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Recommended Items
Runes:
Precision
Resolve
+10% Attack Speed
+9 Adaptive (5.4 AD or 9 AP)
+10-180 Bonus Health
Spells:
1
2
3
4
Flash
Teleport
Items
Ability Order
Darkness Rise (PASSIVE)
Mordekaiser Passive Ability
Threats & Synergies
Threats
Synergies
Extreme
Major
Even
Minor
Tiny
Show All
None
Low
Ok
Strong
Ideal
Extreme Threats
Synergies
Ideal
Strong
Ok
Low
None
Champion Build Guide
Click on little rocking
Mordekaiser at the bottom part of each chapter to return to the Table of Contents

Greetings Summoner!
I hope that you're doing well in your climb this season.
Welcome to my
Mordekaiser guide!
A short description of myself before we proceed with the guide. I am Bonkk. I play in the Philippine server, having downloaded and played league while we were stuck in the horror that is the Garena server.
I'm a fairly new player actually, having started playing during season 10. I'm a top/support player with
You can search for my accounts in op.gg. My username is: Bonkk, and Gobu. I look forward to helping others improve their gameplay, while also improving myself along the way :)
I poured my heart and soul to doing this guide, so hopefully you’ll enjoy it.
“Iron stands eternal.” -Mordekaiser

He is a terrifying raid boss who excels at isolating targets and winning extended trades thanks to his passive.
Whether you are melting through enemy frontlines with an AP bruiser setup (Riftmaker/Liandry's) or scaling into an unkillable juggernaut with tank items, his damage output and sustain remain consistently high.
His ultimate, 
You won't see too many champions bringing in the same amount of satisfaction as getting ganked, only to drag the enemy jungler into the shadow realm and secure a double kill.
Play 
+Manaless champion
+Incredible 1v1 and isolation potential
+Massive AoE damage and sustained DPS
+Built-in shielding and healing
+Dominant mid-game power spike
+Shreds through tanks and bruisers
+Low skill floor, easy to pick up
Mordekaiser is an oppressive AP juggernaut who thrives in extended trades.
His manaless nature and built-in sustain from
With
-Highly immobile, prone to kiting
-Telegraphed abilities are easily dodged
-Ultimate countered by QSS/Cleanse effects
-Weak early game prior to level 6
-Struggles against heavy ranged/poke comps
Mordekaiser suffers greatly against highly mobile champions and ranged kiters. Missing your
His abilities have long wind-ups, making
Items like 
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Your bread and butter for surviving close fights and 1v2 ganks.
The healing upon scoring a takedown is crucial for keeping you alive after you finish off your target in the
A solid alternative if you are facing a heavy poke lane and need to sustain off the minion wave, though |
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The best damage multiplier rune for Mordekaiser.
As a juggernaut, you will naturally take damage and fight at lower health thresholds. |
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Infinite scaling health rune. Synergizes perfectly with your W shielding if you are going for a heavy tank build. |
Anti-kite keystone. |
Popping |
Synergizes flawlessly with
A great alternative for flat Ability Haste if you want to spam more abilities in teamfights. |
Guarantees that you remain a lethal threat into the extreme late game, giving you free Ability Power as the match goes on. |
An incredible minor rune. It amplifies your W |
Take the
attack speed minor rune for easier last hitting and smoother passive procs.
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The standard. A short ranged emergency blink on a 5 minute cooldown. Can be used to escape, chase, reposition or make surprise
Flash +
Obliterate or
Death's Grasp plays. Take this spell in all games.
For map control and laning. This summoner spell makes laning very forgiving, as you can use it to go for a free recall whenever you get too low and can't fix the wave without dying. Teleport is also good for objective control and split pushing. This summoner can also be used to respond to a fight breaking out and you're too far to walk to the fight. You're gonna take this in 99% of games in the toplane.
Mobility spell. A fantastic alternative or addition to
Flash versus champions with extended mobility. Mordekaiser is easily kited, and
Ghost completely solves this issue, ensuring nobody escapes you inside the
Realm of Death. The duration extending on takedowns makes you a menace in teamfights.
For more kill pressure. Take this if you need the early damage or anti-heal to beat a sustain-heavy laner (like Aatrox, Warwick, or Dr. Mundo), and/or want to aggressively snowball your lead.
HOW TO MAXIMIZE TELEPORT
The new update brought along Lane Quests, which are objectives you can accomplish by gaining quest EXP through last hits, kills, towers, tower plates, jungle objectives and assists.
Each lane has their own rewards, and for top lane this is having
The Top lane quest enhanced
The top lane quest also gives you a higher level cap of up to level 20.

Darkness Rise
His basic attacks also deal bonus magic damage based on his total Ability Power. |
This passive is the heart of Mordekaiser's extended trading power and sustained DPS in fight scenarios.
Once activated,
It constantly stacks
Common mistake:
Failing to maintain passive: distance control is crucial. If you let enemies kite you out for more than 5 seconds without taking a hit from your attacks or abilities, your aura drops and you lose a massive chunk of your sustained damage and movement speed.
Obliterate
This ability deals significantly increased damage if it hits only a single target, making it lethal in 1v1 duels.
Most of your burst damage comes from hitting isolated Qs.
Isolated Good ways to use Q |
ISOLATED SLAMS
Indestructible
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PASSIVE: ACTIVE:
This ability turns
The shield pool fills quickly in trades as you deal and absorb damage, allowing you to turn the tide of close 1v1 fights or 1v2 gank attempts.
In almost all fight situations, keeping the active shield to absorb incoming damage is far more effective than recasting it early for the smaller heal. |
Death's Grasp
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PASSIVE: ACTIVE:
This is your primary engage and CC tool to pull elusive targets into range of your mace.
You can also cast this ability backwards (away from you) to push enemy champions away, acting as a handy disengage tool when escaping ganks. |
BACKWARDS E DISENGAGE
Realm of Death
If
This is one of the most game-changing ultimate abilities in League of Legends, allowing you to isolate and eliminate high-priority enemy carries or neutralize enemy junglers during Dragon/Baron contests. |
DEATH REALM ISOLATION PLAY

Standard leveling sequence for AP Juggernaut
Mordekaiser. Maxing Q
Obliterate first is mandatory as it significantly reduces its cooldown and drastically increases isolated single-target damage for laning trades and waveclear. Maxing W
Indestructible second maximizes your shield absorption and sustained combat healing in teamfights. Max E
Death's Grasp last because its pull utility and passive magic penetration scale sufficiently well off item power through the mid-game.
