Rengar, probably the most hated champion among AD Carries and the supports who get flamed for not peeling correctly. Rengar is an AD Assassin who farms the jungle, typically until level six, though not always.
He has one shot potential, and temporary invisiblility that allows him to look for picks on people who don't always have the chance to run away before they find themselves staring at grey screen. Rengar is unique in the fact that he has a ferocity mechanic that empowers his abilities as opposed to any sort of depleting resource.
Passive – League of Draven
⦁ Passive - UNSEEN PREDATOR: While in brush or in stealth, Rengar gains a leap range and his basic attacks cause him to dash to his target outside his attack range. This bonus lasts for 0.5 seconds upon exiting brush or stealth. Unseen Predator occurs regardless of whether or not his target has sight of him.
⦁ Passive - FEROCITY: Rengar generates 1 Ferocity whenever he damages an enemy with an ability. Upon reaching 5 Ferocity, his next basic ability is empowered, can be cast independently of its basic version's cooldown, incurs no cooldown of its own and consumes all of his Ferocity.
⦁ Passive - BONETOOTH NECKLACE: Rengar gains a trophy whenever he scores a champion takedown and gains bonuses based on how many he has.
-3 TROPHIES: Hunter's Domain: 25 bonus movement speed while out of combat or in brush.
-6 TROPHIES: Unseen Predator's range is increased by 125.
-12 TROPHIES: Thrill of the Hunt's duration is increased by 5 seconds.
-20 TROPHIES:Thrill of the Hunt's bonus movement speed while stealthed is doubled.
Q – Spinning Axe
Rengar's next two basic attacks gain 40% bonus attack speed, with the first within 3 seconds dealing bonus physical damage.
Empowered Savagery: Savagery's bonus physical damage is increased and applying it grants bonus attack speed and bonus damage for 5 seconds.
Savagery resets Rengar's autoattack timer.
W – Blood Rush
Rengar lets out a battle roar, dealing magic damage to nearby enemies and gaining bonus armor and bonus magic resistance for 4 seconds, increased by 50% for each affected enemy champion or large monster.
Empowered Battle Roar: Battle Roar's base magic damage is and using it heals Rengar. Battle Roar and Empowered Battle Roar's bonus resistances do not stack with each other.
E – Stand Aside
Rengar throws a bola in the target direction, dealing physical damage to the first enemy hit and slowing them for an amount that decays over 2.5 seconds.
Empowered Bola Strike: Bola Strike's base physical damage is increased and using it roots its target for 1.75 seconds.
R – Whirling Death
Rengar channels his predatory instincts, gaining stealth after 1 second of not taking damage or 3 seconds, and true sight of all nearby enemy champions for 7 / 12 seconds or until Rengar damages an enemy with one of his abilities or basic attacks.
While stealthed, Rengar gains bonus movement speed while moving toward a nearby enemy champion. Enemies are made aware of Rengar's presence if he is nearby.
Upon exiting stealth, Rengar gains bonus movement speed and generates 5 Ferocity over the next 5 seconds.
Rengar gets low early, and will rely on Ferocity empowered Battle Roars to survive the jungle, with a strong counterjungler, killing him in his jungle comes easy.
Rengar is an assassin and as such, is relatively squishy. A good Rengar will always look to come after the main fight, if you can save your CC for him, he's an easy pick for your team.
A great deal of Rengars strength comes from being invisible, so saving combat pink wards for him, or even just carrying a sweeping lens so that you know his position negates a large amount of the advantage he can pull on your team.
Grouping with someone greatly reduces Rengars strength. Especially if that someone has hard CC.
You want to jump on my team? Taunt. You want to try and 1v1 me with your enhanced auto's? Taunt - Defense Curl. Do you want to do anything ever? Taunt, and watch as my team kills you. Rammus doesn't particularly beat Rengar in the early game, but at every point after that, he just denies everything Rengar wants to do, while still have more versatile level 3 ganks.
He wants to jump on your team? You can just jump on him jumping on your team with your ult. Or just fear him and watch your team take their violent revenge on him. This is another champion that laughs at everything Rengar wants to do, and makes him hate his life.
This is pretty straightforward. She stuns him six times and hits exhaust and then Rengar dies. She's also tanky, so she's not very scared of getting close to him and consistently hitting Q until someone finally kills him.
Invincibility, CC and Armor. A good Taric is going to get a Rengar killed, while he protects his AD Carry. Much like Leona, it becomes a CC into exhaust situation, and then Rengar dies.
Armor and vision. Randuins and Sunfire Cape are important here. Randuins decreases the damage you take from his Q (I mean, all armor does, but Randuins specifically) and Sunfire Cape punishes him for being close and allowing you to survive. A sweeping trinket is also good to give your team his position in grouping scenario's. And for the time being, a holding a combat pink ward will also give you an edge.
