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Quinn Build Guide by QuinnMains

Demacia's Wings: r/QuinnMains' Guide To Quinn and Valor!

By QuinnMains | Updated on March 6, 2019
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Choose Champion Build:

  • LoL Champion: Quinn
    3xLethality Build
  • LoL Champion: Quinn
    GA Build
  • LoL Champion: Quinn
    Critality Build
  • LoL Champion: Quinn
    Crit Build

Runes:

Domination
Electrocute
Sudden Impact
Eyeball Collection
Ingenious Hunter

Sorcery
Absolute Focus
Gathering Storm
Bonus:

+10% Attack Speed
+6 Armor
+6 Armor

Spells:

LoL Summoner Spell: Flash

Flash

LoL Summoner Spell: Ignite

Ignite

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Top Lane
Ranked #18 in
Top Lane
Win 52%
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Champion Build Guide

Demacia's Wings: r/QuinnMains' Guide To Quinn and Valor!

By QuinnMains
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Welcome to r/QuinnMains' guide to Quinn. This community guide was a project started by u/AnonimooseUser (a.k.a. 'Moose). The idea of a community guide was first put forward by Moose in this post. Moose became the first Guide Writer, working on the guide from its creation in Febuary 2016 until he retired in Febuary 2019. MCrossS then took over from Moose as the new Guide Writer.

So how does the community guide work? The information on the guide comes from a group of high-ranking Quinn Mains picked by the Guide Writer. This group is known as the Guide Team. The information provided by the Guide Team is checked by the Guide Writer - who stays up to date on all subreddit and Discord discussion - to ensure it corresponds with the opinions of the community. The Guide Writer then transfers all this information onto the guide. They are also responsible for making sure none that of the information on the guide is outdated. The result of this process is a guide that reflects the opinions and thoughts of a whole community of Quinn Mains.

This guide covers everything you need to know about this champion including items, runes, playstyles and matchups. This guide is designed both for beginner Quinn players and veterans alike. Although it is a bit long, keep in mind that it is quite detailed and covers four different roles. We also have an extensive matchup section that covers almost every single champion in the game.

I hope you enjoy reading it and I wish you all the best in your future games with Quinn and Valor: Demacia's Wings.



Head over to our subreddit/Discord and join our community!

Diamond tier Quinn OTP!
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Diamond tier Quinn ADC main!
Quinn ADC's Stream:

Check out our YouTube channel!
Quinn Mains Channel:
Awesome channel with lots of Quinn content!
PolaridadB Channel:



We were one of the winners in MOBAFire's Season 9 Guide Contest!




We were the all time highest rated guide on MOBAFire!




Check out our community montages:


Great introduction videos:

Music:

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This chapter is intended for new Quinn players to give them the information they need, quick and dirty. This guide is quite long and in-depth, which can be quite intimidating and confusing to newer players; it's easy to get lost. Here, I will answer some of the most common questions and give a quick TL;DR of the most important information. You won't get the same knowledge and understand as you would from reading the rest of the guide and the info here might not always be the best choice or suited to all roles, but it is the most popular and meta. I will try to update this chapter frequently.

Where should I play Quinn?
Play her top. Quinn can be played in any role except for support, but her most popular and strongest role is toplane.

What runes should I take on Quinn?
Primary:
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Domination
- Electrocute
- Sudden Impact
- Ghost Poro
- Relentless Hunter
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Secondary:
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Sorcery
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- Absolute Focus
- Gathering Storm
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What abilities should I max on Quinn?

R > Q > W > E

What should I build on Quinn?

Starting Items:
+ +

Core Items:
> > >

Good and bad matchups?

Easy Matchups:
Hard Matchups:

Click on a picture to jump to the matchup entry!
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Pros


+ Fun and unique champion.
+ Can be dominant/oppressive in lane.
+ Insane mobility and map pressure.
+ Good burst and dueling potential.
+ Great for SoloQ.
+ Versatile: can be played in 4 positions using multiple different playstyles.
+ Bird!
Quinn is a very fun and unique champion to play due to her kit being quite unique and special (particularly her Vault). She can be very dominant and oppressive in lane due to her range and kit, which is good for skirmishes and duels. This allows her to get fed. Due to her ult, she can then roam around the map and snowball. Quinn can have huge burst without relying on a long CD ability. She has a smooth transition from her strong early game to an even stronger mid game. These things make her great for SoloQ. Her ult gives her a lot of map pressure and pick potential. Quinn is also a very versatile champ; she can be played in four different lanes using a bunch of different playstyles, builds and runes.



Quinn does come with her fair share of weaknesses though. She is quite squishy and vulnerable to CC, which means she must build some defensive items or she will be shut-down easily. Her short auto attack range means she can often be picked out of position. These things make her a weak team-fighter. Picking Quinn can also harm your team comp (no tank top, no AP mid, no CC as Jungler, no long range as ADC). Utilising her ult to it's full potential is also quite hard (as it's not a combat ult).
Cons


- Squishy.
- Low attack range.
- Vulnerable to CC.
- Poor team-fighting.
- Can be harmful to team comp.
- Non-combat ult.
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Main Spells
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Flash is hands down the strongest and most common Summoner Spell. It is taken on almost every single champion. It's useful in a lot of situations such as dodging skillshots/CC, escaping over walls, chasing enemies, juking and more. There isn't really any reason why you wouldn't take it.

Ignite will give you extra kill pressure and will make your early game even stronger. This is the summoner spell you take if you want to be aggressive in lane and get fed/snowball. It also helps against enemies with a lot of healing as it applies Grevious Wounds.

Heal is the go-to spell for ADCs to take. It's healing will not only benefit you but also your Support or later on, your team. It also gives you a burst of movement speed. Together, these things could be what turns a fight in your favour or allows you to survive/escape from an unfavourable situation.

Smite is an essential Summoner Spell for Junglers. Without Smite you will find it very hard to clear camps and take/contest objectives like Dragon or Baron. Additionally, it is necessary in order to build your Jungle item. You simply cannot function as a Jungler without it.

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Situational Spells
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Exhaust is a more defensive alternative to Ignite. It is commonly taken against enemies which could 1v1 us and win, for example a Pantheon. It is also helpful against enemies with a lot of mobility. Exhaust can also be used in an offensive manner, something which is often overlooked.

Teleport allows for even greater map pressure. Sometimes getting to a location right away is essential and your ultimate isn't enough. Teleport can be taken when against tanks (as Ignite and Exhaust are usually less effective) or against enemies with global ultimates ( Shen). Top-lane only.

Ghost can be taken in addition to Flash when against tanks( Ignite and Exhaust are usually less effective in those situations). It helps with kiting, chasing, evading ganks, dodging abilities and posistioning in teamfights. Top-lane only.
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What rune page you take is closely linked with what playstyle you will use. If a rune isn't mentioned, then we realistically never use it on Quinn.

Precision

Precision is a great rune path for Quinn when playing with a DPS/sustained damage focused playstyle. The runes in the Precision tree are also all suited to increasing sustained damage or supporting the playstyle that goes along with it.



Fleet Footwork provides great sustain in lane as well as giving you amazing kiting potential. It gives you a certain degree of safety in the lane due to the healing and MS which allows you to kite back and escape ganks. It can also be used aggressively to force trades very easily by proccing Harrier on a minion whilst Fleet Footwork is up; this gives you a large MS boost to get in range of Vault. It's also helpful when chasing retreating enemies.

Press the Attack is a good rune in matchups where you can auto-attack a lot without much retaliation. It has a little bit of burst damage but its main appeal is the +8-12% increased damage the target takes from all sources! This means it not only benefits you, but also your entire team! It helps when dealing with tanks. Additionally, it has no cooldown other than the time it takes you to auto the target 3 times. It can act as a zoning tool and it's also useful in teamfights (however, be wary that you don't waste it by constantly switching targets). If you take PtA, you will want to alter your early game trading pattern to AA --> walk with your enemy --> AA --> E --> A --> walk out. This allows you to use the MS boost from Harrier to escape a potential counter-trade or minion aggro (only autos stack PtA, so it takes a bit longer to stack). After proccing PtA, it is a good to use your Blinding Assault for the extra damage, even if you are unable to proc the Harrier from it.


Triumph will help in those close 1v1/2v1 scenarios or when against champions with DoT. It will also help you when towerdiving (kill the guy, use the MS boost from Harrier to run away from the tower shot whilst you wait for the 0.5s delay, heal from Triumph). Finally, it is useful in teamfights.

Legend: Alacrity gives you up to 18% AS, which will further boost your DPS. Legend: Bloodline is quite good as it gives you up to 8% lifesteal, which is a stat that you don't always have the luxury of including in your build. It means you can lifesteal after a duel and will help you survive fights. If unsure which to take, take Legend: Alacrity.

Coup de Grace will help you finish off low-HP enemies as well as adding a little bit of AD during teamfights. However, it only works when enemies are below 40% HP which is why it is bad when against tanks. Cut Down will usually work all the time: since Quinn is quite squishy, it's very likely that enemies will have 150 more max HP then you and therefore you get a constant 4% increase in damage. If the enemy is really tanky, this goes up to 10%.


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Domination

Domination is a great rune path for Quinn when playing as an assassin. The Domination tree gives AD which makes Quinn's early game stronger. The runes in the Domination tree also give assassin Quinn everything she wants, including burst damage and vision control. However, it has low AS which means you either have to take Legend: Alacrity from the Precision tree or/and build Berserker's Greaves (it also makes last-hitting harder).

Electrocute is the best keystone rune in the Domination tree. Because it scales with level and bonus AD, it has good damage throughout the whole game. It suits assassin Quinn very well because of its huge burst damage. In the early game Electrocute will do a ton of damage, especially when combined with Harrier (level 1 bush cheese becomes super strong; look in the 'Early Game' chapter for Top for more info). It will help in securing First Blood, especially if you also took Ignite. However, it does have quite a long CD early on (won't come off CD until you hit level 3, so limited level 2 powerspike). In the mid/late game, Electrocute will proc upon performing your normal combo and will add more damage to your burst, helping you assassinate your target.


Sudden Impact will give you 10 lethality for 5s every time you use Vault. This is great for assassin Quinn where we often use Vault at the start of the combo. It will make the subsequent Harrier proc hurt even more and increase your burst. Cheap Shot can be taken in the GA Build where the target will be often slowed.

Ghost Poro is great for Quinn due to the vision it provides. Quinn will often push the lane and play aggressively (harassing and denying CS), which makes her susceptible to ganks. Ghost Poro gives you more safety from Junglers in lane. At the start of the game, try to predict what buff the enemy Jungler will start at and place your poro at the other buff. Check out this image for the locations. It's also useful for setting up vision in order to roam (and assassinate) effectively. Try to keep a poro in enemy territory at all times so you get the bonus stats. Eyeball Collection is an alternative, offering more AD to increase your damage.

Ingenious Hunter is a strong choice if you plan on building Edge of Night and/or Youmuu's Ghostblade as it will reduce the cooldown of these items significantly. Relentless Hunter is a decent choice otherwise ( Quinn doesn't deal a lot of damage with her abilities and doesn't need her ultimate CD reduced, so the other two are not suitable).


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Sorcery

Sorcery should only be taken as the primary tree if you are going Phase Rush. The runes in the Sorcery tree give you more early game damage, allowing for greater kill pressure in lane.




Phase Rush is the only worthwhile keystone rune in the Sorcery tree. It is a fantastic rune to take when against slows. Phase Rush serves a similar purpose to Fleet Footwork but we take it if we won't be building crit. It is a more defensive rune and should be taken in losing matchups where you are unlikely to be able to kill the enemy, even if you did take Electrocute.


Nullifying Orb can help save you in tough AP matchups like Kennen (hence why it's useful when playing Quinn mid). Its CD is low enough so that it will most likely be up for every all-in. It's scaling is decent. Whilst it certainly won't protect you completely from AP damage on its own, every little helps. Alternatively, you can take Manaflow Band to help with mana management.

Absolute Focus is the only decent choice here, giving you some extra damage while you are high HP. Celerity may seem like a good idea, but the MS you get is negligible and not really needed.

Scorch is a good rune for early game power. Waterwalking is a good rune if you are Jungle. It is also good for contesting scuttle. Gathering Storm is a good scaling rune, giving you free AD as the game goes on.


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Resolve

Resolve should be taken if you need more survivability in lane, for example against difficult matchups. If you take this tree as secondary, don't pick a rune from the third set.




Aftershock is a strong keystone rune in the Resolve tree. It is a fantastic rune to take when against difficult matchups. It will activate when you use Vault due to the knockback, giving you armour and MR. Since Vault is used in most of our combos, Aftershock gives us an edge in every trade and allows us to come out on top.


Grasp of the Undying is the equivalant of Fleet Footwork but in the Resolve Tree. Take it if you prefer the sustain over the resistances of Aftershock.




Demolish is the only viable option here. Quinn can easily push the wave due to her range and can therefore easily proc the stacks on the tower. This helps to take down towers quicker, giving you more freedom to roam the map.

Second Wind will help you recover health from trades and the enemy's poke. Bone Plating meanwhile will make you recieve less damage from the enemy in trades. Pick based on preference.

Overgrowth will give you some bonus health while Revitalize will increase your healing when you are low.


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Inspiration

Inspiration should only be taken as a primary tree when going Glacial Augment. You should not take Inspiration as a secondary tree.





Glacial Augment is the only worthwhile keystone rune in the Inspiration tree and is the only reason why you would go into the tree at all. You should only take Glacial Augment if you intend to use the GA build, allowing you to easily kite your enemies.




Perfect Timing should be taken if you plan on getting Guardian Angel. You can also take it if you need early boots and so cannot take Magical Footwear. Otherwise, Magical Footwear is the better option.

Take Minion Dematerializer for extra wave push and Biscuit Delivery for extra sustain.

Approach Velocity has great synergy with Glacial Augment, giving you bonus MS.
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Passive: Harrier

Valor periodically marks an enemy. Using a basic attack consumes the mark, dealing bonus physical damage.



Valor marks an enemy as Vulnerable for four seconds. If you attack the Vulnerable enemy you will deal bonus physical damage. Enemies hit by Vault or the primary enemy hit by Blinding Assault will also be marked as Vulnerable. Harrier is disabled during Behind Enemy Lines ( Quinn's ultimate) and for 8 seconds after the mark ends. This cooldown is reduced by critical strike chance.

Tips n' Tricks
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Q: Blinding Assault

Quinn commands Valor to fly forward in a line, stopping at the first enemy hit and marking them as Vulnerable whilst also dealing AoE damage. If the first enemy hit is a Champion, Valor applies Nearsight, significantly reducing their vision range for 1.5 seconds. If the first enemy struck is a monster, it cannot attack for two seconds.

This is a skill-shot that might decide the outcome of a duel or skirmish. It is the ability you should max first (apart from your ultimate). It scales with your AD and deals a nice chunk of damage. The damage is dealt as an AoE but only the first enemy hit is marked and in the case of a champion, given Nearsight (if it's a jungle monster, it will be unable to attack for two seconds). Nearsight removes allied vision and reduces their vision radius to 300 for 1.5 seconds. This basically means that unless you're standing right next to them, they won't be able to see you. This allows Quinn to duel certain champions and for some cool outplays and even jukes.

Tips n' Tricks
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W: Heightened Senses

Passive: Attacking a Vulnerable target increases Quinn's Movement Speed and Attack Speed for 2 seconds.
Active: Valor reveals the surrounding area for 2 seconds.



This ability is good for scouting in many situations, such as when you’re expecting a gank, invading the enemy jungle or contesting dragon/baron. Note that enemies can see the spell effect of Heightened Senses's active portion, even if they do not have vision of you. It has a rather long cooldown, so think carefully before using this ability. The MS and AS steroid you get from proccing Harrier is excellent, giving you extra DPS and allowing you to kite or chase effectively. Max this second (after Q) for increased kiting and DPS. Some people prefer to max this first instead of Q, usually when top-lane and in combination with a DPS build.

Tips n' Tricks
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E: Vault

Quinn dashes to an enemy, dealing physical damage, slowing them by 50% which decays over 2 seconds, knocking them up for 0.25 seconds and marking them as Vulnerable. Upon reaching the target she jumps off and lands near her maximum attack range away from the target.

This is arguably one of the most fun abilities in the game. There are lots of things that it can be used for (look in the Spoiler). Vault can be used to cross small patches of terrain, dodge abilites, dodge skillshots or even interrupt dashes. Check out the 'Advanced Tactics' chapter for more information. We max this last as the damage increase is small and we most likely won't use it twice in a fight so the CD reduction is less important.

Tips n' Tricks
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R: Behind Enemy Lines

After channeling for 2 seconds, Quinn calls upon Valor to assist her. Together they gain bonus Movement Speed equal to up to 130% of their TOTAL Movement Speed. If Quinn suffers immobilizing crowd control effects while channeling, the ability is put on a 3 second cooldown. Taking damage from turrets, monsters or champions will remove the bonus movement speed for 3 seconds. Reactivating this ability or using any sort of attack will cancel Behind Enemy Lines. When it is cancelled, Skystrike activates and deals 40% of Quinn's AD in an area around her.

This is another ability that is super fun! This ability defines Quinn and makes her who she is: a unique and fun Champion! You should always put a point into this when you can. Valor arrives, picks Quinn up and and flies her around. You can achieve amazing speeds with this ability, because it takes your TOTAL Movement Speed and multiplies it. This ability has no cooldown unless the channel was interrupted by hard CC. In this case, it goes on a 3-second cooldown. Reactivating the ability or using any sort of attack will cancel the ult and perform Skystrike, which deals damage in an AoE. Taking damage from non-minion sources will slow you temporarily.

Tips n' Tricks
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Below you will find some common combos that you might use. Keep in mind that these are not set in stones and different situations will not only require different combos, but they will also need to be modified and changed to suit the current situation. This might mean adding more auto-attacks, doing less auto-attacks, saving certain abilities for later etc.

Lane Harass
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> > > >


This is a typical combo that you might use in lane to harass your opponent. You start by auto-attacking the enemy to proc your passive Harrier mark. The enemy will usually then try to back away to avoid further harass. You use your Vault to close the distance between you and jump over any minions which might be in the way. You then once again proc Harrier. Now that there are no minions in the way, you can use Blinding Assault and proc the final Harrier mark. Here is a video of this combo in action.

In the above example I use Vault before Blinding Assault. This is because using Vault first allows me to 'jump over' any minions which might be in the way. Then I have a clear shot for Blinding Assault. However, in cases where the enemy might retaliate rather than retreat (for example a Yasuo or Riven), it is sometimes better to use Blinding Assault first and hold on to our Vault so we can use it as a disengage or a dash cancel. Finally, you can add some more auto-attacks in between Harrier marks or at the end of the combo for more damage.
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Maximum DPS
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AA > > > > > >

This combo is designed to get the maximum possible DPS it can. You begin the combo by using an AA whilst ulting. This will cancel your ult and perform Skystrike. Your passive Harrier will show up and be automatically procced by your auto-attack. Now you have a choice; for truly max DPS, you carry on auto-attacking for 2 more seconds (in order to use the AS steroid from our W passive). However, you can skip the extra auto's and go straight into Blinding Assault. This will once again activate Harrier and once again you have to make a choice about how many AA you want to include. Next, use Vault and for the third time proc Harrier.

This combo uses all three Harrier marks in order to increase the damage output. You can adjust this combo by adding or removing auto's after procing your Harrier marks.
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Assasination Combo
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> > > >

This combo is the one you will probably use when assassinating people who are alone (for example the enemy ADC). You begin the combo by using Blinding Assault out of your ultimate. This will cancel your ult and perform Skystrike as well as applying Harrier to the enemy. You proceed by consuming the Harrier mark. Next you Vault and once again proc the subsequent Harrier mark. If for some strange reason the enemy is still alive (they have GA or Sterak's for example) then you can also proc your passive Harrier in order to finish them off.

