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Top Facts- The Complete Guide to Top Lane






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Introduction

Hello everyone my name is Berzerk. I am a lvl 30 League of Legends player on the NA server. I play a lot Ranked 5s, I soloQ mostly just to stop elo decay. The purpose of the guide I am writing today, A COMPLETE GUIDE TO TOP LANE IN LEAGUE OF LEGENDS!
So now you may ask what was the PURPOSE OF WRITING A 100 and something PAGE GUIDE? GOOD QUESTION IT'S STORY TIME! So like everyone I once was a noob. I DIDNT EVEN KNOW LEAGUE OF LEGENDS WAS FREE WHEN I STARTED! One day I was walking around gamestop with sone money to burn and something to play for the week. I saw a case for a game called League of Legends, I had seen the adds and the way the box describe the game made it seem fun enough. So I went home installed (it asked me to make my account, which is about when I started realizing it was a free game xD). I went on and skipped the basic controls tutorial (those are always boring) and jumped straight into the gameplay tutorial. I want around as Garen screaming Demacia having no clue what it meant. So I went into a real game after and picked Olaf (free week when I started). This was before coop vs Ai or Draft pick normals. I thought I was a genious and would go do the "wolf" quest for some gold (which doesn't actually exist). During the whole game my team was yelling at a guy named "Olaf" I had no clue who they were talking about. We ended up winning the game (no thanks to me xD) and I decided I liked the champ. I played Kayle once because I had her silver skin and it looked boss for a recolor, I just hated being magical (I liked whacking stuff with weapons at the time). Skip 2 weeks I buy this newer champ called Irelia and LOVED HER KIT. From there I mained her to 25 where I found Akali, and when I went to find guides on her I found Westrice. From there I started watching his stream until the big day came of season 1 championships. In that tourny I saw Irelia and Akali getting played in 1 lane, Top. I started practicing and practicing to learn that lane as that is where my favorite champs all went. Skip about a year I'm random locking every game (because I found top very versatile) and just playing whoever I got up there. It was around that time I realized no one had any guides on a lot of these champions. I started concepting the idea of mini guides and I wrote a few of them down in my notebook (which was empty because I never actually take notes). One day I got that mobafire blog email and I had the idea of posting some of my "Facts" in a blog. From there I started posting everyday (for the most part) and while doing that became a member of the mobafire community. From there it was just a hop skip and a jump to the guide you are now currently reading now. My goal for this guide is that it be one complete resource to top lane for everyone's viewing pleasure. I will be constantly updating and striving to improve this guide. Whenever a patch comes I will come and change anything in my facts that it effected (changes to top laners/ if the new champion IS a top laner he or she will be added). So saying that I hope you enjoy the guide :P
Wanna help?
I may play all top lane, but I still am 1 person. I can Guarantee that I do not know each champion individually to the skill levels of some of the people who wrote guides for/ main the champions. If anyone sees anything in a champion section that you think is non factual or could be done better ask about it in the comments below, I happy receive all feedback and am willing to discuss anything you think could be done better. I am also willing to answer why I have some things as they are if you just ask. :P

Notice: Though this is the "Complete" guide to top lane there are still a few things I want to add to make it better that will be put in over time. There will eventually be a video for every champion when I get around to playing as them in a comp that works or a game that demonstrates their mechanics well. Also some of the early facts I typed use less coding/missing a section I will fix that ASAP. Thank you and I hope you enjoy the guide.
8/8/2012 - Added Diana
8/24/2012- Added Katarina and Rengar
10/31/2012- Added Everyone since Rengar

Why is that one guy by himself and why is it always top lane?
Have you ever seen that one guy going up to the top lane by himself and wondered why is he going up there? Well he is going up there because he is your teams solo top player. Your team has a solo top player because the other player who WOULD be going top lane decided to be your teams jungler. Having a jungler gives your team buff control, aid all over the map, and end game the security of barons/dragons with smite. For these reasons it is well worth it to have one player go in the jungle and one player go to the top lane. The reason it is the top lane that is the lane that gets the solo, is the fact that the early game revolves more around dragon which is closer to bot lane. Meaning that you would rather have 2 laners bottom rather then 1 to contest for dragon.
Top Lane Champion Types
So you typically see casters go mid, ranged carry and supports go bot, and champions that can survive and clear in the jungle go there, do you wonder what kind of champions should go top? Well While there are many factors in determining the viability of a top laner such as skills and such, what YOU should be picking as a top laner is a "fill in". If your team needs a tank you pick a tank, If your team needs more AD/AP you pick an AD/AP carry. The challenge is to do this all while not getting counterpicked, losing your lane and being ineffective.
Top Lanes Game involvement
Top does not get involved into the game until it is a fairly decent time period into the game. Meaning if your team is doing badly the best way you can help is to carry the game. While other roles like mid and jungler can gank and aid the team, you will (For the most part) be farming to fill in the role your team needs for late game. Somethimes though such as when you are behind in lane or if you are an early game champion you SHOULD be going out to help your team relativly early.
Top Lane Carry Ability
I would say top lane (If your very good at it) only has a 60%-70% chance to let you carry enough to win the game. This is not as high as AP mid or AD carry, but you will gain Elo over time if you play well.
Lower elos this may not be true as if you win lane hard enough you can carry the game.

Extra Section to just think about, Skip if you are just interested in Top Lane. xD
Playstyles:
There are many differeent and diverse ways to play the top lane that almost no 2 player will do the exact same, although many will fit the sub categories I will list below
NOTE: PLAYERS CAN FIT INTO MANY DIFFERENT CATEGORIES, YOU SHOULD LEARN TO ADJUST YOUR PLAY STYLE TO FIT YOUR CHAMPIONS. DO NOT USE CONFLICTING PLAYSTYLE/CHAMPIONS OR YOU WILL NOT SUCCEED.
Farmer:
A player who is a farm focuses their goals on farming over trading or harassing the enemy champion, these players are typically very passive and want to farm up and be able to carry the game later on.
Farmers will typically have a bad early game and will have a strong latye game. EX:

Zoner:
These players will try and establish who is Boss, they will give up some creeps if need be to make sure the enemy does not get them. They will play very aggressive in lane as if they have a gank coming even if their jungler is nowhere nearby.
This person will typically play someone who has a strong laning phase and can control top early game. EX:

Splitpusher:
These Players will continue to push as the game progresses, even if it means there team is in 4v5. They will get turrets in exchange for their team have a weaker fighting force. Alternatively they can use this to pull an enemy away from a high priortiy target like baron and use it to gain an advantage.
This person will typically be someone who has a lot of attack speed and mobility who can push and escape if needed. Ex

Push-Ganker:
This person will push the lane and then go gank another lane for his team to aid them
This person will typically play someone with a very fast clear who can roam and gank after. Ex:

Standard Player:
This person is pretty standard does a little bit of everything, will generally just lane and then go help his team.This person will typically either be playing a champion for the first time (He would have another kind of attribute he has just not fell into it yet), or be playing a jack-of-all trades champion like

Player Behavior:
How you conduct yourself in top lane is very important to the game.
How you want to be:
Be nice to your team, Do not yell at them, call them feeders, or scrubs or anything of that degree. If they start trying to trash talk you ignore/mute them and go on with the game, Do not distract yourself on such menial things. People will listen to someone who is playing well and is not acting like a douche, if you know what you are doing in the game you can make plays to win the game and carry your team. Be humble, there is no use winning if you said mean things to the enemy team and get banned, do not even risk it. If you would not want something said to you in their position do not say it to them, everyone has bad games you have to understand this, Your team will not want to follow someone that is being a **** to the other team. Do not yell at your team for playing a champion or saying things about a champion you have different beliefs in your beliefs are yours and theirs are theirs, everyone has their own opinions that you probably cannot change, You can tell them your beliefs but do not try and force them upon someone else. Do not blame junglers or mid laners or anyone else in the game for your deaths or mistakes. They were yours, YOU made the call to go into those situations and even if you did not you accepted it and went along with it. Treat this as a game and treat others as you want to be treated respect others or you yourself deserve no respect. If you want to win be a GOOD player, and a role model for others. A game won as a douche is a game won for no one, as you gained nothing out of it but possibly making another person feel bad about himself.

So Your going top, where does the other guy that was supposed to be in my lane go?
Well the other person who was supposed to be going top is your teams jungler, a jungler is a player who clears out all of those monsters in the jungle for his xp and gold. Having a jungler allows the player top lane to level faster (As he is not sharing Xp) As well as giving your team Buff control.
Jungler and You
So now that you know what a jungler is, it is time to explain what he DOES. Well while the jungler is supposed to be keeping the jungle clear and the buffs secure he DOES have another job. Ganking. A jungle will go around the map ganking lanes and aiding them in whatever ways they need it, that includes YOU! If you are in a bad matchup or fall behind in some way, the jungler is someone who can help you get back in the game. The jungler can also be used to tip a balanced lane in your favor or keep an advantage you have. The jungler has the power to change the lane, and thus change the game.
Below is a video showing a jungler's power to change the lane.

This section covers everything that involves working with the jungler. There is a video for every one. =D
Ganking Types:
Note: Mid lane can come up and gank from one of these ways too, it is not just the jungler.
Waterway
A standard gank typically is a flank or simply a jump on the enemy. These ganks will be done from the waterway and are the simplest and most common ganks. This gank happens if the lane is in middle or the laner is overextended.
Ambush/From Behind Gank
An ambush gank or a come from behind gank is what you do when your minions are at the enemy tower, and you and your jungler know you can burst him down very fast and get out alive.
Through the Brush Gank
This kind of gank happens when your lane is pushed and your jungler wants to come gank for you. The jungler comes from your turret and runs up into the brush avoiding creep line of sight (The second bush if possible). When the lane begins to push back or you feel like you have a good positioning jump on the enemy.
Other jungler activities
Counterganks
This is when both junglers come to gank Top at the same time and turn the fight into a 2v2.
Leashing
When you are top lane in certain cases, you will need to help your jungler at his starting camps.

This is a basic video guide of warding
Warding is an important part in all of league of legends, But it is a VERY important part of top lane. In top lane, one death can mean game over. If you are unprepared and get ganked, the enemy team can snowball off your lane and you end up hurting your teams chances of winning.
Here is a map of the top region. We will be talking about where you should ward, at what time, and for what purpose.

Colored in blue for blue team and purple for purple team.
Sight Wards
Ward 1

Gives you sight of invasions on your blue from that ramp. Lets you see an enemy coming to gank you from the waterway. Importance on this team 2/5.
Gives you sight into the enemy jungle and forces them to come gank by sneaking through the tri brush. Importance to this team 4/5.
Ward 2

Gives you sight into the enemy jungle, makes it so the only way to gank you is to sneak around through the waterway and wall hug into the brush or gank through lane. Importance to this team 4/5.
Gives you sight into your own jungle, preventing the enemy from sneaking around and ganking you from behind, it also does a decent job at defending ganks from the waterway. Importance to this team 5/5.
Ward 3

Good to look in and see when the enemy jungler is getting red buff or getting golems, allows you to keep track of his position. Becomes much more important when you take down the enemy top laners turret and are pushed up. Importance to this team 4/5.
This ward is useful to watch for ganks from enemies coming through your jungle and to watch your red buff. Importance of this ward 3/5.
Ward 4

This ward warns you of all approaching ganks that are not through lane. Importance of this ward 5/5.
This ward will warn you about all approaching ganks except ones throught the tribrush and ones through the lane. Importance of this ward 4/5.
Ward 5

This ward allows you to watch your blue buff and lets you make sure the enemy mid laner is not coming to gank you. Importance of this ward 3/5.
This ward allows ypu to see if the enemy team is doing their blue or if (once you have the turret down)the enemies are coming to gank you. Importance of this ward 5/5.
Counterwards
Counterward 1

This ward allows you jungler to come and gank from the waterway. (Useful to both teams but more useful to purple.)
Counterward 2

This ward is to stop tri brush vision and allow ganks through the tri brush (Mostly useful for blue team).

In top lane your summoner spells are an important choice to affect your gameplay, below are my thoughts on when and why you would certain take summoner spells.

Exhaust- Useful in matchups vs AD champions who have bursts with decent CDs. If you do this when theytry and burst, their damage is dropped greatly and you gain a HUGE advantage in a fight.

Ghost-Good vs fast champions (Ones you will need to chase for an extended period) IE:
Nidalee

Heal- Useful for baiting your enemy into moves, allows you to aid your team in teamfights.

Revive-
Shen and
Pantheon only.

Smite- This spell can be brought SPECIAL CASE to top lane, though it is still not recommended. The champions you can do this on are
Olaf,
Lee Sin, and
Udyr. All of them has a move that grants them sustain, while this sustain buff is on you can smite and HEAL off the smite. Running smite on these champions allows it to be used as a source of sustain as well as giving you 10 extra gold a minute and allowing you easier barons/dragons.

Teleport- Good spell if you are ORGANIZED with your team. You can use this spell to coordinate plays, go back and buy without missing any xp, or to split push and still aplly pressure on the enemy team.

Cleanse- You wont really need this spell 99% of the time, nice vs a CC heavy enemy team for the tenacity it gives.

Promote- Only for karma (She can support the super minion with all her spells xD)

Clarity-not that useful of a spell. (NOT RECOMMENDED)

Ignite- Allows you to burst enemys down without them expecting it, also lets you pick up the kill after they flash xD.

Clairvoyance- Not really needed on you.

Surge-
Jax,
Kayle, and
Fizz and still then even not that great

Flash- Good for champions that need placement INSTANTLY, stronger spell on burst champions who ,with that distance, can kill you.

Champions are a very important factor in the top lane but do have you ever looked at the rift around you in top lane, the nice trees, the brush, the waterway where people come from to try and murder you. Yes, the glory of the top lane. But have you ever stopped and thought of how important minions were to your lane, they are the life blood and soul of your early game. Knowing how to control the wave flow is a VERY important part of top lane and will be the topic of this section
Main Concepts:
-How your creep scoring effects the lane.
-How to Zone your opponents from experience and gold.
-How to be able to move the lane any which way you want.
THE LANE AND YOU!
What are minions to you? Your cuddly friends, things you kill for gold to rush your
Trinity Force and do tons of damage, or Your Allies on the fields of justice. Whatever this answer may be if you want to know how to be a good top lane player you first need to learn how to be good at controlling the flow of minions. Ill list the principles important to lane management below:

Wave Mechanics How to Move the Minion Battlefront:
Auto attack pushing the lane:
This will move the lane to the enemy turret, it is more commonly seen at lower levels of play as you will miss out on minion gold, it will allow the enemy to easily freeze the lane, and it opens yourself up for ganks.
Note:
There are a few occasions on which it is acceptable to simply attack the minions, examples being: Your lane ganked mid or is at dragon. Push the minions to the tower and penalize DO NOT let the enemy go down and get free kills for nothing. If you do not get anything done on your end when this happens everything that happens was your fault not your teams. Another time it is acceptable to push the lane is after the death of the enemy top laner. When they fall you want to send as many of your minions to suicide on their tower as possible to deny them xp and gold. You can bait your lane opponent to pushing the lane by starting recalling making your enemy think he can push the lane and make you miss xp, but then you stop your recall and farm freely.
Last Hitting:
This has a minimal effect on the movement of the lane and will move it slowly if at all. And the way it will typically move is towards the player missing the CS very slightly.( The one extra auto a minion would get to do).
Note: Someone who is good at last hitting will know how to "milk" the enemy minions, that is save last hitting them until the last second actually needed (IE:J4 vs GP top GPs parrley can kill minions at 1/4 hp If he does this the enemy minions will not get in 2 auto attacks they could have gotten and will make it push towards Jarvan's turret slightly as there is less damage on GPs minions so they can live and push longer.)Knowing how to do this can be the difference between you trying to last hit on enemy tower an dieing and the enemy getting ganked trying to farm on your tower.
Farming In-Between enemy Towers:
The daring and effective way to CS and keep your lane pushed. Farm this way if youre someone who is tanky enough to kill the minions(and survive your opponent if he gives up on CS to try and come kill you), Also note while you are here you are VERY susceptible to ganks. You should do this method in lane if you kill your opponent and you are still 60% or more hp and can survive a gank if it happens or if you want to dive him and are waiting for CDs.
Visual example:
This is a basic video to show that when you kill your lane opponent how you should handle farming the lane if your safe from the jungler.
Harassing your enemy with autos.
A very easy way to get the lane pushed from an unsuspecting opponent. Get in range for cs let them auto you but do not fight back, your minions trade back for you and on top of it while they are hitting the enemy they are being killed causing the minion front line to move closer to your tower.
NOTE: If a jungler comes and ganks with autos it will push your lane.
Unintentionally pushing the lane:
When playing someone such as
Kayle or
Mordekaiser remember your skills are AoE and will push the minions if you farm even if you do not directly attack them (Ie: Kayle harasses an enemy with righteous fury, it hits minions to an will push the lane as a result.)
Video Example:
In this video I harass the teemo and unintentionally push the lane and get ganked and am forced to flash to live.
Forcing the enemies minions to push:
If you push the enemy minions to the tower, to the point where it is shooting the caster minions (you can recall at this time) caster minions will usually horde up for the enemy at his tower and begin pushing the lane back to your side.
Freezing The Lane-What is it when do you do it etc.
Process:
Csing the lane is the process of tanking the enemy minions so they do not have access to your greedy tower which wants to simply kill those minions take the gold and send it to Phreak's factory of triforces (Where he is secretly amassing them to take over Valoran). Notes to remember about this are: Do not try and freeze if the enemy is very strong and can poke hard, when you are trying to tank the minions he will wreck you. Champions that are strong lane freezers are ones who have a good poke or strong sustain (Both is even better,
Yorick king of lane freeze) and is able to survive minions. You do not however want to tank the minions with a champion such as
Teemo who will get wrecked by them.
Note:The easy way to get the lane into a freezable position is to push your minions to the enemy tower this will usually clump us 2 waves of casters plus a wave of melees which will push to your side.
Pros/Cons:
Pros:
-Unless the enemy is able to farm minions far away safely they will get gimped when you freeze the lane.
-If you are stronger then the enemy you can freeze the minions at your tower and completely zone them away from cs and xp.
-You are safe from ganks (unless they dive) and the enemy is in a bad position if they stay.)
-This will skyrocket your CS score above your enemies if done correctly however there are cons to this as well
Cons:
-Enemy gets to roam meaning they can go aid in dragons, kills, and do other things with their team putting your team as a whole behind.(always warn your team you are going to freeze)
-Enemies can dive you since minions are at your tower if you get low enough.
-Enemies with range can still farm and they have free reign to go B and heal whenever they want.
Visual process of "How you Freeze a lane"
This is a video to show how to freeze the lane. I know my CSing here is bad, I know I had no opponent in lane(I was udyr though which can shield their harass and if they would come near me,God help them, they would get wrecked by my superior trade and as long as I could tank their damage the lane would not have moved, actually it wouldve stayed even more frozen if their was another person as if he would try and poke me to stop it it would result in my minions getting pushed XD) . The purpose of this video is to show you the basic steps of HOW to freeze a lane and hold it at your tower. Note I hold the lane at my tower for 5 minutes before I decide to push it off.
Tower Control:
Towers are key figures in top lane your tower is one of your greatest allies in lane while your enemies tower may very well be your greatest enemy. But when in top lane do you want to take your tower? I have had allies take tower at 8 mins into the game and lost the game because of this. When you blow up your enemies tower they have free reign to freeze the lane. If you are in the lead in a lane you typically will want to keep the enemy tower alive as long as possible (the enemy will feel responsible and stay in the lane to protect it even if you are much stronger and can easily dive him) and zone your enemies away from minions keeping them behind in the game. If the enemy goes to other lanes you should simply push down the tower and kill it, or if you feel you are stronger then the enemy and anything he and his team can through at you if you continue to try and farm and get xp go ahead and do so. If you kill the enemy on his tower typically you can follow it up with a farming session in between the enemy towers allowing your minions to chip away at theirs and making sure you get every CS as well.
Zoning:
A key part of top lane... of any lane actually is zoning, the act of making your enemy miss out on xp and gold and fall behind. When you get a lead on your opponent, such that you can go and kill him with little to no trouble you should zone him. Stay in between him and your minions not allowing him to get the xp or gold especially the cannon minion,(worth about as much xp as a wave of minions). When your minions reach his tower you can deny him with a dive. By killing him he will not get any xp or gold from the minions as they will simply run out into lane and die to the tower. Putting you even farther ahead.
Visual Aid:
A video of me zoning a tryndamere to show the basic concept of zoning. Yes I know im the Worst CSer in the world I have not practiced it in a custom game in forever, Yes that helps your CSing. Note when your zoning an opponent have a ward out, I did not and almost perished as result.
Below is a video of me using all the laning concepts to fight a Warwick.