Kindred is a champion that feels like every single Riot gimmick in a single champion. It’s a champion made of two champs: Lamb and Wolf. They’re an ADC who doesn’t fit in the bot lane, with a 3-hit passive, invincibility, percentage max-health damage, and high mobility. It’s every single Rito meme possible. But it all works together to make an incredibly fun champion to play. It’s just not very fun to play against.
Kindred is a marksman jungler. They have a strong early game, with the ability to invade and duel well, with decent ganks. Their late game damage really depends on the number of stacks they’ve been able to accumulate throughout the game.
However, when behind, Kindred is one of the worst junglers in the game. In this guide I’ll be teaching you how to take advantage of their weaknesses and respawn this emblem of death.
Passive – Mark of The Kindred
Kindred marks champions and jungle monsters. Killing those with the mark will gain a stack. Each stack gives Kindred more damage.
Q – Dance of Arrows
Lamb dashes in a direction, unleashing up to 3 arrows to nearby enemies, dealing damage. If inside Wolf’s Frenzy, the cooldown of this ability is greatly reduced.
W – Wolf's Frenzy
Lamb casts a large field, and Wolf attacks enemies within that field.
E – Mounting Dread
Lamb cripples the target unit, slowing them and placing a mark upon them. If she manages to attack them 3 times, Wolf pounces, doing physical damage.
R – Lamb's Respite
Lamb creates a field under her. Any units, friendly or enemy, cannot die while in this field. After 4 seconds, the field collapses, healing all units inside.
Kindred is a strong earlygame duelist and relies on snowballing, because they’re mainly a damaging jungler.
Within the zones, Kindred is much stronger.
You should walk into her ultimate if she casts it, because then you can’t be killed either.
You can knock Lamb out of her ultimate, then kill her outside
Kindred is very squishy. If stunned, she can die very quickly.
Vi can knock Lamb out of her ultimate and can CC lock her so long that she’ll die. Be very careful about early game skirmishes, because Vi has a poor clear. Build Warrior’s into either Trinity Force or Black Cleaver.
You can dodge all of Kindred’s damage with your E, and you scale better.
Farm until you get a few levels, then try to countergank Kindred. If you manage to get a kill pre-6, it’s gg. Just chase her, and she’ll never be able to fight back.
Kindred does physical damage. Build armor items like Randuins or Deadman’s Plate.
What do you want? Whatever it is, Kayle can do it! While Kayle is most commonly played top, mid, or in the jungle, Kayle ADC isn’t actually that bad. She has a short range compared to other ADCs, but she actually has a good damage output when building crit, and also has a game-changing ult. Kayle Support also has a slow, a heal/speed up, and an ultimate that can save your stupid ADC from the worst of situations. Do you want damage? Kayle can do it! Do you want utility for your teamcomp? Kayle can do it! Do you want to passively farm? Kayle can do it!
Kayle is a special type of fighter, one who builds full attack speed and uses her ult to keep her tanky. She has one of the highest late game damage outputs, but also has decent burst during the midgame and is a lane bully in laning phase. She pushes fast, can outduel anyone and can teamfight well!
It may seem like her only weakness is an ugly model, but there’s a number of small things that most players may not understand completely against Kayle. In this guide, I’ll be teaching you to turn this angel into nothing more than a corpse.
Passive – Holy Fervor
Kayle’s basic attacks and Reckoning reduce enemy champions’ armor and magic resistance, stacking up to 5 times.
Q – Reckoning
Kayle throws a ball of energy at a target enemy, dealing magic damage and slowing them.
W – Divine Blessing
Kayle heals a target and speeds them up.
E – Righteous Fury
For 10 seconds, Kayle’s auto attacks do extra magic damage, gain range, and do splash damage.
R – Intervention
Kayle’s target is immune to all damage for a few seconds.
Playing against Kayle is all about understanding her cooldowns. Without her ultimate, she’s very susceptible to ganks and solo kills. Without her Righteous Fury, she loses a huge part of her damage.
Kayle does increasingly large damage during a sustained fight due to her passive, especially when she builds her Guinsoo’s Rageblade. Don’t take long trades with her unless you’re sure you can win.
Kayle can bait easily with her heal and ultimate, both of which can be used on friendly champions. Don’t go chasing low health targets if you fear Kayle may be around.
Kayle is hell if you’re playing a melee, low-mobility champ. She can slow you with her Q, then hit you with a barrage of attacks without you able to reach her or run away.
Your best bet against Kayle is to either wait for a gank or to play something like Singed, where you don’t have to interact with her at all.
Kayle only gets stronger as the game goes on. Be sure to try to snowball other lanes so that she can’t solo carry at 40 minutes.
