Blow”
CC you back into lane cutting off your only route for escape. This skill can also be used as disengage to get away from you.
Jayce has a transformable weapon, shifting from both range and melee Why don’t you utilize stealth against him?
forms when he desires. This changes his abilities up to match his weapon. He has a lot of AoE electricity and his empowered (Q) hurts a ton and can cover more space trying to hit you through bushes.
One of Jayce’s main forms of engage is landing his Mercury Cannon’s (Q) What kind of ability order should you take?
“Shock Blast!” through his (E) “Acceleration Gate” increasing the You’ll be better off going a (Q) into (E) burst playstyle. Overall you’d be trying to blow him up before he can blow you up. The
projectile’s range, speed and AoE damage also his Hammer (Q) leap. extra duration in blind helps out if he ends up swapping back into his cannon due to the bonus attack speed he gains upon
swap. Overall he is rather squishy unless he purchases “Maw of Malmortius” in which case “Void Staff” will be your friend.
If this skill lands, he often will try to run forward to flash into his weapon
swap (Q) “To the Skies!” leap. Once on top of you it’s pretty hard to get
away from him without being executed at range when he swaps back.
Physical
Even
Magic
Since Jhin is an “ADC” you might think it easy to face him, but most ADC champions have a ton more basic attack range, which
can make it rather difficult to actually get close enough to trade unless they are preemptively blinded. He has 50 more range
than you, so he will most often get the first auto out before your blind is able to activate.
Another thing to look out for is his (Q) “Dancing Grenade” bounce as this skill can target you in stealth if they bounce near you
from minions or allies giving away your position if you were attempting to ambush him. His (Q) and (W) snare combo makes it
hard to not get caught while using bushes to harass Jhin.
He’s actually a very mobile champion once he gets to late game, but really you just need to learn to side step or body block his
(W) with minions the same thing with his (R) “Curtain Call” which shoots a long range cannon that deals bonus damage on the
4th shot, this skill can not be body blocked by minions, but can be blocked by allies. Take the bullet to save an ally if you can..
“Aery” is also relatively good for the early game, but again you’d do more with a heavy burst approach.
Jhin’s main form of engage is landing his (W) “Deadly Flourish” after Why don’t you utilize stealth against him?
hitting you after taking damage from any of his skills or allies recently. During the early stages of the game you can most certainly utilize stealth against him, but once he reaches level 6 and has
access to his (R) it can be really difficult to avoid the onslaught of his cannon shots. It can be avoided, but it’s risky.
The skill itself is rather easy to side step, however, once rooted he can very
easily close the gap with his passive “Whisper” in an attempt to strike you What kind of ability order should you take?
with his “Fourth Shot” which deals massive bonus damage. You’ll be maxing (Q) into (E). It’s a basic attack reliant matchup so you can counter him hard unless he purchases “QSS.”
Physical Even
Chasing after a Jinx can be a challenge, due to her range and rune choices, if you let her fully stack up “Lethal Tempo” you
have absolutely no chance in actually escaping her do to her ability to run you down with massive range increase.
Minions can body block her (W) but make sure you’re not hugging them closely, as her Fishbones can deal AoE splash damage.
Jinx can easily execute targets on the other side of the map with her global (R) “Super Mega Death Rocket” especially around
objectives, be sure to keep an eye on your health and make sure to watch for her if in vision while backing. It deals more
damage based on your missing health and distance travelled. Choose somewhere inconspicuous to recall to base.
A big problem is when she gets takedowns (which is not limited to kills, this means turrets, epic monsters, etc.) Doing so
grants her bonus movement speed and attack speed, resetting the duration takedown after takedown. Be mindful of this.
“Aery” is also relatively good for the early game, but again you’d do more with a heavy burst approach.
Physical
Major
Magic
The biggest rule of thumb with Kai’Sa is to never be alone with her or her (Q) “Icathian Rain” will shred you, especially when
it’s upgraded. Be nearby 5-10 minions if possible so that this skill spreads evenly to 6-12 targets rather than directly into you.
Her shield is annoying with her (R) engage when it comes to late game. You're not going to really get the most out of your (Q)
until she has utilized her (Q) which is held until her full passive stacks.
“Aery” is also relatively good for the early game, but again you’d do more with a heavy burst approach.
Kai’sa is an evolving champion based on her current stats. What kind of ability order should you take?
You’ll be going for a more (Q) into (E) burst playstyle. Your goal is to execute her before she can become a problem, the quicker
Kaisa’s main form of engage is her (W) “Void Seeker.” If this skill is you get the game over with the less of a powerhouse she will become into the late game. Early game and mid game she isn’t
upgraded into “Living Weapon” the cooldown will be 77% reduced upon too problematic, but once minute 30+ rolls around it will be near impossible to get close enough to one shot her.
striking her target champion giving roughly 6-10 CD into the late game.
If her allies CC or her (W) lands she can then immediately activate her (R)
“Killer Instinct” to dash to the champions location, granting a massive
shield. This can make it really tough to execute her most of the time.
Physical Major
Depending on which form he takes, his skills and play style will change as well. Darkin is a bruiser while Shadow is squishier.
Kayn will constantly engage and gank from over terrain due to his “(E) “Shadow Step.” He will also heal while passing through.
Placing a ward in the tri-bush will prevent a blind gank from this side, while a ward over the rivers wall near the blast cone will
prevent him from getting the jump on you. You can tell when he is ganking through terrain by the black AoE moving around
the outer perimeter where he is heading, so if you don’t have vision keep your eyes peeled for the indicator.
Shadow is easier to burst & Darkin is all about CC and tankiness. You can side step and avoid most of his skill-shots, the
second he hits you or smites you, he can ult into you. Zhonya’s Hourglass is mandatory to stasis his ult, this will help you to
survive his sudden all in burst, so hold zhonya til the ult is almost over like Zed. You can enter passive during his (R) duration.
If his team has no CC or tanks on his while your team has a few allies that can apply some disruption, he will most likely run
Darkin form, thus “PTA” or “Grasp” helps you more, while being a little more difficult to deal with him due to his sustain.
Kayn’s main form of engage consists of him landing any skill or summoner Why don’t you utilize stealth against him?
on you to following up with his (R) “Umbral Trespass.” He’s got too much AoE on both his (Q) “Reaping Slash” and (W) “Blade’s Reach.” It would be better to just back off when you see
he is coming if you can to not get caught out and killed over time.
While in his (R) he can not be targeted until the the ultimate ends in which
case he will rend himself from his targets body dealing damage and healing What kind of ability order should you take?
himself as Darkin, or massive damage with Shadow. If you’re planning on playing “PTA” then a (E) into (W) is more effective, giving you a tiny bit more mobility to side step his
skills. This is normally the go to for his Darkin form, however, if he is Shadow I would recommend the (Q) into (E) ability path,
Click here for a "Video Reference". since he will be arguably a lot squishier and easier to burst so long as he isn’t stacking MR and spell shields.
KALISTA
Kalista Damage Type Threat Preferred Runes Helpful Items Ability Max
Physical Minor
Kalista is all about kiting and basic autos. Each basic attack she executes allows her to lunge in any direction so long as the
player knows how to properly kite between winds ups. Once fully stacked up on her basic attacks, spears that are embedded
into her targets upon successfully landing an auto, she can follow up with her (E) “Rend” ripping all spears lodged in her target.
The more spears, the more damage she will do, though each spear will deal 50% less damage from the first.
She is an extremely squishy champion, so long as you don't get into a position where she is kiting you into oblivion or near her
tethered ally. She needs a support to do well in the laning phase past level 6. If she doesn’t have one it’s a pretty free lane.
“Aery” is also relatively good for the early game, but again you’d do more with a heavy burst approach.
Magic Extreme
Every 8 seconds Karma can empower her abilities to gain additional effects. If her abilities hit her targets the cooldown will be
reduced by 5 seconds per each champion hit by her abilities.
Karma is a pain due to her mobility/shields and her root, which only becomes more annoying as the game goes on longer. She
can either go full AP or Tank, the second one being annoying as hell to deal with due to her already tanky nature.
It's very hard to chase her or trade efficiently, you can utilize your minions as a way to prevent damage from her (Q) or (R) >
(Q) combo, but don't be overextended. If you end up shoving your lane under her tower, you will simply be ran down.
She can easily clear the entire wave and run after you or get a gank and lock you down with her mobility and root. Try your
best to match your waves through wave control so you're by your tower for allies to gank and stack some MR.
Magic Major
This matchup can go either way, depending on your ability to bait out his (Q) spam and his ability to properly lead each (Q) to
counter your kiting. A good Karthus is an absolute pain in the ass to face off against, because you can’t get close enough.
It’s extremely important to NEVER stay around with low HP once he has access to his (R) “Requiem”, because you will be
executed and Dark Harvest fodder for him to scale late game.
If you do manage to kill him stay away from his corpse, as he can still cast all his abilities due to his passive “Death Defied,”
which upon death leaves a spirit and automatically activates his (E).
If you are having trouble avoiding his (Q) which requires more of a baiting and juking playstyle, while kiting him around you
will need to practice more. He may deal a shit ton of damage but he is very squishy so long as you can avoid his damage
entirely by side stepping you shouldn’t have any issue dealing with him on your own.
Karthus’s main form of engage is with his (W) “Wall of Pain.” Why don’t you utilize stealth against him?
It’s pointless to attempt stealthing against him to avoid his damage or hide from him. If he knows you’re there you’re easily
This will allow him to slow you significantly for 4 seconds while also going to be bursted / burned down with his ability spam. You can certainly try to use stealth to get the jump on him, but it’s
lowering your magic resistance by 15% if you touch or cross over it. usually going to be in his favor if you mess it up and he lands his (W) and every subsequent (Q) follow up.
This will make it much easier for him to combo the slow into hitting his What kind of ability order should you take?
main form of damage with his (Q) “Lay Waste” AoE. This ability has (Q) into (E) max. Upside to Karthus is that he is very squishy and has absolutely no form of sustain. He is one of the most glass
practically 0 cooldown, effectively zoning you from getting close to him. cannon champion in the entire game, utilizing hourglass to survive, but normally purposefully suiciding for more kill potential.
You can safely poke from range in between his (Q) spams, dwindling his HP down low enough for you to execute him.
Click here for a "Video Reference".
KASSADIN
Kassadin Damage Type Threat Preferred Runes Helpful Items Ability Max
Magic Major
Kassadin’s is a natural AP counter champion. Due to his innate passive “Void Stone” he is granted a 10% reduction to all magic
damage and is permanently “Ghosted” making it very difficult to chase or run away, especially once he has access to his (R).
You can't really do anything about Kassadin's mobility, nor his abilities. It’s best to play around your allies since he is very
capable of getting in quickly to burst and disengage with his (R) over terrain.
The more you spam abilities around him the more he his (E) “Force Pulse.” So you’ll mostly be relying solely on on-hit reliant
builds. You can slightly utilize your (Q) to prevent his Lich Bane activation but overall stay with your team when he is around.
You do not win 1v1's in the late game.
You need the assistance of your teammates in the late and mid game, his early game (1-5) is very weak but the longer the game
goes on and the more he scales, the more of a threat he becomes. It's pretty important to shut him out and close games as fast
as you can. There isn’t much you can really build to survive his all in burst outside of stacking MR and Anathema’s Chains.
“PTA” has the best transition into the late game, the early can be rough but it’s better than the others due to itemization.
“Electrocute” offers some decent burst damage if he isn’t really fed, while “Aery” is a more passive way to dealing with him.
This makes it near impossible to deal with him because Teemo has no Why don’t you utilize stealth against him?
disengage. Once he is on top of you, you have to fight unless you are near Pre-level 6 it’s alright to utilize your stealth since he doesn’t have anything outside of his barely useable (E) but once he has (R)
towers or allies, that would be your main target to get to in that situation. don’t bother. He will be capable of killing you in just a few moments of consecutively landing his (R).
Click here for a "Video Reference". What kind of ability order should you take?
Even if you tried you would never be able to outrun him so (E) into (Q) is the best bet. Focusing entirely on punishing him early
with basic attacks and backing off and respecting him once he has access to (R) unless you have been dominating against him.
KATARINA
Katarina Damage Type Threat Preferred Runes Helpful Items Ability Max
Magic Major
Katarina is ability reliant. Never stand around her fallen daggers, I advise you to play more defensively.
She can reveal you with her (R) “Death Lotus” when in range. It would be wise to purchase a Zhonya's Hourglass against her,
otherwise magic resist will help you out a great deal. But ideally the stasis will prevent her full form of burst.
Her daggers land behind you so run to the side rather than into them. So long as you avoid the gap close of the daggers
damage, and keep your distance and poke/harass her, you should be fine as to not feed into her throughout the early game.
“Electrocute” does this the best, since it doesn’t require anything other than building your items. “Grasp” is good if you just
want to auto path and farm while staying on high HP while she gets in close for poke or burst. It scales your HP well.
Physical
Even
Magic
Close out the game as soon as you possibly can, denying her drastically early game by punishing her with poke after poke.
Kayle is a late game scaling champion, if you don’t take advantage of this and close out the game quickly and let her level by
letting her free farm and split all game, you are likely to lose. You dominate this match-up early game by punishing her hard.
Her “Win condition” is getting to the point where she doesn't have to rely on stacking her passive “Divine Ascent” turning her
from a close melee champion into a mobile, ranged champion. Once she is level 16 she doesn’t have to stack her passive and
instead will ascend gaining permanent range increase and mobility/attack speed bonuses.
Push her out of lane and keep her stuck under tower all game. You have to be super aggressive against her. You completely
counter her early game due to her reliance on getting passive stacks to get slightly longer range, through auto attacking.
It can be annoying to deal with her (R) “Divine Judgement” which makes her or her ally targeted by her immune to all damage.
You would want to wait until this skill is used if you wish to kill her, she can easily back off and (R) the poison ticks.
This skill can be sidestepped by baiting her to use it. If struck you will be When do you utilize stealth against her?
slowed, have your resistances shredded for a short duration. Allowing her It’s a good idea to utilize stealth when you feel like you’re about to be run down and killed by her and her allies ganking the
to get close to run you down with her long range late game scaling. lane. She can still hit you a few times with (Q) when off cooldown, but it’s relatively easy to side step and hide from her poke.
Click here for a "Video Reference". What kind of ability order should you take?
You’ll be doing well with a (Q) into (E) burst playstyle. This will prevent her passive from stacking early and do a decent chunk
of her HP. If built correctly you can sometimes execute her before she has time to activate her (R) to become immune.
KENNEN
Kennen Damage Type Threat Preferred Runes Helpful Items Ability Max
Magic Even
Play aggressive against him early and shoving him under his tower. He suffers from the same effect you have when pushed in
during the early stages of the game. This makes it harder from him to engage you from range due to the build up of minions
and the difficulty clearing and killing minions due to the lack of skills during the early levels of 1-3.
You will want to be mindful about his passive “Mark of the Storm,” if you get hit by his abilities 3 times you will be stunned.
You’ll also want to be mindful of his (W) “Electrical Surge.” If he attacks with 4 basic attacks he can deal bonus damage and
apply one stack of his passive, making it very easy for him to dash forward with (E) activating the final stack stun with (W).
If you are under your tower, and he decides to all in you with his (R) it would be wise to have a stopwatch in the early game, if
you wanna be extra cautious, especially if he himself already has purchased a stopwatch with the intention of diving you.
When he uses hourglass when you’re in the position to do so shroom his feet immediately as he enters stasis. This will allow
for you to execute him if he is low HP or catch him out with a slow to chase him down after the majority of his skills are down.
This skill is often used in combo with his (E) “Lightning Rush” allowing him When do you utilize stealth against him?
to dash forward to get in range to AoE and stun you or multiple targets While he is squishy and it is a very decent strategy to utilize stealth to ambush him it’s never a good option to really utilize
before running them down with range. stealth to hide and waste time while being ganked by an enemy if he is level 6, due to the massive AoE from his (R) and follow
up skillshots. You wouldn’t really survive too long, but it’s an okay thing to do pre level 6, while waiting for allies assistance.
Most players will activate Hourglass the second they get into a large team
after activating (R) to support their allies in a massive catchout. What kind of ability order should you take?
You’ll be looking at a (Q) into (E) max playstyle, he is squishy and thus susceptible to being one shot. You’ll be using (Q) as your
Click here for a "Video Reference". main form of poke as getting too close to him can result in him dashing forward to apply 3 stacks to stun and lock you down.
KHA’ZIX
Kha’Zix Damage Type Threat Preferred Runes Helpful Items Ability Max
Physical
Extreme
Magic
Once he has his (R) “Void Assault” he can get in real close and (E) in an attempt to execute you before you can respond.
Evolved: The invisibility lasts for 2 seconds and can be recast twice.
It can be near impossible to deal with a fed Kha’zix, especially when he decides to build “Edge of the Night” which will prevent
your ability to (Q) and blind him or slow him down with a (R) shroom slow. You can't reliably fight against him alone, especially
while he is protected by this item. If you can get him to step on a shroom first, it will lower his defensive shield for bursting.
He is a very squishy champion when he doesn't have the element of surprise on his side. Go for ambushes to catch him out
before he catches you out as you should be able to win most trades, so long as he doesn’t get the jump on you and isn't fed
with a spell shield, or heaven forbid both the spell shield and “Maw of Malmortius,” otherwise play around your allies.
Physical Even
Kled’s passive “Skaarl, The Cowardly Lizard” allows him to ride his steed into battle. Skaarl will take damage for him which is
indicated by his orange portion of his health bar. Once depleted Kled's abilities change as he dismounts, but he can easily
re-mount if he hits an enemy champion enough times or by killing enough minions over a longer duration.
Save your burst for his dismounted form, as he becomes temporarily untargetable while being forced to dismount Skaarl.