In this section I will show some of the rune pages I use and some other useful ones that you can use.
Note for rune pages, I run Raw MR runes, these allow me to participate in fights early vs enemy APs and they give me a good advantage against early magic damage users. In any of these rune pages you can shuffle to MR/lvl if you think you can handle going without the early MR, So if you use MR/lvl runes and they work for you that is fine, just ignore the raw MR runes. Armor pen/AD runes are the same case as this either will work fine, AD runes provide better last hitting and Arp provide a slightly better late, though the in all the difference is negligible which is why I say they are rotatable.
Standard Top Runepage:

These runes are standard for top lane. They give you defense and offence. You can run this page on any AD top laner and do fine.
Standard Movespeed:

These runes are a variation of the Standard page, sacrificing damage (On last hits and trades), for the ability to outmaneuver your enemy. You can use these on less mobile top laners to keep up with your enemies or you can run it on fast top laners to make them even more maneuverable. This page makes you safer from ganks and allows a poke champion to completely outmaneuver the enemy.
Standard Lifesteal:

This page is nice to keep you in lane while you last hit. It is a variation of the standard page offering some damage for some sustain. This page is nice on champions who can use range to safely heal up with last hits as well as champions who trade often and auto while the skills are on CD. This allows for a Doran's Blade start and with proper masteries allows you to have the lifesteal of a vamp scepter, allowing you to make up for the AD and have a stronger early laning phase.
Counterplay AD:

This page should be used in draft where you KNOW you are fighting an all attack damage champion (Such as
Renekton), this page allows you to survive their trade and deal some damage back in response to them.
Counterplay AP:

Pick this page if the enemy takes an ap champion top that you want to survive and crush. (Ie:
Vladimir or
Rumble).

I run this page on
Olaf and rarely
Irelia, As they deal true damage thus do not need the AD runes as much. This page keeps them tanky, letting the true damage sub in for the damage runes and using the gold/10 runes to give you 5 gold extra every 10 seconds right from the start. Since this does not penalize these champions much it makes a great rune page choice.
Attack Speed:

I run this page on champions like
Irelia or
Kayle as their "Standard Page". They utilize attack speed, making this a very good choice on them.
(You can run Attack Speed Quints as Well to get a full effect)
Attack Speed/ Movespeed:

These are like the standard attack speed page except they offer you mobility. If you are fighting against a champion with a lot of mobility, you might want to use these.
Special Page: Crit Damage. Intended for:
Tryndamere possibly
Gangplank

These are more of a rarity "For Fun" Page. They Work well on Trynadmere with his passive supplying the crit chance, the effect these runes give is like another infinity edge passive, making it very nice. These runes are amazing for the late game the issue is simply making it there.
AP Bruiser:

These are the base runes to use on an AP bruiser champions such as
Rumble,
Vladimir, or
Mordekaiser. These runes provide damage, mobility, and defence.
Spell Vamp Bruiser:

These runes work on champions with a resource system. They allow the champion to heal a decent amount off of their spells. Champions like
Kennen,
Vladimir, and
Rumble Like these runes.
Mana Needy Caster:

This page works on AP top laners that use the mana resource such as
Swain,
Karma, or
Cho'Gath. It allows them to have mana regen until they can afford their catalyst. It does however give up runes to do this, but on some mages you need the mana bad enough.

In this section I will be giving you an example of some of the mastery pages I use and some other useful pages you can use.
Note:Masteries are something you should be editing as you face different enemies, you typically should not hold the same mastery page every game. Your masteries need to be flexable and fit your play style if you want to be successful.
Tanky DPS Masteries:

This is my standard mastery page to run on a tanky DPS champion (That is a champion who is tanky but does physical damage) IE:
Jarvan IV,
Wukong, or
Renekton.
AD Top 1:


This is my first Attack Damage top page. This page makes the top laner deadly while also being a bit durable.
AD top 2:

This page focuses on killing the enemy. This page only gives you the durability needed to fight and kill.
Mana Dependent AD :

This page is for mana champions who spam a lot of spells to harass the enemy in lane. IE:
Gangplank or
Pantheon.

This is a special case mastery page for true damage users like
Olaf. Since their damage is true they can just get tanky masteries and utilty masteries for increased gold gain. One point is in wealth so as you can start boots + 4 pots without having to wait and can thus help your jungler. The tanky masteries allow you to be durable while dealing out the true damage and the offensive mastery point is so you can run ghost and ignite with enhanced effects.
AP (Mana dependant) Caster:

This page lets Mana dependent casters not have to worry as much about mana until they get their catalyst. IE
Swain or
Karma.
Manaless bruiser/caster:

This is a champion that runs on a resource, and deals out magic damage. IE:
Rumble,
Kennen or
Vladimir.

This page favors hybrid champions, or champions that scale hard but do not have the use for the AP as much early on. IE
Poppy or
Jax.

As a top laner you will get a HARD counter picked by a enemy (especially a counter that scales better into late game)? Well a good strategy to counter this is have you take a champion that is strong without items (A support-like champion) or champions who are survivable and have useful abilities.
Example: If the enemy is able to first pick a champion with a strong late such as a poppy, and you are someone like a janna who cannot stop her from getting there, you can go bot and let your AD carry and support go top. The 2v1 should win the lane and deny the carry hard. Even if you fall behind bot lane, you have support abilities and will still be useful to your team.
Penalties:
If you do this strat, you give up control on dragon, and will lose out on farm and kill potential in your lane.

Below will be a list of a variety champions you should encounter/play in top lane. In them is a basic introduction to the champion and a basic explanation of what to do and how you could play them.
Section Explanations:
Champion Overview: A general introduction to the champion
Skills Overview: An explanation of a champions skills and their uses to top lane.
Combos/Skill Order: In this section I tell you the maxing order I feel you could use and the way I combo my skills as that champion.
Matchups: Here I write about the general matchups for the champion AS I SEE THEM. There are no "Free Wins" you can always be out played top lane.
Playing AS/VS: general Tips on playing as the champion or playing against them.
Big Item Choices: Kind of like my "recommended Items". This section will tell what items I feel you could buy that would be be strong on certain champions. I do not list boots in this section as I feel players should decide on boots themselves based on the situation.
Gametypes: Here I state how champions can be useful to your team when you know your team or when you are playing with randoms.
Pros/Cons: Here I explain the benefits and the downfalls of picking any of these champions as a top laner.
If you think there is a champion that is not in here should be message me and I can go add a section on them =D.
These sections are all more of mini guides, mainly used to give you an introduction to the champion and a brief intro to them (Like the cheat sheets on the guide, but with a little more info) I do not give direct item builds and instead give suggestions on items that are useful on the champion to allow players to experiment with there items and develop their own styles of play for that champion (This is also the reason I will not say what boots to build, as I want players to experiment and find out themselves). These should give players suggestions/ideas on champions they can play top lane, and what roles they can do for their teams with them.

Champion Overview:
Akali is an assassin champion, who can instakill enemy carrys, cause confusion, and sustain like a boss and she does all this from the safety of her stealth. Akali has no CC and would much rather fight in small skirmishes over large teamfights, She has the capability to kamikaze and take 1-2 of the enemy carries with her in fights. She is an energy champion with a low CD burst damage ultimate that is a gap closer with an insane range. Akali despite popular belief is not an EZ win champion, as she requires strategy and timing to play. Skill is what separates the mindless killers from the mastermind assassins here.
TO BE USED TO HER FULL EFFECTIVENESS AKALI REQUIRES VERY SPECIFIC SETS OF RUNES . YOU WILL NEED TO COMBINE YOUR RUNES AND MASTERIES TO GET HER PASSIVES UP TO BE EFFECTIVE.
Skills Overview:
Passive:

This passive is very nice as it gives you a good amount of bonus damage on your auto attks when you build AP (Which makes building AP make your Autos stronger) and Gives you Spell Vamp when you build AD (Sustain off your Magic Damage spells by building AD.) Utilizing these passives with runes, masteries, and in the items you build will be an important part for any good Akali player.
Q:

This is your first skill, and the mastery of this skill is going to be where the majority of your burst comes from. The throw damage on this skill is ok but if that was it it would leave you VERY underwhelmed. The true power of this skill lies in the fact you can detonate it to deal TONS OF DAMAGE!
Note:The way you can maximize your burst is to Q, and back off. Once your Q comes back off CD, you should dash in (Your auto after your dash will detonate the first Q) then instantly fire off your second Q (The one that just had came off CD) and detonate that one too. This combo if done right can catch enemies by surprise and burst out enemies not expecting it. NINJAD!
W:

This is the skill that makes you a Ninja, forget kamas, spinning, or flying kicks. This is your stealth, your veil of night, your greatest weapon! You lay a circle of awesomeness, making you God of all non AoE champions standing in your circle, free to come and go with damage as you please. Be the judge and executioner of anyone in your circle. This skill allows you to play aggressive and stay safe as it gives you a mini brush that only you can use and enemies can never enter AS WELL AS giving you armor/MR while in it. Even if they buy an oracles or a vision ward the bonus stats still make it worth it to fight in your circle if you are going to fight.y
Note:Attack this skill to brushes if possible, it gives you plenty of ways to outmaneuver and juke the enemy.
E:

You Spin, Weeee. Mostly a waste of energy in an actual fight as it is high cost and low damage. Your main use for this skill will simply be farming.
R:

STRIKE FROM THE SHADOWS. This skill is the number 1 assassination move in the game. Good damage, snowbally refresh, low CD, 3 stacks, and long range. No matter what champion they are they cannot escape 3 gap closers longer then flash im sorry.



Combos/Skillorder:
Skill Sequence:
Combo:
Q-(wait for Q to be up again)-R-Q-auto-(W when they turn to focus or for the slow)-
Q-R in sucession for the kill- (E only to kill the enemy or in a really close engagement.)
Matchups:
















Gameplay Example Akali vs Darius:
Me as akali top lane vs a Darius. I play this matchup decently. This matchup involves alot of skill. The CS missing is not the skill I mean in this video,just uh... Don't look at that. xD.
Playing AS/VS:
- Use your shroud for jukes and other cool things. Remember it also has a slowing component so if you go on the opposite side as your enemy you get a distance lead.
- Murder the person with oracles. MURDER!!!!!!
- Throw your Q then wait for its Cd to come back before engaging if possible.
- You see that circle, don't stand in it!
- Buying a vision ward or an oracles can be a good investment if you know you win in a straight up fight.
- Do not let an Akali reach your squishes or you will not have carrys for the fight.
Big Item Choices::
REMEMBER AKALI'S PASSIVE AS YOU BUY FOR HER IT GIVES YOU ALOT OF GOLD VALUE IF YOU ITEMIZE RIGHT.






Gametypes:
Akali can Work here, but you need to have a comp centered on the fact you have an Akali. People will be more organized with visions oracles ETC, and will just generally shut you down. You can do well here however if your team has the hard initiate and the coordination to prevent that. Akali is a good pick if the enemy team picks up alot of squishy hard carries like a



Champion Overview:
Blitzcrank (Blitz as I will call him from here on) is a tanky Dps top laner capable of locking down and disrupting enemy teams as well as initiating fights. Blitz is very powerful at receiving ganks as well as bullying enemies with low sustain out of lane. Blitz has a rough start, but once he gets into the swing of things he is capable of easily cleaning up the enemy team and winning games for his team. Blitz top also brings a pull to the table for endgame allowing even games that should be lost to be won with just a good pull.
Skills Overview:

This passive is so strong. Its like a heal bait in a passive. Late game when you have alot of mana this skill will act like another hp bar for you. The one thing to note is that this skill goes off CURRENT MANA. If you are low on hp and low on mana do not be expecting a reliable bait from your passive.

This skill is INSANE. This is one of THE BIGGEST game changing moves in the ENTIRE game. This skill allows you to initiate a fight by pulling a squishy in you team, pull back a fleeing enemy after they flash or ghost, or just lock down an enemy with CC. In lane you should make attempts to pull your opponent under tower to get a bunch of free harass (and if played well enough) probably a kill.

This skill is your main mobility skill, the use of this for you will mostly be to gain ground so you can fire off a good hook with your Q, however the AS is nice when you have some AD or when you are trying to last hit under tower in your lane.

This attack is basically a sheen hit on your next basic attacks with a knockup added on for good measure. Once you get your sheen this skill will be doing TONS OF DAMAGE. This skill is a very good followup to your Q to lock enemies in place and allow your team/jungler more attacking time.
Note: This skill can be used on towers, allowing blitz to push very well.

This skill is the greatest love and hate of blitz top lane, You will love this skill as it allows you to push the lane at will, provides good CC, AND does a VERY good amount of damage to enemies with the active. All while having a very low 30 second cooldown. This skill is dislikable due to the fact the passive will push your lane without you wanting it to AND hit the minions to screw up your CSing on tower.
Combos/Skillorder:
Skill Order:
Combos:
(W for the positioning)-Q-E-R
Matchups:









Playing AS/VS:
- Use your ultimate before walking in the baron pit if you have an oracles or a vision to clear a ward, as the lightning will pull them on you.
- Play passive until 6 as that is when you gain most of your burst damage.
- If possible try and use your knockup followed by your Q as it is a safer way to be guaranteeing the pull damage.
- Invade the enemies jungle and pull the buff you think they are starting at over the wall to hurt their jungle time.
- Do not stand near walls and let blitz pull you.
- Do not underestimate a low hp blitz, you may find yourself dead on the ground while hes laughing with a mana shield on.
- Use your ultimate to harass the enemy whenever possible as it will prevent your passive from making you miss CS as well as dealing decent damage and letting the cooldown start ticking again.
Big Item Choices::







Gametypes:
Blitz is strong in soloQ as 1 good pull can win the game.
Blitz is a strong pick in ranked 5s as enemies will not expect him top, and you can coordinate invades and such so much better.
Pros and Cons:
Pros:
-Amazing CC
-Good pull
-High burst
-Low cooldown ult.
-Safe
Cons:
-Ultimate has negatives
-High mana costs
-Weak early on.

Champion Overview:
Cho'Gath (Will be called Cho from here on) is a Tanky DPS champion, with strong disruption and tanking abilities. Cho is the biggest champion in the league at lvl 16 with full 6 stacks. Cho has a slightly weak early game, but he picks up and scales well into late game.
Skills Overview:
Passive:

This passive is very nice as it provides you sustain for both your mana and your health, like a mini catalyst every time you last hit.
Q:

This skill is an AoE knockup after a delay, It is useful in teamfights where everyone is clustered together. The CD is decently long, but you will typically get 2-3 of these in in a teamfight.
W:

Quick, Nice Damage, and A 3 SECOND SILENCE! QUIEEEEETTTTTTTTT! This skill is nice as it has no delay after cast, does nice damage, and applys the 3 second silence to everyone it hits. A 3 second silence on the enemy team can win a fight for your team easily.
E:

This ability is essential if you are playing attack speed cho. It is like your


R:

True damage with a nice scaling. This skill is the most important tool to mastering Cho. Your ultimate does 1k true damage to minions, which allows you to beat any jungler's smite with this spell; The skill has a .7 AP RATIO, making you do tons of damage if you get some AP; and This skill gives you free stats for last hitting with it (Up to 6 times). End game if you have this stacked you gain 900 hp (As well as being really big)!
Note: You gain more size / stack every time you level the skill. At lvl 16 Cho will be at his biggest with 6 stacks.
Combos/Skillorder:
Skill Order:
Tanky Ap cho, You will be tanky, and you will deal alot of damage with your feast.
Atk speed cho, with a wits end you deal alot of damage and are tanky from your ult.
Combos:
Q-W-(R when you want to kill, or for alot of damage if you have 6 stacks)
Matchups:












Playing AS/VS:
- Balance out your harass with your passive so you do not run out of mana.
- If you hit a squishy with your Q, you may be able to flash R-W for a quick kill.
- Do not try and kill enemies in one go, wear them out over time then go in for the kill with your ultimate.
- Do not underestimate Cho's burst with his feast spell.
- Cho may be big but do not focus him.
- Cho has long CDs, if he blows them in lane commit on him for a fight and do some damage.
Big Item Choices::
AP tanky







Atk speed

Madred's Bloodrazer- Atk speed, good vs tanky teams.






Gametypes:
Cho is decent in soloQ as if he wins his lane he can be a pretty big factor in the late game.
Cho is good for a ranked team that is running a CC/Quick burst comp. He can silence the enemy team making them helpless for 3 seconds while your comp does its magic.

Champion Overview:
Darius is an "all in" type AD caster champion, who excels at running into fights and chopping off a bunch of peoples heads. Darius's kit revolves around his bleed making his harass and trades deal extra damage over time, comparable to the actual damage you received in the trade. He is a very strong duelist, but will go down very quickly when focused in a team fight. Remember that even though your damage may make you feel like it, you are not a god.
Skills Overview:
Passive:

A nice move to make your trade, harass,and overall DPS even stronger. This move is the centerpiece of your whole kit as 2 of your moves REVOLVE around this skill.
Q:

A good source of damage, the key to utilizing this skill is knowing which part of this moves radius is for the blade, and being able to land harassment hits on the enemy with this whenever possible.
W:

This skill is nice, its like a single target Malphite ground pound, except it does alot more damage, and this skill resets auto timer and is spammable with bleed. Overall great skill and an amazing part of your kit.
E:

Blitzcrank pull aimed via a cone. This skill is mainly used to get enemy's BACK to you after you engage them and they flash or use their escape, you can use it as an initiate if you have no other choice but it is not as powerful. This skill also gives you REALLY good armor pen making people trying to stack armor get wrecked.
R:

Its like giving chogath an ultimate with an instant refresh. This skill does tons of damage and can secure you alot of kills. It refreshes on skill so go buck wild in a fight and get some pentas.
Combos/Skillorder:
Skill Order:
Combos:
from close range:
Q-auto-W-(E when they run)-(R when you can kill)
From long range:
E-Q-auto-W-(R if it can kill)
Matchups:


























Playing AS/VS:
- Remember your ult will only refresh on killing blows, so do not waste it unless you really need to.
- Try and poke your enemy with the outer edge of your Q this allows for a good flow of damage.
- When fighting a ranged champion juke into the brush, if they come in to try and kill you wreck them.
- Try and bait his skills and jump in on him if they are down.
- If a Darius misses his ult (refresh), you can almost ignore him, as his damage output just took a major drop.
- Try and poke Darius from ranged as much as possible. he will have no way to react but to try and pull which you can easily avoid.
Build Options








Gametypes:

Champion Overview:
Diana is a tanky-dps assassin. Though this term may seem like it would be really strong and broken it is in fact not. Diana does not do the damage standard of an assassin champion (





Skills Overview:
(Passive)


This passive is both loved and hated by diana in the top. It is loved as it is just like

Q


This skill is Diana's main source of harass and initiation. This skill is aimed in a crescent shape from your right so remember it will shoot differently based on which base you are facing (As the shot perspective will have changed.) This type of skillshot is unique to Diana and CORE to any players who are looking in to mastering her. This skill will apply "moonlight" to the targets hit which will give you sight of them and will have a unique reaction with your ultimate.
Note: In Top Lane Diana's Q works better ON PURPLE TEAM. When you are purple your Q can be thrown through the majority of the brush to check for foes, however while you are on blue team you can only throw it into a certain area of the bush as a guess.