Aggressive leveling sequence for
Mordekaiser. Maxing E
Death's Grasp second grants significantly higher passive Magic Penetration (up to 25%) and reduces your grab cooldown, making this path optimal against armor-stacking tanks or highly mobile carries where pulling them frequently is vital.
Defensive leveling sequence for
Mordekaiser into brutal lane matchups (e.g., Vayne, Jayce, Olaf). Placing 3 early points into W
Indestructible grants a substantially larger shield capacity and burst mitigation, ensuring you survive poke and heavy all-ins before finishing your Q
Obliterate max.

Make sure to set your abilities to Quick Cast in the settings. This will enable you to execute your pull and slam combos much faster.
Standard Trade: Passive Trigger
E ➔ Q ➔ Auto Attack
The foundational trading combo for
Summon E
This 3-hit sequence immediately triggers your passive
Works great with
Disengage / Peel Push
Reverse E ➔ Q
Defensive combo used to create distance against aggressive melee champions or ganking junglers.
Cast E
Follow up with a backward Q
Death Realm Combo
E ➔ R ➔ Q ➔ Auto Attacks ➔ W
The ultimate single-target deletion combo.
Cast E
Once inside the Death Realm, land an isolated Q 
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Core perma-slow utility item. Rylai's is arguably |
AP-tank sustain & damage scaler. Grants AP, Health, and Ability Haste while converting bonus health into additional AP. Its passive ramps up your damage by up to 10% in extended combat and grants Omnivamp, making |
Max HP burn and damage amplifier. The ultimate damage synergy item for |
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Hybrid resistance tank item. Jak'Sho provides heavy Armor, Magic Resist, and Health. In extended fights, its passive increases your bonus resistances by 30% after 5 seconds in combat. Combined with stats stolen during |
Magic resist & shield amplification. Grants Health, Magic Resist, and Ability Haste. Its passive boosts all incoming healing and shielding by 25%, directly magnifying the massive shields and self-healing from W |
Armor, AP, and stasis utility item. Essential survival tool when facing heavy physical burst or focused focus in teamfights. The stasis active allows |
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Anti-heal armor item. A core defensive buy against heavy physical damage and high-healing enemies. Landing E |
Anti-crit and area slow item. Premier armor choice into double critical strike threats (e.g., Yasuo, Yone, Marksmen). The active slow helps |
Ramping magic resist & movement speed item. Best defensive MR item for extended combat against DPS mages. Taking magic damage grants stacks of bonus movement speed and flat magic damage reduction, helping |
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Heavy anti-burst magic resist item. Grants massive flat Magic Resist and Health. The passive magic shield scales with your max health, making |
Movement speed armor item. Great situational pick when you need additional mobility to roam, match fast splitpushers, or close gaps on elusive ranged champions. Grants armor, health, and ramping movement speed that helps |
Extended combat AOE drain item. Grants Armor, Health, and Ability Haste. Every 7 seconds while in champion combat, it deals magic damage to nearby enemies and heals you based on damage dealt. Combined with |
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AP movement speed & stick potential. Grants AP, Health, Ability Haste, and continuous movement speed when dealing damage to champions. Perfect for |
Magic resist shred & team utility tank item. Provides Health, Magic Resist, and Ability Haste. Its passive reduces the Magic Resist of all surrounding enemies while boosting your own. Highly effective on |
Gap-close active & anti-kite tool. Grants AP, Health, and Ability Haste alongside a forward dash active that fires magic bolts. Provides |
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Ultimate Haste & stat boost on R cast. Grants Health, Attack Speed, and significant Ultimate Ability Haste. Upon casting |
Clutch anti-burst shield & tenacity item. Grants Health, Base AD, and Tenacity. Its Lifeline passive triggers a massive decay shield when brought low. While |
Hybrid AP/AD sustain & point-and-click slow. Offers AP, AD, and omnivamp alongside an active magic bolt that instantly slows its target. A fun situational pick that lets |
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Hybrid AP & utility sustain item. Offers a balance of Ability Power, Health, and combat durability while enhancing dual-spectrum offensive and defensive output. A niche option that enables |
AP attack speed & on-hit DPS item. Grants massive Ability Power, Attack Speed, and Ability Haste. The passive adds magic damage to every auto-attack scaling with AP. An exceptional offensive buy on |
Armor, spellblade & icy slow zone item. Provides Armor, Health, and Ability Haste. After using an ability, your next auto-attack triggers Spellblade to deal bonus damage and unleash a freezing field that slows nearby enemies. Helps |
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Movement speed item. Buy this on early backs to increase mobility. Extra movement speed helps with dodging enemy skillshots in lane and closing distance to land E |
Anti-auto attack armor boots. Essential purchase when facing auto-attack heavy AD laners (Irelia, Jax, Tryndamere) or double AD threats. Reduces incoming basic attack damage to turn extended trades in your favor. |
Magic resist and tenacity boots. Core defensive boot option into heavy AP laners or team compositions packed with crowd control. Tenacity reduces stun and root durations, keeping you mobile in teamfights. |
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Ability haste & summoner spell boots. Great budget pick when defensive boots aren't strictly required. Lowers spell cooldowns for frequent Q |
Slow resist boots. Take these if the enemy composition relies heavily on slows rather than hard CC (e.g., Ashe, Nasus). Helps prevent |
Magic penetration boot option. A strong offensive option when snowballing early. Flat magic penetration significantly increases damage output from Q |
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Defensive starter item. Premier choice against difficult ranged poke and damage-over-time champions like |
Standard offensive starter item. Grants AP, bonus Health, and extra damage on basic attacks to assist with last-hitting minions. Ideal start in even or favorable melee matchups where you can trade frequently with Q |
Aggressive snowballing option. Buy this early or on your first recall when confident in winning early 1v1 duels inside |
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Early armor starter option. Great start if you plan to rush |
Early HP component start. Accelerates component buys when aiming to rush health-heavy AP cores like |
Reusable sustain item. Pick this up on an early recall whenever you have 150 spare gold. Provides incredible long-term gold efficiency and extra lane sustain throughout the laning phase. |
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Core AP component. Essential early purchase when building toward core AP items like |
High AP component buy. A major raw AP power spike when recalling with 850 gold. Accelerates completion of core items like |
Health & haste component. Provides bonus Health and Ability Haste. Builds into items like |
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Early anti-heal component. High-priority first recall buy against heavy physical sustain top laners like |
Armor & AP active component. Essential defensive component buy when rushing |
Extended combat AP component. Primary rush component for |
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AP & Haste component. Provides Ability Power and Ability Haste to lower cooldowns on Q |
AP anti-heal option. Alternative Grievous Wounds component when facing ranged or magic-based healing threats (like |
Anti-auto attack armor component. Defensive option when behind against pure AD auto-attackers, drastically reducing incoming basic attack damage. |

AP Bruiser
Mordekaiser's Most Optimal Core Build (AP + Sustained DPS)
Mordekaiser's highest winrate and most mathematically optimal build for dominating lane and teamfights.Every item in this build synergizes directly with Mordekaiser's AP ratios, health scaling, and
This build balances incredible sustained damage, health, omnivamp, and stacking resistances, making you an unkillable raid boss inside the Death Realm.