You can just jump on her constantly, and you can tank her shots and deal equal damage. Consider buying Frozen Heart. Go Fervor and build full tank.
Your Counterstrike can block each of her autoattacks, which is 90% of Kayle’s damage. Run straight at her if she starts to attack you, then use your leap to close the gap and attack her. Build Hextech Gunblade and you can heal up her harass and gain some MR with your ult.
She can block your ultimate with her own, but you can harass her constantly by spawning balls. You outrange her and can stun her. Build Morellonomicon first.
You can shield a good portion of her damage and can run her down. Kayle doesn’t do great against fast enemies. Build generic Ryze items, but consider building Frozen Heart if behind.
Kayle does magic damage, so magic resist items work well against her. However, she’s also heavily auto attack based, so items like Frozen Heart and Randuins work equally as well.
Fiddlesticks is a high sustain jungler with even higher teamfight presence. He comes packing the highest damage (Potentially) ability in the game, in a full channel Drain, and a respectible amount of CC with his ability to both silence and fear his enemies. His ultimate, Crowstorm, makes him a walking area of damage as he gifts his enemies periodic pain simply by being near them.
Passive – Dread
Standing still or channeling for 1.5 seconds grants bonus movement speed, that lasts for 1.5 seconds once he starts moving. Being immobilized will not trigger Dread, and will reset the timer.
After 5 seconds of not moving, Fiddlesticks will stand completely still and become a scarecrow.
Q – Terrify
Fiddlesticks causes the target enemy to flee.
W – Drain
Fiddlesticks tethers himself to the target enemy and channels for up to 5 seconds. While channeling, Fiddlesticks deals magic damage each second, and healing himself for a percentage of the damage done.
If the target breaks the tether by moving out of range, Drain ends immediately.
E – Dark Wind
Fiddlesticks sends a crow to the target enemy that bounces to other nearby enemies up to 6 times, prioritizing targets not yet hit, dealing magic damage with each bounce and silencing them for 1.25 seconds once.
Minions and monsters take 50% additional damage.
R – Crowstorm
After channeling for 1.5 seconds, Fiddlesticks blinks to the target location with a murder of crows flying wildly around him for 5 seconds, dealing magic damage to nearby enemies each second.
Hard CC Is invaluable against Fiddlesticks. Both his Drain and Crowstorm are channeled abilities, which means that they can be interrupted by Hard CC. Long range stuns, snares, and knockups all make Fiddles life hard by interrupting his ultimate or drain.
A form of grevious wounds has value against Fiddlesticks, since it prevents him from gaining as much health with his drain as normal
Fiddlesticks is just as fragile as he looks, consider any CC landed on him alone a pick, because without Zhonyas he won't survive very long and even that it just going to be delaying the inevitable in a lot of cases.
Fiddlesticks needs level three to even hope to fight Xin, and then has to pray that he doesn't show up while one of his abilities are on cooldown, otherwise Xin will just invade and kill him.
He can interrupt both of Fiddlesticks channel abilities and remove him from his team via his own ultimate, nullifying him entirely.
He just denies Fiddlesticks his channeled abilities and eats him. He isn't a strong as Fiddlesticks late game, but he doesn't have to be, since he can still just interrupt his channeled abilities.
Fizz can just become untargetable from any one of Fiddles abilities and kill him. If he lands the shark then Fiddlesticks just loses the one on one while Fizz three shots him and walks away with his buffs.
Banshee's Veil is a strong pickup, since Fiddlesticks is 100% reliant on his spells it decreases the amount of damage he does overall. Mercury treads are also a worthy choice for boots, since they'll both give you the magic resist you need and decrease the length of his CC. Otherwise, other MR items are also valuable against Fiddlesticks simply to mitigate his damage.
Udyr is a high pressure jungler with flexible and versatile build and leveling paths that can effect his play patterns. Udyr is unique in that he lacks an ultimate and instead has four stances he can shift between for different stat boosts and passive effects. However, certain things remain the same across all play such as the champions high movement speed with Bear Stance and his high early game survivability with Turtle Stance and the fact that he likes to splitpush with his auto attack modifiers.
Passive – Monkey's Agility
Udyr has no ultimate ability: instead, any ability can be learned from the start and each has 5 ranks. Each ability also has a persistent effect, which ends only when Udyr switches stances, though using an ability prevents him from using another for 2 seconds.
Udyr gains 5 bonus movement speed and 10% bonus attack speed for 5 seconds every time he uses an ability, stacking up to 3 times.
Q – Tiger Stance
Udyr gains bonus attack speed for 5 seconds, and causes his next basic attack to deal bonus physical damage over 2 seconds to his target.
STANCE: Udyr's basic attacks deal 15% AD bonus physical damage.