W


This skill is AMAZING for trading and fighting. If you use this as you go in for a trade, you can block their counter-trade with the initial shield AND use the secondary shield you got from damaging them to back out. This skill will push the lane if you use it to recklessly.
E

Cost: 70 Mana. Range: 450. Cooldown: 26/24/22/20/18 Seconds.

This skill is very good for roaming to gank, receiving ganks, and pulling in an enemy who tries to quickly poke you under your tower. This is like a Darius pull in a circle around you. This move is AMAZING in combination with AOE team comps, as if you catch enough enemies in the general range of each other you can pull them in and let your AoE team-comp go wild.
R (Ultimate)


This skill is like Akali's ultimate, but it does not need stacks to be used more then once, it needs moonlight. This skill is best used as a followup to your Q as you can dash in and quickly get the reset. The main decision that needs to be made with Diana players is when to use the ultimate on a target without moonlight. If you use this skill for damage, or to catch someone without moonlight and they are able to flash away, chances are they will get away from you.
Combos/Skillorder:
Skill Order:
Combos:
Q-R-W-E-Q-R-R (Autoing whenever possible)
Main burst damage combo.
Q+R (Wall hopping)
Q+R (Quick Draw dash) -Ignore the Fact I say Zyra in the video-
General Matchups:








In Depth Matchups:
Will Be added to as I play them and get video footage.
Singed 6/10

Playing AS/VS:
- If you know your Q will hit use R, as it will refresh as you get there.
- If your team has AoE, look for the best way to use your E to get as many members of the enemy team as possible into their AoE.
- Use your shield to run as you are getting ganked, it will offer a threat of damage and another shield if the enemies get close enough to you.
- Avoid Dianas Q, avoid a big chunk of her damage. As she does not get the Qs damage and if she decideds to R to you, she will not get a second Rs worth of damage.
- Try and bait her shield, if you do not let her refesh it you can go in and fight hr relatively easy.
- Diana has no real escapes, gank her whenever possible to shut her down.
Big Item Choices::







Gametypes:
Diana is strong in SoloQ as she is an assassin and has the ability to get kills and snowball very well.
Diana is good in ranked 5s as her E is an AMAZING setup for AoE comps.
Pros and Cons:
Pros:
-High Damage
-AoE burst
-Good gap-closing abilities.
-Good trades
-Recieves ganks well
-Good at roaming.
Cons:
-No escapes
-Pushes
-Hard skillshot

Champion Overview:
Welcome to the League of Draven!
Draven's a one man show, he goes top lane because he doesn't want to share the show with a support.
Draven is a ranged AD champion. Draven has good lane matchups as well as an amazing scaling into late game as an AD carry. His kit is very strong to counter many of the popular top laners, and does it all with style. Draven has hands down THE FUNNEST laning phase in the game =D. When you play Draven top lane and last hit with your Q, it feels like a completely different game.
Draven's early laning phase power, allowing me to easily pick up FB on a Teemo.
Skills Overview:

This passive is good for all points of the game. In lane this passive will do that extra damage you need to last hit a minion when you misjudge the amount as well as offering more damage on your Qs to enemies. Late game this passive is still very helpful, but you will be relying on it more from plain crits then your Q.
Q:

THIS MOVE IS SOOOOO FUNNNNNNN. This is a game to play while you CS. This skill costs a single mana cost to start up and as long as you are catching the axe, your mana will stay high. If you are running out of mana, that means you are spamming W too much or you are missing too many Qs. This skill makes your early lane damage really strong.
Notes about this skill:
-Where the Q lands is determined by an invisible cone in front of you as illustrated below. In lane I find the best way to use this knowledge is to throw your Q then turn around as it hits to be able to catch your Q backwards to avoid most enemy retaliation (The bleed will do even more harass, .

Your Q goes by a different landing range when you are standing still and is more of a cricle around you like below.

-Your Q does not bounce off towers, however the period the buff (Of having the Q stack/s) stays on you, meaning while attacking a tower you can easily reach 2 stacks of your Q without ever having to catch it.
-If you are in position to catch your Q (In the circle) and it is still in the air, throw and auto attk for extra damage, you are wasting time waiting for a Q as an AD carry.
-You should always try and keep 2 stacks of your Q up if there is a possible engage, when you have 2x Q stacks on and you have another one off CD ready, you can avoid having to worry about catching one if it goes to a bad positioning and just activate a new Q effect instead.
-In teamfights later in the game you should not be trying to catch your axe if it will put you out of position, a common mistake I see Draven's make is they forget they are an AD carry and go for there axes like they NEED to catch it to do damage, instead of just throwing autos. (The note above this tells you how you can try and avoid this problem.)
- When using this move while blinded (And probably against a target who can dodge/block it) the blade WILL still bounce off the target and apply your passive, you Auto attk damage will not go off though.
W:

This skill (In my opinion) is one of the harder things to do when playing Draven. Being able to manage catching your Qs while renewing blood rush constantly will separate the good Draven's from the pros. With 2 Qs up you can keep this skill permanently on IF you are able to catch you axes and keep this skill up, all while auto attking for your damage as an AD carry.
Note: Remember this skill DOES give you attk speed as well as movespeed, a pro Draven will be able to be using auto attacks with the Attack Speed while catching axes.
E:

This skill amazing and is highly underrated. This skill is a nice CC, people do not realize that aiming it in different ways makes the enemies fly in different directions. The image below shows the path enemies take when they get hit by either of the blades, if they get hit in the center it is more of a knockup that will either bring them closer or further away from you.

Note: This skill can knock enemies with "Fly-Time" gap closers such as



R:

This ultimate is useful for damage, stealing buffs, dragon, and baron, and securing kills globally. This skill is one of the hardest to aim and master in the game due to all the details you have to factor in for its use (I will say them in the notes). Below is a video showing a good use of his ultimate.
Notes on this skill:
-This skill has 2 parts, a going there and a coming back. The coming back can happen one of 3 ways: Hitting an enemy champion, reaching the end of the map, or being manually clicked off. When aiming this remember DO NOT hit any champions before you reach your intended target, if you end up hitting a full hp champion on the way to your target the ult will begin to return to you making little effect, this part of the ult is both a curse and a blessing (More often a curse), it can be helpful if you do not notice it hit and enemy or are trying to kite and enemy and do not have time to activate it a second time (Which is still not really worth the forced come back, but that just adds more skill requirements to this skill.
-This skill can essentially be used as a double hawkshot, if you use this skill, and it does not hit an enemy champion you can reangle it so that on the way back it can give sight of a key area.
-Make use of a missed ultimate, if you miss your ult and your enemy is in lane try and get between them and your coming back ultimate so that it can at least do some damage to them on the way back and offer some harass (WTF!!! NINJA ULT WHERE DID IT COME FROM)!
-Ward an enemies jungle buffs so that you can use this skill to steal them from the jungler, a Draven with good timing can EASILY deal enough damage with his ultimate to steal alway a jungler's buffs (Especially blue buff when he is trying to donate it to mid).
-You need to learn the timing of this ultimate. You need to have a feel of how long it will take to get to a location, and how much the locations of allies and enemies will have changed by the time it gets there.
Combos/Skillorder:
Skill Order:
Combos:
Q (And all the mechanics with it)- W(use again whenever you catch a Q)- (E to peel off the enemy or slow them down)- R(to burst for damage/ want to kill enemy).
Matchups:










































An ok game showing off Draven's abilities top lane.
Playing AS/VS:
- Keep up your Q as long as possible in lane, it helps with harass and last hitting.
- Do not go after a Q that puts you in a bad position.
- Use your E to knock enemies out of their dashes.
- Gank Draven with CC as he does not have good escapes vs 2 people.
- Do not let Draven pick up his axes, it greatly lowers his combat power.
- Always be ready to burst down buffs as Draven may try and steal them with his ultimate.
Big Item Choices::






Gametypes:
Draven is strong in SoloQ (after you make it through champion select), he has good lane matchups AND he scales into late game really hard.
Draven (Like all other ranged carries top) allows your team to run a kill lane bot or an early game AD carry bot such as Urgot.
Pros and Cons:
Pros:
-2 AD carries on your team
-Fun to play
-Laning phase FLYS by.
-Nice Poke
-Has very good matchups
-Global Ultimate
-Enemies will think he is AD carry and try and counterpick.
Cons:
-Certain bruisers will get tankyness fast a make you lose your early kill potential.
-Draven is easy to gank.
-If your ultimate hits any target other then the intended on it will not serve is main use.


Champion Overview:
Elise is a semi tanky AP semi assassin champion. The reason I have the semis in there is due to the fact that she does not excel at either, BUT she does both. Just because I say semi, that does not mean she cannot make them work BUT it takes a decent deal of knowledge of knowing when to be in each mode. The versatility of her kil allows her to excel in the top lane as she has poking abilities as well as the ability to dual enemies 1v1 as well. Her matchups are very good as well in laning phase BUT her lategame does require you to have a team that can engage for you.
Skills Overview:

Elise's passive is the move that gave her appeal to me. This skill stores up a spiderling every time you use a skill in human form (Note the skill must hit an enemy to get the charge). When you morph into a spider you release all of your spiderlings you have to fight alongside you. These spiderlings do not do much damage individually, but when they all come together as a collective force they can do a good deal of damage.
Notes: When you die you will respawn with full spiderling charges.
The spiderlings will stay at the health they were at when you were in spider form even if you morph to human and redeploy them.
Spiderlings gain MS with your boots
Human Q

Elise's Q ability in human form is absolutely AMAZING in the bruiser filled top lane. This skill will allow you to safely ware down you enemy laners health and in most cases it will be a FREE TRADE, meaning you will take no damage in return.
Spider Q

Elise's spider form Q is AMAZING its just like Nidalee's cougar form Q in that it does damage based on targets missing health (Making it have an amazing synergy with your human Q) it also does not have the weakness of being an on-hit move (that is a strength and a weakness, it resets auto attack timer BUT damage can be reduced by ninja tabi OR blocked by moves like fiora's riposte.) The other strength this move brings is it's manaless (all spider form skills take no mana) AND it's a gap closer for you and your spiders.
Human W

This move is Elise's main poking ability late game as well as her wave clearing ability. This ability is like a maokai sapling. It will move towards the target location then chase after any nearby enemies, this skill will detonate if it hits anything before it reaches the target location.
Note: This skill does give sight as it moves so it is a VERY GOOD scouting tool.
Spider W

PASSIVE: Spiderlings gain (5 / 10 / 15 / 20 / 25%) bonus attack speed.
ACTIVE: Increases the attack speed of Elise and her Spiderlings (by 60 / 80 / 100 / 120 / 140%) for 3 seconds. While active, Elise is healed for a small amount (4 per attack (+2% AP)) when she or her spiderlings attack. COOLDOWN: 12 seconds.
This skill is your AS steroid and sustain, pop it in a duel or when you need to get some hp back in lane. This skill also makes you an insanely good pusher endgame.
Human E

This skill is a ranged skillshot stun, this skill is very strong for receiving ganks and catching off enemies, the main thing to remember for this skill is it does 0 damage, it is a utility skill 100%.
Spider E

ACTIVE (ON GROUND CAST): Elise reveals nearby enemy targets while she and her Spiderlings lift up into the air, becoming untargetable for 2 seconds. During that time she can cast Rappel again to descend upon a nearby enemy. RANGE: 975 COOLDOWN: 26 / 24 / 22 / 20 / 18 seconds COST: No cost.
THIS SKILL IS AMAZING. This skill is an insanely fun Zhonya's style gap closing move that can also be used as you escape. You rise into the air gaining sight of every enemy in the circle and you can chose one to come down on with your spiders. Using this skill to an enemy minion will be your main method of escaping enemies.
Note: You can hop to enemy wards you have sight of with this skill.
Human R

This skill is your transform. Remember this skill gives you armor and MR as well as movespeed, so when you are moving around the map you should be in this form.
Spider R

Nothing much to say, morphs you back to a human.
Combos/Skillorder:
Lower the enemies health with human Q and W then.
Q-W-E-R-Q-W-(E when they try and run or use a big skill)
Skill Order:
Standard Lane
Sustain/Farm Lane
Combos:
General Matchups:
Strong Vs





Weak Vs





In-Depth Matchups:


Playing AS/VS:
- Always make sure to have something to rappel to if you get ganked.
- If possible let another ally use their stun before you use your cocoon so you can reliably stun the enemy as a follow up.
- You can use rappel to dodge moves with fly time if used right.
- Elise can instantly kill anyone below 25% health, watch out and make sure you are not with range of her rappel.
- If Elise rappels and their are no nearby ally units just treat it like she zhonyas and kill her when she comes down.
Big Item Choices::






Gametypes:
Elise is a decent champion for soloQ as she brings burst and poke and can fit into a team with all kinds of players. Elise also is very strong in lane although she does not snowball very hard.
Elise is strong when put with teams that can engage and hold enemy aggro so she doesnt get instantly focused and CCed down. She also can work well with poke comps as she has her poke spider and a skillshot stun.
Pros and Cons:
Pros:
-2 forms
-Has minions
-Sustained
-Good pusher
-Versatile
Cons:
-Escape is situational
-Meh scalings

Champion Overview:
Do You Require a Map? No.
Ezreal is a versatile champion that can either be played as an AD ranged carry OR as an AP carry. Each version has different uses and fits differently into team comps. There are times when you will need to be one Ezreal and times you will need to be another. Ezreal is very fun to play and has a very high skill cap. As of the 29th of June Ezreal also has the best skin in the League.
Skills Overview:
Passive:

This passive is nice for AD Ezreal, as the attk speed you get counts s your "Steroid". This passive is ok for AP ez early game, end game it will mostly be used to get lickbane procs off faster.
Q:

This skill is AD ezreals min move as it gives you CDR, has high damage, and procs on hit life steal etc. For Ap ezreal this skill will proc your

W:

On AD Ezreal, many players VASTTLLY underrate this skill, The AS decrease is so strong against enemy carries, and in top lane, champions who rely on their auto attacks to do alot of their damage. On Ap Ezreal this skill will be your major damage source as it has a good base and a decent ratio.
E:

This skill is useful as an escape/mobility tool on both Ezreals, however on AP Ezreal this skill will also be a good damage move as well with essentially the same damage as your W.
R:

This skill is your snipe, Initiate, and buff steal move. This skill is key on both Ezreals though AP Ezreal NEEDS to hit this move as it is a big part of his damage. The best way to use this skill is to ult into the enemy team at the start of the fight to give you full passive stacks and do a lot of damage to the enemies. Also if you use your ult at the start of a fight you can start using your Q in the fight to get the CD down. On Ezreal if you ward the enemy Red/Blue there is a good chance you can steal it with a well timed ultimate (Especially if your AP).
Combos/Skillorder:
Skill Order:
AD Ezreal
Ap Ezreal
Combos:
Q-W-(E for mobility)- (R for kill/burst damage)
Matchups:



















Still practicing Ezreal skill shots xD
Playing AS/VS:
- Try and hit as many members of your team and the enemy team with your W as you can.
- DO NOT MISS!
- Your Arcane shift is your escape, be careful if you use it to engage on your enemies.
- Force Ezreals blink before you try and kill him.
- Ezreal can be played 2 different ways watch and see what he builds.
- Deny Ezreal early and he wont make it to the late game.
Big Item Choices::
AD Ezreal






AP Ezreal






Gametypes:
Ezreal is decently strong in soloQ. Ezreal has a strong early game and most players will get raged at by their team if they lose to an Ezreal top.
Ezreal can fit into team comps very well. His use in team games depends on your teams organization and making sure that Ezreal fits into the comp.
Pros and Cons:
(Ad Ezreal)
Pros:
-Team gets another AD carry late game
-Ezreal can counter champions without a gap closer and a strong burst.
- Ezreal has a global ultimate that can help other lanes.
-Good escape mechanics from ganks.
-Enemies will think he is AD carry and try and counterpick.
-PULSEFIRE EZ
-Dance
Cons:
-Does no scale as hard as other top laners
-Certain bruisers will get tankyness fast a make you lose your early kill potential.
- Horrible at responding to ganks from his jungler.
(AP Ezreal)
Pros:
-Nice Poke
-Has very good mtchups
-Global Ultimate
-Good escape mechanics from ganks.
-Enemies will think he is AD carry and try and counterpick.
-PULSEFIRE EZ
-Dance
-Kite
Cons:
-Falloff
-No CC
-Your only AP skill you can use on minions is your ultimate,
-Does no scale as hard as other top laners
-Certain bruisers will get tankyness fast a make you lose your early kill potential.
- Horrible at responding to ganks from his jungler.

Champion Overview:
Fiora is a melle DPS champion capable of DPSing like an assassin in team fights if she can get a lead. She has strong early game thanks to her

Skills Overview:
Passive:

This passive will give you slight sustain in lane, you may not notice it but over the laning phase it could save you some pots. This passive will also heal a decent amount if you force a short trade (Which Fiora is good at)
Q:

Fiora dashes forward to strike her target, dealing 40/65/90/115/140 (+60% attack damage) physical damage. Fiora can perform the dash a second time within 4 seconds at no mana cost. Cost 60 Mana. Range 600
The double dash is very useful, many fioras I see use this completely wrong and will just double tap the skill for damage. I CAN NOT STRESS HOW IMPORTANT USING BOTH DASHES EFFECTIVELY IS. Your first one will close the gap allowing you to damage and fight only use the second one when the stack for a second use is about to run out, or the enemy burns their escape. The damage on this skill is not high enough to make it an effective double tap, think of it as a utility gap closer.
Note: You can use this skill on a target and then dash to another target farther away effectively giving you a 1200 range dash, this is the only time you should double tap the skill.
W:

Passive AD is nice, and the effect is strong at all points in the game. You can block an enemy's auto trade in lane when they want to harass and reflect damage back at them. You can also block on next hit abilities (Damage, not the CC or bonus effect component.)
NOTE: With this you can block


E:

This skill is strong. It is a mini yi ultimate with a refresh effect and everything. And whats even better is that if you get a kill its a fully refreshed cooldown and with an assist its a half cooldown so in essence, you don't need to have the buff on to get the refresh. Also turn this on when you push an enemy tower it will drop FAST.
R:

Fiora dashes around the battlefield striking random champions 5 times for 160/330/500 (+120% attack damage) physical damage. Successive strikes against the same target deal 25% damage. The first and last attack will be against the same target. Each strike applies on-hit effects.
Cost 100 Mana. Range 400
AMAZING ultimate. Does a lee sin kick damage to the target the first time they are hit, and will do the damage to them again over a few seconds if they are alone. You life steal while in this and since you also have a 1.2 AD ratio a bloodthirster gives you 2 good stats that work with your ult.In a team fight you will wreck the enemy squishy line with this if you can catch them away from tankier champions.
NOTE:
-You are untargettable while you are in this ultimate use it when the enemies look like they are going to focus you or when you can gib a squishy.
- you end up on the person who you target.
- If a champion goes stealth and there are no other targets around your ultimate is canceled.
-When getting dove under tower let the enemy champion hit you then ult, they will take damage from tower shots and your ult.
Combos:
Harass/Dps
Q-E-Q (W whenever they hit you)
Your damage comes from auto attks mainly so there is no real skill combos.
(Ult after you do your initial harass combo if you wish to try and kill)
Matchups:
You win against most champions with oh hit effects but will lose to ranged poke champions (That are survivable).
Easy:







Hard:









Playing As/Vs
As:
-Try and trade off frequently early on and last hit to sustain with your passive.
-Punish enemies who try and CS your passive will heal off the damage the minions will do.
-Play smart in teamfights, you are not the tank do not initiate go in when the ranged carry does.
-Learn to time your Ws that will be key in teamfights knowing which champions auto is coming and when to W to block it (Always want to block enemy AD carry autos)
-Do not use an ult that will put you in a bad spot( IE enemy flashes you under the turret and has CC)
Vs:
-Get ninja tabi the 10% damage off all autos is a worth it investment.
-Lane as if your against an irelia, watch that she has nothing to double jump to you from, letting her last hit will result in sustain for her, and avoid her when her burst of speed is on
- If you deny her farm and prevent her from getting kills she wont scale into late game well.
-Try and bait her riposte and when its down hit her with your on hits typically the on next hit effect lasts longer then riposte does.
Big Item Choices:
-