You want to be as aggressive as you can to dismount him. Poking him with (Q) from range once he is, to avoid his (Q) “Pocket
Pistol” as it will grant him a good chunk of courage back to remount Skaarl while also knocking him backwards out of your
range. If you can’t dismount him, he will normally have the upper hand, due to his ability to dash through you twice with his
(E) “Jousting” while grappling you with his (Q) “Bear Trap on a Rope” pulling you towards him.
If he is dismounted, he doesn’t have access to his mounted (Q) and thus you’d want to blind him when he is on top of you.
Kled’s main form of engage is with his (R) “Chaaaaaaaarge!!!”
Since he still has access to his (W) for quick basic attacks to deal bonus damage and stack his courage meter back up quickly.
This will boost his and his allies movement speed towards the designated
location, but not gaining any movement speed back through the ultimate. Why don’t you utilize stealth against him?
Due to his mounted (Q) revealing you if you get struck by it. You can’t reliably stay stealth for long, as it’s only a matter of time
You will hear his audioque from a distance when he has activated this before he strikes you. However, into the late game if he activates his (R) you can enter stealth to avoid the skill altogether.
ability, giving you and your allies little time to react accordingly.
What kind of ability order should you take?
If you hear him (R) you can go into stealth. He won't be able to target you, You’ll be going for a (Q) into (E) max, in an attempt to deal as much damage as you can to dismount him and keep him low HP
excellent if you need or want to execute their main backline squishy. from range, getting too close with (E) reliance will often get you caught out and locked down due to his gap close.
Physical Even
You can very easily track where they are going to be soon based off of their passive “Mark of the Kindred.”
If you notice a swirl icon on a specific camp be it in your own jungle or in theirs, that is where they’re going to go to complete
the next hunt. If you are in the area, and can do so, killing the camp will prevent them from gaining damage increase. You can
also use this as knowledge to ambush them while they are trying to take camps if you’re healthy and fed enough to do so.
If they complete (4) hunts their attack range will also raise, making them very difficult to kite the more hunts completed. If
they mark you, notify your allies as this will give them better knowledge as to where they are going to be heading next.
If you happen to be caught out by them and they activate their (R) “Lamb’s Respite” stay inside the radius.
All champions inside the radius will be immune to death until the effect is over (4 seconds). It’s pointless to use things like (Q)
until the duration ends, because you’re already going to be immune to death, you’d be better off holding your skills until the
last second to survive. Healing is disabled if you fall to 10% HP and everyone is healed a bit at the end of her (R) duration.
Allowing them to tumble forward a short distance to strike up to three When do you utilize stealth against her?
nearby targets. The skill itself is on a rather low cooldown. You can utilize stealth to survive them at every stage of the game. They have nothing they can do to reveal or damage you.
Unless you are pulled out of stealth completely by their allies, you’re fine to waste their time, or wait out for allies assistance.
Kindred can keep up with you with very little difficulty while also hopping
over walls, if you flash away while this skill is still up, so be mindful of that. What kind of ability order should you take?
You’ll be looking at a (Q) into (E) max to mitigate as much damage as you can through your blind duration when most of their
Click here for a "Video Reference". skills are down, specifically their (Q) dash and (E) slow, once those are down you can reliably engage them.
KOG’MAW
Kog’Maw Damage Type Threat Preferred Runes Helpful Items Ability Max
Physical
Even
Magic
Kog’maw isn’t really too much of an issue to deal with when he is playing normally, that being on-hit with “Lethal Tempo.”
However, if he decides to go full AP with his (R) being his main form of damage, there is very little you can do to survive him.
The reason being his (R) can be cast rapidly due to it having a 2-1 second cooldown. Each costing more and more mana, but
only taking 2 hits to execute you, while also having upwards to 1800 range, which is in no way manageable with your maximum
of range of 680 on your (Q), if he goes AP, you’re not going to have a fun time or any reliable way to execute him.
Once he dies, he will still be able to chase you and explode on top of you, dealing true damage which can finish you off, in
most cases it will not. The damage can be avoided by running away with your (W) activation unless he is on top of you.
You don't often see full AP Kog'Maw, but watch his item build and adapt your build into MR when needed.
“Aery” is also relatively good for the early game, but again you’d do more with a heavy burst approach.
Magic Major
One very important thing to keep in mind is if you deal enough damage to her and she falls below 40% HP, she will become
invisible for a short duration and create a mirror image that will last for 8 seconds. It can be difficult to figure out which one is
the real LeBlanc, so it’s best if you attempt to execute her after you have put her passive “Mirror Image” on cooldown.
Laning against Leblanc can be tough, as she is able to gap close into you and immediately return to her previous location.
If possible you would want to try to get close to her previous location, tossing a shroom down to prevent her ability of
recalling to escape. This would give her one of two options, return and become slowed or stay and fight/escape elsewhere.
This can be absolutely crippling for her, if you are able to catch her mark out in a flank or a team fight. Especially if your allies
chase her through the jungle. Despite this she hurts a lot when she gets her full combo off, especially if she roots you.
Physical Major
It can be rather hard to keep your distance from him due to his range/gap-close, but his (Q) can be body blocked by minions.
Make sure you try your best to be behind a nearby minion, but never on top of it directly, it doesn’t take much effort for a
good Lee to gap to the minion and dash to a ward placed behind you into his (R) combo. You can pretty effortlessly sidestep
this ability altogether if you are capable of juking out his attempts. Weaving in and out of minions body block.
Flash his Flash (R) in order to prevent being kicked into his allies, and rather kicked into the opposite direction, preferably into
your tower/allies where you can try to turn the fight into your favor. But try not to be kicked directly into an ally, since he will
knock-up any targets struck by the target he has kicked.
That's really the only real issue, his gap close CC and burst while you're incapacitated. He is a powerful early game champion,
who falls off pretty hard into the late game, if he hasn’t been dominating early. You will eventually outscale him if played well.
Magic Even
There really isn’t much to mention about Leona outside of a few of her interactions.
This isn’t much of a thing to mention but don't place wards on her while she is in a bush, as she can combo her auto with her
(Q) to reset her next auto for a very quick 3 hit combo, quickly taking out any wards placed on top or near her.
Leona's are drawn to wards like a moth to a lamp. Easier to engage on her or her allies after her (Q) stun is used to clear it.
It often can be difficult to deal her while she has her (W) “Eclipse” active, reducing damage taken by 50% for 3 seconds.
Leona is a very heavy lockdown and disruption support. When do you utilize stealth against her?
Unless she has an item like “Sunfire” and is dealing consistent AoE burn damage after striking you with her AoE from her (W)
Outside of her main team fight engage with her (R) “Solar Flare,” she tends “Eclipse” which deals damage in a rather large radius you are perfectly fine to sit in stealth while in bushes. She has nothing
to engage on targets with her (E) “Zenith Blade” allowing her to dash to that can reveal you, and once all of her skills are exhausted you can attempt to run while attempting to flash her (R) stun.
the targets location, following up with her (Q) “Shield of Daybreak” stun.
What kind of ability order should you take?
If she misses this initial engage, they will either follow up with (R) or back A simple (E) into (Q) max is fine. She isn’t going to be your main focus in big team fights anyhow due to her tankiness and
off until the combo comes back off cooldown. Once caught you’re dead. disruptive playstyle. So long as you prioritize her with blind when you need to if she catches someone else. This is fine.
Magic Even
Lillia can be an annoying champion to deal with. If you get hit by her (Q) AoE she gains a ton of bonus movement speed making
it near impossible to actually trade with her since she can hit you for % HP on every (Q) on a 4 second cooldown.
The edge of her (Q) deals true damage instead of magic. Her (W) “Watch out! Eep!” deals triple damage in the center. It's pretty
pronounced when she raises her weapon spinning the lantern.
Side step and do not stand behind minions when her (E) is cast, this is how she can start an engage on you from a distance
with her (R). Despite her high mobility and high damage output she is extraordinarily squishy and easy to burst down
especially with a “Luden's Tempest” & “Lich Bane” build. You will want to get yourself some MR against her she does hurt.
Alternatively you can just play a burst build like “Electrocute” only going in for a trade when the rune is ready. “Aery” is a good
passive aggressive approach, but these runes tend to fall off into her late game scaling defensive wise.
Magic Even
You might have problems dealing with her during the early game, due to the fact that she is a mage and that’s one of Teemo’s
biggest weaknesses. But once you start getting items and properly building to mitigate her with MR, you’ll transition well into
mid or into the late game, so long as she hasn’t been fed ridiculously.
You really want to position yourself away from behind your minions, if you stand too close she will simply deal splash damage
through her (Q) “Ice Shard” hitting you on the other side, the skill will slow you if you take damage from it directly or through
the splash damage. Once slowed, she can easily close the distance between you to follow up with her other lockdown skills.
Try not to get into a position where she is under her tower and you are about to burst her to death, she can simply (R) herself,
heal and become untargetable or wait for you to deal damage while under tower to catch you out with (R) to stun you under
tower allowing her to turn the fight into her favor.
If she does enter (R) toss a shroom at her location, it will help to slow her when she tries to (E) and get away from you/allies.
Physical Major
Lucian is an amazing quick trade champion. You’ll want to be around and in bushes, coming out to poke him while he is
attempting to CS, especially if he has just utilized his (E) to quickly get in to finish off a cannon minion.
He has a lot of range and abilities that let him trade very quickly before your (Q) reaches him without getting the jump on him.
Outside of being a very good quick trade poke champion, he is rather squishy. If you can play the lane well you can scale
quickly to deal with him on your own without the need for allies assistance. Properly placed shrooms can wreak havoc on him.
“Aery” is also relatively good for the early game, but again you’d do more with a heavy burst approach.
This allows him to dash to a short distance to get in range, which activates What kind of ability order should you take?
his passive “Lightslinger” allowing him to shoot an additional basic attack Lucian is one of the few ADCs that do not tend to build shieldbow or really defensive playstyles, so a (Q) into (E) burst playstyle
on his targets. This makes it very easy for him to activate runes like PTA. is a great choice for him. You’ll have to utilize bushes and stealth a lot more than most match-ups to mitigate or avoid his dash
triple basic attack combo, it’s not possible to blind the dash engage, unless you get the jump on him first.
Click here for a "Video Reference".
LULU
Lulu Damage Type Threat Preferred Runes Helpful Items Ability Max
Magic Even
Lulu can be quite annoying due to her abilities to increase allies mobility, attack speed and damage through her (W) “Whimsy”
and (E) along with (R) “Wild Growth” granting bonus health and AoE knockup to all nearby enemy targets, as well as slowing
aura. If she is near her ADC, it’s unwise to attempt to fight them on your own, especially if her ADC is Kog’maw, who will
effortless shred you with ease.
Her support skills can also be used to disrupt her targets, most commonly her (W) which will turn her target into a fuzzy little
creature. Polymorph makes it impossible to attack or cast spells for a few seconds leaving the target vulnerable and slowed.
However, once most of her skills are down she is a rather squishy champion to face despite her slows and poke range.
So dealing with her personally, isn't really that much of a big deal, it's when she is supporting a good ranged champion that she
becomes a huge problem, by granting them additional damage and protecting them with her (R) while also disabling you.
Lulu’s main form of engage is with her (Q) “Glitterlance.” When do you utilize stealth against her?
You can utilize your stealth against her whenever you feel like you’re going to be run down by her jungle or allies that also have
This ability can be cast from an ally affected by her (E) “Help, Pix!” so she no ability to deal a ton of damage to you in stealth or any form of pull that will pull you out of stealth. It’s a great idea to use
herself doesn’t need to get close to you, when the ability lands it will slow stealth to ambush her if she isn’t right on top of her ally to force her (R) and potentially execute her.
all targets hit by it. She can then follow up by supporting her allies.
What kind of ability order should you take?
She often isn’t played anywhere outside of the support role these days Since she is so easy to potentially burst you’ll want to take a (Q) into (E) max. Since it’s the best way to do consistent and quick
though you might see her every couple months in MID or TOP running a burst damage that any other ability pathing. If you can’t get close to her due to her allies or herself being respectful of your
full on-hit playstyle, which is very annoying to deal with. presence you can instead go for an (E) into (Q), but you’re better off with a range (Q) poke playstyle if you hope to reach her.
Click here for a "Video Reference".
LUX
Lux Damage Type Threat Preferred Runes Helpful Items Ability Max
Magic Major
Lux is an AP carry support champion, while her role is support, she can still deal a devastating amount of burst damage once
she has acquired “Luden’s Tempest.” Her late game presence is something you want to either avoid completely or ambush.
Her (E) is very pronounced so you'll want to guess where it is being sent and avoid the location as it is usually being projected
behind you and not on top or in front of you. Despite everything she is very easy to burst when you are close enough.
She will often times purchase an hourglass and try to survive through stasis, but if you drop a shroom at her stasis location,
and avoid her follow up (Q) root, you shouldn’t have any issues dealing with her. If you don’t have one or don’t have (Q) up
before she comes out it wouldn’t be wise for you to continue the fight, unless of course she is on low mana.
Magic Major
Depending on what build the Malphite is going (Comet AP) you would want to be utilizing bushes to avoid poke, and only
poking when you see him use his (Q) to CS as this will slow you, sending the comet down and there is no way to react to this
without (W) active and Mercury's Treads.
Once you have a full stack of either Grasp or Fleetfoot you would want to trade with him to heal the damage he deals back and
out trade him. He will be pretty annoying early game, because of his Biscuits and Corrupting Potion. Play smart to take as
little damage as possible while also constantly rotating your (E) and (Q) into keeping him on low HP.
You really shouldn’t overextend after he is level 6 nor have your lane shoved. This is just asking for you to be ganked and
locked down by his engage, so it's much better to try to keep the lanes even or pushed up towards your tower.
Taking other runes will just lead you to being put down on low HP very quickly and much more susceptible to his engage.
Magic Major
Malzahar can be a pain due to his passive “Void Shift” which grants him a damage reduction shield and immunity to CC.
Before you even attempt to burst him down or waste your (Q) poking him, poke him with a (E) first, then follow up with (Q)
when his shield is down. This is why he becomes such a threat into the late game, as you can’t get close without getting caught
out by his (R) lockdown and his (Q) “Call of the Void” silence, making it hard to follow up with burst.
Once locked down, you’ll be swarmed by his follow up (E) “Malefic Visions” which allows for him to command all current and
follow up summoned Voidlings from his (W) “Void Swarm” to immediately target you, dealing a ton of damage.
Malzahar will periodically summon a Voidling after every 4 spells cast. Killing them grants you extra gold, if you see that he has
2-4 currently summoned, it means he has recently used his (W) and is slightly weaker for a very short duration so long as his
shields down and you kill the currently active minions, which aren’t that hard to kill, one auto or shroom will do.
Stay away from your purple glowing minions or his (E) will bounce to you, making it very easy for him to flash forward to
combo his lockdown with his minions into his silence (Q).
Magic Major
One big issue with Maokai is his (E) “Sapling Toss.” These saplings zero in on nearby targets, blowing up and slowing them.
You can typically outrun them very easily by activating your (W) and running away, unless you get caught out without vision.
They gain bonuses while in bushes allowing them to stay active for 30 seconds, while dealing double damage as opposed to if
it was placed in the lane. This ultimately prevents you from attempting to use bushes as a form of safety if the Maokai player
you are going up against is competent enough to place them down in a way to deter you from them all game.
Maokai can be a real pain to deal with, just keep your distance and do not allow him to get too close, as he will constantly
knock you back, sustain and deal a ton of damage through his tanky item build. If you suddenly see him coming forward it’s
often the case that you are being ganked and he wants to get closer to lock you down long enough for his allies to assist.
Overall it's a pretty hard CC match-up where you don't want to be extended into him all game, due to gank pressure and his
lockdown. Despite this, he is rather easy to poke from a distance with (Q) spam, so long as he doesn’t flash (W).
Physical
Even
True
There really isn’t much to say about Master Yi. You counter him in every way so you want to be around your allies as much as
possible when he is too much for them to handle, otherwise he will constantly be capable of easily 1v4ing your team.
He’s got a lot of mobility and attack speed with his (R) “Highlander” which heavily scales with his (Q) passive and “Navori
Quickblade.” This means if you are not around him when he is fighting your team, he can spam his (Q) very frequently.
You want to burst him down after he has utilized his (W) “Meditate”. If you waste all of your skills and ignite on him during this
channel he will take 60-70% reduced incoming damage. You can still poke him with (E) to remove his ability to sustain but hold
onto the rest of your abilities and be careful of his follow up (Q) which he will use to avoid the next follow up burst.
He will be the main target in most every teamfight to negate his ability to stack his cooldown reduction on basic attacks.
Master Yi’s main form of engage is with his (Q) “Alpha Strike.” When do you utilize stealth against him?
If you find yourself caught out alone, with nobody else around and you have no ability to actually fight him and win, you can
He will enter an untargetable state while dealing damage to all nearby simply wait for him to land his (Q) in which he will become immune to being targeted. (Q) him after he exits the ability to
targets. This skill can critically strike, making it his main way of executing prevent him dealing damage to you while in bushes or even in the middle of the lane to safely enter stealth.
his targets while running a “Duskblade” or “Eclipse” build with “Collector.”
What kind of ability order should you take?
“Hourglass” his engage, or take 70% of your HP before you can react. Once You’ll be looking at a (Q) max to maximize your ability to render him useless into most all fights and 1v1’s, into (E) max.
he is out of his (Q) use blind to fight him. Enter stealth if he is too much for However, if he gets rather fed or purchases “QSS” he will be a lot more difficult to deal with even if you manage to “Hourglass”
you to deal with. He has nothing outside of his (Q) to stop you. his initial one shot (Q).
Click here for a "Video Reference".
MISS FORTUNE
Miss Fortune Damage Type Threat Preferred Runes Helpful Items Ability Max
Physical
Even
Magic
Miss Fortune will spend the majority of her time zoning you with her (E) and attempting to land her (Q) double bounce while
you’re standing behind her minions, so avoid being behind minions/allies, since her (Q) will seek you out even in stealth.
This makes it hard to move forward, due to her ability to use her (E) slow to disengage. If you’re planning on going in for a
trade do so after her (E) is down, this will make it easier for you to get close while making it harder for her to disengage.
