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Recommended Items
Spells:
Flash
Ignite
Items
Ability Order
Shepherd of Souls (PASSIVE)
Yorick Passive Ability
Introduction
I am currently hovering in the mid-Silver tiers, near the average of all players.




If you are here, you're probably just like me, wanting to learn a new champion and not incredibly high elo. This guide assumes that you are not a high elo player (1600 elo and under), and assumes that the enemy player's skill is not incredibly high. It assumes they will make mistakes, and will be predictable. The reason that I've decided to make a guide specifically for mid-low elo is because high elo players play very differently. If you are however high elo, this guide would still apply, except that you should play less aggressively.


- Tank - In late game, he's most likely going to be the main tank of the team, as his kit is more suited as a tank.
- Harasser - During early game,
Yorick's specialty is harassing. He's arguably the king of harass in the top lane
- Sustain -
Yorick also has one of the best sustains in game from his
Omen of Famine. It's so amazing that
Mana Potions are better for him then
Health Potions, as he would rearely use them.
- Mana Hungry - To play
Yorick to his maximum potential, you have to spam ghouls. This makes his very mana hungry, and is another reason why
Mana Potions are better then
Health Potions.
- Win lane Lose Game - It's very easy to win your lane with
Yorick. However, it's very difficult to carry with him too. He's one of the hardest champion to carry a team with, as his late game is very reliant on his AD carry. It's the sad truth to
Yorick, and one of the reasons people don't play him much in solo queue.
- Boring - Possibly one of the most boring champions in League of Legends. Even though I love
Yorick, even I have to admit he's easy to get bored of. It's also the reason why I usually only play him in ranked games now.
- Late Game Support - During late game, you're the tank and primarily absorbs damage. However,
Yorick's other role is to support the AD carry, mainly by using your
Omen of Death on the AD carry and use the clone as your damage source.
- Mixed Damage - Another reason why
Yorick is very though to lane against is the fact that he deals mixed damage. His main harass combo,
Omen of Pestilence ->
Omen of Famine deals magic damage initially. However, after that, the ghouls attack the enemy themselves and deal physical damage. In addition,
Yorick's auto attacks and
Omen of War and
Omen of Death (in a duel) also deal physical damage. His damage would be split at around 50%, making stacking armor/magic resist against Yorick futile.
Pros
Can harass, heal, and farm all at the same time Has decent range Wins nearly every lane Pretty tanky late game with your passive 2 AD carries in teamfights Best 2v1 laner in game |
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Cons
Hard to farm Relies on AD carry late game Squishy early game Cant snowball as well as others No burst damage = Hard to secure a kill |
Runes are the personalising a champion. It gives you an added edge in whatever you want/need. For that reason, I recommend you use the same runes you would use for any AD off-tank/tank you play. This is just my play style for all my AD tanks that's mana hungry.
Here are the reasoning behind my runes based on my playstyle:
Flat Attack Damage Marks - I chose this for extra early game harass damage and frankly, to help me last hit.
Flat Armor Seals - The vast majority of top laners deal mainly physical damage, so this helps me with my early game tankiness. If you're facing an enemy that deals mainly magic damage, I recommend magic resist instead of armor.
Flat Mana Regen Glyphs - I enjoy spamming spells. Not only on


Movement Speed Quintessences - I'm just a fan of movement speed. It helps me escape, chase and gives me extra mobility. I just use them on all my champions, as with I find myself being able to kite, chase and escape better.
This is only how I play (aggresive harasser early game tank sacrificing damage) on all my champions and if your playstyle is different, I recommend you to use different runes that fit into your playstyle.
Defense
Durability (scaling health), Resistance (MR), Hardiness (Armor), Veteran Scars (flat health), Defender (Armor + MR), Reinforced Armor, Honor Guard - I take these for extra tankiness, for both early game and late game. I put armor in a higher priority then MR as it helps me early games in most cases, as I would face a physical damage in the majority of the cases.
Relentless (slow reduction), Tenacious (tenacity) - These crowd control reductions would help you escape, and

Tough Skin, Safeguard - helps you tank minions when you want to freeze the lane, and to turret dive.
Utility
Meditation, Expanded Mind, Buicuiteer - I like to spam ghouls, so I need all the mana and mana regeneration I can get.
Summoner's Insight, Improved Recall - I just picked this because these are the best ones out of the options to choose from. Having a short cooldown on