W – Turtle Stance
Udyr shields himself for up to 5 seconds.
Udyr gains life steal.
E – Bear Stance
For a few seconds, Udyr is ghosted, gains bonus movement speed, and dashes towards nearby enemy champions upon stunning them with a basic attack.
STANCE: Udyr's basic attacks stun his target for 1 second. This effect cannot occur on the same target more than once every few seconds.
R – Phoenix Stance
Udyr unleashes pulsing waves of fire around himself for 4 seconds, dealing magic damage each second to all nearby enemies for the duration.
STANCE: Every third basic attack causes Udyr to send out a cone of flame in front of him, dealing magic damage to all enemies hit. This effect is immediately primed upon activating Phoenix Stance.
Udyr has no gap closers and is a dedicated melee champion. Kiting him comes easy, and can dissuade him from chasing. This also makes CC-ing and bursting him down easily. If he buys mostly durability, then the damage he does isn't too high, and he becomes a suboptimal tank.
It's a good idea to play a strong dueling champion if you see an Udyr. Chances are that he will try to look for a splitpush since he isn't a very good teamfighting champion. It is important to counter his pressure, or force his team into a bad fight.
Udyr can build many items without losing value on them, thanks to the fact that he benefits from most stats in the game. Watch to see what the stances he switches between are, and itemize to counter that sort of damage.
This is pretty simple. Warwick is just going to outsustain Udyr. It'll be a long fight, but it's one Warwick comes out on top of. And if Udyr tries to run away, Warwick can ult him and force him to eat just a little more damage, at worst, or delay him long enough for his team to kill him, at best.
There isn't very much that Xin Zhao doesn't kill in the early game. He can also snowball his lanes really hard starting from level three. Level two if someone blows flash and he's feeling particularly cheesey. If Xin starts to snowball, he will be able to 1v1 Udyr for a very long time.
When you want to snowball harder than Nunu you pick this guy, he can snowball lanes so hard that the game is over by the time Udyr even begins to reach his first power spike, and force him to play from behind. A well played Lee Sin will make a farming jungler seem like they don't exist.
Depending on what Udyr is maxing, changes how you should itemize, it should also consider his own itemization. If he's maxing Phoenix, you'll want to get some MR, and probably Randuins, since Phoenix's tend to build On-Hit effects, then some extra armor, since it'll still come out as mixed damage. If he maxes Tiger, you'll want to build flat armor, since Tiger stance takes full advantage of his total AD.
The Voidreaver - Kha'Zix is one of a couple of Champions coming from the enigmatic region of The Void. He boasts high damage at all stages of the game and a very adaptable playstyle depending on how the game is turning out thanks to his evolve mechanic. Kha'Zix is an attack damage assassin, he'll look to snowball ahead in the early game by picking people off, and will likely transition to the mid game to a more splitpush role if he did manage to get ahead, thus applying pressure in the side lanes, giving his team more gold, and eventually forcing one or more people to come deal with him or else risk losing too many objective to recover from.
Passive – Travelers Call
Kha'Zix gains Unseen Threat when the enemy team loses Sight icon sight of him, causing his next basic attack against an enemy champion to deal bonus magic damage and slow them by 25% for 2 seconds.
Q – Cosmic Binding
PASSIVE: Kha'Zix marks all visible enemies who aren't accompanied by any of their allies nearby as Isolated.
ACTIVE: Kha'Zix slashes the target enemy, dealing physical damage, increased by 30% against isolated targets.
EVOLVED ENLARGED CLAWS: Kha'Zix gains 50 bonus range on his basic attacks and Taste Their Fear, which also deals bonus physical damage to Isolated targets.
W – Caretakers Shrine
Kha'Zix fires a cluster of spikes in a line that detonates upon hitting an enemy, Slow icon slowing all enemies in a small area by 20% for 2 seconds and dealing them physical damage, increased by 20% against monsters.
Kha'Zix heals himself if he is within detonation radius.
EVOLVED SPIKE RACKS: Void Spike fires three clusters in a cone, Slow icon slows by 50% and grants Sight icon sight of enemy champions hit for 2 seconds. Multiple explosions do not deal extra damage to the same target or provide Kha'Zix with additional healing
E – Magical Journey
ACTIVE: Kha'Zix leaps to the target location, dealing physical damage to nearby enemies upon landing.
EVOLVED WINGS: Leap gains range and its cooldown is reset on enemy champion takedowns.
R – Tempered Fate
PASSIVE: Each rank in Void Assault allows Kha'Zix to evolve one of his abilities, granting it additional effects.
ACTIVE: Kha'Zix enters Void Assault 2 stealth for 1 second, acquiring Unseen Threat, gaining 40% bonus movement speed, and Ghost ghosting while Void Assault 2 stealthed. - After 2 seconds of leaving Void Assault 2 stealth, and for the next 15 seconds, Void Assault can be cast a second time at no additional cost.