One of her biggest threats is her (R) “Bullet Time”. Allowing her to channel a cone barrage of bullets in front of her which can
be devastating while fighting around objectives or when cornered in the dense jungle. If you can’t flash or avoid it, hourglass is
really your only way to avoid it. Depending on how fed she is, each hit can deal massive critical damage and execute you.
Pay attention to her item and rune build. She can be played as a full AP support which hurts, so build to what she is building.
Miss Fortune’s main form of engage is with her (E) “Make it Rain”. Why don’t you utilize stealth against her?
Early game it’s okay to some degree, since her (E) isn’t going to deal as much damage as it will into the late game, and not
If she is building full AP it will be her main form of damage outside of her having access to her (R) until later, but you wouldn’t want to abuse it that much. She still has a ton of AoE and the potential to
(Q) “Double Up” double bounce, especially with the rune Dark Harvest. bounce her (Q) off of a minion or ally that could potentially hit you if you’re too close. Once she has (R) don’t bother.
You can definitely utilize your passive to help you get closer to her to poke out and burst her.
This skill does a moderate amount of AoE slow and damage, allowing for
her or her allies to catch-out their targets for easy engage. What kind of ability order should you take?
You’ll be looking at a (Q) into (E) max. This will help you poke from range dealing a significant amount of damage to her, while
Click here for a "Video Reference". potentially mitigating any basic attacks she may send out. But be sure to watch out for her follow up engage with her (E) since
it does have a longer reach than your (Q), you’d want to time it in between her (E) CS usage or when attempting to poke you.
MORDEKAISER
Mordekaiser Damage Type Threat Preferred Runes Helpful Items Ability Max
Magic Even
Mordekaiser can be quite a pain to deal with if you’re not familiar with the idea of consistent kiting, he isn't that bad to fight in
lane against when you actually know how to play around his cooldowns. He is a catch an lockdown type of champion. Keep on
your toes and try to dodge all of his skill shots especially his (E), if he lands this ability you have lost the trade entirely.
You only lose once you are caught by Mordekaiser's pull ability. You always want to try your best to bait it out giving you more
freedom to get closer to poke and trade with him while avoiding his (Q) spam.
Magic Extreme
Morgana is a lockdown support, supporting her allies heavily, unless she is playing in the JNG or MID where she becomes
more of a threat due to her ability to easily one shot you with a full burn playstyle with “Liandry’s Anguish”.
It’s pretty mandatory to get some forms of magic resistance including “Mercury’s Treads” or even the subrune “Legend:
Tenacity” to lower her ability further to stun or root you for very long if you’re comfortable not taking “Legend: Alacrity”.
Try not to play too aggressive with her you risk being caught out and burned down the second you allow her to land her (Q).
It doesn’t help that she will often flash into a large team fight with her (R) while entering stasis with hourglass to disrupt
everyone nearby allowing for her allies to follow up with a beneficial engage.
It might not seem like much, but into the late game this root can last When do you utilize stealth against her?
upwards to 3 seconds, which is a hell of a long time to be immobilized. You can not hide from her. Her (R) becomes highlighted while near you alerting her to your presence. Revealing you the
second she decides to activate it so there is no reason to attempt trying to ambush her or her allies while she is nearby. So
What makes things worse is her ability to follow up with her (R) “Soul don't go for any of those stealth plays while she is nearby unless she isn't too bright as it is going to end poorly for you.
Shackles” potentially stunning you for an additional few seconds.
What kind of ability order should you take?
During this duration her (Q) will come off cooldown allowing her to once You’ll do more with (E) into (Q) utilizing your (Q) only once her spell shield has been utilized, which most players will use
against follow up with another 3 second root. Her (Q) can be bodyblocked. immediately as you get in range to attack her or an ally with your basic attacks. So long as you can avoid her follow up (Q) root
you can simply wait out her spell shield duration and utilize your (Q) shortly after.
Click here for a "Video Reference".
NILAH
Nilah Damage Type Threat Preferred Runes Helpful Items Ability Max
Physical Extreme
Nilah gains increased experience while last hitting minions along with the ability to enhance and share nearby healing and
shielding from her allies. Insane with heal/shield supports. Morellonomicon is extremely recommended.
Allowing her to dash towards her target enemy to follow up with her (R)
“Apotheosis”. You should not underestimate this ability as it can deal
devastating damage to you and everyone inside as it scales heavily.
Magic Major
Nami is a support champion that will do her best to heal and protect her allies while attempting to lock you down with her (Q)
and keep you at bay with her (R) pressure into the mid and late game. It’s not that she herself is a massive threat in a fight, it’s
that getting close to her can be next to impossible when she has a good team with peels and disengage to follow up with hers.
She’s got a decent amount of sustain and damage. It can be tricky to deal with, especially when she is with a long range ADC.
You can't reliably poke her until her (W) “Ebb and Flow” has been used as it will simply bounce between allies and enemies,
both healing her allies and damaging enemies. Due to your (W) losing all bonus passive movement speed upon taking damage
this can be really annoying to deal with if you attempt to get closer to her or her allies.
Despite this, she is very squishy. So bursting her down when she does get caught out by you or your allies is rather easy.
Physical
Major
Magic
Nasus players either max (E) and deal a ton of magic damage with “Corrupting Potion” or build “Spirit Visage” and focus on
trying to max out as many stacks as they possibly can with (Q), while maxing (W) to slow you for 95% (over a duration).
You should be focusing all of your efforts on preventing him every single cannon minion stack by blinding him before they die.
You don't counter him outside of laning, he counters you severely late game if you’ve got no pressure or control over his early.
“Phase Rush” does the same but at the expense of losing out on damage while also granting temporary immunity to his slow
so long as you can hit him (3) times. This doesn’t make this rune worse than the previous one, but due to interactions with
slow resistance and Cloud Drakes offering solid slow resistance if you do manage to get one or 2, tenacity just works better.
“Aery” is real solid if you know the majority of your opponents tend to take “Grasp” and not (E) max poke to bully them hard.
If you are not building properly both with items and with runes you will When do you utilize stealth against him?
never be able to deal with a competent Nasus. This isn’t season 5 anymore, He has absolutely no way to reveal you or to prevent you from stealthing. Even if he hits you with his main form of long range
he isn’t as easy as he was back then, a good Nasus will destroy you. poke (E) “Spirit Fire” or if you’re currently taking damage from his (R) the AoE damage will not prevent you from entering
stealth, it’s only if he hits you with a basic attack or lands a successful (Q). You can just stand still and enter stealth at any time
Thankfully, most Nasus players these days don’t seem to bother going (E) This becomes exceedingly useful into his late game state. Once his ult is down he will become more manageable to deal with.
max with “Summon Aery,” “Scorch” in combo with “Corrupting Potion.”
What kind of ability order should you take?
So you shouldn’t have any issues dealing with him through the early game. You’ll be looking for a (Q) into (E) max. You have to try to prevent as many stacks as you possibly can to prevent his late game
scaling from being too impactful. It can mean the difference between 600 stacks vs 300 stacks. It might not seems like much,
Click here for a "Video Reference". but that’s a lot of damage being mitigated simply by utilizing your (Q) at every opportunity you can.
NAUTILUS
Nautilus Damage Type Threat Preferred Runes Helpful Items Ability Max
Magic Even
Keep a respectful distance while utilizing minions to body block his (Q) hooks, while trying to bait it out in the open. You never
want to allow him to get on top of you due to his kit being all about locking down targets with multiple forms of CC.
If he pulls you with his (Q) his first basic attack will root you for a moment, allowing for him to combo into his (E) “Riptide”
slowing and damaging all targets surrounding him. It’s important to note, his follow up (R) “Depth Charge” is a skill that will
chase you no matter how far you manage to get from him after he has cast it.
The shock wave passes through allies if you run between them causing them to get caught in it’s shockwave, knocking them
up into the air before it inevitably hits you as well. If you see an ally running for you or an ally nearby, steer clear of them.
Outside of all of his lockdown skills, he can get rather tanky while he attempts to peel and protect his ADC and carries and
dealing a moderate amount of damage in the process.
You’ll be mostly focusing on his ADC in all cases, so you shouldn’t be worrying about focusing all your efforts onto him.
This sends out his anchor in a straight line, if the anchor strikes terrain or Why don’t you utilize stealth against him?
an enemy target he will be pulled towards the target. Once on top of his He can easily pull you out of stealth by hooking you. It doesn’t take him much effort as all he has to do is activate his (E) to see
targets, it’s very difficult to get away from him due to his lockdown slows your silhouette which he can immediately follow up with his (Q) to guarantee a hit. Once pulled out of stealth you are pretty
and root / knock up combo. much dead since the constant follow up CC will prevent you from re-entering.
Click here for a "Video Reference". What kind of ability order should you take?
(E) into (Q) max. The off-chance that you do see him being played in a different role other than support you can opt into going
(E) into (W) while playing “PTA” since his mobility is quite bad if he doesn’t purchase “Mobility Boots.”
NEEKO
Neeko Damage Type Threat Preferred Runes Helpful Items Ability Max
Physical
Major
Magic
Neeko can be an absolute nightmare to deal with simply due to her range and build diversity. She can either be played full AP
or On-Hit AD. Both have their ups and downs, while having good synergy with her kits lockdown and passives.
If you get rooted you are pretty much dead, as you won’t be able to avoid her follow up (Q) “Blooming Burst” which will
pulsate & splash multiple times, so unless you’re locked down you want to get out of the AoE as soon as possible. If this skill
kills a minion it will pulsate once after the first, be mindful to not take unnecessary extra damage.
She can combo her (R) “Pop Blossom” with her (W) “Shape Splitter” which can be very annoying to deal with. Don't show her
where you've been placing shrooms at because this is what makes Neeko such a nuisance is her ability to use her clone to set
off your nearby shrooms, making it very difficult to catch her with them or set up defenses, for this reason, I recommend only
using shrooms deep in the jungle and throwing them onto minions when she is near to zone her.
If they go full on-hit with “PTA” you're going to have a very hard time dealing with them with your basic attacks as there isn't
much you can do since their range is higher than yours, your best bet is to safely poke with (Q) from the longer range, while
most of her skills are down. Be observant of her basic attacks she deals bonus damage every 3rd auto she sends out.
She will sling a tangle that can pass through units. If it hits an enemy, it’s Why don’t you utilize stealth against her?
speed, size and root duration increases for all additional targets. She has a decent amount of AoE that can potentially kill you over a slightly long duration, especially while building full AP.
Once she has access to her (R) and starts to scale with her AP, it is very unwise to attempt to utilize stealth around her at all
Getting caught out by this ability makes it near impossible to deal with her since her follow up (E) and (R) combo can potentially one shot you.
follow up skills and lockdown. Try your best not to get caught!
What kind of ability order should you take?
Click here for a "Video Reference". It’s safer and more effective for you to go (Q) into (E) max, due to her constant range advantage, getting close to basic attack
her can very easily lead you to being struck by her auto, which will slow you due to your (W) passive, making it much easier for
her to walk forward with her (W) granting her bonus movement to get in position to land her root.
NIDALEE
Nidalee Damage Type Threat Preferred Runes Helpful Items Ability Max
Magic Major
The further her spears travel the more damage it will do to her targets, so try your best to not get hit at its max range, if she is
relatively fed it can be a potential one shot.
Her Human form (W) “Bushwhack” traps will reveal you if you step over them while stealthed in a bush, and are kind of
difficult to see, so be careful stepping on them if you've been marked by her spear you also become revealed.
She is in general a very squishy champion, unless he has acquired something like “Banshee’s Veil” or “Hourglass”, so as long as
you are keeping your distance and avoiding her spears she won’t have much damage to her abilities to take you on.
Physical Major
Dealing with Nocturne can be a real pain due to his ability to simply get on top of you without you knowing he is targeting
you, along with his ability to possibly negate most of your kit if he times his (W) “Shroud of Darkness” spell shield properly.
Always assume that you are being targeted, using bushes and entering stealth to protect yourself until your vision recovers
allowing you to see where exactly he is and what is going on around the map before returning to what you were doing.
It’s absolutely important for you to have a shroom placed behind you or in a general location so that when and if he does
target you that you can kite him through one before he channels his (E) “Unspeakable Horror” fear along with his (W),
effectively making it impossible to blind him while you’re incapacitated.
Click here for a "Video Reference". What kind of ability order should you take?
So long as you know how to wait out the duration of his (W) you shouldn’t have any issues going with a max (Q) into (E).
NUNU
Nunu Damage Type Threat Preferred Runes Helpful Items Ability Max
Magic Major
Nunu is a very mobile champion, expect to be ganked in your lanes frequently, with very little pressure from your allies, don’t
complain to them about how little they are doing, there are very few champions that can keep up with him, it’s not their fault.
Unless you’re very confident in your own ability to play your lane and you do not care about him ganking you then you should
make sure you don’t extend into them all game, once he’s rolling into your lane, you have very few options especially if he’s
coming from their tower and not the river or jungle, effectively making sidestepping and circling him impossible.
It is a very wise decision to obtain a “Morellonomicon” & “Void Staff” into the mid-late game, unless he has gone pure AP and
has not bothered to go tank, you will have a very hard time dealing with his (Q) “Consume”, which can heal him for 50% hp.
Once he has gotten on top of you, or even while hiding in a bush around objectives, Nunu can channel his (R) “Absolute Zero”
slowing and damaging all nearby enemies after he recasts or after the channel is complete. The slow can reach upwards to
95% while dealing an additional 100% AP damage. Notice your movement speed dropping? Immediately warn allies and run!
This allows him to cover great distance in a short amount of time, gaining When do you utilize stealth against him?
size and speed to strike his targets knocking them up while running them During the early stages of the game, if you’ve been getting constantly ganked by him, and he will not leave your lane you can
down with his follow up slow/root from his (E) “Snowball Barrage”. simply rush to a nearby bush and wait him out in stealth. He himself can not reveal you but if his ally has a slow applied to you
while he knocks you up with his (W) snowball you can be potentially revealed due to Riot Games shoddy coding.
While he is channeling his (W) he loses the ability to turn quickly. The
easiest way to avoid the skill would be to side step & circle around him. Once he has access to (R) it would be unwise to attempt doing this, as he can channel his ultimate in the entire bush.
Click here for a "Video Reference". What kind of ability order should you take?
You’ll be looking at a (E) into (W) max. This helps you stay mobile to side step and circle him. If you decide not to play “PTA”
you can just take a (E) into (Q) since he’s often times going to be too tanky to execute with a (Q) max. It’s really up to you.
OLAF
Olaf Damage Type Threat Preferred Runes Helpful Items Ability Max
Physical Major
Olaf has a very strong level 1-2 cheese if he is capable of landing his (Q) back to back. You will most certainly have problems,
especially if you’re extended into him and he is getting a gank around the really early game as the lane has started.
Biggest thing you should do is respect him. He has every ability to run you down at any moment, be it through a flash (Q) or
using Ghost with his (R) when it is up. If he misses his axe, he will normally walk forward, it is never a good idea to stay in your
current position, unless you’re capable of dealing a ton of burst damage to zone him off, he will pick it up and try again closer.
You can’t (Q) most of his auto damage or slow him while he is in his (R). He will often run Ghost and simply run you down once
you get hit by one of his axes, if you are extended. He is very tanky and makes utilizing of your (R) and (Q) mostly useless.
Once everything is down and he is on top of his target he will gain attack speed as his health lowers through his passive
“Berserkers Rage” while granting even more attack speed and lifesteal through his (W) “Vicious Strikes” for 6 seconds. This is
the best time that you can possibly blind him, helping your allies kill him before the attack speed and sustain kick in.
Olaf’s main form of engage is with his (Q) “Undertow” spam.
When do you utilize stealth against him?
If you allow Olaf to constantly land his axe and he picks it up, he can Due to his annoying (Q) spam, he can very effortlessly run back and forth picking up his axe dealing heavy damage over time if
consistently spam you with a ranged 25-45% slow, making escape difficult. he manages to land it on you. However, he only has about 12 attempts, once he has done this his mana pool will have drained
pretty rapidly. After he has no mana it’s easy to fight or run from if you’ve been ganked and haven’t been able to move.
Once close he can follow up with his (R) “Ragnarok” to run you down in
close proximity, gaining tons of movement speed and attack speed, while What kind of ability order should you take?
cleansing himself of all status effects including your (Q) blind and (R) slow. You’ll be looking at a (Q) into (E) max with a burst build. You shouldn’t rely too heavily on your blind activating most of the
times, it’s not because of his abilities and cleanse. So if you’re not very comfortable attempting to learn when to do so, just
Click here for a "Video Reference". take a (E) into (Q) instead. If you’re planning on running “PTA” (E) into (W) build helps to side step his (Q) if you have trouble.
ORNN
Ornn Damage Type Threat Preferred Runes Helpful Items Ability Max
Magic Major
Ornn has the ability to upgrade his allies items, by level 17 everyone will have an upgraded Mythic item. He can also craft basic
items in the lane rather than backing to base to purchase them. You can stop him by hitting him with any form of damage.
One of the biggest issues with facing Ornn is his extremely heavy wave clear and constant pillar spam through his (Q).
This can make it very difficult to engage on him, or continuously siege his tower because he can easily clear a full wave.
If he manages to miss his (E) as he dives towards you into his pillar you have some wiggle room to kite and fight him, especially
if you do decide to run a “PTA” build into him because once he is on top of you, all he has to do is use his (W) “Bellows Breath”
to apply a stack of brittle which allows him to deal bonus damage on his next follow up basic attack.
His ultimate can miss, but it's up to you to juke it out, by pathing when he has sent out his (R) back towards you. If you don't
dodge this, the CC is going to mess you up, especially if he is close allowing him to combo up with his (Q) into (E) knock up.