You can wait a bit before using Vault to see if the enemy uses Flash or some sort of dash; if they do, you can then Vault to keep chasing. Alternatively, you can swap Vault and Blinding Assault: generally this is not a good idea, but sometimes Vaulting first is necessary (for example there is a huge minion wave in the way and if you tried going around it, the enemy could escape).
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Burst Combo
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> > >

This combo should only be used when far ahead of your enemy and only against squishies. It is also good when you want to minimise your assassination time (either the target is very dangerous or the enemy team is close by). You begin by using your Vault straight out of your ultimate. Usually this is a bad thing to do, but in this instance we are so fed that we can be a bit reckless. Using Vault will cancel your ultimate, perform Skystrike and apply Harrier to the enemy. We don't proc the mark (you could if you want to, it's optional) and instead use our Blinding Assault. If the enemy is still alive, just proc the subsequent Harrier mark to finish them off. DO NOT attempt this combo against tankier enemies.
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Below you fill find various items that Quinn commonly buys. If an item is not listed on here, it is either too situational or simply not good. For information on what items should be brought together aka 'Builds', look at the top of the guide or at the section underneath this one. The combination if items you build is very important: some items are better brought early, some better late, some have good synergy whilst other's don't.

Starting Items
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Doran's Blade is the optimal starting item for Quinn. It gives you a bit of health and AD as well as 3% life steal. This will help you with early trades and with sustain.

Hunter's Machete is the optimal starting item for Jungle Quinn. The 10% lifesteal it provides you is more beneficial than the mana regen and slower heal from Hunter's Talisman. It gives us a healthy first clear.

Refillable Potion can be taken alongside Long Sword for extra sustain in the laning phase. It is also your sustain for the Jungle.

Health Potion is your main source of sustain. Take as many of these at the start of the game as you can. You can also buy more when you back, especially if you're losing lane or against a tough opponent.

Warding Totem is the recommended trinket. It will give you an early warning of any incoming ganks and it provides your team with vision of the enemy and their movement around the map. However, you can swap this out for one of the other trinkets later on in the game depending on preference.


Damage Items
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Infinity Edge is only strong when combined with a Zeal item. With IE + Zeal, you will have plenty of AD and AS, 50% crit chance and increased damage on your crits. This significantly increases your DPS.

Essence Reaver is a good item to take for additional damage, offering AD and crit. Its CDR is also very useful when against champions with gapclosers, to ensure your Vault is always available to disengage. Although it doesn't boost your damage as much as Infinity Edge, it's slightly cheaper and has a nicer build path.

Blade of the Ruined King is taken in the GA Build as one of the core items. It offers a decent mix of AD and AS. It also gives you lifesteal which is great for sustain in lane. It's passive will help you deal extra damage whilst it's passive synergises well with Glacial Augment.

Skirmisher's Sabre is the best jungle item to take as Quinn really benefits from its dueling potential.

Warrior is the best choice. It offers good early game damage which can then be used to snowball. The other enchantments don't fit Quinn's playstyle.


Lethality Items
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Youmuu's Ghostblade is a good first item due to its cheap price and nice build path. It offers you a good mix of AD and Lethality, which combine together to give you decent burst. The 10% CDR is also useful and probably all the CDR you will need. YGB also offers some OOC MS. What separates this item from the lethality items is its active which allows for chasing, running, dodging skillshots and easier kiting.

Duskblade of Draktharr also has a nice build path and price and also offers 10% CDR as well as the AD and lethality. What separates it from the other lethality items is its burst due to its passive. Duskblade works fine on its own, but works best when combined with other lethality items due to its passive scaling with lethality. It's second passive, Blackout, is also extremely useful, helping your roams and giving you powerful vision control.

Edge of Night is the third and final lethality item. Just like its siblings, it gives a good amount of AD and lethality. However, it also gives you some HP and a spell-shield active. This makes it a great item against AP champions with CC or heavy damage abilities. It allows you to assassinate people without being CC'ed straight away, for example a Lux. It's also very slot effective as you get good damage and burst as well as the 'defensive' stats and passive from one item.


Zeal Items
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Statikk Shiv is your default Zeal item, providing some AS, Crit and MS. Take it if you want additional burst as well as waveclear (for more efficient splitpushing) from its passive.

Phantom Dancer is the alternative to Shiv. Although it has less AS then Shiv, its Spectral Waltz passive gives you additional MS and you pass through units for 2 seconds after auto-attacking an enemy champion. This is very in fights. Its second passive, Lifeline, gives you some defense without compromising on your damage output; however note that this passive is shared with Hexdrinker and Maw of Malmortius and therefore these items should not be built together.


Boots
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Berserker's Greaves are your default and optimal boots. The extra AS will increase your damage output. These boots can be taken in any situation and can be taken instead of any of the other 3, as they will always be useful.

Ninja Tabi could be taken when against a team that is very reliant on auto attacks, for example Master Yi or Fiora.

Mercury's Treads could be taken when the enemy team has lots of heavy CC such as Morgana or Leona.

Boots of Swiftness can be taken when there are a lot of slows on the enemy team.


Lifesteal Items
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Mercurial Scimitar is another lifesteal option. Although it only gives 10% lifesteal, it also gives you 35 MR and great active. The active is the main reason you might want to take this item, especially if the enemy team has a lot of CC or some CC whist must be avoided at all costs.

Death's Dance is the second lifesteal option. It has the best build path out of the three. DD gives the same AD as BT but less lifesteal. However, it also has 10% CDR which is always nice and the bleed effect increases Quinn's duelling potential (which is why DD works great with PD). That being said, the bleed effect will slow you in your ultimate (if you are trying to escape after a fight).


Anti-Tank Items
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Lord Dominik's Regards is your default item against tanks. We buy this item when tanks start getting enough armour to withstand our damage. It helps us to take down the enemy frontline. We can also take it alongside lethality against squishies to do close to true damage to them.

Mortal Reminder is an alternative to LDR. We take it when the enemy has a lot of health regen, for example a Vladimir or a Swain. Usually you want to pick up Executioner's Calling earlier in the game and then upgrade to Mortal Reminder in the late game.


Defensive Items
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Guardian Angel is a very good defensive item against AD. It is cheap and gives both armor and AD, so it has some offensive power too. Additionally, it's passive is immensely useful. It will stop assassins from bursting you down and it also stops you from getting focused in teamfights (or gives you a second chance if you do get focused). We can take it if we are carrying our team and cannot afford to die. However, it is important that you use the passive correctly: your positioning in fights must be so that if you die, your team is close by to help out. A drawback of GA is that the passive has a 5 min CD. This item is best against assassins with long CDs and in teamfights.

Maw of Malmortius gives decent MR, good AD, a bit of CDR and a nice passive. The passive shield scales with bonus MR, so Maw goes well with Mercurial Scimitar. Take this if you are against an AP-heavy team or against AP assassins and you prefer the shorter CD.
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First things first: you should NOT be building exactly the same thing every single game. There are lots of different items and builds for Quinn that can be successful. Quinn is very versatile when it comes to builds and items, a luxury that other champions don't have. The key is to adapt your build according to the game. Every single game of League will have a different mix of enemy champions and ally champions. Every single game will play out differently, with different people getting kills, gold and different items. This means that every single game, you should be actively thinking about what items are suited to your current situation and which items are not. Just because we suggested a full build doesn't make that the best build. Adapt to your team, to the enemy team, to the items that are being build and how the game is playing out.

At the top of the guide we have provided you with several different builds. Each of these builds has its own strengths and weaknesses and each of them fill a different role or playstyle. Below I will explain each build. But remember, these builds are only guidelines.
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Triple Lethality Build

The Triple Lethality Build provides you with immense burst at the cost of DPS. It only works with an Assassin playstyle, which makes it perfect for midlane and unsuitable for ADC. You may also decide to use it toplane or Jungle.

If you are Jungle, then start off by getting your Jungler item. Skirmisher's Sabre with Enchantment: Warrior is the best choice, giving you good AD and dueling power. Some Quinn mains skip completing their Jungler item; instead, they build machete and finish it later on. The build is very simple, with the core items being all three lethality items. The order in which you build them does not matter, although Youmuu's Ghostblade and Duskblade of Draktharr are the preferred first items. Some Quinn mains like to buy a B. F. Sword if they back with enough gold; it will provide you with AD which is very strong early game and you can turn it into Infinity Edge or Guardian Angel later on. The lethality items provide you with AD and lethality as well as their respective passives. They are fantastic one-item powerspikes and are great for the early and mid game. For your boots take Berserker's Greaves; although other boots may be taken, Berserker's Greaves provide some much needed AS. Once you have completed all three lethality items, you build situationally. You may decide to take Infinity Edge for some extra damage. You could build some lifesteal but it won't as effective due to your low DPS (this build has very little/no AS or crit). Defensive items will help you to survive after you assassinate your target, but they are not as important due to Edge of Night's and Youmuu's Ghostblade's passives acting as pseudo-defense. Anti-tank items will stop you from being useless against tanks, but just like lifesteal, they will not be as effective.
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GA Build

The GA Build provides you with a lot of sustained damage. The GA Build is good for kiting your enemies. With this build, Quinn plays out similar to an ADC.

Start off your build by getting Blade of the Ruined King. BotRK will provide you with a mix of AD and AS as well as some lifesteal which is great for the laning phase. For your boots take Berserker's Greaves, although other boots may be taken. Next build Statikk Shiv for crit and more AS. Alternatively, you could build Phantom Dancer if you feel like you need its shield (but not if you have/plan on getting Hexdrinker or Maw of Malmortius). Afterwards build Infinity Edge to boost your damage. After your core items you build situationally. Getting a second Zeal item will increase your crit chance to 75% and increase your AS even further. You might decide to build Essence Reaver, which also gives crit buit more importantly gives a lot of AD as well as some useful CDR. Crit decreases your Harrier cooldown, which results in more uptime on your Harrier steroid ( Heightened Senses passive) and therefore more MS and AS. You don't need a lifesteal item due to the lifesteal from BotRK, but you could get Mercurial Scimitar for it's active. Getting a defensive item is always a good idea. Getting an anti-tank item can also smart, especially if the enemy tanks are stacking armour rather than health.
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Critality Build

The Critality Build is a very well-balanced build, providing you with a mix of burst and DPS. Out of all the builds it is the most versatile, being viable in all lanes and all matchups.

If you are Jungle, then start off by getting your Jungler item. Skirmisher's Sabre with Enchantment: Warrior is one choice, giving you good AD and dueling power. However you may take the Enchantment: Bloodrazor instead for a more DPS/less burst orientated playstyle. Some Quinn mains skip completing their Jungler item; instead, they build machete and finish it later on. Some Quinn mains like to buy a B. F. Sword if they back with enough gold; it will provide you with AD which is very strong early game and you can turn it into Infinity Edge or Guardian Angel later on. This does not apply to Jungle. The first full item in the Critality build is a lethality item, usually either Duskblade of Draktharr or Youmuu's Ghostblade (if you are Jungle, you can skip the lethality item, especially if you took Enchantment: Bloodrazor). Both items provide us with AD and lethality which give us a very strong early game with a one item powerspike. Their passives are also very useful. For your boots take Berserker's Greaves, although other boots may be taken. After you have completed your first item (and boots) get a Zeal item. Statikk Shiv is the go-to but Phantom Dancer can be taken for its shield (but not if you have/plan on getting Hexdrinker or Maw of Malmortius). Next we build Infinity Edge. The Zeal item + IE combo will give us AD, AS and crit (as well as increased crit damage), significantly increasing our DPS. Crit decreases your Harrier cooldown, which results in more uptime on your Harrier steroid ( Heightened Senses passive) and therefore more MS and AS. After the core items you build situationally. Llifesteal will help you stay alive during teamfights, a defensive item will help you survive enemy burst whilst an anti-tank item will increase your damage vs tanks.
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Crit Build

The Crit Build has the highest DPS of all the builds (but it still has some burst!). It uses a DPS playstyle and is therefore best suited for botlane, although it can be taken toplane too.

This build has three different build paths for its core items. The first one is to build some early AD (at least a B. F. Sword, but a Pickaxe may also be taken) before building your Zeal item ( Statikk Shiv unless you feel you need the shield from Phantom Dancer (but not if you have/plan on getting Hexdrinker or Maw of Malmortius). After the Zeal item you would finish Infinity Edge and then build Essence Reaver. Alternatively, some people prefer to build Infinity Edge first, then get the Zeal item and finally the Essence Reaver. The third option is to get Essence Reaver first, then Zeal and build Infinity Edge last. All three build paths are valid and it's up to you to decide which you prefer. For your boots take Berserker's Greaves, although other boots may be taken. The core items in this build provide you with everything you need to have a high DPS: loads of crit and AD, bonus damage on crits and AS. We also get the CDR from Essence Reaver. Crit decreases your Harrier cooldown, which results in more uptime on your Harrier steroid ( Heightened Senses passive) and therefore more MS and AS. After the core items you build situationally. You may choose to get a second Zeal item to boost your DPS even further. Lifesteal is very effective in this build due to your high DPS. A defensive item will help you survive enemy burst, giving you the opportunity to dish out your damage. An anti-tank item combined with your high DPS will make you melt through tanks.
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Below you will find an example of how you might act in the game. The important thing to remember here is that this is just an example! Not one game will be the same as another and therefore your actions will also differ. How you play your lane/jungle will depend on many factors such as your/enemy team composition, lane opponent, how confident you are with the champion and many, many others. So take the following as a general guideline and as always, adapt it to your current situation! If you're new to Quinn, or if you're not confident about how to play against the enemy laner, or even if the enemy laner has a good early game, then you're obviously are going to have to adapt to that and probably play a bit safer than normal. If you want the information quick and dirty, read the summary at the end of each section.

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The early game is when most of the laners stay in their lane. Once people start going to other lanes and taking objectives such as towers or dragon, then the early game is over. One of the most important skills in the early game for a laner is wave manipulation. Being able to manipulate the wave allows you to dictate how your lane plays out and dominate your lane. Below is a fantastic video by QuinnMastermind on wave manipulation.

Top

As Quinn top, you will frequently be up against a melee champion. This gives you an advantage: not only can you farm your creeps from a safe distance, but you can also harass the enemy without putting too much at risk. However, there are two important things to note here:
  • You must balance harassing the enemy with farming. If you just farm, then you are wasting your advantage. If you harass too much, you will miss out on CS and put yourself at a disadvantage. Striking a good balance is critical!
  • Attacking the enemy will draw minion aggro onto you (the enemy minions will start attacking you instead of your minions). Minion aggro hurts and early game it can even kill you. After harassing the enemy, walk into a bush. Because the enemy minions lose sight of you, they'll go back to attacking your minions and you'll lose the aggro.
A good strategy is to wait in the top-lane bushes until the enemy laner comes. You walk out of the bush, proc Harrier, then E/Q (depending on which you got first) and then proc the second Harrier. Quinn's level 1 is really strong and by doing this, you can get the enemy laner to half HP straight away. This combo is even more powerful if you have Electrocute. Here is an example of Quinn's level one power. Getting to level two before your opponent is also a huge advantage. You will now have access to two abilities ( Blinding Assault and Vault) and three potential Harrier marks. You should try to harass and possibly even secure a kill during this period. However, be careful because some champions also have a strong level two.

Before level 6, you want to farm, harass and eventually kill the enemy. However, once you reach level 6 and unlock your ultimate, your objectives change. Quinn has a non-combat ultimate. Apart from getting to lane quicker, your ult will be pretty much useless in lane. So...don't stay in lane! Behind Enemy Lines is designed to be used for roaming. So use it! Because roaming is so important, there is a whole chapter dedicated to it below. Go there to find out about roaming.

To summarize:
  • Use your level one to poke down the enemy.
  • Try to get level two first and then use that advantage to get some good damage off on the enemy or even secure a kill
  • Focus on farming and harassing the enemy
  • If they are low from your harass, go for the kill
  • Once you get your ultimate, roam!

Mid

As before use your strong level one to get some poke down and try to get level two before your opponent and then use that level gap to your advantage. Harassing the enemy isn't as important as it is in top lane because most mid-laners are ranged too, so you don't have that advantage over them. Additionally, mid-lane matchups are typically a lot harder than top-lane, so you have to be more careful. That being said, you still want to trade with the enemy in favourable situations. In the early game as Quinn mid, you want to focus on farming and a bit of harass. However, most of the time you want to focus on getting your ultimate as quickly as possible. The best reason for going mid is that you are in the center of the map and you can therefore roam to both top-lane and bot-lane. You can also help your Jungler invade both sides of the jungle. Roaming is of the utmost importance when playing Quinn mid and it should be your main objective. For more information on roaming, look at the chapter below, which is dedicated to it. Whilst roaming is the name of the game when mid, don't forget about keeping your CS up! It's a common mistakes that Quinn players make. Finally, try to defend your tower as best as you can. Mid tower is an important objective and since most mid-laners have good waveclear, you need to be careful not to give up your tower too easily.

To summarize:
  • Use your level one to poke down the enemy.
  • Try to get level two first and then abuse that advantage.
  • Farm and get some harass on the enemy if you can.
  • Once you get your ultimate, roam like crazy!
  • Don't neglect CSing and don't give up your tower too easily!

ADC

With most matchups, Quinn actually has the ability to bully early. The damage from Harrier marks can out-DPS a lot of other marksman. This should allow you to get a lead, which you can then transfer into a continued steamroll. This is why it's important to try and get level two first: it provides a great opportunity to get first blood and snowball from there. In lane, it is essential that you land your Blinding Assault on the enemy ADC in order to win trades: missing Q means no damage, no blind and no Harrier. If you don't manage to get kills early game, you can still make an impact mid/late game if you keep up with farm. A late-game Crit Quinn is very powerful. Crit Quinn takes longer to reach her potential, but once she does reach it, she can do incredible amounts of damage. However, without the expensive items Crit Quinn needs, you are weak and won't be able to help your team win. Hence farming up on Quinn botlane is more important than roaming and getting early kills. You can still roam (especially if you have a roaming support) but just make sure that you don't lose too much CS when you do. You also have to take into account what kind of support you have and what kind of support the enemy has; some supports are aggressive and good for engaging whilst others may be more passive.

To summarize:
  • Try to get level two first.
  • Adapt your playstyle to suit the supports.
  • Use your Harrier marks to out-damage the enemy and get an early lead, which allows you to snowball.
  • Hitting your Blinding Assault when trading is the key to winning trades.
  • Make sure you keep up in terms of CS.
  • ADC Crit Quinn is very strong mid/late game when she has her items, but if she doesn't have them and she falls behind, you will find it difficult to make an impact, let alone catch up and complete your build.

Jungle

Quinn needs Red Buff in order to have a good clear speed, meaning your starting clear pretty much has to be Red Buff > Wolves > Blue Buff (additionally, if you start Blue Buff on red side, you run the risk of getting invaded while you are level 2 trying to clear your Red Buff, a fight which is not likely to go your way). After your 3-camp-clear you should look to gank, invade the enemy jungler or to take Scuttle Crab. When looking for ganks, look for people who are pushed up or low on health. An early gank like this will usually result in a kill or a Flash.

When clearing camps, it is essential that you kite the monsters, walking them to the edge of their reset range. Then use Blinding Assault to disarm them, protecting you whilst you walk behind them., before using Vault to create some distance again (it will also interrupt their auto-attack animation). Try to keep out of their range but be careful not to stray too far away; if the patience bar drops to 0, the monster will quickly regain health and walk back to its camp. Here is an example of how you should be kiting camps (this is NOT an example clear!). When clearing Raptors early on, you actually want to walk out of reset range whilst you kill a couple of the small ones and let the rest of them reset; this thins them out before you kite the remaining ones. In multi-monster camps you should focus on killing the small monsters first. Finally, you shouldn't attempt to solo Dragon until you have at least two completed items.