EVOLVED ACTIVE CAMOUFLAGE: Void Assault can be cast a total of 3 times and each instance grants 2 seconds of Void Assault 2 stealth
Kha'Zix is the definition of a "1v1 Me" champion. He gains damage from fighting you if you're alone, unfortunately for him, there are towers, minions and four other champions that don't want to see you die. Keep an easy escape to any of these things, and Kha'Zix becomes a great deal weaker in any of fight.
Kha'Zix isn't tanky early, that means in the early game, he has one of two options. Take his own buffs and do a standard clear, or take one buff, and come try and fight you at yours. He probably won't do the second one, just because of how much damage he takes, and how much time he can waste, however, if you're a strong counterjungler, you can find and kill him. Any tank or high damage-early pressure jungler will give Kha'Zix a hard time and force him to run in early engagements.
Kha'Zix is an AD Caster, that means he's reliant on having abilities up. Some of these abilities have extremely long cooldowns, such as Leap and Void Assault. For every ability down, Kha'Zix becomes weaker. The only cooldown he has that's up more than two times in a one on one fight early is Taste Their Fear, and that doesn't do enough damage alone to kill most standard junglers.
Elise just doesn't ever have to be isolated. The moment she becomes a spider, she has spiderlings that prevent isolation, and also beat on Kha'Zix in any early one on one. She sustains through the jungle better than he could ever hope to and has high base damages besides. She's an early pressure jungler so she also has the option of playing standard and simply making a larger impact than him, snowballing her lanes and winning the game for her team while he struggles to become as relevant.
If you've ever watched this matchup you now how sad it can be. Volibear has a lot of health to begin with, and with the health scaling damage on his W, he just doesn't care about fighting Kha'Zix. He's also another one of those champions with pretty decent ganks at levels 3+ and can pressure out summoner spells for his team, certainly outpressuring a level 3 Kha'Zix. Volibear sustains well in the jungle, and with his passive, has the option of just looking for Kha'Zix and beating him senseless in his own jungle, since Kha willnever win an early one on one against the bear.
Even with the nerfs, Gragas still comes in with CC, damage reduction, superior sustain and a lot of early damage on both W and Q. Not only does this allow him to take On Kha'Zix in early one on ones but at level six and above, he can even peel Kha'Zix off of his teammates using his explosive cask, causing the bug to lose one of his biggest strengths: The freedom to choose all of his fights.
This guy is basically the answer to all of your problems against Kha'Zix. All Lee Sin wants to do is punish this guy for being so low in the jungle. If Lee Sin catches him low, and he will, given all his mobility, he lands a Q and destroys him with the execute damage. If Kha'Zix tries to stealth away, Lee Sin lands a Q and makes him visible, follows it up, and hits E as Kha'Zix re-stealths, keeping him visible. If Kha'Zix tries to jump on one of Lee's teammates, Lee kicks him away. Not only that, but Lee Sin massively outperforms Kha'Zix in the art of the low level gank. It's a bad time for the bug.
Being against an AD Assassin, it's best to itemize armor. Randuins Omen has a lot of value in any matchup against Kha'Zix, it can hinder his chase potential if his jump is down. Cinderhulk is obviously worth building on any tank, and the multiplicative health passive makes it even better against Kha'Zix, along with the Bami's Cinder passive giving extra damage against him for being too close. Skirmishers is a good item to build in solo que, or if you intend to get a sightstone in organized play, as the Challenging Smite reveals Kha'Zix for four seconds and increases your damage against him.
Nautilus is a massive tank of a champion who brings survivablilty and CC to a team. At all stages of the game, Nautilus has higher than average survivability and a lot of Crowd Control to disrupt teamfights with, most often targeting priority backliners when it comes to group engagements, and trying to scatter the enemy team to make the carries easier targets to eliminate
Passive – Staggering Blow
Nautilus's basic attacks deal bonus physical damage and root his target
Q – Dredge Line
Nautilus hurls his anchor forward in a line. Enemies hit are Airborne icon dragged towards Nautilus and he simultaneously dashes to them, dealing them magic damage and briefly stunning them
W – Titans Wrath
Nautilus shields himself for up to 10 seconds, causing his basic attacks to deal bonus magic damage over 2 seconds to his target and all enemies around them while the shield holds.Titan's Wrath resets Nautilus' autoattack timer
E – Riptide
Nautilus creates 3 waves of explosions that radiate from him, each dealing magic damage to all enemies hit and Slow icon slowing them by an amount decaying over 1.5 seconds.Enemies can be hit by multiple waves, with each wave beyond the first dealing half damage.