During the laning phase he will be poking with his (Q) “Volcanic Rupture” Why don’t you utilize stealth against him?
his main set up. If you are near his pillar when it rises he can then charge He can potentially reveal you if he lands his (E) into terrain while in bushes or by placing down his (Q) beforehand. He can also
forward ramming into the terrain, locking you down with a knock up. activate his (R) to do the same thing in a larger radius, while also having a bunch of AoE. It would be unwise due to his item
build having a constant burn AoE due to “Sunfire” while he is in combat near you.
His alternative form of engage is with his (R) “Call of the Forge God”,
which allows him to summon a massive elemental ram to his location from What kind of ability order should you take?
behind you, if he rams it back, it will knock up everyone hit. It’s really annoying to deal with him, so a (E) into (W) max is more preferred while playing “PTA” otherwise a simple (E) into (Q)
is fine. Tank champions are often times impossible to kill into the late game so you’ll be more focused on CSing and split
Click here for a "Video Reference". pushing more so than roaming around playing as a team.
ORIANNA
Orianna Damage Type Threat Preferred Runes Helpful Items Ability Max
Magic Extreme
Orianna can effectively zone you back with relative ease because of her long range and her (W) “Command: Dissonance” AoE.
It's hard to trade with her, due to her range along with her shields when she calls it back with her (E) “Command: Protect”.
You want to catch her in between casts. The problem is, her (Q) cast time is on a 6-3 second cooldown, based on what level
she is and it’s her go to form of poke and damage, so they will often have it maxed by level 9. You will not be able to deal with
her after that as she will always come out on top in a duel, unless you have the resistances or hourglass to mitigate her burst.
Simply keep your distance, and try your best to survive while doing your best to make her to waste mana in the early game, as
it will allow you to match her lane wise, until you are capable of purchasing some defensive items. You can’t really win this
lane, due to her permanent zoning so rely on allies and focusing on CSing until you get help.
Physical Even
Throughout the laning phase, Pantheon will get stacks every time he lands an ability or hits with his basic attacks. Once he has
5 stacks under his health bar he will gain bonus damage or effects on his next basic ability.
You don’t want to be hit by his (Q) since it will deal a ton of damage, which will often be followed up by a flash (W) stun to
burst you down quickly. So try your best to side step and avoid the empowered spear, once it’s down you can attempt to fight
if you so desire, since he will be down in power until he hits targets 5 more times.
You don’t want to waste any of your burst skills or runes while he is currently channeling his (E) “Aegis Assault”. He will
become immune to all non-turret damage so long as he is facing that direction, this includes your (Q).
You don’t want to be hit by anything other than his (W), since his stun combo can easily be mitigated when empowered.
Pantheon’s main form of engage is with his (W) “Shield Vault.” When do you utilize stealth against him?
Which allows for him to immediately stun and lock down an enemy target. He can very easily kill you over a short duration if he lands his (Q) every single time, since it is effectively on a 4 second
cooldown if he jabs it, rather than throws it. If you do plan on utilizing stealth against him for whatever reason, it would be
Pantheon’s alternative form of engage is with his (R) “Grand Starfall.” wise to do it in one of the larger bushes, as the center bush is basically a death
Which allows for him to channel a short duration before leaping across the
map crashing down as a comet dealing damage to everyone nearby. What kind of ability order should you take?
Despite having a shield that mitigates all damage taken from the front, he is actually a really squishy champion. Unless of
Be mindful about this, as you want to run the opposite way it lands, giving course he purchases “Maw of Malmortius” a (Q) into (E) max is perfectly fine into him, so long as you hold yourself back while
you extra time to escape him, since he will be behind you, not on top. his shield is up, following up with your (Q) and skills / summoners for a quick burst once his main defense is down.
Click here for a "Video Reference".
POPPY
Poppy Damage Type Threat Preferred Runes Helpful Items Ability Max
Physical
Even
Magic
Poppy isn’t seen that much these days, when she is seen it’s normally in the jungle, since her top lane playstyles fell out of style
back in season 9 among the many meta shifts. She can still appear in the top lane on every rare occasion.
While facing off against Poppy you must respect her while near any form of terrain. It doesn’t matter if it is a tower, wall or
destroyed tower base, if you allow her to set up her (E) dash stun, you will lose every and all trades.
Periodically she will empower her buckler, sending it out on her next basic attack from range, if this kills minions or
champions with her buckler it will automatically grant her a shield. Champions/minions struck cause the buckler to bounce
off and land nearby, you can destroy it by stepping on it before she has a chance to pick it up and receive a small shield.
Once she has access to her (R) “Keeper’s Verdict” there are two possible outcomes, either she uses a fully charged (R) to
remove you and any other targets hit by the AoE away from objectives while you’re taking it or away from major team fights
happening throughout the game. If she uses a non charged (R) it will simply knock up her target appling more CC after her (E).
One thing to mention is if she attempts to dash on top of you to trade, don't stand in her (Q) “Hammer Shock” radius after she
has activated it, as it is a two phase damage ability that will set the ground to explode shortly after it is activated.
Click here for a "Video Reference". What kind of ability order should you take?
A (E) into (Q) max is perfectly fine, however, if you find yourself going up against a Poppy player trying to build burst damage
rather than moderately tanky, (Q) into (E) max will make short work of her.
PYKE
Pyke Damage Type Threat Preferred Runes Helpful Items Ability Max
Physical Even
One of the biggest issues regarding Pyke is his high mobility and invisibility. Making it extremely easy for him to roam across
the map assisting his allies in getting kills through his (R) “Death from Below.” This skill allows him to execute low HP enemies
while allowing granting the ally he assisted 300 gold as if they themselves killed his target. In large team fights this can be
devastating because of his ability to recast the skill each time he gets a takedown.
Even if you do manage to side step his initial (E) stun, you need to be aware and respectful of his follow up (Q) “Bone Skewer”
pull. It’s often his main way of catching targets out, pulling them over terrain or into his team with a follow up (E).
You can avoid his (R) if you side step in between the sides of the visual (X) mark, however, it’s better to not risk it and to
activate stasis if you have it on hand at the time. It’s a massive boost to the enemies economy if you let him execute you.
You can notice when he is going for a gank when you see a few sharks rotating around you with an ominous sound effect
playing so watch out, rush to your nearby allies or get ready to avoid his (E) and (Q) combo.
Pyke’s main form of engage is with his (E) “Phantom Undertow.” Why don’t you utilize stealth against him?
Due to his (Q) pull he can very easily fish you out of bushes, especially if he has “Oracle Lens” showing him your previous /
Pyke will dash forward a moderate distance while attempting to line up his current location while in stealth if you by chance are standing still and not moving around frantically.
phantom from his previous location. If he manages to align it up on top of
multiple enemy targets, they will all become stunned. What kind of ability order should you take?
Pyke is extremely squishy if he hasn’t been building properly with items like “Edge of the Night” making him very susceptible
You can activate “Hourglass” or attempt to sidestep the ability entirely to a full burst build relying heavily on (Q) and (E) max.
before turning to engage him, though he can flash to line it up again.
If he does end up getting his spell shield then a (E) into (Q) max with “Lich Bane” as your amplifier would be better than
Click here for a "Video Reference". anything else, as it’s near impossible to get him to step on shrooms at a distance since he will often build items like the
“Umbral Blade” revealing all shrooms and vision wards currently nearby for a few seconds.
QIYANA
Qiyana Damage Type Threat Preferred Runes Helpful Items Ability Max
Physical Major
Qiyana is an elemental shifting champion with high mobility and high damage output. Her abilities do different things based
on what current element she has recently enchanted her weapon into with her (W) “Terrashape” or her (E) dash.
Never escape from her or chase her pressed up against a wall or nearby a wall as she can very easily flash into her (E) to get in
position to knock you into it outplaying you effortlessly.
Make sure you're running right between them giving room for reaction. She can burst you heavily, so grab yourself some
armor specifically “Hourglass” as it can be very useful if you time the stasis right before she activates her (R).
Physical Minor
Quinn will spend the large majority of her time trying to land her (Q) “Blinding Assault” which if hits her target hinders their
vision for a few seconds making it impossible for them to react if she keeps her range. Minion’s can body block this effect.
Some players tend to dash forward with their (E) during your impairment instead of keeping their distance, you can land your
(Q) onto her in this small window when she dashes inside. It can take some time, but it can help negate a lot of her damage.
Once she reaches level 6 expect her to roam quite often, leaving your lane entirely to wreak havoc in your allies lanes. Ping
your missing opponent frequently, nobody likes to be snuck up on by an enemy that is very mobile an unpredictable.
If she is running PTA, you'll wanna do a short trade, so back off before your blind is over, otherwise the trade will go even.
If she is running Electrocute, you’ll want to do longer trades, since you’ll have the upper hand after her (E) has been used.
Magic Major
Rammus is a pretty annoying champion to deal with due to his high mobility and disruptive playstyle.
However, you can simply run in between your minions to cause him to come out of his (Q) prematurely dealing 0 damage to
you and slowing him down, don’t forget to try to get away from him before he gets close enough taunt you with his (E).
If you see him glow with particles encircling him, do not attack him. If you attack him while he has activated his (W)
“Defensive Ball Curl” he will reflect damage back to his attackers, this makes attacking with on-hit builds brutal for you.
Rammus is a hard counter to on-hit builds, especially once he has purchased Thornmail. Stick to the full AP builds with (Q)
max to utilize more of your power into taking him down without killing yourself in the process. Being shoved in while he is on
the enemies team is a sure way to get killed.
Rammus’s main form of engage is with his (Q) “Powerball”. When do you utilize stealth against him?
If he is constantly ganking your lane and you’re not able to run or fight, sitting in the bushes is fine because he can’t reveal
Allowing him to gain a ton of movement speed, until he rams into an you. Unless of course the laner that you are fighting has a form of reveal.
enemy target. This skill is used to follow up with his (R) “Soaring Slam”
which allows him to hop forward to the designated location dealing a ton What kind of ability order should you take?
of AoE damage to all nearby enemy champions. He can hop over terrain. (Q) into (E) max is perfectly fine, you won’t want to be maxing out your on-hit from (E) early on, that just grants him more
potential to deal more damage to over. Bursting him down before he gets too tanky is the way to go about dealing with him.
If he gets close enough he can follow up with another form of CC with his
(E) “Frenzying Taunt” making it very difficult to escape him once caught.
Magic Major
Despite all of the acrobatics he shows off, he is a moderately squishy champion the second he has all of his skill on cooldown.
You shouldn't focus him all the time, his ADC is still the prime target when it comes to fighting. If he is in a solo lane, however,
it's pretty much a free lane to win, since he needs allies to utilize his abilities effectively.
He's just a disruption support with a bit of sustain and shielding, but can be played as a burst AP mage. You’ll definitely need to
build some items like “Banshee’s Veil” or “Mercury’s Treads” or run the risk of being one shot by his (W) knock up combo.
Rakan’s main form of engage is with his (W) “Grand Entrance”. What kind of ability order should you take?
(Q) into (E) due to his squishy nature will do more to execute him with relative ease. So long as you don’t let him catch you out
Rakan will dash to his targeted location knocking up everyone currently and lock you down long enough for his allies to finish you off before you can react.
inside the radius. It’s often used in combo with his (R) “The Quickness”.
This grants him the ability to charm anyone he touches for a few moments
while also granting him a ton of mobility to avoid skill shots as he weaves
in between each target before finishing with his (W) as escape or engage.
Physical
Major
True
Once Rek'sai enters her (W) she can not see very far, her vision become greatly impaired, however, she can actually sense you
while you are moving in stealth in bushes or nearby while underground. Don’t move if you know she has not noticed you.
If you see a bunch of icons on the map these are her tunnels activated through her (E) “Furious Bite / Tunnel”. You can cash
them in for 5g if you stand on them for a few seconds. It’s really important to take them out as you see them, as it will give you
more room to stop her from traversing terrain quickly to engage or even to disengage.
Besides this, she is a rather squishy champion unless she has taken a rune like aftershock or built pure bruiser.
Magic Major
Rell attacks very slowly with her basic attacks, but makes up for it by stealing a portion of you or your allies MR and AR for 4
seconds, which is her basic passive, the higher the AR / MR stolen the more damage she can deal to her next targets.
She can become extremely tanky if she manages to get in close especially if you have multiple heavy tanks on your team that
allows her to hit them with a basic attack. Void Staff is mandatory against her for late game if this happens to be the case.
If she gets in between you and the ally she is tethered to, you will be stunned upon her activating her (E) “Attract and Repel”.
Ultimately she is slow, and tanky with very little damage when she isn't fed, so it's best to kite her around and focus on the
people she is protecting. You shouldn't have issues with her, so long as you stay mobile and avoid her dismount.
Rell’s main form of engage is with her (W) “Ferromancy: Crash Down”. Why don’t you utilize stealth against her?
If she knows you’re nearby she can activate her (R) “Magnet Storm” pulling you out of stealth completely while dragging you
Once she dismounts, she will come crashing down in her armor knocking behind her for a few seconds. Most players won’t waste it on you, since it’s mostly useful for big team fights when she dashes
up enemies while gaining a large shield in the process. in, but it’s good to know this if the moment ever arises.
Note: While she is dismounted, she is extremely vulnerable due to her What kind of ability order should you take?
severe reduction in her movement speed. Vice versa she gains a bunch of (E) into (W) will help you stay a little bit more mobile to escape her gap close engage, however, you’ll do more with a (E) into
mobility while she is mounted. (Q) in most every case. It’s up to you really, whatever you feel comfortable doing.
Magic Even
Renata is all about supporting herself and supporting her allies, more so than fighting. She will use her (R) to make her targets
fight each other, which can be really painful if you happen to have champions like Master Yi currently in his ultimate.
The easiest explanation about how this champion works is, the old "Chemtech" Dragon effect was effectively put into her (W)
“Bailout”. If you try to kill her or any enemy affected by this skill they will be put back at full HP and burn to death until revived
with whatever amount of HP they had left if you die before they die. It’s better to run from them or hide in passive.
This makes her extremely annoying to deal with. Overall she is a pesky support champion, and should not be fought while low
HP due to her skillset.
This allows for her to root and knockback or root and pull forward the first
enemy target struck. This can make it annoying to engage on her.
If it’s a large team fight or she is trying to escape she can also utilize her
(R) “Hostile Takeover” sending out a wave of chemicals that cause any
enemies caught in it to fight the nearest target prioritizing champions.
Physical Even
Because Renekton doesn’t have any mana or energy, he can freely spam all of his abilities when they are off cooldown. So there
is no playing around a mana or energy pool with him. However, you want to be very wary of his “Fury” meter.
While he is at 50% to max fury which is the red indicator above his head, you want to straight up back away and play it safely,
until he uses a skill to lower his fury back down to 0.
If you get too close when his fury is high, he can dash twice shredding your armor for 4 seconds with his (E) and stunning
afterwards with the empowered (W). He has a lot of kill potential against you while he is on high fury, so respect it.
Physical Major
Rengar doesn’t use mana/energy. He is a pain due to his (W) “Battle Roar” healing him for 50% of recently taken damage.
You want to never be near him or around him after he has casted his 3rd ability or leap in this case, as it will render his next
ability empowered dealing bonus damage and applying additional effects to help him lock his targets down and burst them.
It's quite simple. Let him win the lane. You can not do anything to him as he is efficiently capable of zoning you out of minion
CS range if you stay directly in the lane. If you do want to compete with him, however, keep yourself near the river and well
away from the center of the lane and the alcove altogether, poking him the second he leaps out to CS minions.
You are safe so long as you don’t go into the lane, but it’s difficult to deal with his ability to zone you from CS. Once he gains
access to his (R) “Thrill of the Hunt” he will then be able to enter stealth and hunt the nearest enemy champion in a large
radius, gaining movement speed while gaining the ability to leap to his specific target without being near or in a bush.
Rengar’s main form of engage is with his passive “Unseen Predator”. Why don’t you utilize stealth against him?
The only thing that would reveal you in previous seasons was his (R) which could be countered by taking “Hourglass” an using
While he is inside of a bush, he gains the ability to leap a tremendous stasis the second he jumped to you while in your passive in bushes or even in the open, as the stasis will not break you out of
distance up to 745 range. Which is well above your (Q) or (E) range. stealth. He would lose vision of you the second his ultimate was canceled. However, with a recent patch they buffed his (E)
“Bolas Strike” with the ability to reveal enemy targets for 2 seconds who are struck by the first cast. Making it suicide to
You do not win this lane or against him while he has this pressure. attempt utilizing stealth in any manner while he knows you are nearby, as most will purchase “Oracle Lens” to track you.
There is nothing you can do but respect it and keep your distance,
otherwise you walk forward and he gaps you in seconds to kill you. What kind of ability order should you take?
You can’t help to properly poke or CS him in any meaningful way, so you’ll mostly be focusing on trying to CS properly while
Click here for a "Video Reference". respecting his zoning capabilities. A (Q) into (E) max is perfectly fine for this reason, giving you enough range to poke him at a
distance if he extends too far away from a bush while also being your range indicator, his leap has more range than your (Q).
RIVEN
Riven Damage Type Threat Preferred Runes Helpful Items Ability Max
Physical Even
Riven does not have a mana or energy pool. Allowing her to constantly spam her abilities when they are off cooldown.
It is absolutely important that you start (Q) at level 1, which will help you avoid her all in cheese especially if he is hiding in the
nearby bushes when you enter the lane or come back from assisting your jungler on their very first jungle camp.
Riven is actually quite the enjoyable match-up, because she is a mechanical champion, doing the same combos again an again.
You play in a certain manner to negate the all in damage she does. Make sure you have your (Q) available for when she dives
into you with the final (Q) knock up followed by the stun. A well timed blind will take effect the second she finishes her stun.
Doing this will mitigate her follow up passive “Runic Blade” preventing her from dealing additional damage with her next two
basic attacks. Once you’re out of her stun, active your (W) and start running towards your minions or your tower, kiting her.
You can out-trade her doing this every time, so long as you remember that (Q) should always be held unless her (Q) and her (E)
“Valor” shield dash are both down, preventing her from immediately turning around the second you waste it on poking her.