Let's see the synergies this build has with Mordekaiser and your kit:
Full Tank
The safest and most consistent build when facing heavy physical AD or burst compositions, or when your team desperately needs a primary frontline tank.
While you sacrifice some raw AP burst, your base damages combined with Sunfire/Hollow Radiance burn and
Always prioritize an early waveclear item (
Hybrid
A dueling focused AP-AD and attack speed hybrid build designed for absolute 1v1 domination.
This build rewards aggressive auto-attack spacing and shines against immobile juggernauts and tanks where you can freely stick to your target.
Keep in mind that this build leaves you slightly squishier than the standard AP Bruiser or Full Tank paths, so position carefully and time your W 
Wave Management
A slow push is used to slowly build up a massive minion wave that crashes all at once into the enemy tower.
Slow pushing is ideal for setting up tower dives, objective roams, or getting a free, uncontested recall timer.
As
How to execute: Be very careful with your abilities! Avoid triggering
Once the giant wave crashes, you are on a generous timer while the enemy struggles to clear under tower. Use this window to get a clean item recall or walk down to assist your jungler with Void Grubs or Dragon.
A fast push / shove means clearing the enemy minion wave as fast as humanly possible to crash your wave under their tower.
When to fast push:• Immediately after killing your lane opponent or forcing them to recall, denying them gold/XP to the turret.
• When you need to recall immediately without losing your own minion wave.
• To break an enemy freeze by shoving your minions completely into their tower range to force a wave reset.
• To secure fast lane priority before river skirmishes, Void Grubs, or Dragon contests.
A freeze occurs when you manipulate the wave so it holds indefinitely just outside your tower perimeter, keeping you completely safe while forcing the enemy to overextend.
How to execute: Keep 3 to 4 extra enemy ranged minions alive outside your turret's attack range. Only last-hit at the absolute last second. If the enemy wave becomes too large (5+ extra minions), thin it down with a quick Q
Warning: Be cautious when trading during a freeze. If your passive 
Kiting & Orb Walking
Kiting, or orb walking, is a fundamental mechanical skill that every player should master.
Controlling your champion's movement between auto-attack cooldowns allows you to continuously reposition while maximizing your damage output.
Mastering movement control can completely change the outcome of duels, especially when dodging skillshot-reliant champions like
Orb walking is not exclusive to ADCs—mages, tanks, and especially Juggernauts benefit tremendously from it.
Standing still while basic attacking makes you a sitting duck for enemy crowd control and skillshots. Learning to move between attacks increases your DPS and survivability.
For
Orb Walking with
Mordekaiser Passive Active
How to Kite
Settings Setup: Check your keybindings and ensure you have Attack Move or Attack Move Click enabled. By default, Attack Move is set to A + Left Click and Attack Move Click is set to Shift + Right Click. Bind Attack Move Click to a comfortable key or extra mouse button so you can kite quickly without accidentally misclicking on the ground.
Auto attacks have a wind-up time, an impact frame, and a recovery animation.
Animation Canceling: The exact moment
Practice weaving basic attacks, Q
Here are two excellent exercises you can use to sharpen your click precision and reaction times:
LoL Dodge Game Drill
Triangle Movement Exercise

Early Game Play
Levels 1 ➔ 3
At Level 1, start with Q
Level 1–2 All-In Power: Unlike many laners,
At Level 2, unlock W
By Level 3, your full basic ability rotation (E ➔ Q ➔ Auto ➔ W) is unlocked. Use E
Try setting up a 3-wave slow push to crash a large minion wave into the enemy tower. This sets up an early cheater recall or gives you uncontested lane control.
On your first back, aim to purchase core AP bruiser components like
Around the 3:30 mark, the
Levels 4 ➔ 9
During Levels 4–5, evaluate your matchup. If playing into a difficult mobile laner, freeze the wave just outside your tower range. Holding a freeze near your turret makes pulling enemies under tower with E
Level 6 Power Spike: Unlocking your ultimate • 1v1 Kill Threat: Any enemy without Flash or mobility skills who steps past mid-river is an easy target for
• 1v2 Outplay Tool: When the enemy jungler ganks you, do not panic! Use R
Around the 6:00 mark, Void Grubs spawn in the river. Use your fast waveclear (E ➔ Q ➔
With isolated Q 
Mid Game Play
Levels 9 ➔ 14
By this stage, Tier 1 towers begin falling across the map, opening up side lanes and deep jungle access. As
Side-Lane Pressure & Farming Economy: Never stand around idle in mid lane sharing XP needlessly. Push out side-lane waves past river and draw enemy attention to yourself. Because of R
Teamfight & Objective Duty (Dragon / Baron / Rift Herald): In mid-game teamfights, your ultimate • Objective Contests: Banish the enemy Jungler right before Smite threshold to guarantee your team secures Dragon or Baron.
• Teamfight Advantage: Ulting the enemy's most fed carry (ADC or Mage) completely removes their main damage source, letting your team clean up the remaining fight.
• Peeling: If an enemy assassin or bruiser jumps on your squishy carries, trap them in
Vision Control & Fog Ambushes: Swap to
Resource Management: Clear enemy jungle camps (Gromp, Krugs, Raptors) while split pushing to starve the enemy team of gold and accelerate your item build toward late-game tankiness.
Late Game Play
Levels 15 ➔ 18
In the late game, death timers reach 50–70+ seconds. A single misstep, bad engage, or wasted ultimate can lose Baron, Elder Dragon, or the entire game. Play with extreme caution and never overextend without vision or team backup.