R – Depth Charge
Nautilus sends out a depth charge that chases a Depth Charge Target target enemy champion, dealing magic damage, Airborne icon knocking them up for 1 second and stunning them on arrival. All enemies hit along the way are also dealt magic damage, are knocked up for 1 second, and are also stunned.
A lot of Nautilus' trading potential is based on his Titans Wrath, which has an 18 second cooldown. It's significantly easier to outdamage him and gain dominant positioning in lane, and even freeze the lane in some cases given how few ways he has to unfreeze it, with no long range abilities to do so, without putting himself in harms way.
Putting minions in between you and Nautilus can win you the lane. He can't combo you if he misses his Dredge Line, and it'll collide with anything it touches, pulling him towards it and his damage is negligible if he misses an ability, without sunfire cape, meaning that early trades can be yours to take
Run away from Depth Charge. The ability has more CC than damage, and once it's over Nautilus doesn't have access to it thanks to it's cooldown being consistently longer than a minute, and as you reach the mid game, you'll be able to punish him for not having it. It also makes him harder to gank for.
She just wins this lane. Outdamages him in trades, and has the ability to stun him for every trade he takes by riposting his first auto attack. She also has the mobility to dodge out of his Dredge Line if she predicts it's timing correctly (It'll typically be right after he gets free of the riposte stun) as well as the ability to kill him consistently due to just how hard she beats him, and to snowball really, really hard as a result and carry the entire game herself.
Riven has the damage to punish Nautilus' long cooldowns, as pieces of her combo rotation will be up twice before his Titans Wrath comes back up once. Riven also has an AD scaling shield to mitigate enough of Nautilus damage to outtrade him, the mobility to chase him down, or run away from the Depth Charge, the CC to stop him from running or to stop him from chasing and the ability to snowball from her leads and carry the game.
He can't kill Nasus, he just doesn't have the damage to compete with Nasus lifesteal, especially without ignite. But if he takes ignite, he'll get beaten for different reasons. Nasus can just stack as long as he has the vision to ensure that he won't die to a gank, and then at 6 he becomes even less able to die. If he's been farming, he can even kill Nautilus, and naturally, Nasus can and will carry the game.
The ability to run from the Depth Charge? Gnar has that. The ability to kill Nautilus as time goes on? Gnar has that. The ability to become a highly damaging pseudo-tank that carries the game off of solo killing Nautilus? Gnar has that too. Gnar is just generally good, and when he gets his hands on a Frozen Mallet he has serious kill pressure on a lone Nautilus and as a result, splitpush pressure too, since the top laner can no longer stop him.
Aside from the early game, Nautilus doesn't do much damage without building AP, so you can generally just focus on building your own core items. If you find yourself taking too much damage from early trades, you can buy some early MR, but make sure you check the minion wave sizes to ensure that's not where all your health is going.
Meet Master Yi, the Wuju Bladesman. Master Yi is a melee hypercarry with high late game damage and total ability resets on kills and assists. Master Yi's early game is dedicated to farming and ganking only when the chances of success are astronomically high, he's miserably weak early, but as mid-late game hits, his farming playstyle gives serious results, as a Master Yi who is good at surviving fights can singlehandedly carry teamfights and entire games for his team.
Passive – Double Strike
After landing 3 basic attacks, Master Yi's next one within 4 seconds strikes twice, dealing 50% AD physical damage which applies on-hit effects and can Critical strike icon critically strike.
Q – Alpha Strike
Master Yi blinks to the target enemy, dealing physical damage to it and up to 3 nearby enemies, to then reappear next to his main target. Non-champions receive increased damage.
Master Yi becomes untargetable over Alpha Strike's duration, and can Critical strike icon critically strike, dealing bonus physical damage to all enemies. Basic attacks reduce Alpha Strike's cooldown by 1 second
W – Meditate
Master Yi channels for up to 4 seconds, healing himself each second for an amount increased by 1% for every 1% missing health.
While channeling, Master Yi reduces incoming damage, halved against turrets.
Meditate resets Master Yi's autoattack timer
E – Wuju Style
PASSIVE: Master Yi gains 10% AD as bonus attack damage while Wuju Style is not on cooldown.
ACTIVE: Master Yi's basic attacks deal bonus true damage for 5 seconds.
R – Highlander
PASSIVE: Champion takedowns reduce the current cooldown of Master Yi's basic abilities by 70%.
ACTIVE: For 7 seconds, Master Yi gains bonus attack speed, multiplies his movement speed and becomes immune to all slows. While active, champion takedowns extend the duration of Highlander by 7 seconds
Master Yi is absurdly weak early, and still weaker than most junglers during the mid game. Counter jungling him is about the easiest task to accomplish in solo que. Seek to pressure his jungle, you can set him behind several levels and keep his team in a 4v5 as a result, making his ganks inefficient and causing the prospect of reaching hypercarry levels of strength to become a pipe dream for him at best.
