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Urgot Build Guide by Urpog

Support [12.10] Urpog's masters guide to EVERY ROLE URGOT! 2M+!

Support [12.10] Urpog's masters guide to EVERY ROLE URGOT! 2M+!

Updated on May 27, 2022
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League of Legends Build Guide Author Urpog Build Guide By Urpog 243 18 150,405 Views 36 Comments
243 18 150,405 Views 36 Comments
League of Legends Build Guide Author Urpog Urgot Build Guide By Urpog Updated on May 27, 2022
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Choose Champion Build:

  • LoL Champion: Urgot
    Top lane
  • LoL Champion: Urgot
    Jungle
  • LoL Champion: Urgot
    Mid lane
  • LoL Champion: Urgot
    ADC
  • LoL Champion: Urgot
    Support

Runes:

Precision
Press the Attack
Triumph
Legend: Tenacity
Last Stand

Resolve
Second Wind
Overgrowth
Bonus:

+9 Adaptive (5.4 AD or 9 AP)
+9 Adaptive (5.4 AD or 9 AP)
+15-140 HP (lvls 1-18)

Spells:

LoL Summoner Spell: Flash

Flash

LoL Summoner Spell: Ignite

Ignite

Threats & Synergies

Threats Synergies
Extreme Major Even Minor Tiny
Show All
None Low Ok Strong Ideal
Extreme Threats
Ideal Synergies
Synergies
Ideal Strong Ok Low None
Hey! I'm Urpog. I'm the best off-meta Urgot in the world out of us 8 off-meta mains. I've played league for a couple of seasons now originally starting out as a top lane main. Now a multi-role masters Urgot only player who's trying to give everyone the knowledge about playing Urgot in non-conventional roles.


Twitch where I'm live everyday!

Twitter where you can find me any time of the day

or my very own Discord anyone's invited to join
Global ranked #1 with Urgot mid. Global ranked #1 with Urgot fill. My masters mid account which lingers around 400-150 LP masters

My Diamond 2 Support account, lingers between Masters 50 - D2 0LP
1.
Rune choice, strengths, early strats
Talking about runes for the respective role
2.
Early laning phase & excuting it well
Lane specific guidance
3.
Matchup guides & Synergy lists
Giving you the idea what you're best with

Welcome to the word-chunk portion filled of my guide, I'll be going over every role and giving you my best attempts at feeding you information so you're not completely overwhelmed in your attempts in off-rolling Urgot.

When you're reading you can expect to find information in the order of the graphic above for every role, I'm updating this guide every day in hopes to give you the absolute most amount of information possible, so feel free to contact me directly to ask any questions this guide doesn't answer!
PROS
+ Great options for invading enemy jungle
+ Great for splitpushing
+ Fun matchups like
+ Great access to
+ No control mages
+ Enables
+ Enables
CONS
- Lowest agency role
- Hardest matchups
- Very team reliant
- Losing early is a death sentence
- Struggles pushing leads
- Easily counterpicked
- Cheese laners like

Press The Attack

+ Great duelling damage

+ Easy activation requirement

+ Best rune for

+ Damage amplification

+ Great for short-long trade

+ Great for aggressive playstyle
Fleet Footwork

+ Easy activation requirement

+ Great for lane sustain

+ Great for team fighting sustain

+ Synergies with

+ works towards energizing

+ Stronger the longer fights go


Very rarely will you be choosing over it's a very niche rune intended for your hardest matchups or lanes where the enemy top-jungle are duo. Something with health only mechanics like and are what you want to run into.

When they're trading with you they only have health as their resource but you have health and mana which you're always trading, if you're running you can get away with mana-less trades which become beneficial for you.

is also exceptional later in the game and helps with the late-game team fighting survivability, this is mostly where will out-value since with you need to hold your on someone for one second to activate it, then it's just aggressive damage amplification on that target that doesn't do anything for you.

instead gives you a large chunk of healing and some movement speed allowing you to reposition yourself or press some more aggression to apply your stacks.



Generally speaking is the strongest level 1 champion with levelled. Bringing into this lane amplified this power level beyond belief, the only champions who can even attempt to contest this level 1 is and maybe . Make sure you're being as aggressive as possible, grab control of the wave and make your presence known in the lane. You want to goad people into fighting you as many people won't even bother checking your summoners, assuming you have teleport.