After getting level 6, your ganks become a lot easier. Just fly into any lane and the enemies are guaranteed to Flash as soon as they see Valor flying at them. However, make sure you also keep up your farm. When ganking, consider what abilities the enemy has, whether they have summoners spells available, if the bushes are warded etc. Read the roaming section, as roaming and ganking are very similar.

To summarize:
  • Your first clear should be Red Buff > Wolves > Blue Buff.
  • After that either gank, invade or take Scuttle Crab.
  • Kite the monsters but don't let the patience bar drop to 0! Use Q and E once you reach reset range.
  • Always kill the small monsters first.
  • Farm until 6 and unlock your ultimate; ganks will now be quite easy.
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In the mid game, people leave their lane to go take objectives such as dragon or towers. This is also the stage in the game where team-fighting and small skirmishes take place. In the mid game, you have two options: Team-fighting(/Skirmishing) and Split-pushing. You should be doing a mixture of both with rotations in between, but the balance between the two may change depending on your game situation. The most important goal of the midlane is to transfer your early lead into objectives. If your team has had a bad start, the mid game is also your chance to make a comeback.

Split-pushing

Split-pushing is when you go to a lane and push the enemy minion wave. This usually happens whilst everyone else is engaged somewhere else. Quinn is a great split-pusher. She can easily clear waves with Blinding Assault (and Statikk Shiv if you got it). Quinn's abilities make her a good duelist, which is helpful in case you run into an enemy champion. Finally, her ultimate allows her to travel around the map quickly, so you can apply a lot of pressure. One second you may be pushing top-lane, the next you're back with your team. Split-pushing keeps your towers safe (even if the enemy team aces you, if all the lanes are pushed up, the enemy team won't be able to take down many towers), denies the enemy farm (because you are pushing your minions towards the enemy tower, which will kill them), gives you money (from killing enemy minions) and gives your team objectives as well as global gold (from destroying towers). However, split-pushing isn't always the best option. There's no point pushing top-lane if the enemy team is taking down your Nexus towers. If you're going to split-push, make sure your team is capable of defending 4v5. Also, if you're ADC, keep in mind that your team depends on you to, well, be the ADC. You are the one who is supposed to stay at the back and deal out damage. If you're not there in team-fights, your team might lose them (and then flame you for it). Think carefully before going to split-push. And always ward the area around the lane you are pushing. This gives you just enough time to channel your ult and escape. Here is a pretty good video on splitpushing.

Team-fighting

Team-fighting is...well, fighting with your team...duh! If split-pushing isn't an option, than team-fighting is what you should be doing. It allows your team to get kills as well as objectives. That last bit is really important; there should always be a Baron, tower or dragon at the end of a team-fight (assuming you won it). It is objectives that win games, not kills. This is why it is crucial to keep your lanes pushed up: once you ace the enemy, you will be in a great position to take down several towers. However, Quinn's team-fighting isn't that great. You have two options in team-fights. You can either try to use your ult to flank the enemy and burst down a squishy. Or, you can stay at the back of your team, protecting your carries and dealing out damage (this is especially important if you are the carry). It is essential that you land your Q in team-fights, as it is the only ability that also benefits your team (apart from W, but that isn't a combat ability). If you manage to land your Q on the enemy ADC during a fight, then it is a great opportunity to take them out. Also make sure you focus the correct person in team-fights. There's no point in attacking the 4000 HP Dr. Mundo if the enemy Jinx is standing behind him, shooting rockets in your face. Bad focus in team-fights is one of the most common reasons for losing them.

Both options, if successful, should result in you taking objectives. If things go well, you might even be able to end the game at this point (for example, if your team has built up a large lead and has taken down multiple objectives). If not, however, then prepare yourself for the late game.

To summarize:
  • In the mid game, you will either be doing a mixture of split-pushing and team-fighting with rotations in between.
  • There are times where split-pushing is better, but there are also times when team-fighting is the way to go. You must decide what balance of the two to aim for.
  • Make sure you use wards when split-pushing.
  • In team-fights, either assassinate their carries or stay in the back and deal damage.
  • After team-fights look to take objectives!
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Late game is usually somewhere around 40 minutes and onward. Some games will end before you get to the late game, but not all. At this point in the game you will be approaching full build. You should have taken down several towers and dragons, maybe even a Baron. This is the point in the game where you should be actively looking to take down the Nexus and finish the game. However, if you're behind, it's best to defend against the enemy and wait for them to make a mistake or for someone to get caught out. This presents an opportunity to get objectives and perhaps even end the game. Remember, the longer the game goes on, the longer the death timers get. Being able to catch their ADC out of position might result in 50 seconds of 4v5, which could then lead to an ace. If this happens, you have about 50 seconds to end the game, which is plenty of time. While waiting for an opportunity, stick together and don't stray too far away on your own, as you will be an easy pick for the fed enemy team.

On the other hand, you want to avoid this situation when your team is ahead of the enemy team. Make sure you are not caught out of position yourself. A silly mistake might be the end of the game for you and your team. Instead, you want to focus on sieging towers. Your team is ahead, so unless you have a poor team-fighting composition, you should win team-fights. If the enemy has a lot of wave-clear and you are finding sieging hard, take Baron. Contesting it will be a risky move for the enemy team. However, you are also at risk of Baron being stolen from you, so always try to take it when the enemy is defending or dead. Baron is a great way to close down the game.

If both teams are about the same in terms of strength, then you have to wait for an opportunity. If you don't make mistakes, you can't lose. But in order to win, you have to use the mistakes of your enemies (Sun Tzu's Art of War).

To summarize:
  • If behind, defend and look for opportunities created by the enemy making mistakes. Keep your lanes pushed up and look for picks (e.g. the enemy ADC is farming your jungle alone). Catch someone out of position, fight 4v5 and then end the game.
  • If ahead, siege towers, take Baron or look for picks (which should be easy as you should be in control of the map). Don't make stupid mistakes.
  • If equal in power, ensure you don't make silly mistakes whilst waiting for the enemy to make one.
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Roaming is a huge part of Quinn's playstyle. It is important that you know when and how to roam.

First of all, why do we roam? Is roaming necessary? Well, yes it is! Quinn has a non-combat ultimate. It won't help you win lane. In fact, it's pretty much useless in lane. So... don't stay in lane! If you do, you will be wasting the immense map pressure your ultimate gives you. As Quinn you need to roam! But what is the point of roaming? Well, roaming is how you win the game. Winning lane is great, but it won't win you the game. Roaming will. Why win just your own lane, when you could be winning all three?! By roaming you take the advantage you got by winning your own lane and spread it to the other lanes. This ensures that your whole team gets ahead, not just you. You can help your teammates out, get kills for your team and take objectives.

There are several things you should do and consider before roaming. First of all, make sure your minion wave is pushed up. This ensures that you lose the smallest number of CS possible and that the enemy laner cannot follow you; if they do, they will lose CS themselves. There is no point in roaming when the enemy laner is taking down your tower.

Secondly, analyse the situation. Let's pretend you're top and you want to roam to mid. Your mid-laner is Ahri, theirs is a Zed. Consider the following: Is Zed pushed up? Has he warded? Does he have ult? Does he have Flash? Has he used his shadow already or could he use it to escape the potential gank? What about Ahri, does she have ult? Has she used her Charm yet? And what about the enemy jungler? Is s/he waiting somewhere near, hoping to gank your Ahri? Could the 2v1 suddenly turn into a 2v2? All of these things are important and you should quickly consider them all before roaming.

The most important thing about roaming is timing. Arriving too early or too late can result in your roam being a failure. If you roam too early, you will have to wait for the correct opportunity. This gives your enemies time to realize you're missing and for the enemy top-laner to clear the wave and follow you. On the other hand, if you roam too late you might miss the opportunity; the enemy Zed might kill your Ahri and escape before you arrive, resulting in you wasting your time.

Think about how the roam will benefit you and your team. There should be a clear goal or objective at the end of your roam, be it a kill (or two), a tower or a dragon. Otherwise your roam will be inefficient and not worthy.

Also, remember that roaming doesn't have to be to other lanes. You can also roam and invade the enemy's jungle. If you ward their buff and you see they are taking it, then consider trying to steal it and perhaps even get a kill. Roaming the enemy jungle also allows you to set up deep wards, which increases your team's safety as you know where the enemy jungler is. However, be wary because if your enemy laner follows you, you might become trapped in their jungle and end up giving them a free kill. Keep track of where all your enemies are when invading. Roaming the enemy jungle is riskier then roaming mid lane, because you're still going to be 1v1'ing someone instead of a 2v1 in mid-lane. Only do it if you're ahead or if you're sure you can get a kill (or ask your Jungler to come with you).

Here is an example of a good roam:


There are several things to notice in this video. Firstly, the Quinn pushes up the minion wave. This ensures she loses less CS, her tower isn't in danger and also that Gnar can't follow Quinn without losing CS himself and risking his own tower. Additionally, it stops the Gnar from freezing the minion wave. Finally, it also creates the illusion that Quinn is pushing the lane so that she can back to base. Next, the Quinn moves out of Gnar's vision and ults: this ensures that the enemy has no warning of her incoming roam. She goes behind Ahri's tower and picks up the kill. The video ended there, but the next step would be to take an objective such as dragon or mid tower. The roam was very well executed and followed all the correct steps. This is how you should roam.

Another example:

One more thing to mention is the 'fake roam'. Similar to the above, you pretend like you are about to roam and go out of vision. However, instead of actually roaming you wait in a nearby bush. The enemy laner will use their abilities in an attempt to push the wave, giving you an opportunity to fly back in and engage whilst their abilites are on cooldown! This works especially well in the midlane with the assassin build.
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This chapter will cover some more advanced strategies and tactics that Quinn can use. The first one isn't actually that complicated, so focus on mastering it first; it's a quite important technique!

Dashes and blinks
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This section covers the interaction between Vault and blinks/dashes. First we will look at using Vault to follow blinks and dashes. If you use Vault on someone just before they use a dash or a blink, Quinn will follow the target until she collides with them. This means that you can use Vault to follow the target's dash or blink. This works with any dash or blink, for example Flash, Zed's Living Shadow or Kha'Zix's Leap. This is particularly useful if the enemy goes over a wall, as you will follow them without having to blow Flash. In order to pull this off, you need a bit of prediction, a bit of skill and a bit of luck. Your timing must also be correct; if you do it too early, you might cancel their dash, which we will learn about next (which isn't too bad) but if you do it too late they will be out of range. Here are some examples:
Now, let's look at using Vault to interrupt dashes and negate their damage. This only works against dashes, not against blinks! Being able to reliably cancel dashes can be a huge advantage and can lead to some cool outplays like stopping Lee Sin's Resonating Strike or Pantheon's Aegis of Zeonia. Since Vault knocks the enemy up, it will also interrupt most dashes and sometimes even negate their damage! Once again, this requires a bit of prediction but it's mostly skill and reactions. The timing is once again pretty important. Some dashes are slower and longer range than others and therefore easier to cancel, whilst others are much harder. To cancel a dash, simply use Vault on them as they dash towards you. You will collide with them about halfway, interrupt their dash (sometimes negating the damage) and then vault off. You can also cancel dashes that are away from you, for example stopping a Kha'Zix from using Leap or a Tristana from using Rocket Jump. The idea behind this is a combination of a dash follow and a dash cancel. The important thing is that Quinn most collide with the enemy just after the dash starts; if you do it too early, it will have no effect on the dash whilst if you do it too late, you will either follow the dash or just be out of range. Note that not all dashes can be cancelled. Here is a short compilation of some dash cancels:



Vault-Flash
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The Vault-Flash technique is a bit more complex than cancelling dashes. Although it is rarely used, it can be a live-saver in some situations and allows for some cool plays! Here's how it works. You USE Vault on an enemy and wait until Quinn collides with them and starts to vault off. At that moment, you Flash in a direction of your choice. This sounds simple, but it's a bit harder to carry out. You want to Flash as soon as you hit the enemy; that way your Flash will cover the most distance. If you Flash before Quinn collides with the enemy, Vault will do no damage and you won't knock-up the enemy (but Harrier will still be applied); this is what happens in the second example. Vault-Flash is used to get out of a sticky situation or to cover more distance. Below are two videos of the Vault-Flash in action:
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Here is a list of common mistakes that you should try to avoid whilst playing Quinn!


Don't cancel your auto-attacks, especially right after using Vault. Quinn's auto-attacks are fairly easy to cancel, especially Harrier ones. After Vaulting, wait a fraction of a second before popping the subsequent Harrier mark. This is because it's quite common to accidentally cancel your auto-attack after Vault, which wastes the Harrier mark that is applied to your target (enemies tend to back off when Valor has marked them, so you might not get another auto-attack in before they run away).

Make sure you balance harassing the enemy with maintaining good CS. On one side, you don't want to be missing out on CS and gold, but on the other hand you don't want to play too passive (especially in the top-lane, where your ranged autos are a big advantage over the standard melee top-laner). You have to strike a balance between those two things.

Equally try to maintain a good balance between CSing in lane and roaming. It is very common for Quinn players to spend too much time roaming and therefore fall behind in terms of XP and CS, as well as possible endangering your tower. Your roams should be efficient and hopefully end with an objective being taken.


Try not to use Vault as an engage, especially from Valor form. Firstly, it makes it easy for the enemy to land skillshots such as Ahri's Charm. Secondly, you might need to use your Vault as a disengage or as a gapcloser. Finally, it's better to use the speed from your ult to close the distance to your enemy and then when they use some kind of dash/disengage, you will still be able to Vault to them and keep on chasing. Here is a good example of why you should wait before using your E.

Save your Vault! It has so many useful applications such as negating dashes and abilities, creating distance, as a pseudo-gapcloser, cancelling channeled abilites and crossing terrain! SAVE IT!

As Quinn, you're generally going to be pushed up to the enemy's tower (especially in top). If this is true, make sure you have wards set up and good vision of the area, because their Jungler is likely to come gank you.

If you get an advantage over your lane opponents, use it! Roam to other lanes and try to get the other lanes fed too (so don't just take all the kills for yourself).

If you land your Blinding Assault, don't waste the blind by staying inside the radius. Use Vault or the speed boost from Harrier to get out of the radius!

Finally, be careful when you use your abilities. In some match-ups its fine to spam them, but in others you want to save them for when the enemy engages (for example saving your Vault when laning against a Riven).
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Below you will find matchups for Quinn. The matchups are listed in the order they were added. However, you can use the alphabetical images below to quickly navigate to a particular champion (due to the large number of matchups, text and images, MOBAFire doesn't always jump to the correct matchup, scrolling to the bottom so all the images load will fix the problem). You can then go back by clicking on the "Back to matchups" button below each matchup.

One thing you will notice is that we haven't given matchups any real difficulty ratings. We feel that these ratings can be ambiguous, misleading and sometimes do more harm then good. Additionally, you will find that we try to refrain from recommending items or summoner spells. This is very important. When building your items, you should almost never itemise just against your lane opponent. You should always look at the bigger picture. Whilst your lane opponent might affect what items you buy, it should by no means by the sole deciding factor. Itemising is a complicated process where lots of variables come into play. Hence we have decided not to recommend any specific builds for any matchup.


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Botlane
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With Catch Support: Keep your Blinding Assault and Vault up in case your support catches the enemy ADC or all-ins so you can follow up and maybe get a kill.

With Sustain Support: Trade whenever you can, as you have sustain.

With Poke Support: Together with your poke support poke the enemy down until you can get them low enough to all-in.
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VS Catch Support: Try not to be caught by their CC, if it’s related to skillshots you can start with Boots of Speed + 4 Health Potions. Getting and upgrading Boots of Speed early can help. Try to stand behind minions when possible.

VS Sustain Support: Try not to trade with the enemy ADC as they will out-sustain you (if you don’t have an sustain support as well). Wait for opportunities to all-in together with your support. If it's a healing support, consider getting Executioner's Calling at some point.

VS Poke Support: If you don’t have a sustain support, you need to either dodge their poke or at least get Doran's Shield to compensate for it early on. Try to stay back and farm safety, you might have to give up some CS.

Also, remember the following:
A sustain lane has an advantage over a poke lane as they have the shields and healing to withstand the poke. A poke lane has an advantage over the catch-lane because they can poke down their opponents before they get all-ined. Finally a catch lane has an advantage over a sustain lane because they can quickly burst down the enemy in an all-in before they can sustain.

In most matchups, you want to utilise your Blinding Assault on the enemy ADC to win trades.

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Darius
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Darius is melee. Use your range advantage to harass him and deny him CS as much as possible.

Knowing the range of Darius’ grab and being able to avoid it/bait it out is a huge advantage in this matchup.

Be cautious if he builds Phage / Black Cleaver. He could use the movement speed from killing a minion to get on top of you.

Getting boots earlier than normal is really helpful, as being able to successfully kite Darius is a big part of winning the lane. The steroid from proccing Harrier is especially useful for this.

If you are having trouble vs Darius you could consider taking Flash & Ghost. However, Ghost is by no means necessary.

If the Darius takes Flash + Ghost and Phase Rush, the matchup becomes trickier (this is where taking Ghost could’ve really helped). Saving your Vault to disengage becomes even more important in this scenario. Try not to push the wave brainlessly as he could pop Ghost and Phase Rush and use the movement speed to outmanoeuvre you. Try to punish him for not taking Teleport by forcing bad back timings and by making plays across the map.

Darius’ TP plays can be quite effective, so be mindful of his Teleport CD when making plays botlane/around dragon.

Save your Vault to disengage after he uses his grab. However, if you are comfortable with the matchup you can still trade with your Vault; just make sure to step a bit backwards after the Vault animation so he can’t grab you whilst you are mid-auto. If he doesn’t attempt to do that, the slow from Vault should be enough to get back into AA range and proc Harrier.

If you time it right you can avoid getting hit by the head of his axe by Vaulting him. Handle hits don’t heal Darius or apply his passive. However, be careful as that leaves you exposed to getting punished by his grab or slow.

Darius’ W, Crippling Strike, increases his auto-attack range and also applies a slow. Be cautious of this, as he could use the slow to reposition in such a way that makes Vaulting off him unfavourable (aka he walks behind you). It also allows him to stack his passive on you easier.

If you time it right, Vault can be used to cancel Darius' ultimate. Blinding Assault can do so too. However, you should not be saving your abilities just for this purpose. You will often need to use your skills at other times and even if they are off-CD, cancelling his ultimate isn't reliable. Finally, the CD of his ult is refunded so it's only a very brief respite.

”If you don't make mistakes, Darius is never going to win the 1 v 1. If you misposition... get ready for the ****.“ MCrossS, 2017

Great video for the Darius matchup: Matchup Mechanics: Darius.

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Pantheon
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The first thing to know about this matchup is that despite what you might think, it’s winnable. Because of its notorious reputation, a lot of people go into the matchup with the mindset “I’ve already lost”. This is not the way to go about it!

A lot of people use a very defensive playstyle against Pantheon. Whilst this playstyle may work, we believe a different playstyle is more suited. The best way to describe this playstyle is “counter-aggressive”. Essentially, we acknowledge Pantheon’s upper hand in the lane, but at the same time we refuse to give up and fight him every inch of the way. We try to punish him for his aggression but without necessarily being over-aggressive ourselves.

