💡Complete Olaf guide by Dixon [TOP\JNGL] 📜 12.15 ✅
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Runes: For TOP
+10% Attack Speed
+9 Adaptive (5.4 AD or 9 AP)
+10% Attack Speed
+9 Adaptive (5.4 AD or 9 AP)
Threats & Synergies
Keep in mind that Kled will try to play super aggressive in the early game to get a kill. Stay at max distance and avoid overextending. When duelling Kled, keep an eye on his secondary bar. If it’s almost full, he will mount during the skirmish and he’ll be able to kill you. Avoid going for extended duels when he is about to remount. Try and keep the minion wave closer to your side of the map early. Doing so will make his all-in less effective. Neither will he be able to chase you down with his Ultimate(R) once you walk up to farm.
Test of Spirit(E) is essential when it comes to trading. Dodging this ability is the key as it will reduce her trading power. Ensure that you’re always stood behind at least 1 minion. Do not stand inside the minion wave though as Illaoi can use her Tentacle Smash(Q) to push the wave and poke you at the same time if you stand in it. Try and freeze the wave closer to your side of the map. Illaoi is weak early on and will try to freeze the wave and then zone you away from minions when she is stronger. By keeping the wave closer, you’ll limit her ability to farm and scale.
Avoid extended trades with Sett early. He has a lot of physical damage and will win most auto-attack trades. Keep this in mind when trading with him. At level 6, Sett’s Ultimate The Show Stopper(R) is pretty strong. Do not overextend or stay on low health in the lane as he can easily kill you or set up his Jungler. Keeping the minion wave closer to your side of the map early on will reduce Sett’s ability to get kills and win lane. If you’re not very strong in the early game, default to keeping the wave on your side of the map.
Tryndamere will look to split push during the mid-game and he’ll rarely join team fights. You can use the numbers advantage to force objectives or look for favourable fights to gain an advantage. If Tryndamere is split pushing in the bottom side in the mid-game, avoid sending lots of people to stop him when Baron’s up. It will take you some time to kill him even if you commit 5 champions to kill him which could give his team lots of time to take the Baron. Try to fight when Tryndamere doesn’t have his Ultimate up. This will make it incredibly difficult for him to dish out lots of damage in a team fight.
Stand in the middle of the lane rather at the sides of the lane. If you stand around the edges near the wall, you are allowing him to set up his Jungler with a quick and easy Pillar Pillar of Ice(E). As Trundle’s Passive regenerates health every time a minion dies, he will get a lot of extra sustain in lane. Try to get an early Grievous Wounds to reduce his healing. Trundle is good at level 2 and 3. Avoid fighting him unless you’re as strong as him, or if you have lots of sustain too. He will be able to out sustain you from every trade if you commit to them early on.
Renekton is an early game dominant champion. Expect him to play aggressive and go for kills. Whenever Renekton is above 50 Fury, his next ability will be empowered. Stay at max distance so he cannot get an empowered Ruthless Predator(W) or Cull the Meek(Q) off on you. Avoid fighting when he has tons of Fury too. Do not underestimate Renekton range with his Dash Slice and Dice(E). He can use it on the minion wave to close the gap and trade with you.
Darius is one of the best duelers in the game, so don’t overstay your welcome. Do not go for extended trades with him as he will always come out ahead. Darius will look to reposition when using his Decimate(Q). Try and stay in the inner ring so it doesn’t deal much damage. Darius is relatively immobile and weak when he is getting attacked by multiple champions. Let him push, poke him down and then request a Jungle gank for a guaranteed kill.
Volibear is a very strong laner. Expect him to play aggressive in attempts to get an early lead over you. Once Volibear is level 6, avoid staying in lane when low as he can use his Ultimate Stormbringer(R) aggressively and catch you out. If you are forced to recall, do not recall under tower as his Ultimate Stormbringer(R) can stop towers dealing damage. Stay at max range at all times and retreat briefly if he activates his Thundering Smash(Q). Staying at max range when you’re not looking to trade will make laning against him much easier.
Use the minion wave to block Aatrox from landing his Infernal Chains(W) and going for the all-in. Always ensure that there is at least one minion between you and him at all times. Both his The Darkin Blade(Q) and Umbral Dash(E) have rather long cooldowns in the early game. If he uses them, try to abuse the cooldowns and trade with him while they’re down. Aatrox benefits from bursty trades with his Q. Try and keep your distance at all times and be prepared to sacrifice a little bit of CS, so he doesn’t burst you down.
Post 6, fighting Lillia alone could be difficult as she can use her Ultimate Lilting Lullaby(R) to protect herself or turn around the exchange. Avoid committing to fights unless you are certain you can kill her quickly. Keeping the wave closer to your side of the map early will force her to overextend for the farm which you can abuse to all-in her or set up your Jungler. Look out for Lillia’s build. She has a very versatile build path and will build lots of different items. Keep this in mind and buy items that counter her build.
At level 1, Rengar may try to cheese you to get an early health lead. You can reduce his all-in potential by waiting for him to show before walking forward. Keep the minion wave closer to your side of the map so Rengar cannot jump out of the bushes and trade with you. Furthermore, stick towards the bottom side of the lane at all times to make it harder for him to jump on you. Once Rengar hits level 6 and unlocks his Ultimate Thrill of the Hunt(R), he may look for the all-in. Alternatively, if he is unable to kill you, he may push the wave and try to roam with his Ultimate. If he leaves lane post 6, make sure you ping that he’s gone to reduce the chances of him getting a successful Ultimate off.
Pay close attention to Yorick’s Graves. If he has 3 or more, he can spawn them into Ghouls. Avoid fighting him when there are a few laying around. Yorick struggles in the early game. Keeping the minion wave closer to your side of the map in the early game will make it harder for him to get farm and carry in the late game. If you’re ever caught in his Dark Procession(W), auto-attack the walls as quickly as you can. Avoid fighting him inside of it and be prepared to Flash if you’re low.
Try to shut down Gangplank early with the help of your Jungler. Gangplank will eventually outscale you in the progress of the game, so putting him behind will make it harder for him to take over the map. Don't engage with melee trades when Gangplanks Passive is up. It will help him win trades, so wait for him to use it on a minion before looking to fight. Wait for Gangplank to blow up his Barrels Powder Keg(E) before looking to fight. If he has one placed in a nearby bush or has one under him, wait for it to blow before looking to fight.
Fiora's Passive can make a huge difference when trading with her. If you’re unhappy with the area marked, walking back a certain distance will reset the position. Playing around Fiora's Riposte(W) is a focal point of the lane. Try baiting it out before you all in her to prevent her from neglecting your CC. Keeping the minion wave closer to your side of the map will make it very hard for her to chase you down and kill you in lane. If you push and she freezes, you will be very vulnerable to ganks and all-ins from Fiora.
