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Pantheon Build Guide by mberkant

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The Unbreakable Spear

By mberkant | Updated on October 11, 2019
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Runes: Conqueror Option 1 (Read Notes)

1 2 3
Precision
Conqueror
Triumph
Legend: Tenacity
Last Stand

Domination
Taste of Blood
Ravenous Hunter
Bonus:

+9 Adaptive (5.4 AD or 9 AP)
+9 Adaptive (5.4 AD or 9 AP)
+6 Armor

Spells:

1 2 3
Offensive Laning Spells
LoL Summoner Spell: Flash

Flash

LoL Summoner Spell: Ignite

Ignite

LeagueSpy Logo
Top Lane
Ranked #10 in
Top Lane
Win 51%
Get More Stats

Threats & Synergies

Threats Synergies
Extreme Major Even Minor Tiny
Show All
None Low Ok Strong Ideal
Extreme Threats
Ideal Synergies

Champion Build Guide

The Unbreakable Spear

By mberkant
Introduction
Hi there, I am playing this game about 4 years and still I am not so good at it yet, but I know some trick about this champion because I only play this champion because I didn't wanted to learn another champion from the beginning. Maybe I am not good at it because of this I do not know :D but nevermind, you came here for this champion right? Nothing else, so I might help you with that.
Assassin

Fighter

Support

Champion Introduction Back to Top
This champion is one of the strongest early game champion in the game and a lane bully. His main goal in the game before the nexus and the towers, is getting a lead first then snowball the game. Because his allies has to carry to game if game goes to the late game.


He is a poor late game champion and a bad team fight champion. He has to focus on 1v1 and ganking/ roaming in the early game. He has to limit team fights even in late game. Main thing to do that, finding an alone or undefensive rival and get him out of the game.
Pros and Cons Back to Top

Pros


Lane bully
High AD rate
Easy to play
Targetable stun
Semi-Global ultimate
E makes him immune

Cons


Lack of late game power
Mana hungry
No useful ulti for 1v1
Skillshot abilities
Caster, not auto-attacker
Not good at team fights
Champion Skills and Why We Max Them In This Order? Back to Top
PASSIVE
ABILITY
MORTAL WILL (Passive): After 5 spells or attacks, Pantheon's next basic spell is empowered.
Q
COMET SPEAR (Q):Tap: Pantheon thrusts his spear, dealing 75 / 115 / 155 / 195 / 235 (+1.0 per bonus attack damage) physical damage to enemies hit and refunding 50% of Comet Spear's cooldown.

Hold: Pantheon hurls his spear, extending its range to 1000 units while dealing 75 / 115 / 155 / 195 / 235 (+1.0 per bonus attack damage) physical damage to the first enemy hit and 50% less to further targets.

Comet Spear's damage is increased to 155 / 240 / 325 / 410 / 495 (+2.0 per bonus attack damage) against enemies below 25% of their maximum health regardless of whether Pantheon thrusts or hurls his spear.

Mortal Will Bonus: Comet Spear deals an additional 20 (+13 per level) (+1.0 per attack damage) physical damage and slows the target by 20 / 25 / 30 / 35 / 40% for 2.5 seconds.
W
SHIELD VAULT (W):Pantheon dashes to an enemy, dealing 60 / 80 / 100 / 120 / 140 (+100% of ability power) physical damage and stunning them for 1 second.

Mortal Will Bonus: Pantheon's next attack strikes 3 times, dealing 45% damage each for a total of 135% physical damage
E
AEGIS ASSAULT (E): Pantheon braces his shield and engages enemies in a chosen direction for 1.5 seconds, becoming immune to damage from that direction and dealing physical damage equal to 100% of his attack damage over the duration. This damage is reduced by 50% against minions.

At the end of the duration or upon reactivation after 0.3 seconds, Pantheon slams with his shield, dealing 55 / 105 / 155 / 205 / 255 (+1.5 per bonus attack damage) physical damage.

Mortal Will Bonus: Aegis Assault's duration is increased to 2.5 seconds, dealing physical damage equal to 166.6% of Pantheon's attack damage over the duration.
R
GRAND STARFALL (R):Pantheon gathers his strength to leap high into the air, then crashes down as a meteor at the target area 2.4 seconds later, dealing 300 / 500 / 700 (+100% of ability power) magic damage to enemies in a line (decreased by up to 50% at the edges of the area).

