Standout worst matchup for Aatrox. Irelia counters your kit the hardest in the game due to her Q completely decimating your own Q and her W being just a free damage reduction for your Q3. Her movement through minions negates her chances of ever getting caught in your Q or W, and she also statchecks you. If you SOMEHOW end up against her, early lethality will help. Considering going lethality if her team is otherwise squishy, otherwise you'll absolutely never kill her.
Fiora
I initially placed Fiora at 5 as she was really broken at the beginning of season 14. For now she remains in 4 as she isn't as strong as before. The same principles remain here as always: your counterplay against her lies in your E since thats the only reliable movement you have against her W parry. The most surefire way to dodge it is to bait her so that you look like a free parry, and this is done by simply using your Q. Since you're locked in your animation, Fiora will indefinitely parry you sooner or later, and that's when you'll have to react with your E. Dodging sideways will be the safest option, so learn to place your Q so that the tip still hits the target even if you E somewhere else. Building grievous wounds early will hinder her heals from both ultimate and Ravenous Hydra. Good luck.
Vayne
This matchup is very bad for you. If she takes Fleet Footwork and Ghost you can't really ever try to engage as she will kite you to death. However she is as suspectible to your CC as any other champ so try to freeze the wave at your tower, that way you can possibly poke her and make her low enough for an all-in. Build Edge of Night first in order to block her CC, this will noticeably ease your matchup.
Yone
Yone is much easier than Yasuo early since he can't just E around. The problem lies in his early powerspikes, most noticeably at level 3. If the Yone is good he will most likely bait out your Q and engage once you've burnt your cooldowns. If he uses E on you run away and kite, your Q3 can be cast behind you if he dashes towards you as he will be locked in the animation. Keep in mind when using W on him as he can E to the side: counter it by using your Q2 as he is running away. Q3 him when he snaps back into his body. You win him as long as you play safe early and poke him.
K'Sante
K'Sante is a tricky matchup, since he can just build armor and still melt you. On the other hand, his kit is very predictable and you can almost always skew the trade in your favor in case he engages. After level 6 he becomes a dueling beast, and will melt your HP if let loose. He loses the majority of his resistances and a lot of HP though, so consider it a chance to engage as well should he use all his abilites.
Gwen
Gwen is another heavily scaling toplaner who only gets stronger the longer the game goes on. She is susceptible to your early damage, but respect her Q damage. Try to sidestep it, since even if you get hit, you'll negate the true damage. Level 6 she will win if she hits her R, so try to bait it. If she misses her Q, you win the trade. Respect her late game damage, as she can proactively try to one-shot you.
Riven
Riven is one of the stronger duelists in toplane, and she will always outtrade you if you just face her like so. The simplest way to win her is to waste her E and dodge her W stun. You'll win the trade if you accomplish both of these things. Respect her first three levels, as she will one-shot you if she takes Ignite.
Kled
Kled is a strong laner and diver, and his Q also has built-in Grievous Wounds, which makes your healing less effective. He is stronger than you in pretty much every state of the game, so play with your team and try to make his game harder by taking his team out. Once Kled loses his mount, he loses a lot of mobility but he can get it back by damaging you.
Olaf
Olaf is much stronger than you early game, and he also scales better in late game. If you can, try to dodge his axe throw, as it makes his burst much less effective. After level 6, his R makes him near unbeatable in a duel, so drag it out and try to fight him outside his R. Mid game you are stronger, but he will win every duel if you are even, so poke him and bait his abilities.
Kennen
Kennen is an annoying lane due to his AP damage, range and high mobility. Your only saving grace is that he is relatively squishy, but even then this lane is much more favored for him. Buying magic resistance such as hexdrinker helps, and allow you to take trades.
Trundle
I initially placed Trundle at 3 because as a duelist against Aatrox he is relatively easy to deal against. But in current meta, his ability to just straight up shit on turrets is just too broken and therefore he is one of the strongest laners against us. The problem is balancing your actions between teamfighting and laning. Generally speaking after mid game you shouldn't lane much at all, but since Trundle is all about splitpushing, he will eventually catch you with turret gold and roll all over your team. If Irelia didn't exist I'd probably ban this fucking degenerate every single time. My tip is to just try to deny him plates as much as possible and eventually just gather a lead with which you can kill his team and make him defend. A defending Trundle is as useless as a coughing baby.