Full Build Raid Boss: With a completed build featuring AP and health items like
Elder Dragon & Baron Objective Secures: Neutral objectives decide late-game outcomes. Your R
Target Selection & • Isolate Carries: Lock down fed enemy hypercarries (e.g.,
• Zhonya's Stalling: If you ult a target that is too strong or slippery to kill outright, activate
Tracking Cooldowns & QSS: Vision control and cooldown tracking are crucial. Track enemy 
Vision & Warding
Blue Side Starting Wards
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Red Side Starting Wards
When playing on Red side, place a ward around the enemy Raptors or Red entrance to identify their pathing. Because deep warding on Red side is more dangerous without dash tools, prioritize a river bush or pixel bush ward. Watch out for early invades from champions like |
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Control Ward Placements
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Blue Side Offensive Wards
Place deep offensive wards in these areas when you are ahead, have destroyed the enemy Tier 1 tower, or hold permanent lane priority. Deep vision allows |
Blue Side Defensive Wards
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Red Side Offensive Wards
Place deep offensive wards in these areas when you are ahead, have destroyed the enemy Tier 1 tower, or hold permanent lane priority. Deep vision allows |
Red Side Defensive Wards
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Faelights
Faelights provide a massive vision radius buff to both your regular stealth wards and control wards. Place your wards on designated Faelight bushes to grant extended line-of-sight coverage deep into enemy jungle paths.

As
Your presence dictates how the enemy team is forced to fight. By pulling a high-threat champion into your domain, you instantly convert a chaotic 5v5 into a favorable 4v4 for your allies while securing bonus stats for yourself upon victory.
Early teamfights are often chaotic river skirmishes around Void Grubs or early Dragons. Before committing, evaluate your pathing, arrival time, and whether your jungler is in position to follow up.
In early skirmishes, your primary goal is to activate
Time your W
Mid game teamfights revolve around major objective contests (Dragon, Baron, Herald). Teams will be more coordinated, making your target selection in
Target Selection in • Deny the Smite: If an objective is low, ult the enemy Jungler right before
• Remove the Carry: Ult the enemy team's most fed mid laner or ADC to strip away their main damage source.
• Peel for Allies: If an enemy assassin or diver rushes your squishy backline, banish them into your realm to save your carries.
Do not engage recklessly without your team nearby. When you return from the Realm of Death with stolen stats, your team needs to be alive and positioned to clean up with your passive
Late game teamfights carry massive risk and reward. With death timers exceeding 50+ seconds, a single bad decision or missed ultimate can lose the entire game. Play patiently and never throw your ultimate hastily.
Be patient and look for surefire angles. Track enemy
If you are your team's primary frontline, focus on removing the single biggest enemy threat or protecting your carries. Utilizing
Once you emerge from the Death Realm with stolen stats, wade into the remaining fight as an unstoppable raid boss—burning all surviving enemies with 
Mastering
Realm of Death
Deciding when, where, and who to pull into
Stat Stealing Mechanic: Upon casting
Baron / Dragon / Elder Smite Secures (Crucial): During major objective contests, your ultimate is the ultimate objective-securing tool in League of Legends. Banish the enemy Jungler into
Isolating High-Threat Carries: In teamfights, target fed enemy hypercarries (e.g.,
Turning 1v2 Ganks Into 1v1s: When getting ganked by the enemy jungler, do not run! Wait for them to commit, then use R
Peel & Backline Protection: If an enemy assassin or diver (e.g.,
Zhonya's Hourglass Stalling Tech: If you pull an enemy carry that is too fed or mobile to kill outright, cast R
Cleanses & Counter-Mechanics Warning: Be extremely mindful before pressing R! Certain items and abilities can instantly cancel • Items:
• Abilities:
• Unstoppable States: Do not cast R on targets while they are currently unstoppable (e.g.,

Objective Control
Objectives are high-priority targets that grant game-winning advantages through gold, XP, vision, permanent stat buffs, and siege power.
Securing objectives is far more important than pad-padding your kill count. Teamfights and overall map macro revolve around contesting, trading, or controlling neutral objectives.
When preparing to contest an objective, evaluate key variables: Which team has the stronger 5v5 composition? Do you have vision control? Is your ultimate
Whenever your team wins a teamfight or executes 2–3 key enemies, immediately transition into taking map objectives (Towers, Void Grubs, Dragon, Baron) rather than aimlessly chasing stragglers.|
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Jungle Camps Counter-jungle whenever you push waves up to the enemy Tier 2 tower or when the enemy laner/jungler is dead. Stealing camps grants you gold and XP while starving the enemy jungler of resources. Use an You can also ask your jungler for Blue Buff in the mid-to-late game—while |
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Rift Scuttler Rift Scuttler is a vital early objective spawning at 3:30. If both junglers path topside, crash a slow-pushed wave into the enemy tower so you can arrive at river first to give your jungler a 2v1 advantage. Scuttler provides gold, XP, extended river vision, and a movement speed shrine for your entire team. Take it in the mid game whenever your jungler is elsewhere on the map. |
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Towers Towers open up the map, grant teamwide gold, and unlock deep side-lane pressure. As an AP Juggernaut, Turret Plates & Crystalline Overgrowth: Collecting early tower plates accelerates your core AP item powerspikes. Focus on crashing big minion waves to secure plates before the 14-minute mark. Avoid taking Inhibitor towers before 20 minutes unless you can end the game immediately, as super minions grant heavy gold/XP to the enemy team. |
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Inhibitors Destroying an Inhibitor forces super minions to spawn in that lane, creating automatic pushing pressure without requiring your team's presence. Only destroy early Inhibitors if you can immediately force Baron or end the game. If taken too early, champions with strong AoE waveclear will farm super minions safely inside their base, allowing them to catch up in gold. |
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Dragon Dragons grant permanent elemental stat buffs to your entire team. Securing 4 Dragons unlocks Dragon Soul, providing game-warping permanent combat effects (Shields, Movement Speed, Burn Damage, or Sustained Healing). Use |
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Voidgrubs Void Grubs spawn in the Baron pit at 6:00 and grant the Touch of the Void buff, dealing true damage burn to towers. Securing 4+ Void Grubs synergizes heavily with |