Grand Starfall instantly readies Mortal Will.

So why do we max them in this order?

Q is the main damage resource so max it first, E has long cooldown (22 sec.) so it is second, W is last because we use it just for stun and stacking Black Cleaver, Conqueror and Mortal Will.

Tips:
-While executing with Q (Hold), you can use your flash to catch the range.
-Try not to miss Q in fights.
-Use Q tap when enemy tries to farm.
-Empowered W stacks 4 Counqueror and Black Cleaver stacks and fills 3 pssive bars.
-Empowered E is 4 seconds. It is enough to tower diving or protecting your team from Lucian ult or etc.
-Try to aim your ulti for the most effective landing. Flanking is one of those strategies.
-Your E does'nt do musch damage while shield is up but when it is ending, it does some damage, so when chasing enemy or in fights, try to close it when enemy is about to get out of this conic zone to give him maximum damage or finish him/her off.
-Use Q to clear farms. Not E.
-Use your ultimate to escape if you need when you sure the rival doesn't have any CC ability at that moment.
-Use E ability in jungle and do not close it.
-Do not use W in jungle unless your passive is up.
Combos Back to Top
When you learn all of those skills and when you understand why are we building items like in this guide, you can think about combos in the game because you will know what those skill capable of in some order. But I will explain some of I use anyway.

Classic Poke

When you are farming in the lane and your rival comes to take some farm. Then tap Qcometspear. You don't need full stack passive to do this.

Poke with Runes and Passive

This is the level 2 combo. When your passive stacked up, jump to your enemy with W , after the auto-attacks, you will gain about +8 AD and then you land your Q . After that you can go back to farm or go for a kill with your Conqueror depends on the situation.

Search & Destroy

You can do this at level 3. I call it Search & Destroy. I will explain why. You have to stack your passive , than jump on the enemy, then Q and then see what your rival react. Is he/she attacking back or running away? This is a win either way. This is the search part. Open E to retreat to the safe position if he/she attacks back. You should open E when your rival is running away too but when? If you are able to get the score, open it, run to your rival with it so you can prevent any kiting damage. And blow it up when your rival is about to escape its last damage zone. Then you might use your Q again with full stack of Mortal Will and Conqueror. And that was the destroy part. You search the enemy, learn if you able to get the score, if no retreat like I said. If yes, do the destroy part.
Summoner Spells Back to Top

SUMMONER SPELLS
-
FLASH: Like any other champions, flash is one of the most important one for this champion too. You can use it prevent from ganks or Dodge some deadly skills of the rival or catching an enemy or baiting them out like flashing to the bushes instead of behind the Wall etc.
SMITE:Classic jungler item for any hero.
IGNITE: In the early game, you have to play agressive so ignite will help. Your ultimate make you go somewhere faster. So it is better than taking teleport also you won't going to use teleport when your ultimate's CDR is low.
EXHAUST: You might want to take it againts some champions which is so agressive like you. But do it if you are not confident about yourself. It will provide some damage reduction and slow for your rival so you can escape from him or her very easily or you might change the cards and take him or her out.
Ban Suggestions Back to Top
I personally prefer to ban Renekton, Akali or Mordekaiser. But you should use your vote againts your laner and highly pick rate champions that you are not very well againts. In the jungle, I prefer to ban Twitch or Lee Sin.
Pre-Game Buildings (Runes) Back to Top
There are two possible rune path pre-game, I will explain them and explain when you should take. But first, I want to explaing my tactic to how to choose them easily.

So, we will count the enemy picks in the pre-game.

We will count tank champions as 1 tank.
We will count fighter champions as 0.5 tank.
We will count mage champions as 0 tank. (Assassin's are the same.)
We will count marksman champions as 0 tank.
We will count support champions as 0 or 1 tank depending on their style.

This doesn't mean you can't count a tank Fizz in top lane as tank but you have to guess the enemy styles in pre-game.