-

-

- Maw of malmortious- Get this vs a team with more than 1 magic damage source save your ult until your about 20% then use it. Apocalypse.
-

-

Special case: Stacking

Solo Q:
Stomp you lane hard, carry to win the game. If you pick fiora, shes better picked later on as her role is very obvious. Vs squishy teams or teams that lack CC she will CLEAN HOUSE.
Ranked 5s:
Tell your team to play strong guard, buff, or lockdown champions. You can also tell you AD carry he does not need to be a late game AD he can be something like



Champion Overview:
Fizz is a mobile magic damage assassin. Fizz employs a high array of darting and dashing to weave around the battle field doing good damage. Fizz is strong top lane as he is safe, has decent matchups, and scales well into late game.
Skills Overview:
Passive:

This passive is nice for weaving around the lane, and trading off against the ememy.
Q:

This is a very nice skill, it is INSANELY important to remember that this skill will go its full length regardless of where the enemy is. This skill applys on hits so it can trigger your W passive. This makes sheen/lich bane amazing items on fizz.
W:

This passive is what makes fizz.... fizz. This skill gives you bonus damage passively on your autos and if you active the ability the damage increases AND you apply a healing reduction debuff on your hits. This skill does more damage the lower our targets hp, so using this on a low hp enemy is like igniting them if you get enough AP.
E:

This skill is AMAZING, scratch the trident making fizz, fizz. It is this skill. Fizz gets to hop (Becoming invulnerable while in the air) and for a brief period gets to chose whether to land or to hop again.This skill gives fizz great mobility and allows him to be very safe from ganks.
R:

This is Fizz's CC. Think of it like an olaf axe when throwing, So many Fizz's undershoot this. If you hit your target in lane you can lay down some MASSIVE hurt and usually pick up a kill.
Combos/Skillorder:
Skill Order:
Combos:
(R if going in for the kill)-W-Q-E
Matchups:











Playing AS/VS:
- Remember you have 2 jumps, you can use this skill to scout by hopping over a wall and then quickly hopping back.
- If you jump as a projectile is flying to you, you can block the damage and save yourself.
- If an enemy is catching up you you can Q through him and run in the other direction, when your Q is up do it again if needed.
- Keep something in between fizz and you to block the fish.
- Keep a fair distance from fizz if missing hp, fizz has insane mobility
- Try and avoid using moves that have travel time through the air while fizz has playful/trickster up.
Big Item Choices::







Fizz can also be build as a tanky-Dps with a tri-force. He does less damage with abilities but will do more with his Q and basic attacks.
Gametypes:
Fizz is an assassin and is naturally good in soloq. Teams are not typically organized enough/or ready to guard there carry from a fizz assassination.
Fizz works well in set team comps where the enemy picked a champion like Kog or Varus that can be brout down fast and does not have much escapability.

Champion Overview:
Galio is a tank champion excelling at Disruption and increasing his team abilities. Galio has a very strong initiation and has the goal of ending the fight with just that. Galio can lane vs most champions in the game and the best part is that he does it SAFELY. Galio late game is a monster that can win the game for his team with just 1 skill.
Skills Overview:
Passive:

Makes you really strong against enemies who have magic damage. Free gold for building tanky, even if you do not itemize for the MR you will still get AP when you use your shield. =D
Q:

Good harassment and farming tool.
W:

Basically puts Rammus's defensive curl ball on target of your choice, and whenever they take damage you get healed.
Note:The MR you get from this gets you AP.
E:

Good for poking and farming. In teamfights it is like a mini shurelya's.
R:

Using this makes you pull the whole team off your allies, this move is GAME CHANGING. W before you go into this and you will be healing for the first 1/2 of your ult and the pain you will feel from your enemies will be reduced.
Note: I recommend taking flash on galio as flash is very good for the placement of this skill.
Combos/Skillorder:
Skill Order:
Combos:
Initiation
W-(Flash)-R-Q-E
Poke
Q-E
Matchups:










Playing AS/VS:
- Tell your team the timings on your ultimate and when you want to initiate.
- If you are down on health, you can shield an ally before they run into minions or jungle creeps so you heal off of it.
- To farm, run past the melee minions and make them follow you into the ranged minions, then Q-E and you will get the whole wave.
- Make sure you are not in ranged for Galio's flash ult combo.
- Do not hit him with small damage moves when his shield is up.
- Save a stun (Oh-hit is best) to stop galios ultimate.
Big Item Choices::









Gametypes:
Ok here. If you are able to win your lane you can do decently to carry your tem, however they need to know how to fight off your engages.
Galio shines here. He is a strong counterpick and every single move in his kit works well with a coordinated team. He can be picked early as enemies will think he is mid and will not try and counterpick him.

Champion Overview:
Gangplank is a physcial DPS champion that is typically build with some tanky items and some crit. He has a pistol shot that applies on-hit effects and can crit (Essentially giving him 1 fed ranged carry auto whenever its up). Gangplanks ultimate can apply global pressure as well as gangplank having safety himself from most ganks and enemies with some oranges.
Skills Overview:

This is a nice passive for duels and just overall utility. It has a slow which is nice for early lane fights, and it has a poison effect which I have gotten kills with before.

This skill allows gangplank to poke, farm, and be overall much more useful of a champion. This skill can crit, meaning critplank is a relatively popular build due to this skill.

This skill is GPs safety. Its a cleanse AND sustain. This is really nice in duels for the effects it offers.

This skill is a good buff for your team, the passive component is really good for gp as the free stats are all good for top lane.

This skill is a global ultimate that provides a slow and some damage. This skill is really nice for gangplank as it allows him to help his team from top lane AND get some gold doing it to make his laning easier.
Combos/Skillorder:
Skill Order:
Combos:
(R to start a fight)-E-Q-(W when you get CCed)
Matchups:









Playing AS/VS:
- Farm as much as possible with your Q.
- Always watch the map for your ultimate.
- Raise moral has a long range, use it at the start of a teamfight and get alot of assists.
- Get early armor to survive his harass
- Do not plan on having any CC used when yo fight him as he is always running cleanse.
- Remember to have your jungler smite anything that is of value so GPs ult cannot steal it.
Big Item Choices::



Maw of malmortious- Good to build if the enemy has a strong A


Gametypes:
Gangplank is strong in soloQ as he can get farmed and carry games. He also has an ultimate to apply global pressure.
Gangplanks major use in ranked 5s will be aiding his team with his ultimate and raise morale.
Pros and Cons:
Pros:
-Free gold for Q lasthit
-Global ultimate
-Good damage
-Decent poke
-Free sustain/Cleanse
Cons:
-No cc
-No escapes
-No Big impact aside from ultimate in teamfights

Champion Overview:
Garen is a tanky Dps champion with a dominant early game that can completely shut out some champions. Garen is the original champions to possess Spin 2 Win which is his trademark skill. Garen likes brushes as if he is in them and the enemy walks in he can typically burst them down and kill them. Garen does have a falloff lategame, but the falloff can be somewhat mitigated IF Garen builds right. Garen is relatively low skill cap and can deliver good results (Even without runes) so he is the champion I would recommend for new players trying to learn top lane.
Skills Overview:

This will act as you sustain in lane. This passive is a threat of sorts as it states "Come in range and stop this or I will heal". This will force the enemy to either: A. Use a ranged move on you to knock it out, B. Come up and try a trade with you to turn it off, or C.Let you sustain your hp back.

An on next hit silence that does decent damage, the primary use of this skill is to use before you spin so that enemies cannot use their blink/escape ability to get away from you.

The passive on this skill is REALLY strong, it allows you to get 2 rune pages of flat armor and MRs worth of runes after just 50 cs. The active on this ability allows you to be able to build some damage items and still be extremely tanky in endgame teamfights.

SPIN 2 WIN!!!!!!!!!!!!!! This skill is your main damage source, it acts as a cleanse from slows as well as your main damage tool. This skill can crit too, you will know when it does as you will hear a sound and a small sword will appear on the enemy.

This skill is your KO move. When an enemy gets below 40% hp use this and you will probably kill them. This skill does MORE DAMAGE based on the enemies hp missing so building hp DOES NOT counter this skill. It also does magic damage, so the enemy will not be able to build against it or they will be destroyed by your physical damage.
Combos/Skillorder:
Skill Order:
Max vs standard enemies.
Max vs enemies who you will not be able to spin on and will only have time for 1 hit.
Combos:
Q-E-(W when you start taking damage)-(R to K.O.)
Matchups:




















Playing AS/VS:
- If you cast ult while you in your spin and do not click anything afterwards, you will ult the target you clicked.
- Building crit gives you a decent damage increase.
- the brush is your best friend.
- Avoid brushes.
- Stack armor to live in lane.
- Do not underestimate garens burst with his ult.
- The best time to fight Garen is when his spin is down.
Big Item Choices::






Yomuu's Ghostblade- The bruta gives you CDR in lane. The full item gives you crit for your spin and an active for chasing and fighting.
Gametypes:
Garen is a good pub stomper in soloQ games as he can deny and zone alot of early game champions.
Garen is not as strong in ranked 5s as he does not really fit into any of the current meta team comps.
Pros and Cons:
Pros:
-Tanky
-High early damage
-Spin 2 Win
-sustained
-Can shut down champions with weak early games and keep them out of the game.
-No mana
Cons:
-Weak to kite
-Doesn't scale insanely hard
-Hard to place on a team
-No hard CC

Champion Overview:
Graves is a ranged AD carry that has free Armor/MR as well as being decently tanky. Graves has a very strong early game as well as scaling into the late game as ranged carry. Taking graves top allows your teams to have 2 AD carries and allows graves to build decently tanky instead of going the standard AD carry build. Graves has good matchups and is a strong early pick due to the fact he is a popular AD carry. Graves is the best AD carry to use to learn how to play a ranged carry top, as he is safe with a strong kit.
Skills Overview:
(Passive)

This passive is nice for top lane as it gives you more armor/magic resist to help you in the early game.
Q:

The damage on this skill insane early on. This is mostly just a part of your burst, early game this skill +Your smokescreen can clear a minion wave.
W:

This skill is strong in teamfights, duels, and for juking. The overall utility this spell provides is just amazing. You can use it on your enemy so your jungler to pass by the enemy's wards.
E:

A mini blink with an AS steroid, use it to avoid enemy skillshots and counter-trade.
R:

A giant chunk of burst damage. Q-R can easily dominate most enemies health bars.
Combos/Skillorder:
Skill Order:
Combos:
W-E-Q-R
Matchups:



















Playing AS/VS:
- When running from enemies: run in a direction, smokescreen, then run in a different direction. JUKED!
- Save your E until the enemy reaches you/ uses their gap closer for the blink effect.
- Do not dash in to buckshot an enemy that has strong close range damage (IE: Darius).
- Try and fight/Poke him if you see his passive goes down.
- Get out of smokescreen ASAP the information you lose in there could cause your death.
- Get early Armor, as all of graves moves (Save smokescreen) deal physical damage.
Big Item Choices::


I would recommend double doran's instead if you are fighting a weaker early game champion to use your advantage.






Gametypes:
Graves top does decently in soloQ as he has decent matchups and you have a strong carry power late game. If your bot lane does well/Wins your team will have 2 strong AD carrys.
Graves works well here as you can run alt bot lanes such as Jarvan-Leona, you can run a strong early AD bot such as Urgot, and you will have a much stronger late game if your jungler is tanky.

Champion Overview:
Hecarim is a mobile tanky dps. He leads the charge into battle, all of his moves allow him to stay mobile while dealing out damage or providing CC and utility.
Skills Overview:
Passive:

This passive gives you some AD for your move speed. This skill also gives you the ability to ignore unit collision, which allows you to weave around minions to harass with your Q.
Note: Do not build movespeed to try to make use of this passive, just benefit from it as you build.
Q:

If Hecarim damages at least one enemy unit with this attack, he gains a stack of mpage, reducing the base cooldown of this skill by 1 second for a short duration. This effect can stack up to 2 times.
This skill is a spammable AoE damage source. You can use this to harass your enemy while staying mobile. This will be a constant source of AoE damage in teamfights.
W:

This skill does a small amount of AoE damage to all targets around Hecarim. The main use of this skill is the heal it gives you. You will heal a percentage of all damage done to enemies in this circle, making you deceptively tanky. This skill allows you to engage a fight at low health (And following the initiation bursts) be at almost full again.
E:

This skill gives you an increasing movespeed boost for a small amount of time (Like a powerball), your next basic attack will give you a slight gap close and knockback on your enemy you hit.
R:

Hecarim releases a shockwave when he finishes his charge, dealing 50 / 125 / 200 (+40% of ability power) additional magic damage and causing nearby enemies to flee in terror away from Hecarim for 1 second.
This ultimate is your initiation, it does decent damage and applies a "flee" to nearby enemies forcing them to run in a direction away from you. If you use this ultimate in to the enemy team it will scatter and disperse them.
Combos/Skillorder:
Skill Order:
Use this max order for standard lanes, it allows you to deal some damage early on.
Use this max order if you fall far behind and can do nothing in lane but farm. This order will keep you sustained in lane.
Combos:
(R to initiate)-E-Q-W-Q
Matchups:










Me as top lane as hecarim vs kayle. Kayle generally has an advantage in the matchup until teamfight phase (I do not play hecarim as well as some others due to the fact you need to master your Qs timing for CS).
Playing AS/VS:
- Use your E to get behind the enmy then auto them to shoot them back.
- Your ult forces enemies to run away fom you, use it in the middle of all the enemies to disperse them and allows your team to pick up kills.
- Keep your Q charged before a teamfight.
- Have good ward coverage at all times, hecarim may do low damage in lane but his ability to recieve ganks is superb.
- Do not allow hecarim to lane safely, if he makes it to late game your team is in trouble.
- Do not allow hecarim to land his ult on your whole team or its game over.
Big Item Choices::
Philosiphers Stone and






Gametypes:
Hecarim is meh in soloQ. His matchups are not that good and he needs his team to follow up for his kit to get its full effect.
Hecarim is AMAZING here. If you get a lane you can farm in you get a really good chance at winning. Hecarim receives ganks well and his kit works very well in coordinated teams.

Champion Overview:
Irelia is a very strong champion that can ,come late game, carry a game on her back. She is a Mobile Tanky-Dps Assassin champion capable of destroying the enemies back lines in team fights. She exerts a very strong presence in a game and is hard to keep down, she can sustain in lane and has a very fun way to last hit. BETTER NERF IRELIA!
Skill Overview:
Passive:

VEERYY Nice passive for when your getting ganked or teamfights, its just an overall great passive like free merc treads not much more to say.
Q:

Strong move, your gap close refreshes the CD and 35 mana if you get a kill. Does strong damage and applies on hits.
Note: To gain ALOT of distance you can lasthit a minion from almost max range and with the refreshed cooldown jump at your enemy champion, good if they are trying to stay back and play passive because you are ahread. this skill resets auto attack timer if your within range of the enemy auto them then Q.
W:

A very nice skill for laning, gives you sustain off your auto attacks, and when you activate you get a very nice little boost of true damage on your auto attacks. This applies to blade surge to when its turned on. Giving it extra damage as well.
E:

A very nice skill that gives a feel of I can win this fight. The slow is pretty big as well and it has a slightly longer range allowing you to use this on fleeing targets.
R:

Sustain wave clear, and a little bit of nice extra damage all on a low cd so you can use it for whatever purpose you wish.
Combos/Skillorder:
Skill Order:
Max R>W>Q>E
Combos:
W-Q(Q to minion then Q again to champion for distance Q initate)-E-(Ult for more damage and heal)
Matchups:
Irelia is generally like a riven there is no real "counter" to her, but she does have lanes that are harder.
Easy:







Hard:







Playing As/Vs:
As:
-With sheen and your W on you can 1 shot minions with your Q, use this to your advantage.
-At level one you can get a very strong trade off against average trade champions, you let them hit you then as soon as you take damage E them and get in like 2 autos.
-Your job in fights is to zone the enemy carries, but do not get carried away and try and run in multiple people v 1.
Vs:
-Watch your minions in order to prevent her from jumping to you.
-Do not trade when her W is turned on.
-Never underestimate Irelia even at low health she is VERY deadly.
Big Item Choices:


Atma's Impailer- Gives you damage off your tankyness




Gametypes:
SoloQ:
Strong pick here, if you know what your doing you can outplay alot of players and carry yourself. If you can get an advantage early you will become a monster late and wreck thier team. Irelia can be picked early on in the draft although she is good to be picked later on in.
Ranked 5s:
If you coordinate with your team Irelia can be a GREAT pick. Your team will know your strengths and your weaknesses and fill them in. They can let you farm to late where you become a beast and pick comps that synergize around your fighting style.
Champion Overview:
Janna is a supporty-Ap champion, Janna is fun to play and grants her team amazing utility. Janna has a strong lane phase as well as unconditionally will scale into late game. janna is strong as she can be run in many comps and brings alot to her team. She NEEDS a jungler who can deal out alot of physical damage when they gank to be effective.
Skills Overview:
Passive:

This passive is nice as it gives your team a movement speed boost (Which makes you constantly helping other lanes from top lane).
Q:

This skill is your CC and main farming ability. A fully charged gale can easily clear a minion wave with some AP. When your jungler comes to gank lock the enemy laner down with this spell.
W:

This skill makes you VERY SAFE and makes you VERY STRONG vs champions with no gap closer. This skill does insane poke and the slow is enough to let you back off after the harass, or chase the enemy down with your shielded autos.
E:

This skill is nice as it gives a shield as well as giving AD. You can use this on your jungler as he comes in to gank for more damage. This skill will allow you to trade really well in lane with your autos as well.
R:

This ultimate is AMAZING. This skill can sustain you, push enemies away, AND it has a high ratio to heal your team with later on.
Combos/Skillorder:
Skill Order:
Farm Janna (Max shield when teamfights start to happen)
Kill Janna (When you want to kill people)
Combos:
W-E-Q-(R whenever needed)
Matchups:














Playing AS/VS:
- When you receive ganks it is your job to lock down targets and your junglers job to do damage.
- get in front of an enemy trying to run and use your ultimate to shoot him back.
- Even without many items you are still very useful to your team, if you fall behind just get gp/10s and wait until late game.
- Use your ultimate as sustain if your team needs it on a push, you will get more out of the heal out of a fight then in it.
- Remember where she sets up her Q the knockup will be coming from that area not where she is.
- Wait to use an AoE ult until janna's ultimate is down.
- Janna's CDs are low, just because you see her use a skill it does not mean it is safe to jump on her.
- The best thing to do vs janna in lane is to buy gp/10s and farm
Big Item Choices::
Philosiphers Stone, Kage's lucky pick and




Lichbane - A finisher Item, makes your autos strong low on HP.
Gametypes:
Janna top can do ok in SoloQ but it does not have much carry potential so it is not that good there.
Janna excells here. Janna top allows you to run a protect the kogmaw comp or run a bot top switch.
,Pros and Cons:
Pros:
-Always scales into late
-Good utility
-Safe Pick
-Strong passive or the team
Cons:
-Low kill potential
-Lower damage then some other tops.
-Ultimate needs to be mastered in order to be effective.