Akali
Akali is a rare matchup in toplane, but if she decides to lane there, it will be tough. This is mainly due to her W, which makes your attacks completely useless. Try to anticipate her E by dodging it by either walking or using E. Early hexdrinker will help a lot once she hits level 6. Mid game you should win her as long as you are even.
Ornn
Ornn is one of the strongest toplaners all around, since he has damage as well as tankiness. Ornn will always want to hit his knockup on you, so if you dodge it you should win the trade. Respect his W damage, he also gets unstoppable while using it, meaning your Q won't CC him. The majority of his damage is AP, buying Mercs here will help with his CC as well.
Yasuo
Yasuo is Yone but much more volatile. Good Yasuos will use their E as much as possible in order to negate your sweet spot damage and it becomes very hard to do consistent damage to them if they just hop around. Try to hit your Q so that you land it where his E stops. Your Q can be used to get his passive shield off, and most Yasuo's will engage on you when they see you using Q. He spikes heavily at Berserker's and his first item, but falls of in late game. You should always win him in lane unless he gets a knockup. Respect his dueling and try to dodge his Qs.
Urgot
Urgot is a terrific duelist and a strong splitpusher, but as with other champs in this caliber, he suffers from low mobility and a predictable kit. You basically always win him as long as you don't get hit by his E. Skew his HP away by taking short trades and you should win this lane.
Volibear
Volibear's kit is very predictable, but he is also a very powerful duelist. Volibear players love to spam Q and E engage on you, so anticipate it by using E backwards and using Q to mitigate damage. You win once you get Sundered Sky, but respect his dueling, in long fights he will win.
Illaoi
In terms of laning, Illaoi is one of the more easier ones, so long as you dodge her E. If she misses it, she basically loses all the source of her damage, allowing you to take the trade in your favor. After level 6 she becomes much stronger. If she ults, just run away. You will NEVER outheal her if she has E and R on you.
Malphite
Very boring lane, you are stronger early as you can poke him down relatively easily. However, after he buys Tabis and Bramble Vest, you become useless and he also scales much better to late game. Your only window to win the game is through early game, and if you fail, the game is more or less lost. Don't bother going BC against him first, it'll become obsolete as soon as he finished Sunfire.
Jax
Jax, the statchecking groomer. For me this matchup has always been a matter of skill. Although Jax does statcheck you with his items, this lane is far from impossible, and with correct spacing you can whip his HP down and eventually force him to either recall or just kill him. A good tip to counter his E is to try to predict when he will recast it, and try to Q3 him as he does it. If done right, you can heal back all the damage he inflicts on you. Respect his R and late game, as he whips you without a second thought.
Darius
Darius is a feast of famine champion, and this is reflected by his strength throughout the game. Early he wins you just by statchecking your champ, but midgame you should win just as long as you don't get caught in his E. You can dodge his pull by simply using E backwards, and you can Q at the same time. When laning, try to take his HP down little by little until you can just ult combo him to death. Late game he is a monster, so try to shut him down in teamfights by stunning him with Q.
Garen
Garen is probably the most predictable toplaner in the entire game, but he is also extremely strong and easily underestimated. Wait for level 4 and whip his HP down, you'll win him in basically every trade as long as you hit your Q sweet spots. After level 6 he becomes much more dangerous, and he can one-shot you. Garen players usually take Ignite against Aatrox, so try to abuse his tempo.
Kayle
Kayle is a really weird champion to scale, because she can go 0/10 and still carry once she hits level 16. The laning phase itself, however, is completely under your control. Level 4 you can just full combo her and she won't be able to do anything. After level 6 she wins you if you take extended fights, but if she doesn't have her R its a free kill. This remains the same until she hits level 16, during when she will completely obliterate you. Watch out for her W move speed, she can outrun your W slow.
Tryndamere
Tryndamere is one of the most volatile lanes in top, since his main strength lies in snowballing. If you can keep him even, you should win the game. Keep in mind that post level 6 he can try to dive you, and you won't be able to heal off of him. His movement comes off of his E, and landing a Q as he is using it will skew the trade in your favor. Buy early Tabis, they will diminish his damage by a significant amount.