And If the enemy team has 2 or more tanks, then go for Conqueror path, if not, go for Electrocute path.
Precision Rune Path Back to Top


PRECISION


This champion is able to proc 4 stack of Conqueror with one skill. When you use empowered Shield Vault, you will immediately activate 4 stacks of Conqueror and this will be synergise with Black Cleaver because this item will penetrate %16 armor when you use empowered W. Also with your Domination sustain part, it will provide good sustain. About 25-30 minutes game, you will sustain 1000 HP with Conqueror + 1000 HP with Taste of Blood + 1000 HP with Ravenous Hunter = about 3000 HP total.

This will help you to survive in team fights. That's all.

You should choose one, if you are planning to take Mercury's Treads in the game, take Legend: Tenacity, otherwise, consider Legend: Alacrity.

If you are building this path, it means you are againts 2+ tankies. So this will be better.

Adaptive forces are optimal, take attack speed in jungle. Defensive part is depending on your match-up. Armor or MR.

: Take this for buffing the Conqueror sustain.

: Take this for buffing the sustain too but keep in mind that this is not effective as before because your all skills except W, has AoE damage, so it will decrease the sustain 1/3. But still Works. Also, and this is important, Death's Dance passive will increase to %33 for the same reason.
Domination Rune Path Back to Top


DOMINATION


Same as Conqueror you can activate it with one empowered W but even if you don't, you can easily proc it. It will deal cool damage and you are mostly building AD, so this will damage +%40 to your rival.

More lethalty will feel good againts squishies and you can easly proc this rune.

This will help to scale into game but it is easy to crush the squishy rival in lane, so you might be scale more faster to snowball with this.

Depends on your playstyle but we are not building so sustain in this path so movement speed is going to be cool with Youmuu's Ghostblade to snowball the game.

Adaptive forces are optimal, take attack speed in jungle. Defensive part is depending on your match-up. Armor or MR.

: Like I said before, survival.

: In this path, you do not have tanky rival so finishing them off is more importand than brawling them.
In-Game Building (Items) Back to Top
There is a simple math in building this hero

STARTING ITEMS



I'm expilaining all of them in-depth. First we are going to start with Corrupting Potion no matter what. Because it gives enough sustain (Mana/ HP) for this champion.

CORE ITEMS



Then you need to take Serrated Dirk. You should buy it no matter what. Because even if you behind, you will have good combat power about leve 4-5 and it helps you to catch your enemy before it is too late. After that you should decide to go for Youmuu's Ghostblade or Black Cleaver.

Youmuu's Ghostblade will give you enough powerspike to deal with your match-up. Also it will be the first item if you finish it first when you hit level 6. That means you will roam better. But roam when you are good enough. I will explain it later. This champ has cool base movement speed like (355) and with this items passive movement speed, you do not need to rush boots right away and still roam. You have to play aggressive as you can but do not rush. I mean try to get scores for your team or for yourself but do it smart. Do not just jump onto 4 enemy but beaware for opportunities. You can even go for you bot lane if your jungler take cares of your tower. Now, take this item if you are ahead but if your are behind or your rival deals more damage to make you suffer or your rival already finished an armor item, then consider this after Black Cleaver. Also use Youmuu's Ghostblade in team fights to catch the enemy carry. It will give you good movement speed in figts to catch enemy carry and when you use your E, it will decrease the slow while using E.


Black Cleaver will give you enough armor penetration and you will ignore %16 armor with just an empowered Q , and your friends hit will deal more too. This penetration is for everyone. And this item synergises with Conqueror aswell. Also it gives enough AD, CDR and HP to have a good laning phase. Also with the Phage passive, you will get a huge movement speed especially when you use empowered W. You will stack 4 and your speed will be very much to catch your rivals. With Youmuu's Ghostblade, you will catch them in no time.

BOOTS



Then you should pick your boots. Ninja Tabi or Mercury's Treads depends on enemy. With the Legend: Tenacity and Mercury's Treads combo, it will give you %60 tenacity.

SUSTAIN



Ok, we will successfully completed the assassins part so far, now we need little bit more sustain for the fighter part. So we consider Sterak's Gage or Maw of Malmortius if we are not the damageful champion in team. For example, if your team has Talon and Evelynn, and they are cool enough to damage, that means you have to focus on fighter part and consider those items. They have same passive so we take one in here, Sterak for vs. AD Team, Maw for vs. AP. Simple and easy. But if you are the carry in game, take Death's Dance for the sustain item no matter what.