Champion Overview:
Jarvan IV is a tanky DPS champion that can initiate fights with a strong burst, followed up by good DPS throughout the fight. He excells at disrupting the enemy team, and destroying enemy squishies all while guarding your support line. Making the best use of Jarvan comes from taking advantage of his amazing early laning phase and using it to propel you into an amazing position for the rest of the game. Jarvan is one of those champions who can pick up the slack for his team and is a kind of Do-Everything in the fight kind of guy.
Skills Overview:
Passive:

This skill gives Jarvan a stronger low level than alot of other champions due to how much of a damage boost this is for you at the lower levels. This skill is worth using on your enemy in lane whenever it is up and you are safely able to as it gives you a good amount of poke and fighting ability.
Q:

A very good move to poke with in lane. Auto+Q does a TON of damage. If you connect it to your standard it is a knockup AND a gap closer/Escape.
W:

This skill is nice, Just not really in lane. This skill has a decent mana cost, and the shield value is not high enough with 1 enemy to really matter. The slow is decent but again on one person feels wasted.
E:

NOTE:IF AN ALLY HAS TELEPORT, THEY CAN PORT IN ON YOUR FLAG. OP!!
VERY NICE SKILL. Gives armor and attack speed for learning, and if you throw it out it gives you the bonus again AND gives it to your team. Its like a mini Aegis for team fights. This is the intiation to your knockup combo so position it behind your enemy. This skill also acts as a ward to where it is thrown, so if you are scared of going in a brush or want to check a position over the wall give it a throw.
R:

GET DUNNNKKKEEEDDDDDDDD. This skill is your main initiator, a good source of damage, sounds cool, and is just all around awesome. DEMACIIIIAAAAAA.
Combos/Skillorder:
Skill Sequence:
Max R>Q>E>W
Combos:
E-Q-Auto-W-(R if you want to kill)
Matchups:













Playing AS/VS:
- Use your flag for scouting.
- Do not lock your teams high priority targets in your ultimate, if you do let them out ASAP.
- Do not dunk enemies for fun, no matter how tempting it may be.
- Do not let Jarvan abuse his early game damage on you.
- Take Flash against a Jarvan, Getting locked in a wall can be very problematic.
- If you see Jarvans flag go down RUN he will probably try and kncok you up or get in range of his ult.
Big Item Choices::





Atma's Impailer - Converts tankyness to damage, and your very tanky.








Gametypes:

Champion Overview:
Jax is a Mobile sustained burst assassin. Jax excels at farming into late game and can carry his team like a Riven or an Irelia. Jax is the only champion in the game that is capable of "Dodge". Meaning basic attacks will not be able to hit him when his E is on. Jax deals hybrid damage and is thus very hard to itemize against. Jax can also build to counter his opponents with his ultimate, meaning if the enemy team has a lot of magic damage he should build Ap, and if they have alot of physical damage he should build AD.
Skills Overview:
Passive:

Ok passive, is ok for getting last hits and it gets to be a decently sizable amount late game.
Q:

Your Gap closer AND escape move as you can use on enemies or allies.
Note: You can hop to a ward with this move.
W:

A very nice damaging move, its on a low CD and it resets the auto attk timer.
E:

The Original Esports titl.... Oh wait Jax's counter strike. This move gives you auto attack immunity for a set period of time AND after a few seconds or when you cancel it, this skill will stun nearby enemies.
Note: Your E dodges all moves that would apply on hit effects while spinning such as Fiora or Warwicks ultimates.
R:

Active: Jax Strengthens his Resolve, Gaining 25/35/45 Armor (+30% of your AD) and 25/35/45 Magic Resist(+20% of your Ability Power) For 8 seconds. Cooldown 80 seconds. Cost 80 mana. Range 100
The passive of this skill makes your auto attacks deal a good amount of damage, this will be a good part of your damage output do not underestimate this passive. The active component of this skill makes you very durable while it is on, so remember to use it when you go into a fight.
Passive Note: When your passive attack speed stacks wear off, your consecutive attack count resets.
Combos/Skillorder:
Skillorder:
Max R>W>Q>E
Combos:
E-Q-Auto-(Keep E on if they try and fight, E instantly if they try and run)-W-(R if a full fight starts)
Matchups:
Easy:








Hard:





Playing As/Vs:
As:
-Count your ultimate passive. When its at 2 you can be aggressive with your Hop-Auto-E Which will deal ALOT of quick burst damage.
-Time your dodge use so it will be up when their skills are down and they want to auto you.'
- Remember to use W as an Auto attack reset.
-Having a ward at all times in essence gives you another flash resource.
Vs:
-Avoid fighting Jax until his dodge time is over
-Do not underestimate a Jax's burst damage he can wreck you very fast.
-DO NOT DIVE A JAX IF HIS STUN IS UP, HE WILL DODGE YOUR ATTACKS AND STUN YOU UNDER TOWER.
Big Item Choices:






Gametypes:
SoloQ:
Who wants a piece of the champ? In soloQ you can use Jax's snowbally nature very well, he snowballs and can effect games in the exact same way as a riven. He has very good matchups and on top of that can transition very well into late game, making him a VERY strong pick to carry people in SoloQ.
Ranked 5s:
Hes been in the tournament scene alot recently, His ability to get one good gank and be a very beneficial carry for his game is amazing. He also has the ability to recover from a bad laning phase if your team helps you by letting you farm, trading, or ganking form you when your down.

Champion Overview:
Jayce is a ranged AD carry/Melee Dps champion capable to dealing TONS of damage, both from afar and close and personal. Jayce has the ability to adapt to many team comps, lane opponents, and roles for the team. Jayce has his ultimate at level 1 like karma, however unlike karma he still can RANK his ultimate at the normal levels giving him nice little bonuses. Jayce has amazing harass in lane and is capable of killing many enemies in just 2 combos of his harass.
Skills Overview:

This passive is nice to jump into your combos, or keep up in the fight as your switching your weapons around. In lane the ignore unit collision part is VERY helpful as you can switch weapons and run straight at them or switch weapons, run through them, and hammer them abck.

In human form this skill is your gapcloser and slow. In cannon form this skill is your main source of poke as well as your ability to last hit from a long range when combined with your E.

This skill is a good 1 pointer. The mana gain from your hammer passive is nice and should b used whenever possible. The active in hammer is like a weaker Shyvana burnout, it does ok damage in fights and can help you push the lane. In ranged form this skill gives you max attack speed for 3 autos, this component is very strong when combined with on-hit items, BUT you should not build on hit Jayce just for this skill as it is too unreliable.

The hammer form skill is the CORE ability of Jayce's kit. It is a KNOCKBACK THAT DEALS % DAMAGE. This allows you to go in with your Q followed up with an E and you will be able to walk back untouched with an enemy left with a giant chunk of their hp missing. The cannon form of this ability is like a stuck in place karma tether your allies can run through for a nice bit of MS, it also allows you to escape ganks, Oh and ye it doubles your Qs range if you shoot it through the field.

This is just your transform between close ranged and long ranged and gain your new skill sets. Your first hits also have bonus effects, be sure to use the autos on the enemy is possible for the extra effects.
Combos/Skillorder:
Skill Order:
Max for enemies that cant attack you after you combo them.
Max for enemies who want to fight from a range/ have no gap closer and you can poke out.
Combos:
Starting from cannon: E-Q-W-R-W-Q-E
Starting from hammer: W-Q-E-R-E-W-Q
Matchups:















Playing AS/VS:
- Watch the form you are currently in and plan your best skill use accordingly.
- Getting lifesteal early on is a good investment.
- When getting chased place the cannon form E in front of you and as you run through it fire the Q backwards.
- Get hybrid defense runes as jayce deals both magical and physical damage.
- Dodging Jacye's E-Q combo takes a good chunk of his mana to do nothing.
- If jayce is last hitting in hammer form, that means he is trying to get mana back, you should abuse the fact and attack him.
Big Item Choices::







Madred's Bloodrazer- This items makes your ranged form W do a TON to a tanky team.
Gametypes:
Jayce is strong in soloQ due to his versatility and ability to fit different roles for him team.
Jayce is strong in ranked 5s due to his ability to work in many different comps (Such as Poke or All in).
Pros and Cons:
Pros:
-Second AD carry
-Strong tradeoff
-Good poke
-Has a source to regen mana.
-Ultimate at rank 1 and 2 sets of abiities.
-Recieves ganks well.
-Decent escapes.
Cons:
-Squishy
-Can't win an all in fight.
-Lacks sustain
-Weak until he gets all of his skills
-High skillcap

Champion Overview:
I think karma is a sleeping giant of a champion that people have just yet to realize her true power , she can carry a game hard early on and then fall into a support role for her team. People have thought of this as a bad thing as they think champion does no damage=bad champion. They also say her lack of CC is a very hard downfall. These two flaws can be easily overcome by having karma in any solo role. When you play karma top you can take 1 point in tether vs most melee champs and out maneuver them hard, your goal in top will be to deny farm to the enemy champion while hard farming yourself. Karma has the ability of SAFETY in lane which is her greatest asset. Karma can support your team better than most other champions in the game however to do this support she is required to have farm, however with farm karma can annoy the hell out of your enemys with her 1k hp shields (Also dealing 1k dmg to the enemy team) clutch team heals comparable to the summoner spells, and a teamwide shurelias+Randuins all in one skill (requires allies that know what karma can do). A big advantage to karma is that no one knows what she does. Ive known people with high elo that did not even know her passive that gives her massive amounts of ap when shes low hp, Ive known people who say that passive is worthless for a support champion like karma and then are surprised when she is low hp and bursts them. Overall karma is a good champion to get farmed so she can god support your team (Like the concept of Soraka or Lulu mid).
Karma does not have an ultimate and can instead get 6 points in her Q, W, and E abilities.
Skills Overview:
Passive:

This passive is nice as it allows you to win low hp death standoffs
Q:

This skill is nice damage early, it is your main source of damage in lane and provides you with sustain.
W:

This skill is HIGHLY underrated. This skill makes karma very strong against anyone who needs to come into range for a gank as you will never let them get there. The mantra effect is situationally useful, only for chasing and escaping really though.
Note:If the enemy gets between you and a minion you can use this skill on the minion (Or whatever is behind him) and do damage with it.
E:

VERY NICE skill, this skill should be maxed first vs champions with a strong gap close as you can burn it when they come in to trade and you will win the trade. The mantra on this shield is one of your main sources of damage and a very strong skill for teamfight presence.
Note: AN AMAZING WAY TO UTILIZE THIS SKILL INTO LANE IS USE A MANTRA SHIELD ON THE MINION WHEN THEY ARE ABOUT TO LAST HIT IT (ALSO U CAN NORMAL SHIELD A MINION YOUR ENEMY WOULD LAST HIT UNDER TOWER AND USUALLY CAUSE HIM TO MISS IT) IT WILL MAKE THE ENEMY MISS THE LAST HIT (THUS FALLING BEHIND IN CS) AND WILL TRADE.
R:

This skill is what makes karma karma. It is not an ultimate and is auto learned at lvl 1. This skill empowers your other abilities.
Note: You can "cook" your mantra (Like you can with a grenade), and hold it to allow the 2nd mantras CD to start coming back. This is useful if your team is running in to fight as it allows you to get 3 mantra charges right from the start of a fight, doing this separates good karmas from bad karmas.
Combos/Skillorder:
Skill Order:
In a lane where the enemy has no real way to reach you, or they want to poke you from a distance.
Combos:
Q-W-R-E (Mantra whatever skills you need the bonus effect for)
Matchups:














Playing AS/VS:
- Cook your mantra stacks for bonus use.
- Think of yourself as mordekaiser, with your pushing abilities and act accordingly.
- block enemy CSing with your shield
- Avoid standing between karma and a minion, she can use her tether to damage you.
- Do not get baited by a low hp karma, that is when she is strongest.
- Think of karma as singed, you need to win b4 she gets a catalyst or you are screwed.
Big Item Choices::






Lichbane - A finisher Item, makes your autos strong low on HP.
Gametypes:

Champion Overview:
Katarina is a mobile assassin champion. Katarina is not limited by a resource and can bring a big chunk of damage to the table. The trade off she brings with this damage is a lack of CC. Katarina is very safe in lane and in the hands of a skilled player can bring alot of diverse combos to the table.
Skills Overview:
(Passive)

This passive is very nice, as it allows katarina to stay very mobile and keep a damage threat in teamfights if she is not focused.
Q

This Q is good poke and a decent source of your damage. It is really good for farming, BUT can easily push the lane when you do not want it to.

W Sinister Steel- Katarina whirls her daggers around her, dealing 40 / 80 / 120 / 160 / 200 (+0.35 per ability power) (+0.5 per bonus attack damage) magic damage to all enemies in the area. If she hits an enemy champion, Katarina gains 12 / 20 / 28 / 36 / 44 % Movement Speed for a short duration.
This skill is your trade, farm, and main source of reliable AoE damage. This skill allows you to escape after your harass with some movespeed boost.

E

This is your escape and initiate ability. This ability makes kat sooooo good for getting in getting the kills having the passive refresh and getting out. This skill provides damage reduction when used on enemies, so you have a trade advantage when you use this skill.

R

This skill is your most damaging threatining move. It is a channeled move that will deal a good source of AoE damage to the enemy team, as well as applying a grevious wound to all enemies hit hurting their ability to heal. CC cancels this ability, so watch your positioning as you use it.

Combos/Skillorder:
Skill Order:
Poke
Combat Kat
Combos:




General Matchups:













In Depth Matchups:
Will Be added to as I play them and get video footage.
Rumble- Difficulty 10/10

Playing AS/VS:
- Keep a ward handy for your shunpo.
- Do not be afraid to use your R when the enemy is trying to freeze the lane/ last hit, as it will not hit minions thus not push the lane.
- Watch how your dagger will bounce, as you do not want to needlessly push the lane.
- Avoid going in on Kat until she uses her shunpo.
- Kats skills aside from her W have decent CDs, abuse this if you see her using skills to farm.
- Save a CC for kats ult.
Big Item Choices::






Gametypes:
Katarina is good in soloQ as she can burst down targets who get fed and do a bunch of damage for her team.
Katarina is good in teamfights as if you make a comp around defending her she can be really strong and have a high DPS. (IE: Kayle ult + Morgana shield makes her ultimate unstoppable).
Pros and Cons:
Pros:
-No mana
-Good cleanup
-Safe
-Mobile
-AoE damage
Cons:
-Pushes on accident
-Kinda weak early on
-Countered by CC heavy teams

Champion Overview:
Kayle is a VERY UNDERESTIMATED top lane champion. She has been reincarnated over and over again with different passives. I believe as she is right now she is a very strong champion both in lane and throughout the game. As a champion with support abilities even if you do not do well in lane you can still be very useful to your team through your utility. Kayle can beat most of the FOTM champions right now and in the right hands can snowball and carry games.
Skills Overview:
Passive:

Gives slight amount of pen. Main use of this passive will not come until the late game comes.And then its just like a malady or cleaver effect of reducing stats.
Q:

A really good ability to harass with, gives you a damage boost for a followup if you wish as well as slowing the enemies so they cannot trade back. The ratios on this are pretty good making building damage profitable).
W:

The heal on this can offer some sustain in lane, but it should not be spammed and it should mainly be used for the MS component. This skill is very good as it allows you to escape ganks easier, and it allows you to position yourself in fights.
NOTE: The range on this skill is fairly long, you can save allies with the ms boost if you correctly know the range of this skill.
E:

This skill is what makes kayle strong in lane. This skills damage level 1 is unmatched, and will destroy anyone stupid enough to try and fight it. Along with the range it essentially gives you a tiamat.
NOTE: The flame AoE does not bounce off towers.
R:

Low CD mini tryndamere ultimate in essence. Makes you unable to take damage. Very useful to use when the enemies start swarming a high priority target.
NOTE: Use this ult early as many of the enemies burn their skills early into the fight, also note you can snipe allies for the save with this ult.
Combos/Skillorder:
Max:
R>Q>E>W
Gives you the most damage.
Combos:
Use your Q then immediately E and use your W for mobility. Use your R if they commit a fight.
Matchups:
Easy:





Riven Matchup:
Hard:




Playing As/Vs:
As:
- Use your ult early in engages its low cd and serves its purpose better if used early.
- Watch your E and do not try and fight when its about to end/not up.
-Know the range on yours skills, both your utility team spells have a fairly long range.
-Harass early whenever possible.
Vs:
-Do not let Kayle harass you early on.
-Force trades or zone when her E is on CD.
-Do not get baited to diving a Kayle unless it is immediately after she uses her ult its a very short cooldwon and may catch you off guard.
Big Item Choices:





Special Case:

Gametypes:
Solo Q:
Good for kayle, you are versatile and can fill in for roles on your team. If your bot lane fails you are there as a backup. Teams will love you if you snipe save them with your skills. Pick later in the selection as kayle is easier to counterpick.
Ranked 5s:
Kayle is very strong with a coordinated team, You will have 2 AD carrys and can coordinate when to ult and other utility moves with your team. In this you will be able to get kayle as a later in pick and win lane easier. You respond to ganks decently by speeding up you jungler and slowing your enemy.

Champion Overview:
Kennen is a very strong and fun champion. He is the only ninja to fight from a distance, he is VERY mobile and can be used either as AP or AD (like Nidalee). He brings a large amount of stuns as well as having the lane poke of a teemo. Kennen is picked mid alot, so people will not know whether he is top or mid.
You have energy as your resource.
Skills Overview:
Passive:

This passive gives you your CC. Watch this passive and manage your stun marks well.
Q:

Very strong poke, this skill allows you to farm safely even if you are behind.
W:

Gives you bonus harass and makes your autos stronger. Allows you to do some magic damage as AD kennen, making your damage come in a hybrid form.
E:

This skill is your mobility skill that gives you safety in lane and the ability to position in fights.
R: Slicing Maelstrom- Summons a magical storm that deals 80 / 145 / 210 (+33% of ability power) magic damage to a random enemy champion near Kennen every 0.5 / 0.4 / 0.33 seconds. This storm attacks up to 6 / 10 / 15 times and cannot hit the same target more than 3 times. A Mark of the Storm is applied to enemies on the first bolt they are hit by. Cost 40 Energy. Range 20.
This skill is your AoE CC. This skill makes you respond to ganks well as well as making you very strong in teamfights.
Combos/Skillorder:
Skill Order:
Combos:
Q-W-E-Q-(R if you want to commit)
Matchups:













Playing AS/VS:
- When you have your special auto up try and hit the enemy with it.
- If you ult then zhonya's your ult will still go on, and you will be untouchable.
- Do not blow your E unless you need to, you will need it to avoid ganks.
- QSS will stop his stun, It is a worthy investment.
- If you make him waste his E you have a period you can jump on him.
- Getting a champion with a knockback on your team will hardcounter kennen.
Big Item Choices::
AD kennen


What part of the trinity force do I build first?
Good Question. This is all situational You build Phage if you want survivability health and chasing power, Zeal if you want movespeed for escapeing, and sheen if you want to be able to burst down enemies faster and can spare the survivability of the phage.





AP kennen






Gametypes:

Champion Overview:
Kha'zix (who from this point on will be referred to as Kha) is a high sustained DPS Assassin. Kha is capable of doing decent damage very rapidly with his low cooldown Q making him a good duelist. He also have the option of poking enemies from a range with his skillshot W and being very mobile with his tristana-esq jump. To put the icing on the cake here he can go into a short burst of stealth. Up to 3 times when fully upgraded. While all of these qualities make him a good top laner his best quality is his ability to EVOLVE, at rank 6 Kha gains an evolution point which can be used to enhance his looks and abilities based on the situation. All of these traits come together make him a very adaptable strong top laner.
Skills Overview:
(Passive)

Kha's passive ability is a really good move for damage trades and holding an advantage once you get one. Your first hit after not being seen by enemies SLOWS and does bonus magic damage. The extra damage is really nice for a trade and the slow is really good to followup/back off after. Going somewhere where the enemy does not have sight will bring this passive up, making it nice for top lane as there are alot of brushes to hide in.

Q

(Active): Deals 70 / 100 / 130 / 160 / 190 (+1.6 per bonus attack damage) physical damage to a single target. Damage against isolated targets is significantly increased to 100 / 145 / 190 / 235 / 280 (+2.4 per bonus attack damage). When evolved this skill increases damage to isolated targets by 12% of their missing health (max 200 vs monsters). Cost: 25 Mana Cooldown: 3.5 seconds.
This skill is THE BEST DPS part of his kit imo, this skill will wreck an isolated enemy. This skill has a low cooldown as well as low mana costs, this skill allows you to get a decent damage advantage if you are able to zone the enemies from his minions.
Note: An enemy standing next to his tower is not isolated, do not bank for the isolated bonus damage for a kill if the enemy retreats there. The evolution of this skill overall just enhances your damage and ability to use it (As well as giving you Syther hands).