Once Pantheon hits level 6, communicate with your team whenever Pantheon recalls or leaves lane as he may use his Ultimate Grand Starfall(R) to roam and help another lane. It’s not uncommon for Pantheon to recall and run bot with his Ultimate. Take care in the early game as Pantheon will try to skirmish frequently and go for kills. Keep this in mind and be prepared to sacrifice some CS for XP if you’re weak in the early game. Avoid trading with Pantheon when his Passive has lots of stacks as he will deal lots of damage in a trade. The best time to fight him is when he has no stacks and an ability on cooldown.
Try and keep the minion wave closer to your side of the map early. Doing so will make his all-in less effective. Post 6, try to interrupt or somehow force Akshan to top his Ultimate Comeuppance. This will increase your survivability and it will be put on a short cooldown. Keep in mind that early armor will be very beneficial in this matchup. Akshan is an AD champion, so picking up early armor will protect you from some of his damage.
Vladimir’s Sanguine Pool(W) has an incredibly long cooldown during the laning phase. Find a way to bait it out and then look to play aggressive while it’s on cooldown. Whenever Vladimir has his empowered Transfusion(Q) available, play safer or walk backwards so he is forced to use his Transfusion(Q) on the minion wave rather than you.
Akali has a powerful early game with her Five Point Strike(Q) and Passive. She will look to harass you whenever you go for CS. Avoid letting her get free harass on you by keeping your distance and staying at max range at all times. If she does use her Five Point Strike(Q) and it hits, do not walk forward for some time. Akali has no built-in sustain and she has poor base stats. She is also melee. Use this to your advantage to trade with her early on and harassing her whenever she goes for CS. A good time to trade with her is when she has used/missed her Five Point Strike(Q). Akali’s Twilight Shroud(W) is important for trading and her survivability, but it has a long cooldown. Trade and harass her whenever it's down.
Gnar can easily escape ganks with his E. Try and bait this ability out before your Jungler arrives in your lane to reduce his chances of escaping. Do not commit to using your Ignite or any burst spells if Gnar is about to change forms as Mega Gnar gives him extra health that will allow him to survive. As he is a ranged champion, it’s important that you do not let him poke you down and harass you with basic attacks. Be prepared to sacrifice some CS for XP if you’re low.
Only look to fight Graves if there are lots of allied minions in lane so you can use them to block his auto-attacks. Graves auto attacks are not always effective as monsters, minions, towers block his damage and consume a bullet. Stay behind a monster or minion to avoid his auto-attack damage. When fighting around the Scuttle Crab, make sure it’s in between you and him so it blocks an auto. When duelling Graves, try and stand away from terrain as he will use it to his advantage to make his End of the Line(Q) explode quicker.
Look to fight her when she doesn’t have many Q’s stacks as her ability to trade back with you will be reduced. Her damage output will be lower when she has no stacks. Good times to look for fights are when she has used her Hallowed Mist(W). When she activates her W, she will gain bonus defensive stats. If you can bait it out, or disengage when her W is active, you will find it easier killing her when it is on cooldown. Extended trades work in her favour.
Aim to trade when Jax has used his Counter Strike(E) as it will block basic attacks. It has a long cooldown, so make sure you exploit his weakness. Jax has no build-in sustain and is melee. If you have the range advantage, try to poke and harass him as much as possible to prevent him from looking for the all-in. This will also force him to burn through his potions quickly. After level 6, every third auto will deal extra magic damage. Do not commit to extended trades with him, especially if he’s been able to stack his auto attacks on minions beforehand.
Sion has a deceptively powerful laning phase for a tank. So be careful of his Decimating Smash(Q) poke. Try dodging it by moving left or right instead of walking backwards. Post 6, Sion has good gank set up and can escape ganks quite easily. His kill pressure also increases, so be mindful of his level 6 power spike. Extended trades do not work in Sion’s favour. If you can bait out an ability, you could look to trade and abuse his cooldowns to get him low.
Riven is an early game dominant champion who can take over the lane through short trades. Try not to trade with her unless you can match her trading potential. Riven will often play hyper-aggressive and try to outplay you with her Broken Wings(Q). If possible, try to bait out her main abilities and then re-engage when she has cooldowns. This is your best bet when laning against a Riven. Keep the minion wave frozen near your Tower. If you are playing close to your Tower, her all-in potential is limited as the Tower will protect you and she will not be able to look for frequent trades.
Avoid trading with Irelia when she has her Passive stacked as she will out trade you. Keep an eye on the little bar under her health.When trading with Irelia, keep an eye on low health minions in your lane. Irelia may use her Bladesurge(Q) on the minion to escape the trade or run you down after a skirmish. Irelia benefits from extended trades. Try and avoid going for extended trades with her as she will always win them.
Rumble is very immobile and prone to all-ins. Try to freeze the wave closer to your side of the map. This will force him to overextend for farm, which can allow you to all-in him, deny him from farm or even set up your Jungler for an easy takedown. Rumble is rather squishy early and suffers heavily when his Flamespitter(Q) is on cooldown as he will lack damage. Looking to fight after he uses his Q will make trading easier for you. Don’t underestimate Rumble’s damage in a trade. If you get hit by multiple Electro Harpoon(E)’s and stand in his Q for too long, he will dish out a lot of damage.
Deny Garen’s Passive by auto-attacking him whenever possible. This will reduce his sustain in lane and make killing him easier. Garen’s Judgment(E) deals extra damage to lone targets. You can mitigate the damage by fighting beside your minions. They will also start focusing him if he auto-attacks you. Try and stay at max distance at all times against Garen. This will reduce his all-in potential. Additionally, by standing at the maximum distance possible, he will have to waste his Decisive Strike(Q) to get in range of you to trade. You can capitalise on this and look to trade with him while it’s on cooldown.
Do not try to execute Wukong if he still has his Warrior Trickster(W) available. This is because you may waste your execution on him and he will survive. Keep this in mind when trading too. Wukong wins a lot of auto attack battles, so don’t go for extended trades with him unless you can kill him. If Wukong has left lane after level 6, tell your team as soon as he leaves. He might be trying to use his Ultimate Cyclone(R) in a different lane too help his allies.
Be cautious around the minion wave as Yasuo will often use his Sweeping Blade(E) to dash through the minion wave to get on to you. Stand outside and away from the minion wave at all times. Try to keep the minion wave closer to your side of the map early on. This will reduce his ability to play aggressive and look for an all-in. Good times to use CC abilities or to trade with Yasuo is when he is overextended after using his E. You could use his poor positioning to go for a favourable trade to get him low.
As Vayne is a ranged champion, when playing as a melee champion, be prepared to sacrifice CS for XP and health. Don’t let her kill you in the early game as you’ll make her late game even stronger. If Vayne ever uses her Tumble(Q), use the cooldown to play aggressive and try to kill her. She is rather vulnerable when her Q is down. Keep the minion wave closer to your side of the map in the early game. This will reduce her chances of zoning you away from the minion wave. It will also make her susceptible to ganks.