Magic Major
Rumble functions based on how much current “Heat” he currently has by casting spells. If he casts enough to overheat, his
abilities will be turned off for a short duration until his mech cools down gaining bonus basic attack speed & damage instead.
While at or above 50% heat, all of his basic abilities gain a bonus to their normal effects, keep this in mind before trading with
him.
So ideally you do not want to be near him when he reaches half heat. Engaging him when he becomes overheated and has no
skills currently being casted is better but remember he can still channel his (Q) while he is overheating, zoning you away.
Magic Even
Ryze will always run Phase Rush into you, making it near impossible to effectively trade with him, if he plays his rotations well.
He will have full control over the waves, making it impossible to siege him once he starts purchasing his main core items,
along with making it impossible to escape him if he purchases the mythic “Everfrost” locking you down even more after his
initial lock down. This lane is mostly a survive lane, so instead of thinking how much you want to kill him, allow allies to help.
You’ll want to keep yourself back, preferably in bushes or to the side of your minions that are not being currently hit by his (E)
otherwise the spell will cascade and transfer to you and nearby minions when he kills a minion. Allowing him to root you.
Max rank your (Q) for poking only. It's often a better option to dodge this match-up entirely instead of having to go into the
hard-counter, but this is personal preference. It's a farming and survival lane mostly, even though he isn’t played that much
these days due to better mages filling the meta better than him.
If you decide to build “Fleet” comboing it with “Rapid Fire Cannon” can be really amazing to give you enough range on your
basic attacks to trade with from a safe distance whittling down his HP over time. The item loses its uses into the late game.
Click here for a "Video Reference". What kind of ability order should you take?
(Q) into (E) max, poking safely at a distance with your (Q). Since most of his skills have very low range, outside of his (Q).
Remember, you don’t really win this match up by being overly aggressive and up close, poking him from range is best.
SAMIRA
Samira Damage Type Threat Preferred Runes Helpful Items Ability Max
Physical Major
Samira doesn’t have a normal ultimate. Her (R) “Inferno Trigger” has a 5 second cooldown, but can only be activated when her
“Style” meter have stacked to “S” after using 6 abilities or basic attacks, which then allows her to activate it’s devastating AoE
that can absolutely shred in large team fights while allowing her to sustain back to full health if she isn’t disrupted in time.
She isn't really much of an issue to deal with, she just has a lot of damage output if you don’t force her (W) before fights.
If she is fully styled “S” or close to getting “S” back off and let it reset. You'll definitely want to use (Q) as much as you can while
backing off for a few seconds for your next (Q) to come up. If she uses her (W) you can trade with her shortly after.
Alternatively you can just hold onto your (Q) until she uses her (W) but by that time she would already have her stacks if she
waits until she sees your (Q) animation coming up. You can bait it out by dropping a shroom at your feet to juke her out.
“Oblivion Orb” is going to be your friend, if you don’t you’ll never reliably be able to deal with her on your own or in fights.
“Hourglass” is also a very good item to have if you get caught in her ultimate, however, if your allies aren’t near she’ll most
likely kill you the second you get out of stasis, so use it wisely.
She dashes through a target (including structures) dealing damage to When do you utilize stealth against her?
everyone she passes through while gaining some bonus attack speed. If you’re trying to sneak up on her to attempt to execute her (if she isn’t fed) you can do that whenever, but in general while in
the lane she can easily spam her (Q) “Flair” on a very low cooldown dealing a ton of damage if it strikes you, while dealing
You can poke her with (Q) safely from a distance to avoid this, but her (W) tremendous damage into the late game when it gets stronger through her crit rate.
“Blade Whirl” can nullify all projectiles. Once down, then trade with her.
What kind of ability order should you take?
Click here for a "Video Reference". (Q) into (E) max, poking safely at a distance with your (Q). Once her (W) is down wait for your next (Q) to come up so you can
blind her to deal with her on your own backing off when she gets closer and closer to her (R).
SEJUANI
Sejuani Damage Type Threat Preferred Runes Helpful Items Ability Max
Magic Even
With her passive “Fury of the North” Sejuani can’t be affected by any slows & gains bonus armor and magic resistance, while
out of combat. So don’t try to rely heavily on your shrooms in your lane or by the entrance to the river to help you too much.
Place your wards and shrooms in deep to make sure her shield and resistances aren’t up by the time she enters the lane. Once
in combat it’s much easier to utilize shrooms to kite her down while dealing more damage to her. She is a disruption tank.
If you manage to get caught out by her while stunned an she still has her passive up you’ll take a massive amount of damage as
she detonates her armor onto you, she herself doesn’t do too much damage but can be very hard to kill when she gets tanky.
“Void Staff” will be a very resourceful item you will want to get later into the game to deal with her resistances, unless your
allies are taking care of her by themselves.
Sejuani’s main forms of engage are with both her (Q) “Arctic Assault” and Why don’t you utilize stealth against her?
her (R) “Glacial Prison” lockdown crowd control. Tanks tend to build “Sunfire” items which will immediately start burning you the second she lands one of her skills while
standing near you, this will keep dealing a moderate amount of damage over time killing you very quickly. It’s best to not
These skills can be easily avoided by not being in her path when she bother attempting to play stealth around her, unless you are trying to wait out her abilities to have a chance at running.
dashes forward or in the pathing of her thrown bola.
What kind of ability order should you take?
Her job isn’t to do a ton of damage, but rather lock down her targets for (E) into (W) max. You can’t really hope to outrun her if she manages to lock you down, which is why this ability max is more
long durations for her allies to follow up and quickly pick them off. preferred, giving you more ability to side step her (R) or her (Q) engage. If you feel like you can’t just go (E) into (Q) max.
Physical Major
Throughout the entire game Senna will be stacking her passive “Absolution”. While she is nearby units that are being killed she
can attack the souls that drop from them, freeing them and absorbing the mist within them. This mist will infinitely stack her
damage, range and critical chance making her a formidable opponent to deal with into the late game.
Utilize minions to body block her (W), while also making sure to keep away from low HP minions and allies when you or they
currently have the effect ticking down in duration. You might or they might try to flash away into your group, which is bad.
Her (R) “Dawning Shadow” is a “Global Ultimate” that can be used to both deal damage across the entire map and shield her
allies that are struck by its radius. Side step the center, or you will take damage. The outer radius will not harm you. Be careful
while you’re trying to back to base, if she is about to land a center shot you could be potentially killed while recalling.
Senna’s main form of engage is with her (W) “Last Embrace”. When do you utilize stealth against her?
Into the late game it’s next to impossible to get the jump on her to execute her. Once she is down she can’t heal or support her
If this ability strikes a target they will soon after become rooted along with allies with her group ultimate (E) “Curse of the Black Mist” allowing for her and allies to enter camouflage, until they are
anyone else standing nearby for a brief duration. within their targets vision. It can be exceedingly useful to utilize stealth later to pick her off quickly for your allies to converge.
If this ability kills a minion the effect will happen immediately rooting What kind of ability order should you take?
anyone caught in the radius. It’s a rather easy ability to side step unless it (Q) into (E) max. You can’t really hope to outrun her or fight her from range just due to how much she scales into the late game
is cast while she is on top of her targets. due to her constant slows and mobility. Taking her on while she is focused on someone else or has currently entered her
shroud with her allies with you sneaking around in passive is your best bet.
Click here for a "Video Reference".
SERAPHINE
Seraphine Damage Type Threat Preferred Runes Helpful Items Ability Max
Magic Major
Seraphine’s passive “Stage Presence” grants her the ability to empower her 3rd cast basic abilities letting her cast them twice,
while granting them extra effects like stuns, heals and shields. Her cooldowns are on a pretty moderate cooldown during the
early game, becoming much more accessible to her into the late game.
If she misses her first volly then engage her. Back off 9-10 seconds later, before she gets her next empowered basic ability.
The more she casts her spells around allies the more magic damage she will gain on her next basic attack, which is visible by
the amount of shards floating around her. If she is fed they can deal quite a lot of damage.
Overall she does offer some decent sustain to her allies, so “Oblivion Orb” will be recommended into her at some point in the
game, she is a very squishy champion, thus a burst style would be ideal with dealing with her individually.
You’ll want to be mindful of how many skills she has currently cast as to What kind of ability order should you take?
potentially avoid the initial lockdown and follow up charm. (Q) into (E) max, the majority of her skills have a large range making it difficult for you to get close and poke her with (E)
without getting hit by the majority of her skills. You’ll be poking her from a safer distance with (Q) giving you a little bit more
Click here for a "Video Reference". wiggle room to deal with her 3rd ability when it’s up, while dealing more burst damage when you go in for an all in engage.
SETT
Sett Damage Type Threat Preferred Runes Helpful Items Ability Max
Physical
Even
True
Sett can in all honesty be a pain to deal with, due to his innate passive “Pit Grit”, the lower his health the higher his health
regeneration becomes, due to this it’s highly recommended to buy an “Oblivion Orb” in the early game to keep his HP low.
All a low HP Sett has to do is sit under tower with his passive until he has 50-100% of his HP restored over a short duration.
The most annoying thing about Sett is his (W) “Haymaker”. The more damage he takes the higher his “Grit” meter below his
health increases, once high enough he can expend all stored grit gaining a decaying shield while also punching forward to deal
true damage in the center of the cone and normal damage on the sides. If he is full grit he will start to glow yellow.
It’s imperative that you don’t go crazy on him while he is on top of you as this will allow him to deal ever increasing damage to
you which will be a lot more difficult to side step as you’re directly in the center as opposed to at the tip of the cone.
So long as you’re staying high on mobility there really isn’t much issue with him, until he starts using his flash to catch you out.
You want to always keep your distance as you punish him from range, but he will win most trades if you can’t kite him.
Physical
Major
Magic
Do not let him get behind you, or he can deal massive damage due to his passive “Backstab” granting 100% crit chance.
Despite being an annoying champion due to his invisibility and traps, you can sniff him out by keeping your eyes on the
surrounding area if you have recently attacked him with (E) or (R) as it will give away his current location with his silhouette.
Alternatively you can simply use an “Oracle Lens” in an attempt to track him, while warning you of his nearby traps.
His boxes target everything in range, so if your entire team stepped on one of his boxes, expect everyone to take damage
whilst being feared, ward early because of his very quick early game clear rate in the jungle and aggressive early game plays.
Note: His clone is extremely squishy. If you see one basic attack is dealing a ton of damage to him especially when you’re not
fed, switch to the other Shaco, as he isn’t made of paper, it’s one of the easiest ways to determine if he is the real Shaco or not.
Once killed it will drop (3) boxes in a triangle around him. This is why you don’t want to be anywhere near it even while he is
dead, since he can still control it to potentially kill you if you are at low health. Clones can be “Dark Harvest” stacked.
His (Q) gives off a orange puff of smoke which can help you understand Why don’t you utilize stealth against him?
that he is nearby if he failed to enter stealth before engaging. Because the second you waste time trying to survive him, you will be trapped in the bushes with him for 40 seconds with each
(W) he places down, cutting off your escape while also being able to drag minions onto them to fear you and reveal you.
His (R) clone does not copy any form of burns, summoners or runes so if
you see one Shaco with a burn or one stack of “PTA” that’s the real Shaco. What kind of ability order should you take?
(Q) into (E) max specifically to help mitigate his damage output while he is trying to backstab you. If he purchases “Edge of the
Click here for a "Video Reference". Night” or “Banshee’s Veil” it will be a little bit more difficult to execute him through (Q) activation, so dropping a shroom at
your feet or luring him to one nearby if your best bet at removing it so you can execute him quickly.
SHEN
Shen Damage Type Threat Preferred Runes Helpful Items Ability Max
Physical
Even
Magic
Shen is a heavy basic attack champion, making it one of the easier matchups for Teemo, however, if he catches you out with
his (E) it will quickly turn in favor for him, as it does for most matchups.
Never stand in between him and his spirit blade or he will activate his (Q) “Twilight Assault” which will greatly increase his
basic attacks, making him hit harder. If you try to run away from him after being hit you will be slowed as well.
You can very easily bully him throughout the early game, until he gets a bit tanky becoming a bit more annoying to deal with
especially with his % HP basic attacks. So long as you keep your distance you shouldn’t have any issues dealing with him.
The biggest problem comes once he has access to (R) “Stand United” allowing him to teleport after a short channel to a target
ally shielding them and himself, making him great for team fights when they break out or protecting an ally who is being
focused. This can make executing squishy targets near impossible if he is always focused on playing around them defensively.
He is going to often roam and help his team out a lot and be right back in the lane shortly after with his teleport, you could
follow after him, but for the most benefit to your team, try to damage him as low as you can before he arrives, making him
very weak or at least half HP for your teammates to pick him off once he arrives.
Shen’s main form of engage is with his (E) “Shadow Dash.” When do use (Q) priority on him?
If he dashes forward and catches you or an ally out, you can pretty much mitigate him while he is mitigating you. It’s not wise
Allowing him to dash forward taunting enemy targets in his path. to poke him with (Q) unless you have the wave priority and he isn’t being too aggressive.
It can be difficult to deal with him if you don’t side step it or at the very Why don’t you utilize stealth against him?
least blind him as he taunts, to mitigate damage, before running away. If he lands a (E) taunt, you will be pulled out of stealth. So it’s not advised to do it, unless you can avoid the first one, removing
his one ability to lock you down, allowing for you to run.
If you miss your blind, he will mitigate your basic attacks with his (W)
“Spirit Refuge” blocking all basic attacks for a short duration. What kind of ability order should you take?
(Q) into (E) max specifically to help mitigate his damage output especially if he catches you out early game. Overall it doesn’t
Click here for a "Video Reference". really matter too much which ability path you go, so long as you play your skill rotation around his engage you’ll be fine.
SHYVANA
Shyvana Damage Type Threat Preferred Runes Helpful Items Ability Max
Physical
Major
Magic
Shyvana is going to deal a hell of a lot of damage if she is building pure burst damage.
Magic resistance is important. Try your best to avoid her (Q) “Flame Breath” while she is in her dragon form as this is her
largest form of damage which can potentially one shot, if you aren’t properly building your defenses up it is a large AoE.
She can still build tank as well. Basically try to juke her (Q).
I would suggest just giving a large space if she is extremely fed and respect her while trying to catch her out with your team.
Shyvana’s main form of engage is with her (R) “Dragon’s Descent.” What kind of ability order should you take?
(Q) into (E) max if she has gone full burst, as to attempt to execute her quickly rather than over a longer duration, as she will
When her fury bar is maxed and red, she will be capable of turning into a be rather squishy while playing this playstyle. However, (E) into (Q) is fine into her tank variant.
dragon to leap forward knocking back targets to set up her engage.
You never want to be anywhere near her when she is fed and in her dragon
form, otherwise you run the risk of just being blown up when she is vastly
ahead and doing well for her allies.
Magic Even
Singed is literally a freelo lane to go into as Teemo. Get your allies to sit in the entrances to your top lane Blue/Red. This is to
prevent a proxy Singed, which is noticeable if he has Teleport and Ghost as his summoners. It’s often times a free first blood.
“Proxy” is a term meaning he's going to farm and prevent your minions from entering your lane, perma shoving his to your
tower. You have to be super aggressive, to prevent him from doing so, while respecting his mobility engage to flip you.
Never chase a singed that's how you die, if he’s blocking your approach with a wall of poison, just back off. He isn’t worth
suiciding over in most cases, especially if he has “Rylais Crystal Sceptre” which will perma slow you.
Singed’s main form of engage is with his (E) “Fling.” What kind of ability order should you take?
(E) into (Q) max as he is really easy to bully in the early game while being very easy to kill overall, so long as you don’t extend
If you allow him to get too close, he will attempt to flip you over his too hard into him, while his allies are constantly putting pressure in his lane.
shoulders and into his poison trail which is his main form of damage.
If he flings you into his (W) “Mega Adhesive” the ability will root you,
rather than just slow you, making it a really good way for him to engage.
However, most Singed players just throw their (W) as a slow and fling you.
Physical Even
One of the biggest issues with Sion is his passive “Glory in Death” which allows him to temporarily revive after he has been
killed with rapidly decaying health, but also sustain on each basic attack at a rapid rate. These attacks do a lot more damage
the higher your max HP is, so it isn’t really advised to stack a lot of health into him with something like “Grasp.”
Before entering the lane, it is absolutely important to avoid his bush cheese level 1, usually in the bush near your tower or dead
center of the alcove. Keep yourself near the river, otherwise he can very easily 75% your HP with his fully charged (Q)
“Decimating Smash” which is going to be his main form of CSing and dealing damage to you throughout the laning phase.
While this isn’t seen as much anymore, watch your Red/Blue buffs for your jungler, if they haven’t started them, because he
may attempt to steal them through his suicide passive early game before the lane begins, which can screw your ally over.
This lane is really all about avoiding his initial (E) slow and then avoiding his (Q) charge up. If you happen to get struck by the
slow it makes it so much easier for him to charge up a half charged (Q) which will knock you up, allowing him to get closer.
Physical Major
One of the worst matchups you could possibly have to deal with would be Sivir & Morgana, if you happen to be playing Teemo
Support. Due to their abilities effectively canceling any attempts to blind either one of them with their double spell shield.
It's also very hard to prevent her from shoving. Because of her general ability to wave clear and shove, with her (Q) boomerang
and her (W) ricochet, it makes it very hard to deal with her or poke her, when you're stuck under your tower.
Along with these things, she has a group movement speed ultimate so outrunning them is impossible. Ideally you want to wait
for the shield to be down, before you burst.
Magic Major
Throughout the entire game Skarner will be running around the map trying to maintain his capture points.
Capture points grant him a large amount of attack speed and movement whilst inside, making it important to roam every now
and again to steal them away from him, this will also grant you 15 gold. You can find one in every jungle and one in each river,
Skarner himself will often be running “Predator” with high mobility items, making him very difficult to run away from.