W

This skill is very good poke and sustain. This skill is essentially untapped until you evolve it making it shoot in a cone. The sustain at that point becomes REALLY GOOD and it allows you to use this skill to apply your passive AoE, making this skill have a slowing utility to it as well.

E

This skill is your free gap closer/escape move. It does decent damage but most of the time you will be using it for mobility. Upgrading it gives it about a 20% range increase on the jump and the ability to refresh on kills/assists which is always a fun thing to have for getting mutikills and making plays.
Note: You can use other skills while midjump.

R

I love/hate this ultimate so much. It feels so fun, while at the same time feeling bad. The main reason alot of people will have this feeling is the duration of his stealths are only 1 second, this skill will be mostly for escaping/close duels in lane and will see its main use come to play in teamfights to stealth in kill a carry and then stealth out. Evolving this skill gives you a cool color change as well as giving you another stealth proc and making your stealth reduce incoming damage by 40%, The main use of ranking the ultimate is if the enemy has an AoE comp OR if the enemy carry is to strong for you to kill in 1 ability rotation.

Combos/Skillorder:
Skill Order Will Appear Once Kha is added to the database
Skill Order:
Standard assassin
W evo first: farm/poke lane
Evolution Order:

A Kha'Zix should ask himself these questions to choose his evolution.
Do I need more raw damage? If yes get Q evolution.
This evolution is really good and almost necessary for you to do your duties as an assassin. Moar DPS!
Do I need ranged poke, better chase, or better sustain? If yes get W evolution.
This ability is really good in a losing lane or just any old farm lane.
Do I need the ability to get in assassinate and get out? If yes E evolution.
This is BY FAR, my favorite evolution. It adds so much to your mobility, gives you more AoE damage in teamfights, and lets you snowball a fight if your team gets the advantage.
Do I need the ability to stealth around the enemy team, wearing down my enemies as the fight goes on? If yes get R evolution.
This evolution is nice vs AoE comps, or comps that are decently tanky, and wont be bursted down to fast. I normally will not get this evolution though.
Note: It does have the coolest change in your looks.

Combos:
E-Q-W-Q-(R can be used to chase enemies who run away)




General Matchups:











In Depth Matchups:
Kha'zix X/X

Playing AS/VS:
- In between last hits auto the enemy and go into the bush, This method of harassment will make use of your passive to add a good amount of free bonus damage to your trade in lane.
- If you have your Wings evolution, always use your E on an enemy if you are guaranteed a kill or assist, this adds damage for no loss of CDs.
- In a teamfight stay back until the initial enemy CC is blown.
- Watch Kha'Zix's appearence to know his evolution's.
- Do not let a kha get out of your sight if at all possible, this will refresh his passive.
- A ward in the bush closest to kha will make optimal utilization of his passive very hard.
Big Item Choices::






Gametypes:
Kha'Zix is like other assassins and if he gets a few kills can snowball the game very well and carry.
Kha'Zix is not as good against organized teams as he is stomping soloQ, but he can still do his job. Use him in comps that have a hard initiation burst where he can clean up.
Pros and Cons:
Pros:
-High Damage
-Sustain
-Safe
-Good at roaming
-Snowbally
-Adaptable
Cons:
-No hard CC.
-Relativity Squishy.
-Weaker early game.

Champion Overview:
Lee Sin is a mobile champion that can either be built as a tanky-DPS or an assassin. He runs on energy and can have a very dangerous (Kill Lane) laning phase or a very safe laning phase. Lee sin has 2 parts to all his moves and thus takes alot of time and effort to master.
Skills Overview:
Passive:

Your "energy management" skill. Mastery of this skill allows for more DPS and the ability to not run out of energy easily.
Q:

This skill is amazing for laning. This skill is a poke, gap closer, and a move to safely last hit all in one.
W:

This skill is a better udyr turtle stance. It is ranged, you can use other skills and still have the sustain, and you can shield on your minions forcing enemies to miss last hits.
E:

Cripple: Lee Sin cripples nearby enemies revealed by Tempest, reducing their Movement and Attack Speed by 30 / 37.5 / 45 / 52.5 / 60 % for 4 seconds. Movement and Attack Speed recover gradually over the duration. Cost 50/30 energy. Cooldown 10 seconds. Range 450.
This skill makes lee strong against melee champions top lane. It is a malphite ground pound with the added benefit of its magic damage on a melee champion allowing lee sin to be really hard to itemize against.
R:

Knock back that knocks up all enemies hit. This skill does amazing damage, and if it is well aimed in a teamfight it can be a complete game changer.
Combos/Skillorder:
Skill Order:
R>Q>W>E
Use this if you want to be more of a DPS assassin or want to have more of a kill lane then a safe lane.
R>W>Q>E
Use this skill order if you want to be more of a sustained "

Combos:
From melee range:
E-auto-E-W-auto-W-Q-auto-Q-(R for kill)
From a distance:
Q-Q-Auto-E-Auto-E-W-auto-W-(R for kill)
Matchups:












Playing AS/VS:
- If you are in melee range save your dash from the Q until: 1. Its about to run out, 2. You kick them and use this to close the gap back, or 3. They flash and you can use this to catch them.
- If you Q and enemy dash and as you are dashing shield to a minion you can make them waste some skills.
- Tempest before you enter a bush, It gives you sight and allows you to land your Q easier as a followup if they were there.
- If Lee has a ward in his inventory pretend he has flash up.
- Remember lee sin's kick has no energy cost, if you try and fight him because he has no energy factor in that damage.
- Do not let lee kick you into your team, make it so if he kicks you, you will not makethe rest of your team suffer.
Big Item Choices::






Gametypes:
Lee Sin is strong in soloQ as his mobility and damage allow him to be a strong solo champion. Lee sin also has very good matchups and can fight vs almost any lane.
Lee Sin is a strong pick here if your team is coordinated. If you have a team that can force enemies into position for your kick you can get the best possible ultimate.

Champion Overview:
Lulu is a supporty Ap top laner OR she can be played as an Onhit/ Ad type of champion. The reason she is so diverse is due to her skillset. Her passive is a free bonus magic damage BASED ON HER LEVEL, this is the main reason people will build AD/AS lulu top, as you do not need AP for the passives scaling. Lulu's other skills are very nice support abilities with decent ratios (Ap top lulu) BUT with good base amounts as well (Ad/As Lulu). Lulu is a very diverse high skillcap champion who's kit can offer a lot to her team both offensively an defensively. One of the main aspects of Lulu that takes learning is when to use your abilities offensively and when to use them defensively (As most of her abilities have 2 abilities that differ when used on an ally or an enemy.) She brings a good amount of CC to the team and can help her jungler in ganks by turning the enemy into a fluffy creature and slowing them. She also has a knock up on her ultimate that turns her ally bigger.
Skills Overview:
(Passive)

Lulu's passive is one of the main reasons she can viably go top. A on hit damage magical damage bonus. This keeps you with a good ability to harass even if you are out of mana.
Notes: The Onhit effect CAN be blocked by the enemies (Like a Caitlyn snipe) . Something to always remember is that this skill is shot from PIX'S location not yours. Also note that when you are last hitting if you shoot at a minion in the middle of the wave YOU WILL DAMAGE MINIONS IN THE FRONT. Even if it may not seem like something that is a big deal, it is. This can result in pushing your lane and being in an unfavorable position.

Lulu's Q ability is a straight skillshot shot from BOTH her and Pix (A single enemy can only be hit by 1 of the skillshots.) It has a VERY HIGH slow as well as a really strong base damage. The slow keeps her safe from most close range champions that want to harm her and will give her time to escape champions that use their gap closers to harm her.
Note: This skill can be trick shot very easily. Shield/damage a minion and use it as a 2nd shooting angle. The enemy will be having to keep track of 2 enemies instead of just 1.

This skill can be used both OFFENSIVELY AND DEFENSIVELY. If used on an enemy you turn them into a fluffy creature slowing them and rendering them unable to do anything but run around.
If this skill is used of yourself or an ally, the target gains movement speed and an Ap bonus. Now when you think of it both of these have an offensive and defensive purpose. It can be castes on an enemy offensively to prevent retaliation in a fight or trade. It can be used on an enemy defensively if they get to close for comfort and could try and CC you. It can be used on an ally AP like Veigar to set up a good fight by using the mobility to get in range for his CC and the AP to help burst. It can be used defensively on a team mate to give them a ghost effect for a short duration.
Note: This does not stop channeled abilities, the enemy will just be a fluffy creature channeling a deadly spell.

This skill is Lulu's "Choice between offense and defense" skill. You can use this on yourself or an ally to give them a shield for safety OR you can forgo safety and instead choose to use it on an enemy for more damage and sight of them if needed to chase. This skill is not as in depth in top as bot lane, as you are the only person you need to worry about. Though it should be noted that with this skill Pix will fly on your picked target (enemy or ally) so it can be used as a positioning move for your Q. Many players overlook all the strategy an move combinations Lulu brings to the table.

This is Lulu's ultimate ability, and quite frankly its pretty awesome :P The ability acts as a Nasus or Renekton ultimate as it makes the champion it is casted on bigger an have more health. However unlike their ultimates it does not have an AoE damage aura, it has an AoE slow aura. This allows your new Godzilla creature to stay on it's targets. Though me saying this is still leaving out some of the biggest parts of this skill. It also KNOCKS ENEMYS BY THE TARGET UP INTO THE AIR. The Hp amount on this skill has an AP ratio as well meaning of you decide to build AP this skill makes your target Insta-Tanky. The skill is very good for baiting ganks as well as aiding in team fights with CC.
Note: The hp gained on this skill is BONUS HP ADDED, it is not "healed" so healing reduction effects such as ignite do not effect the amount of health gained at all.
Combos/Skillorder:
Skill Order:
This is the standard lulu skill order that allows you to make use of her high glitter lance damage and poke most enemies out of lane.
This skill order can be used if you will be jumped on a lot and want to shield a lot of the enemies harass.
Combos:
Auto-Q
General Harass
Auto-Q-W enemy-E (yourself if the enemies trying to fight, the enemy if he is trying to run.)
Matchups:


[Riven]] (Poke and do not let her reach you)











Playing AS/VS:
- Remember Lulu's abilities for the most part all have offensive and defensive uses. Try and plan ahead as to which uses of each skills you will want when you go to fight the enemy.
- Throw autos out whenever possible, the bonus damage may seem small but it adds up fast.
- You should typically factor in your AD carry when deciding how to build Lulu. If they are strong early and weak late consider AD/AS. If they have a stronger late game consider AP lulu.
- Do not dive a lulu. Polymorph and her ultimate make her way to safe.
- Get hybrid defense runes against Lulu as she deals out both physical and magical sources of damage.
- Lulu has amazing poking potential. Always watch for her Qs as they HURT and prevent you from counter trading due to the slow.
Big Item Choices::
Ap Lulu
Philosopher's Stone,








AD/AS Lulu







Gametypes:
Lulu top is decent in soloQ, though Lulu's kit generally works better in organized teams.
This is where Lulu shines. She has the ability to fill in so many different roles in comps. Such as Poke or All in. She has great synergy if your team has a strong late game carry.
Pros and Cons:
Pros:
- Good poke
-Versatile
-Fun Kit
- High Skillcap
- Offensive and Defensive uses on skills.
-Underestimated
Cons:
-Mana
-Can't hard carry, needs team
-Only ultimate cancels channeled abilities.

Champion Overview:
Malphite is a tanky champion with one of the best burst initiates in the game. Malphite has very good lane matchups as well as having a strong lategame. Malphite has the ability to lockdown and debuff enemies and allow your team to kill them.
Skills Overview:
Passive:

This passive sort of acts like your "sustain". If you balance out your trading (Which keeps your mana pool high as well) with your shield, you will keep a pretty high hp gauge though the laning phase.
Q:

Good poke, the slow and speedboost are nice for positioning. This skill does a good deal of damage if i maxed first and allows you to harass the enmy while keeping yourself pretty safe.
W:

This skill goes unnoticed by alot of malphite players, but it is INSANE. This skills passive essentially gives you a tiamat (Which is actually kind of bad in laning, as it pushes the lane), but the active is SOOOOOOO good. A % increase in armor and AD, this allow your autos to be able to trade with champions who are building AD while they will be dealing minimal damage to you.
E:

Such a fun skill. An decent damage AOE AS slow that scales off ARMOR =D, I pray for an AD who has to fight you.
R:

Gap closer, knockup, and good damage source. This skill has it all. :P
Combos/Skillorder:
Skill Order:
Vs champions who can poke or who beat you in melee range.
Vs champions who auto for damage.
Combos:
Q-E (W whenever you need the armor and AD) (R whenever you want to full on fight).
Matchups:















Playing AS/VS:
- Remember your Q gives you movespeed based BASED OFF the enemy movespeed. If you wait until they use a skill to speed them up you steal from there faster speed.
- Use your E to hurt your enemies ability to CS.
- When ulting try and get the enemy AD carry so you can follow it up by slowing their attack speed.
- Have your flash ready to avoid Malphite's ult.
- Avoid Malphite until he blows some of his skills, his CDs are decent so you can poke when this happens you can get some easy damage.
- Gank malphite frequently. His W passive will push the lane if he is last hitting.
- Malphite cannot effectively last hit under turret without blowing mana, when in doubt push, but do not let him freeze the lane.
Big Item Choices::
Philosiphers Stone and







Gametypes:
Malphite is strong in soloQ as he has good matchups (As champions who rely on AAs for alot of their damage are screwed) and he is not as likely to get killed in ganks. His ultimate is devastating and if he can engage a good teamfight can win his team the game.
Malphite excels working with a premade. He can be put on many different comps, his ultimate when coordinated is devastating and he provides so much utility to the team.

Champion Overview:
Maokai is a very tanky champion that is strong and scales into late game very well. He is very adept at fighting AoE comps and he is a strong laner vs most Energy/Alternate resource champions. Maokai can be played as a full tank or if your doing well an AP tanky DPS. Maokai is very good at recieving ganks as well so junglers will LOVE to have you at top lane.
Champion Skills:
Passive:

(╯°□°)╯︵ ┻━┻ What is this, a sustain move based off how many skills the enemy uses. And also what is this energy champions spam skills all day. SUSTAIN!. In team fights this makes you VERY durable if you just continue Autoing :D. THIS IS A % HEAL SO BUILDING HP RAISES THE AMOUNT IT HEALS.
Note: this skill is VERY STRONG as a heal bait.
Q: Arcane Smash- Maokai slams the ground, the force of which knocks nearby enemies back and sends an arcane shockwave forward, dealing 70 / 115 / 160 / 205 / 250 (+40% of ability power) magic damage and slowing his enemies by 20% / 27% / 34% / 41% / 48% for 2 seconds. Cooldown 6 seconds. Cost 55 mana
Your melee range move. Lowest CD move, I max this first if im fighting a champion who is weaker in melee range as I Can advance in and Q them. This skill also does a mini knock back like Riven's third broken wings hit, this disrupts channeled moves, remember that.
W:

Your gap closer/Root. AMAZING for recieving ganks. You dash up to them AND they get rooted. You can follow this up with your Q for the enemy being held in place for a decent amount of time.
Note:You fly to where the enemy is with this skill, If they flash you go with them, don't get baited to flying under their tower.
E: Sapling Toss- Maokai hurls a sapling, dealing 40 / 75 / 110 / 145 / 180 (+40% of ability power) magic damage on impact. The sapling becomes implanted in the ground, warding a nearby area for 35 seconds. When enemies approach, the sapling attacks, exploding in an arcane blast that deals 80 / 130 / 180 / 230 / 280 (+60% of ability power) magic damage to enemies. Cooldown 12 seconds. Cost 70 / 80 / 90 / 100 / 110 mana.
One of the funnest spells ever (for me at least) You become Olimar(pikmin reference) and chug a sapling at the enemy dealing decent damage and then it will get up and run and explode on stuff :D. This gives you sight if you use it in a brush, I usually get this level 1 sapling the places the enemy can invade from (And the blue buff for the leash), recall and come to lane with full mana. You should rank this first vs an enemy susceptible to poking or in a lane where you are behind, as you can throw this in the minion wave instantaneously clearing the wave it hit(Might need a Q afterwords to finish.) the mana costs are decently high so do not rely on this as your only wards. If you are maxing this get a

Level 1 Jungle guarding video:
R: Vengeful Maelstrom-Maokai shields his allies by drawing power from hostile spells and attacks, reducing non-tower damage done to allied champions in the area by 20%. Maokai can prolong the effect as long as he has mana to spend on it. When the effect ends, Maokai unleashes the absorbed energy to deal 100 / 150 / 200 (+50% of ability power) (+2 bonus damage per damage absorbed) damage to enemies within the vortex. Maximum 200 / 250 / 300 bonus damage.Cooldown 40 second. Cost 75 mana + 30 mana per second.
Think of it as an anivia circle or a swain ult in that your mana will be constantly consumed while using this. This skill is AMAZING, you will love it, and your team will love it. 20% damage off of enemy attacks in the circle, and exploding the circle results in a decent amount of damage to the enemy team. Use this skill every time there is a skirmish or anything that even looks like it could be a fight as the CD is very short, and the effect is very helpful.
Combos/Skillorder:
Skill Oreder:
Max R>Q>E>W
Aggressive lane, want to do damage and zone the enemy off.
Max R>E>Q>W
More of a passive lane want to farm and poke an enemy down.
Combo:
E in-Q-E-(If they begin fighting you and you want to fight them or they have no sustain.) R
Matchups:
Easy: (Easy does not mean all of them will be easy it means the lane in general will be easy for you)







Hard:


Note: I have not really had trouble with many other matchups, and even these are not that troubling since I can just sit back and farm with saplings.
Playing As/Vs:
As:
-Initiate if you see a good opening stick to a high priority target force them to choose focusing you (and letting your team kill theirs) take your DPS, Or escape the fight.
-Use your saplings for scouting and level 1 map control(on defense).
-If somethings hidden but in range of your W throw a sapling in first and with the sight use your W(can go over walls or be aggressive to someone in a bush.
-Watch your heal stacks they can be used for epic baits :D.
-Play Like a Singed more passive until you get a catalyst.
Vs:
-Play aggressive early down, you have to shut him down or the lane will become very hard.
-Ward very well junglers like ganking for him.
-Be cautious for invades as his saplings will prbably see you.
Big Item Choices:

Philosopher's stone- Mana regen hp regen and GP5, Farm lane item






NOTE: WHOEVER SET THE CHRISTMAS TREE ON FIRE IS GONNA GET ARRESTED.
Sherelya's Reverie- Upgrade late for team mobility.
Game Types:
SoloQ:
[/color]Strong for his unexpected pick value, also factor in soloq tanky people are OP people focus them. He can win a lot of lanes and transitions into a very strong late game. Hes a good pickup if your team is being greedy and no one wants to pick a tank or initiator.
Ranked 5s:
Very strong pick here due to the fact your team can pick around it bait picks etc and the ganks up top will be coordinated allowing pretty much any matchup to be ganked and turned in your favor. The sight from your saplings is also very good information that you can coordinate your team with about better than most solo Q players.