Note: There are literally thousands of possibilities you can do for masteries, and are not limited to the examples I provided above. You can even do masteries such as 0/29/1.
Recommended








Other Viable Spells















Don't use these













Starting Items
The meta has changed. Now, players are stacking consumables for early game power. This is very bad for

Most top laners do this to counter harass (this is more common in higher elo), HOWEVER







If you're wondering why consumables are wonderful, well lets do the math:
[imgsmall=items/health-potion.png] -> 4 * 150 health = 600 health
[imgsmall=items/mana-potion.png] -> 7 * 100 mana = 700 mana
Total: 600 health and 700 mana.
I also use the Biscuiteer mastery adding 80 health and 50 mana for a total of 680 health and 750 mana. You would essentially be able to regenerate 1 and a half times your level 1 health, and almost triple your total level 1 mana pool with this. With this build, you will not be out of mana until at least level 7, and you will always be full hp, due to the consumables and your natural sustain from

The reason why I've chosen Mana Potion over Health Potion is because Yorick's sustain is ridiculous. If you don't believe me, look at the math:
Assuming Yorick is level 4 (when most harassing/trading begins) and Omen of Famine is casted on enemy champion...
Givens

Mana Cost: 60 mana
% Of initial damage healed: 40%
Initial Damage: 85 damage (Assuming no bonus AD)
Ghoul Damage: 66 AD (Yorick's base damage at level 4) * 35% = 23.1 damage
Health healed from ghoul's attacks (champions): 100%
Maximal number of ghoul attacks possible / cast: 3


Number of


Number of casts = Mana gained from Mana Potion / Mana Cost = 100 mana / 60 mana = 1.66.. casts
Amount healed from

Amount Healed = Initial Damage * % of Initial Damage Healed = 85 health * 40% = 34 health
Amount healed from 1 ghoul attack
Amount Healed = Ghoul Damage * % of ghoul's attacks healed (champion) = 23.1 * 100% = 23.1 health per autoattack
Amount healed per Mana Potion thru Omen of Famine
Total Amount Healed = Number of casts * [Amount healed (initial) + (Amount healed (per ghoul attack)(Number of ghoul attacks)]
= 1.66.. * [34 health + 23.1 health (0 to 3 attacks)]
= 56.66.. health + 38.5 health (0 to 3 attacks)
= 56.66.. health to 172.166.. health
Compared to Health Potion
Minimum - 56.66 health / 150 health = 37.7..%
Maximum - 172.166.. health / 150 health = 114.7%
Conclusion: 1


Now please don't comment that


First Trip Back
Wards are important, they save lives. It is the most important item in the game. If you have map control, you would most likely win the game. In order to have map control, you need vision, and to have that, you need Sight Wards. The most important job of a Sight Ward is to prevent ganks. Especially with

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You might be wondering why I included![]() ![]() ![]() |
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SPACE SP | Getting boots early helps you get that extra movement speed you need to get that kill or escape that gank. It also helps a lot with last hitting. |
Boots
These are the only two boots you should be considering, as you're a tank.
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In the current meta, ![]() ![]() |
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These boots are sometimes better if the enemy team has a lot of crowd controls (ex. They have a ![]() ![]() ![]() ![]() |
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A 25% cooldown reduction on summoner spells is pretty useful. That means that your ![]() ![]() |
Core Build
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Now, you're going to need tankiness for mid and late game. Pick one of these items, depending on how you want to play/what your teams needs. If you want to be a super tank, grab ![]() ![]() ![]() |
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![]() If you're ahead, or you want to deal TONS of damage/ be able to carry harder, buy ![]() ![]() ![]() Note: Do NOT buy ![]() ![]() ![]() |
Last Items
The last few items in the build are situational. Here are some example situations:
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This is usually my 2nd most bought item. If the enemy team has 3 or more enemies that rely on attack speed, or their AD carry/bruiser is fed, then buy this. It's cheaper, and gives you mana, which gives you more AD from the passive in ![]() ![]() ![]() ![]() ![]() ![]() ![]() |
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There are a few situations when you want to get this. The first would be a fed AD hyper-carry that is completely destroying your team. For example, a ![]() ![]() |
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This is the anti-AP item. I would usually buy this item after finishing by core build if they either have multiple AP carries/damage, a late game AP hypercarry (such as ![]() ![]() ![]() |
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This is usually an alternate to ![]() |
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Most of the time, you would want to max this last. The reason being that ![]() ![]() ![]() ![]() *Note: ![]() ![]() ![]() ![]() |
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Max this second, unless they keep going into melee range (as explained above). This, combined with your ![]() |
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ALWAYS max this first. The reason for this is because your sustain scales with the amount of damage ![]() |
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This is what makes you soo terrifying late game. It basicly clones your AD carry in teamfights, soo instead of one fed ![]() ![]() ![]() ![]() ![]() ![]() Not only is this amazing late game, it helps you duel early game as well. ![]() ![]() |

