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Recommended Items
Runes: Snowball & Learning Champ

+8 Ability Haste
+9 Adaptive (5.4 AD or 9 AP)
+10-180 Bonus Health
Spells:

Flash
Teleport
Items
Ability Order Standard

Void Stone (PASSIVE)
Kassadin Passive Ability
Threats & Synergies
Threats
Synergies
Show All
Extreme Threats

Zed
Difficult but manageable with the correct defensive setup. Take Exhaust, use it during Death Mark, and build early health before completing Rod of Ages. Save Riftwalk while his ultimate is available. See the Matchups chapter for the complete setup and lane plan.

Shaco
Best Champion to help you snowball through early game, submissive shaco otp is all you need for DuoQ.
Synergies

Shaco
Best Champion to help you snowball through early game, submissive shaco otp is all you need for DuoQ.

Hi, I'm Mojo! I've been playing League since Season 3, reaching Challenger on EUNE and achieving Rank 1 on
As a full-time coach, I help players understand their mistakes, build better habits, and turn every game into a learning opportunity. My goal is to give you clear, practical steps that help you improve and climb with confidence.
Free educational content on YouTube, live gameplay on Twitch, and a welcoming Discord community.
Understand the reasoning, then adapt. Your runes, items, and decisions should change with the matchup and game state. Use these explanations as your foundation, apply them in your own games, and learn when each option makes sense.
Learn how each champion works, understand their strengths, and climb with a clear game plan.
Control the lane, lock down priority targets, and bring consistency to mid.
Manage your passive, make every stun count, and become a reliable teamfight threat.
Older guide — some recommendations may no longer match the current patch.
Current build recommendations & guide updates
Read the item notes and rune notes to understand when each option is worth choosing. For more explanations and gameplay examples, check out my YouTube videos.
I regularly update this guide as patches and the meta change, while testing new
Archive — Season 14 Screenshots+ Strong Scaling & Earlier Spikes Than Expected
+ Highly Mobile Mage-Assassin
+ Strong Into AP-Heavy Compositions
+ Excellent Side-Lane Pressure & Rotations
+ High Carry & Snowball Potential
+ Flexible Build Options
You do not have to wait for Level 16.
− Vulnerable to Early Dives
− Limited Early Lane Priority
− Squishy with Damage-Heavy Builds
− Harder to Teamfight Without a Frontline
− Punishing Matchups & Mistakes
− Limited Crowd Control
Protect your early game.
Your limited early priority can make it difficult to move first to river fights. Communicate when you cannot follow, respect enemy dive setups, and avoid forcing losing skirmishes. Falling behind makes Kassadin's hardest matchups even more punishing.
The current Homeguard movement speed makes playing without
Choose it when you want to play for a lane advantage, but remember that you give up Teleport's safety after a bad recall and its later side-lane pressure.
Use it to bait opponents into overcommitting. Even at higher ranks, players can underestimate how much damage the shield absorbs.
If they can no longer finish you, use
Teleport for consistency and map pressure. Ignite for kill pressure. Barrier against burst. Exhaust against predictable assassin all-ins.
My Default Keystone • Consistent Burst
Choose the pair that best fits your matchup and game plan.
Sustain & Durability
Mana & Trading Pressure
Alternative • Scaling & Item Spikes
I take this against tanky laners or with the
Look for safe opportunities to proc it. Proccing it early can be difficult against ranged poke, so do not sacrifice too much health for a small amount of gold. The
Alternative • Early Pressure Against Mages
I take
This is a matchup-specific choice: land safe poke whenever possible and gradually wear your opponent down before committing to an all-in.
Situational • Extremely Tanky Teams
I reserve
I also consider it against very tanky full-AD teams, where a defensive build helps me stay in combat while Conqueror provides additional damage. Only choose it when fights will last long enough for you to stack it.

Adjust the defensive pair when your matchup calls for it.
I replace
I consider

Ability Haste • Adaptive Force • Scaling Health
My standard first shard. The extra Ability Haste lowers
My standard second shard. The extra Adaptive Force improves
My standard third shard. It gives
You can move through minions and champions without getting body-blocked, making it easier to reposition in lane.