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Rift Herald Rift Herald is the premier early/mid-game sieging objective. During Herald contests in the river pit, use R Summon Rift Herald in a lane with multiple tower plates remaining or use it to smash through Tier 2 towers to open up the enemy base. |
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Dragon Soul Granted upon securing your team's 4th Dragon. Dragon Soul provides massive permanent combat benefits. Combined with |
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Elder Dragon The ultimate teamfight-ending objective in League of Legends. Elder Dragon grants true damage burn on all attacks/abilities and instantly executes any enemy champion brought below 20% Max Health. Always use R |
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Baron Nashor Baron Nashor grants massive teamwide gold, AD/AP stats, empowered recalls, and heavily buffs surrounding minions to breach enemy bases. Banish the enemy jungler into |
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Nexus The ultimate goal of every game. Destroy the enemy Nexus to win the match. K/D/A is irrelevant if you fail to translate kills into objectives and Nexus destruction. Play with macro purpose, take objectives, and break the Nexus. |

Attack Damage Carries
Champions who thrive when
Mordekaiser isolates high-threat divers and tanks
Once you banish the primary threat into your Death Realm, stationary hypercarries like
Your E
Heavy Engage & Tanks
Sets up
Mordekaiser's skillshots and enables devastating CC chains
When tanks lock down or group enemies together, landing maximum isolated Q
Engage tanks allow you to comfortably cast
Enchanters & Utility Mages
Covers
Mordekaiser's mobility gaps and transforms him into an unkillable raid boss
As an AP Juggernaut,
Shielding and healing supports synergize extraordinarily well with
Control mages like 
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Aatrox the Darkin Blade Overall difficulty: 3/5 Suggested runes: Suggested items: Key Abilities and combos to beware of: Q1/Q2 Sweetspots, E-Q3, W-Q2-Q3, R
This is a skill-based matchup for
Rush
Taking
Avoid taking free damage from his Q
Use your W
At Level 6, hold your R
Your E
Once you complete
Track his E
Max Q
Watch out for his power spikes with Sunderer Sky or
In teamfights, look to trap |
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Akali, the Rogue Assassin Overall difficulty: 1.5/5 Suggested runes: Suggested items: Key Abilities and combos to beware of: Tip of Q (applies a slow), Q-AA, E1-E2-AA-Q, R1-E-E2-R2 execute burst, W
This is a very easy matchup for
Start
Your passive
Rush
Hold your R
Use E
Punish her with isolated Q
Once you complete
Respect her level 6 power spike if she runs
In teamfights, use R |
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Akshan, the Rogue Sentinel Overall difficulty: 3.5/5 Suggested runes: Suggested items: Key Abilities and combos to beware of: Q
This is a tough, ranged lane bully matchup for
Start
Rush
Akshan's E
Avoid taking extended trades at levels 1-3. Play patient, concede minor CS if needed, and let the wave push toward your tower to stay healthy.
At Level 6, your R
Use your W
Once you complete
You can block Akshan's ultimate R
Akshan will look to roam with W
In teamfights, pull |
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Camille, the Steel Shadow Overall difficulty: 3/5 Suggested runes: Suggested items: Key Abilities and combos to beware of: AA-Q1, Q2 True Damage, W
This is a skill-dependent matchup that favors
Pay close attention to her main trading cooldowns: Passive
Because
Her Q
When she casts W
Your E
At Level 6, hold R
Rush
Once you buy
In the late game,
In teamfights, look to isolate |
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Cho'Gath, the Terror of the Void Overall difficulty: 1.5/5 Suggested runes: Suggested items: Key Abilities and combos to beware of: Q
This is a heavily favorable matchup for
In the laning phase, focus on dodging his Q
Cho'Gath's W
Take
Punish Cho'Gath heavily every time he steps up to hit minions by hitting him with isolated Q
Cho'Gath's passive
Cho'Gath's R
Save your fully charged W
Avoid standing directly behind low-health minions when his E
Rush
Rush
Cho'Gath gaining massive HP through R
Use your E
In teamfights, pull Cho'Gath into
Even in the late game when Cho'Gath scales heavily off HP, |
|
Darius, the Hand of Noxus Overall difficulty: 3.5/5 Suggested runes: Suggested items: Key Abilities and combos to beware of: Passive
This is a tough, high-threat matchup in the early game for
Take
The matchup becomes much easier post-level 6 once you rush physical defense like
Be extremely careful with your level 1 positioning. Do not fight him at level 1, as he will run you down with
Respect his level 6 power spike and keep track of his
Disengage trades immediately once he reaches 3-4 stacks of passive
If you cannot run away when
Rush
Rush
Your W
At level 6, your R
Purchasing
In teamfights, you must prevent
Use your ultimate R
|
|
Dr. Mundo, the Madman of Zaun Overall difficulty: 2/5 Suggested runes: Suggested items: Key Abilities and combos to beware of: Passive
This is a very favorable poke-and-scale matchup for
In early laning,
Take
CRITICAL INTERACTION:
Always break his passive shield first with E
Whenever you pop his passive canister, prioritize stepping on it immediately. Denying him the canister stops him from recovering a huge chunk of health and keeps his passive on a long cooldown.
In extended trades,
Use your W
Build anti-heal early—
Rush
When you trap
Follow up with
In sidelanes,
In teamfights, |
|
Fiora, the Grand Duelist Overall difficulty: 4/5 Suggested runes: Suggested items: Key Abilities and combos to beware of: Passive
This is a difficult, skill-intensive matchup for
Take
You can reset unfavorable vital positions from her passive
CRITICAL INTERACTION: Fiora's W
Her W
Fiora's passive
Rush
When Fiora casts R
If you manage to trap Fiora in R
Purchasing
In late-game side lanes,
|
|
Gangplank, the Saltwater Scourge Overall difficulty: 3.5/5 Suggested runes: Suggested items: Key Abilities and combos to beware of: Passive
This is a poke-heavy, skill-dependent matchup for
Take
CRITICAL INTERACTION:
You must bait out his W
Watch out for his E
Try to contest his barrels by auto-attacking them when they drop to 1 tick health, but be cautious—experienced
Higher-skilled
Rush
Rush
Follow up with
In the late game, build
In teamfights,
In side-lane duels, once you have |
|
Garen, the Might of Demacia Overall difficulty: 2/5 Suggested runes: Suggested items: Key Abilities and combos to beware of: Passive
This is a favorable, stat-check matchup for
In early laning,
When
Be careful when
Take
Do not let
Watch out for his W
Rush
Rush
Follow up with
At level 6, your R
Once
In teamfights,
In late-game side lanes, you completely shut down |
|
Gnar, the Missing Link Overall difficulty: 3.5/5 Suggested runes: Suggested items: Key Abilities and combos to beware of: Mini W
This is a ranged poke-and-kite matchup in the early laning phase where
Take
Track Gnar's E
Watch out for his 3-ring W
Respect his Rage bar! As his Rage reaches 100%, he transforms into Mega Gnar, gaining substantial bonus Health, Armor, Magic Resist, Attack Damage, and heavy crowd control.