You don't wanna be around him once he hits level 6 or be shoved and extended in your lanes as he has too much lockdown
and mobility. It’s a lot more smart to play safely if you know he’s going to be rotating your lane frequently.
Once you’ve been engaged fully it’s often going to lead with your death
since in you’re often too squishy to survive a collapse from his allies.
Magic Major
Teemo doesn’t really handle sustain matchups well, Sona will normally go even, but mostly it will be into her favor since she
can freely poke you from longer range with her (Q) “Hymn of Valor” while healing herself with her (W) “Aria of Perseverance.”
She is actually quite easy to deal with, if you are capable of catching her out in between her (Q) casts.
It’s never a great idea to run up to her, especially if she is playing a full AP burst or her allies are around her while she has
access to her (R) stun. Magic Resistance helps a ton if she goes full AP and purchasing “Oblivion Orb” is an absolute must.
Sona’s main form of engage or disengage is with her (R) “Crescendo.” What kind of ability order should you take?
It’s better to take a (Q) into (E) max with a full burst build, as she has no safeguards outside of her (R) stun and possibly a
Sona herself doesn’t have much outside of her supporting skills which heal, “Hourglass” which most players will not build, even if they did you’d just toss a shroom at their feet for them to step on.
boost mobility and grant damage on her allies next basic attack.
Magic Major
The single most important thing about Soraka is focusing on avoiding her (Q) “Starcall” poke as to not grant her free sustain. If
you let her land every single one she will continuously regain tons of her HP over a short duration.
You want to focus her down as quickly as you can, but don't be so desperate that you end up flashing into her silence.
You will want to purchase “Oblivion Orb” as soon as you possible can or you will soon be victim to her threat which is her
consistent self sustain and team healing. If she can't land her sustain, she can't heal her allies as much or herself.
That's really all there is to Soraka. You want to stay on your toes, bait out her (Q) and dwindle her down until she can be killed.
During large team fights or even while you’re chasing after an enemy target, you want to be mindful that she can utilize her (R)
“Wish” healing all of her allies across the map a moderate amount. If you’re about to kill your target, you might want to keep
chasing them even if you think they will die, she can save them very easily ruining your kill potential.
If her target lingers too long in the AoE they will also become rooted. What kind of ability order should you take?
It’s better to take a (Q) into (E) max with a full burst build, as she has no safeguards outside of her (R) stun and possibly a
Click here for a "Video Reference". “Hourglass” which most players will not build, even if they did you’d just toss a shroom at their feet for them to step on.
SWAIN
Swain Damage Type Threat Preferred Runes Helpful Items Ability Max
Magic Major
Swain can sometimes be a pain to deal with if you’re having problems with his animations. Side stepping his (E) is something
you need to learn how to do. It's pretty visual when he is about to use the ability as he reels back his arm in a swiping motion.
During the laning phase keep your distance from low HP minions as he can shock you through his (Q) “Death’s Hand,” which
will be his main form of poking you outside of catching you out with his pull.
The biggest threat about Swain is when he decides to get in deep with his (R) “Demonic Ascension.” So long as he is draining
an enemy champions he can keep casting this skill indefinitely, draining everyone’s HP who are currently caught inside it’s
radius. He can cast this skill again to erupt exploding and dealing damage to all champions inside the ultimates radius, once.
If Swain kills a target, he gets a soul fragment which can also grant him sustain and increased life, making him harder to kill.
It's really all about positioning and avoiding the initial (E) pull towards his burst while also purchasing “Oblivion Orb” early on
to remove his sustained fighting threat more so than anything else.
Magic Major
Sylas can be a pain in to deal with if you do not purchase “Oblivion Orb” very early on in the laning phase, due to his ability to
sustain himself massively with his (W) “Kingslayer” which also acts as a secondary dash, making it hard to escape him.
His main form of poke and CS will be from his (Q) “Chain Lash” in which he will lash out his chains in a intersecting pattern,
while causing an explosion after a short delay to deal damage to any targets nearby. Getting hit by the chains will slow you.
If Sylas decides to steal your (R) he only gets 3 of them to place down, and it’s actually quite effective to make him waste his
ultimate on you if you can, because it doesn’t really offer him any huge advantages as compared to stealing a engage ability.
Note: If Sylas steals a champions ultimate with his (R) “Hijack” he can gain
access to main more forms of engage or disengage, so watch yourself.
Magic Extreme
What makes her such a threat to Teemo is her high range and ability spam, it doesn’t take much for her to land one ability and
combo chain the rest. Due to this it’s extremely important to build up on your magic resistance throughout the early / mid.
Syndra is she is going to be sending her Dark Spheres out left and right, with the intent to chain her (E) range CC into her
minion tossing (Q) and point and click (R) “Unleashed Power” burst. The more spheres she has, the more damage she does.
Banshee can prevent her initial CC, however, it only blocks one or two of her Dark Spheres from her (R) which makes it less
efficient. It would be much better to activate “Hourglass” to become immune to the full assault after you break free of CC.
Keep on your toes and try your best to predict her CC orb stun as it's the prime source of setting her up deadly combo which
you won't be able to avoid in most cases. If she has a Dark Sphere on the ground that’s all she needs to set it up.
Magic Major
The changes to Tahm have made him a relatively annoying and formidable champion to deal with in the Top lane. You don’t
really have much of a chance going up against him in a head on fight. He has too much in his kit to effectively deal with him.
You really have to avoid his (Q) and (E) otherwise it’s over the second he gets on top of you because of how low of a cooldown
they both are on. A tank champion shouldn’t have the ability to dash behind you and assassinate you. It’s plainly stupid.
Once you get slowed by Tahm there really isn't any escape especially later on when he has acquired “Frostfire Gauntlet.”
Do your best to survive the lane, if he turns out to be a bad player punish him, but it doesn’t take much to play him “well.”
Tahm’s main form of engage is with his (E) “Abyssal Dive.” Why don’t you utilize stealth against him?
Due to his (Q) and (E) he can easily slow you and also deal a moderate amount of damage if he is capable of striking you while
Allowing him to effectively close the gap between you by diving behind you you’re attempting to hide in bushes. You would only want to hide in bushes for when he tries to engage onto you, wait for his
or more commonly directly on top of you, especially while he is hiding in (Q) and (E) to both be down before trying to make a run for it.
the nearby bushes, waiting for you to extend further into the lane.
What kind of ability order should you take?
The easiest way to avoid this skill is to expect it to be cast behind or on top It will serve you well to play a more mobile approach with a max (E) and (W), while also purchasing Swifties to avoid being run
of you, then run through your minion waves in the opposite direction in an down. This matchup is more about survival than it is getting kills and snowballing, you are at an extreme disadvantage here.
attempt to get away from his follow up (Q) “Tongue Lash” slow.
Magic Even
Taliyah can be quite an easy champion to deal with. Utilize the browned circles on the ground, to fight her in. She loses most
all damage output because she needs to be standing on the non-patched areas to use her standard (Q) “Threaded Volley.”
If you run from her she will always have a fresh patch of ground to work with allowing her to cast a volley of missiles in her
target direction, however, when she is on a previously used location this will be reduced to one missile rather than a volley.
You want to have vision of her when she is activating her (R) “Weaver’s Wall” which sounds like a bunch of boulders tumbling
and rolling which she can use from a distance to flank or cut you off from your allies or even objectives completely.
Do your best to get on the opposite side of the wall before this happens as it can be absolutely devastating to be caught out
while around objectives or singled out on the opposite side while your allies are stuck on the other side.
This skill can effectively knock targets away or towards her and her allies, What kind of ability order should you take?
making it difficult to engage onto her if she is good at landing it. Despite having a lot of mobility while she is near terrain she is very squishy, until she potentially purchases “Banshee’s Veil.”
This makes executing her with a (Q) into (E) max much more reliable than chasing her down with basic attacks.
She can combo it into her (E) “Unraveled Earth” minefield which will slow
and deal damage for each mine tripped by her targets dash / knockup.
Physical Major
Once Talon hit’s level 6, he will often do a lot of roaming, rather than dealing with you in the lane. There really isn’t much that
you can do to stop him due to his (E) “Assassin’s Path” allowing him to leap over structures or terrain. This makes it very
difficult to chase after him if he is on low health, so in most cases just leave him be and go back to what you were doing.
You will simply lose trades if you rely heavily on your basic attacks as your main form of poke.
Focus poke him with your (Q) and capitalize on his roaming by sieging his tower. Make sure to ping that he is missing and keep
your eyes on where he has run off too, he is after all a roaming champion focused on flanking over walls and catching people
by surprise, you don’t want your allies to constantly berate you for not doing the bare minimum of warning them.
A bit of Armor and HP will go a long way in terms of keeping you alive, “Hourglass” is a big help for when he activates his (R)
and tries to focus you. This can nullify the majority of his main damage output, allowing you a chance of fighting back.
His (Q) will allow him to close the distance between his targets by leaping When do you utilize stealth against him?
towards them before stabbing them for damage. If this ability is cast while He has a lot of damage poke from his wide AoE from his (W) “Rake” on a relatively low cooldown. Despite this, you can by some
in melee range he will deal critical damage instead. time for allies to come and assist you if you do happen to get caught out in a gank early on.
His (R) allows him to enter stealth, surrounding the area with a ring of What kind of ability order should you take?
blades that will eventually converge to his current location upon revealing. (Q) into (E) max, since both his (R) and his (Q) are on low range it’s safer to poke with your (Q) only going in with basic attacks
He can converge them onto his target if he strikes them with (Q) after (R). to trade with him once his health has fallen a great deal. If you attempt to get in with a basic attack he has a much easier time
getting in range to leap forward to you.
Click here for a "Video Reference".
TARIC
Taric Damage Type Threat Preferred Runes Helpful Items Ability Max
Magic Even
You can't reliably dodge his (E) especially if his allies flank you from the side. Be respectful and punish him while it’s down.
The biggest problem about Taric is when he decides to rush in as a team when he has access to his (R) “Cosmic Radiance.”
This skill allows for himself and all nearby allies to become immune to all forms of damage for 2.5 seconds after a 2.5 delay, this
makes it very difficult to effectively fight them especially if you and your allies have a severe lack of lockdown to keep them
busy while the ultimate is in full effect. Ideally you would want to burst their main carries before his (R) takes effect.
Taric’s main form of engage is with his (E) “Dazzle.” What kind of ability order should you take?
(Q) into (E) max, would be ideal as his (E) is a little bit higher in range an can potentially catch you out by him flashing forward
Allowing him to stun a target, so long as the skill hits after a brief delay. while you’re in basic attack range. Poking from a safe distance and trading with him while his (E) is down is the best option.
If he is currently linked with an ally through his (W) “Bastion” then this
skill along with all of his basic skills while also cast off them, allowing him
to potentially catch you out by his allies from a distance.
Physical
Extreme
Magic
The main reason for his threat level isn’t that he himself does a lot of damage or anything, it’s due to his powerful lockdown.
If you manage to get caught out by his (Q) you will be pretty much incapable of running due to his (R) “The Box.”
“What’s in the Box? What’s in the box!?” A 99% slow for 2 whole seconds if you try to run through the spectral walls. It’s not
terribly difficult to side step or avoid his skills, but sometimes you might get caught over terrain when you have no vision.
Keep in mind while you are trying to kill his allies that he can potentially save them with his (W) “Dark Passage” shield and
dash towards him to safety. He can also use this skill to bring his main tank or ADC to the front line when he goes in.
You can use minions to body block his (Q) hook or allies, but be aware he can still jump into the minion and use his (E) to move
you closer to him and his teammates if you are too close, you’ll normally only find him as a support, but there are occasional
instances where you can see him being played as a full Crit attack speed playstyle, which actually really hurts.
Physical Even
This match up in general gives the advantage to Tristana by default, as she will have better wave clear than your ADC in most
cases. So this isn't good for us, since you need to be even or shoved to abuse your passive harass from bushes.
Teemo fails at supporting a tower freeze. Her gap close and burst damage is deadly. If you happen to be facing her alone,
utilize the nearby bushes to poke her, but step back in so she can't retaliate as quickly
You definitely don't wanna be the prime focus of her (E) into her (R) “Buster Shot” combo, which will be a large amount of
damage if you are not building defensively nor do you want to be near an ally.
Physical Major
Trundle is a pretty straight forward champion. You will often come out the victor during the early game considering he is a
basic attack reliant champion. However, into the later game especially when he hits level 6, he becomes difficult to deal with.
The reason he becomes difficult to deal with is due to his (R) “Subjugate” draining your life, stealing your resistances and
healing himself heavily. You can not enter stealth during this abilities channel, which can be deadly if you waste your (Q).
His damage is very high. He tends to be pretty tanky as well, so a more tank shredding build and mitigation build is favored
more over just pure burst potential. “Oblivion Orb” is a mandatory item to deal with his mid to late game sustain spike.
You can't reliably out-run a trundle because of his pillar and his (W) “Frozen Domain” which grants him attack speed, sustain
and mobility. He's great at running you down, so your best option is to abuse your passive while his skills go on cooldown.
Click here for a "Video Reference". What kind of ability order should you take?
(E) into (W) max, holding your (Q) for the very second he tries to engage. Remember! He will win most fights in the open and
while he is in his (W). So it’s best to back off, hide in bushes and come out when he has utilized the majority of his abilities.
People might consider this strategy pathetic, but it’s a very effective playstyle into basic attack reliant champions.
TRYNDAMERE
Tryndamere Damage Type Threat Preferred Runes Helpful Items Ability Max
Physical Even
Tryndamere’s main playstyle is through his passive “Battle Fury.” While he lands a successful basic attack on any target he will
gain fury, which will increase his critical strike rate from 0-40% which in the early game can be absolutely devastating.
You never really want to fight him while he is at max fury, but rather poking him heavily while he is trying to stack, forcing him
to use his (Q) “Bloodlust” which will consume all of his fury and heal himself based on how much fury he currently has.
Dealing with this is very easy as all you need to do is purchase “Oblivion Orb” to lower his overall ability to heal, that’s it.
Once he has access to his (R) “Undying Rage” he can become a real issue to deal with since he will become immune to death
for a short duration. Utilize your passive or wait it out in “Hourglass” stasis. He will often try to tower dive you in this state.
All it takes is for him to spin forward with his (E) and slow you with his (W) “Mocking Shout” and attempt to run you down.
Allowing him to spin towards his selected location, this can be either used When do you utilize stealth against him?
as engage or to disengage especially over terrain through the jungle. The very second he enters his ultimate and tries to tower dive you or run you down in the lane. If you immediately enter
stealth there is literally nothing that he can do besides stand there and hit you for little damage with his (E), which if he uses
Due to this skill being his starting skill, it’s recommended that you start (Q) sets you up to kill him the second he comes out of his ultimate, because your (Q) will be up once you exit stealth.
to avoid his level (1-2) all in cheese, since he will most likely hit level 2
before you can. You can die very easily if you don’t respect this strategy. What kind of ability order should you take?
(Q) into (E) max, using your blind only as a form of defense and not so much as poke unless you have lane priority and are
Click here for a "Video Reference". constantly shoving him under his tower with a lot of minion pressure to protect you, once you’ve used (Q) just back off and
respect his ability to run you down before you can blind him again. That’s all there is to it with this specific match up.
TWISTED
FATE
Twisted Fate Damage Type Threat Preferred Runes Helpful Items Ability Max
Magic Major
Twisted fate isn’t much of an issue to deal with in a lane against him, since it’s mostly about avoiding his (Q) “Wild Cards”
which will expand in a wide spread of (3) cards. This will be his main form of poke throughout the entire laning phase.
The biggest problem lies with his ability to reveal everyone on the map even if they are currently invisible, this is why I highly
recommend getting yourself a “Banshee’s Veil” as it can be very handy, preventing the ability from striking you since it will
cancel out his ability to see you, which can be absolutely huge if you’re currently trying to set up an ambush nearby.
He will often run “Everfrost” as most mid lane mages do these days, so once he teleports to you, it’s often impossible to
escape, pay very close attention to him when you don’t see him in his lane he is most likely attempting to roam for free kills.
Allowing him to reveal targets no matter where they are across the map, What kind of ability order should you take?
this makes it near impossible to make stealth plays, while he is alive. (Q) into (E) max, using your blind only as a form of defense to prevent his (W) card effects from activating. His attack range is
25 less than yours but it’s enough to warrant getting in to aggressively to poke with your basic attacks, since it puts you are
He can roam really well with this skill teleporting in to cut off your escape risk of his other skills. The second you see him flipping through his cards be ready to blind the golden card when it shows.
and locking you down with his (Q) “Pick a Card” golden card.
Physical
Even
Magic
Twitch is easily one of the more simple ADC champions to go up against. But depends entirely on if he goes AD or AP burst.
Twitch is a stealth champion through the use of his (Q) “Ambush” so it is very helpful to constantly have “Control wards.”
If he decides to go the normal builds which is AD, he will become a lot more easier to deal with, because all you have to do is
get in close, blind him and take him out quickly due to his squishy nature and lack of disengage outside of his (R) range.
If he goes AP it becomes a lot more difficult to deal with him since he will always try to sneak around with his (Q) to get the
jump on you or your allies. Once he is in range all he has to do is activate (W) and stack his passive (6) times.
Once fully stacked he can easily one shot with his (E) “Contaminate” which does more damage based on how many stacks of
his passive are activate on all targets around him. Building defensively against him when he is fed is exceedingly useful.
Place shrooms around your alcove and near walls to prevent him from sneaking in behind to flank you from the side lanes.
Physical Even
If you pay close attention to his stance animation above his head, you can see which stance he is currently switching to, as
each have their specific uses, and he will frequently cycle between them all to maintain an his passive bonus.
His (Q) “Tiger Stance” increases his attack speed. His first and third attacks deal a high amount of damage over 2 seconds.
His (W) “Turtle Stance” grants him a temporary shield. His first and third attacks heal him for 2.5% of his maximum health.
His (E) “Bear Stance” increases his movement speed. His first basic attack on a target will stun them for 1 second.