Dr. Mundo can farm really easily under his tower. Try to not have the lane pushed against him because it actually benefits him. Instead, keep the wave even or closer to your side of the map so you can receive ganks. If Dr. Mundo is behind, he will start farming with his Infected Bonesaw(Q). Do not get in the way of them unless he is trying to secure a Cannon Minion. Dr. Mundo is rather immobile and can easily be killed when locked down. Request assistance from your Jungler to execute him when he is low.
Ensure you’re always behind a minion so it is harder for him to land his Tongue Lash(Q). If he is able to land his Q, he may look for a fight. As soon as Tahm Kench activates his Grey Health Thick Skin(E), disengage from the fight as it will offer him protection and you may be unable to kill him through the bonus health. Tahm Kench is quite immobile. If you can, try to keep the minion wave closer to your side of the map. This will force him to overextend for farm, which can allow you to chase him down, or set up your Jungler to kill him.
As soon as Mordekaiser activates his Indestructible(W), disengage as he will block the damage you deal to him if you continue to fight him. Mordekaiser is quite immobile. If you keep the minion wave closer to your side of the map, you will force him to overextend for farm. You can then capitalise on this and get assistance from your Jungler. Once Mordekaiser hits level 6, his kill pressure in lane grows. Keep this in mind and be wary with your positioning when low as he may try and catch you out with his Ultimate Realm of Death(R).
Make sure you’re never near a wall otherwise Poppy will be able to use her Heroic Charge(E) and push you into it. Whenever Poppy throws her Buckler and it lands near you, try to step on it. However, do not over commit to destroying it as she may use your positioning to play aggressive. Post 6 it’s going to be difficult for you to kill Poppy as she will probably use her Ultimate to knock you away. Keep this in mind and hold on to any CC abilities until she starts the channel.
Try and stand in the middle of the lane at all times. This will make it harder for her to land her Hookshot(E) in a trade. Don’t get close to the walls as this will give her the opening to engage. Camille uses her Hookshot(E) in lane, she will be vulnerable while it’s on cooldown as it’s her main way of disengaging from ganks. Bait out her Hookshot(E) prior to your Jungler arriving in your lane to reduce her chances of survival.
Constantly adapt your positioning in lane so Ornn is unable to knock you up with his Searing Charge(E). Stand away from walls and his Pillar Volcanic Rupture(Q) so he is unable to CC. Refrain from using any major CC abilities on Ornn when his Bellows Breath(W) is off cooldown as he can use it to dodge or escape CC. Once Ornn hits level 6, his kill pressure in lane will increase and he may start getting ganks from his Jungler. Get vision in the river so you can spot the Jungler early.
Keep the wave closer to your side of the map early to reduce Warwick’s chances of running you down and killing you. Investing in healing reduction can do a lot in this matchup. Warwick has a lot of sustain and will be buying items that increase his healing. At level 6, Warwick will look for aggressive plays. If he cannot use his Ultimate Infinite Duress(R) in your lane, he will rotate somewhere else and use it there instead.
Yone is incredibly mobile in lane, but if he uses his Soul Unbound(E), you can abuse the cooldown (after he’s returned) to play aggressive and poke him down. This will make it harder for him to survive a trade or trade back with you. Avoid chasing too far when Yone uses his Soul Unbound(E) as he will always return to his original spot. Try and stay far back though so he is unable to get onto you by his E+Q very easily.
As Kennen is a ranged champion, when playing as a melee champion, don’t let him poke you down with his Thundering Shuriken(Q) or basic attacks. Be prepared to sacrifice some CS for XP. Kennen has a versatile build path. Keep an eye on which build he is going for and build items to counter it accordingly. Extended trades will benefit Kennen. Try to fight him when he’s low on energy or has no stacks to stun you with.
Look for extended trades whenever possible. Gragas relies heavily on his abilities to deal damage, but if they’re on cooldown he cannot really do anything except for auto-attack. Go for extended trades when one of his abilities are down. Gragas can tease an engage when his Body Slam(E) is up. Try and stand behind or near minions at all times. However, do not stand too close to them since the ability does have an AOE and if you’re close to them, you’ll be hit by his E. If Gragas uses his Drunken Rage(W), it’s because he wants to do something such as setting up his Jungler or going for a trade. Play safer for a short period of time whenever he uses his W.
As Teemo is a ranged champion, expect him to try and harass you as much as possible. Investing in defensive starting items could be a good way of dealing with him from the get-go. Teemo will place Shrooms Noxious Trap(R) around the edges of the lane. Avoid walking to the side of the lane and only walk the path your minions take to reduce your damage taken. Be prepared to sacrifice some CS for XP and health. Teemo has a lot of kill pressure if he takes Ignite and is able to harass and poke you down.
Swain’s early game is rather weak. If you’re playing as an early game champion, try to get an early advantage to reduce his scaling. His Root Nevermove(E) will only trigger on the first enemies he hits on its return. Stand near your Caster Minions and walk forwards when he throws it out so the minions get CC’d and not you. At level 6, his kill pressure and survivability increases. Unless you have the advantage, disengage as soon as he activates his Ultimate Demonic Ascension(R).
Quinn is an early game bully and will try to harass and poke you as often as she can. Try and stay outside of her auto-attack range and be prepared to sacrifice some CS for XP so you don’t fall behind. Once Quinn hits level 6, her kill pressure in a trade doesn’t exactly increase as her Ultimate Behind Enemy Lines(R) is a utility tool. However, her ability to roam does. If she leaves lane, ping your teammates so they know that she is missing. Keeping the minion wave closer to your side of the map in the early game will allow you to get gold and XP without fear of Quinn zoning you away and denying you farm. Post 6, you shouldn’t be freezing as it will give Quinn an opportunity to roam.
Don't fight with Urgot at level 1 as he will have all his shotgun knees ready and he can quickly bring your life to zero if he can proc them all. Try to dodge Urgot’s Corrosive Charge(Q) and Disdain(E) in the laning phase. They both have long cooldowns and you should trade with him when they’re down for a better chance of coming out ahead. Try to stay over 25% health at all times. This will increase your chances of winning lane and surviving. If you’re lower than this, he can just use his E, auto once and then finish you off with his Ultimate.
Constantly keep an eye on your champions position as well as his. If you keep your eye off the ball for 1 second, Cho’Gath may end up hitting you with his Rupture(Q) or Feral Scream(W). Cho’Gath has a lot of sustain thanks to his Passive which restores health. Look to trade frequently or he will out sustain any damage you deal to him. Cho’Gath will get lots of sustain through his Passive and the items he buys.