Champion Overview:
Mordekaiser es Numero uno. Hue Hue Hue Hue Hue Hue Hue Hue Hue Hue Hue Hue Hue Hue Hue Hue Hue Hue Hue Hue Hue Hue Hue Hue Hue Hue Hue Hue Hue Hue Hue Hue Hue Hue Hue Hue Hue Hue Hue. Mordekaiser is an AP Tanky-Dps champion. Mordekaiser is probably the best farmer in the game and has the ability to carry his team very hard even if they are behind. Mordekaiser is one of the only champions in the game, who has the ability to turn a fed enemy carry into his ultimate weapon. Mordekaiser has very good matchups but his nature causes him to push and he has no escapes to get away from ganks. This can be played to your advantage however if you have your jungler counter-gank.
Mordekaiser does not have a mana gauge and instead his spells run on health, and give him a shield for the damage he does.
Skills Overview:
Passive:

My favorite passive in the game, this skill makes Mordekaiser deceptively tanky, and dangerous no matter what his hp is. I have seen mores 1v5 with under 100 hp and win because of the shield.
Q:

This skill is amazing in 1v1s. The amount of damage this skill will do is insane, getting to the levels of this skill+ultimate= Enemy AD carry dead.
W: Creeping Death- Unleashes a protective cloud of metal shards to surround an ally, increasing their armor and magic resistance by 10 / 15 / 20 / 25 / 30 and dealing 20 / 35 / 50 / 65 / 80 (+15% of ability power) damage per second to enemies in the cloud for 6 seconds. Cost 26 / 32 / 38 / 44 / 50 health. Range 750.
This skill is VERY nice. It allows you to gain shield from far away, AND gives the target Armor and MR. Using this on yourself and running into the enemy minion wave makes you very hard to kill.
E:

Mordekaisers main harass,Nuke and Farming tool. Get used to aiming it.
R:

BEST SKILL IN THE GAME. This move is INSANELY game changing. I have been in a ranked game where the enemy had a 23-0 tristana, I landed this ultimate on her and we managed to kill her. I got a quad with the ghost and we pushed in to win the game. The skill forces the enemy carry to buy a QSS delaying them about the gold of a BF sword (about 300 less) and when they do that you can just pick a new target to ult, or wait until they use it to take away enemy CC and throw it on.
Combos/Skillorder:
Skill Order:
Combos:
E-W-Q-E-(R for kill)
Matchups:











Playing AS/VS:
- If the enemy AD carry has a QSS save your ultimate for the killing blow.
- W a minion if the enemy is zoning you from getting shield.
- If you aim your cone so that the diagonal corner hits the enemy, you get more range.
- Stay to the side of morde making him chose between harassing and farming.
- Call for ganks often, morde is always pushed and has no escapes.
- Get a QSS if you are mordekiaser's ultimates target.
Big Item Choices::








Gametypes:
Mordekaiser is a pub stomp, and can hard carry games. If you win your lane hard enough to kill the enemy AD carry, you win.
Mordekaiser works well in organized teams that have CC. Mordekiaser is a good pick if the enemy takes something like a



Champion Overview:
Nasus is a Tanky Dps late game carry, who revolves around being a farmer for 75% of the game and harvesting the crops for the rest =D. Nasus has a weaker early game then many champions, but has the potential for the most late game damage on one skill in the game.
Nasus also has a bad *** voice which makes him 30$ more awesome.
Skills Overview:
Passive:

Passive lifesteal, Nice as it keeps you in lane as you farm. Late game if you farmed your Q alot this gives you VERY HIGH sustain.
Q:

FARM ALL DAY, GET SHEEN, PROFIT!
W:

A spammable mini exhaust. <3
E:

Reduces enemy armor, good to increase your teams damage output.
R:

Who let the Dog out, Go this when you want to kill OR as a heal bait. You deal % AoE damage while in this mode making you even more threatening.
Combos/Skillorder:
Skill Order:
Combos:
W-E-Auto-Q-(R if going for the kill)
Matchups:
















Playing AS/VS:
- FARM (Siphon)
- FARM MORE (Siphon)
- Get Gp/5s if you are fine in lane to make late game come faster.
- Do not let him farm
- Force objectives so his team will fall behind before he can help.
- Bait his ultimate out and then avoid him, it is very annoying to fight against.
Big Item Choices::
Philosopher's stone- Mana and Hp regen in lane + Gold bonus







Gametypes:
Weaker in this mode. If your team loses early they will surrender before you can do anything, even if you are ahead in your lane.
Better here. His W can cripple an enemy AD carry, A farmed Q can wreck any enemy, the E provides more damage fr all physical attackers on your team. You also have a jungler you know to help you get ahead early game to snowball into late game.

Champion Overview:
Nautilus is a Tank/Tanky Ap top lane. Nautilus top lane revolves around his

Skills Overview:
Passive:

Nautilus's first basic attack against a target deals bonus physical damage and immobilizes the opponent briefly. Staggering Blow cannot trigger on the same target more than once every 12 seconds.
Very good skill makes last hitting very easy once you learn the animation, and gives bonus damage in trades. The root is very nice in teamfights for locking down targets as you can root multiple enemies if you manage your passive on the enemy team.
Q:

Nautilus hurls his anchor forward. If it hits an enemy unit, Nautilus drags himself and the target together dealing 80/120/160/200/240 (+75% of ability power) magic damage and stunning them briefly.If the anchor hits terrain, Nautilus will drag himself forward and the cooldown is reduced by 50% (7/6.5/6/5.5/5). Cost: 60/70/80/90/100 mana. Cooldown: 14/13/12/11/10 seconds Range: 950.
A

NOTE: You can use skills while moving with dredge line.
W:

Nautilus surrounds himself with dark energies, shielding him from the next 80/130/180/230/280 plus 10% of his bonus health (+10% of bonus health) damage for up to 10 seconds. While the shield persists, Nautilus' basic attacks apply a damage over time effect to all units around his target. The effect deals 30/60/90/120/150 (+40% of ability power) magic damage over 2 seconds. Cost: 80 mana. Cooldown: 26/24/22/20/18 seconds. Range: 350
THE BEST SHIELD IN THE GAME. 10% of bonus hp+ base shield amount also with an amazingly high DPS AoE DoT on you Autos while its on. Mastering your timing on this ability will be key to being a good nautilus
NOTE:THIS SKILL RESETS AUTO ATTK TIMER AUTO THEN USE THIS SKILL IN A TRADE.
E:

Nautilus slams the ground, causing the earth to explode around him. Each explosion deals 60/100/140/180/220 (+50% of ability power) magic damage to units in the area and slows them by 30/35/40/45/50% for 2 seconds. This slow diminishes over time. A unit can be hit by more than one explosion, but they take 50% less damage from additional explosions. Cost: 60/70/80/90/100. Cooldown: 10 seconds. Range: 400
A good AoE slow useful as a followup to your Q and extra DPS with your W.
R:

Nautilus fires a shockwave that chases an enemy champion. This deals 125/175/225 (+40% of ability power) magic damage to enemies it passes through and knocks them into the air. The shockwave explodes upon hitting its target dealing 250/350/450 (+80% of ability power) magic damage, launching them into the air and stunning them for 1/1.5/2 seconds. Cost: 100 mana. Cooldown: 120/100/80 seconds. Range: 825.
An AMAZING ultimate its a guaranteed knock-up on the target you choose and if they are behind allies it will knock them up as well. This move sets up for ganks and allows you to catch runners. In teamfights a well positioned Depth Charge can win a fight. It is impossible to escape HueHueHueHue.
Combos:
Harass/DPS
Q->Auto->W->E
This combo will deal sizable damage you may stay fighting them after until your sheild is about to crack and use the remaining amount to back off.
Note:when recieving ganks simply ultimate then use this combo.
Matchups-
Nautilus Will win most match-ups where the enemy is unable to quick burst the shield down then follow with sustained damage.
Easy:






Hard:



Playing As/Vs:
As:
-As nautilus you want to be careful at earlier levels as your shield is easier to break and you will not have the mana upkeep for it.
-Use your shield as your source of sustain and harass in lane you rely on your shield for everything in lane.
- Bounce around your passive on the enemy high priority targets in teamfights hindering the enemy teams mobility.
-When chasing Q to terrain and then with the reduced cooldown follow it up on the enemy champion
Against:
-Watch Nautilus's shield if you know its on cooldown you should trade off with him
-Unless you know you can burst out a good 400 hp and then continue to do more DPS than Nautilus after that then do not try and trade
-Stay behind minions to avoid getting hooked in with his Q.
- If nautilus ults you it means hes going in for the kill or opening up for a gank.
- Ward very well vs a nautilus as junglers like ganking for him.
- Nautilus's only escape is his Q if he is away from a wall and gets ganked you can most likely pick up a kill.
Big Item Choices:
Philosopher's stone +




SoloQ:
Nautilus is strong soloQ as typically players will let Gp/5s get to late game and with all that gold its GG enemy team. Nautilus is also a good pick as the enemy team will think he is the jungler and pick to counter your jungler (Who they think is solo top).
Ranked 5s:
Really good jungler for ranked 5's strong CC he can roam and do a coordinated gank really well. The enemy team when they see him will either
A. Pick a counterjungler thinking its a nautilus jungle (Easier to escape ganks and if your ally takes a fast clear jungler no real worries)
B. Pick a slow clear jungler like ammumu allowing your team to pick up the fast jungler and counter jungle.

Champion Overview:
Nidalee is an EXTREMLY moblile champion that can be built in 2 diverse ways: A. AP Nidalee or B.) Tanky AD Nidalee. The first of which does well in poke comps, but is weaker in more direct fights and thus takes more of a support role to the team. The latter of the 2 jumps right into the heat of the fight being very tanky and hard to kill. Both builds are completly viable but they serve 2 different purposes to the team. Nidalee in top lane has all of the needs from the shop a top laner could need free wards and hp heals (In toned down spell versions). Nidalee is capable of fighting a great moajority of top laners in the game and coming out ahead. At 6 Nidalee gets a whole new set of skills and becomes a different champion, the mastering of both forms is the key to mastering Nidalee.
NOTE:You must play 10 hour nyan cat while playing Nidalee no exceptions.
Skills Overview:
Passive:

A very strong passive for top lane, this allows you to have the mobility to outmaneuver most other top laners in the game. When running away or chasing always try and run through brush if possible.
Q:

Your core damage move on both AP and AD Nidalee, In different ways though. As AP Nidalee it will be your human version that will be your main damage, while on AD Nidalee it will be the cougar component. The spear is INSANE damage as AP Nidalee and can realistically 1/2 hp a squishy target. On AD Nidalee the bite will do surprisingly high amounts of damage and will catch alot of players off guard.
Note: A way to increase spear damage is to throw the spear and run back which will increase the distance between you and your target, as AD Nidalee remember the Q resets your auto attk timer so that you can auto then Q instantly for some good damage.
W:

I do not have works to speak about how well I love this skill it is freaking amazing Both components for AD and AP Nidalee and makes her what she is. In human form you can provide mini wards for yourself that last LONGER than real wards AND reduce armor/MR. In cougar this skill is YOU, it is what makes you so godly uncatchable. These traps also reveal stealth units like a jungle twitch eve etc...
Note: If the enemy who got hit by your trap is standing on a ward they layed you will get sight of the ward.
E:

In human mode this is your sustain, both nidalees like this. AP nidalee does massive heal and the buff is nice for tower pushing and to give to allies. AD nidalee likes it for the attack speed and lane sustain.
R:

The gate beween the 2 Nidalees. This skill allows you to transform into a whole new different just as fun character.
NOTE: IF you are chasing an enemy in cougar who is about to get away with little hp morph into a human and auto him. If you have a sheen the morph will proc it for the damage.
Combos/Skillorder:
Skill Order:
Max E>Q>W
Combo:
starting in human Q-E-R-Q-W-E-W-R-Q-W-R-W-E-Q
Yea something like that.
Matchups:
All of the logic for the easys is the same, they cant survive your hit and run warfare.
Easy:






Hard:





Playing AS/VS:
AS:
-At level one lay traps everywhere on the map to give your team enhanced vision.
-Lay a trap at the buff your jungler is starting at and then go your lane you will not miss a single CS.
-Force trades and heal them off you will come out on top.
-Trap the lane brush to completely prevent lane ganks
VS:
-Gank Nidalee early past 6 shes almost ungankable
-Avoid stepping on her traps or she will use the pen and destroy you.
-Do not let nidalee trade with you unless you have some way to sustain her damage back.
Big Item Choices:
AD Nidalee



((OPTIONAL


What part of the trinity force do I build first?
Good Question. This is all situational You build Phage if you want survivability health and chasing power, Zeal if you want movespeed for escapeing, and sheen if you want to be able to burst down enemies faster and can spare the survivability of the phage.




AP Nidalee






Gametypes:
SoloQ:
Nidalee will stomp this. You can destroy most lane opponents you will get in SoloQ. You can split push towers down all day, No one can stop you due to your insane mobility. You can complete carry games by pulling enemies away from fighting your allies to come stop you. If you are ahead you can just completely destroy them.
Ranked 5s:
Nidalee is strong here as she can be run in set comps (Poke comps/Bruiser comps) and you can tell your team that you will not need as many ganks and other things to help them win the game. Also be sure to have a microphone and turn on.. NYAN NYAN NYAN NYAN NYAN NYAN NYAN NYAN NYAN NYAN NYAN NYAN NYAN NYAN NYAN NYAN NYAN NYAN NYAN NYAN NYAN NYAN NYAN NYAN NYAN.

Champion Overview:
Nunu is a tank/ tanky DPS champion capable of EMPIRE!. Nunu can slaughter teams and burn down nexuses if left unchecked. Many people have been underestimating him recently as he has only been used as a support. As a top laner Nunu has strength to fight most lanes, as well as the ability to be useful to his team through his utility regardless of his score.
Skills Overview:
Passive:

Gives you free harass after you last hit enough. This skill is nice in top lane where most of the lane phase you will be auto attacking.
Q:

Gives you sustain in lane, this skill also will help your team later in the game as you will have another smite. This skill also allows you to counter jungle very well.
W:

This skill gives you nice mobility in lane (AS is ok but not really amazing), End game this is the reason why you will ALWAYS be useful. No matter how you are doing, giving your carry a 65% atk spd boost and a 15% movespeed boost will be a BIG deal in teamfights.
E:

Spammable harass move that slows and reduces attack speed as well as having a 1 AP ratio. <3
Using this on the enemy carry can put them in a very bad position.
R:

EMPIRE!!!!! This skill is AMAZING, you channel slowing all enemies in your circle as well as lowering your attack speed. At the end of your channel you explode it and deal TONS OF DAMAGE. This skill singlehandedly wins teamfights. This skill will Zone, make enemies focus you, debuff all the enemies who try and fight, and best case scenerio... PENTAKILL!!!!!
Combos/Skillorder:
Skill Order:
Max Q before W only if you need the sustain.
Combos:
E-W-R-(Q if there is anythign to heal off of)
Matchups:











Dr.Mundo (Sustains all day long)


Playing AS/VS:
- Ultimate from a brush if possible the enemies will have no sight
- If you KNOW the enemy jungler will start at blue on purple team, take consume level 1 and go eat their blue wraith.
- Bloodboil the cannon minion if you want your lane to push faster.
- You can freeze the lane really well with your tankiness/Consume, if the enmy comes by you can push them away with snowballs.
- Save a CC for nunu ultimate.
- Get some MR in lane or nunu will get free win
- AVOID BRUSHES!
Big Item Choices::






Gametypes:
Nunu works ok here, but most people in soloQ wont acknowledge this and calll you a troll hurting your teams chances of winning.
Nunu works really well here. The enemy team will think you picked nunu as you support and will pick something trying to guess your top. Your Atk speed buff and ultimate are also much better when coordinated with allies.

Champion Overview:
Olaf is a tanky-Dps Anticarry. His goal on a team is to Rambo into the enemy team and kill their carries. He has amazing laning abilities capable of wrecking most solo tops. Olaf has the ability to spam true damage in lane essentially

Skills Overview:
Passive:

This passive allows you to last hit better, win closer fights, and kill that squishie your ramboing at when the enemy team trys to kill you off.
Q:

This skill is very nice, you NEED to know how to aim this axe to play olaf. It is his chasing power and a source of poke in certain matchups.
W:

This skill is your sustain, its like udyr's turtle stance. This skill also gives you an mini atma's impailer while you have the active on.
E:

This skill is AMAZING, its like darius ulting the enemy every 4 seconds <3. This skill allows you to wear down and easily kill enemies who have to get into melee range to CS
R:

This skill is what makes olaf a Berzerker, this allows you to run at the carries worrying nothing about your HP bar, and theirs. Who dies first?
Combos/Skillorder:
Skill Order:
Use this max if the enemy laner will be coming close to CS.
Use this if the enemy laner likes to sit back and poke, or is stronger then you in melee range.
Combos:
(Q repeatedly pick up and throw as you chase)-(E whenever its up)-(W If you get into an auto fight)-(R to go full Berserker mode.
Matchups:



















Playing AS/VS:
- Make sure you know how to aim, and follow up on your axes
- Do not get caught up in your strength and think you can 1v5.
- Remember your ultimate can be used as a cleanse.
- Do not get baited by olaf's ultimate.
- After olaf throws his axe, run in a path that forces him to go out of the way to get it.
- Sending an AD carry top (With an escape) gives your team an advantage over olaf.
Big Item Choices::




Atma's Impailer and







Gametypes:
Olaf is really strong in soloQ as he can win lane hard AND can rambo kill any enemies who got fed <3.
Olaf is strong as a counterpick to CC comps. Olaf has a great ability to get in and kill who he needs to ignoring all there Stuns and such.

Champion Overview:
Pantheon is a melee assassin, that is essentially the solo-top twisted fate. Pantheon is strong due to the fact he can reach his team quickly through any positioning. Pantheon has a strong early game capable of winning most lanes. Pantheon is a pub-stomper, he is meant to win his lane and try and use the snowball to win his team the game.
Skills Overview:
Passive:

VERY STRONG PASSIVE for top lane. This is a Fiora riposte after every 4 attacks/skills. This skill can even block tower shots. So good in top where autos are a lot of the harass/Dps.
Q:

Spammable ranged poke. Allows you to wear down enemies very quickly to go in for the kill.
W:

Now most people look at this skill and say "A gap closer that stuns SWEET". That is overlooking the best part of this skill! This skill REFRESHES your passive instantly. The best way to use this skill is to run up to an enemy auto them, let them auto your shield passive out (That you would have up from spearing), then stun them and keep autoing and once they break the new shield backoff. Best trade.
E:

The passive on this ability is nice, makes you secure every kill =D. The active ability is strong, just not in lane. This skill has a great ratio (3.6 to champions if they get hit by the whole attack) and in team fights if you are able to make it into the enemy team so they get hit by this your team will most likely win the fight.
R:

Allows you to aid other lanes. This skill has a long CD and charge time. The important thing to remember is that 90% of the time aim behind the enemy, on very rare occasions will the enemy not be able to make it out of your circle. Eventually if you learn how to stun the enemies from your ultimate before you land you can negate this and ult on/nearby the enemy.
Combos/Skillorder:
Skill Order:
Combos:
From afar
Q-W-E-Q
From melee range
Auto-Q-W-E-Q
From base/jungle
R-Q-W-E-Q
Matchups:














Playing AS/VS:
- Let your passive shield burn before using your W
- Only build tanky if you are behind.
- Save your ultimate to ult in on the squishy lines in team fights.
- Get early armor and pots, do not let pantheon get an early lead.
- Pantheon has no escapes ask for an early gank to help.
- A little sustain goes a long way in this matchup.
Big Item Choices::






Gametypes:
Pantheon stomps here. He will typically win lane, and with his ultimate he can make others win lane. You need to snowball the game in SoloQ otherwise panth will fall behind.
Pantheon CAN be used here, but he is more of a counterpick then anything. If the enmy does not have a good guard line pantheon can be picked and can be pretty strong.