We recommend taking Aftershock - to help survive his combos - or Grasp of the Undying - to sustain against his Spear Shot poke. Alternatively, you can take Electrocute as your keystone, as it works well in short trades. The Resolve tree is also a good choice here (either as primary or secondary) as the runes will help protect you against his damage.

For summoners, take Flash and either Ignite or Exhaust. Ignite gives you greater kill pressure in lane. Meanwhile, Exhaust is better if you fall behind. It is also more useful if your Jungler ganks and benefits your team as well as you.

For starting items, Long Sword + 3 Health Potions will give you optimal damage and sustain. However taking Doran's Shield is an option.

Level one, Quinn can actually go even with Pantheon. Wait in the bushes and when Pantheon shows up, go Harrier> Vault> Harrier.

The #1 rule for this matchup is to not allow Pantheon to spear you for free. Pantheon’s Q, Spear Shot range is greater than our auto-attack range, so if you are going to fight back you will need to walk towards Pantheon rather than running away (and most likely getting speared anyway).

Being able to reliably cancel Pantheon’s jump and stun is a huge advantage in this lane as it cuts a significant portion of his damage. We highly recommend learning to do this. Don’t use Vault to harass unless you are certain his jump is on CD.

In the event that he does land W ( Aegis of Zeonia) on you and you want to trade back, auto-attack him before using Vault; this will get rid of his passive (which he will have gotten from his W).

In most matchups Quinn’s harass consists mostly of Harrier marks, either passive ones or ones from abilities. In the Pantheon matchup, we can’t harass him with Harrier due to his Q range being greater than our AA range. Instead, we use our Blinding Assault to harass him instead. Blinding Assault does AoE damage so you can use it to poke through minions as long as Pantheon is standing close to them (and being melee, he most likely will be). Be aware that this will push the wave though. Alternatively, you can hang back at the edge of your AA range. When Pantheon goes to Q you, he will have to move in front of his minions, leaving him vulnerable to your Blinding Assault combo. He will also take minion aggro.

If you time your attacks and position at the correct distance, you can take down Pantheon’s passive - Aegis Protection- as he goes in to CS. This opens up opportunities for trades.

Learn the general CD of Pantheon’s spears and try to keep track of it in lane. If you know his spear is on CD, that gives you the opportunity to harass/trade with him.

Remember that Quinn will outscale Pantheon, so going even or even slightly behind is a perfectly acceptable outcome to the matchup.

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Yasuo
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Ninja Tabi are good boots to buy (especially if rest of the team is AD heavy too).

Consider starting with Corrupting Potion; it will make his passive, Way of the Wanderer, shield useless.

Try to poke down Yasuo’s passive shield whenever you can, for example when he goes in to CS. This will help tilt any future trades in your favour.

Yasuo’s level one is weaker than Quinn’s since he needs both his Q ( Steel Tempest)and E ( Sweeping Blade) to be effective. Harass him and punish him for going in to CS.

Try to save Vault to disengage rather than using it aggressively.

Try not to stand too close to minions so that he can’t get on top of you easily. When engaging Yasuo try to move away from your minions so that he can’t use his mobility so much.

Try to keep count of his whirlwind stacks and be cautious when he has his whirlwind up, as he might look to engage on you. Dodge any ranged whirlwinds if possible.

The best time to engage on Yasuo is when his shield and Wind Wall are down. Wind Wall has quite a long CD, giving you a good opportunity to trade or all-in. Try to force him to use it and then once your abilities are off CD, engage on him.

Try to predict his dashes and Blinding Assault him mid-dash so that he can’t block it with his Wind Wall.

When running away from Yasuo be aware of any incoming ally minion waves that he could use to catch-up to you.

You can cancel Yasuo’s dash with Vault, putting it on an internal CD (on yourself). This is high-risk high-reward, as he will most likely be going for an E>Q knock-up combo. If you Vault too late, you will get knocked-up during your Vault animation and it will be put on CD, leaving you without any escape.

Don’t get too cocky if you manage to get a kill or two early. Whilst they will definitely help to even out the odds, Yasuo has a lot of tools to stay safe and once he gets some items, will still be a big threat.

Exhaust isn’t necessarily the way to go, reason being that Yasuo can always wait it out by using Wind Wall or by dashing away and then re-engaging later.

Yasuo’s ultimate Last Breath refreshes his passive shield. Be mindful of this, especially if you are going to Ignite him.

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Riven
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If you are having trouble with the matchup, try to save your Vault as a disengage, in particular to cancel Riven's 3rd Q ( Broken Wings). Being able to cancel the 3rd Q is a huge advantage.

However, if you are comfortable with the matchup then feel free to use Vault to harass; just be ready to kite back with Blinding Assault and Harrier marks if she tries to engage. Also be wary of doing this if Riven has ult and could potentially turn on you (especially if your Exhaust is on CD).

Exhaust is a very strong Summoner Spell in this matchup. It allow you to play aggressively without having to worry about Riven all-ining you

Be mindful of Riven's XP as she approaches level 6. She could try to all in you.

Try to keep track of when Riven’s ultimate - Blade of the Exile - is on CD. Without her ultimate, Riven loses a lot of her kill pressure.

Remember, if Riven ults and goes all-in, you don’t have to fight it out. Try to disengage with Vault and kite back using the MS from Harrier marks, and then re-engage on her once her ultimate is down.

Once Riven has engaged on you and used her abilities, she doesn’t have much left. After you have disengaged and kited back, make sure to keep chasing and autoing her as she backs away. Punish her for her aggressiveness.

After using Vault, Riven will most likely use her E, Valor, to defend herself against the incoming Harrier proc. Just walk towards her whilst the shield fades and then unload the rest of your combo.

Although she is melee, Riven has a lot of mobility due to her Q and E. Be careful of her large 'threat/initiation' zone, in particular when it comes to ganks.

A mind-game tactic is cancelling your passive Harrier in the last second. This could bait out Riven’s shield and open her up to trades.

If you ever get in a bad situation with Riven, try to save Flash for dodging Wind Slash.

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Renekton
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Try to zone Renekton away from minions so that he can’t generate his Fury.

If you cancel his first dash with Vault before it hits you or a minion, then he won’t be able to reactivate it for a second time.

If you get ahead enough that he can’t kill you even if you don’t Vault, save it in case he dashes out so you can keep chasing him and secure a kill.

If he is far enough that he has to use both dashes to get to you, save your Vault for his second dash and then chase him down.

If he can reach you in one dash, Vault it as soon as he uses his first dash (try to cancel it if possible). Make sure to walk back a little after the animation and then proc Harrier (so that you create more distance in anticipation of his second dash).

After Renekton has used both his dashes he has no disengage, so make sure to kite him and get as many autos off as possible.

Ignite is the recommended Summoner Spell. It is very hard to Exhaust Renekton’s burst and Ignite gives you more kill pressure.

Renekton needs all 3 of his abilities to pose a threat to you. Bully him early to build a HP advantage that you can then use to stay in control of the lane.

Ward the enemy jungle in order to have good vision of the enemy jungler. This gives you more freedom in lane to play aggressive and pressure Renekton.

If you have good vision, you could try shoving the wave into his tower. This draws Jungle pressure away from your team, makes it easier for you to harass Renekton (make sure to punish him for every CS he tries to take) and also forces him to use his abilities to farm (and since Renekton needs all of his abilities up in order to deal with you, it also stops him from engaging). However, it also allows him to build up his Fury and makes you vulnerable to ganks, so be cautious of doing this (not recommended if you struggle with this lane).

The vast majority of Renektons will build Black Cleaver first item. Watch out for the movement speed they get for killing minions as they could use it to get close to you.

Try to stay at max range so as not to get hit by his AoE abilities or be in range of his E.

Don't towerdive him if he has his ultimate up.

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Fiora
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Fiora has a gap closer - Lunge - that has its CD reduced if it hits and true damage, so the damage reduction and slow from Exhaust is less valuable in this matchup: don't take it. Teleport and Ignite are good summoners to take. Ignite will cut the healing Fiora gets from proccing Vitals and her ultimate, Grand Challenge. However don't use Ignite when she is in her Riposte animation; it will be blocked!

Try to learn and keep track of the cooldown of her Riposte (24s on rank 1 opposed to 12s on Quinn’s Vault).

If she uses Riposte as you Vault her, you will get stunned. If she uses Riposte after you use Vault, step to the side to avoid the slow and to prevent her from blocking your Harrier (similar to the Riven matchup, you could try baiting her Riposte by cancelling your Harrier auto attack).

You can also do the same thing with Blinding Assault: after using it, walk with her a little bit to see if she would try to anticipate your Harrier auto and Riposte it. If she does, that gives you a free Vault to follow up with.

In this matchup, you could either play really safe and never Vault her aggressively or you could still be aggressive with Vault but risk getting stunned by her Riposte.

If you choose to use your Vault offensively (which is recommended), try to vary your combos to make it harder for Fiora to predict when you will Vault. Additionally, you could try Vaulting from bushes to make it harder for her to react to it.

Continuing from the previous point, don’t use Vault directly out of Behind Enemy Lines: it’s too predictable.

You can reset her passive's ( Duelist's Dance) Vital mark on you by walking out of her range. Watch out for any marks facing her that she could easily proc.

A little trick you could do is hugging a wall when she ults you (if you have no way of getting out. That way she won't be able to proc all the Vitals).

Cancelling Fiora’s Lunge is very hard and it won’t stop the damage, so it’s not worth trying as Vault can be used more effectively in a different way. Also she can use Riposte during the Lunge animation!

Fiora’s E, Bladework is a lot of her stickyness and damage. If you see her waste it, use that opportunity for a favourable trade.

Ninja Tabi could be an option, if there are other members of the enemy team relying on autoing a lot.

Always keep the wave frozen if Fiora give you the chance to do so. She has no wave clear without Tiamat, so it's hard for her to reset the wave.

Check out this game analysis featuring the Fiora matchup!

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Shen
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Shen’s waveclear is very poor, so you can easily push him under his tower and make him lose CS. This enables you to roam and put pressure elsewhere on the map. If Shen decides to use ult, he will either miss CS or risk you destroying his tower. Shen will also become very tanky, so it’s better to pressure the map than try to get kills of him.

Don’t attack him whilst he is in the protective zone from his W, Spirit's Refuge. You won’t do any damage but will still draw minion aggro. Additionally, it will consume any Harrier marks but won’t deal the damage.

If Shen suddenly walks out of your vision, he could be preparing to ult an ally. Use your Heightened Senses to reveal him. You can then cancel his ultimate - Stand United - with your Vault.

Be careful when harassing him under his tower; he could taunt you with Shadow Dash and you could take tower aggro.

Save your Vault so you can disengage after he taunts you. Then retaliate.

All of Shen’s abilities have quite long CD. Harass him when they are down.

Be aware of where is Spirit Blade is and avoid getting hit by it when he recalls it using Twilight Assault.

You can cancel the dash of his taunt, but you will still get taunted.

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Galio
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Dodge his Q, Winds of War, either backwards or directly forwards (since it goes in an arc).

Save Vault so that you can disengage after he uses his dash - Justice Punch. This also stops him from taunting you effectively with Shield of Durand (since Vault bounce-back range is greater than his taunt range).

When dodging his dash, move in a direction that allows you to safely Vault afterwards.

Try to kill him if possible in the first few levels, because after that he will get really tanky and you most likely won’t be able to kill him without help from your jungler.

Galio’s waveclear is very good, so roaming is risky as you could potentially lose a lot of minions and even a tower. If you are going to roam regardless, make sure your timing is correct and limit how long you roam for.

Additionally, be careful as he could follow your roams with his ult, Hero's Entrance, potentially turning the tides of battle.

Like you, Galio will also look to roam with his ultimate. Do your best to keep the wave pushed up (which has the added benefit of him using mana on creeps rather than you) and remember that you can stop his ultimate with Vault if you are quick enough.

Try to zone him away so that he can’t Q your caster minions, which will help stop him from pushing the wave.

Be careful of harassing him under tower; if he manages to taunt you, you will take tower aggro.

If you are confident that you can use it to its full extent, then Teleport could be a good choice in this matchup.

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Irelia
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In this matchup you shouldn’t try and get fed or bully the Irelia too much. Focus on farming and not dying and then use your superior mid game to get a lead. Also utilise your roams.

Early game Quinn can harass Irelia. Poke her with auto-attacks but save your Vault; if she tries to Q ( Bladesurge) onto you, you can then use it to disengage and retaliate. Use Blinding Assault instead of Vault to harass.

Once she has her E you have to play cautiously. If she shoots out her first E, move around unpredictably to make it harder for her to place her second E and hit you with the stun. Dodging her E is very important in this matchup.

Her E Flawless Duet and auto-attack animations are quite similar, so when she throws out her first E keep careful watch so you don’t get surprised by her second E.

Irelia can place the first blade of her E behind walls and out of sight and then surprise you with the second blade in order to stun you.

Avoid standing next to low health minions: it allows Irelia to get on top of you whilst still having her Q to follow your Vault.

You can try to predict which low health minion Irelia will try to jump to and use your Blinding Assault on that minion as she starts her animation. After you land your Q, auto-attack her (saving Vault for if she tries to engage on you).

If there is no threat of an incoming gank (from the enemy jungler OR midlaner) then you can position yourself towards the river. This allows you more freedom with zoning Irelia: there are no minions for her to use and you always have Vault if she tries to Q onto you.

Be wary once Irelia gets Phage. She could use the MS from killing a minion to close down the distance between you.

Avoid fighting Irelia when you see her stacking her passive: she will be preparing to assault you.

While she is in her W - Defiant Dance - you can keep on auto-attacking her, but save your Blinding Assault/ Vault.

It is quite tricky to manoeuvre inside her ultimate Vanguard's Edge. She can use it both for defense and offense. Don't panic Vault, most cases you will hit the wall and be unable to do anything while she chunks you down. Try to use your Harrier marks to kite towards the opening and then once you’re outside, Vault away.

Stay away from walls so that she can't ult you and force you to walk in her blades.

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Tryndamere
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Be aggressive early: zone him away from the wave so that he is unable to stack his Fury.

Tryndamere’s E, Spinning Slash, gets its cooldown reduced whenever he critically strikes: be aware of this and once again try to zone him away from minions.

Save your Vault to disengage from him if he tries to get on top of you using his spin. If you can, try to cancel it.

If you take Ignite, when he uses his ultimate Undying Rage count to 3 or 4 and then Ignite and walk away: usually this will be enough to kill him.

One thing you could do in this matchup is try to figure out what Tryndamere is maxing. If he is healing for a lot, even without Fury, he is probably maxing Q ( Bloodlust) and is looking to sustain your poke. However, this means he won’t have the additional slow from W or the reduced CD on E to pressure you.

If your AD is getting reduced heavily, or if the slow portion of his W - Mocking Shout - is particularly strong, he could be maxing W. In this case, you should not look to trade in the time when he is debuffing you. Additionally, be cautious of his spin > W combo as the slow can be significantly strong, especially if paired up with a Bilgewater Cutlass active.

If his Spinning Slash damage is greater than usual and if he has a low CD on his spin, he is probably maxing E. Be wary of trading his spin for Vault, as he could have his spin up sooner than Vault comes off CD.

Because Tryndamere will be splitting a lot, it´s important that you are able to hold him off. Therefore itemising against your lane opponent is more important in this matchup compared to others.

Only roam if you are certain you will get something out of it; if you lose your first tower, Tryndamere becomes a bigger threat as he can then put pressure on your inner tower and soon after that Inhibitor tower.

Consider getting Ninja Tabi against him (but take the rest of the enemy team into consideration too)!

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Kled
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If he hits his Q, Beartrap on a Rope, at long range, simply walk out of its range. If he hits it at close range, either Vault straight away so that it breaks the chain before he manages to pull you in or wait until after the pull before Vaulting (the pull itself will cancel Vault).

Early on you can Vault him safely, but after 1 or 2 backs you will have to be more careful with your Vault usage. Only use Vault when his Q is on CD (you can try baiting it out).

If he manages to hit Q and E ( Jousting) onto you AND his W Violent Tendencies is off CD, then you are in trouble (this is the worst situation). You can either try breaking the Q rope by Vaulting him before the Q pull and then try to use the MS from Harrier to kite out his second E, or you could wait until he has used his second E and then Vault.

Avoiding either his Q or E will give you a large advantage, as he needs both of them to be able to apply his W properly.

Kled’s damage comes from his W, in particular the 4th auto. Keep track of his auto animations so you know when it is up: when it isn’t, you can trade. Make sure to apply pressure when his W is on CD.

An orange-red circle below your character indicates whether Kled’s E has hit you and therefore whether he can recast it.

Once Kled is dismounted, you have a lot of kill pressure on him. His movement speed is very low when not walking towards you and his only real ‘escape’ is his Pocket Pistol. Try not to take a full Q to the face or get autoed randomly else his passive will come up again in no time.

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Teemo
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Don’t Vault him if he has his Q, Blinding Dart, up: he will blind you and win the trade. The blind lasts between 1.5-2.5 seconds depending on whether they max Q or E.

Use Blinding Assault to poke him through minions. If you land it, it gives you an opportunity to do a full combo on him without him retaliating with his blind. If you can do this twice early on, it should net you a kill with Ignite.

Don’t let him Q or auto attack you for free. Don’t auto-attack trade with him; he will win due to his E - Toxic Shot. Keep out of his range when possible.

Keep a mental note of where he places his mushrooms. When walking through the Jungle, keep to the sides of the path rather than the centre.

Edge of Night is a fantastic item vs Teemo (the shield will only be procced by his Q and 'shrooms). He will either have to wait out the shield, or waste his blind.

If he blinds you, try to stay out of his auto-attack range but within Vault range so that you can retaliate when the blind wears off. You can also try blinding him yourself with Blinding Assault.

After level 6, Teemo could try throwing mushrooms at the landing spot of Vault. Be wary of this.

You could try pushing Teemo in so that he has less freedom regarding his mushroom placement.

When you are blinded, don’t bother trying to proc Harrier as it will not work (you will just waste an auto animation). Wait until the white ‘blinded’ bar above your name fully disappears.

Matchup Mechanics video on Teemo!

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Gnar
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The more levels he gets, the harder it will be to trade effectively with him as his auto range increases with level (whilst his Q CD decreases) making the trading pattern for Gnar easier.

Early on you don’t be afraid to trade with him, his Q Boomerang Throw will be down for several seconds even if he catches it (additionally, you out-range him at this stage).

If you feel confident in dodging his Qs, you can camp the bushes and zone him off the wave by going for trades when he tries to CS. You can also stand behind the creeps so that he can’t hit you by the full Q damage.

It’s even easier to trade with him when he transforms into Mega Gnar; he won’t be able to get CS with his Q Boulder Toss since the boulder will not fly back to him, keeping it at a pretty high CD. It’s also easier to cancel his jump ( Crunch) with Vault since the animation is slower. Just watch out for his W ( Wallop).

Once Gnar reaches 97-99 rage, he can Hop into the wave and then jump again onto you. Since he is in combat he will get the missing rage, allowing him to activate his ultimate GNAR! mid jump! Be cautious of this.

Once he gets Black Cleaver and Frozen Mallet you should be more careful as it is a pretty big powerspike for him.

When trading with Gnar, always try to get the first auto on him as this allows you to unload your combo without him proccing his W - Hyper - passive.

Be careful as his R can cancel Vault (although he will need to time it right which is quite hard).

Check out this game analysis featuring the Gnar matchup!

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Nasus
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Phase Rush is a fantastic rune to take against Nasus.

Boots of Swiftness are better than Mercury's Treads to deal with the slow from Wither (Mercs simply reduce the time it takes to get to max slow).

If you time it right you can interrupt his Q ( Siphoning Strike) AA whilst his axe is in the air with Vault.

Save Vault for his Wither (look below).