Jayce is going to use his range advantage to poke down champions. Be prepared to sacrifice some CS for XP when necessary. While he does have tons of poke, he does have high mana costs. If you can, try and look to fight when he is low on mana as he can’t do much of a combo when he’s low. Make sure you’re always behind the minion wave so the minions block his Q damage. Do not stand directly behind them as his Q is AOE.
Kayle is at her weakest in the early game. Try to abuse her weakness by playing aggressive and getting kills. Putting her behind in the early game will reduce her ability to carry later on in the game. Keeping the minion wave closer to your side of the map will force Kayle to overextend for farm. Once she walks up and tries to last hit, you could play aggressive and try to all-in her. Once Kayle hits level 6 and unlocks her Ultimate Divine Judgment(R), she will also become ranged and she’ll find it easier to last hit. She will be able to also poke you down and trade more effectively. You’ll need to be more strategic when trying to fight her from now on.
Singed will often look to proxy the first wave between the two towers setting up huge early pressure leading to gold and experience leads. Singed can’t fight both you and the minions simultaneously, so escort your minions as they walk to lane to force him to walk back to lane. If Singed is able to proxy farm you, just let the enemy minions hit your Tower and focus on farming what you can. Do not lose tons of health trying to tank the minion wave. Do not chase Singed. Chasing Singed is a bad idea as his Poison Trail(Q) deals a lot of damage if you’re in it for too long.
Nasus doesn’t want to fight in the early game. Instead, he wants to focus on farming and stacking his Siphoning Strike(Q). Try to fight him when he is focused on stacking as he may focus on the farm rather than fighting you, which will allow you to gain a health advantage. Do not push Nasus under his turret as it allows him to farm safely. Instead, freeze the lane towards your side of the map so he has to overextend for farm. Once Nasus has some levels behind him and has multiple points in his Wither(W), he will have good gank set up. You’ll need to play safer if the wave is closer to his side of the map during this time so you don’t die from ganks.
Malphite is weak in the early game. Try and trade and play aggressively to delay his power spike and his ability to scale. Once he has an item, you have to be more cautious when trading, but up until then, he can be heavily abused. The shield from Malphites Passive offers more security in lane. Try to poke and harass him as often as possible so he is unable to get the shield and protect himself. Once level 6, Malphite may start to receive ganks as his Ultimate Unstoppable Force(R) is a great engage tool. Avoid playing recklessly and always keep an eye on the minimap especially if you’re pushed up in lane.
Shen’s early game is quite strong. Expect him to play aggressively and try to burst you down. Staying at max distance when your abilities are on cooldown will make it harder for him to kill you.Playing around Shen’s taunt Shadow Dash(E) will make the laning phase much easier for you. If you can bait this ability out, you have a period of time where you can play aggressive and force him to lose lots of health. Post 6, if he uses his Ultimate(R) to assist another lane, try to cancel it with a CC ability. If you can’t cancel the ability, ping and push the minion wave into his tower as quickly as you can.
Keep the Dragon warded at all times. Vi has good objective control and take them pretty easily. One way of countering this is by keeping the objectives warded or taking them before she gets the chance to. As Vi is an early game Jungler, try to place vision around her jungle entrances and in the river to reduce the chance of her getting successful ganks off. Vi can gank from level 3 onwards once she has her Vault Breaker(Q). Try your hardest to equal Vi’s pressure by ganking often or counter ganking her. If you’re not as good as her in the early game, try to secure objectives if she shows on the opposite side of the map or invade her jungle and steal away camps.
Nidalee is an early game dominant Jungler. Ward her jungle entrances to spot her leaving her jungle to make ganking harder for her. Deeper wards are preferred against Nidalee as she can use her W to jump over walls and manoeuvre around commonly warded bushes. Keep this in mind when placing wards. Nidalee is easy to kill if the enemy Jungler hasn’t been kiting camps correctly. Try and invade and kill her early on as she doesn’t always have a healthy clear.
Rek’Sai’s kit allows her to have creative gank pathing through walls. Therefore, ward possible paths Rek’Sai can gank through. She has very good Dragon control in the early game. Make sure you keep Drake warded at all times so you can spot her before she is able to kill it alone. Rek’Sai can gank as soon as she hits level 3 and has access to her E. Expect her to get an early gank off.
Master Yi needs time to scale and will be looking to farm as much as possible to come online. Without his Ultimate Highlander(R), he is rather weak, so he will be looking to hit level 6 as quickly as possible. Go in Master Yi’s jungle to steal away his camps if you see him on one side of the map. This will delay his power spikes, and also reduce his gold income. Master Yi can take objectives like the Dragon or Rift Herald alone in the early game. Make sure you keep those objectives warded so you can see him before he secures them for his team.
Don’t fight Trundle if he is ahead. His skirmishing power is incredibly strong especially if he has his Ultimate Subjugate(R) available. Trundle cannot really gank if he doesn’t have any strong lanes, so he will look to power farm instead. Try to gank as much as possible so you can get your allies ahead. Trundle has good objective control and can solo them with ease. Keep them warded at all times to make it harder for him to secure them.
Amumu has a very weak early game and is susceptible to invades. If you’re a strong 1v1 champion, try and invade him early to set him behind and delay his level 6 power spike. Amumu needs to hit level 6 as fast as possible so he can gank with his Ultimate Curse of the Sad Mummy. Try to gank as much as you can early on so your allies are stronger than his. This will make it harder for him to gank when it comes time to do so. Like suggested, Amumu has a weak early game and will be looking to power farm. If he does show on the map, or if you’re stronger than him, you could invade his jungle and steal away some of his camps. This will delay his level 6 power spike and delay his Ultimate Curse of the Sad Mummy which in turn, will also delay some of his ganks.
Shyvana wants to power farm in the early game to get level 6 and unlock her Ultimate Dragon's Descent(R) and get her transformation. You can delay this by invading or trying to fight her early. Thanks to her Passive, Shyvana will be trying to secure every Dragon. Make sure you keep them warded so you can spot her before she takes them for free. Because Shyvana will not be ganking much, look to gank as much as you can in the early game to get your allies ahead.
Invade her early. Bel’Veth is very weak and easy to invade. If you cannot invade her early, steal away her camps when she shows elsewhere on the map. Denying these camps will prevent her from getting stacks. Counter gank her whenever you can. After she has used her core abilities, she doesn’t have much to offer. If you have CC and are good in 1v1s or 2v2s, you should have an easy time counter ganking her.
Placing wards over walls near lanes instead of lane bushes will be more effective at spotting Kayn as he can use his Shadow Step(E) to avoid common warding spots. Kayn will look for early skirmishes so he can get his form as quickly as possible. Expect him to invade or gank a lot in the early game. Because of Kayn’s Ultimate Umbral Trespass(R) and mobility, make sure you watch yourself as you recall, and make sure you stand in the middle of the lane so it’s easy for you to escape if he springs up nearby. Don’t give him easy kills by window shopping when you recall.