Even if Master Yi manages to become powerful, he still falters in the face of hard crowd control. Stuns, snares, roots and polymorphs all make him hate his choices in life and make him easy to pick off, especially given how squishy he is. Picking a tank with reliable CC causes Master Yi to become far less relevant as a result of how weak he is to CC
Itemizing against Master Yi is easy, especially since his team is generally guaranteed to have at least one more physical damage threat. Thornmail has extreme levels of value against him and, in conjunction with CC can take him out of a fight and at best and at worst, force him to buy some magic resistance to counter the damage coming from the item
The Counterjungler. Lee Sin is strong enough to not only kill Yi early, but has the versatility to have an early game impact, whereas Yi does not. It would take an astronomical misplay for Lee Sin to ever lose a 1v1 to Yi early, and with all of the early game power that Lee Sin has, he can snowball his lanes to victory before Yi has a chance to become a big threat.
This is just something you do to be spiteful towards someone who picks Yi. Trundle can just kill him over and over. Stealing his stats and his health and laughing at his supposed "Dueling potential" as he puts down a frozen field and clobbers Yi at the speed of light. Be warned that Trundle isn't a very good jungler unless your laners have CC of their own, but in a one on one with Yi he'll almost never lose
So the 1v1 depends on who's ahead, but Warwick wins it early. What really makes this pick worth taking is ulting Yi as he closes in on your team and watching him wilt like a flower in the fall. Neither of you have a lot of early pressure, but you can make the teamfight phase a 4v5 if you play it correctly, and unless the enemy team has some other really fed threat and you have no CC for it, you can hold your ult for Yi if he tries to come to the teamfight late.
The "No" champion. He'll never kill you, and you can make sure he doesn't kill anyone else. Tahm can delay his resets, and sometimes even eat him while he's ulting. He has the extra health value to ensure Yi can't just kill him, and the global mobility to countergank Yi, even if he's not a jungler.
Armor, Thornmail, Sunfire cape, Randuins, Frozen Heart. All of these make Yi hurt. Thornmail makes his damage hurt himself, Sunfire Cape is just a good item that does periodic damage and gives more armor, Randuins gives armor, and decreases damage from critical strikes (Which he'll be relying on) and Frozen Heart slows his attack speed, which is what a Yi lives and dies on. If you're an AP champion, Zhonya's can be worth building too, especially if you have low enough cooldowns and high enough damage to outplay him. For example, a Leblanc with Zhonyas can use it as he Alpha strikes, Dash away twice, and blink back to make him look foolish. He's a binary champion, so outplaying him with mobility and CC is not only a simple way to save yourself, it also makes you look good.
There’s nothing quite like the feeling of being cheesed in League. You’re moving up to your lane when suddenly someone jumps out of a bush and assassinates you. You’re taking your very first buff when the enemy Blitz takes it and spams his laugh emote. There’s a certain type of rage that builds up, when you realize that the cheese would’ve been very easy to avoid if you had only thought about it. Evelynn is like the ultimate cheese champion.She’s only useful if she gets ahead, but if she cheeses you, it’s impossible to do anything as she constantly take saway any chance you get. Shaco will cheese and become a split pusher. Evelynn will cheese and become a nightmare. You’re constantly on the lookout for ganks, but you can’t do anything because you can only buy one pink ward. As you start to engage with your enemy laner, Evelynn pops out and assassinates you, slowly.
Evelynn is a high-pressure jungler who has a very strong early game. Due to her passive, she has very strong ganks,but needs to snowball in order to have an impact on the game.
In order to stop her from snowballing, you need to know what she does. In this guide, I’ll be teaching you to exploit her weaknesses until she goes from the Widowmaker to just a woman.
Passive – Shadow Walk
When out of combat, Evelynn becomes invisible. Entering combat or using an ability will end stealth. Going near enemy champions will allow them to see her.
Q – Hate Spike
Evelynn projects a line of spikes, dealing magic damage to enemies struck. This ability has a 1.5 second cooldown..
W – Dark Frenzy
Evelynn removes all slows and moves faster for a few seconds. The cooldown on this ability is reset if she kills an enemy.
E – Ravage
Evelynn slashes her target twice, dealing physical damage and applying on-hit effects. She also gains bonus attack speed for a few seconds.
R – Agony's Embrace
Evelynn impales all enemies in an area, dealing magic damage and slowing. For each enemy champion hit, she gains a health shield.
Evelynn is a much better ganker than she is a duelist, because she’s quite squishy. She also farms slowly, so choosing a champion who can counterjungle her is a good idea.