ARMOR



If you need some armor, consider those, Randuin's Omen is for enemy with critical strike like Yasuo, Draven etc. Dead Man's Plate is for increasing the movement speed capacity if you are split pushing or something else. Thornmailis for enemies with sustain like Jax, Olaf etc. And Guardian Angel is if you are ahead.

MAGIC RESIST



Spirit Visage is optimal, its passive synergises with Conqueror, Adaptive Helm is for AP rivals with DPS like Cassiopeia. Abyssal Mask is for AP Tank but take it if your team has powerful AP champion.

ARMOR PENETRATION AND DAMAGE



Duskblade of Draktharr and Spear of Shojin if you are engager from nowhere with your ultimate. It will synergise with each other too if you buy both of them. Lord Dominik's Regards and Blade of the Ruined King is for tanks but do not buy BOTRK if you didn't buy Dominik. Mortal Reminder is againts sustainable enemies.

SUPPORTIVE



They are very good if you and at least one of your ally is fed. If you need to support your carry, and your carry is shining, you can take supportive items. Locket of the Iron Solari protects your team from enemy AP, Knight's Vow is for protecting single ally.

ELIXIR



After full item, take it and move on.

IF YOU PLAY IN JUNGLE ...

JUNGLE START



Start with Hunter's Talisman for mana regen.

JUNGLER MACHETE UPGRADE



Take the Stalker's Blade if the enemy is so mobil, take Skirmisher's Sabre if the enemy has very much powerspike or tankiness. Warrior is optimal

JUNGLER BOOTS



Take Boots of Mobility because it synergises with your base movement speed.

Other items are same as laning phase.
Making Your Own Rune Path. Back to Top
There are my preferances of course, you do not have to play as like me. So I will advice some other runes and tell you how you can use them with my ideas.