Graves auto attacks are not always effective as monsters/minions/towers block his damage and consume a bullet. Stay behind a monster or minion to avoid his auto-attack damage. When fighting around the Scuttle Crab, make sure it’s in between you and him so it blocks an auto. When duelling Graves, try and stand away from terrain as he will use it to his advantage to make his End of the Line(Q) explode quicker. Graves is a very strong duellist. Don’t fight him unless he’s low on health. He is also very good at kiting.
When invading Ekko, try to wait inside a bush for him to use his Parallel Convergence(W) and wait for it to expire, before going on to him. When his shield is down, he is much weaker and easier to kill. Try and place vision inside the river and around his jungle entrances. This will make it harder for him to gank successfully if you always know his approximate location. Having vision in lane bushes will also help prevent ganks as you can spot him setting up his W. Ekko doesn’t have the healthiest of clears even with his W.
Shaco has good Dragon control in the early game. Make sure you keep it warded at all times so you can spot him before he takes it. His duelling power is rather good in the early game. Think twice before fighting him especially if you’re spotted as he may place a Box(W) behind him and use try to chase him down. As a laner, warding bushes directly outside of lane won’t prevent a gank, so you want to ward in places where he can Deceive(Q) over terrain of some kind.
Prevent Ivern from getting 3 buffs from the get-go by warding both of the river bushes at 1:25. This should give you enough time to vertical jungle. Ivern is rather weak in the early game. If you’re playing a strong early game champion, try and invade him to set him behind. Ivern has good Dragon control thanks to Daisy(R), but he can also do it after ganking bot. Make sure you keep vision on the Dragon at all times to spot him while he’s on it.
Kha’Zix will be looking to gank a lot in the early game to get ahead. Try to equal his kill pressure early on by counter ganking if you’re nearby. He can solo objectives like the Dragon or Rift Herald with ease thanks to his Taste Their Fear(Q). Make sure you keep these objectives warded so you can spot him if he tries to take them. When fighting Kha’Zix, unless you have the lead, avoid fighting him when there are no minions or jungle camps nearby. Thanks to his Passive, he will deal more damage to you if you’re isolated with no-one around.
Taliyah has good pressure in the early game. Make sure you place vision in the river or at her jungle entrances to spot her before she is able to get a gank off. Post 6, Taliyah can gank from afar thanks to her Ultimate Weaver's Wall(R). Try to place vision inside her jungle whenever her Ultimate is up. Taliyah doesn’t have amazing Dragon or Rift Herald control in the early game. If you can, try to take these objectives before she is able to get help from a nearby lane.
Nunu & Willump
If you invade Nunu, do not fight him when he is near a jungle camp as he can use Consume(Q) to gain a health advantage. Ideally, fight him when he is in the river or not near a camp. Nunu can easily solo the Dragon at level 4 and after. Be prepared for this by having the Dragon warded at all times and by always taking the bottom side Scuttle Crab. At level 6, Nunu can channel his Absolute Zero(R). When he does this, make sure you cancel or interrupt it. If you can interrupt his channel early, his R will not deal a lot of damage and it could save you or your allies life.
Kindred will be trying to get as many stacks as possible. If you’re on the same side of the map when one spawns, take a detour to kill the camp so she is unable to get the stack. As she is a ranged champion, you need to be careful when trying to duel her as she can use her range advantage and Dance of Arrows(Q) to kite you. Unless you get the jump on her, think twice when attempting to duel her. Kindred has the ability to solo objectives with ease. Unless you can take them first, make sure you keep the Dragon warded at all times so you can spot her before she secures the objective.
When skirmishing with Viego, try to make sure there is a minion, monster or crab in between you and him so it blocks the CC on his Spectral Maw(W). Viego has good objective control. Try to keep major objectives warded so you can spot him before he is able to secure the objective for his team. If you counter gank Viego, keep an eye out on him stealing your allies abilities and turning the exchange around. Be prepared to fall back if he kills and takes over your ally.
Invade Fiddle in the early game to deny him as much gold as you can. He is weak before level 6 but even weaker before level 3 so use that to your advantage. When Fiddlesticks reaches level 6 he will try to surprise gank you with his Crowstorm(R). Keep track of where Fiddlesticks is and inform your team, so they can get wards down and play safe when he is on their side of the map. Before engaging on to Fiddlesticks, ask yourself if this is the real one. Don’t waste everything on a fake scarecrow.
Try to delay Skarner’s level 6 power spike by invading his jungle and stealing away his camps if he shows on one side of the map. Skarner’s biggest power spike in the early game is once he gets his Ultimate Impale(R), so he will be power farming for this. Place vision around his jungle entrances to make it harder for Skarner to get ganks off. Ping your team as soon as he leaves his jungle and be prepared to counter gank if you’re nearby .Skarner has good Dragon and objective control in the early game. Make sure you keep the objectives warded so you can spot him before he is able to take them for free.
Elise relies heavily on landing her Cocoon(E) to initiate fights or ganks. If you’re nearby, you can counter gank her as she doesn’t have much to offer once her E is on cooldown. Elise has a lot of burst damage and can solo kill most champions in the early game. Try not to fight her one on one. Her E ability allows her to drop down on any enemy target including minions and wards. It also allows her to drop tower aggro, play it safe and back when low on health.
Diana’s early game is rather weak, but she does have kill pressure on you if she is able to land her Crescent Strike(Q). If you meet her on the rift alone and she lands her Q, back off unless you can kill her. Diana can start ganking after level 3 and will look to constantly gank post level 6 whenever her Ultimate Moonfall is up. Keep this in mind and try to gank as often as possible to make it harder for her to impact the map when she gets around to it. Be aware of her level 6 power spike as it is huge for her. Keep track of her early through wards and try to delay her power spike for as long as possible by taking away her camps or killing her in her jungle.
Rammus is an early game ganker. Make sure you have wards in the river or at his jungle entrances to reduce the effectiveness of his ganks. He doesn’t have the healthiest first clear. If you’re a strong early game champion, try to invade him on his first clear to set him behind from the get go. Rammus will activate his Powerball(Q) quite close to a lane but outside of general warding spots to make it harder for the enemy to escape. Place slightly deeper wards rather than warding usual warding spots to give you more time to escape.
Udyr is a strong dueller in the early game. Unless you have a clear advantage, avoid fighting him in a 1v1 scenario. Udyr has good objective control and can solo objectives like the Dragon with ease. Make sure you keep the Drake warded at all times to decrease his chances of securing them for free. Unlike most champions, he doesn’t peak at level 6 as he can unlock his Ultimate Phoenix Stance(R) at level 1.
