x
Did this guide help you? If so please give them a vote or leave a comment.
You can even win prizes by doing so!
Vote
Comment
I liked this Guide
I didn't like this Guide
Thank You!
Your votes and comments encourage our guide authors to continue
creating helpful guides for the League of Legends community.
Hey! I'm Urpog. I've hit all roles Masters playing only Urgot on the EUW and NA servers, all live on Twitch! I've wrote this guide in mind with introducing newer players to Urgot regardless of which role you are playing, I do my best to keep this guide updated to the current patch.
Urgot Top Guide - https://www.youtube.com/watch?v=6F6QvYbmyXo&t
Urgot Jungle Guide - https://www.youtube.com/watch?v=vnNEFDankDc&t
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! | Urgot Mid shenanigans | Urgot Fill shenanigans |
My main account ! |
Urgot Top Guide - https://www.youtube.com/watch?v=6F6QvYbmyXo&t
Urgot Jungle Guide - https://www.youtube.com/watch?v=vnNEFDankDc&t
1. Rune choice, strengths, early strats |
2. Early laning phase & excuting it well |
3. Matchup guides & Synergy lists |
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!
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!
Before the guide starts, just a mention that I do coaching! I don't do live spectating of games since I feel like that is a bit chaotic but VOD watching along side you in VC or watching through my stream with the rest of chat to witness, whatever you would prefer more. I charge £25.00 (GDP) or 5 gifted subs per session which usually lasts anywhere from 30 minutes to 1 hour depending on the time of your game. If you're interested please approach me on Discord / Reddit / Twitter, all socials are provided above in the introduction.
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.
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.
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.
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.
|
How do you determine between
or
? It's mostly matchup dependent solely. If you think
can brawl the enemy jungler then you'll run
, if they're locking an
counter like
or
then you'll run
so you'll have more convinence pathing around the jungle and them. You should also take enemy team composition into consideration as well as yours. Below I've provided an example of where you should take
due to being counterpicked by the enemy jungler however, your team composition doesn't require the utility - so you run
regardless.
Identifying 's purpose in the lobby is the heaviest amount of skill expression you can show outside of mechanics with . He is a very versatile champion with many functions, finding the optimal function in the lobby is absolutely critical to making this pick work. You cannot do the same playstyle every single lobby with this pick and expecting great success with it, you need to be adaptive, so when you're going into your lobby look at your champions and the enemy champions.
See what they're providing or aren't providing for you, see what you need to cater and play against and then think about which runepage is more optimal. is the absolute king in the jungle though if you're able to iron out the weakness of early game.
To pilot , I've created an additional guide talking about the pathing, realistically what you're looking to achive and what you should expect on this peck, give this a watch.
After watching that video, you've got a couple of options from here. You can from either of those gank pathings skip scuttle and gank the lane sceeding the other side of the maps scuttle to the enemy jungler or prepare to fight for the scuttle, asking your teams to grab prio if possible.
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 after full clearing is ganking whichever lane you think has most impact eg. If your botlane is the wincon for the lobby, start the buff parallel to them, full clear heading downwards towards them and apply pressure, if you can't gank your botlane due to their botlane being strong earlier or they don't have enough set up, play for Mid or Top instead, again starting paralell to the lane you're wantting to path to.
's level 4 is one of the best level 4's in the game in the Jungle, 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. Implying you'll be heavily invaded by an unfavourable jungle matchup, I've created some rather psychopathic pathing to avoid them completely while remaining relevant on the map, see below.
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.
The clip shown uses which is also a viable runepage but not suggested anymore, the clip is more so to show you the potential of your pick.
I wouldn't gain anything from making a play on the map, he would just back to midlane if I killed him immediately. 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 black, 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.
Example Team Composition
|
Identifying 's purpose in the lobby is the heaviest amount of skill expression you can show outside of mechanics with . He is a very versatile champion with many functions, finding the optimal function in the lobby is absolutely critical to making this pick work. You cannot do the same playstyle every single lobby with this pick and expecting great success with it, you need to be adaptive, so when you're going into your lobby look at your champions and the enemy champions.
See what they're providing or aren't providing for you, see what you need to cater and play against and then think about which runepage is more optimal. is the absolute king in the jungle though if you're able to iron out the weakness of early game.
To pilot , I've created an additional guide talking about the pathing, realistically what you're looking to achive and what you should expect on this peck, give this a watch.
Video guide here
|
After watching that video, you've got a couple of options from here. You can from either of those gank pathings skip scuttle and gank the lane sceeding the other side of the maps scuttle to the enemy jungler or prepare to fight for the scuttle, asking your teams to grab prio if possible.
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 after full clearing is ganking whichever lane you think has most impact eg. If your botlane is the wincon for the lobby, start the buff parallel to them, full clear heading downwards towards them and apply pressure, if you can't gank your botlane due to their botlane being strong earlier or they don't have enough set up, play for Mid or Top instead, again starting paralell to the lane you're wantting to path to.
's level 4 is one of the best level 4's in the game in the Jungle, 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. Implying you'll be heavily invaded by an unfavourable jungle matchup, I've created some rather psychopathic pathing to avoid them completely while remaining relevant on the map, see below.
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.