Cho'Gath
Cho'Gath is pretty weak early game, and you are much stronger from level 4 to level 6. Try to deny him CS early game and build up a small lead, after level 6 the lane becomes much more volatile with his R. Don't fight him if you're too low, and you should end up even or ahead. His Qs are relatively easy to dodge, but beware of his W, since it makes you unable to use your abilities.
Gragas
Gragas is a champion that, while has a very predictable kit, is also very hard to engage without getting equally punished. In this matchup the key to winning is getting him to use his E as much as possible and then punishing him. After level 6 respect his damage, as his burst damage increases a lot.
Jayce
Jayce is a really strong poker and also has good all in, so try not to get hit by his empowered Q. Jayce's engage is very predictable, and he also lacks mobility, so he is susceptible to ganks. He is a strong scaler, but you should win him in a 1v1 as the game goes on. His strong suit remains his poke and burst, so buying things like Death's Dance and Sterak's hinders his damage output.
Singed
Singed isn't usually played in a lane, and is instead proxied with. This is due to him being a weak laner with no real all in. A usual trade with him should be Q -> W -> Q2, and once he uses E on you, time your Q3 by firing it behind you, so that it lands on top of Singed. He is a strong late game champion that excels in grouped up teamfights, so try to take his team out before him.
Sett
Sett is a very feast or famine champion, and is one of the strongest early game champions. Avoid openly taking trades and fighting him until level 4. Don't also stand in between him and your own minions, since his E can stun you. Try to avoid his W center, as it deals true damage.
Quinn
Quinn isn't that difficult to play against once she engages with her E. When she vaults on you, she is very susceptible to your full combo, and since she is squishy, you can almost always skew the trade in your favor. Fighting her in your side of the lane is much more important than you might realize. If she can't follow you after your combo, she can't punish you. After level 6 try to warn your team as her roaming power is where her power mainly resides in.
Pantheon
Pantheon is a strong early game and late game champion, but his power falls off heavily in mid game. He is quite annoying to punish due to his E just negating all your damage. Don't fight him until level 4. After level 6, you can try to all in him after he uses his E. Don't get poked down by his empowered Q early, as it can effectively destroy your lane.
Renekton
Renekton has a strong all in, but once he uses his E, you can poke him down as much as you like. Try to bait out his E recast by holding onto your Q, and then engage when his mobility is down. His R wins against you in an all in, so don't fight him in it.
Tahm Kench
Tahm Kench relies heavily on getting his Q off, so standing behind minions hinders his CC output by a lot. He also lacks mobility, and you can cancel his W with CC. Once he buys Thornmail, he gets much stronger, and you will probably never kill him in late game, so focus on killing his team.
Yorick
Yorick gets overestimated a lot, but in reality his only damage output lies in his minions and in his R. Dodging his E will make him much less oppressive, and his gameplay is much splitpush favored. That being said, he is still a strong duelist, and will wreck you if you go in without a plan. Because he lacks mobility, Aatrox can very easily all in him, but try to save your E in the case he uses his cage on you.
Teemo
A complete joke of a laner, Teemo is one of the worst possible picks against Aatrox. Your damage comes mainly from abilities, which Teemo's blind is useless against. He also lacks movement speed apart from his W, so abuse his lack of mobility. Teemo becomes much more dangerous late game. He can also limit your freedom to engage with his traps, so post-level 6 take Oracle Lens.
Gangplank
Gangplank is the one of the best scaling champs in the entire League, and therefore should be denied as much gold and experience as possible. Luckily for us, he is very easily counterable and usually loses all trades he takes against you, unless he catches you off guard with his E. The only reason GP isn't even lower is because he scales too hard. Late game he just one-shots you and also does too much true damage.
Mordekaiser
The gigachad of toplane, and quite possibly the only respectable toplaner. For me, Mordekaiser is kinda the AP version of Aatrox, since he also has a lot of healing and is a great duelist, while commanding shitty splitpush. During laning phase, you can dodge his Q and E quite easily and try to take trades. If he uses R on you, just R away as well. The movement speed can be the difference between living and dying. If the jungle is also AP, I'd consider going Kaenic Rookern as first.
Gnar
Gnar is a relatively weak laner until level 6, when he gains his R and can chain CC you for an eternity. The only problem in this matchup is his E, which makes your W useless. Early game its cooldown is pretty much the same as your W, so if you can bait it out by using just Qs, you can try to all in him. Gnar doesn't scale all that well, and you destroy him late game really hard.