Save Q to Interrupt Key Channels
If you take

Preparing W During Stasis
You can activate
In some melee matchups, starting W lets you trade at level 1. The empowered auto can also finish a low-health target, including after using

Track the Cooldown
Abilities cast near
Punish enemies who step into E range with poke. The AoE slow also helps you engage, disengage, or peel for your teammates. Use

Extend Your Engage with R + Flash
Use
Time your blink to dodge skillshots such as
Auto Attack →
Use this when the enemy is in auto range and you can trade safely. Let the first auto land, then activate
Look for this combo before level 6 when the enemy mispositions or uses a key spell. Check which abilities they still have available and whether they can turn the trade before committing.
Use
Use this combo when you can land R on the enemy and win the trade without getting burst down in return. An even trade can also be worthwhile if it sets up a kill on your next engage.
Use
Watch the examples, then practise choosing the right combo for each trading opportunity.
Riftwalk + Flash • Turn an Opening Into a Kill
Use Stasis to Wait for Cooldowns
In late-game fights, use
With an Extra Auto Attack:
Add an auto before

I usually max
Difficult Mage Lanes — Three Early Points in Q
Against mages who constantly poke you, consider putting three early points into
Second Max — Nether Blade
I usually avoid maxing
Save
My preferred start in low-poke lanes and my greediest, most gold-efficient starting option. Its stats are comparable to
The safest option against heavy poke. Its health regeneration helps you sustain through poke, and the item also makes last-hitting easier. Pair it with
A defensive start against champions with strong all-ins, such as

Choose your purchase based on your gold and how the lane is going.
I prioritise
A good choice against burst-heavy matchups or when I recall with less than 850 gold and need extra health. It helps me survive the opponent's combo and builds into
Aim to buy
Malignance is my offensive third item here. Choose a defensive item instead when you need one.
My default first item and my most consistent option. It gives
My standard second item after
A good third item in the

If you have
An excellent defensive choice against crit-based champions, especially when they are the enemy team's main carry. Good examples include

Help make up for the lack of early ability haste in the
Know what each spike allows you to do — and play around it.
Level 6 — Unlock Riftwalk
Use
Level 11 — Lower Riftwalk Cooldown
Your second point in
Level 16 — Maximum Mobility
Your third point gives
First Recall — 850 Gold
One-Shot Build — Malignance
Completing
Standard Two-Item Core
Winning mid is about more than beating your opponent in a 1 vs 1. As

Fast Pushing means clearing the wave quickly to get lane priority and create time to recall, ward, roam, or help with an objective. Fully crash the wave so your opponent has to catch it under their turret.
Keeping the wave just outside your turret range makes it easier to farm against opponents who can punish you for walking up. You will not always be able to control the wave, especially when the enemy has stronger wave clear, so adapt to their push.
If the enemy holds the wave on their side, walking up for CS leaves you vulnerable to trades and ganks, especially before level 6. Stay in XP range when safe. If they freeze and you cannot break it alone, ping your jungler to help you shove and crash the wave.
When your opponent recalls, look to shove and crash before they return so they miss CS and XP. You may have time to push the next wave too. Check your mana, their recall timing, and whether a cannon wave will slow your push. If you cannot finish the crash, you risk leaving the wave on their side.
If your opponent recalls without fully crashing, you may be able to freeze just outside your turret and make them lose CS and XP. Only hold the wave if you have enough health and do not need to reset yourself.
Staying for one more wave or a plate can cost you your recall timing, especially if the enemy is already returning with full health and an item advantage. Spend your gold and get back to lane before you lose too much farm.
At level 6, evenly matched waves near the middle of the lane can give you room to poke and disengage. Check the minion numbers before trading, and avoid fighting in a large enemy wave. If the opponent keeps shoving or gives you no opening, focus on farming and look for roam or ward timings between waves.