With this in mind, actively look to anyone if they get too close, in combination with your they'll pretty much implode, an early kill for means an early which is invaluable.

Since you don't have it's important you're managing your wave correctly, wave management with exclusively is very difficult due to your activating from minions, you're always shoving, if you're always shoving into enemies they're going to eventually get jungle assistance, so once you get this kill, make sure you slam the minions under the enemy tower by using your to wave clear, if you don't manage to crash the wave then you're dooming yourself when you arrive back to lane, as you'll be a level down with an item advantage but that won't mean anything if you die to the enemy jungle.

With you've become a sustain champion due to how interacts with your 3 auto-attacks per second uses the passive +3 health on-hit as if you've got a permanent ticking. Many people will debate if is worth it but using is a completely different monster, if you're laning with then get .

While is the best level 1 champion in the game, his level 2 and 3 are exceptional too, he's beatable but incredibly oppressive still if you're piloting your lane correctly if you miss at any point in the game you're most likely going to die, this is especially true in the early games, do not use your offensively unless it's guaranteed to flip the enemy, patience with this ability is absolutely core to being a great player, sometimes it's worth to lose 60% of your health bar before casting

Limit testing with is incredibly important since you need to lure people into thinking you're vulnerable, is one of the best champions on low health purely due to the need to land Full HP enemy champions will be confident about running down an with a slither of health but as visualized here the lower health is the better.

It's very important to note how important works when it comes with other abilities, is completely displacement immune while he's channeling in his

For a champion like who is incredibly CC reliant to get off the full damage and healing of his kit, you can often buffer two abilities from with a singular from you, while buffering CC it completely ignores the negative effects of CC and prioritizes launching you forward as if you were casting uninterrupted, When you're mid-dash you are no longer displacement immune, keep this in mind. The timing is incredibly important.

If you're finding you're dying way too much during the laning phase, I've made a little graphic showing where you should be in lane in proportion to how strong you are. If you're comfortable fighting 1v2, play at red, if you're capable of taking 1 down with you and able to fear the other away, play yellow if you want to get ganked by your jungle/be safe, play green.



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Yorick
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PROS
+ If done correctly, overpowered clear speed
+ Great early skirmisher, Level 3/4 power spike
+ Great invader, kill camps quick & getting out
+ One of the best users of Predator
+ Enemy thinks you're toplane
+ Countergank god
+ Most skill expressive role out of his 5
CONS
- Incredibly weak against coordinated teams
- Struggles from behind
- Weak when being invaded
- Squishier than your normal Urgot build
- New playstyle adaptation required
- Your team will probably flame you
- Weaker scaling

Predator

+ Great mobility
+ Early-mid game powerhouse
+ Good damage
+ Fun, rejuvenating playstyle
+ Catch enemies offguard with permanent presence
- Gank heavy, worse in 1v1, utility build.
PTA

+ Strong 1 v 1 potential
+ Great early middle late
+ Easy activation requirement
+ Enables full precision skill line
+ Exposure damage works with teammates
- Much slower to path around the jungle

How do you determine when you should take or ? It's a really tough decision. I've written a matchup guide suggesting runes given the matchup at the bottom of this category.

If you're new to jungle then I recommend you take over because it's easier to pilot. Once you've got an okay understanding of pathing, how to gank with and generally how it functions, you can take it to the next level by experimenting with .

is absolutely jungles best rune but it's a completely different playstyle compared to normal . You become a utility carry rather than being the frontline tank, activating with your to find picks when people are out of position, isolating important targets etc.

When you're playing Jungle, it's incredibly important that you go in with a game plan due to being unable to 1 v 5 on . 's identity is 2 v 5. You need to determine what champion on your team will do the best against the enemies team composition and prioritize your ganking around them.

's best winrates linger around 0 - 25 minutes, with this build and role you aren't playing the scaling game, you're playing to end games before they reach the 30-minute mark by getting what you've determined your win condition is ahead and securing objectives. If games head beyond the 30-minute mark those are the games you should VOD watch and try to understand what you did wrong, what you could've done better and how your actions impacted the game either negatively or positively.