When he uses Wither on you, just walk without autoattacking: the lower AA speed means auto’s take longer. Then once he gets into melee range Vault off, but don’t proc the Harrier yet: wait until the Wither wears off and then use the Harrier MS to retaliate.

If he Withers you whilst running away, do the same in reverse; follow him without autoattacking until he gets to max Vault range and then Vault (you can then proc the subsequent Harrier, since if you don’t he will most likely get out of range).

Avoid standing inside your minion wave so that he can’t poke and farm with his E, Spirit Fire (this is especially important if the Nasus is an AP Nasus).

You can use Blinding Assault to prevent him from applying his Wither on you (since he has no vision).

Be wary of his ultimate - Fury of the Sands - when moving in for the kill.

Early game you should be able to bully him freely. Try to zone him away from the minions so he can’t stack his Q.

Against AP Nasus, use his E down-time to get damage in. AP Nasus is usually squisher than normal Nasus and his late game is worse.

If you have the option of choosing whether to hard push or to freeze the lane, always go for a freeze unless you think you will be able to dive him.

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Jarvan IV
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Be cautious of his Q, Dragon Strike, harass; if he chunks you down you are in danger of getting killed if he hits his E>Q combo. Dodge as many Qs as possible - it will also make him have mana trouble.

As long as you stay close to full HP you shouldn’t be afraid of his combo when you have Vault up: it will chunk you but you have an easy time retaliating with your own abilities as well as being able to kite him as he retreats.

However if you took a lot of damage before, you cannot run the risk of getting all-inned like this and should play cautiously.

If he uses his Q or E to farm, make sure to punish him for it by harassing and poking him whilst they are on CD.

After level 6 and once he has brought some AD you should respect him and hold your Vault. Harass him with autos (he will have to get close to the minions or use Q). If he uses his Q to farm, feel free to Vault him.

Don’t stand in line with your low HP minions and him unless you want a lance to your face.

A good opportunity to harass him is when you proc Harrier on a minion: you can then use the MS+AS steroid to get 1-2 quick autos without being vulnerable to his E>Q combo. If he tries it, you can juke it easier and then retaliate.

Be wary of the enemy Jungler: J4 is good at setting up ganks, especially past 6.

Jarvan IVs perfect combo would be to E>Q>AA, forcing you to use Vault. Then he uses his ultimate and you are trapped inside. There are three things you can do:
  • (Korean advice) Don’t get hit by his combo.
  • Flash his R ( Cataclysm) damage (possible if you Flash as soon as his ult animation goes off).
  • Don’t use Vault after E>Q and instead try to get away with Harrier procs and then Vault once you get ulted.
In general try to keep moving at all times in this matchup: this makes it harder for him to hit his combo.

Be careful of his roams to mid: his ultimate makes them quite potent.

Regarding the interaction between Vault and his E>Q combo:
  • You cannot interrupt the combo sideways, it will cancel your Vault.
  • If he is facing away from you, you will either follow him or you will not interrupt him. Only in rare cases can you interrupt him when he is comboing away from you.
  • If he is comboing towards you, you have a high chance of cancelling him (as long as you are in Vault range at that time). Vault as soon as you hear the flag drop sound. You will still take the Q and E - Demacian Standard damage but the combo gets interrupted and you will Vault off him. Before level 6, this is a huge advantage as it screws him up dearly. However, this requires good timing: if you do it too late you will get knocked up.
As you can see the interactions are quite buggy and since they are not essential to winning lane, it’s up to you whether you attempt them.

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Jayce
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Exhaust could be taken in this matchup. Fleet Footwork is also recommended to help kite ( Jayce has various movement speed steroids).

Harass him when he goes in to last hit minions (try to time this with your passive coming up so he gets marked).

Your Vault can cancel his melee Q ( To The Skies!). If you manage to do this then you have a good opportunity to kite him until he can switch forms again. Always save your Vault for his melee Q!

The key to winning this matchup is knowing when you can go in with Vault without dying after. If you jump in and he has his combo, you will most likely take a lot of damage and die. Save your Vault for when he goes aggressive and instead harass him with auto’s and Blinding Assault.

A good Jayce will use the movement speed from Acceleration Gate and Hextech Capacitor as well as potentially Youmuu's Ghostblade to get on top of you. When you Vault to create some distance, they will then use Thundering Blow to cancel your Vault, putting you in a very sticky situation. Be aware of this and try to position accordingly.

If he walks up to try and melee Q you, just throw out Blinding Assault for an easy hit.

Try to bait out his ranged Q by moving unpredictably through your wave. This will help turn trades in your favour.

If you are on blue side and get pushed in beware of his Shock Blasts from the river bush if you don’t have vision. Keep to the left side of the lane.

If you are on red side he can position behind the thick wall on the right or just sit in the bushes.

Don’t let him push you in: he will then spam his Shock Blast at you whilst you are farming under turret. Force him to use his Q to clear the wave.

Later on in the game you can engage with Vault: since you now have a few items you can kill him fast enough so he can’t get away with whilst having Exhaust to keep yourself safe. If you didn't take Exhaust, you will have to be more careful!

Starting Q is safer in this matchup: if you Vault him level one he will hit his Shock Blast, switch forms and hit his Q again and then run you down.

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Camille
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Exhaust doesn’t stop true damage so it's not that good, but it can still be used.

The majority of her damages comes from her Q, Precision Protocol. If she uses it on minions, you have a short window of opportunity to aggressively trade with her.

You can dodge her W - Tactical Sweep - by Vaulting at the right time, putting you inside the cone at the time when the ability goes off. This way you won’t be slowed as well.

First few levels are pretty easy and you can use Vault aggressively.

After level 6 you should stay away from walls to make it harder for her to hit her E ( Hookshot).

When fighting Camille be aware of the passive shield she gets when she autos you ( Adaptive Defenses). It’s recommended that you wait it out (1.5 seconds) as you most likely won’t out-damage it anyway.

If she ults you, walk slightly to the side and then Vault so that you end up closer to your tower. Then use Harrier procs to kite her.

Be wary of the enemy Jungler as Camille can set up ganks easily with her E and R - Hextech Ultimatum.

In the mid-late game she will be doing a lot of damage, so pick your fights carefully.

The only time you can cancel her E with Vault is if hook has attached to a wall but she hasn’t jumped off it yet. This also includes the time during which she is traveling to the wall.

If there aren't any minions in the way, throwing your Blinding Assault at Camille as she E's to a wall can be a good response: it screws with her aim and gets you a free Harrier.

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Maokai
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Early game you should have no problem. Try to get a CS lead and remember to reset minion aggro by ducking into bushes. Just be careful of entering bushes when you see him use his E, Sapling Toss.

After a few bases you will have a hard time killing him, so try to make best use of the early few levels. After he gets too tanky to kill, focus on roaming but make sure to keep your tower safe.

Make sure to keep track of the enemy Jungler, as you can easily be dived by Maokai.

When he has used W - Twisted Advance - on you, user Harrier procs (passive or from Blinding Assault) to kite back towards your tower. Once he retreats, you can then Vault and keep chasing him to retaliate.

If you want to dive Maokai when he's low, move in under his turret without autoattacking and Blinding Assault him. If he W's your Q press S (this stops you from autoattacking) so that you don't autoattack him while rooted, instead wait a moment for the root and his Aftershock resistances to wear off. If he doesn't W it just walk in and combo him while he's nearsighted.

You can Vault off a minion or Flash in the middle of his W to cause him to jump somewhere that he really doesn't want to be.

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Cho'Gath
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Don’t stand in your minion wave: this stops him from pushing and poking you at the same time (since all of his abilities except for his ultimate are AoE).

Don’t get hit by his E ( Vorpal Spikes) flying past minions. Posistion to the side

Cho'Gath's passive - Carnivore - gives him both mana and HP whenever he kills an enemy. Deny him CS as much as you can to reduce his sustain.

You can dodge his Q, Rupture, by using Vault. This gives you a big advantage in trades, so make sure you get the timing down.

Consider getting and upgrading Boots of Speed early to help dodge his Q when Vault is on CD or when you are silenced by his W, Feral Scream.

Cho'Gath becomes stronger with stacks from his ultimate ( Feast), so try to kill him early on when he is weaker.

His AA range will get larger with his stacks.

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Gangplank
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Take Ignite to maximise your kill pressure.

GP is weak early game and is very vulnerable to being bullied by Quinn. Deny him CS and harass him. You should be able to stay significantly ahead either by killing him or applying a lot of pressure/out-farming him. Then look to transfer that advantage to other lanes through roams.

In this matchup you can use Vault aggressively and should look for trades whenever it’s up.

Don't let him set up his triple barrel combo. In fact, try to contest every barrel he puts down: don't allow him to setup barrels in lane for free.

Be careful when trying to get rid of barrels. If you auto attack one when it is at 3 HP, he can use an AA and his Q (Parrrley) to quickly blow it up whilst placing a second one on top of you. However you can dodge this by Vaulting GP after the first barrel blows but before the second one. Being able to Vault over his barrels effectively will make the matchup a lot easier.

It would be beneficial if you knew what the range of his barrels are, as in how far he can place a barrel while still being connected to another one. Then, you will know his aggression radius and will be able to bait out his combos by taking a step back at the right moment. This is especially useful when he has a 1 HP barrel that you can't simply last hit without getting combo'ed.

Use your W to check brushes for his barrels.

After level 6 be wary of his global ultimate, Cannon Barrage, whilst roaming.

Be wary of tower-diving him due to his W, Remove Scurvy.

When you go in for a kill, Ignite him once he is about half HP so that his W heals for less.

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Jax
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Level one you should be somewhat respectful since if he got his Q ( Leap Strike) first, he could jump on you after you Vault. If he took E ( Counter Strike) level one, feel free to do your usual AA>E>AA combo but cancel the second auto so that he wastes his E. Then you can proc Harrier once it goes down.

You should try to interrupt his Q with Vault. If you pull this off, you are set. However, he can still stun you if he started his E beforehand (he will reactivate it mid leap and if you Vault you will be stunned once you land). If you see him activate his E, try to stay out of his Q range.

Abuse him whilst his Q is on CD, but be careful as he will most likely be maxing it (it will go from 10s to 6s without CDR). Don’t let him jump you whilst you have Vault on CD (might be worth putting an extra point or two into Vault before maxing Blinding Assault).

Once he unlocks his ultimate Grandmaster's Might, it is crucial that you interrupt his Q and not just Vault after he lands. He will stack his 3rd auto and use W+Q to jump on you, then walk away unharmed with E. This way you cannot get damage off yourself and will lose control of the lane.

Be careful of him preparing his E and then Flashing onto you. He can then move into a position that makes escape hard.

Try to trade with him when he hasn’t got his passive - Relentless Assault - stacked or his 3rd auto (from his ult passive).

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Kennen
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Stand behind creeps to avoid his Q, Thundering Shuriken.

Keep track of his W ( Electrical Surge) passive (how many autos before he gets his empowered one).

As long as you avoid his Q and only trade with him when has has 1-2 stacks on his W, you are safe from his passive - Mark of the Storm - stun.

Be careful once he unlocks his ultimate Slicing Maelstrom as he can all-in you. Try to get a lead early on before he has his ultimate.

If you Vault Kennen and he activates his E ( Lightning Rush), you will receive a Mark of the Storm. Be wary of this.

Kennen’s AA range is greater than ours so auto-trading isn’t a good idea. Try to lead your trades with an ability (e.g. Blinding Assault) and abuse bushes as much as you can.

If he builds Hextech Protobelt-01 be wary of his increased threat zone.

When he uses his ultimate, Vault off him and then use the MS from proccing Harrier to get out.

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Malphite
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Try to keep his Granite Shield passive down by autoing him every few seconds.

Try not to get hit by his E, Ground Slam as it will reduce your AS.

Malphite can have pretty good burst in his combo (especially once his unlocks his ultimate, Unstoppable Force). Be wary of this when you have medium-low HP.

Avoid letting him poke you with his Q - Seismic Shard - for free.

You won’t have a lot of kill pressure in this lane (similar to most tank lanes) so your focus should be on denying CS whilst maintaining your own. Look for roams whenever possible.

Consider asking to switch lanes with your midlaners post 6: Malphite will be building armour primarily so an AP champion will have an easier time (meanwhile you get to roam more from midlane).

Be cautious of his damage if he goes AP.

In teamfights don't clump up next to your team-mates: this will provide Malphite with a perfect opportunity for his ult.

Check out this video about laning vs Malphite!

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Singed
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He can use his E, Fling, to cancel our Vault, so be careful when you use it. Try to Vault him whilst he is blinded from Blinding Assault.

Ignite will allow you to get kills early before he becomes too tanky/slippery.

Level one you should guard your jungle entry and escort your wave so that he can’t proxy it.

If he starts proxying you have to be quick with your decision making. Don’t bother chasing him and losing HP + CS if you aren’t 100% sure you will get a kill (this goes to chasing Singed in general).

After level 6 you have to be careful when pushing the wave far up the lane, there are instances where he can use his ultimate Insanity Potion (and maybe Ghost) and run you down.

Be wary of the burst of speed Singed gets from his passive - Noxious Slipstream - when he is near a champion.

His W, Mega Adhesive, will cancel your ultimate.

Check out this Matchup Mechanics video on Singed.

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Vladimir
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Ignite is the recommended summoner spell for this matchup. We also recommend getting Executioner's Calling early on. Buying Hexdrinker is an option and it is a must if you fall behind. Finally, you could take Nullifying Orb in your runes.

When using Ignite, use it the second you all-in in order to cut his healing from Q ( Transfusion), W ( Sanguine Pool) and ult ( Hemoplague).

Try to Ignite early game to either get a kill or blow his summs. This will hopefully give you control of the lane.

Sometimes Vladimir will wait until the last second to use his Sanguine Pool. If he is already low, you could Ignite him before he uses it and get a kill.

The key to this matchup is knowing when to go for trades. Avoid going for even trades as he will just heal it back up. His abilities have fairly high CDs early on, so trade around his cooldowns. If you can force his Sanguine Pool out early, you have an opportnity to get a kill or at leat some good damage.

Getting ahead levels 1-6 is vital to this matchup as it will let you snowball the lane. If you are even or fall behind, Vladimir will have the upper hand in every fight after level 6 and will be able to kill you from almost full health whilst healing all the damage you deal to him.

Don’t walk up to him when he is about to get his 3rd Q (don’t Vault him either). Throw your Blinding Assault out so that he can’t target you: this gives you a window of time to trade with him whilst letting his empowered Q time out. Also try to trade with him whenever it is ‘charging’.

Also be wary of him tower-diving you and of you tower-diving him (he can escape with his Sanguine Pool).

If you can get out of the range of his E, Tides of Blood, simply do so. If you are too close to him however just Vault him as soon as he starts the channel: this will cancel it and therefore it will deal less damage.

If he uses his Sanguine Pool as you Vault him you, will not bounce back, leaving you vulnerable to his E. However, more often Vladimir will use his Sanguine Pool to dodge the Harrier after Vault rather than the Vault itself.

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Zed
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If you are not comfortable in this matchup, you could take Perfect Timing in your runes and rush Ninja Tabi. Aftershock is also a very good rune in this matchup.

Harass him often early on but make sure to avoid his E Shadow Slash and Q Razor Shuriken.

If you can get a feel of when your opponent likes to use his W ( Living Shadow), you can dodge the subsequent Shadow Slash with a quick backstep. This will avoid you getting slowed and help you avoid double shurikens.

You want to punish him when his W is on CD.

Be wary of Vaulting him when his shadow is out as he can switch to it and you may end up in an unfavourable position.

After level 6 save your Vault for his ultimate, Death Mark. Walk backwards as he ults you and then when he appears walk behind him and Vault (this will help avoid his shurikens). Make sure to walk behind him before you Vault however, or you will Vault straight onto his R shadow. Remember that Zed appears behind you after his ultimate (behind you from his position to you, not based on which way your model is facing).

Zed can snowball really well, so if he ever does get a lead, play safe and farm under tower. Also keep the river warded so that you can see his roams.

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Ahri
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Pretty easy matchup but it becomes a lot harder once she unlocks her ultimate Spirit Rush. Play aggressively early whilst she doesn’t have the mana or damage to pose a threat.

Try to push the wave; this forces her to use her small mana pool to clear waves rather than harass you. If she is using her Q - Orb of Deception - to clear the wave, she won’t be able to trade effectively with you as her E ( Charm) and W ( Fox-Fire) damage is negligible early.

Just make sure not to stand inside your minion wave so she can’t farm and poke at the same time.

Ahri will walk forward to Q the wave and then use the movement speed she gains to run back and dodge your damage. To counter this, when she goes in to clear keep walking towards her. Then, once she starts to back off use Vault to follow her and slow her. You can do this early since getting Charmed won’t pose a significant risk with her Q on CD.

Try and bait out her Charm. If you can bait it out and dodge it, you have a good opportunity for a favourable trade. It will also significantly deplete her mana pool.

After level 6 things become worse for you. She can use her ult to get out of a bad spot and disengage or she can use it to engage on you/catch you out. She can also use it to engage, use her combo, disengage again and then use the third and last dash to once more re-engage once her spells come off CD.

If you can bait out her ultimate and survive the trade, then you have a window of time where you can kill her. However, don’t rush it if you are low.

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Garen
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Press the Attack could be a good choice as he has no way of farming from a distance, so it will be easy to gain and maintain stacks. However, as always take the rest of the team into consideration.

Ignite won’t help you much in this matchup and it becomes less useful as the game goes on, so taking Teleport for better map pressure might be helpful.

If you Vault Garen whilst he has his Q, Decisive Strike, active you will take the empowered damage and be silenced. However, this is only if his last command was to auto attack you rather than a movement command.

If he presses Q and starts running at you, there are two things you could do. If you can outrun him until his Q times out, do that and then Vault him afterwards or just keep running at him with Blinding Assault and so on. If not, then Vault him before and wait out the silence. Then engage with Blinding Assault and kite him with Harrier.

One way to avoid his Q is to blind him with Blinding Assault and then Vault him.

Garen can also use his Q to get rid of the slow from Vault and run at you. However, you can kite back using the MS from Harrier.

He can also use his W - Courage - to reduce the damage from your AA>E>AA combo.

Auto him whenever you can to get rid of his passive ( Perseverance) healing.

Don’t overstay when you are low: he will just ult you.

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Wukong
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Be wary of doing the normal level 1 bush cheese as he can out-trade you with his E ( Nimbus Strike) once you’ve used your Vault (he gets a ton of AS after using it).

Save your Vault for canceling his E (best way to do this is spamming Vault on the ground between you and him, but if you are confident with your reactions you can cancel it normally too).

Before level 6 his trading pattern will be E>Q>W out. Make sure to follow him whilst he is invisible so he doesn’t get damage off you for free.

Once he hits 6 cancelling his E is essential, as otherwise you will get knocked up by his R, Cyclone. Wukong’s ultimate can cancel your Vault, so if you’re not quick enough he will use W ( Decoy) and E to get on top of you and then Q>R.

His E CD is 4 seconds less than our Vault CD if we are talking about 0% CDR and level 1 skills. Take this into account.

Don’t get cocky if you beat him early: once he gets his lethality item he will still be able to one-shot you if you don’t play it right.

Red trinket will show Wukong’s outline when he goes invisible.

If Wukong is marked with Harrier and he uses his W, the decoy will not be marked. This is a good way of knowing if he is trying to escape or just juking you.

And once again, because it’s so important: save Vault for his E!

Matchup Mechanics video on Wukong!

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Rumble
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Maw of Malmortius, or at least Hexdrinker, is recommended in this matchup. Maw is particularly good as it allows you to lifesteal once you get low, which is good against his DPS.