Rengar will try to power farm early so he can get his Thrill of the Hunt(R) and start ganking more effectively. Try to delay this power spike by invading him and stealing away his camps. Try to place vision inside Rengars jungle so you know where he is at all times. If you spot him on the top side (pre-level 6), try to invade the bottom side jungle and take his camps. Alternatively, you can gank the bottom lane. It isn’t uncommon for Rengar to repeatedly gank a lane over and over again. If he has just ganked your lane, expect him to return shortly afterwards.
If you meet Poppy when going through the river or if she invades your jungle, watch your positioning and avoid being close to a wall so she is unable to pin you against it with her Heroic Charge(E). Do not do any objectives if Poppy is nearby as she can knock you away with her Ultimate Keeper's Verdict(R) and potentially steal the objective. Poppy has quite a healthy clear, so it might be difficult for you to invade her in the early game. Keep this in mind if you intend to invade or try to fight her early on.
Hecarim is a strong duelist in the early game and will try to solo kill you early on. Do not underestimate his early game damage as he will usually come out ahead. Look at what Summoner Spells Hecarim has taken. If he’s taken Ignite, he will be looking to play ultra-aggressive early to get kills. If you’re low, do not try and trade with him as he will finish you off with Ignite. Hecarim has good Dragon taking ability and can solo it early on thanks to his AOE heal from his Spirit of Dread(W) and short cooldown Rampage(Q). Make sure you have vision on the Dragon at all times. If you can, try to take it away from him.
Lee Sin will be trying to gank as much as he can in the early game. Keep this in mind and expect him to be all over the map. If you meet Lee Sin in the early game, make sure you dodge Q if possible. If he is able to land it, he will probably out duel you. Try to disengage if he lands his Q, or engage if he misses it. Lee can easily secure objectives like the Dragon or Rift Herald on his own. Try and keep those objectives warded when they’re up, or try to take them before he gets a chance.
Unless you have an advantage, do not fight Xin Zhao in the early game. His 1v1 is incredibly strong thanks to his Three Talon Strike(Q) and Audacious Charge(E) and he will win most skirmishes. To make it harder for Xin Zhao to get successful ganks off, make sure you place vision around his jungle entrances. This will give your allies enough time to back off and escape before he is able to reach their lane. Xin Zhao has good objective control and can take them pretty easily. Make sure you keep the Dragon warded at all times so you can spot him before he is able to take it.
Evelynn’s early game is very weak and she will be power farming till level 6 so she can become invisible and get her Ultimate Last Caress(R). Try and invade her jungle and steal away her camps to delay her level 6 power spike. Place Control Wards in the river and go for deeper wards rather than relying on shallow ones. This will help you spot her before she gets the chance to become invisible. Placing wards on her camps are a good way to counter her. Evelynn wants to assassinate targets that are alone. Group as a team to make it harder for her to execute and kill squishy champions.
Nocturne will look to power farm early so he can get level 6. Try to invade him and take away his camps to delay his level 6 power spike. Nocturne will try to get ahead early by ganking lanes that are immobile or are overextended. Try to track him in his jungle and counter gank lanes that are being ganked. If you cannot counter gank, try to gank a separate lane or steal his camps. Deep wards inside his jungle or around the entrances to his jungle will help your team spot him before he activates his Ultimate Paranoia(R). Try and get deep vision in his jungle whenever possible.
Warwick is a strong early game Jungler. Place vision inside the river and at his jungle entrances to reduce his ability to get successful ganks off. Thanks to his kit, Warwick can take objectives pretty quickly and can solo them thanks to the sustain from his Jaws of the Beast(Q). Place vision and take the bot side Scuttle Crab to spot him before he is able to take it. As Warwick has a strong early game, try to equal his pressure by ganking just as much as him. If you’re not able to gank in the early game, try to invade his jungle and steal away camps when he’s shown on the other side of the map.
Jarvan can gank at level 2 once he’s unlocked his Dragon Strike(Q) and Demacian Standard(E). Be aware of this as he may try to cheese an early gank in the mid or bottom lane.Jarvan is really good at ganking in the early and mid-game. He will be looking to gank a lot, so it’s important that you try to equal his gank pressure and gank as much as you can to prevent him from getting his laners ahead.He has rather good Dragon and objective control. Make sure you keep major objectives warded at all times so you can spot him before he secures the objective.
Champion Build Guide
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1. Olaf’s Ultimate Ragnarok allows him to dodge CC as it prevents him from being locked down by hard crowd control.
2. Olaf’s 1v1 potential is extremely strong. This makes him a formidable opponent in the 1v1 and makes him hard to play against. Look to play aggressive and fight the enemy whenever possible.
3. Thanks to his Undertow slow, he can easily chase down any laner or any champion he comes into contact with.
1. He will struggle against ranged champions with dashes as they will be able to kite him and dodge his axes Undertow.
2. When Olaf’s Ultimate Ragnarok is down, he will be really immobile and can easily die. Without his Ultimate Ragnarok, he is also very squishy and easy to kill.
3. If you miss your Undertow when skirmishing with the enemy, it will be impossible for you to kill them or extend the trade. Make sure you try your hardest to land your axes Undertow.
The unique passive's usage is best realized when looking at a simplified situation where an enemy inflicts instant burst damage onto you. As a result, your opponent has to overkill you to actually finish you off within this time span, which slightly increases your time to react and deploy counter measures like shields or healing. At the same time it also slightly improves your time window for retaliation, and is as such most powerful in a fight between two champions.
is generally good for fighters and bruisers to deal damage to enemies and protect your champion by additional HP and shield.
is a particularly effective defensive option when facing down opponents whose damage is dealt primarily through basic attacks, or against opponents that utilize healing from attacks to survive fights (such as life steal). It's very useful against such champions like Aatrox, Warwick, Nasus, Darius etc.
helps attack damage-based champions against enemy teams with high amounts of magic damage. LIFELINE can absorb most of the initial burst of magic damage from an enemy champion and give the owner an opportunity to attack or retreat. It is very useful against ability power champions with burst damage like Annie or Evelynn.
is most commonly used by champions to protect against magical damage and to enhance healing effects. These effects include normal healing or some form of health regeneration. In other words, you will be healed more by your allies and you will heal yourself much more effectively. Also the effects of life steal will restore more health. Its passive works well with any champion that has self-healing, self-shield, omnivamp, or life steal built into their kit.
is usually used on bruisers like Illaoi, Darius, Garen because they can easily apply stacks and survive long enough to benefit from the penetration. Armor reduction and penetration effects stack, allowing an attacking character to benefit simultaneously from Black Cleaver's shred, penetration runes, other items such as Last Whisper, and champion abilities that circumvent armor. This is a strong item against teams with lots of tanks or heavy bruisers who stacks a lot of armor.
is a strong counter against basic auto-attackers that stack well on critical strike chance, like Yasuo, Tryndamere, Yone and most of marksmen. You should consider to buy this item if the enemy team 2 or more champions who rely on critical strike damage.
is best used to push out lanes and siege structures without your team. The damage increase and empowerment to your large minions will increase the speed of your push significantly. The bonus resistances will help against dueling enemies who respond to your push.
this item is very good to be bought as 5th and 6th item since it will protect your champion from hostile bursting physical damage and most important it allows to ressurect after being killed which is super important in the late game, when the respawning timer is the longest. Sometimes it also makes sense to sell the item after the REBIRTH being used since it has very long cooldown time.