Harassing


Spam this combo whenever its up at level 2. Its deals amazing damage, it will deal even more damage unless the enemy runs away, and it will heal you for any counter-harass they might do to you. Just remember, that the weakness to this is if they go into a brush, the ghouls will stop attacking. If they're smart and do this, use





Use this combo if they get into melee range into you. It deals more damage, but only do it if you have to, because they would likely deal more damage to you in melee range. As soon as you use the combo, run/kite them (unless you're going for the kill), as they'll deal more damage to you than you deal to them after you use all your abilities.
Ganks
This is


If, however, you do manage to find yourself in the situation of a gank, ask yourself this question: Is it more likely that I'll escape, or be getting a kill? 90% of the time, the answer for me is getting a kill. As I've said before, Yorick is an amazing 2v1 fighter. But also, he's a terrible escaper. So you mind as well get a kill if your going to die anyways, and most of the time, I do. You may even manage to get a double kill and live.
Farming and Lane Control
Since you have no escapes, you would want to freeze the lane. Freezing the lane is keeping the enemy minion wave just outside the turret. At this position, not only would you be ungankable, but it would be virtually impossible for the enemy to farm(Most are melee and would have to farm under your tower). Just Remember: Always last hit, unless you want to push (Ex. Setting up to dive, top laner is roaming, ect.) If you're a better last hitter than the enemy is, the minion line would gradually move towards your side. Hint: It takes at least 2 extra minions on the enemy side for the lane to stay frozen
Forcing the enemy to stay in lane
At some point, if you are successful in completely denying them farm, the enemy will get sick of it and roam. They'll either gank, or farm another lane. Except for some exceptions such as

Fastest way to push:
1.

2.

3. Autoattack then

4. Keep autoattacking minions
Once your at the turret:
- Repeat above every time your spells comes off CD if there an enemy minion wave
- Spam your
Omen of Pestilence every time it is up, it will make the turret attack it and not the minions
- Keep and eye on the river in case of a gank
- If the turret is about to fall and the top laner returns, finish it if you think you can duel him after.
Getting a kill
It's incredibly difficult to get a kill on






This would require you to use both your summoners. You would need flash to be in range of

Easy Lanes
In these lanes,


In my opinion, this is one of the easiest lanes you can get. Except for

What to expect: Expect her to last hit with her







What to do: As soon as









Additional Notes:
- You will be faster than
Irelia with the buff from
Omen of War in combination with the slow from
Omen of Pestilence.
Irelia has no gap closer after
Bladesurge
Irelia's only natural sustain is from
Hiten Style's passive, which works like lifesteal.
Irelia's main damage output is from auto attacks. You will not win a auto attack fight unless you are ahead in farm/kills.



What to expect: Expect


What to do: Never duel








Additional Notes:
- Her only natural sustain comes from her passive
Duelist. She can only regain health from auto-attacking
- She deals 95% of her damage as physical damage, so build armor if she snowballs
- She can snowball easily
- Beware of
Blade Waltz if you're low. If both of you are the same health and under 20% health, go back. She will be immune to damage and can even dive you.
- She would usually build damage over tankiness

What to expect: Expect


What to do: The most crucial thing to do to deny





Additional Notes:
Tryndamere is the biggest snowball in game. If you manage to feed him a kill or let him farm, you will lose the game.
- Always keep in mind of his
Undying Rage
Ignite counters
Tryndamere's
Undying Rage. He will probably use his
Bloodlust to heal himself some health. However, if you manage to ignite within around the last 2 seconds of his
Undying Rage, you will probably kill him, as the amount healed, which is not very much, is cut in half, and the damage from
Ignite will probably be more than the amount healed.
- His only gap closer,
Spinning Slash, has a shorter range than your abilities.
Currently,




What to expect: Expect him to play passive and farm until level 6. Then, he would start using his global presence and roam with his






What to do: Harass him as heavily as you can whenever you can. He will not go aggressive, as he would not deal a significant amount of damage. He is usually built and played as a tank. His sustain comes from





Additional Notes:
- Be careful of his split pushing potential. If you have
Teleport, be the one to defend the turret if he is split pushing.
- His
Shadow Dash consumes a big amount (120/200) of energy if it does not taunt anybody. He would not be able to use it if he used
Vorpal Blade and
Feint within a short period of time.
- If you see him use
Feint wait a few seconds until it is gone before harassing him.