Effective warding starts with tracking the enemy jungler and reading the wave state. Place wards to spot a gank, track the enemy mid laner's roams, or check the path you want to take when leaving lane.
A ward in the middle of the lane helps you see where the enemy mid laner moves after shoving. Place it when safe so you can spot their roam and ping the direction they take.
Before the next wave arrives, ward the edge of the river brush on the side the enemy jungler is likely to gank from. Use your vision and jungle tracking to decide which side of the lane to lean towards.
Look for a deep ward when you know where the nearby enemies are and your teammates can cover you. Check your path in and out before entering the enemy jungle, and leave enough time to catch the next wave.
Ward near your raptors or the jungle entrance on the other side of your turret to spot the jungler setting up a dive. Choose the ward based on their likely pathing.
Knowing where the enemy jungler could gank from helps you decide whether to use

• What happens to my wave, and how much gold or experience could I lose?
• Am I sitting on enough gold that I should buy items before roaming?
• Can my teammates follow up, and does the target have an easy escape?
• Is my path warded, and could I get caught or run into a countergank?
• Can I get there in time to affect the fight?
Priority matters.
Having lane priority lets you move first, but you still need enough health, mana, and your key spells available to help. If your jungler wants to fight while you are catching a large wave under your turret, ping that you cannot follow immediately.
An opponent with stronger early wave clear can often roam while you are still farming under your turret. Ping them missing and warn the lane they are heading towards. Follow if you can get there safely and help; otherwise, farm and look to punish their roam by pushing when possible.
If an early roam looks uncertain, I prioritise farm and XP.
Consistent farm helps

• Look to trade when the opponent steps up to last-hit, especially while they are in their auto-attack animation.
• Watch your spacing: know the range of their attacks and spells before walking up to use yours.
• Check the minion advantage. A larger allied wave can help you win a trade.
• Punish key spells used on the wave, but respect the abilities they still have available.
Use
Against a mage, landing
Think about which spell the enemy will use when you walk up. Anticipate its direction and be ready to dodge, shield the damage, or disengage. Track their cooldowns throughout the trade and back off before they can turn it.
Think of it like chess: anticipate their next move and plan your response. See Abilities & Combos for combo execution and Laning Phase for trading against melee and ranged champions.

Ward before the jungler can reach your lane and watch for fights around Scuttle. Some junglers can gank earlier; others may reset, invade, or give up the crab.
If your jungler is at one Scuttle and the enemy jungler is not there, do not assume they are taking the other crab. They could be resetting, clearing camps, invading, or setting up a gank. Use their last known position and likely pathing to work out where they could be.
After their first clear and reset, junglers often path back towards their respawning camps. Remember their starting side, where they last showed, and which camps they likely cleared. Update your read whenever they appear on the map.
Around 0:40, consider warding the enemy raptors if your team can cover you and you can still reach lane in time. Ping for help and check how strong their level 1 is before walking into their jungle.
Lean towards the side of mid covered by your wards or nearby teammates. Before walking up to trade or using

The Mid-Lane Tips chapter covers the fundamentals. Here, we apply them to
Preserve your health, stay in XP range, and take the CS you can safely get. Avoid deaths or forced recalls that cost you several waves. You can still take favourable trades when the matchup allows it.
Use
Sometimes you have to trade HP for CS, but not every minion is worth it. If one last-hit costs half your health and leaves you vulnerable to a dive, give it up. Stay in XP range whenever you can do so safely.
When a minion gets low, think about how the enemy will punish you for taking it. Watch their positioning and anticipate the spell before they cast it. Be ready to sidestep, use your Q shield against magic damage, or give up the last-hit.
Just outside your turret range is often the safest place to farm in difficult matchups. You cannot always hold the wave there, and sometimes you need to shove to set up a recall. If the enemy keeps pushing you in, focus on farming under your turret instead of forcing a bad trade.

Look for a recall timing that lets you buy a useful component and return without missing too much CS or XP. Check the power-spike list and First Base & Components section, but do not overstay just to reach a specific amount of gold.
Crash the wave when it is safe.
If you cannot shove and crash on your own, ping your jungler for help. This is especially useful when the enemy is freezing on their side and walking up would leave you vulnerable to a trade or gank.
If you are too low to stay in lane safely, recall even if it costs you some farm. Use
Once you return, compare your items, health, and mana with your opponent's. Check the wave state again and decide whether you can look for a trade or should keep farming.

