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Recommended Items
Spells:
Flash
Heal
Items
Ability Order

Illumination (PASSIVE)
Lux Passive Ability
Threats & Synergies
Threats
Synergies
Show All
Extreme Threats

LeBlanc
Female teemo. You cannot harrass her, cannot hit her, and she can kill you with two spells. Just annoying.
But she is fairly squishy. So in case you do hit her she is dead. But you won't hit her. Maybe one binding in 1000. That kill could win it though.
Synergies
Introduction
I'm Daktylus (DerFinger on EUW) and will show and explain to you my way of playing
I'm currently Gold.
Season 3 i went 31/17 (64.6% Winrate) with
Season 4 it was 38/25 (60.3% Winrate).
And in the young Season 5 i am 5/0 so far. (That's 100% by the way)
And so we go....
In the end there are 3 factors: YOU + YOUR TEAM + THE ENEMY TEAM
YOUR PLAYSTYLE
This cannot be stressed enough. Pick and play the champions YOU feel comfortable with. Only then you can show your true "skill".
So find out what kind of champions you like, and in which way you play them! You can play
THE ENEMY TEAM
So this would be the kind of team to pick
YOUR TEAM
And this would be a Team composition to pick
BETTER NOT THE ENEMY TEAM
Well and this would be a team composition not to pick
How powerful is she effectively? How good does she fit into the current meta?
Is she good or bad in the meta?
To answer that question, let's take a look at what definitely IS the current meta.
Here are the 10 most picked/banned champions of EU LCS:
Alright. Those are the 10 most minded champions in the game currently. So their playstyle represents the meta playstyle.
In General:
The current meta is very versatile. Many champions can be played in many ways, and every phase of the game is important on its own. Whoever wins the early game can snowball that advantage into the mid game, get Dragons and snowball even harder. Teams who are good in the mid game can more easily win Dragon fights and get Dragons to snowball from the mid game. Late game teams can stall long enough to get to the late game. And Splitpush or Siege compositions still can take down turrets pretty fast, and in the end taking down turrets and inhibitors wins the game.
But anyway some champions just fit the best into the current state of the game, and become so called Tier 1 or even God Tier.
And the champions listed above are those champions.
So let's take a look at the currently strong mid-laners:
And now take a look at the matchup-area and see which champions are very strong against
Just for fun, let's take a look at the other much played mid-laners in the EU LCS:
Not getting any better. Xerath and Syndra are quite manageable as
The conclusion is easy. So far, mobile assassins dominate the meta. And everything that is mobile and assassinates stuff is a counter to
Matchups she would like are not strong currently. A
And to get back to the general 10 most banned/picked champions:
Mobility is the big trend. And
THE CONCLUSION:
To be fairly honest:
But still, she is a strong champion and pick if used correctly. So i recommend to not blindly pick her into anything. Take a look at your team composition at the enemy's and pick her whenever you notice a match.
Otherwise you will be stomped!
IMPORTANT
I will update this section whenever the meta changes somehow.
I wrote this with the Removal of
Like i said, this will be updated then!
3/4 I only take 3 points in here, so i can get
over
Hard decisions need to be made. Movement speed is great, especially on champions that the mobility, but then again, having more mana reg means that we maybe can snare some mobile lad.
Did i already mentioned that i have to survive laning?Generally you cannot really make wrong masteries. Maybe some are optimized, but you have to try out what you like and what works best for you.
Decisions like
+
They make the match here. Getting AP and some magic penetration in the runes is just the most efficient way. The bit magic penetration decreases the early high percentages, and then we get the AP for scalings. And
+
is just the better combo here.
With the nerfs to the Greater seals of armor those are the new defensive runes to take here. Just the most efficient in that category. Good thing is that health is a defensive stat for magic and physical damage.
You cannot take these. No one plays
I love these. Especially on
is also a possibility. I don't prefer them, if anyone can get near you you are dead anyway.
+
My preferred combination. Both defensive.
Ghost is also a very nice alternative in my opinion. Brings more mobility and the ability to reposition yourself while waiting for cooldowns.So if you feel like there is no burst that could need to be healed and want to run in, out at around the battlefield take
The other are just not worth it. Even
>
>
>
Does this need any explanation?
Sorry, but this really should be no question.
Starting Items
The overall stats of the item make it great. Really learn to use this item! If you are buying the
Core Items
The most common combination this Season, and for reasons.
Other items
MOAR DAMAGE Seriously, one-shot dem carries now.
Defensive stats are awesome on squishy champions, and the active is great as well, but only a nice side effect on
Movement Speed and AP primarily, great combination for
So a second
You don't really want the slow, but Health is always good, especially later in the game, and then again it gives 100 AP. Second highest value in the game technically.
Little
Your primary aims in Lane are Farm, Farm and some Farm. Seriously. Everyone says this, but just because it's so damn true. Farm is the safest and most consistent way to earn money. Kills are so random that it is not worth to try it. Getting kills will even make you lose creeps, and that could be the same amount of gold in the end. So keep farming and try to pressure the enemy so he loses farm. Only go in for some kills or fights when you don't lose much for it.
Farming is pretty easy with
In case you are trying to extend the laning phase you can also use
Look at your own creep wave to time it then.
But really, keep on farming, the Carrying comes later!
It is not that easy to master those fights, because you have to time all your abilities right to have the maximum damage output, but the reward will be big damage.
But in the end teamfighting mechanics can be divided in two:
One-shot a Carry
First of all look at the keyboard. Find the keys Q, E and R. Now press them in the given order. Double kill.
But seriously. hit q, w and ult and a carry is dead late game. Really effective when you are sieging! Constantly push the wave in and spam your binding. When you hit one, place the
Maximum AoE damage
This one is a bit harder to do. Forget about the fact that your abilities can make a really nice burst. You do NOT have to throw your ability sequence in a teamfight. Just because it kills a carry it does not have to kill a whole team.
Be aware of the effect of all abilities and use them one by one. Order doesn't matter. Get the most damage out of every spell. Many people are lining up? Hit the ult. Some people on one spot,
That is why cdr is so important. You won't burst enemies all the time. You want to use your abilities for AoE purposes as well. Actually that seperates the good from the bad.
The timing, when to use what ability comes with experience and patience. When you know how far your





















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