Press the Attack: You can use it in jungle or lane but it is so cool if you have at least 1 ally with you. You can proc it with empowered w so fast but if you use your w somehow and you have to do 3 auto-attacks to proc it. But it gives very good damage output for you and your allies.
Conqueror: Cool rune, because you can proc it so easyly with you every skill, especially with your empowered w. However, it gives very high sustain combines with classic items of this champion like Death's Dance.
Coup de Grace: Surviving, cool for every hero.
Legend: Alacrity: Good attack speed for your passive stacking and etended fights. And the cool thing is, you do not have to get scores or more hardcore things to increase the attack-speed. Just farming will be enough too but if you need it fast, getting scores is a fast way.
Legend: Tenacity: Getting out of a stun and cover yourself with your E is very important. When combining with Mercury's Treads, you will get out of the stun in no time.
Coup de Grace: Finishing off ability, synergises with your Q.
Last Stand: Great for extended fights and team fights. But you are little bit bad in long fights with this hero so it is more likely for team fights.
Electrocute: Easly proc, cool damage to squishies.
Hail of Blades: Using it between the skills will be cool in early game but sometimes you have to use your skills to oneshot or extend the fight a little bit or just for protecting yourself. In that moment, this rune will be effectless.
Cheap Shot: Good for tanks.
Taste of Blood: Nice sustain damage in every 20 sec.
Sudden Impact: So easy to proc it and cool damage to squishies.
Zombie Ward: Great in jungle because you will have to clear enemy wards so converting it to your own damage output is cool.
Ghost Poro: Let your warding habbit sharpens your spear.
Eyeball Collection: Easiest way to getting AD damage output.
Ravenous Hunter: Very high sustain with your abilities and this champion is a skill caster.
Ingenious Hunter: This will make your Youmuu's Ghostblade more dangerous.
Relentless Hunter: Synergises with MS of this champion, Boots of Mobility and Youmuu's Ghostblade to snowball the game.
Ultimate Hunter: If you are and ulti guy, so... :)
Comet Spear: I didn't tried this but some people said it works. But if your laner is so mobile, it might go to waste. However, easy to proc and highest damage of all I suppose if it hits.
Phase Rush: In and out... Going so fast with E might cool. Easy to proc like Electrocute but take it if your laner is weak or you might want to trade and go back faster from your opponent.
Nullifying Orb: Works againts AP champions.
Manaflow Band: Great for mana sustain.
Nimbus Cloak: Very cool movement speed after ultimate.
Transcendence: This champions items gives him very high CDR so taking it will prevent them go waste.
Celerity: Great in jungle. It also boost you any movement speed buffs. Looks cool.
Absolute Focus: Nice rune for oneshot, start fights. Works great in lane.
Scorch: When combinet with Ignite and Corrupting Potion, your laner won't have any sustain.
Waterwalking: You think rival doesn't get out under his tower? You are far better countering him? Can't you stay in your lane? You are at the right place :D
Gathering Storm: Easiest way to gain AD in the Sorcery tree.
Grasp of the Undying: Tankiness way of the Conqueror.
Aftershock: You doesn't have to proc E immediately when you have this. You can take it if you are the only engager.
Guardian: If you play like you are in TFT? With this rune, you can play support or even play top lane. But if you play top lane with this, this means you trust your damage or countering feature. For example about when we can take this rune, enemy has Rengar, Talon and Zed in the same time. Even think the support is Vel'Koz. And you think you can beat Talon with this rune? Go ahead, it might be better than others.
Demolish: Split push potential and cool getting lane priority tool.
Font of Life: If you are not playing alone, like if you are in botlane, this might be cool and it works in TF too but not in lane.
Conditioning: If you want to play like a big guy, go ahead.
Second Wind: Health sustain in lane.
Bone Plating: Anti-Poke rune.
Overgrowth: For more health points.
Unflinching: When combined with Legend: Alacrity and Mercury's Treads, you might get %100 tenacity at a time and %80 after that. %100 means you won't get any stun from anything.
Unsealed Spellbook: You need Ignite as much as Teleport? :)
Kleptomancy: You are a bully, so this means extra stuff and money.
Magical Footwear: More speed, less cost.
Perfect Timing: Decreases the time of Guardian Angel which is your cool item. And free part.
Future's Market: More economical choice.
Minion Dematerializer: If you having hard times to get a creep.
Biscuit Delivery: Cool sustain for free. Use it when (HP/ Mana) too low for the best result.
Cosmic Insight: For more CDR for all of your runes and items etc.
Approach Velocity: If you are interested to be a hero, it is cool. If you interested to be villain, it is cooler.
Time Warp Tonic: You do not want to wait? You want to rush now? You want to use now? Take it for the immediate result.

So these are the runes I think you should choose from. You can do your own build with your own needs and I recommend this. You do not have to do that same as like me. It might not work. You can do this on items too. I wrote how those items works on this champion so I won't write it again.
Warding and Ganks Back to Top
WARDING

You should always use Control Ward and you should upgrade your sight to Farsight Alteration. While in your lane, try to have sight in both bushes. There are two possible warding in the laning phase. The first one is the aggressive one: you should use Control Ward in the further bush so you can clear the sight of your rival and you will make an opportunity to gank for your jungler. Second one is passive style: You will use Control Ward on the close bush so you can protect yourself from any gank. This styles is depents on your matchup, playstyle and lane situation. If you are behind, I do not reccomend to use aggressive style.

HOW TO HAVE A GANK

When your Jungler decides to gank to your lane, you should make a good position to achieve this. Make sure you stack your passive , then land your classic combos with stun and that's it.

HOW TO ESCAPE FROM A GANK

If you realize that enemy jungler is ganking you and you think you can not escape it from with just walking away then you should focus on stacking your passive and do this without going any further to enemy tower. Then use your empowered E and you will be prevent yourself from any damage for 4 seconds and try to get close to your tower while using it.. Do not spam Eto open it while it is on CD, otherwise you might just close your ability and it is all becomes a waste. Feel free to press Flash. It is not worth to save it, just use it.

HOW TO GANK AS TOP LANER?

When you are about level 3, you can still gank to mid lane, if your lane is pushed and enemy mid laner pushed too, you can go to him by suprise. When you hit level 6, you can go for mid lane when you have the lane priority. You can even go for the bot lane if your jungler holds your tower. Use Youmuu's Ghostblade before ganking if you are ganking by running.