Maokai
Maokai relies on short trades and doesn't want to take long fights. He lacks mobility, so you can basically always full combo him. After level 6, you become much stronger than him.
Shen
Shen is an easy laner to play against. His kit doesn't offer much defense against you, since your damage comes off of mainly your abilities. He can still dodge your empowered passive by using his W, and his potential to shift the tides of a teamfight with his R is huge. While you can't dispose of his R shield, you can make him unable to teleport by CCing him with Q. Don't stand in between his spirit blade and him, as he can call it to himself and empower his auto attacks.
Dr. Mundo
This matchup is ridiculously easy. Your Q is CC, and therefore cancels Mundo's passive. He also has a lot of HP by nature, so you always win extended fights, since you heal so much. Mundo becomes much more dangerous in late game when he has resistances as well as Thornmail, so don't underestimate him.
Nasus
Nasus is one of the easiest toplanes to actually play against, and he is very easily killable pre level 6. You will always outtrade him, but beware of his R and his mid to late game. He will probably never directly be able to kill you, but the same can't be said to your teammates. Keep him low on stacks by zoning him off of minions and you'll win.
Sion
Sion is a very easy matchup. Your Q is easy to proc so that it cancels his Q charge, and his nature as a tank helps with you taking extended fights. You win against Sion in every point in the game.
It isn't yet official but in next patch (14.9) there will be lots of nerfs to bruiser items, especially to Sundered Sky, Sterak's Gage and Spear of Shojin: three of which are basically integrated to our core bruiser build on Aatrox. That being said there's not really a point in going bruiser anymore since lethality just outperforms it so hard. In case lethality nerfs are on their way I'll reconsider what I said but for NOW (14.8) bruiser is still playable, although quite weak. Next patch will just gut it so I'd just recommend building lethality from now on.
Introductions
Hello everyone! My name is forlid and I'm your enthusiastic Aatrox guide here today! I've been playing League for just about two years and during all this time I've tried out a plethora of different champions, mostly mid and toplaners so my experience is mostly single lane based. My most played champions include characters such as Aatrox, Yone, Yasuo, Sett, Sylas and Ekko, but the most proficient I'm with Yone and Aatrox. I've already done an Aatrox guide once before but decided to stop updating it due to concentrating on other things. I've revised this particular guide from stratch and tried to include more insight as to how exactly Aatrox should be played, so I hope you'll enjoy this guide!
About Aatrox
Aatrox is one of the most popular toplaners and his playstyle mainly revolves around his omnivamp and combos. While he is not the most difficult champion when taken at face value, the skill ceiling of Aatrox is comparable to the more difficult champions in League overall. Aatrox excels in duels as well as teamfights but struggles with weaker scaling and gets easily countered by armor and grievous wounds.
Periodically, Aatrox's next basic attack deals bonus physical damage and heals him, based on the target's max health.
Aatrox's passive is a very powerful tool as it increases his auto attack range and deals a lot of damage for a basic attack. The cooldown of this ability is based on how many times you're able to hit your The Darkin Blade's sweet spots as well as auto attacks, as they both lower the cooldown for Deathbringer Stance. The cooldown for this ability gets gradually lower the more levels you gain and is eventually active pretty much every other second. Keep in mind that enemies will notice when you gain your passive based on a certain sound as well as how Aatrox positons his blade in a horizontal line.
Aatrox slams his greatsword, dealing 10/25/40/55/70physical damage. If they are hit on the edge, they are briefly Knocked Up and they take 16/40/64/88/112 instead. This Ability can be Recast twice, each one changing shape and dealing 25% more damage than the previous one.
Easily Aatrox's most imporant ability, The Darkin Blade is where your damage resides and it is extremely important that you master this ability. Whereas the inside of this ability does quite bad damage, the sweet spots are where you should always aim. To ease this you're allowed to dash with Umbral Dash while casting The Darkin Blade in every direction. This is how you'll be catching all of your foes who try to escape. Keep in mind that this ability is quite bad until level 4 where your second point in Q becomes available. The Darkin Blade has an extremely long cooldown early but it's reduced as long as you don't recast it after poking with it. This ability has three forms: the first cast makes a straight line and is used mostly as an engage tool as it has the longest reach; the sweet spot resides at the very tip of the blade. The second cast makes a huge horizontal line with the longest reach in both of its corners; the sweet spot resides in the very end of the blade with the entire line being the sweet spot. The third cast has Aatrox slamming his greatsword down in a circle with the sweet spot in its center.