To pilot jungle's early game I've created the optimal clear for both sides of the jungle.

Red side pathing:

Blue side pathing:

After watching those videos, you've got a couple of options from here. People won't expect you to be ganking around 3:17, even the most optimal clear champions like wouldn't show up around these times to gank.

You determine which lane you should gank based on what the enemy laner is and what your laner can provide for you. If the enemy laner is a champion with multiple dashes ( ) and many escape options just visit your other lane which has lane setup for you instead then rotate back up to the scuttle.

The idea with your first pathing that I've created is that you're setting yourself up to be as strong as possible for the contest at scuttles, not many jungles do contest you at the scuttles anymore but on the occasion that they do, you'll have everything up with double buff.

's level 3 is one of the best level 3's in the game. Especially when paired with If they contest you're probably going to get one kill. If you get one kill but die it's still completely worth it. One kill with the full-path clear equals around 950 gold which enable your lucidity boots.

Pathing around enemy example 1
Pathing around enemy example 2
If the enemy jungler is stronger than you early game and you have the information that they're starting their red buff, do this pathing to have an edge on them. If the enemy jungler is stronger than you early game and you have the information that they're starting their red buff, do this pathing to have an edge on them.

Pathing around enemy example 3
Pathing around enemy example 4
If the enemy jungler is stronger than you early game and you have the information that they're starting their blue buff, do this pathing to have an edge on them. If the enemy jungler is stronger than you early game and you have the information that they're starting their blue buff, do this pathing to have an edge on them.

If you're struggling in the mid-game unsure of how you're supposed to make these ganks work, here's an example of a master-tier Viktor with his flash available.

This is master tier so I know this Viktor knows exactly what he can and can't get away from. The objective here is to let him use his kiting and see if he'll use his flash prematurely.

is completely overtuned so you can abuse its long duration time and hover the enemy champion before being completely decisive with your abilities. If I slammed my immediately at the start of this gank would've just flashed the wall and that's still great! We get a flash for my cooldown but it's not the best.

I didn't gain anything from making a play on the map. So what I did instead was limit everywhere he could walk to until he's completely vulnerable in the middle of the lane, if 's away then I can follow his flash with my + and he'll die in a trade-off that only benefits us. You need to be using your summoners on cooldown, if you have available, then you need to use it as soon as possible.

jungle is mostly a pick that functions from team play and getting leads, you are very team reliant and you should be giving as many kills to your laner as possible. You spike at , getting , Getting and getting but anything after that and you'll start to fall off.


Here's my biggest win streak with
jungle from my climb of low diamond to high diamond. You can see purely from KDA some games where I've completely taken over lobbies but there are some tame games where I understand simply CANNOT do enough and the game isn't about me carrying, it's about my teammates.





Xin Zhao
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Kha'Zix
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Nunu
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Rek'sai
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Trundle
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Zac
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Diana
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Hecarim
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Kindred
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Shaco
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Gwen
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Olaf
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Rammus
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Poppy
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PROS
+ An actually useful role, unlike toplane
+ Your matchups aren't as onesided as toplane
+ Great anti-jungle farming options with Tiamat
+ Great level 3, scuttle/dragon contest easy
+ Able to brickwall enemy champions who rely on being fed (eg Katarina, Zed)
+ Enables Ignite, E Flash + Ignite level 2 99% time kills.
+ Anti-assassin
CONS
- Gets demolished by control mages
- People think you're troll picked which leads to getting camped
- Low resource generation, if you OOM you're losing
- Hard to follow enemy roams
- New playstyle required, many new matchups to learn
- Your jungle will probably ignore your lane
- Stricter buildpaths available

Press The Attack

+ Stronger 1 v 1 potential
+ Great early-middle-late
+ Easy activation requirement
+ Enables full precision skill line
+ Strongest rune for Urgot
+ Great for teamfighting
Conqueror

+ Enables full precision skill line
+ Raid boss behemoth playstyle
+ The best for teamfighting
- No longer meta but still usuable
- Weaker laning phase for better scaling
- Rough activation requirement


You're never really going to be taking over . For the most part, it's here to offer you the option as a viable second choice. fell out of love in the meta due being abused by ranged users like . in almost every situation is better.