When facing Mega Gnar, **stay clear of terrain and walls!** Mega Gnar will look to leap with E
Use your W
Rush
Rush
ULTIMATE INTERACTION: Trapping Mega Gnar in R
Alternatively, if Mega Gnar transforms during your ultimate duel, he will revert back to squishy Mini Gnar near the end of the Death Realm, leaving him trapped in melee range without an escape route.
Follow up with
In teamfights,
In side-lane duels, once you have |
|
Gragas, the Rabble Rouser Overall difficulty: 2.5/5 Suggested runes: Suggested items: Key Abilities and combos to beware of: Passive
This is a farm-heavy, neutral-to-favorable matchup for
Take
Watch out for his E
When
Respect his W
Use your W
ULTIMATE INTERACTION:
Wait until
Rush
Rush
Follow up with
If
In teamfights,
In late-game side lanes, |
|
Gwen, the Hallowed Seamstress Overall difficulty: 4.5/5 Suggested runes: Suggested items: Key Abilities and combos to beware of: Passive
This is an extremely tough, hard-counter matchup for
Take
Be extremely wary of her 4-stack Q
CRITICAL INTERACTION:
Use your W
Rush
ULTIMATE INTERACTION: Trapping
Purchasing
Follow up with
In late-game side-lane duels,
In teamfights, look to peel |
|
Heimerdinger, the Revered Inventor Overall difficulty: 4/5 Suggested runes: Suggested items: Key Abilities and combos to beware of: Q
Laning against
Take
CRITICAL INTERACTION: When you cast R
Use isolated Q
Bait out his E
Use your W
Rush
Rush
Follow up with
If
In teamfights,
In late-game side-lane duels, once you have MR and core AP items, you heavily out-duel |
|
Heimerdinger, the Revered Inventor Overall difficulty: 4/5 Suggested runes: Suggested items: Key Abilities and combos to beware of: Q
Laning against
Take
CRITICAL INTERACTION: When you cast R
Use isolated Q
Bait out his E
Use your W
Rush
Rush
Follow up with
If
In teamfights,
In late-game side-lane duels, once you have MR and core AP items, you heavily out-duel |
|
Irelia, the Blade Dancer Overall difficulty: 2.5/5 Suggested runes: Suggested items: Key Abilities and combos to beware of: Passive
This is a favorable, stat-check matchup for
Take
Respect her passive
Fight her when there are no low-health enemy minions nearby. Without minion resets for her Q
Watch out for her W
Dodge her E
Rush
Rush
ULTIMATE INTERACTION: Trapping
Follow up with
Build
In teamfights, |
|
Jax, Grandmaster at Arms Overall difficulty: 3.5/5 Suggested runes: Suggested items: Key Abilities and combos to beware of: Passive
A skill-dependent matchup that turns into a heavy scaling side-lane war.
Take
Respect his passive
Watch out for his E
When
Your Q
Rush
ULTIMATE INTERACTION: If
Rush
Use your W
Follow up with
Build
In teamfights, use R |
|
Jayce, the Defender of Tomorrow Overall difficulty: 2.5/5 Suggested runes: Suggested items: Key Abilities and combos to beware of: Acceleration Gate + Shock Blast (Ranged E-Q), To the Skies! (Melee Q), Thundering Blow (Melee E knockback), Transform bonuses
A ranged-versus-melee skill matchup that heavily favors
Take
Respect his level 1-3 range and poke. Avoid taking free auto-attacks while last-hitting minion waves; stand behind your minion wave to block his Shock Blast skillshot.
Watch out for his Melee E
Use your E
Use your W
Rush
ULTIMATE INTERACTION: Trapping
Rush
Follow up with
Build
In teamfights, look to catch |
|
K'Sante, the Pride of Nazumah Overall difficulty: 2/5 Suggested runes: Suggested items: Key Abilities and combos to beware of: Q3
An extremely favorable matchup for
Take
Watch out for his Q3 airborne! After hitting two Qs, K'Sante's third Q
Respect his W
Avoid standing near thick walls at level 6! K'Sante's R
ULTIMATE INTERACTION: When K'Sante casts R
Use your W
Rush
Rush
Follow up with
In teamfights, K'Sante looks to isolate high-value targets with R |
|
Kayle, the Righteous Overall difficulty: 2/5 Suggested runes: Suggested items: Key Abilities and combos to beware of: Passive
This is an early-to-mid game favorable matchup for
Take
Respect her level 1 all-in! Do **NOT** take an extended level 1 auto-attack fight against
From level 2 to 5, aggressively zone her from the minion wave. Land E
Watch out for her Q
Use your W
ULTIMATE INTERACTION:
Trapping
Rush
Build
Follow up with
In the late game (level 16+),
In teamfights, look to catch |
|
Kennen, the Heart of the Tempest Overall difficulty: 3.5/5 Suggested runes: Suggested items: Key Abilities and combos to beware of: Passive
A ranged poke matchup in the early laning phase.
Take
Stand behind minion waves to block his Q
Track his passive
Watch out for his E
Wait until
Use your W
Rush
ULTIMATE INTERACTION:
Rush
Follow up with
Build
In late-game side lanes, |
|
Kled, the Cantankerous Cavalier Overall difficulty: 3.5/5 Suggested runes: Suggested items: Key Abilities and combos to beware of: Q
A aggressive early-game matchup.
Take
Dodge his Q
DISMOUNT UNTARGETABILITY: When Kled's mounted health reaches zero, he dismounts Skaarl and becomes briefly **Untargetable**. Do **NOT** cast your isolated Q
When
Use your W
Rush
ULTIMATE INTERACTION: Casting R
Rush
Follow up with
Watch out for his level 6 roams! Kled's R
In late-game teamfights, |
|
Malphite, the Shard of the Monolith Overall difficulty: 1.5/5 Suggested runes: Suggested items: Key Abilities and combos to beware of: Passive
An extremely favorable matchup for
Take
Keep his passive
Watch out for his E
Use your W
ULTIMATE INTERACTION: During his R
Inside R
Against AP
Rush
You heavily out-splitpush
In teamfights, if |
|
Maokai, the Twisted Treant Overall difficulty: 1.5/5 Suggested runes: Suggested items: Key Abilities and combos to beware of: Passive
An extremely easy tank matchup for
Take
Beware of his W
Wait for him to finish his W
Watch out for his passive
Avoid unwarded bushes!