Ranged champions can punish you with autos and spells whenever you walk up for CS. Look for moments when they have to last-hit, so they cannot freely focus on you. If you are losing too much health, review your spacing, which CS you contested, the wave position, and whether you overstayed.
When the waves are evenly matched, use
Stand beside the wave when you need room to sidestep, or keep minions between you and the enemy to block their skillshots when possible. Look to punish a missed key spell. Once they are low enough, land
Your Q shield and passive help against magic damage, but they do not guarantee you win the all-in. Compare health, items, and cooldowns, and track the enemy jungler before going in. Be especially careful against ranged AD champions: they can keep auto-attacking while your spells are on cooldown.

Melee matchups often give you opportunities to trade before level 6. Anticipate how the enemy wants to engage and be ready to trade back when you can do so safely. Repeatedly taking free damage lets them pressure you out of lane.
Look to trade with
If the enemy walks into range, trade with your basic abilities and use

When the enemy is already in range, trade with
Use
Land

If the enemy gives you no good trades, preserve your health and keep farming towards your next item or level 11. Reaching those spikes gives you more opportunities to make plays, but you still need to respect the matchup and the game state.
If both of you are just clearing waves, use the time between them to check the map, ward, or reset. Before roaming, consider how much CS and XP you will miss.
Once you start looking for invades, picks, and side-lane plays, consider swapping to
After a bot-lane outer turret falls, consider swapping lanes with your ADC and support. They can pressure mid together while you farm a side lane for gold and solo XP. Choose your side lane based on who can match you, the next objective, and whether you have Teleport available.
Before pushing further up the side lane, check who is showing on the map, who can match you, and which missing enemies could collapse on you. Keep enough mana for
Once you crash the wave, the enemy has to choose between catching it under their turret and following your rotation. Use that time to rotate, find a flank, ward, or reset. If there is no good play, keep farming and catch the next wave instead of wandering around and losing CS.
You can pressure the side lane opposite the next objective and use
If you are playing without
Use the time after pushing to reset, spend your gold, and refill your health and mana. Then move towards the objective with your team or take a safe path to a flank. Do not stay for one more wave if it means arriving after the fight is already decided.
Keeping up your farm gives you a chance to carry later. If your team cannot contest an objective, ping them back early and look for a cross-map trade: catch waves, take a turret, or secure another objective when it is safe.

Stay patient and use fog of war to hide your position. Track where the enemies are and plan your flank before showing.
Look for a flank that lets you reach a carry without going through the entire enemy team. Use
Look for the enemy carry to step into range, or wait for the enemy team to use an important defensive spell or CC ability. Time your engage with your team so the enemy has to deal with pressure from multiple angles.
If you cannot reach the carries, help your team damage or slow the targets in range while waiting for a better opening. Forcing your way through the entire enemy team just to reach the ADC can get you killed before you finish your combo.
Use
When an enemy leaves to catch your wave, look to rotate and create a 5v4 before they can join. You can also catch an enemy rotating through the jungle instead of forcing a full teamfight.
If the enemy expects you to catch another side wave, you may be able to rotate towards the next objective without being noticed. Check your path and sweep for wards with
Force someone to answer a side wave, or find a pick before the objective fight to create a numbers advantage. Keep split-pushing when you can threaten a turret and your team can defend or avoid fighting long enough for you to take it.
After level 16, keep looking for a flank or pick that can win the game. Use
Throughout my coaching sessions and motivational talks, I have always emphasised the importance of having the right mindset. Without it, League can become a source of stress instead of something you enjoy and learn from.
One of the biggest challenges is learning to manage your emotions after a mistake or a difficult loss. Reset mentally, focus on the next decision, and keep your attention on long-term improvement.
This is your journey, your time, and your story. Do not fall into the trap of comparing your progress with somebody else's. Everyone improves at a different pace, and blaming teammates will not help you understand your own mistakes.
The most effective way to improve is to remain open-minded and willing to change. Focus on what you can control: your preparation, decisions, reactions, and the way you review each game.
Your teammates can influence an individual game, but blaming them will not help you improve. Across many games, your own decisions are the only consistent factor you can control. Replace "my teammates are keeping me in this elo" with a better question: "What could I have done differently?"
Review your decisions, identify one or two specific things to improve, and apply them in your next games. Do not judge your performance only by whether you won or lost — a good review should explain why the game developed the way it did.
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