Aatrox fires a chain, Slowing the first enemy hit by 25/27,5/30/32,5/35% for 1.5 seconds and dealing 30/40/50/60/70magic damage. Champions and large jungle monsters have 1.5 seconds to leave the impact area or be Pulled back to the center and damaged again for the same amount.
Infernal Chains is a pivotal part of your kit although far from the most useful. The main usage of this ability comes from comboing it alongside The Darkin Blade for an easier combo. This ability is widely known to be extremely inconsistent as its CC is very unreliable on its own. You can combo Umbral Dash alongside this ability for an easier hit and you can also last hit minions with it as it deals double damage to them. Enemies will often try to run to the side of the CC area in order to escape, so try to hit your Q1 or Q2 while they're escaping. This usually ends up in a huge trade in your favour.
Passive: Aatroxheals for 18/19.5/21/22.5/24% of the damage he deals to Champions, increased to 20/24/28/32/36% during World Ender. Active: Aatrox dashes. He can use this Ability while winding up his other Abilities.
Aatrox's E is all of your mobility alongside World Ender's move speed boost, so use it effectively. You'll mostly be using this to catch opponents with The Darkin Blade or when you need to disengage. While the dash itself is pretty short ranged, it can pass through surprisingly tight walls such as raptors. Try to play around with it and learn where you can slip and where you can't. Umbral Dash pays another huge role in your kit as it's your main source of sustain. During your R it gets much higher and will allow you to outsustain basically every champion.
Aatrox reveals his true demonic form, Fearing nearby minions for 3 seconds and gaining 60/80/100% Move Speed decaying over 10 seconds. He also gains 20/32.5/45% Attack Damage and increases self-healing by 25/35/45% for the duration. Champion takedowns extend the duration of this effect by 5 seconds and refresh the Move Speed effect.
Aatrox's ultimate World Ender is where your damage gets boosted to the skies. It makes catching opponents much easier and makes your sustain one of the best in the game. Alongside giving you terrific AD it also gives you an insane disengage tool should the need arise for you to do so. Don't overlook the self-healing as it increases your regeneration as well as makes plants give you more HP. Don't always just insta ult when you see a target, rather try to observe and wait for the correct opportunity. In teamfights its also not always the call to instantly ult as you want to use it so that you're able to extend its duration. Now of course you'll use it if you're in a sticky situation, but IN GENERAL its not always best to just use all of your damage without a good reason. Enemies might just disengage as they recognize the danger you pose.
Simply the best keystone for Aatrox. Conqueror allows us to fight for extended durations and the damage increase serves as an extra source of sustain since more damage equals more healing. Conqueror should always be your choice of rune unless you're facing someone who's extremely difficult to catch and who's ranged, such as Vayne or Quinn.
This slot is moreso just too one-sided due to Triumph heavily outvaluing both Presence of Mind and Overheal. Triumph is very valuable in teamfights and especially in 1v2 situations as the heal from a takedown might let you live or even turn the tide of a fight. You should also consider Triumph as a tower dive rune as the heal can possibly leave you alive after a successful dive: Aatrox is one of the best divers in the game due to the sustain he gains from a kill.
This choice relies on whether or not you think you'll need the extra tenacity later on. I'm currently running Legend: Alacrity on most of my games as I think Sterak's Gage alone provides enough tenacity to render the rune itself mostly useless. Alacrity also helps with your passive Deathbringer Stance as more auto attacks lower the cooldown of your empowered attack. Consider going Alacrity into matchups where you can get more auto attacks off. These include low mobility champions such as Malphite, Sion, Nasus and Dr. Mundo.
Since you'll mostly be committing into a kill, more often than not you'll find yourself quite low as the fight goes on. Last Stand allows you to deal more damage the lower you are so it's perfect for extended fights.
A very solid rune best taken into melee matchups where the enemy is unable to poke you without fully engaging. Think about someone like Darius: he has nothing on you unless you walk into his Q Decimate. Be wary of some melee matchups as the rune can easily be poked down. These include champions such as Volibear who can poke it through his passive The Relentless Storm and Yone who can just use his W Spirit Cleave on you.