Use your W
ULTIMATE INTERACTION:
Rush
Follow up with
Build
You severely out-splitpush
In teamfights, cast R |
|
Nasus, the Curator of the Sands Overall difficulty: 2/5 Suggested runes: Suggested items: Key Abilities and combos to beware of: Passive
A heavily early-to-mid game favorable matchup for
Rush an early
Punish him every time he steps up to stack! Whenever
Watch out for his W
Avoid fighting extended trades inside his E
ULTIMATE INTERACTION: When
Rush
Follow up with
Freeze the minion wave on your side of the lane early.
In late-game split pushes, |
|
Olaf, the Berserker Overall difficulty: 4.5/5 Suggested runes: Suggested items: Key Abilities and combos to beware of: Passive
A counter-heavy, difficult matchup for
HARD COUNTER INTERACTION:
Do **NOT** attempt long extended trades at level 1–5. His passive
Respect his Q
Take
Rush
Use your W
Keep the minion wave frozen near your tower.
Build
In teamfights, **never** waste R |
|
Ornn, the Fire below the Mountain Overall difficulty: 2/5 Suggested runes: Suggested items: Key Abilities and combos to beware of: Passive
A heavily favorable tank matchup for
Take
UNSTOPPABLE INTERACTION:
Watch out for his Brittle auto-attacks! When
Use your W
Avoid standing near walls or his Q
ULTIMATE INTERACTION: Inside R
Rush
Follow up with
Build
In side lanes, you completely dominate
In teamfights, if |
|
Pantheon, the Unbreakable Spear Overall difficulty: 2/5 Suggested runes: Suggested items: Key Abilities and combos to beware of: Passive
A heavily favorable matchup for
Take
Watch out for his passive bar
E AEGIS ASSAULT COUNTER: Pantheon's E
Use your W
ULTIMATE INTERACTION: Inside R
Rush
Build
Ping missing frequently! Once Pantheon realizes he cannot duel you 1v1, he will look to turn map fights or drop onto your bot lane with R
In side lanes mid-to-late game, you brutally out-duel Pantheon. Force him to respond to your split push where he cannot use his semi-global ultimate without forfeiting towers. |
|
Poppy, Keeper of the Hammer Overall difficulty: 1.5/5 Suggested runes: Suggested items: Key Abilities and combos to beware of: Passive
An extremely easy tank matchup for
Take
Avoid standing near walls!
Step on her buckler! When
Her W
Watch out for the second explosion of her Q
Use your W
ULTIMATE INTERACTION: Trapping
Rush
Follow up with
Build
You brutally out-splitpush
In teamfights, if |
|
Quinn, Demacia's Wings Overall difficulty: 2.5/5 Suggested runes: Suggested items: Key Abilities and combos to beware of: Passive
A ranged marksman matchup for
Start
Watch out for her E
Sidestep her Q
Use your W
ULTIMATE INTERACTION: Trapping
Rush
Build
Follow up with
Ping missing aggressively at level 6!
In late-game side lanes, you severely out-duel |
|
Renekton, the Butcher of the Sands Overall difficulty: 2.5/5 Suggested runes: Suggested items: Key Abilities and combos to beware of: Passive
A skill matchup early on that turns heavily in
Take
SHIELD BREAKER COUNTER: Renekton's empowered W
Watch his Fury bar! When Renekton has 50+ Fury, his abilities gain massive bonus effects (higher Q healing, shield break/longer stun on W, and armor shred on E). Avoid taking short trades when his Fury bar is full.
Punish his E
ULTIMATE INTERACTION: When Renekton activates R
Rush
Build
Inside R
In teamfights, if Renekton looks to flank and burst your backline carries, use R |
|
Riven, the Exile Overall difficulty: 3.5/5 Suggested runes: Suggested items: Key Abilities and combos to beware of: Passive
A skill-intensive matchup early on for
Take
Respect her levels 1–3 mobility! Riven can easily dodge your skillshots using Q
Do **NOT** waste your E
Watch out for her W
Use your W
ULTIMATE INTERACTION: If Riven activates R1
Rush
Build
Follow up with
In side-lane split pushing mid-to-late game, you brutally out-duel Riven. As long as you don't fall behind early, she cannot match your tankiness and constant passive damage in 1v1s. |
|
Rumble, the Mechanized Menace Overall difficulty: 2.5/5 Suggested runes: Suggested items: Key Abilities and combos to beware of: Passive
A manageable AP skill matchup for
Start
Respect his Danger Zone (50%+ Heat)! When Rumble's heat bar turns yellow/red (50%+ heat), his Q
Watch out for his Overheat (100% Heat)! When Rumble overheats, he silences himself but gains massive bonus Attack Speed and heavy Magic Damage on hit. In early levels (1–3), his overheated melee basic attacks do deceptive burst damage. Use your W
Hide behind minion waves! His E
Use your W
ULTIMATE INTERACTION: Trapping Rumble inside R
Rush
Build
Follow up with
In side-lane split pushing mid-to-late game, you brutally out-duel Rumble. Match his push, force all-ins with R |
|
Sett, the Boss Overall difficulty: 3/5 Suggested runes: Suggested items: Key Abilities and combos to beware of: Passive
A manageable juggernaut matchup for
Take
Sidestep the center of his W
Watch your positioning to avoid E
Use your W
ULTIMATE INTERACTION: Trapping Sett inside R
Rush
Build
Follow up with
In teamfights, if Sett attempts to flank or engage onto your team, isolate him with R |
|
Shen, Eyo of Twilight Overall difficulty: 2/5 Suggested runes: Suggested items: Key Abilities and combos to beware of: Passive
A heavily favorable tank matchup for
Take
Watch out for his spirit blade position! If Shen drags Q
W SPIRIT'S REFUGE COUNTER: Shen's W
ULTIMATE INTERACTION: Mordekaiser's R
Use your W
Rush
Follow up with
Abuse your massive waveclear advantage! Shen has notoriously weak waveclear without items. Continuously hard-shove waves under his tower to deny him CS, take turret plates, and punish him severely if he ever attempts to leave lane.