HOW TO GANK AS JUNGLER?

Make sure the enemy didn't see you. You can control it with your wards. Use control wards and Oracle Lens to prevent that. Or clear those ward so your next gank will be stealthy. If you are going to use your ultimate, do it from in your jungle so your rivals won't realize that. You can use items like Youmuu's Ghostblade before attacking to catch them quickly.
Early Game Back to Top
LANE

Focus on farming first. Try to be level 2 first. If you can, use it to your advantage by harrassing your opponent. If you can not, then stay safe. You might behind on farm but do not worry, wait for level 3. After level 3, start fighting but be smart. If your enemy has no good re-engage mechanics to you, then go all in with your w, but if he/she can hurt you after you jump on him/her, then just poke with Q to %40-50 health (%20-30 for tanks) then all in. You can gank about level 2-3 to mid lane when you have lane priority and confident to get a score. Beaware of your jungler. If your jungler needs help, do not hesitate. When you hit level 6, try to gank to mid lane if possible.

JUNGLE

Farm and gank as much as you can, try to take sume objectives with your team. Do not try to solo dragon. You need help with that. Look for opportunities and make a plan before game. If enemy has Fizz in the mid lane, it means you can not easily gank to him but their top lane has Nasus? Go ahead. Focus on the easy targets. But bot lane has the most reward of those ganks.
Mid-Game Back to Top
Jungle or laner doesn't matter much. Stay with your team and focus on your role. Protect your carries or get rid of enemy carries in TF. Be an engager if needed. Try to take objectives with your team. Do not try to split push if you do not need but if you do, make sure you have ultimate. Before TF, stay in your jungle, do not let them see you and let your team you are about to start a fight. If you are not an engager, use your ultimate to catch the rivals after TF. You might risk yourself for infernal and mountain dragon , baron nashor or elder dragon . But not for other ones.
Late Game (Risky Situations) Back to Top
Do not risk yourself for any dragon or baron nashor . Let them take if you can not secure. But if you are team about to engage them, go-in. Just be safe and cover your turrets and nexus. Decide with your team to focus on an enemy. If your AD carrys has problems with Lee Sin? Then talk with them and decide you should protect him againts Lee Sin or someone else? Because in the late game, one support might not be able to protect his carry so in the late game, you might need more defensive behaviors. Or opposite. This is risky situation so decide with your team wisely.
Match-ups Back to Top
In this section, I put some tips and tricks but I want to say that some of them are my experiences but some of them from other internet sites. I wanted to put them in here so you can easily view it. Also Mid-Lane guide and match ups are on the way…

Also this match-ups has categorized by easy,normal and hard but it doesn't mean you cannot beat or hardly beat a champion which categorized by HARD or EASY ones are not a piece of cake. First, it depends on who you are play againts. I mean the player. And those categories is given by the champions powerspkies in the early game againts you. If your rival's powerspike is high in the early game, it categorized by HARD, for example. I mean it doesn't mean HARD ones are countering you or you counter the easy ones. And I am an OTP player, I really do not care about counters and some kinda things. I think it is about playstyle. If someone beat Renekton with this hero, then go ahead but I am getting hard times againts Renekton. So it is not just about champion. It is playstyle. Let's go into it:

AATROX: HARD

-Use minions to block Aatrox's Infernal Chains.
-If Aatrox doesn't have his Umbral Dash, he is going to have hard times to land his The Darkin Blade so you can just walk around him when fighting in this situation.
-In his first and second The Darkin Blade attack, if you can't get out from his range, try to fight him but do not stay close when the third one coming.
-Wait for him to use The Darkin Blade, its cooldown is very long in the early game. Then you can go all-in.
-Do not fight him when he open his World Ender.
-Use Aegis Assault to prevent from his The Darkin Blade if he catch you with Infernal Chains.
-When Aatrox uses his World Ender, try to focus him because he may get some scores and then his ultimate duration will increase. Your focus won't be a waste because you will lack the enemy team's damage source from Aatrox.
-Try to start a fight when Aatroxdoesn't have Flash and World Ender.
-Watch out Aatrox's dashes. He may play like an Assassin when the time comes.
- Aatroxis very powerful at level 2 so stay passive until you hit level 3.
-Do not make long fights vs. Aatrox in lane.