So why mention it? Because the situation where it is better is super niche but super important. Below are example enemy team compositions where I'd take over . The idea is if the enemy is durable, tanks, bruisers, divine sunderer users, etc you'll get more value the longer the team fights are, Urgot doesn't have any issue surviving for long amounts of time so that's when becomes good.

Example Team Composition 1
Example Team Composition 2
Example Team Composition 3




Good matchup: Refer to match up guide below

Level 1 you should be immediately pushing the wave but be very conscious you're only using one of your legs. You'll be saving all other of your legs for pressure on your laner. If you've pushed the wave the entire time with your autos, actively trading with your laner whenever they've attempted to CS you'll have a large advantage heading into level 2. Don't worry if you can't push the wave, as long as you're getting gradual chip damage.

Once you hit level 2 you want to E + + then hold your W on them. You have ABSURD kill pressure level 2. Any mage without barrier or phase rush is guaranteed to die level 2. for example.

If you don't kill you're still going to burn their flash which enables your jungle to come mid. is one of the best champions in the 2 v 2 situation. You have an amazing gank set up in your . 50% slow for 1.25s allows your jungler to get into range, if your jungle has a stun then you're set up to use your E which almost guarantees a kill.

Level 2 you want to continue pushing your early superiority, there are not many champions who can contest 's level 1 or level 2 - control mages are the only champions who stand the fighting chance. What you're trying to achieve here is pressure. You want to push the minion wave under the enemy tower, you want them to drop minions to the tower damage, holding perma-priority over them so they can't rotate to scuttles without losing a large chunk of gold.

Champions who struggle against 's level 1's and 2's early game usually struggle to shove back against you. Your W can get you an incredible priority as it's an incredible shove tool. Force them to lose either 200 gold or do 200 damage to you, once your minions are under the enemy tower that's exactly when you want to start walking around with your jungle, you want to be actively looking for the 2 v 2 scuttle fights always, even if your jungle is comparatively weaker compared enemies jungle.

If you've picked up an early kill, you'll want to base immediately but make sure you're conscious about your wave management, wave management is the name of the game mid-lane. You cannot leave minions lingering outside of the enemy tower - even if the enemy has teleport available. You need to wipe out the enemy minion wave, get the rest of your minions that are lingering nearby under the tower so you can reset.

Once you reset you should pick up . is the most incredible item for but it's far too greedy to start as your only starting item. Many people will debate if cull is worth it but using doesn't fill into any of those categories due to how exceptional 's W is with onhit effects. uses the 3hp passive from on hit 3 times per second as well as being an extremely gold-value benefitting champion.

Bad matchup: Refer to match up guide below

Level 1 let them shove into you. You want them to be crashing the wave under your tower so you can farm it without taking poke from them. Anything with range should be actively attempting to zone you from the wave.

At level 2 you should be looking to hold the wave around your tower, level 2 is building up into where the jungles start doing something on the map, if the wave is at your tower you're putting passive pressure on the enemy laner for even being pushed up towards your tower.

At level 3 is when your bad matchups can become managable. In bad matchups you always take the skill order of . Once you've unlocked your , you can slow enemies for 50% for 1.25s.

Around level 3 is when you should start poking your enemy laner with . One of two of them will put them in the threshold to be deleted by your full combo of; + + + + . This combo should deleted any champion, even through barrier if you've poked them down significantly enough, your kill window with this combo lingers around ~800 HP which is extreme overkill on most mid laners HP.

Below I'll provide a video where I visualize everything I've said here. Showing how to put it in action, knowing what you need to drop to set up this kill window. It's also against your second-worst matchup.


Your first base should be based on your gold amount. Regardless of how much gold you have you pick up a . is incredible, especially in bad matchups. You become a bunker champion because you have and then on top of all of that, . At this point nothing can kill you unless you're making repetitive mistakes.

If you have extra gold after your first base, maybe you got first blood, maybe you've just farmed perfectly. Picking up the early and placing it in the mid-river to try and spot out the enemy jungle, providing yourself and your teammates some river control. When you're playing mid you're not just playing against your laner, you are constantly 2 v 2. It's very important to keep this in mind. ing enemy raptors, seeing if they're up and potentially stealing them away if you've shoved the wave under enemy tower etc.