His (R) “Phoenix Stance” pulsates a wave of fire. His first and third basic attacks cause a wave of fire to shoot forward.
The most important one to take note of here would again be his (E) as it will be his main form of engage to keep himself on top
of you as he rotates through his stances to maintain his mobility and keep applying basic attacking pressure.
Physical Even
Urgot isn’t really a big problem to deal with, it really just depends on your overall ability to bait out his (E) and kite him well.
One thing to note about Urgot is his passive “Echoing Flames.” While fighting him you will see directional arrows on each leg,
you want to play around the sides of him that are currently on cooldown. If you get too close to one of his legs that has this
passive active, it can hit you through minions since it is has an shotgun effect, once you’re low enough he will try to engage.
It’s very important to try your best to bait out or avoid completely his poke from his (Q) “Corrosive Charge” as it will slow you.
If you allow him to land this skill, it’s much easier for him to follow up with his (E), to attempt to engage you, so be careful.
If you’re having trouble getting caught out by his (R) you can purchase “Hourglass” to prevent the ability from hitting you, if
you time it well. It’s pointless to use it while it has taken effect since it has a long duration for him to recast and pull you.
This skill allows him to charge in his selected direction while gaining a When do you utilize stealth against him?
shield. If he catches an enemy champion he will hurl them over his head He can’t reveal you with any of his skills or deal a moderate amount of damage to you, so when he wastes his (E) you have
switching places with them, effectively cutting off their escape. more of a chance to make a run for it or fight him after you come out of stealth with your (Q) to mitigate the majority of his
damage. If his allies apply a slow to you while he flips you then you will be revealed due to Riot Games shoddy programming.
His (R) “Fear beyond Death,” can also be used as a form of engage, if he
strikes a target (at a very long distance) and they fall below a certain life What kind of ability order should you take?
threshold he can pull them to him and immediately kill them, fearing (Q) into (E) max is fine if you are taking a burst rune or just don’t feel comfortable taking a (E) into (W) max, which will help you
everyone nearby, which can be devastating in a large objective team fight. stay mobile enough to avoid the majority of his abilities, including his ultimate. So long as you blind his (W) channel and keep a
respectable distance from his legs that are currently up you shouldn’t have any issues dealing with him in lane.
Click here for a "Video Reference".
VARUS
Varus Damage Type Threat Preferred Runes Helpful Items Ability Max
Physical
Major
Magic
If you're unfortunate to lane against him solo, then he will mostly be prioritizing his long range (Q) “Piercing Arrow” poke
from way back behind his minions, this will also be his main form of CSing if you are effectively capable of zoning him.
That being said, don’t be anywhere near your minions when he is fully charging his (Q), if he decides to shoot it towards you he
will be giving up a large majority of his CSing power, letting your waves constantly crash under his tower. Your going to want
to try your best to avoid these pokes as they do deal a large amount of damage at full charge.
Besides his long range and ability to go AD or full AP, he's still a very squishy champion. He is reliant on being at range in most
scenarios, so getting in close enough for (Q) is usually not a good idea, since he can just disengage with his (E) or (R).
If you notice he is going full AP build to defend yourself against his poke damage. “Mercury’s Treads” as a good option, since
not only will they reduce the incoming magic damage, but will also reduce his roots duration a small amount if you get caught.
Physical Even
Vayne is hands down one of the easiest matchups to deal with, due to her entire kit being basic attack reliant, aside from her
(E) knockback. So long as you’re not extending into her for long durations you can effectively play around your (Q) duration.
Throughout the entire laning phase she will be utilizing her (Q) “Tumble” as her way of getting closer to engage you with a
basic attack, the first basic attack doesn’t do too much damage, but if she is playing “PTA” and lands 3 successful basic attacks,
her (W) “Silver Bolts” and the rune will both add up to deal a large amount of single target damage to you.
If you’re going to engage her, you want to always take her on with (Q) ready, otherwise she will always win the fights. Once she
has access to her (R) “Final Hour” you want to not fight her head on, but rather enter stealth and wait out the entire duration.
You will have a difficult time fighting her while while she dips in and out of stealth through her (Q) trying to kill you.
Magic Major
You have little room for error if you allow Veigar to trap you in his (E) as you can’t move around as freely as you normally can.
You can barely move around inside, but still have a little bit of wiggle room to avoid both the stun and his follow up (Q)
“Baleful Strike” and his (W) “Dark Matter.” If you get caught out he will normally combo his (R) “Primordial Burst” which will
execute you while on low life as it deals increased damage based on the target’s missing health.
It’s often pointless to “Hourglass” this because he can just wait until you come out to land his (Q) and (W) again, killing you.
Building defensively if he is a huge problem is more effective, depending entirely on which build you’ve decided to go.
If you’re building full burst, it’s better to get helpful items like “Crown of the Shattered Queen” with “Banshee’s Veil” as this
will ultimately mitigate his massive damage by 75% and protect you from his (E) stun if you want to get out of it.
If you’re playing a build like “PTA” it can be very useful after your main core items to purchase “Force of Nature” along with
“Anathema’s Chains” marking him, if he himself is the only threat, or if his team consists of multiple AP champions. Before you
run off to say “Oh that’s troll! Useless items!” the items will protect you from 2 full rotations of his (E), (Q), (W), (R), (Q), (W)
which would put you at a health threshold of around 40-50% instead of being one shot the second he lands his first rotation.
“Anathema’s Chains” is a very useful item if he has “Void Staff.” If he doesn’t you can omit it and build more raw damage.
Magic Major
Throughout the entire laning phase Vel’koz will be attempting to poke you from a long range with his (W) “Void Rift” and with
his (Q) “Plasma Fission.” His (Q) will shoot forward before splitting into two section forming a (T.) This allows him hit targets
from awkward angles, but thankfully his (Q) is blockable by minions to help mitigate the majority of his main poke / setup.
Often times if you do manage to get hit, he will close the distance between you and attempt to knock you up as getting hit by
his (Q) will slow you for 70% which is a large enough slow to warrant concern.
Vel'Koz vastly out ranges you in every aspect, so you would want to mostly focus on CSing and waiting for his main skills to be
down. Once down, you have more ability to get in quick for some burst damage or run down especially while his (E) is down.
Magic resistance is going to help you out if you fail to avoid skill shots entirely. His (R) “Life Form Disintegration Ray” allows
him to shoot a ray straight forward, but has a very slow turning. If you run straight you will die, so do a tight turn to avoid it.
He can apply a lot of potential with his skills so “Unflinching” can be very useful in escaping him late game. It’s optional.
Click here for a "Video Reference". What kind of ability order should you take?
It really doesn’t matter which ability you max first. All of his abilities will out range you. So focus on kiting and while trying to
avoid his main poke and knock up. Once they are down you can to run him down. (Q) into (E) for burst (E) into (W) for on-hit.
VEX
Vex Damage Type Threat Preferred Runes Helpful Items Ability Max
Magic Even
Vex doesn't really have much impact due to her immobility. When her bar is full, you have to be aware of her fear engage. This
engage will also slow you by 60-99% based on how far away she is from you. Deal with her when her bar is reset to 0.
If she doesn’t have her fear, she is very easy to run down, until she gains her fear once more, which you should then back off
from entirely until she wastes it on a minion opening up more opportunities for you to engage her.
When Vex has access to her (R) “Shadow Surge” she will have a little more wiggle room in engaging from a long distance. If
this ability strikes her target, she can recast it to dash towards their location dealing a ton of burst damage. While also
comboing her fear if she is currently available to do so. You can not utilize minions to body block this skill, side step it.
If she kills a target the skill will reset allowing he to recast it again to follow up on any of your allies nearby, so watch out.
If she happens to be fed, her (R) will be the biggest threat to you so having “Banshee’s Veil” to cancel out it’s effect is very
useful. You can also choose “Hourglass” to do the same if you feel more comfortable taking that item instead. You just need to
make sure you use it as she is about to hit you or has hit you and is about to dash to your location to mitigate her other skills.
She will periodically become empowered noticeable through the red bar Why don’t you utilize stealth against her?
below her health. If she lands any of her basic abilities her targets will She can pull you out of stealth with her (W) “Personal Space” since it will fear you and apply a slow which due to Riot Games
become feared, running away. This allows her to safely rotate her other shoddy programming causes a bug that pulls you out of stealth.
skills, before backing off to wait for her next empowered ability.
What kind of ability order should you take?
Click here for a "Video Reference". It doesn’t really matter which ability you max first to be honest, so long as you engage her the second her fear is down you can
max (Q) into (E), (E) into (Q) or even (E) into (W) depending on which rune you have chosen, an what feels comfortable.
VI
Vi Damage Type Threat Preferred Runes Helpful Items Ability Max
Physical Major
Vi is a pain to deal with due to her ability to gap close and point and click you with her (R) knock-up. Making it often
impossible to escape her sudden engage unless you have “Hourglass” to prevent the ultimate from dealing damage.
You have a very small window to get away to your tower, or to your fellow team mates to get assistance. Save your blind for
when she finishes her (R), which can possibly save you while you’re trying to survive her basic attacks under tower.
Vi is never really played in the lane, as she is better suited as a jungler. You will want to play it a bit more passively, because
she does have a lot kill potential on you if she decides to focus your lane entirely.
You don't wanna be behind your minions while she is on the opposite side, she can use her (E) “Relentless Force” to strike you
through her AoE splash from a long distance. Vi’s tend to build really tanky so “Void Staff” is going to be very useful to have.
This allows her to charge up her gauntlet, before dashing forward to target Why don’t you utilize stealth against her?
location dealing damage and knocking them back. If she lands a direct hit with her (Q) you will be pulled out of stealth entirely, so don’t even bother, unless you feel like you can
take the gamble, but most Vi players will have purchased “Oracle Lens” giving them a read on your location.
Alternatively her other form of engage and most often combo after her (Q)
is with her (R) “Cease and Desist.” What kind of ability order should you take?
(Q) into (E) max to help mitigate more of her basic attacks while he has you locked down, so long as she isn’t stacking
This allows her to run down her selected target down with a targeted dash resistances heavily you shouldn’t have any issue bursting her down after you’ve purchased “Void Staff.”
before knocking them into the air and slamming them back down.
Physical Major
Viego’s main gimmick is that he can kill a target and steal their body transforming all of his basic abilities and items into that of
his current possessed body. This can make it difficult to build around him because he has access to AP, AD at any time.
Fight in the open away from walls / terrain, fighting in the jungle isn’t a good idea vs Viego because of his (E) “Harrowed Path”
turning him invisible so long as he stays within the black mist that creeps around the entirely of the terrain he casts it on.
If an ally has been killed recently, it would be wise to toss a shroom onto their dead body. When he possesses the body the
shroom will catch him out, which can give you and your allies from space to breath until he activates his (R) again, which he
can continue to spam so long as he continues to kill and discard his possessions one after the other.
He has a tremendous amount of sustain, so “Oblivion Orb” is a mandatory item to take against him, you can also take
“Hourglass” to potentially avoid his (R) and or most of his possessed champions CC abilities.
Magic Extreme
Viktor can augment his basic abilities to deal bonus effects after he gains a stack of 100 “Hex Fragments” which he can obtain
by killing unites or killing enemy targets. He will get (1) from minions, (5) from large minions & (25) for each takedown he gets.
Viktor is an extremely difficult lane to deal with and effectively trade with as his range and hit box is relatively large and hard
to avoid, since he can control which direction his (E) “Death Ray” comes from. Once he starts getting his main items he
practically becomes immortal without the assistance of your allies due to his “Crown of the Shattered Queen” protection.
When his (R) “Chaos Storm” is activated do not try to fight with him, run away! It will slowly catch up to you if you don’t run
immediately, and is pretty easy to avoid once you activate your (W) and getting some distance.
Magic resistance is going to help you out a lot if you can't manage to avoid his damage. It’s important to note that this isn’t a
match up that you can win most times due to how safe he can play while also dishing out tons of long range poke.
Survive the best you can and get assistance from your allies instead of trying to fight him on your own, unless he is terrible.
Click here for a "Video Reference". What kind of ability order should you take?
(Q) into (E) max to poke him safely outside his maximum range with your (Q). Remember this is a really difficult lane so I would
advise you to do your best to poke when you can but don’t go so hard you end up getting caught out. He has every ability to
burst you in seconds if you’re not paying attention.
VLADIMIR
Vladimir Damage Type Threat Preferred Runes Helpful Items Ability Max
Magic Even
Vladimir is all about sustain. The simple way to deal with Vladimir is to watch his transfusion bar. If he is glowing red, back off
and let him use it on a minion, you don't wanna take the increased damage from his empowered (Q) “Transfusion.”
Once his empowered (Q) has been used, then it’s a good time to get in for a quick trade. Once his bar reaches 60-70% again,
back off and respect his pressure. This skill can seriously do some massive damage while also healing him a ton.
Build “Oblivion Orb” immediately to deal with his massive sustain due to the nature of how the champion is played. It’s
common to see him build “Spirit Visage” which grants him bonus MR and HP. “Void Staff” is warranted into the late game.
Once his (W) “Sanguine Pool” has been used to avoid a skill or as a way of engage, run him down while respecting his (Q).
You shouldn’t waste everything while his (W) is still up, since he can just back off and heal before taking you on next time.
This will infect a nearby area with a plague, which allows him to deal What kind of ability order should you take?
increased damage to his targets before draining the life force from them (E) into (Q) max. If you attempt to utilize (Q) as a main form of poke he can just heal back the damage with his (Q) sustain off of
the damage dealt from this ability heals him and deal large damage as well. a minion. You would want to get in to poke him with a basic attack and follow up (Q) when he uses his (Q) on a minion to CS.
Overall he doesn’t do a whole lot of damage if you keep backing off when you need to.
Click here for a "Video Reference".
The only concern about him is when he gets fed up and dives you with his flash (Q) into his (R) and (W) which will activate his
rune “Phase Rush” allowing him to run you down while being untargetable until he comes out of his (W) into a final (Q).
VOLIBEAR
Volibear Damage Type Threat Preferred Runes Helpful Items Ability Max
Physical
Even
Magic
Volibear is a pretty basic champion to deal with. He can build AP, though the more common build is AD / Mobility Tank.
His main form of CSing will be with his passive “The Relentless Storm” effectively turning his basic attacks after striking
minions 5 times in a “Static Shiv” effect. This will bounce to all nearby minions and champions standing nearby minions.
If you see that he currently has his passive active, you would want to keep your distance from minions while waiting for it
stop, allowing you to get in closer without taking unnecessary damage to trade with him effectively.
It's quite easy to keep your distance, however, be wary about his (R) which he can use to close the gap to get on top of you.
Purchasing an “Hourglass” can help you here if you're constantly being tower dove.
Physical
Even
Magic
Warwick is a very mobile champion, especially when there is an enemy target currently below 50% or 20% health due to his
(W) “Blood Hunt” granting him bonus mobility and attack speed towards them. He will also see a red trail leading him to the
champions exact location, even if they are hidden or out of vision, so it is unwise to be extended into him with low health.
The biggest problem when dealing with Warwick is his innate sustain through his passive “Eternal Hunger.” If he falls below
50% or 20% maximum health, he will heal for a portion of the his damage dealt to his targets even through his abilities.
It’s rather important to purchase “Oblivion Orb” early on if he is fighting you as a laner, but he is mostly a jungler, so it would
be more useful to get it later on, unless the current laner you are fighting or their entire composition consists of heavy heals.
Warwick will often enter your lane charging up his (E) “Primal Howl” which reduces all damage dealt to him by 35-55% so try
to hold off your main burst damage until it’s over, he can recast the skill to slow you for 90% and fear you for 1 second.
Physical Major
Wukong can be a nuisance to deal with if you don’t play into him a little more respectfully once he reaches level 6 an onward.
Start with a point in your (Q), otherwise he will have a much easier time cheesing you level 1 or 2. Don’t waste your (Q) unless
you know his (E) dash is down, otherwise it is free engage and free damage to burst you quickly. Use it defensively.
The biggest problem you will have with Wukong is his clone through his (W) “Warrior Trickster.” Often times you might see
him stand still and not move for a few seconds, this is him often pretending to have recently used his clone, when in reality
he’s waiting for you to move closer so he can either engage you or run the opposite way by entering stealth when it’s safe.
Always keep your eyes peeled to look for the visual queue of your poison to know his current position at all times as he is
running while in stealth. If you recently poisoned him, he will shimmer white per damage tick while attempting to trick you.
“Oracle Lens” can be very helpful later on to track his location when he tries to escape if you don’t like relying on your poison
ticks. You could possibly be tricked and waste your entire burst or summoner spells on his clone rather than himself.
Physical Even
Xayah is a very squishy ADC so she is very susceptible to burst damage, however, due to her (R) “Featherstorm” she can
potentially cancel out your full burst rotation, as she sends out a fan of feathers before leaping into the air invulnerable.
Once she comes back down she can activate her (E) to lock you down from a distance as a form of disengage, unless you can
kill her before she tries to flash away and heal it would be better for you to wait out her ultimate before wasting your damage.
Despite her being a basic attack champion, you can’t actually blind her feathers as they will still be left behind you upon a
successful blind. Be aware that the feathers are stacking up behind you, so be mindful of the follow up (E) engage / disengage.
Magic Extreme
Xerath is very difficult mage to deal with, simply due to his ability to spam all of his abilities from a fairly long and safe range.
Most notably his (Q) “Arcanopulse” which fires a long range beam of energy that strikes all targets in a straight line.
You can use minions to body block this but everything else is either frontal AoE or a circle AoE that can hit all targets in range.
A few more points into your (W) early game can potentially help you with avoiding them if you are having trouble, but overall
he is a hard champion to deal with if you are not accustomed to constantly kiting. You should be playing much more safely.
If he has recently used his (E) he is very susceptible to ganks from your allies, since it’s his only method of protection. It’s
mostly a surviving lane until the laning phase is over, at that point you can play more aggressively around him with catchout.