In side lanes mid-to-late game, you brutally out-duel Shen. Pressure towers endlessly and force him to defend, denying him the freedom to use R |
|
Singed, Mad Chemist Overall difficulty: 1.5/5 Suggested runes: Suggested items: Key Abilities and combos to beware of: Passive
An extremely easy matchup for
Start
Do **NOT** chase Singed mindlessly through his Q
Watch out for his W
Use your W
ULTIMATE INTERACTION: Trapping Singed inside R
Rush
Follow up with
Build
If Singed attempts to proxy behind your tower, escort your minion wave early or catch him out with E
In teamfights, if Singed uses R |
|
Tahm Kench, the River King Overall difficulty: 2/5 Suggested runes: Suggested items: Key Abilities and combos to beware of: Passive
A favorable tank matchup for
Take
Hide behind minion waves! His Q
Respect his 3-stack passive! Once Tahm Kench gets 3 stacks of
Use your W
ULTIMATE INTERACTION: Trapping Tahm Kench inside R
Rush
Build
Follow up with
In side-lane split pushing mid-to-late game, you completely crush Tahm Kench. Force extended 1v1 duels using R |
|
Teemo, the Swift Scout Overall difficulty: 2.5/5 Suggested runes: Suggested items: Key Abilities and combos to beware of: Passive
A manageable ranged AP matchup for
Start
Watch out for his Q
Respect his movement speed with W
Use your W
ULTIMATE INTERACTION: Trapping Teemo inside R
Rush
Build
Follow up with
From level 6 onward, play around your R |
|
Trundle, the Troll King Overall difficulty: 4/5 Suggested runes: Suggested items: Key Abilities and combos to beware of: Passive
A dangerous stat-check duel matchup for
Take
Never fight Trundle inside his W
Watch out for his E
Use your W
CRITICAL ULTIMATE COUNTER: Do **NOT** cast R
Rush
Build
Follow up with
Never leave Trundle completely unattended in side-lanes mid-to-late game. If you rotate to teamfights, make sure your waves are hard-shoved, as Trundle shreds towers in seconds with Q |
|
Tryndamere, the Barbarian King Overall difficulty: 2.5/5 Suggested runes: Suggested items: Key Abilities and combos to beware of: Passive
A manageable skirmisher matchup for
Take
Respect his Fury bar at level 1–2! Avoid taking extended trades when Tryndamere's
Turn around when he casts W
Use your W
ULTIMATE INTERACTION: Trapping Tryndamere inside R
Rush
Build
Follow up with
Never leave Tryndamere completely unattended in side lanes mid-to-late game. Always clear minion waves to deny his rapid tower-shredding capability. |
|
Urgot, the Dreadnought Overall difficulty: 2/5 Suggested runes: Suggested items: Key Abilities and combos to beware of: Passive
A heavily favorable juggernaut matchup for
Take
Avoid getting flipped by E
Watch his shotgun leg cooldowns! Urgot's passive
Use your W
ULTIMATE INTERACTION: Trapping Urgot inside R
Rush
Build
Follow up with
In side-lane split pushing mid-to-late game, you brutally out-duel Urgot. As long as you don't fall behind early, his Black Cleaver armor shred cannot overcome your massive magic DPS in 1v1s. |
|
Vayne, the Night Hunter Overall difficulty: 5/5 Suggested runes: Suggested items: Key Abilities and combos to beware of: Passive
A brutal range-counter matchup for
Take
Beware of E
Bait her Q
Use your W
ULTIMATE INTERACTION & TRAPS: Do **NOT** cast R
Rush
Build
Follow up with
Concede early CS if needed and let the wave bounce toward your tower. Call for your jungler when Vayne overextends—ranged tops with no escape after using E |
|
Volibear, the Relentless Storm Overall difficulty: 3.5/5 Suggested runes: Suggested items: Key Abilities and combos to beware of: Passive
A tough stat-check juggernaut matchup for
Take
Dodge or range out E
BEWARE THE SECOND W BITE: Volibear's W
Use your W
ULTIMATE INTERACTION: Trapping Volibear inside R
Rush
Build
Follow up with
Beware of tower dives at level 6! His ultimate |
|
Warwick, the Uncaged Wrath ofZaun Overall difficulty: 3.5/5 Suggested runes: Suggested items: Key Abilities and combos to beware of: Passive
A terrifying early-game duelist matchup for
Take
Never greed for kills on low-health Warwick! Warwick's passive
Watch out for his Q hold! Warwick's Q
Use your W
ULTIMATE INTERACTION: Trapping Warwick inside R
Rush
Build
Follow up with
Respect his terrifying level 1 and 2 power spikes. Play safe, secure farm with Q |
|
Wukong, the Monkey King Overall difficulty: 3/5 Suggested runes: Suggested items: Key Abilities and combos to beware of: Passive
A favorable skirmisher matchup for
Take
Watch out for his W
Respect his
Use your W
ULTIMATE INTERACTION: Trapping Wukong inside R
Rush
Build
Follow up with
Play around your cooldowns during the laning phase. Once you acquire your core AP items and level up your ultimate, you out-scale Wukong completely in 1v1 side-lane duels. |
|
Yasuo, theUnforgiven Overall difficulty: 2/5 Suggested runes: Suggested items: Key Abilities and combos to beware of: Passive
A highly favorable skirmisher matchup for
Take
WIND WALL DOES NOT BLOCK YOUR KIT! Yasuo's W
Pop his passive shield before trading! Yasuo's
Use your W
ULTIMATE INTERACTION: Trapping Yasuo inside R
Rush
Build
Follow up with
In side-lane split pushing mid-to-late game, you easily dominate Yasuo. Force isolated 1v1s with your ultimate where he has no minions to outplay you with. |
|
Yone, theUnforgotten Overall difficulty: 2/5 Suggested runes: Suggested items: Key Abilities and combos to beware of: Passive
A favorable skirmisher matchup for
Take
Respect his E
Use your W
ULTIMATE INTERACTION: Trapping Yone inside R
Rush
Build
Follow up with
In the mid-to-late game side-lane, you heavily out-duel Yone once your AP items are completed. Force isolated 1v1s where his mobility has less room to outplay you. |
|
Yorick, the Shepherd of Lost Souls Overall difficulty: 3/5 Suggested runes: Suggested items: Key Abilities and combos to beware of: Passive
A favorable juggernaut matchup for
Take
Clear his graves and ghouls! Yorick's laning strength depends entirely on whether he has graves set up and Mist Walkers active. Use your Q
Watch out for his W
Use your W
ULTIMATE INTERACTION: Trapping Yorick inside R
Rush
Build
Follow up with
In the mid-to-late game, match his side-lane push when necessary or group with your team. Mordekaiser thrives far more in teamfights where your high-impact ultimate removes key targets, while Yorick is forced to answer your pressure or watch his team crumble. |








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