If you still have extra gold after buying the early control ward, there are many things you can do here. Either way you're going to be building into but has three build paths. If you're against something like you'll want , and you'll be able to tank up a lot more damage than you ordinarily would.

But if you're feeling confident, maybe 's missing all of her abilities and you can abuse her regardless of being counter picked, you can go into . When you have that's when you start to come online, mostly against the enemy jungle. is exceptional at clearing the enemy jungle camps, shoving the wave in mid lane and then rotating to the enemy raptors, using your in the middle of them, then holding your will kill the camp in a couple of seconds.

If you've played your lane well then at this point you're an oppressive midgame god, once you have Titanic hydra you should be actively looking to invade the enemy jungle on your own, stealing camps away and putting some deep vision down.

Your goal with mid isn't just to lane against your laner, you need to be the one oppressing the enemy jungle if that's with your jungle or just by yourself, you need to understand your limits and it's a learning process for sure but there are some games where I've completely taken over games and averaged 12.5 CS per minute from just taking enemy JG farm and my lane.





Ahri
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Akali
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Akshan
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Annie
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Aurelion Sol
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Azir
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Cassiopeia
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PROS
+ An actually useful role, unlike toplane
+ Surprise factor against laner
+ + + kills 100% of the time.
+ Great bunker champion, usually unable to be dove, allows your support to roam and impact the map.
+ Incredible brickwall for any champions relying on being fed to be useful eg , , , etc.
+ Enables
+ Anti-engage champion
CONS
- Early game piloting can be rough
- Can lead to camping if people think its troll
- Recalling at 450 gold can be a disbenefit for early
- Support anti-synergy, some don't know how to play with you and there's many bad picks with ADC.
- New playstyle required, many new matchups to learn
- Your jungle will probably ignore your lane
- Hard to pilot

Press The Attack

+ Stronger 2 v 2 potential

+ Great early-middle-late

+ Easy activation requirement

+ Enables full precision skill line

+ Exposure damage works with laner

+ Strongest rune for

+ Great for shutting down fed champions
Barrier

+ It's worth pointing out as it's incredible on ADC if you can enable it. Look to take barrier when you have enchanter supports like
.

+ Shielding champions are incredibly good with , , , , anything that can increase your time alive. It harmonizes very well with . amplifies too!

+ Bait tool, drop yourself to low HP, let them use their mobility which is restricting you from killing them, then when you're about to die to turn the fight!



You won't change your main rune of ever. You'll be changing your sub-runes on a game-by-game basis.
Overgrowth

is for lanes where you're confident in your laning phase and it doesn't require anything else other than your survivability.

is exceptional with because you go every single game, has the passive of;
COLOSSUS: Gain bonus attack damage equal to 2% of bonus health.


Your core build involves health stacking items too. , , steraks gauntlet giving amazing value.
Revitalize

is intended for lanes when you've got a shielding support like . stacks with all shielding, including your and

also gets empowered the lower health you are, under 40% HP the amplification is increased to 10% rather than 5% which really ties into 's juggernaught identity.

also harmonizes very well with , one of your sub-core runes. The lower HP you are the more damage you're putting out, staying under 60% HP increases your damage while under, dropping lower increases your damage, dropping even lower you increase your self-shielding from
Unflinching

is intended for lanes when the enemy lane has a lot of crowd control abilities. ADC's like , , and against supports like , and

Generally speaking; if the enemy team has so much crowd control you'll never be able to move, this rune is the move. It also continues to tie in with 's unkillable identity as when you're under 30% HP, you receive 30% slow resist and tenacity buff. is probably the most exceptional champion at low HP, maybe outshined by , so becoming more unstoppable the lower HP you are is huge for



Strong enemy laners
Please refer to the matchup guide below to know what's strong against you.

Start Level 1 you're going to do absolutely nothing. The strategy against lanes that are stronger than you is that you want the minion wave to be pushing towards you.

You can afford to drop a couple of minions if they're completely zoning you under the tower. As long as the wave is pushing towards you. Ideally, you'll start to mitigate some of their early poking when you're going for the first couple early melee minions, you want to stay healthy preparing for level 2.