His (R) “Rite of the Arcane” has a very long global range, allowing him to send out arcane barrages while he himself becomes
immobilized during the channel. You can easily get sniped from afar or he can roam around river and simply use ultimate on
your teammates for free kills or to get a kill secure or an assist. This can be sidestepped, if you know he is level 6 and has left
your lane, immediately ping to make sure your allies are aware that he has disappeared from your lane entirely.
Xerath’s main form of engage/disengage is with his (E) “Shocking Orb.” Why don’t you utilize stealth against him?
Because all of his abilities have a large AoE along with his ability to spam them frequently. It would not be wise to utilize
If this skill strikes a target, they will become stunned for a short duration, stealth against him, unless you were trying to set up an ambush when he isn’t being too much of a threat.
this skill can be avoided by hiding behind minions or side stepping it.
What kind of ability order should you take?
Click here for a "Video Reference". It really don’t matter what ability max you go for, as stated before this lane is mostly a survival lane when the Xerath is playing
to his strengths making it next to impossible to do anything against him without sacrificing half of your health just to trade
with him. But if you seem to be doing well (E) into (Q) is fine, unless he doesn’t bother to buy “Banshee’s Veil” then (Q) into (E)
will do more raw burst damage, taking him out much quicker.
XIN ZHAO
Xin Zhao Damage Type Threat Preferred Runes Helpful Items Ability Max
Physical Major
Xin Zhao is can be a pretty difficult champion to deal with once he reaches level 6 due to his lock down an disengage.
He does get rather tanky into the late game, unless he decides to go pure AD burst with “Eclipse” but he is normally always
going to be building “Goredrinker” with bruiser items to keep him alive and in the front line for a lot longer than most.
If he does decide to go full burst damage, I would advise you build “Hourglass” to mitigate as much damage as possible from
him, but for the most part “Oblivion Orb” and “Void Staff” are more warranted more often.
The single most important thing here is to avoid his (W) from striking you at a distance, otherwise he will gap to you with very
little problem an lock you down. If he doesn’t land it, you can poke him from range with (Q) but not with a basic attack as it
will enter you into his shorter ranged gap close of 650 where your (Q) is 680. It’s increased to 1100 if he lanes (W).
He can alternatively push all nearby targets away from his current location What kind of ability order should you take?
when he activates his (R) “Crescent Guard” becoming impervious to (Q) into (E) max will help you if an when you get caught out, just hold onto your blind until his full rotation is gone through,
damage if you’re outside the radius of his (R). Stay close to him to kill him. because you won’t mitigate anything if you just blind him the second he engages you. All he has to do is rotate his (Q) knock up
and his (R) knock back before the duration is over and he can run you down during the early game while your (Q) is on a longer
Click here for a "Video Reference". cooldown. It gets a little bit easier to deal with him into the late game when you can consistently blind him.
YASUO
Yasuo Damage Type Threat Preferred Runes Helpful Items Ability Max
Physical Major
The biggest problem when dealing with Yasuo is his many forms of mitigation. The first time he is struck by an enemy
champion while his passive “Way of the Wanderer” is active as shown a white meter below his health, he will take no damage,
instead negating the skill or basic attack entirely. This makes (Q) poke completely useless to start with in every scenario.
Not only this, but he can also active his (W) “Wind Wall” protecting himself from all projectile attacks, so long as he stays on
the opposite side that you are facing him from. This lasts for 4 seconds, giving him plenty of time to gauge his next move.
The most important thing to note is that you should never run away through your own minions, but rather run through the
river/jungle if he decides to all in you while you’re extended. You will not escape due to his (E) dashes. This can yes, be
dangerous, just keep track of your current minion waves and only run through your lane when minions are still a ways off.
While laning or around him keep an eye out for his (Q) “Steel Tempest.” After striking it twice one after the other he will start
to channel a whirlwind around his body, if he activates his (Q) again he will fire the whirlwind knocking up targets hit by it.
Overall this matchup can be missurable. You want to keep poking and keep tabs on his passive / wind wall so you don’t
accidentally waste your full burst rotation. If he places a wall, move in between it to hit him from the side as he hides inside it.
“Oblivion Orb” is going to be huge for you into the mid-late game once his sustain items kick into gear.
This allows him to quickly gap between his targets so long as there are Why don’t you utilize stealth against him?
enemy minions or targets present letting him get close to land his skills He can easily reveal you with his (Q) when he has charged up for his tornado, alternatively he can spam his (Q) quite often in a
while dashing back through minions not previously dashed through. rather large radius which can be annoying to dodge since it’s on such a low cooldown. It would be better to duck into stealth
when he has his tornado active, just to give you some breathing room once he wastes it and misses, but even then try to keep
Alternatively if he or his allies nearby knock up an enemy target he can it a minimum as you don’t want to be trapped in stealth with him nearby.
blink to their location with his (R) “Last Breath” holding them airborne for
an extra few seconds. This grants him bonus armor pen when activated. What kind of ability order should you take?
(E) into (Q) max while focusing mostly on getting his (W) and passive out of the way before bothering to use your (Q). That’s
Click here for a "Video Reference". really the only pain to deal with when trying to lane against him, a good Yasuo will destroy you in most every cases.
YONE
Yone Damage Type Threat Preferred Runes Helpful Items Ability Max
Physical Major
Yone is the brother of Yasuo and is relatively similar in terms of his playstyle, but it’s arguable much more easier to deal with
him in lane. All of his abilities are very pronounced and mostly a straight line which are all relatively easy to side step.
While laning or around him keep an eye out for his (Q). After striking it twice one after the other he will start to channel a gust
of wind around his body, if he activates his (Q) again he will dash forward a short distance knocking up all targets hit by him.
The main thing to understand is his spirit forms position. If he catches you out from over terrain or under his tower at a safe
distance you don’t have much of a choice but to run away from him dodging the brunt of his main skills before he recalls.
However, if he is relatively near you want to do your best to rush towards his location if it is wise to do so and toss a shroom
where he left his body. Doing this while the majority of his skills are down after his engage will catch him out with a slow.
You will win all trades with him, so long as you're being mindful of his (Q) combo with his spirit form and his slow animation
(R). He is really weak early, and scales very well into the late game making it very hard to survive him once he is fully built.
“Oblivion Orb” is going to be huge for you into the mid-late game once his sustain items kick into gear.
Alternatively he can use his (R) “Fate Sealed” to blink away or towards his What kind of ability order should you take?
targets knocking them up if they get hit by the telegraphed AoE. (Q) into (E) max while remembering to focus your (Q) on him while he is in his spirit form as that will be his main form of
damage output that can be mitigated the most since he will spend the entirety of his laning phase trying to land his (Q) dash.
Click here for a "Video Reference".
YORICK
Yorick Damage Type Threat Preferred Runes Helpful Items Ability Max
Physical Even
The number one rule about dealing with Yorick is plain and simple, never leave him alone in a lane by himself because Yorick is
an absolute monster at taking objectives by himself or with his (R) “Eulogy of the Isles” Maiden, which can pretty much act like
an extra champion, helping him spawn more ghouls each time a minion dies while dealing damage to objectives.
“Runaan's Hurricane” will make short work of his Ghouls if you are constantly getting hit by the mist. While granting you a
little bit more mobility in the process which can help greatly. It does yes, fill up an item slot that might be better suited for
something else, but from mid game it helps a lot at keeping his splitting ability in check, once late game arrives you can
replace it with something else you need since it loses most of its value past the 30 minute marker.
“Void Staff” will be mandatory into the early game or mid game when and if he purchases “Hullbreaker” making him a lot
tankier and a formidable split pusher since it will strengthen his cannon minions while he is alone and not grouped.
The match up can go either way depending on your ability to dodge his (E) and his (W). If his (R) maiden is up you want to be
as aggressive as you possibly can in an attempt to kill it as soon as possible lowering his ability to split and fight you.
Landing this ability allows him to slow his targets while summoning his When do you utilize stealth against him?
ghouls from his from his (Q) “Last Rites” grave. If marked by his (E) they If you’re about to get run down by him or his ally ganking the lane, you can dip into stealth real quick and wait for allies
will immediately leap and swarm his targets. assistance. He doesn’t have anything to reveal you or deal damage to you outside of occasionally hitting you with his (E) but
this again will not reveal you. You can wait for his skills to be down to make a run for it or trade with him if you think you can.
This makes it easier for him to follow up with his (W) “Dark Procession”
locking down his targets in an impassable wall that he and his allies can What kind of ability order should you take?
walk through freely, his targets must destroy it or flash away. Ideally you want to go for a (E) into (W) max with “PTA” as this will help you effectively dodge most of his skill shots
throughout the early game while keeping up with his incessant split pushing during the late game. He can’t kill what he can’t
Click here for a "Video Reference". keep up with mobility wise, you can yes alternatively go with a (E) into (Q) max, but you’ll get caught more without mobility.
YUUMI
Yuumi Damage Type Threat Preferred Runes Helpful Items Ability Max
Magic Major
Yuumi isn’t a normal champion. She is one of the only champions in the game that can’t be directly targeted while she is
currently hiding inside her selected ally with her (W) “You and Me!” so you don’t directly deal with her in most all cases.
You can use minions to body block her (Q) “Prowling Projectile” which can be swerved and controlled while inside her allies. If
cast on her own it goes in a straight line. This skill can slow you allowing her ally to close the distance between you quickly.
“Oblivion Orb” is an absolutely mandatory item to purchase as soon as possible. If you choose to not bother purchasing this
item you will soon regret it when he ally is healed late game for 50% or more of their life. Buy it and use it well.
This makes killing her ADC a lot more difficult because of her ability to lock you down with her (R) and zone you with her (Q).
Alternatively she can bail on her ADC and cling to a much more suitable host like a burst mage or tank making them even more
of a problem if they have been snowballing out of control. She grants her allies bonus damage through her (W).
Magic Major
Zac can be a handful to deal with due to his constant pressure over terrain while you’re extended into his ally.
Depending on which side of the lane you are in, keep the wall where the “Gromp” is located warded, since this is the most
common location from where he will attempt to launch himself at you when you’re extended or trying to move forward.
Alternatively the Tri-bush is his other favorite spot to launch from. You want to keep a close eye on these locations, while
trying to track him on the minimap. Once he gets in close you don’t have very many options for escape.
Avoid standing close to minions while he is near. You want to get a lot of distance between yourself and him. If he lands his (Q)
“Stretching Strikes” on two targets he will pull them towards him for a brief CC.
Zac is a high sustain champion due to his passive “Cell Division.” Each time he hits an enemy target with an ability he loses a
chunk of himself which he has to pick up to restore his life. You can step on this goo, to destroy the cell completely.
If you happen to kill him while his secondary passive is active he will instead of dying break apart into (4) bloblets which will
start to converge on his death location. Kill them all before they do or he will come back to life with x amount of health based
on how many bloblets remained. If possible toss a shroom where they are converging to slow him if he is about to revive.
Physical Major
Hold off on building “Hourglass” if he isn’t your laner and rather only focus on “Seeker’s Armguard” or “Stopwatch” if you see
he is starting to become more of a threat. You can mitigate his entire combo making him easier to engage once you break free
from the stasis. His entire play style revolves around getting in and out quickly rather than extending in a long fight.
It isn't worth building anything more than this, due to his armor penetration. So long as you avoid the initial all in with stasis
you should be fine to back off or attempt to kill him while he is on top of you trying to kill you with basic attacks.
Throughout the entire laning phase he will keep his distance while trying to utilize his (W) “Living Shadow” to land his basic
abilities on you through his clone. If he activates either (Q) “Razor Shuriken” or (E) “Shadow Slash” the effects will copy to his
clone. This allows him to hit you from awkward angles if you’re not actively trying your best to bait and side step his (Q).
Physical Major
Zeri isn't that much of a problem to deal with, the biggest problem with Zeri is her overwhelming ability to be mobile while her
(R) “Lightning Crash” is active and stacking along with her massive range on her (Q) “Burst Fire.”
If she is allowed to auto attack with her ultimate she can simply run you down with ease and there is nothing you can do to
stop her. While also having the ability to traverse terrain. She is very squishy, if she doesn't take “Immortal Shieldbow.”
A burst build is much more prefered to deal with her. Our (Q) will not stop her (Q) spam, it will just turn her in a different
direction similar to that of Grave’s interaction. Engage her with (Q) and quick trade so that she has little time to retaliate.
If she starts to get tanky with an item like “Maw of Malmortious” you’ll be more warranted in getting “Void Staff.”
Magic Major
Zigg’s not all that bad to deal with since the majority of his skills are very pronounced skill shots. The issue is trying to get
close to him while he has his (W) currently available. This prevents most engages and allows for him to blast himself away too.
His (Q) “Bouncing Bomb” will be his main form of poke from a rather long distance. This skill is pretty difficult for him to land
directly and he will often try to catch you out while you are near minions. You can use minions to body block it, but don’t
stand near them or you will take splash AoE damage when it explodes.
Don’t allow him to free farm and have lane shoved all game, as he will use his (W) against towers that are below 25% up to 35%
based on skill rank, which will destroy them immediately. You want to play aggressively and do your best to side step his (Q).
One of the most important things to take note of is his global (R) “Mega Inferno Bomb”, as it can easily be used in large team
fights to wreck havok in a large radius, or while you’re trying to safely back to base on low health. You won’t escape if it’s dead
center, so you want to always back to base in uncommon locations rather than directly under your tower.
If he is rather fed “Hourglass” can be helpful along with “Mercury’s Treads” to mitigate his poke or avoid his ultimate.
This scatters proximity mines slowing and damaging targets that pass What kind of ability order should you take?
through it, which can also help him land his follow up (Q). (Q) into (E) max. It’s going to be rather difficult to get in close to utilize your basic attacks let alone your (Q), so you’ll be going
for more quick pokes and backing off until your (Q) comes back up. Once he is low enough you can plan to flash in or punish
Click here for a "Video Reference". him with basic attacks while your in range. It’s unlikely to happen as again he will mostly play from a safer range while poking.
ZILEAN
Zilean Damage Type Threat Preferred Runes Helpful Items Ability Max
Magic Extreme
The reason for this threat level is due to his many forms of disengage, lockdown and difficulty getting close enough to fight or
even kill him or his allies due to his (R) “Chronoshift” which will prevent them from dying and instead reviving them fully.
If you know you can kill them without risking yourself then follow them until the duration wears off or they will revive with
50% or more HP based on Zilean’s current AP ratio! It’s better to ignore that champion instead of outright killing them, unless
your allies all converge onto their location to single them out in a catch out.
If he does stun you expect him to either slow you with his (E) “Time Warp” or boost his or his allies mobility to run away.
The main problem is trying to chase him or for that matter get close enough to do any form of damage. If you were to chase
him you're more than likely going to be stunned and killed with his allies assist or just end up getting soloed by him since his
full late game damage can be devastating if he has been building full AP. It’s better to farm safely and wait for assistance.
If he misses his first (Q) it can still be picked up by his minions, your minions, himself or yourself. He can also use himself as a
martyr rushing in with a bomb on himself setting it off easily by casting it again while he is near you if he’s getting a gank.
Magic Major
Zoe has a lot of range on both her main (E) engage and her poke from her (Q) “Paddle Star”, however, if these skills are cast
over terrain their range will increase even more allowing her to catch her targets out from a much larger distance.
If you happen to get hit by her (E) and there are minions nearby, you want to try to get in between them and her otherwise she
can potentially one shot you if she has the damage to do so. This is her main form of executing her targets quickly.
You can utilize minions to body block her (E) aswell, if she misses most of her main skills get in quick for some punishment.
Zoe is a very immobile champion, especially if she attempts to use her (R) “Portal Jump” to escape. This skill isn’t actually
useful for escaping, but rather increasing her (Q) and (E) reach by a moderate amount. She will return to her previous location
once the skill blinks her back, so having a shroom tossed at her previous location can be very useful to catch her out.
Utilizing too many of your active items or summoners around her allows for her to pick them up and use them against you,
which is certainly not a good thing. Every so often an ally cannon minion will drop her a active item or summoner. So try to
play around her in non-cannon minion waves and a little more respectively while there are cannon minions with balloons.
“Banshee's Veil” can be a massive help with avoiding her (E) catch out, but you'll have to play around it's duration.
Magic Extreme
Zyra is this threat level due to her lockdown and perma slow playstyle which hurts a lot even though she is a support.
The biggest issue is with her passive “Garden of Thorns” and her (W) “Rampant Growth” as these skills allow her to passively
and intentionally summon a seed that can spawn in her plants that will aid her in combat if she uses her (Q) “Deadly Spines” or
her (E) near them. They might not seem like much early game, but late game used in combo correctly can be devastating.
You have a very short time to react if she ends up activating her (R) which will knock you up, and deal a ton of damage coupled
with her seed-plant combo. You can not utilize minions to body block her root. The root must be sidestepped as it will root
everything in the way and damage every target hit.
Zyra’s main form of engage/disengage is with her (E) “Grasping Roots.” Why don’t you utilize stealth against her?
If you are in bushes, do not step on her purple seeds which are from her (W) as they can reveal you while her passive seeds
This ability sends out roots in a straight line that can not be blocked by which are pink will not. She can also spam her abilities in the bushes with relative ease, locking you down until her nearby
minions. If it strikes an enemy target they will be rooted for a few seconds. plants durations end, if she has access to her (R) she can do massive damage an potentially pull you out of stealth. However,
she is really squishy if she is playing as a support and not a laner, making it very useful to ambush her through stealth.
Alternatively her (R) “Stranglethorns” will summon a twisted thicket at her
target location, expanding until it knocks up her targets within. If she has What kind of ability order should you take?
nearby plants they will become enraged dealing a lot more damage. (Q) into (E) max. You’re looking to poke her from the bushes especially while her plants are currently active as to not be
focused by them too often when you attempt to get in to poke with your (Q). It’s best that you play it a bit more passively, only
Click here for a "Video Reference". going in once most of her skills are on cooldown and she doesn’t have many seeds out to set up a large plant army.