This item is often built as a form of "anti-tank" item used to counter health-stacking champions (or champions that scale well in health) such as Shen, Dr. Mundo, Sion, Volibear, Zac etc.
are very useful against heavy AD teams or particular AD champions with strong auto-attacks. If the enemy team has at least one auto-attack based champion, you can buy these boots. However, if there is no auto-attackers at all, you can spend your money to buy other boots.
This rune gives your champion good amount of damage and some sustain, especially in extended fights. The rune fits better for melee champions since it's twice faster to stack it up and it scales well into the late game.
This rune is perfect in team fights since you can get a lot of extra healing and also to earn some additional amount of money that can help your champion to take a slight gold lead and to enable you to be one step ahead in items. This rune saves champions quite often in situations when they would be rather be dead after the last hit by enemy tower.
The rune simply increases you attack speed and so you can deal more damage by your auto attacks.
The rune increases your damage when the amount of HP of your champion is low. The rune is better than alternatives Coup de Grace and Cut Down if you buy some items for HP and your champion is able to survive long enough with low HP rather than reducing HP of enemies.
This rune will spare you 300 gold and gives +10 movement speed later on when you buy Tier-2 boots.
The rune helps you to live through the early game and permanently increases a little bit your mana pool which is also helpful since you will not be in need so fast to do Recall just to restore mana.
This is the best rune among others if you want to increase your chasing potential.
Ghost is most often used by damage dealers, especially with melee attacks. In addition to a good movement speed bonus, Ghost gives you the ability to pass through units, which is very useful when chasing an enemy who is trying to hide behind his minions. A similar effect can be obtained using Phantom Dancer. Ghost can be used either offensively or defensively. The increase in movement speed and ignoring unit collision makes it easier to both chase down enemy champions, and escape bad situations.
Teleport is mainly used to minimize laning downtime after Recall or respawning, to prevent enemy laners from gaining an advantage. Teleport is also used to quickly switch lanes to defend an unguarded turret. Unleashed Teleport is great for ganking if the enemy commits to a fight and is around friendly minions, turrets, or wards. Another use for Unleashed Teleport is a backdoor maneuver where a high damage per second champion places a ward inside or near the enemy base and teleports himself to that ward. From there that champion will attempt to bring down as many turrets and inhibitors as possible. Unleashed Teleport can be used to prolong or save the life of an allied Zac by making one of Zac's Passive's drops ( Cell Division) invulnerable for the Teleport duration.
Ignite provides players an offensive utility and damage spell that scales with level. A well-placed healing reduction debuff from Ignite can severely limit the effectiveness of enemy healing items, as well as healing abilities from champions like Soraka, Aatrox, Vladimir, Volibear and Warwick. It is considered a direct counter to Dr. Mundo, Soraka, Aatrox and Swain because they are reliant on their healing-based abilities. The healing reduction debuff also applies to life steal, omnivamp, etc.
He is pretty intense early on due to his Passive and his ability to chase people down with his Undertow. It makes him a pretty good duelist. Level 6 is a massive power spike for Olaf as he can now reach his target without being interrupted. If he manages to flank his enemies, the immobile carries will be pretty much doomed. His first item component will be a massive spike, increasing his overall damage in the game. It will bolster his overall damage potential.
You will want to make sure that you keep hitting your Undertow in the top lane. Try to target both minions and the enemy champion with it for maximal effectiveness. The lane brushes are your friends. Use them to land your Undertow when possible and go for short burst trades when possible. This will help you a lot when it comes to all-ins. Avoid pushing up a lot as it will make you a primary gank target and kill you if you're against a ranged champion. Short burst trades after landing your Undertow is the way to go.
MID GAME (strong):
The second point in his Ultimate Ragnarok will give him another spike. He can run down enemies frequently now as the cooldown of the ability will be reduced. Olaf will have his core items during this phase of the game. It will increase his damage and survivability in the game thousandfold. His first ability will be maxed out at level 9. This means that he can chase enemies down quickly, and he will hit enemies like a truck.
See if you can get some roams off on overextended enemies in the mid-lane. Your Undertow can let you decimate immobile champions if they happen to be too pushed up. Getting your Ultimate Ragnarok will let you take over skirmishes quite easily. The anti-CC aspect will allow you to all-in enemies in the enemy backline. Work with your Jungler to get some picks around the map. Your Undertow and Ultimate Ragnarok should let you run down enemies with ease.
LATE GAME (average):
The final point in his Ultimate Ragnarok will grant him a massive spike, and he will be able to dish out tons of damage to the enemy. Since the ability will be up frequently, he will be able to pick off targets easily. His tankiness will be phenomenal during this phase of the game. Combined with his overall damage, it will become tough to deal with him for the enemy team. Olaf will definitely fall off during the late game as enemies start building defensive items. The burst damage of the enemy team will allow them to take Olaf down quickly.
Look to take down the enemy carries. Focus on the backline and try to take them out of the fight. Focus them on your other frontline champions. As the top laner, you need to ensure you don't ditch your team during all-ins and leave them behind. Remember that you are immune to CC due to your Ultimate Ragnarok and not your team. Make sure you are always on the side of the map that the next primary objective is on. This will let you work with your Jungler to secure picks and negate vision around that area. If you get a pick on the enemy Jungler, your team should easily win the game.
His objective control is quite potent as his Passive allows him to take them down very quickly. He should always try to secure an objective if he can free up a lane after ganking them. Level 6 is a massive power spike for Olaf as he can now reach his target without being interrupted. If he manages to flank his enemies, the immobile carriers will be pretty much doomed. His first item component will be a massive spike, increasing his overall damage in the game. It will bolster his overall damage potential.
Your goal in the early game is to gank as often as possible to get your allies ahead. You are a strong early game Jungler, so make sure you try to exploit your early advantage. Look to secure objectives as often as possible. This will give your team an advantage as the game goes along. Find a healthy balance between ganking your allies, farming your jungle and securing objectives. Make sure you do not fall behind in XP by trying to constantly gank.
MID GAME (strong):
The second point in his Ultimate Ragnarok will give him another spike. He can run down enemies frequently now as the cooldown of the ability will be reduced. Olaf will have his core items during this phase of the game. It will increase his damage and survivability in the game, which will make him really good during the mid-game. His overall damage will be really high during this phase of the game. His tankiness and his Passive will make sure that he kills enemies with ease, especially those caught out of position.