The clip shown uses which is also a viable runepage but not suggested anymore, the clip is more so to show you the potential of your pick.
I wouldn't gain anything from making a play on the map, he would just back to midlane if I killed him immediately. 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 black, 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.
+ 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 |
- 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
|
+ Stronger 1 v 1 potential + Great early-middle-late + Easy activation requirement + Enables full precision skill line + Strongest rune for Urgot + Great for teamfighting |
+ Enables full precision skill line + W works towards activation requirement + The best for teamfighting + Sustains lanes, impossible to die + Strong throughout the entire lobby - Less solo bolo potential |
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.
mostly exists so you can survive absurdly mad poke matchups like
, usually
in almost every situation is better.
Below I'll provide some compositions where I would run over . The idea is survival over thriving when you're using this rune.
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.
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.
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.
Below I'll provide some compositions where I would run over . The idea is survival over thriving when you're using this rune.
Example Team Composition 1
|
Example Team Composition 2
|
Example Team Composition 3
|
Good matchup: Refer to match up guide below
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.
Strong enemy laners
Please refer to the matchup guide below to know what's strong against you.
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.
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.
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.
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.
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.
support is his most unique role, with the most unique role comes the most unique play styles. These playstyles are all incredibly different and are enabled by each separate rune, there is no other lane as versatile as support .
is the best keystone in general for if you don't want to experiment too hard, not looking to be completely optimal and don't want to put too much brainpower going into a lobby, you can safely take without too much concern about anything. If you're looking to take your gameplay to the next level while playing support though you need to be open-minded about and especially
Taking means you're confident in your laning phase, you don't believe the enemy laners will pose so much threat that you'll be unable to use your . You want to trade with them and end up killing them, you have an ADC like who's exceptional at laning with and you're able to push leads. is also great against bruiser carries like , since increases ALL damage sources coming from yourself and your teammates, you can burst down these usually tough to take down champions.
Taking means your team is lacking the frontline and you need to absorb all the damage possible in a team fight. When you're playing with you need to be much more sacrificial, as your purpose in the game is a global taunt. People don't expect the to be completely homicidal because 's always want to be skittish around ~100 HP. Your purpose is to permanently team fight and benefit your teammates by dying to give them kills, just be mindful you aren't feeding a champion that's incredibly good with kills like a or , and especially not a .
Taking means you have no faith in your lane ever functioning and you're playing for the map rather than the lane. You want to take whenever your laner is someone incredibly weak and scale heavy like or . With the playstyle, you're playing to be anti-jungle. You'll be putting yourself vastly behind in experience, which sounds like a terrible idea- but if you've identified that another lane can carry and end the game for you through the lead you're able to give them, your disadvantage ends up amounting to nothing.
Press the attack lane example
Laning advice when you're in a strong lane
Don't sit back and wait for the enemy to make the play, be aggressive, assert dominance in the lane. 100% of the time at level 2 your + + + Auto + will kill, you don't necessarily have to do it immediately on level 2 but if they're being wastefully aggressive, you need to exploit their weaknesses. After you've made this play you want to be resetting as soon as possible, so push the wave with your ADC, it doesn't matter who last hits these minions so just hold your on the wave and get it crashing under the enemy tower. Your purchase will always be
If you can afford it, then kindle gem, it's the perfect early game item for . From here you need to consider what you need to bring and do for your team, kindle gem builds into two items loves. and . You want if your ADC is something immobile and needs peeling. If the enemy team has ways to kill your ADC in any regard buy . If they can't do much due to your ADC being mobile and kite heavy, amplify their damage by rushing a .
Remember that your can buffer the majority of crowd control in league so even if they've still got a strong peeling tool available, that doesn't mean they're unapproachable.
Predator lane example
Laning advice when you're in a weak lane.
Since you don't actually have a keystone available yet due to requiring as it's activation requirement, you're genuinely pretty weak, which is why you need to manipulate them into shoving into your strengths. Let your laner know you're about to unleash your combo of + + Auto + +
If your laner doesn't follow this play, this lane is even more doomed because of ADC diff GG, if they do though you've snagged yourself a free kill on the enemy support or ADC or both, which is perfect! intentionally makes your early levels weaker due to the immediate payoff in scaling you get on your first recall, shove the wave don't let them have a favourable wave state, help your ADC up until you see your minions attacking the enemy tower.
Reset and pick up at the minimum to get your online. When you're playing you're looking to get yourself as well as your other lanes ahead, you're weak siding your ADC so they can comfortably farm and build up their lead through level advantage as they'll be farming solo experience.
Aftershock lane example
Showing you how to tank it up
This is one of the most powerful abilities in League. Many people won't know the interaction of this ability so you're going into the lobby with a passive advantage about everything; you know how to pilot this lane, you know what your champion can do to enemy champions, you know interactions with , so make sure you're abusing the lack of information by constantly surprising your enemies!
Information
|
Information
|
Information
|
Information
|
Information
|
Information
|
Information
|
Information
|
Information
|
Information
|
Information
|
Information
|
Information
|
Information
|
Information
|
Information
|
Information
|
Information
|
Information
|
Information
|
Information
|
Information
|
Information
|
Information
|
Information
|
Information
|
Information
|
Information
|
Information
|
Information
|
You must be logged in to comment. Please login or register.