AKALI: HARD

-She will try to poke you with her Five Point Strike even in level 1. It is hard to dodge it so step back a little after every cs.
-She has very high damage but she has very low defensive stats and tools. Try to poke her whenever she tries to cs and try to be aggressive when you hit level 3. Catch her with your Shield Vault and punish beforce she goes to her Twilight Shroud.
-By the way, her Twilight Shroud has very long cooldown so be very agressive after she uses it.
-Watch Akaliin team fight because she will try to reach your carries so watch your carries. But when she uses her dash, try to kill her and if you can not kill her it is not important, continue the fight because she can not do anything after that dash if she used her Twilight Shroud.
-Choose the safe paths when going in the jungle . She is very mobile.
-Try to get lane priority on her because her waveclear is not good.
-Do not use Aegis Assault in her Twilight Shroud unless she is really low HP.

CAMILLE: HARD

-Dodge her Tactical Sweep and she has no more sustain.
-Try to make fight when her Precision Protocolis on cooldown.
-Watch out your bushes, she can prepare a good ganking position with her Precision Protocol.
-Also if she uses her [precision protocol]], you can prepare a good ganking position for your jungler.
-She will try to split push if there is no team fights so keep your side lanes pushed.
- Camille try to catch lone targets so stay with your team.
-Watch out when she reaches level 3. She might go all-in.
-When she has no Flash, Hookshot or Hextech Ultimatum, she can not escape easily.

CHO'GATH: EASY

-Beaware Cho'Gath's Ruptureand Feral Scream skills and try to dodge them.
-Try to fight with him as much as you can because Carnivore sustains him a lot so you have to use your early game power before he gets really tanky.
-You may consider an early Executioner's Calling if needed.
-Do not walk alone if you don't know where Cho'Gath is.
-Stay seperately because his skills has lots of AoE damage and CC.
-Consider him as a second jungler of enemy team because of his Feast.
-Do not fight if you are low HP.

DARIUS: HARD

-Do not do long fights.
-Try to dodge his Decimate but if you cannot, jump to Darius to prevent the damage of this skill and prevent Dariusto heal himself.
-He is not good when get ganked. Slow push the lane or freze it and wait for your jungler to beat him down.
-A mid-game Executioner's Calling will deal with his sustain.
-DO not overstay with low HP in team fights.
- Darius will play very agressive so do not try to make plays unless level 3.

DR. MUNDO: EASY

-Try to all in in early levels.
-Early Executioner's Calling will deal with his sustain but do not rush it, you may need Lord Dominik's Regards later on.
-Do not dive under his turret if he is not super low HP.
-Let him go if you cannot kill him after he uses his Sadism.
-Be agressive.
-Dodge his Infected Cleavers and you will be fine.

EKKO: NORMAL

- Ekko's main damage source is his passive, Z-Drive Resonance. Dodge his Timewinder and Parallel Convergence to take care of this.
-When he goes into bushes or somewhere else where you cannot see, he may setup a stun trap with his Parallel Convergence.
-When he uses his Timewinder to clear the farm, you can punish him with a little trade.
-If you are about to stunned, use Aegis Assault before it happens.
-Stunning him down in team fight may prevent him to use his Chronobreak.
-Like I said before, when he is out of sight, he may set up a stun trap so beaware the flanking spots before team fights. Use lots of Control Wards. Or step back a few seconds.
-In the mid-game, he might split push so do not just push the lanes, match someone againts him.

FIORA: EASY

-If you are not comfy when her Duelist's Dance position, you can go back a little and reset the direction of this passive's.
-Try to bait her Riposte before going all-in.
-Poke her down very much before all-in.
- Fiora is a powerful split pusher, ıf you cannot stand againts her, try to force 4 v 5 team fight at the other place. But watch your lane.
- Mortal Reminder or Thornmail is a cool item to stop Fiora.
-Do not fight with her at level 1 or 2
-Stay close to your tower because she can easily go to your behind when you open Aegis Assault.

SORRY, I WILL CONTINUE THE MATCH-UP SECTION LATER...
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And that's all I want to share. Thank you for reading this. :) And I will try to improve this guide. Thank you again.