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Quinn's lower range and little harass in the form of abilities gives Ashe an advantage in lane. However, you must be careful of her hard engage where she can bring a blind from Blinding Assault and move into range of you with Vault.
Kog'Maw
Kog'Maw is a hyper carry and deals tremendous damage mid and late game. He is easy to gank with his lack of mobility, relying on his Void Ooze to slow enemies. However, he has incredible range while Bio-Arcane Barrage is active, and will attempt to poke you down during this time. Keep moving in lane, as Kog will attempt to hit you with Living Artillery; if you are hit by this ability, sight is granted to the enemy team, meaning he can keep landing them on you if his prediction skills are good enough.
Tristana
Tristana is a hyper carry with a poor power curve. She has some decent harass early game with her abilities, but as these fall off as the game progresses, she needs to get to late game to reach her full potential. With her passive Draw a Bead, her end game range is among the highest in the game, and her team fight mobility via Rocket Jump is enormous, which resets on kills or assists. Unless she is coupled with an aggressive support, she will be content to farm all game until she can deal incredible amounts of damage from afar later on in the game. She tends to push the lane with Explosive Shot, which will leave her open to ganks. Her ultimate, Buster Shot can be used offensively (to push enemies closer to her team) or defensively (to push an enemy into their team).
Varus
Varus' ultimate, Chain of Corruption is a fantastic initiation, similar to Ashe's Enchanted Crystal Arrow. If you or your ally is hit by it, ensure you don't stick together, move in separate directions. Hail of Arrows is similar to Kog's slime trail, or MF's round of bullets - they're more often used for utility, as in slowing an enemy champion from fleeing or chasing, rather than for damage. Watch out for Piercing Arrow, like Cait's Piltover Peacemaker, you have fair warning when Varus will attempt to snipe you with this, as he will often try to increase its range and damage by drawing it out.
Ezreal
Ezreal is a high mobility, high poke champion. He relies on hitting you, your ally, or a minion with his abilities in order to proc his passive Rising Spell Force and give him increased attack speed. Try to stand behind your minions so it is difficult for him to land Mystic Shot. Try and use Enchanted Crystal Arrow after he has used Arcane Shift, as he will be lacking escapes and be forced to either Flash or get hit.
Graves
Graves is a heavy burst damage carry. His combo of Quickdraw, Buckshot and Collateral Damage coupled with any sort of support CC/damage increase often results in a kill. He is also innately tanky due to True Grit, so it is hard to lower his health. Lastly, Smoke Screen is often used to confuse those trying to gank, or to hinder anyone who tries to flee - the lack of vision completely screws up any initiation or follow up.
Ashe
So you're up against Ashe. Pay attention to her bow, as it will change colour when she has 5 stacks of focus and her Ranger's Focus is off cooldown, giving her significantly increased damage and attack speed for 5 seconds when activated. Stay behind your minion line to prevent being Volleyed. Remember that she can scout brushes from a distance with Hawkshot, foiling ganks. Lastly, try to save your Flash to avoid Enchanted Crystal Arrow; ECA is her only form of hard CC, so escaping it can often mean surviving if you Flash out of range of her autos. When versing Ashe, running away while she is shooting you without shooting back will just punish you due to her slow.
Corki
Corki is a hybrid carry, who relies significantly on his magic damage abilities to harass opponents. Keep moving in lane, as Corki will attempt to harass you with Phosphorus Bomb, and his Missile Barrage at level 6. He can be difficult to pin down with his long range gap-closer Valkyrie.
Draven
Draven brings high damage at only 50 less range than Ashe while his Spinning Axes are active, and his CC skill shot Stand Aside and speed boost Blood Rush allow him to quickly close the distance to a target. It is best to only try to fight him head on while your 5 stack Ranger's Focus is active, to match his high damage.