Buy Pink Wards and place them in the river and in Tribrushes. Your side lanes are going to be ganked.
Some Evelynn’s go Ignite instead of Flash. In case they do this, be careful at your first buff, as they’ll probably try to cheese you there.
Eve needs to stand next to her target for a few seconds in order to kill them. She’s a very slow assassin, who’s better at running people down than she is at bursting them. Therefore, she has to be fed, or else she’s an easy target.
Don’t clump up in late game fights. Her shield is the only way that she can initiate and survive in fights.
Eve is very susceptible to counter ganks. If you see her going bot, you go as well and you can turn around the fight.
You can duel her really well, although your early ganks are a little weak. Remember that she can cleanse your slow, so save it until she’s cast her W. Build Warrior’s and the AD item of your choice then transition to a tank build.
She just can’t outduel your drain. She doesn’t have the CC to stop it or the damage to out damage your sustain. In addition, you’re way more useful in team fights. Just farm until 6, hope that she isn’t ganking too much, and you should win all fights from then on. Consider building Abyssal early.
You can dodge a lot of her damage with your E and you can do way more damage. Your stun really destroysher in fights. If you counter jungle her often, she will be behind, and therefore useless.
Evelynn does mainly magic damage, but there are AD builds for Evelynn as well. Check what her first buy is, and build accordingly. If she goes AD, then she’ll probably buy on hit effect items. Consider Frozen Heart, as that slows her attack speed down.
Skulking around the jungle is a dangerous task when there’s an enemy Elise. You never know when you’ll be caught out by a web flung from a bush, or when you’ll die from a spider, chasing you down. Even if you fight her, she’ll escape by leaping to the jungle monsters. She’s got so many abilities it’s difficult for beginners to understand what’s going on, and she has so much strength early game that she can make your jungle a nightmare.
Elise is an high-pressure jungler who has a very strong early game. She has high burst at early levels and strong CC with her web. She falls off late game, but she can snowball her team easily if she catches you out early.
In order to stop her from snowballing the game like the Goddess she’s supposed to be, you need to know what to do to avoid her and defeat her. In this guide, I’ll be giving you tips on how to squash this spider.
Passive – Spider Queen
Human: When Elise’s abilities hit a target in her human form, she gains a spiderling stack. When she transforms, she spawns a spiderling for each stack.
Spider: Elise’s basic attacks deal extra damage and heal her.
Q – Neurotoxin/Venemous Bite
Human: Elise fires poison at the enemy unit, dealing damage.
Spider: Elise dashes to the target enemy and deals damage.
W – Volatile Spiderling/Skittering Frenzy
Human: Elise summons a spider, which moves to a target location. When it sees an enemy, it chases the enemy and explodes, dealing damage.
Spider: Elise and her Spiderlings gain bonus attack speed for 3 seconds.
E – Cocoon/Rappel
Human: Elise fires a web, stunning the first enemy champion hit.
Spider: Elise rappels into the air, becoming untargetable. She can then choose an enemy target to fall down onto.
R – Spider/Human Form
Elise transforms into a spider, gaining movement speed, melee basic attacks, and a new set of abilities. This ability is learned at level 1.
Elise has very strong counter ganks at early levels, because her stun can turn around fights easily. Be careful that you know where she is when you’re ganking a lane.
If Elise transforms into one form, there’s a cooldown before she can transform into the other form. So if she turns into spider form, you know she won’t be able to use her stun for a few seconds.
Elise can block spells with her spiderlings.
At early levels, Elise has good amounts of burst because she can turn into her spider form and have twice the amount of spells as you. Be careful about counterjungling her.
Elise is actually very squishy, and so most Elise players generally go a few AP bruiser items then transition into tank builds.
Elise falls off a lot late game, as her primary utility is her cocoon.
Early game she can’t duel you, because your axes do a ton of damage and you have sustain with your W. Lategame, you can just brush off the effects of her stun and run her down. She has no way to get away. Try to counter jungle her and if you find her low, kill her. Be sure to cast your ax first, so that you clear her spiderlings and don’t misclick your E on them.
You can dodge her stun by hitting W just as she starts to cast. Your clone will be stunned. In addition, dashing to her with your E destroys her spiderlings. You outdamage her early game, but she can win duels if she lands the stun. You’ll also have more of a midgame impact.
If you’re on blue side, you can do an early cheese on Elise where you get red buff first, then go straight toher blue. If you run Ignite it works even better. Just gank and counterjungle constantly. She’ll be low in the jungle when she farms, so that’s your opportunity to get kills.
Elise does percentage max health magic damage, so building pure magic resistance items like Abyssal Scepter and Guardian Angel’s works quite well. She’s quite immobile, so items like Frozen Mallet and Righteous Glory work quite well against her.