Continue to pick up and secure jungle camps whenever possible. Not falling behind in the mid-game is crucial as a Jungler, so make sure you continue to farm! When no team fights are occurring, go to a side lane and push. It’s important that you continue to farm during the mid-game so you can get your items as quickly as possible. After getting a kill, make the call for Baron or Dragon if your team is nearby and able to help you. Securing these objectives as a Jungler is crucial is in the mid-game.
LATE GAME (average):
Olaf is excellent during the late game, as his tankiness will be phenomenal now. Combined with his overall damage, it will become tough to deal with him for the enemy team. The final point in his Ultimate Ragnarok will grant him a massive spike, and he will be able to dish out tons of damage to the enemy. Since the ability will be up frequently, he will be able to pick off targets easily. Olaf will have multiple abilities maxed out during this phase of the game. The amount of damage that he can deal now will be really high and will most likely catch the enemy off-guard.
Look to take down the enemy carries. Focus the backline and try to take them out of the fight. Focus them with your other frontline champions. As you’re the Jungler, you need to make sure you’re always alive in the late game. If you die before a major objective spawns, the enemy will be able to take it. Make sure you are always on the side of the map that the next major objective is on. If the Baron is up, always stay on the top side. If you go bot and show yourself, the enemy will take the objective for free.
JUNGLE PATHING RED SIDE
JUNGLE PATHING BLUE SIDE
Post 6, fighting Lillia alone could be difficult as she can use her Ultimate Lilting Lullaby to protect herself or turn around the exchange. Avoid committing to fights unless you are certain you can kill her quickly. Keeping the wave closer to your side of the map early will force her to overextend for the farm which you can abuse to all-in her or set up your Jungler. Look out for Lillia’s build. She has a very versatile build path and will build lots of different items. Keep this in mind and buy items that counter her build.
Try and burst Lillia down as quickly as you can in a team fight so she is unable to use her Ultimate Lilting Lullaby to put your whole team asleep. Keep an eye on where Lillia is when moving around the river and sieging objectives like the Baron or Dragon as she may use her Swirlseed to deal some burst damage to you and your team. Keep in mind that in team fights, her Ultimate Lilting Lullaby will be able to put enemies who have stacks on them to sleep. Avoid letting her auto-attack or deal damage to lots of champions to reduce her chances of CC’ing the whole team.
When Lillia has maxed out her first ability at level 9, her trains power will heavily increase. Level 6 is a good power spike for Lillia in the top lane. She can use it to kill you alone or set up her Jungler. Lillia is very strong in team fights thanks to her Ultimate Lilting Lullaby. She could easily put the whole enemy team to sleep if she is able to hit everyone with it.
Stand in the middle of the lane rather at the sides of the lane. If you stand around the edges near the wall, you are allowing him to set up his Jungler with a quick and easy Pillar of Ice. As Trundle’s Passive regenerates health every time a minion dies, he will get a lot of extra sustain in lane. Try to get an early Executioner's Calling to reduce his healing. Trundle is good at level 2 and 3. Avoid fighting him unless you’re as strong as him, or if you have lots of sustain too. He will be able to out sustain you from every trade if you commit to them early on.
When Trundle activates his Subjugate, back away immediately. He will become much tankier and your tanks will be weak. Re-engage when his Subjugate has cooled off. As Trundle will be split pushing a lot in the later stages of the game, try to team fight when he is not able to be there. If you spot him isolated and away from his team, try and force a team fight with his allies. As soon as Trundle engages in a team fight, try to lock him down with CC. While he is a tank, he is very vulnerable to hard crowd control.
Trundle is a duelist and will look to trade early. At levels 2 and 3, he may look for an all in if you’re low enough. Play cautiously when low and do not overextend if he has his Pillar Pillar of Ice. If you are a tank, Trundles level 6 all-in can be deadly as it reduces your defensive stats to a crisp. When trading, be careful around the level 6 mark as he may look for an all-in. Depending on what build path the Trundle has gone for, he will peak at different times. Keep this in mind and always look to see what item’s he has purchased and play accordingly.
Kled will be looking to fight as much as possible in the early game to get a kill. Keep this in mind and avoid fighting him when playing as a tank. When duelling Kled, keep an eye on his secondary bar. If it’s almost full, he will mount during the skirmish and he’ll be able to kill you. Avoid going for extended duels when he is about to remount. Try and keep the minion wave closer to your side of the map early. Doing so will make his all-in less effective. Neither will he be able to chase you down with his Ultimate Chaaaaaaaarge!!! once you walk up to farm.
Kled can use his Ultimate Chaaaaaaaarge!!! from afar to collapse on enemies that are overextended at the start of the team fight. When grouping, make sure you’re all together and no one is too far forward. When no team fights are occurring, Kled will attempt to split push. When he isn’t with his team, you could force a team fight with the numbers advantage, but be aware that he can use his Ultimate Chaaaaaaaarge!!! to join the fight quickly. Once Kled has been dismounted, make sure you finish him off quickly otherwise he may be able to remount again and take over the team fight.
Kled will always be stronger when he is mounted. He is slightly weaker when he is dismounted. At level 6, Kled has increased mobility and the potential to impact multiple lanes with his Ultimate Chaaaaaaaarge!!!. He can also use his Ultimate Chaaaaaaaarge!!! to engage and chase down the enemy. Do not overextend in lane as he can easily kill you. Kled is one of the strongest champions in the game. He will try to fight you as much as he can to get an early lead.
Olaf is incredibly strong in the early game: especially at level 1. Avoid fighting him at all costs as he will beat you if he’s able to land multiple Undertow. If Olaf throws his Undertow and it’s close to you, try your best to zone him away from the thrown Axes Undertow so he is unable to pick them up. Keep the minion wave closer to your side of the map to reduce his ability to all-in you and chase you down.
Olaf is incredibly strong in the early game: especially at level 1. Avoid fighting him at all costs as he will beat you if he’s able to land multiple Undertow. If Olaf throws his Undertow and it’s close to you, try your best to zone him away from the thrown axes Undertow] so he is unable to pick them up. Keep the minion wave closer to your side of the map to reduce his ability to all-in you and chase you down.
Olaf is a dominant laner and can easily get kills at level 1 and 2 with his Undertow spam. Avoid fighting him early on. Once Olaf hits level 6, it will be difficult for you to kill him or lock him down with CC. Don’t commit to using any hard CC abilities when you know his Ultimate Ragnarok is up. As soon as Olaf completes his first item, he is going to deal tons of damage. Make sure you play respectfully and only trade with him if his Undertow is down (or he is unable to pick up an axe Undertow.
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