Rumble is pretty difficult matchup for Quinn if he plays correctly. His trading pattern is superior to ours (6s CD on shield) as long as he makes sure to stand on top of the wave and avoids getting hit by Blinding Assault. He can shield our Harrier proc from Vault and trade back with Q ( Flamespitter) whilst pushing the wave simultaneously. You can’t abuse the bushes in this matchup as he can easily E ( Electro-Harpoon) you.

It’s important to play the lane correctly early, because this lane will only get harder. If you didn’t manage to achieve an advantage early, you will have to respect him after his first MPen item.

Stand in your wave to avoid his E. However this means you have to be extra skillful in hitting Blinding Assault.

Early on you have the upper hand because he doesn’t have the damage to effectively push the wave. This makes it easy to trade with him and set up an early freeze (his Q is AoE and will slow push the wave, but not enough to break your freeze if you wish to set one up. Read: freeze on him early!).

Rumble is susceptible to ganks due to his lack of escapes. If you can coordinate with your Jungler for an early gank, it’s a huge plus. Freezing the wave early will also help with this.

Another option is to hard-push the wave towards Rumble’s tower. It’s really hard to last hit with Rumble, especially under tower, so this is a great way to get ahead in gold and stay healthy from the Doran's Blade lifesteal.

Matchup Mechanics video on Rumble!

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Trundle
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You will be able to bully him early but later on he will get tanky enough to withstand your damage.

As with most matchups, try to zone him away from CS by using your superior range.

Trundle’s W - Frozen Domain - gives him a big boost in MS and AS, as well as increasing his healing, so try not to eat auto attacks by that time.

Be wary of his Pillar of Ice. It can be used to set up ganks or hinder you if you try to tower-dive him. Never Vault Trundle unless his pillar is on CD (he can use it to catch up to you).

In most cases he will use W and E ( Pillar of Ice) at the same time to try and get some poke onto you. Simply use Vault and kite him with Harrier procs. But don't get baited into using your Vault just because of his W else he will kill you afterwards.

Trundle has poor waveclear until he gets Tiamat: use this to your advantage by pushing the wave in and roaming at level 6, if you cant get anything done in lane.

If he ults ( Subjugate) you, try to back off and re-engage once the debuff has worn off.

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Urgot
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Urgot has extremely low range for a ‘ranged’ champion, so you can still kite and harass him.

You can dodge Urgot’s Q - Corrosive Charge - by Vaulting him when he uses it (it has a slight delay before exploding).

You cannot cancel his dash ( Disdain) with Vault and you will get flipped if you try.

Avoid getting hit by his Q or E ( Disdain), so that his W ( Purge) does not focus you.

His shotgun legs have more range than his auto-attacks and they pass through minions, so be careful of getting hit. Look at the indicators on his legs to know which ones are read to shoot and which are on CD. You can always look for trades whenever the legs facing you are “on cooldown”.

Blinding Urgot using Blinding Assault will stop his W from attacking you.

Don’t stay in lane when you are low. His ultimate Fear Beyond Death has a massive slow, range and damage.

You shouldn’t have a problem in lane unless you get flung out of your Vault. He gets pretty tanky with Black Cleaver, his shield and Ninja Tabi so don't expect to snowball this lane.

He has a hard time farming under turret with his legs and Q messing up the CS, so push him in to get a gold lead if your lane is not going too hot.

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Akali
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Getting Hexdrinker and taking Nullifying Orb in your runes could help if you struggle in this matchup. Aftershock can also be taken.

Don’t go Exhaust, she can just wait it out in her W, Twilight Shroud.

Your aim in this lane is to out-farm and out-roam the Akali. Focus on getting a good CS advantage until you unlock Behind Enemy Lines (don’t neglect harassing Akali and making her lose CS). Then roam the map looking for kills.

Before she unlocks her ultimate ( Perfect Execution), you can try forcing out her shroud using the standard AA> Vault>AA ( Harrier) combo. Make sure to sidestep after so that you don’t get hit by her E, Shuriken Flip, which will allow her to engage on you whilst your own disengage is down.

After level 6 save Vault to disengage from her ultimate. You should also play safer; try to farm on your own side of the lane so you can always escape to the safety of the tower. When she uses her ultimate, use Vault to disengage from one of her dashes and Blinding Assault + Harrier to disengage from the other.

Use attack move if you have trouble redirecting your champion after Akali goes invisible (to avoid walking into her Twilight Shroud).

Avoid fighting Akali in her Twilight Shroud.

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Swain
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Hexdrinker can be an option. You might also want to consider getting an Executioner's Calling at some point so your team has some a source of Grievous Wounds.

Early on try to freeze the wave and get your Jungler to gank: Swain has poor mobility.

His auto attack range is higher than ours, so you will not be able to harass him effectively with autos, especially if he took Summon Aery.

His spells also have a higher range, which makes harassing him with Blinding Assault risky.

Try to trade with him after he has used his Q, Death's Hand.

His E ( Nevermove) will root you on it’s way back, so make sure to avoid it.

Be wary of his level two, which is quite strong.

His soul fragments are used up when he uses his ultiate Demonic Ascension, so baiting out his ult and then backing off is a good way to prepare for the next fight. However, this can be quite difficult to achieve.

Do not towerdive him if he has his ult available.

Later on be careful of his burst damage and Flash combos. Try to keep your distance from him to make it harder for him to hit his Q.

His Ravenous Flock will heal him when he collects Soul Fragments; be wary of this when planning an all-in.

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Dr. Mundo
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It might be tempting to go Ignite as it reduces healing. However Dr. Mundo will most likely just be farming with his Infected Cleavers and will become really tanky. You won’t have enough kill pressure in lane to make Ignite worthwhile. Teleport could be a better option.

There is little you can do if he is farming with his Q (cleavers). However, if he tries to farm with autos make sure to harass him. Also try to deny him the cannon creeps where possible by standing in front of them once they get low.

The most important thing in this matchup is to have good farm. Farming should be your primary aim in this lane. If you see a good opportunity for a roam then of course take it, but in general you just want to farm up until the mid game.

You most likely won’t be able to kill Dr. Mundo unless he doesn’t respect you early (or you get your Jungler to gank). However, he shouldn’t be able to kill you in lane either.

After laning phase you want to avoid sitting in a sidelane with Dr. Mundo. He will be tanky enough so that he can pop his ultimate ( Sadism) and run you down.

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Yorick
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Yorick will look to stack up some Mist Walker graves and then activate them with his Q, Last Rites. When this happens, make sure not to get hit by his E ( Mourning Mist). In order to land his E, Yorick will try to trap you in his W - Dark Procession. However, you can use Vault to escape the cage. You can also use Vault to dodge his E, but side-stepping it is usually the better option.

His Mist Walkers will only be trouble if he hits his E. Otherwise you don’t really have to worry about them.

Keep moving in lane to make it harder for him to hit his E. Also keep track of how many graves there are (he needs his Mist Walkers in order for his E to be effective).

Since you need to save your Vault for his cage, you will need to use Blinding Assault as your main source of harass (of course, you will also be harassing him with autos as usual). Blinding Assault makes it easier to harass him with the follow up autos/ Harrier after he is blinded, because it doesn't put you in a vulnerable spot where you can't dodge his W while you are locked in your auto attack animation.

Keep auto-attacking his Mist Walkers when you can. This will not only make him less of a threat, but it will also keep your waves pushed out so that Yorick can’t split-push and take your turrets with his Mist Walkers/Maiden.

If you get hit by his E and find yourself getting jumped on by his Mist Walkers, you can either throw Blinding Assault at them if you have enough AD to clear them all or you can wait for them to jump at you and then use Vault to create distance again.

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Heimerdinger
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An early Hexdrinker could be useful in this matchup.

In this matchup you want to go to lane before minions spawn and stop Heimerdinger from setting up his turrets.

If you prevent him from setting up his turrets level one, you can all-in him level two.

Heimerdinger will want to set up his creeps and turrets so that you are stuck in your half of the lane, unable to roam and without pressure. Counter-push the wave whenever possible to avoid this.

You have to evaluate whether you will be able to out-damage him (and his turrets) when going for trades. If you see an opportunity for a favourable trade, go for it. But if he is too far back to trade with him effectively, focus on destroying his turrets and pushing the wave.

2 AA or 1 Blinding Assault and 1 AA will destroy his turrets. Blinding Assault will also temporarily disable them so they can’t attack (this works on his ultimate-enhanced turret too)!

His main burst source is his Hextech Micro-Rockets. Make sure to dodge them in lane. He will most likely try to stun you with his CH-2 Electron Storm Grenade first, so avoid that too.

You can make use of the bushes to clear the turrets, but be careful of his skillshots when doing so.

You may need to decide whether it's worthwhile to lose your tower to make plays somewhere else on the map. Ganking another lane after you back is a useful strat in this matchup).

If your Jungler comes to gank and Heimerdinger has you pinned down with his turrets, back off and use Behind Enemy Lines to flank and come the same direction as your Jungler if possible.

Check his runes to see if he took Perfect Timing: if you go for a play not expecting it, he could easily turn it around.

If you time it right, you can use your Vault to dodge his grenade.

Whenever he doesn’t have turrets set up or they are far away, go for trades.

Keep track of the bar above his turrets so that you know when they will use their extra damage beam.

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Illaoi
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In this matchup you want to go to lane before minions spawn and destroy any tentacles which appear so she can’t use them for her level 2.

How well you do in lane depends on how well you can dodge her stuff. Her Q ( Tentacle Smash) heals her, so make sure to avoid that. If you are zoning her properly she will be forced to use it on minions, so don’t stand on top of the wave.

Her E ( Test of Spirit) has a fairly short range and has a rather long animation time so it should be fairly easy to bait out/dodge. Once it’s on CD, you have a good opportunity to trade with her. If you get hit, avoid standing on top of your soul so that she can't hit both of you with her AoE.

If you get hit by her E, you can either walk out of its range or stay and fight (if retreat would take too long). Damaging Illaoi will reduce the spirits uptime by 1s each time (from 10 seconds). As long as you know that you have a good enough lead in terms of items/HP/creeps to win the trade even with your spirit exposed, stay and fight it out.

If you got vesseled and are in dodge-mode, just dodge one hit and stay near that tentacle. Each tentacle only hits once and if you don't run around or kill it, no second one will spawn. After the duration, you can still kill it.

Whenever you can, destroy her tentacles but remember to watch out for her E.

You can cancel her W, Harsh Lesson with your Vault. However, it is not necessary to save Vault simply for this purpose.

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Ornn
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Ornn is a very tanky champion with very low cooldowns once he reaches the mid game. You really want to punish this lane early if possible, as once he hits lvl 9 and has some armor under his belt the lane can become scary.

Ornn has quite a bit of lane staying power with his passive ( Living Forge) allowing him to buy items without backing, so try to annoy him by harassing him when he tries to forge his items: this will force him to leave his minion exp range if he wants to forge them.

Make sure not to stand in the minion wave so he can’t hit both you and the minions with his abilities at once.

Save your abilities until right after his Bellows Breath is on cooldown: the cooldown is decently long early and his shield will negate a lot of your damage.

If he tries to aggress onto you, kite him out in a circle making sure to prioritize dodging the final proc of his Bellows Breath as well as staying away from his Volcanic Rupture pillar.

Pre level six if he places the pillar behind you and looks like he is going to go for the knock up, you can walk towards his initial direction: if he misses the knock up, you can all in him while you are autoing him as he walks back to his turret.

Post level six if you are thinking about having to Flash his ultimate ( Call of the Forge God), save your Flash for the second part of it (the knock up) as that is the true scary part of that ability.

Taking Ghost is a viable strategy for this lane as it allows you to kite his abilities better, chase him down in an extended lane early and potentially get away from ganks more often (his gank assist is pretty strong).

Post level 9 I highly recommend pushing him to his tower and then roaming before he tries to all in you.

It’s often beneficial to dodge to the side when Ornn throws his W - Bellows Breath. The range on it is greater than your AA range so if he activates it while you auto him, chances are you are not going to be able to get out in time to avoid the Brittle effect. However, because it is in a cone, dodging to the side might save you from the last tick of it (and therefore the effect). Remember, he cannot change directions during the cast.

Being able to cancel his E, Searing Charge, is a huge advantage in this matchup. You could even try baiting it out by standing near his Volcanic Rupture pillar or a wall and then input buffer your Vault so that you cancel his E as soon as he casts it.

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Kayle
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You need to win this matchup early as you get out-scaled very hard: Kayle will become very powerful once she has 3 items.

Taking Ignite could help you dominate the Kayle in the early game.

Early game you want to be super aggressive on the Kayle, look to fight very frequently levels 2-5.

Make sure to stay out of the minion wave, forcing her to either attack you or the minions.

Let the wave come into you at lvl 1 and thin it out a bit so you can look to set up a slow push towards yourself at level 2.

Starting level 2 you should position yourself to deny her farm when her Righteous Fury first goes on CD (stand between her ranged minions and her). When Kayle is at range, her only way of farming is AoE with her E or using her Q, Reckoning (which is very mana intensive and has an 8 sec CD). If you can keep her at range the wave will push into you most of the time as long as you don’t waste your Blinding Assault on farming.

When fighting Kayle it is essential that you hit your Blinding Assault: if you stay at max attack range while she is blinded she cannot hit you if you are not near the minion wave.

A trick you could do is to engage with Vault when her E, Righteous Fury, is close to expiring (her E lasts for 10 seconds, then is on CD for another 8s). This gives her a false sense of security because her E is technically still up, but once it expires you can chase her down without any retaliation.

Post level 6 when her ultimate, Intervention, is on CD she is very vulnerable and is easily tower-dived. It is a short CD so be careful but if you can kill her under her tower and make her lose a wave or two, you will be in a very good spot.

When it comes time to teamfights, you need to make sure to kill the Kayle; she does a deceptively high amount of damage if left untouched over a teamfight, even at one completed item.

If you can fly in at a flank angle and blind her and force her ult, you have made her very vulnerable for the rest of the fight.

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Aatrox
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Aatrox relies on hitting his skillshots, so it’s recommended to get upgraded boots early when against him.

The first Q ( The Darkin Blade) and his W ( Infernal Chains) can be easily dodged; upgraded boots will be helpful here.

Only use your Vault defensively as he can easily punish you if it is on cooldown.

Use your Vault to avoid his second Q knockup.

If you get hit by his W, you can break the chain either by walking away (it’s better to walk out sideways rather than forwards or backwards) or by Vaulting out of it (however then you will have no Vault for his second Q).

If he has his ultimate, World Ender, available you should never all-in him under his tower. You should also be very careful when under your own tower as he can easily dive you and survive with his revive.

Later in the game you should aim to out-roam him and get kills/objectives on the map after shoving your wave/after laning phase.

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Ekko
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Hexdrinker can be useful if you are struggling.

Level one you want to be in lane when the creeps arrive, so that Ekko can’t spam Q ( Timewinder) on the wave and push it towards you, forcing you to wave clear rather than fight him. Pushing the wave also allows Ekko to use the extra time to back and get another Doran's Ring, so you want to prevent that.

If he goes into a bush or out of your sight, expect that he casted his W, Parallel Convergence, AoE stun on you and prepare for it.

Save your Vault to disengage when he dashes onto you with his E - Phase Dive.

Don’t stand in the minion wave so that he can’t poke you and farm with his Timewinder at the same time.

Make sure to dodge his Timewinder: combined with his passive Z-Drive Resonance it’s his primary source of damage early on. If he misses his Timewinder, punish him for it by walking him down the lane.

Once he backs and hits level 5 he can just farm the wave with his Timewinder. If he decides to turn the lane into a farm lane, keep your wave pushed up and look to roam mid and get deep vision of the enemy jungle.

Keep an eye on where his hologram version is and be wary of his ultimate, Chronobreak, as it can turn around a skirmish.

You can all-in him safely when his R is on cooldown.

If he goes tank Ekko, he will probably build Iceborn Gauntlet first and will try to trade with you constantly. His cooldowns will be low so his stun will be up twice every way. However, his wave clear will be significantly less powerful and so you should look to roam.

Be wary of his increased all-in range once he builds Hextech Protobelt-01.

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Olaf
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You can take Ghost with Flash if you struggle with this matchup. Fleet Footwork may also be a good option against Olaf.

Dodging his axes ( Undertow) is very important in this matchup. Try to trade with him after he just used/missed his axe early on in the game.

Use Vault only after he has thrown his axe: if he hits one of his axes and your Vault is on cooldown, he will be able to use the slow from the axe to close the distance and get on top of you, and you will be unable to disengage.

Try to zone him off CS as much as possible so that he can’t lifesteal your harass. This will also force him to use his axes to farm, which means he's not using them to harass you (and it's also pretty mana intensive).

After level 6 push the wave and roam as much as possible.

Be wary of his lifesteal when planning all-ins etc.

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Nautilus
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Teleport can be useful in this matchup.

Early on be very aggressive and zone him away from the creeps. However make sure to keep your distance so that he cannot root you with his passive, Staggering Blow.

Try to stay behind the minions so that he cannot hook you with Dredge Line. If you get hit, he will be able to follow it up by rooting you with his passive and slowing you with his Riptide.

When he has his ult ( Depth Charge), he will have guaranteed CC on you which makes you very vulnerable to ganks from the enemy Jungler. Make sure you have good vision so that you will see the enemy Jungler coming, especially when you are pushed up.

When he gets Bramble Vest he will be a nuisance to lane against and you won't have a lot of kill pressure on him, so try to push the wave and roam as much as you can.

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Rengar
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If you don’t die early on, you will outscale him.

Try to get level two first and then use that powerspike to force Rengar’s Flash.

If you think Rengar is in a nearby bush, always assume he will jump on you ( Unseen Predator). Spam Vault in the distance between you two so that you will cancel his jump. Then you can trade with him (but be wary of him re-entering the bush). If instead he jumps on a minion to farm, you can just harass him.

Similarly, you can also spam Vault on yourself when he uses Thrill of the Hunt to cancel his jump and prevent him from getting into melee range and snaring you easily with Bola Strike.

Keep on the river side of the lane so that’s there’s less of a threat of him jumping on top of you from a bush. However, make sure you have good vision in case the enemy Jungler comes to gank.

If you can force him out of the bushes, you can easily harass him without having to fear retaliation.

Be careful of his bola: if he hits it, he can walk into a bush and jump on you whilst you are slowed/rooted.

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Mordekaiser
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Hexdrinker can be an option if you find that you are struggling in this matchup.

Always keep your distance from him so that he cannot Q ( Mace of Spades) you, especially the third hit.

Save your Vault so that he cannot use his W, Harvesters of Sorrow, on a minion and use the speed to catch up to you.

Whilst trading with him, try to avoid or bait out his E - Siphon of Destruction. Fleet Footwork is good for this.

Don’t stand next to your minions as most of his attacks are AoE: don’t let him farm and harass you at the same time! This also prevents him from getting a bigger Iron Man shield.

Ask your team to get and maintain vision of Dragon: it’s his strongest tool to push the wave and get towers ( Children of the Grave).

Later on in the game, Mordekaiser has a lot of waveclear and tower-taking potential, so be wary of his splitpush.

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Ryze
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Hexdrinker can be an option.

Try not to get hit by his chain-lightning spells: don’t stand in your minion wave.

Ryze often starts with a Tear of the Goddess or Sapphire Crystal. This is the best time to trade with him, as his damage won't be as high as later on (but he will still pack a punch, so make smart trades).

Later on his waveclear will be too good for you to freeze the wave and he will be able to harass you under tower. Try to clear the wave as fast as possible.

Focus on farming and not getting poked by him. If he walks up to you, try use Blinding Assault on him and then unload your combo while he is blinded before retreating and waiting for your cooldowns to come back up.