Miss Fortune
Miss Fortune has some early game damage and high AoE damage with Bullet Time as it can apply debuffs such as The Black Cleaver to the entire enemy team. She has high out of combat mobility due to Strut and can catch up to fleeing enemies, but lacks mobility in combat. When facing a Miss Fortune, use ECA to cancel her ultimate. If your ult isn't up when she uses hers, don't run *backwards* through her ult, but to the side to get out of the AoE effect.
Sivir
Like Miss Fortune, Sivir is often chosen for her utility. Her ultimate, On The Hunt is a massive boost to nearby allied movement, making her a superb tower pusher when coupled with Ricochet that can clear minion waves very fast. Her Boomerang Blade is often underestimated; getting hit once on the cast, and then again on the return can deal heaps of damage to an enemy champion. Lastly, her "bread and butter" ability is Spell Shield; this allows Sivir to mitigate ECA or Volley, so always use ECA after Sivir has popped her Spell Shield.
Vayne
Vayne is a hyper carry, a champion who scales incredibly hard with items. She shreds health bars due to her % true damage Silver Bolts, and has a targetted knockback / stun. When versus a Vayne, do not stand near any walls, as she will Final Hour, Tumble into position and then pin you down with Condemn, getting off a Silver Bolts proc; this, followed with Ignite will often result in an early kill. If you see her activate Final Hour and Tumble towards you for the invisibility, RUN. It is an obvious sign a gank is incoming, or that their support has the ability catch you out of position for a kill.
Twitch
Twitch relies heavily on auto-attacks and his Venom Cask to poison you so he can use Expunge to apply large damage or harass. It's best to use your slow to kite. Be wary for when he leaves your vision because his stealth can let him get in close and do a lot of damage. Volley can hit an invisible twitch and give away where he is hiding. Be careful of Twitch's ultimate giving him increased damage and extremely high range.
Lucian
Lucian is a harass heavy ADC who uses skill shots to trigger his passive for two attacks. His short range dashes can allow him to get in close or dodge your ultimate. However he has 100 less range than Ashe letting you auto-attack him when he wants to farm creeps.
Jinx
Jinx can match and surpass Ashe's range by using Switcheroo (which also provides her an AoE attack) meaning you start with a level playing field. She also has a long-range skill shot to harass. However, she lacks any active mobility, making her very vulnerable to ganks and initiation with Enchanted Crystal Arrow, and will not be able to escape your slow from Frost Shot. However, if she scores a kill or destroy a tower, she gains a massive movespeed boost and will outrun your slow easily. It's best to remain behind creeps to avoid harass and only initiate while Ranger's Focus is ready. When you are low on life, beware of Jinx's global range ultimate doing greater damage.
Kalista
Like Twitch, Kalista can apply stacking damage if you let her get close. Should she land Pierce on you or many auto-attacks, be wary of Rend which is a powerful slow and nuke. If you are within range of Kalista it is difficult to escape thanks to her passive Martial Poise, which lets her ignore your slow from Frost Shot. She relies on being with her Oathsworn partner to use her ultimate, making her formidable when they are together, but vulnerable when she is alone.
Urgot
Urgot has a high harassment potential. Make sure you avoid his Noxian Corrosive Charge or else he can get several guaranteed shots with his Acid Hunter. Urgot has otherwise extremely low range and relies on his Acid Hunter in lane, but once he reaches level 11 his ultimate can outrange your auto-attacks, allowing him to initiate by switching your places. Urgot is also somewhat tanky and has a reliable slow and damage reduction.
Caitlyn
Caitlyn is a high ranged ADC with a sort of steroid via Headshot. My most unfortunate experience with her was laning against her, hanging around on 150ish health during the early levels, pre6; she just killed me straight away with a Headshot-infused auto. Her Yordle Snap Traps can be deadly, snaring you in place for her to follow up with 90 Caliber Net + Piltover Peacemaker. After this combo, if you're low enough, she'll net the kill with Ace in the Hole. Remember her Q has a windup time, so there is no excuse to get hit by it if you're constantly watching.
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