Level 2 is when you're able to start doing something. You've let the enemy laners push you under the tower, letting them exploit their level 1 advantage, you've lured them into the sense of security.

What most ADC's in this situation who are aiming for early pressure will do is auto you under your tower now, dancing around tower aggro, abusing their superior range on you, let them do it one or two times, you'll heal with and , you want to continue to let them feel like they're safe this far up. Once they're going for the auto under tower again, that's when you've won the lane. As soon as you hear or see the visual queue of their auto-attack being cast, use + .

The auto-attack they've used to harass you under the tower has now worked against them drawing tower aggro, most ADC's in this situation will panic flash away from you but by then it's far too late for them. If your support is something that gives you movement speed like , or at a minimum you're killing the ADC and burning the enemy supports flash. If your support is something stun heavy then you've guaranteed killed both of them as most supports individually cannot escape, especially if you're paired with a , , or .

On my base I pick up . doesn't exist bot lane without his summoners up, you're a glorified farming machine at that point, tell your support to roam, you can't be dove because you've got and

Don't get cocky just because you've secured an early lead though, this doesn't mean you're in any better position against champions who outrange and kite you. You need to play these lanes slow and calm, what I like to do when the enemy lane will win regardless of it being 1 v 2 or 2 v 2 tells my support to roam.

Once your summoners are back up, tell your support to rotate back bot lane, you can play hyper-aggressive by + onto the enemy ADC or whoever else is misfortunate enough to be in your way and secure yourself another kill.

Weak enemy laners
Please refer to the matchup guide below to know what's weak against you.

Start . Level 1 grab the priority of the wave by starting . Use your frontal legs to the wave and annihilate the first wave's melee minions, don't overextend too far forward by trying to immediately kill the ranged minions or you'll get poked back far more than it's worth, as long as you don't drop below 80% HP for doing this on the first wave you're absolutely fine though. The objective of pushing this first wave is to have a huge priority going into level 2.

Once you're about to hit level 2, make sure you're walking forward before you've hit level 2, positioning yourself on the minions dying, level up your as soon as you levelled up, , and then auto attack before activating your . Whoever you've grabbed most likely will die. Just be mindful of what survivability options they have. If they're an with lane you cannot make this play expecting a kill, so with this in mind you're not going to a kill, so do not contribute your

You will trade one summoner ( ) for their , probably and which I don't need to say is worth. Also keep in mind some supports run . is incredible against denying your kill windows, you can proc from range with one of your IF you land it on both of them. This can be a little frustruating to proc sometimes but patience is the name of the game.

If you've pulled off an early kill which is very likely when playing try to base as fast as possible but don't neglect your wave, there are many ways you can leave your wave state but just to be uncomplicated, I'll show you a good wave state vs bad wave state.

Good lane state
Bad lane state
The reason this lane state is good is that these minions will crash under the enemy tower, you will be making the enemy ADC miss the experience from not being near these minions as well as making them drop the gold from not last hitting them, you can safely recall once your wave is under their tower like this because the minion wave will push back into you. If you leave your wave like this the enemy team will freeze the wave there and then it doesn't matter if you're stronger than them or not, minion waves early game do an extremely high amount of damage so you cannot fight them in the middle of it. You will be forced to farm with your mana hungry and continue to hold their freeze for them, kill those minions and get your wave under their tower.

Send your support off to roam around with your jungle but make a note that the enemy bot lane doesn't have summoners right now and you can make a play bot lane, if they don't come bot again it's no issue since you're contributing more to the map and you scale better into the midgame with your .

Weakside is an invaluable strategy in the current meta, especially when you're playing bot lane. is one if not the best weakside champions purely because he's not looking to be hyper-accelerated in the game to function. gives you a net gold gain of 180, on top of that 180 you're getting solo experience, levels aren't as important on any other champion as much as they are on . 's strongest time in the game is at level 13 when his legs are on 2.5 seconds cooldown cap.




Aphelios
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Ashe
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Caitlyn
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Corki
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Draven
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Ezreal
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Jhin
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Jinx
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Kai'sa
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Kalista
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Kog'maw
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Lucian
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Miss fortune
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Samira
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Senna
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Sivir
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Tristana
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