His Q, Overload, is his main source of damage. When picking a fight with Ryze, make sure to move unpredictably in between your autos to juke his Q.

If you splitpush always try to have deep vision in the enemy jungle/river as Ryze can ult onto you with one more more teammates.

You can cancel his ultimate Realm Warp with Vault.

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Poppy
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Try to harass her early on and deny her as much CS as possible.

Make sure to stay far away from walls as she can charge onto you with Heroic Charge and stun you against the wall! Also be wary of Flash and Heroic Charge combo.

Don't stay in the impacted ground from her Q, Hammer Shock: it will effectively double the damage you receive!

Don’t Vault if she has her Steadfast Presence active as it will cancel it.

When reasonable, step on her shield from Iron Ambassador after she throws it so that she cannot pick it up and get a shield.

You can cancel her ultimate Keeper's Verdict with a well-timed Vault.

Later on if she gets too tanky to kill or harass, shove you wave and roam.

Matchup Mechanics: Poppy!

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Sion
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Fleet Footwork can be helpful in dodging his skillshot.

You can cancel his Q - Decimating Smash - with Vault, but be careful as it does not go on full cooldown afterwards. Use the movement speed from Harrier to reposition.

Try not to stand on the opposite of your minion wave so that he cannot shoot a minion onto you using Roar of the Slayer.

His Soul Furnace shield won’t do damage if you destroy it before it explodes.

After he has used his E ( Roar of the Slayer) and missed, you want to walk up to him and autoattack/ Blinding Assault him. If he tries using his Q, interrupt it with Vault and then disengage with Harrier.

As his kit has a lot of slows and other hard CC, you should try to maintain good ward vision in case the enemy jungler comes to gank.

When ganking a Sion, make sure to stay behind him so that he can't ult away.

After killing Sion make sure to reposistion quickly to avoid his passive Glory in Death.

Later on in the game he will be too tanky to kill, so you want to shove the wave and roam.

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Karma
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Hexdrinker can be an option.

Push the wave if you can. This will force her to use her Q, Inner Flame, to clear the wave rather than poke you with it.

However, if she goes tank Karma, you must be very careful about overextending as she can chase you down the entire lane.

Ensure you have good ward coverage, especially if you push the wave. She has an easy way to root you with Focused Resolve, making you vulnerable to ganks.

Don’t stand inside the minion wave so that she can’t poke and waveclear at the same time. Stand slightly behind your minions so that they block the Q but you don’t get hit by its AoE.

Trade with her after she has used her Q (or even better, her Mantra empowered Q).

Don’t allow her to AA you for free as this lowers her ultimate’s cooldown.

Don’t stand stand on her empowered Q as it damages again after a short delay.

You will outscale her later so play safe early and don’t mess up.

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Tahm Kench
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Use your Vault defensively to create distance if you get slowed by his Tongue Lash and are in melee range of him.

Stay behind minions to avoid getting hit by his Q ( Tongue Lash).

Don’t let him stack his passive - An Acquired Taste - on you (once again, Vault is a good tool to use to avoid it).

Punish him when he uses his Q to farm.

Play safe and try to farm as much as possible until you get your core items.

Try to bait out his Thick Skin shield if possible before you all-in him.

Later on when you splitpush be wary of his ultimate Abyssal Voyage, as he can pop up behind you together with his jungler.

If you can, keep track of his ultimate cooldown (120/110/100).

If he becomes too tanky later on and you can’t kill him, just use Behind Enemy Lines to roam and splitpush.

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Volibear
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Start in the bush next to his tower; zone him early, harass him, deny him CS and make sure to stay out of melee range.

You can avoid his Q, Rolling Thunder, flip by Vaulting him. This will not cancel his charge, and he will still be able to flip you if he gets into melee range, but it will create distance between you (and you can kite back with the Harrier mark). You will not be flipped during the Vault animation.

Volibear can cancel your Vault with his E ( Majestic Roar) if he times it right. However, the timing is really difficult to pull off, so it’s not something you should be too worried about. That being said, try to vary your Vault pattern to make it even harder.

Don’t all-in him if he has his passive - Chosen of the Storm - up unless you have Ignite or an item with Grievous Wounds. Early game, try to waste his passive first and then all-in him whilst it’s down.

If he gets Righteous Glory, you will have to be more careful as the increased speed + slow could be enough for him to catch up to you after you Vault his flip. He will then be able to flip you again after getting into range.

If he becomes too tanky to kill, simply roam and apply pressure on the map.

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Lissandra
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Hexdrinker can be an option.

Do not stand behind your minions as her Q, Ice Shard, goes through them, allowing her to farm and harass you at the same time.

Try to avoid being in her Ring of Frost root range (450).

As soon as she is level 6, she can point-and-click stun you with her ultimate, Frozen Tomb. This, in addition to her slows and root, makes it easy for her to all-in you or set-up ganks. She can also engage from far away with Glacial Path. Be wary of this and make sure to have good ward coverage.

After you have some items you should be able to out-trade her, but try to time you trades whilst her Q is on cooldown.

Do not tower-dive her if she has her ultimate or Zhonya's Hourglass available.

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Ashe
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Try to hit your Blinding Assault as it will guarantee a favourable trade. Avoid fighting her if you missed or if it is on CD.

Try to dodge her W ( Volley) or stand behind minions so you don’t take damage from it.

Try to dodge her ultimate, Enchanted Crystal Arrow, as it allows her (and her support) to follow up with the rest of their abilities.

Avoid long trades where she can stack her Q, Ranger's Focus (she might stack it on creeps).

Punish her if she used her W to farm.

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Caitlyn
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Try to hit your Blinding Assault as it will guarantee a favourable trade. Avoid fighting her if you missed or if it is on CD.

Try to play around her passive ( Headshot) and only trade with her whilst it is not up.

If you chase her, try to dodge and bait out her E, 90 Caliber Net, as it will give her a guaranteed Headshot and slow you.

Do not step into her Yordle Snap Trap as you will be rooted and Headshoted.

Try not to get hit by her Piltover Peacemaker as it does a lot of damage.

Avoid trading auto-attacks with her as she has the superior range.

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Draven
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Draven will have the edge on you early game. Avoid trading with him unless you can land your Blinding Assault first. Later on in the game you should be able to burst him down.

It is easy to land your Blinding Assault in this matchup: just aim for where his Spinning Axe will land.

He can cancel our Vault with his E, Stand Aside. Try to bait it out before using Vault.

Short trades are favourable in this matchup. (Q>)AA>E>AA and disengage when possible.

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Anivia
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Her base HP is extremely low (480), which means it is quite easy to burst her down early on.

If she starts with Corrupting Potion, harass her level one to draw out all of her potion stacks and then try for a kill. If she takes Doran's Ring, focus more on pushing the wave.

Because of your range, Anivia can be forced into missing entire waves unless she invests several spells (and mana) into clearing them. This can make her run out of mana quite quickly, especially early on. Try to push the wave to her tower (but be wary of Junglers: having ward coverage always helps).

Her Q, Flash Frost, deals damage both in-flight and when in detonates. It also enables her E, Frostbite, to do double damage (if you get stunned) and the stun allows her to easily target you with her ultimate, Glacial Storm. It is therefore very important that you dodge the Q.

After using Vault try to sidestep, as it makes you an easy target for her Q. Try to make your Vaults unpredictable to make it harder for her to hit her Q whilst you Vault.

Anivia’s E is her primary source of damage and her best farming tool pre-6. Try trading or all-ining her when she wastes it on a minion (even if you get hit by her Q, she can’t then damage you with her E). Be careful though, as Frostbite only has a four second cooldown.

Past-6 you don’t want to fight her until she uses her ult and stops (or you can walk around it), this gives you 6 seconds before she can use it again. Her fully-formed ultimate also allows her to deal double damage on her E (not to mention the slow makes you an easy target for Q and makes it hard to get out).

If Anivia is low, has her passive ( Rebirth) up and is near a turret, be wary of Vaulting her as she can Flash under her turret (your Vault will follow the Flash) and then force you to commit more than you want, while she herself will be ‘safe’ in her egg, under her tower.

Be wary of Anivia Flashing onto you and then immediately Q>E, which does a lot of damage and surprises most people. Try to keep moving at all times (even when she is in her egg).

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Ezreal
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Stand behind your minions so he cannot poke you for free with his Q, Mystic Shot. If possible try to trade with him from behind your minions.

If you can dodge his Q you will most likely win the trade. Make use of your Blinding Assault, try to make your Vaults unpredictable and sidestep before procing the Vault Harrier mark. Early boots (both base and upgraded) can also be helpful.

When going in for the kill, try to save your Vault for his E, Arcane Shift, so that you can follow him. Try to predict when he might use it: for example to dodge your support’s CC. However, be careful that he doesn’t drag you under his tower or into a dangerous situation.

Don’t be surprised by his tankiness if he gets Iceborn Gauntlet. Additionally, take into account the shield from Archangel's Staff/ Seraph's Embrace if he gets it.

Later on in the game you should be stronger than him and able to kill him, unless he gets ahead.

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Annie
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An early Hexdrinker can be helpful against her burst.

Keep careful track of how many Pyromania stacks she has at all times. Once she has three or more you want to play carefully until she wastes her stun and then punish her for it.

Play aggressively before she hits level 6 and unlocks her ultimate ( Summon: Tibbers), after that you will have to be careful and she could one-shot you (watch out for Flash>Stun>Tibbers). However be wary of the enemy Jungler and use wards, as Annie’s stun can help set up ganks. Try to keep track of when she has her ultimate up.

Use your Blinding Assault to stop her from using her Q, Disintegrate, on you, leading to favourable trades.

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Aurelion Sol
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Stay in melee range so that you cannot be hit by his passive, Center of the Universe. It also prevents him from using his Q ( Starsurge) properly due to the 1 second delay.

After Aurelion Sol uses his Q he has a 1 second delay before he can reactivate it for the stun and damage. Use Vault to dodge it and then punish him for missing.

If you Vault Aurelion Sol it will temporarily disable his passive as well as cancel his W, Celestial Expansion, if he is using it.

You can use your Blinding Assault to stop him from ‘following’ you with his passive (since he will be blinded, he won’t know where to reposition).

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Azir
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You have to be respectful of Azir’s poke. Try to stay out of the range of his soldiers when possible.

Try to predict when he might try escaping with his Q>E and cancel it with your Vault.

Wait for him to use his Q ( Conquering Sands) and then trade with him whilst he can’t reposition his soldiers.

Try to bait out his ultimate, Emperor's Divide, before attempting to all-in: his ultimate is a powerful disengage tool.

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Brand
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Consider getting a Hexdrinker to help against his burst.

Brand’s typical combo will be E>Q>W. It is very important that you dodge his Q - Sear - otherwise you will be stunned (due to being set Ablaze by his E, Conflagration) and be an easy target for his W ( Pillar of Flame). This combo will also trigger his passive, Blaze.

Keeping your distance from Brand will help you dodge his Q and W, but getting and upgrading your Boots of Speed early will also help.

You can use Vault to avoid his W if you time it right.

This is a difficult matchup; you may want to consider just shoving the wave and roaming instead of looking for kills.

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Cassiopeia
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Make sure not to fight her in her W, Miasma, as it continuously deals damage and prevents you from using your Vault. It will also cancel your ultimate, Behind Enemy Lines.

Dodging her Q, Noxious Blast, is essential in this matchup as it not only gives her bonus MS to kite and chase you but it also allows her to follow up with her E, Twin Fang, which will deal bonus damage due to the poison from Q. Getting and upgrading your Boots of Speed early will help with this!

You can use your Vault to dodge her Q if you time it right.

If she does hit her Q, try to blind her with Blinding Assault to prevent her from following up with a bonus damage E.

You can try to turn your character so they are facing away from Cassiopeia when she uses her ultimate, Petrifying Gaze. This requires some prediction and fast reactions. Vault can also be used to avoid the stun, since it flips the enemy champion 180 degrees; however this requires some great timing and a handful of luck.

This is a difficult matchup; you may want to consider just shoving the wave and roaming instead of looking for kills.

Regarding Edge of Night vs Cassiopeia; whilst it won’t protect you from any of her DoT abilities, it will stop the grounding effect of her Miasma and her ultimate.

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Jhin
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Try to hit your Blinding Assault as it will guarantee a favourable trade. Avoid fighting her if you miss or it is on CD.

You need to keep track of and play around his passive, Whisper. If he uses his 4th shot on a creep you should fight him. On the other hand, if he is at his 3rd shot you should avoid fights.

Stay away from low HP minions when he has his Q, Dancing Grenade, available.

It’s a good idea to step to the side after using Vault if you are marked by his W passive (Caught Out). Vault makes you an easy target for his W active ( Deadly Flourish).

Keep track of where he places his Captive Audience traps and avoid stepping on them.

You can cancel Jhin’s ultimate with Vault.

Late game you will need to hit Blinding Assault on him if you want to win trades.

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Jinx
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Try to hit your Blinding Assault as it will guarantee a favourable trade. Avoid fighting her if you miss or it is on CD.

Jinx can rush level 2 faster than us with her Q ( Switcheroo!) AA splash damage on minions. She also outranges us. Don’t let her autoattack you for free if you can.

Try not to Vault her if she sets up traps so that you would land into them. Try to make your Vaults less predictable.

Be careful if your tower is low as she can chase you down with her passive ( Get Excited!) after she destroys the tower.

Do your best to dodge her W ( Zap!) as the slow will make you an easy target.

If you are low HP and recalling, try to do it in odd places to avoid being hit by her ultimate, Super Mega Death Rocket!

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Kai'Sa
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Try to hit your Blinding Assault as it will guarantee a favourable trade. Avoid fighting her if you miss or it is on CD.

When trading with Kai'Sa, try to avoid letting her get 5 stacks of her passive Second Skin: Caustic Wounds.

When itemising, remember that Kai'Sa does magic damage, as well as physical damage from her auto attacks; armour is less effective vs her.

You should be looking to trade with her when she has user her Q, Icathian Rain, on minions.

After she unlocks her ultimate, Killer Instinct, she will be able to use it to dodge your Blinding Assault. Be wary of this.

Try to dodge her W, Void Seeker, as it does a lot of damage (as well as marking you). Get and upgrade Boots of Speed early and try to stand behind minions.

If possible, try to back off when she engages with her E, Supercharge, then re-engage when it is on CD.

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Kalista
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Try to hit your Blinding Assault as it will guarantee a favourable trade. Avoid fighting her if you miss or it is on CD.

Avoid extended trades as Kalista will stack her E ( Rend) passive on you.

Don’t stand behind a stacked minion as she can use her Q - Pierce - on it, which will transfer the stacks to you.

When engaging Kalista, be mindful of where her support is; she can use her ultimate, Fate's Call, to turn what seemed like a 1v1 into a 1v2.

Try to figure out her jump pattern; she might move mostly in the same direction often after auto-attacking, so you can use that to predict and hit your Blinding Assault on her.

You can also wait until she isn’t in range to AA anything and then use your Blinding Assault on her (so that she cannot dodge it with her jumps).

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Kog'Maw
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Try to hit your Blinding Assault as it will guarantee a favourable trade. Avoid fighting him if you miss or it is on CD.

Try to trade when his W, Bio-Arcane Barrage, is on cooldown.

Don’t get hit by his Q, Caustic Spittle; simply stand behind minions.

Try to keep moving so that he cannot easily hit you with his E ( Void Ooze) and R ( Living Artillery). Getting and upgrading Boots of Speed early can help.

Keep in mind that he can still kill you after you have killed him with his passive, Icathian Surprise.

Later on in the game you should be able to easily kill him in a 1v1.

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Lucian
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Try to hit your Blinding Assault as it will guarantee a favourable trade. Avoid fighting him if you miss or it is on CD.

Respect his early laning phase as he will always be stronger than you in the early game. Try to farm safely with your support protecting you.

Be wary of standing behind minions as he can use his Q, Piercing Light, to shoot you through them. Try to keep moving.

He can dodge your Blinding Assault with his E, Relentless Pursuit. Try to save Blinding Assault until after he has used his E.

Try to save your Vault to cancel his ultimate, The Culling. You can also use it to chase him after he has used his dash.

Getting and upgrading Boots of Speed early can help dodge his Q and W ( Ardent Blaze) as well as move out the way of his ultimate.

If you use your Blinding Assault to waveclear, be prepared that he might engage with you with his dash.

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Miss Fortune
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Try to hit your Blinding Assault as it will guarantee a favourable trade. Avoid fighting her if you miss or it is on CD.

If she plays with Arcane Comet you might want to starts Doran's Shield as she has free poke on you with her E, Make it Rain. Remember, sustain counters poke!

Don’t stand behind your minions (especially low HP ones) so that she cannot hit you with her Q ( Double Up) bounce.

You might want to save your Vault to cancel her ultimate, Bullet Time.

Avoid fighting her in tight spots where she can easily hit her ultimate on you and/or your team.

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Sivir
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Try to hit your Blinding Assault as it will guarantee a favourable trade. Avoid fighting her if you miss or it is on CD.

Don’t stand behind minions so that she cannot use her Q, Boomerang Blade, to waveclear and harass at the same time.

She can use her E, Spell Shield, to block your Blinding Assault, so try to bait it out first and play around its cooldown.

Her early waveclear is very strong so ask your Jungler to gank early whilst they are pushed up. This also means you don’t lose First Blood/Tower.

Be careful not to stand next to minions whilst she is using her W, Ricochet, so that you don’t take damage from it.

You can use Skystrike to pop her Spell Shield when coming out of Behind Enemy Lines, leaving her vulnerable to your Vault and Blinding Assault.

Her Spell Shield will not block Harrier.

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Twitch
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Try to hit your Blinding Assault as it will guarantee a favourable trade. Avoid fighting him if you miss or it is on CD.

Blinding Twitch with Blinding Assault as soon as he uses his ultimate, Spray and Pray, will significantly cut down his DPS.

Alternately, you could blind him as he leaves stealth from his Q, Ambush; this will reduce how much use he can get out of the extra AS he gets when he leaves stealth.

Don’t use your Blinding Assault to farm, even if you think you are alone in lane: Twitch could be invisible nearby!

Be aggressive early game as Twitch will be much weaker than you.

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Tristana
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Try to hit your Blinding Assault as it will guarantee a favourable trade. Avoid fighting her if you miss or it is on CD.

Try to get enough vision to be able to constantly push Tristana under her tower; she is unable to CS that good under her tower due to her E, Explosive Charge, passive.

You can interrupt her W, Rocket Jump, with a well-timed Vault. If you time it a bit too late, you can follow her instead.

Disengage if Tristana uses her E active on you and you are unable to Blinding Assault her.

Don’t stand next to low health minions as you will take AoE damage when Tristana last-hits them (due to her E passive).

Her range early on is the same as yours but it increases with level, making Tristana stronger as the game goes on.

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Vayne
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Try to hit your Blinding Assault as it will guarantee a favourable trade. Avoid fighting her if you miss or it is on CD.

Don’t stand next to any walls as Vayne can stun you with her E, Condemn.

Try to have short trades with her where she is unable to proc her W, Silver Bolts.

Vayne should be weaker than you early game so try to play aggressively then.

Vayne can dodge Blinding Assault with her Q, Tumble, so try to save it until after she has used her Q.

Try to save your Vault to re-engage after she uses her E to push you away.

Later on in the game you must hit Blinding Assault if you wish to kill her.

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Varus
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Try to hit your Blinding Assault as it will guarantee a favourable trade. Avoid fighting him if you miss or it is on CD.

You can dodge the damage of his E, Hail of Arrows, with a well-timed Vault.

Buying and upgrading Boots of Speed early will help you dodge his Q, Piercing Arrow.