Champion Overview:
Poopy, err I mean Poppy is a melle Dps, Ap DPS tanky burst assassin. She is one of the funnest champions to play in the league as well as having probably THE STRONGEST late game presence of any champion in the league. She can hold her own against most top lane champions, and can beat many popular "Win top Lane" champions like


I got addicted to poppy for awhile I loved being able to hard carry :D
Skills Overview:
Passive:

OP PASSIVE. Really hard to kill, and atlow health is deceptively durable. With this passive people will fail dives and rage so hard will make you <3. Whenever this happens always remember to say Poopy OP :D.
Note: Lets clear up a common misconception of this passive right now, this does not 1/2 the 10% of the hp damage you take, it halves any amount after the 10%. (IE: Annie tibbers you, it would do 40% of your HP BUT with your passive 40%-10%= 30%/2 it reduces 15% of the damage meaning you will still take 25%. In essence, subtract out 10% before making the reduction calculation because the first 10% will always hit and wont be reduced.)
Q:

Whew this skill is an on hit yes, but its a lot more complicated( and better IMO) than a lot of other on-hits in the game. You deal % damage (making HP stacking champions wet their beds in fear at night), + All your AD (W gives you bonus damage here), AND a .6 Ap ratio. The best part, it works with

Notes:
-This Does reset auto timer always auto then Q if possible for maximum efficiency.
- All damage done by this skill is magic even the sheen procs.
W:

This skill is very good to get one point in early on (Like level one), Unless im invading I will always take this lvl 1 15 AD and 15 armor is just to much to pass up, you can bully any AD in the game lvl 1 with that ( even something strong lvl 1 like a

E:

This skill gives poppy a skillcap and makes flash a good choice(positioning uses, although I typically take ghost.). You always need to be watching your enemies position in top lane and if they ever stand to close to a wall let them have it! In team fights hitting an AD carry or an AP carry with a wall stun is almost guaranteed kill if you had ult on.
R:

Godmode Poppy, This skill amplifies your absurd damage, makes you invincible to everyone but your target ( The choice here is do you ult the Carry for instagib or do you ult the support for safety while invincible.) With this skill you can nuke, towerdive, and lift a team on your back, no matter how fed someone is if their doing no damage to an assassin they are probably gonna die.
Note:When you kill the target you ulted the (invulnerable) ult effect will end.
Also note that the bonus damage from your ultimate effects all sources of damage from you, red buff, ignite, and items like gunblade or DFG.
Combos:
E-auto-Q-(E to chase for more Qs)
R before you combo if you want to go in for a kill.
Matchups:
Easy:






Hard




Shyvanna(Does alot more Damage that you can take and 1/2 of it is magic, she gets both armor/mr from her ult, you scale better into late game if you get through the lane),


Playing As/Vs
As:
-Do not play aggressive if you do not have your ultimate, unless you are ridiculously far ahead.
-Always be looking for good Es and who to place your ult on.
-Try and trade off level one vs close ranged ADs.
- If your lane is getting ahead ask your jungler if he can hold and you can roam and gank, Poppy ganks hard as hell.
Vs:
-Never stand near walls
- Wait to use your blink until after poppy uses her E, otherwise it may pull you with poppy even though u blinked away
-Try and avoid poppy while her ult is up.
-Deny poppy late game or your team will have it VERY hard.
Big Item Choices:
Philosopher's stone- Mana and Hp regen in lane + Gold bonus





Solo Q:
Poppy is really strong in soloQ as most people dont fight her often, and wont gank top as much. She can snowball in peace and carry the game. If you are going to pick poppy either ban out olaf or pick her later in the selection.
Poppy is perfectly capable of carrying to high elo as seen with zekent/spamhappys sucess.
Ranked 5s:
Poppy is a really strong force with a coordinated team as you jungler knows you better and will help you get past the early game. You can tell your support to CV top if you know they are in the bush and get a free wall slam :D. As with soloQ pick her later in or ban olaf. Once you get to late game reap the rewards of being poppy and own face with your frends xD.

Champion Overview:
Renekton is a tanky DPS champion who does very high damage in the early to mid game but will have a damage drop as it goes later in the game. Renekton wants the game to end as early as possible or get his team to an advantage point by the time the drop begins to happen. Renekton uses no mana and can sustain very well in lane making him a good top lane choice.
Skills Overview:
Passive:

Gives Renekton a fury gauge as opposed to mana, this skill explains what that is, and gives you reason to auto as much as possible.
Q:

Your sustain, and a decent source of Poke, Also does AoE damage. Try and hit as many targets as possible with this skill.
W:

A good sorce of burst damage when you have fury, and its a CC as well. This skill resets auto timer, with above 50 fury auto+W is MASSIVE burst.
E:

2 part skill you need to get the first dash to hit a target to get the second. Do not underestimate the distance you can gain with this skill 2x + flash.
R:

Gives you health, an AoE magic damage aura, aand best of all fury regeneration. This skill makes you VERY dangerous. Use this as a heal bait or when you want to commit a fight.
Combos/Skillorder:
Skill Sequence:
Standard sustain lane.
Bursty Renekton, use this vs enemies who have low-no sustain and you just want to kill over and over.
Combos:
E up Q-W-E out (or after them for a kill) (R whenever you commit fight.)
Matchups:









Playing AS/VS:
- You can heal bait very well with your ultimate.
- Know your damage early game and capitalize.
- With Cull of the Meek in a team fight you can heal very well, so do not be afraid to initiate.
- Do not underestimate a low hp Renekton, he has 3 moves that he can use to bait you.
- Renekton is very strong early, it is recommended to just get a few Gp/5s and play passive
- If you have an against garen page (40 armor) use it.
Big Item Choices::











Locket of Iron Solari - Hp , team wide hp regen aura, and a team wide shield. A good item for you to buy to help your team win teamfights.





Gametypes:
Making this to add to my complete top lane guide.

Champion Overview:
Rengar is a Semi Tanky Assassin champion. Rengar has a very strong burst when setup well, he has good damage and if allowed to reach the enemy carry he can burst them down instantly. Rengar snowballs very well and he is one of the few top laners that can go reliably gank mid lane with his ultimate. Rengar has no mana cost and instead uses a ferocity system (Essentially Rage). Rengar's kit is very versatile and he can max different skills to fit his enemies and situations. Rengar has a very strong low level burst and it is not uncommon for him to easily pick up first blood.
Skills Overview:
(Passive)


This is a dual passive and in full honesty both passives feel very good, very strong, and play a very big role in mastering his kit. His first passive is that he can jump on an enemy if he is in a brush. This passive acts as a gap closer that will make running through brushes to chase after enemies a profitable idea, this also allows you to wait in brushes to easily ambush enemies as they pass by and catch them by surprise. Now the other part of your passive essentially gives you a fury bar that does not go down and gos up 20% every time you use a skill. When the bar reaches max you get access to the "Ferocity skillbar", which holds all your ferocity skills. These will all be off CD REGARDLESS of whether the normal skill was on CD (Ie: You used your Q to finish filling your bar, you can instantly use it AGAIN for another Q!)
Q


What I compare this to is a Renekton stun as far as damage is concerned. This skill is also your steroid to allow you to fight better for a few seconds after you use your Q.
Note:This skill resets auto attack timer, so a really good way to use this burst is to auto-Q (When you have 80% of your gauage filled)-auto-Q.
W


This skill is your commited trade skill and sustain. This skill gives you a good amount of Armor and MR as well as dealing some decent trade damage (The damage is MAGICAL, so enemies who are stacking armor will still take a decent amount of damage from this skill). The ferocity version of this skill will act as your main sustain in between fights and trades AS WELL AS a bait mechanic for trading.
E


This skill is your CC tool to respond to ganks, BUT it also has another use, a ranged harassment tool. This skill will allow you to do very well in lanes vs a champion with low sustain.
R (Ultimate)


This ultimate is EXTREMELY AMAZING. This has so many purposes and is the skill defining difference in Rengars. This skill can be used to escape an ganks, be used as a "Timeout in a fight to get your Ferocity, A gapcloser, a tool to find enemies, and a tool to gank enemy lanes if you roam.
Combos/Skillorder:
Skill Order Will Appear Once Rengar is added to the database
Skill Order:
Use this max if you are in a standard lane.
Use this max if you are in a lane where your enemy is as strong or stronger then you in a close up fight.
Combos:
(R for the kill or Be in a brush)- (Have 4 stacks of rage before you fight)-Q-Q-E-W-Q

Bola Poke

General Matchups:










In Depth Matchups:
-Pending Videos(Somethings wrong with my LolRecorder Atm)-
Playing AS/VS:
- Try and push your lane to go roam, filling your necklace is a high priority
- Don't push out unless you have your ultimate, ganks will murder you without it.
- Utilize your passive whenever possible. In lane it prevents some of the enemies counter harass.
- Avoid the brush.
- Always expect Rengar to be there if you are low.
- Avoid rengar while he has full/close to full ferocity.
Big Item Choices::
Bonetooth Neclace- The Values on this item are actually pretty good and it is very good if you are able to get some stacks.





Gametypes:
Rengar is a stomper in soloQ. He has an item that just screams snowball, an ultimate to let him roam around and use her stuffed stomach, and a reliable escape from ganks.
Rengar is not much of a ranked 5s champ, but that is not to say he can't be used there. He is like Darius or Garen in that he needs his team to cater to him, he cannot cater to the team.
Pros and Cons:
Pros:
-Strong Lane.
-Versatile Max order.
-Sustain.
-Safe.
-Burst Damage.
-Unique stacking item.
-Stealth.
-No mana.
Cons:
-No CC.
-Relativity Squishy.
-Gap closer is unreliable at times.
-Low mobility in fights(Susceptible to kite).

Champion Overview:
Riven is a melee carry (like Fiora), but is more along the lines of an AD caster (who autos in between her spells) she is manaless (meaning she only relies on cooldowns. Riven like Fiora and Poppy (No one carries as well as Poopy) is capable of carrying the game in her favor. She uses all physical damage has a really strong early as well as a really strong late. She can lane vs any champion in the game with her kit, having champions that are strong against her but they are not exactly "counters". Her skills have a weird feel to them the first time and will take a little getting used to.
Skills Overview:
Passive:

A VERY STRONG PASSIVE. Almost as strong as like

Q:

1st Use: Slashes forward, dealing 30/50/70/90/110 (+60% of bonus attack damage) physical damage to all units she comes in contact with.
2nd Use: Slashes forward, dealing 30/50/70/90/110 (+60% of bonus attack damage) physical damage to all units she comes in contact with.
3rd Use: Leaps into the air and slams the ground dealing 30/50/70/90/110 (+60% of bonus attack damage) physical damage and knocking nearby enemies away from the point of impact.
Cooldown 13 seconds
Stacks her passive very well. when you max this it does good damage. Gives small movement on each use, can use when running or chasing. Her third hit makes a shock wave that makes a small knock back (Like maokai's Q).
Note: If you flash right after after you click the 3rd Q You will jump forward from the flash and deal the AoE damage and knock effect usually surprising your enemies.
W:

A good quick stun, valor+this+auto is your harass. Max this if you are fighting an enemy who wins trades typically like an Olaf. You can quick trade and use your Q to get away.
E:

This is your artificial sustain, a no mana shield on a really short CD AND it scales off AD. This makes riven very dangerous as building AD will make you tankier as well. Vs an opponent who likes harassing or trades a lot harder than you get this early (and max first if its really bad).
R:

Wind Slash: Riven fires a shockwave that deals from 80/120/160 (+60% of bonus attack damage) to 240/360/480 (+180% of bonus attack damage) physical damage to all enemies hit, increasing based on how much health they are missing.
Cooldown 75/60/45 seconds
REALLY STRONG ULTY. Gives you bonus AD for use and an AoE garen execute. ALWAYS pop it before you do any kind of fighting it. It makes your damage skyrocket and is on low cd. With ignite and your combo you can usually drop someone from full to zero with your ult on. Use this when you get ganked or need to escape the extra amount on your sheild helps and if the enemy gets out of place (IE: Caitlyn flashes on you) you can just melt them.
Combos:
Harass
Q-Auto-Q-Auto-Q-Auto-W-Auto- E away.
Ult before hand to go in for kill.
Matchups:
Easy:




Hard:






Video Breaks near the end, will film a new one soon (The video in Ganking is a full game of riven, so you can watch that as a good substitute).
Playing As/Vs:
As:
- Auto in between Qs to efficiently use your passive.
- Use your ult whenever you fight
- When an enemy comes to harass stun and sheild away.
-You can kill enemies level one with Q and a dorans blade.
Vs:
-Bait Rivens ult, rivens will typically ult if you fake a commitment, Once its down fight her for real.
-Get armor/ armor runes all rivens damage is physical.
-Riven likes to play harass and trade games do not let her.
Big Item Choices:




Maw of malmortious- Makes you stronger and more survivable at low hp.
Gametypes:
SoloQ:
Riven can carry soloQ games hard. She has a very good set of matchups so can be picked up early on if you do not have a team that wants to trade. If you abuse your early advantage you can easily gain a league and cause the enemy team to begin raging and go into confusion making you snowball even better. Riven is very capable of carrying games at all elo range.
Ranked 5s:
Riven is very good here as well. She is still a very good pick that can be gotten at any time. She works very well with ganks and teamplay. If you coordinate ganks early you can snowball ahead very far and carry your team to a win.

Champion Overview:
Rumble is an AP Tanky-Dps. Rumble relies on proper management of a unique system, heat. Rumble is capable on unleashing HUGE amounts of damage and zoning enemies out of lane. He is a good source of magic damage and his ultimate is a complete game changer.
Skills Overview:
(Passive)

Management of this passive is NECESSARY to mastering rumble. Correctly managing your heat is the difference between subpar damage, and insane rumble damage.

This skill is a good skill to "Bully" your enemies in lane if they get in melee range. This skill is very spammable and if in the "Danger zone" hits very hard.

This your "trading Skill" that will keep you healthy. It gives you a good amount of shield to block harass as well as giving you a good amount of movement speed.

This skill is your poke ability and your only CC to respond to ganks.

This skill is rumbles main teamfight ability. I call it laying out the red carpet (Of death), because any enemies walking on this will take alot of damage. This skill is VERY hard to aim and will take alot of time to get used to, but if you are able to master this you will be VERY STRONG in teamfights. A well placed equalizer can be the difference between a win or a loss.
Combos/Skillorder:
Skill Order:
Lane where you will get in melee range for all the fighting.
Lane where they beat you close up or they fight you from far away.
Combos:
E-E-w-Q-(R to kill)
Matchups:
















Playing AS/VS:
- Remember to manage your passive as you will need it for a fight. Getting silenced for 6 seconds will not be good if an enemy jumps on it.
- Typically you will want to go into overheat off of your Q as it maximizes the damage you will deal.
- Do not randomly spam Q and push the lane or you will get ganked.
- Avoid clumping up with your team or the equalizer will destroy your team.
- Getting MR runes allows you to destroy rumble early on.
- The best times to fight rumble are when hes not in the danger zone or when hes overheated.
Big Item Choices::






Gametypes:
Rumble is strong in soloQ due to his MASSIVE damage output in teamfights. Rumble can demolish the enemy team if you are able to get ahead in lane and carry the game.
Rumble is strong in ranked 5s due to the fact he can fit into double wota comps as well as offering massive teamfight damage with a well placed ultimate.
Pros and Cons:
Pros:
-High amount of damage
-No mana
-Can fit in 2x WotA comps.
-Good matchups
-Strong all game.
Cons:
-Hard to manage system.
-Ult is hard to aim.
-Hard to catch up if he falls behind.

Champion Overview:
Shen is a tank, he brings alot of utility to the team as well as being able to soak up good amounts of damage as well as deal ok damage himself. Shen provides the team sustain, Defense via an AoE taunt, and A shield that allows him to aid allies anywhere on the map. Shen is very durable in the top lane, and with his sustain and early game damage he can WIN vs most matchups right now.
Shen uses the energy resource which is like having alot of blue buffs on at once in your regen but you cannot build any more of it so you have to use your skills in moderation.
Skills Overview:
Passive:

Pretty simple skill, but even though it is simple in meaning it does ALOT in gameplay. This skill is your main source of damage output. The damage on this is based off your HP which makes building shen tanky make him deal good amounts of damage with just hit passive.
Q:

As a ninja in league of legends you must be able to throw something at the enemy, this is Shen's throw. This skill does a decent amount of damage, however the main use of this skill is not in the damage it is in the fact that the target that gets hit with this skill becomes life tapped making him heal allies for a % of Shen's max hp plus an okay base amount of health whenever they do damage. Gives your allies incentive to focus the enemy with this on, allows you to command and direct your teams attacks.
Last hitting with this skill sustains you in lane, remember that.
W:

A shield ability, however this is not like other shield abilities where you want to just blow it to block damage (Yes you CAN do that for this but your wasting potential) this shield
makes your passive refresh faster if you attack with it on, meaning like nautilus you do more damage with your shield up and are thus a bigger threat. Use this skill to get enemy attention on to you.
E:

A skillshot dash that taunts any enemies it goes through. Not much to say, strong tank skill.
R:

This is why you ban Shen. Its

Combos/Skillorder:
Skill Order:
Combos:
(r if ally in danger)-Q-E-W or E right after port if you need to lock down the enemy.
Matchups:













Ranked 5s Game I decently showcase shen's potential here despite a few mistakes on my part.
Playing AS/VS:
- Stick to the high priority targets in fights, keep your Q on the most focused enemies to grant your team a sustain advantage.
- Know when you can/cant taunt what walls you can go over what you can and have the range down to heart.
- Splitpush a lane and try and get enemies to come for you, if the enemy team engages just stand united into the fight.
- Keep the lane at shen's turret so he cannot easily port away without losing alot.
- Gp/5s are very effective against shen as it will most likely be a farm lane due to his difficulty to kill
- Get some MR otherwise his passive and Q will hurt.
Big Item Choices::







Champion Overview:
Shyvana is a tanky-Dps champion who deals both physical and magical damage. Shyvana has no gap closer or CC aside from her ultimate. She brings VERY HIGH burst damage early and will scale into an unkillable raidboss monster late game. Shyvana does not use mana and instead uses a "rage" system starting at level 6 when she gets her ultimate. Her ultimate can only be used when she has a full rage bar and will morph her into a dragon gaining new effects on all her abilities (For the most part making them AoE.)
Skills Overview:
(Passive)

Shyvana's passive is just a big mouthful to say auto attacking while using your abilities will give them bonuses. That is not to say this is not an AMAZING passive, it is just to say its made to look complex even though it is really simple once you read it all :P

Shyvana's Q ability is a double hit. It deals her damage 2x and as far as skulking wards and other things to that degree that factor in you hits it counts as 2. This skill resets your auto-attack timer, so autoing before using this skill is recommended as it will allow you to quickly burst off a pretty good amount of damage.
The dragon version of this skill makes your next auto swing in.a cone in front of your for AoE damage. This is useful for clearing the wave quickly OR being a threat to a clustered enemy team in a fight.
Note: If you see the enemy top laner come to lane with a ward, go into the area where you think he will lay it. 1 auto-Q will KILL his ward while it is still visable.

Shyvana's W ability is an AoE circle of fire dealing magic damage BASED OFF YOUR AD. This is an insane skill as the damage is high, you are free to do whatever you want while it is going, AND you will be dealing a source of damage a lot of top laners are not prepared to take (BOTH TYPES HUE). The dragon form of this scale essentially allows you to lay your fire in a singed style trail wherever you go while it is on. If you are being chased and are forced to ultimate away, use this skill and leave a trail of flame on the ground for some extra damage.

Shyvana's E ability is a skillshot that deals magic damage (does not scale off AD sadly) and shreds the targets armor. This ability will really just be used for last hitting from a distance, poking the enemy for 10 damage, and the Armor debuff when you go to attack them. The dragon form makes this ability a skillshot cone that goes through targets applying the debuff to them all.

Shyvana's R ability is her escape and light CC ability. It does a slight amount of magic damage (scaling off Ap :/) The ability is useful for chasing,escaping, and fighting. The ultimate also PASSIVELY gives you a nice chunk of armor and Mr which gets boosted even further once in dragon form. This passive itself allows Shyvana to be very tanky and hard to kill from 6 onwards. The ultimate keeps her safe from ganks as well as allows her to cancel channeled abilities of needed (It also makes you a badass dragon, what is not cool about that?
Combos/Skillorder:
Skill Order:
Combos:
(R to go in for kill)-W-E-auto-Q
Matchups:


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