Serves as an excellent anti-poke rune due to its healing through taken damage. Pairing Second Wind alongside Doran's Shield makes up for some insane healing and makes ranged lanes somewhat playable. Second Wind is also an excellent rune even in some melee matchups where Bone Plating isn't as useful and where the enemy can constantly poke you.
An excellent rune choice for Aatrox as it allows for more healing. The shield part shouldn't also be ignored as it effectively increases Sterak's Gage shielding as well. If you're unsure what to go, Revitalize should always be your choice as it's really powerful with both bruiser and lethality.
The sole reason this rune page is even viable on Aatrox. The poke from Arcane Comet leaves most ranged champions in a negative trade should they try to poke with you as the damage is guaranteed should you hit your sweet spots from The Darkin Blade. Consider going this only if the enemy laner has a lot of mobility AND is ranged. Otherwise Conqueror is way superior.
A really good rune for poke as the burn damage is actually very viable. Another contender here would be Gathering Storm but seeing as Aatrox isn't the best scaling champion, the extra AD won't most likely make a huge difference.
Serves a very imporant role in your combos. Use it alongside The Darkin Blade to finish off low HP opponents. Keep in mind that your combo is very easily predicted so try to bait their movement out before committing. The obvious usage of Flash is of course also disengaging and dodging out important abilities.
Teleport is very useful in top where the walk to lane is extremely long. It also allows you to split later on and join teamfights should they break out. Currently I think Teleport heavily outvalues Ignite so you should always take it even against healing targets.
Not very strong in top and especially not for someone such as Aatrox. I'd only really take this if you're queuing for midlane and even then Teleport is equally as strong. There just isn't much use for it as there's a lot more potential with Teleport.
I don't really recommend picking any other Summoner Spells other than these three as they're not as valuable on Aatrox. Exhaust should never be taken on top and Cleanse is useless after Sterak's Gage.
Early Game
Aatrox is one of the weaker early game champions due to his high cooldowns and enemy champions just being stronger in general. Your main job early is to let the wave push towards you as this way you can farm easier. Aatrox doesn't have much with which to waveclear early so try to learn to clear solely with auto attacks. You can of course poke the enemy with The Darkin Blade but keep your distance if they're someone like Darius as you'll always lose the close-ranged fights. When you hit level 4 that's when you'll be able to dish out damage and make some good trades. At this point you should be pretty healthy and still at your side in the lane: if your jungler cleared towards topside, you can try to set up a gank. Keep in mind that the enemy jungler is usually there at the same time so ask yourself: can we win this fight? If the answer is no, just ping your jungler to go away. Otherwise you can try to engage and with good luck you'll get a kill or two, even Summoner Spells will suffice. Voidgrubs are also very important if your laners are snowballing as they help a ton with plates. If you're able to solo kill your laner you can co-operate with your jungler and mid to obtain the very first objective in the game and get a huge lead. Wards pay a huge role here so try to get vision on either enemy jungle or deep ward in case you suspect you'll get ganked. If you're unable to do so just sit under your turret and farm. Your first back should be done around 1100g. This way you'll get a key component to your first item or you can buy tier 2 boots.
Mid Game
Around mid game your objetive remains the same as before: farm in lane and try to get plates by killing the enemy laner. In case you succeed, you can try to get another set of voidgrubs. This will exponentially boost your tower damage and helps very much later on. While you're getting closer to Baron Nashor you should start to roam a bit and if your bot is in a lead you can rotate your entire team so that you can push bot. With Teleport you can now join fights should they break out. You're also at your strongest around this time so if you're even with your laner you can feel confident in engaging them. Focusing on getting dragons so that your team can scale to late game and with correct map awareness you should be safe to farm and make some calls.
Late Game
This is when ending the game becomes pivotal as your champion isn't the best scaler. Post 20-min mark you should ask yourself whether or not you can take Baron Nashor. If you win a teamfight you can look for it as with Baron you can usually push and get tier 2 towers which net a huge gold lead. If you went bruiser you should play around your team and peel for them as much as possible. If you went lethality you should be able to oneshot pretty much every single that isn't a full on tank. Good flanks with Teleport can be game changing so keep those in mind. If you're unable to end the game with Baron try to get Elden Dragon as it will most likely be an insta win at that point. Other than that you should act as your team's leader unless someone else is much more ahead as your kit is with which your team can make good plays around.
You must be logged in to comment. Please login or register.