Try to have short trades with him where he is unable to stack his W, Blighted Quiver.

Varus should be weaker than you early game so try to play aggressively then, however this will depend on the supports as well.

After he hits level 6, be careful of him engaging with his ultimate, Chain of Corruption, especially if he has a creepwave around him: not only will you take creep damage but you will also be unable to blind him with Blinding Assault due to the creeps in the way.

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Xayah
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Try to hit your Blinding Assault as it will guarantee a favourable trade. Avoid fighting her if you miss or it is on CD.

When trading with Xayah, try to walk sideways so that she cannot root you easily with her E, Bladecaller.

It’s better to fight her in open spaces where it is easier to avoid her rooting you.

This is a difficult matchup because Xayah has very good waveclear, so you will have to rely on your support to decide when you can trade with her and when you just have to give up farm to keep health.

Avoid long trades where she can get a lot of feathers down; short trades are best.

You will most likely have to force her to use her ultimate, Featherstorm, before you can all-in her.

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Diana
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Getting a Hexdrinker can help a lot in this matchup. You could also take Nullifying Orb in your runes.

You are stronger than Diana before level 6, so abuse this and get a farm lead to then be able to roam after level 6.

Dodging her Q, Crescent Strike, is very important as it stops her from dashing onto you with her ultimate ( Lunar Rush) and resetting its cooldown. Her Q travels in an arc to her right, so to dodge it you should move forward and to your right.

Try to save your Vault for after she dashes onto you. However be aware Diana can interrupt our Vault with her E, Moonfall, so you might want to wait for her to use it first.

She has fairly long cooldowns, so if you manage to survive her initial burst (which is where Hexdrinker comes in handy) you should have enough time to return damage yourself and possible kill her.

Diana has low mobility, so you can capitalise a lot more on roaming.

Her passive, Moonsilver Blade, does a lot of damage; don't let her proc it on you without being punished for it. Her blade will glow white when her passive is ready.

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Corki
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A large portion of the damage Corki deals is actually magic damage, so consider getting Hexdrinker if you are struggling.

Corki is fairly weak early game, so play aggressively and get a lead which will then allow you to snowball.

You can use Vault to cancel his normal W, Valkyrie, but not his package-enhanced W, Special Delivery.

You can also use Vault to dodge his Q, Phosphorus Bomb, if you are close enough and time it well.

Corki has a lot of skillshots, so being able to dodge them is very important in this matchup. In particular look out for the third missile from his ultimate, Missile Barrage, as it does increased damage and has a bigger explosion radius. Consider getting and upgrading Boots of Speed early on.

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Fizz
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Getting a Hexdrinker can help a lot in this matchup. You could also take Nullifying Orb in your runes.

You can cancel his Q, Urchin Strike, with Vault.

If possible try to use bushes to fight him, it’s unlikely he will E ( Playful / Trickster) blindly into it and it allows you to land your Blinding Assault on him and get some poke.

If he does hop onto you with his E, Vault away and use Blinding Assault on him so that he will be unable to use his Q on you. Then make sure to move sideways as it’s likely he will throw his ultimate, Chum the Waters, in your direction (if he didn’t engage with it).

If he uses his E to clear waves, make sure to punish him for it as it is his only way of disengaging.

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Karthus
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Getting Hexdrinker can be an option if you find Karthus is doing too much damage.

Karthus can easily poke you with his Q, Lay Waste, and can prevent you from poking him back by turning his E, Defile, on. This makes it very hard to trade with him. One method you could use is to go up to Karthus and as soon as he places his Q under you, use Vault to dodge it, proc the Harrier mark and use the MS from Heightened Senses passive to kite around whilst you use Blinding Assault to deal out more damage and kite more.

His Q does double damage if it only hits one target, so stay close to your creeps.

Getting and upgrading Boots of Speed early will make dodging his Qs a lot easier.

Karthus easily pushes the wave and has no escape tools, which makes him very easy to gank (and later on assassinate). Ask your Jungler for help.

Be careful of his passive, Death Defied, after you kill him.

If you get Edge of Night, you can activate it as he uses his ultimate, Requiem, to spellshield it.

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Kassadin
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Getting a Hexdrinker can help in this matchup if you are struggling.

Kassadin has a weak laning phase so you should play aggressively and try to get as many kills as possible. After level 6 he will be slightly stronger but killing him should not be a problem.

His passive ( Void Stone) damage reduction and Q ( Null Sphere) shield only apply to magic damage and so are useless against you.

Kassadin has bad wave clear so you can easily dictate the lane, either by pushing the wave to his tower and roaming or freezing it on your side.

Kassadin is a scaling champion and will be very strong late game (level 16 most importantly). His items will all be stacked and his ultimate, Riftwalk, will have a very low CD and high damage. Try to end the game before he can reach this stage.

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Katarina
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Getting Hexdrinker can be an option if you struggle with this matchup. You could also take Nullifying Orb in your runes.

This matchup is all about positioning and playing around her daggers. Do not stand on top of or even close to her daggers!

If Katarina uses her Q, Bouncing Blades, on you, do not run backwards; the dagger lands behind the first target it hits and so running backwards means running straight onto the dagger! Move forwards or sideways instead!

You could try predicting when she will jump to her dagger and use Blinding Assault preemptively to possible land a hit.

Play aggressively before level 6: Katarina won’t have her ultimate ( Death Lotus), picking up a dagger only reduces her E ( Shunpo) cooldown by 78% at that point and she is melee so you can poke her. That being said, don’t be cocky as she can still do a lot of damage if she pulls off her combos.

You can cancel her ultimate with Vault, so make sure to save it!

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LeBlanc
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Getting Hexdrinker can be an option if you struggle with this matchup. You could also take Nullifying Orb in your runes.

LeBlanc will usually mark you with her Q, Sigil of Malice, before jumping on you with W, Distortion. Be aware of this and be ready to try to cancel her dash with Vault.

If you get hit by her E ( Ethereal Chains) and stay tethered long enough to get rooted, you will be an vulnerable to her Q and W combo. Try to stay behind minions and keep moving unpredictably to make yourself a harder target to hit.

Don’t use your Vault to trade in lane as it makes you an easy target for her E. Try to only use Vault after she has used her abilities.

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Lulu
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Try to use Blinding Assault on Lulu before engaging; this way she won’t be able to polymorph you using her W, Whimsy, whilst you dash in with Vault. Avoid fighting her if your Blinding Assault is on CD or if you miss, as you will most likely be polymorphed and lose the trade.

Lulu has a lot of ways to protect herself, so roaming in this matchup can lead to better results than staying lane. The exception is if you can get your Jungler to gank (as she can only polymorph one of you and loses her MS boost if she does so).

Play aggressively levels 1 and 2 where you are strong and Lulu is weak. If you can chunk her HP and set up a freeze, you will force her to back away. When she recalls you can then shove the wave, denying her CS and XP, before recalling yourself and returning to lane with a gold advantage.

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Lux
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Don’t use Vault while Lux has her Q, Light Binding, available: you will be an easy target! If you do use Vault whilst Q is up, make sure to sidestep after!

It’s important that you dodge her Q, as if you get hit it makes it easy for her to land her E, Lucent Singularity, and later on her R, Final Spark. Getting hit by her Q could lead to instant death if she gets ahead/later on in game.

You can use Vault to dodge her E, however it requires good timing, a bit of prediction and a bit of luck.

Don’t stand in your minion wave so that she can’t farm and harass at the same time.

Try to engage her if she has used either her Q or her E.

If you want to engage Lux when she has her Q up, do it whilst using Behind Enemy Lines. Fly straight at her, do a sudden 90 degree turn and swoop in from a different angle: this will often bait out her Q and it makes it much easier to dodge it due to the increased MS. Check out this fantastic diagram by The Bran Flake to get a better idea! Try to switch up your angle of attack each time; play mind games with the Lux while you fly circles around her!

Edge of Night is a pretty good item in this matchup: either it will block her Q root or it will block her E damage, both cases leaving you in a favourable situation.

Getting and upgrading Boots of Speed early will help dodge her spells.

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Malzahar
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Consider buying a Hexdrinker or taking Nullifying Orb in your runes. You might also want to buy Quicksilver Sash to help counter his ultimate ( Nether Grasp) suppression.

Consider starting with Corrupting Potion; it will make his passive, Void Shift, shield useless.

Early game, try to auto-attack Malzahar often to keep his passive shield down.

A well aimed Blinding Assault will destroy all of his Voidlings.

When engaging from Behind Enemy Lines, you don’t need to worry about his passive shield: Skystrike will automatically destroy it when you engage him.

You can dodge his Q, Call of the Void, with a well-timed Vault.

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Master Yi
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Try to use Blinding Assault on Master Yi before he gets in range to use his Q, Alpha Strike.

Save your Vault to create distance after he uses his Q. If you are ahead and know that he is unable to kill you even if he gets into melee range, you could save Vault to cancel his W, Meditate.

You could max Heightened Senses first for the increased MS when proccing Harrier; this will help to kite out his ultimate, Highlander.

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Orianna
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Getting Hexdrinker and taking Nullifying Orb in your runes could help if you struggle in this matchup.

When Orianna has her W ( Command: Dissonance) up and she moves her ball onto you using her Q ( Command: Attack), Vault her as soon as possible so that you dodge the W.

You can also dodge her ultimate ( Command: Shockwave) with a well timed Vault.

Getting and upgrading Boots of Speed early will help posistion around her ball.

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Pyke
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You can dodge his ultimate, Death from Below, with a well-timed Vault, be it onto him or even a minion!

You can interrupt his Q, Bone Skewer, with Vault while it is charging but be careful as he can release it early before the Vault hits.

When he is charging his Q, you could try blinding him with Blinding Assault to make it harder for him to hit you.

If he dashes through you with his E, Phantom Undertow, try to move to the side before using Vault, otherwise the stun will hit you. To make it easier you could walk diagonally to him when he gets close.

Try to keep the bushes in lane warded to make it harder for him to regenerate his health through his passive, Gift of the Drowned Ones.

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Syndra
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Getting Hexdrinker and taking Nullifying Orb in your runes could help if you struggle in this matchup. Also consider taking Mercury's Treads as your boots to reduce the duration of her E - Scatter the Weak - stun (the magic resist also helps).

Early game, when you go in to last hit a minion, a good Syndra will almost always user her Q, Dark Sphere, on you to get some free damage in. This is a great opportunity to use Vault to dodge her damage whilst dealing some damage yourself! You can then follow this up with Blinding Assault.

Utilise your Harrier MS steroid to bait out her Q and easily dodge it.

Syndra is capable of using her E first and then using her Q to place a sphere right at the edge of her E, making it very difficult to dodge as the sphere is almost immediately pushed as it appears. Try to keep moving in lane to make it harder for her to pull this off.

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Talon
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Against Talon you want to save Vault to cancel his Q, Noxian Diplomacy. This will screw over his combo because he needs 3 stacks to proc his passive, Blade's End.

Never use Vault when his W, Rake, is up as it means 2 guaranteed hits for him.

You can walk in and out to bait out his W and then harass him while it is on cooldown.

The returning part of the blades of his W will expand and deal more damage as well as apply a slow, so you want to dodge it by moving to the sides rather than backwards.

Buying and upgrading Boots of Speed early will make dodging his W easier.

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Twisted Fate
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Don’t stay near your minions so that you avoid getting hit by the AoE damage from his red cards.

Consider getting Mercury's Treads to help reduce the duration of his gold card stun (the magic resist is nice too).

You could also get Quicksilver Sash to remove the stun all together.

Once he unlocks his ultimate, Destiny, he will look to shove the lane and then go out of vision to put pressure on the rest of the map. You should looked to contest and keep him shoved in so he’s forced to decide between staying in lane or roaming and losing CS + XP.

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Veigar
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Getting Hexdrinker and taking Nullifying Orb in your runes could help if you struggle in this matchup.

Keep your distance from Veigar whenever possible so he has less opportunities to trap you with his E, Event Horizon.

Only use Vault when his E is on cooldown.

In lane only trade if you can land your Blinding Assault. Veigar can not use his ultimate, Primordial Burst, when he is blinded.

Buying Edge of Night will give you more breathing space in lane; when you see his E forming around you, activate EoN and simply walk out of it, avoiding the stun. You could also consider taking Ingenious Hunter in your runes to reduce the cooldown of EoN.

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Vel'Koz
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Getting Hexdrinker and taking Nullifying Orb in your runes could help if you struggle in this matchup.

Early game you can use Vault to dodge his W ( Void Rift) or E ( Tectonic Disruption). However after level six you will want to save Vault to cancel his ultimate, Life Form Disintegration Ray.

Buying and upgrading Boots of Speed early will make dodging his abilities easier.

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Viktor
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Getting Hexdrinker and taking Nullifying Orb in your runes could help if you struggle in this matchup.

Viktor has one of the strongest level 1 trades in the game, so don’t pick a fight with him early on.

Look to engage when his E, Death Ray, is on cooldown. Punish him if he uses it to farm.

Don’t stand next to your minions so that he can’t farm and poke you at the same time with his E.

Viktor must get 1150 gold early to upgrade his Prototype Hex Core (so he can augment one of his abilities). He is forced to stay in lane longer than most other champions, so if you can coordinate a gank with your Jungler and force him to base early (or even better kill him), his scaling will be delayed.

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Xerath
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Getting Hexdrinker and taking Nullifying Orb in your runes could help if you struggle in this matchup.

Getting and upgrading Boots of Speed early will help dodge all his skillshots. Also make use of your Harrier movement speed steroid and keep moving in lane.

Avoid using Vault or engaging until he has used his E, Shocking Orb, stun. You can look to make fake engages on him to try and bait it out. Once it’s all cooldown, engage. If you ever do Vault him when his E is up, make sure to immediately sidestep.

Xerath relies on poking you down in lane, so if you manage to dodge a lot of his damage or get sustain throughout the early game you will be able to easily one-shot him with one or two items.

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Ziggs
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Getting Hexdrinker and taking Nullifying Orb in your runes could help if you struggle in this matchup.

Make sure not to stand next to your minions so that Ziggs cannot farm and poke at the same time.

Getting and upgrading Boots of Speed early will help dodge his skillshots.

You can interrupt him using Vault when he tries to jump away using his W, Satchel Charge; however be careful not to be caught in the blast yourself or it will knock you out of Vault.

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Zilean
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Getting Hexdrinker and taking Nullifying Orb in your runes could help if you struggle in this matchup. Phase Rush is also a good choice.

Make sure to have good ward coverage, as Zilean is good at setting up ganks with his E, Time Warp. He can also facilitate tower-dives with his R, Chronoshift.

His only real source of damage is his Q, Time Bomb. You will be stunned if he hits two bombs on you at once, so make sure to keep moving in lane.

Be aware that Zilean can reduce the cooldowns of his Q and E by 10 seconds using his W, Rewind.

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Zoe
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Getting Hexdrinker and taking Nullifying Orb in your runes could help if you struggle in this matchup.

You can also consider taking Cleanse. If you do, make sure to cleanse the asleep effect; if you cleanse the drowsy effect, you will still fall asleep.

Getting and upgrading Boots of Speed early will make it easier to dodge her skillshots.

Stay behind minions when fighting/trading with her as they will block her Q ( Paddle Star) and E ( Sleepy Trouble Bubble). Her Q still has some AOE damage so don't stay too close to the minions.

Zoe is super vulnerable when her E is on cooldown because it's her only reliable defensive mechanic, so if she misses it, it's your opportunity to play aggressive.

Don't ever Vault into Zoe when her E is up, unless you have minions between you and her.

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Taliyah
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Getting Hexdrinker and taking Nullifying Orb in your runes could help if you struggle in this matchup.

You can dodge her W, Seismic Shove, using Vault.

You can cancel her ultimate, Weaver's Wall, using Vault.

Don’t Vault over her E, Unraveled Earth.

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Bard
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Don’t stand near walls/terrain or your minion, as you will be stunned by his Q, Cosmic Binding.

Wherever possible try to destroy his W, Caretaker's Shrine, by standing on it.

You can knock people out of his E, Magical Journey, using Vault.

You can dodge his ultimate, Tempered Fate, from close-range with a well-timed Vault.

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Graves
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Avoid standing near walls/terrain so that Graves cannot detonate his Q, End of the Line, early.

Try to start your combos with Blinding Assault; whoever blinds the other person first in this matchup wins.

Try to stay at maximum auto-attack range, as you out-range Graves.

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Kindred
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Kindred can dodge your Blinding Assault with her Q, Dance of Arrows. Wait for it to be on cooldown before using Blinding Assault.

Landing Blinding Assault on Kindred will give you a large advantage in trades.

Try not to fight Kindred in her W, Wolf's Frenzy, active AoE.

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Nocturne
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When he engages, either wait out his spellshield while kiting back or use Blinding Assault to remove it and then Vault to safety.

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Sylas
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You can cancel the first part of his E ( Abscond / Abduct) as well as his W ( Kingslayer) using Vault. However he can cancel your Vault using the second cast of his E.

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Alistar
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You can interrupt his W, Headbutt, using Vault. However, be wary as he can cancel your Vault with his Q, Pulverize.

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Elise
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She is strong early game due to having ‘more’ abilities because of her shape-shifting. Avoid fighting her early on.

She can dodge your Blinding Assault using her spider form E, Rappel, so try to use it while she is in her human form or when her spider form E is on CD.

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Evelynn
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Try to ward her camps so that you can keep track of where she is on the map (‘normal’ ward spots won’t be effective due to her passive, Demon Shade).

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Fiddlesticks
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You can interrupt his W, Drain, using Vault. You can also interrupt his ultimate ( Crowstorm) using Vault, but only when he is channeling it.

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Gragas
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You cannot interrupt his E ( Body Slam) with Vault; you will get interrupted instead.

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Hecarim
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He can interrupt our Vault with his E, Devastating Charge, but only if his last command was to auto attack rather than a movement command. Try not to use Vault while his E is active, or use Blinding Assault first before you Vault.

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Janna
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You can interrupt her ultimate ( Monsoon) with Vault, but only after she has cast it. If you Vault first and then she casts it, Vault will be interrupted. She can also interrupt our Vault with her Q, Howling Gale.

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Kayn
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You can interrupt his Q, Reaping Slash, with Vault. He can interrupt Vault with his W, Blade's Reach, but only in Rhaast form.

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Kha'Zix
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You can interrupt his E, Leap, with Vault.

Avoid fighting Kha'Zix when alone so that he cannot get his damage buff.

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Lee Sin
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You can cancel the dash part of his Q, Sonic Wave, using Vault (note that you can cancel it even when he dashes to your teammates).

If you are close to Lee Sin you can cancel his W, Safeguard, using Vault.

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Morgana
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Do not use Blinding Assault on someone who has Morgana's E, Black Shield, on them; it will block the blind.

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Nami
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Save your Vault to dodge her Q, Aqua Prison.

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Nidalee
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You can interrupt her cougar form W, Pounce, using Vault.

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Nunu
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You can interrupt his ultimate, Absolute Zero, with Vault. It will still go off, but if you interrupt it early the damage and slow will be much less.

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Rakan
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You can interrupt his W ( Grand Entrance) using Vault, but only if he does not have his ultimate ( The Quickness) activated.

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Rammus
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His Q ( Powerball) will cancel your Vault, so wait until it ends before Vaulting.

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Sejuani
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You cannot interrupt her Q ( Arctic Assault) with Vault; you will get interrupted instead.

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Shaco
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Your Harrier mark will persist through his R, Hallucinate, making it easy to tell which is the real Shaco.

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Shyvana
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Her ultimate, Dragon's Descent, will cancel your Vault; keep track of her fury bar so you know when she can use it.

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