What to expect: Expect him to build almost pure damage items, like an AD carry. His game is weak, as he is squishy and most of his damage is melee. Expect him to use his shield,



What to do:Try to stay out of melee range unless you're going for the kill. If he manages to stun you while you harass, run if he is not in melee range by the time the stun finished. If he does manage to get into melee range,


Additional Notes:
- He can snowball very quickly
- His
Cryptic Gaze range is the same as your
Omen of Famine
Ignite will shut him down by reducing 50% of his lifesteal
Exhaust can also shut him down by reducing 70% of his auto attack damage (Virtually all of his total damage), and therefore reducing his lifesteal.
- He is farm-reliant from his
Enrage passive, which scales on minion kills. He will become harder to kill the more farm he has, as he will gain health too.
People play and ban

his late-game. He shuts down any attack-speed based champions. Luckily for you, you do not really care for attack speed.
What to expect:Expect him to initially harass you with



What to do:Harass him whether or not his


Additional Notes:
- Keep him away from your AD carry in teamfights
- If the enemy team is near, don't let your team stay close together due to his
Unstoppable Force
Unstoppable Force also acts like a long-ranged
Flash.









What to expect: Expect him to harass you with







What to do: Harass him as much as possible. He will be unable to sustain your harass.If your jungler wants to gank, try to force







Additional Notes:
- He is weakest early game.
- If he uses
Hemoplague on you, don't go aggressive unless he follows up.
- Avoid your team being close together in teamfights,
Hemoplague may hit many of you, and will be damaged and increase the damage you take.

What to expect: Expect him to harass you with








What to do: At the beginning, try to avoid his













Additional Notes:
- Be careful when his Heat is between 50 and 100. He will deal more damage
- All his damage abilities are skill shots. Try to be constantly moving.
Electro-Harpoon can be used twice in a row.

What to expect:There's two ways this lane can go. If he goes aggressive,












What to do: If

















Additional Notes:
- He has no sustain
- He has no escapes if he uses his combo on you
Cataclysm deals a significant amount of damage in addition to trapping you in.
- Most of his damage is physical.
Olaf is a strong champion. He has a good amount of harass and wave clear from






What to expect:Expect him to harass you with





What to do: Always keep moving at all times. This is to avoid his



Additional Notes:
- Do not let him pick his axe up unless it is dangerous to do so. If he picks up his axe,
Undertow will have it's cooldown significantly reduced.
Olaf has no gap closer and has no crowd controls expect for
Undertow (which can be easily dodged).
Olaf is easy to kite, as his only ranged damage is
Undertow.
- If you zone Olaf out of him being able to auto attack minions, he has no sustain.
Warwick is probably the most jungle-orientated champion made. But some people play him as top lane. The reason why is because his sustain is amazing. HOWEVER, all his sustain and harass/damage require him to be in melee range.
What to expect: Expect him to try to ignore you and out-sustain your harass with his passive and



What to do: Always try to keep harassing. His sustain is pretty strong if he constantly auto attacks. However, if he constantly does this, he will push your lane. Try to








Additional Notes:
- He is very easily kited, as his only crowd control and gap closer is his
Infinite Duress and has no ranged abilities
- Do not duel
Warwick unless you are ahead,
Warwick is one of the best 1v1 champions in game.
- Some
Warwick players do not go back even if they have less than 10% health. They will think they'll be able to sustain back health without dying. If they do stay in lane,
Ignite then first, then use the killing combo (shown above in Solo 1v1 Lane)
- In teamfights, if
Warwick uses
Infinite Duress on someone, any form of disrupting crowd control (such as stuns, silences, knock-ups, knock-backs, fears, ect.) will stop it. Unfortunately,
Yorick does not have any of these abilities. Tell someone who does have a disrupting crowd control to save an ability specifically for
Infinite Duress.
Kayles....interesting to deal with. She is ranged when her



What to expect: Expect








What to do:










Additional Notes:
Intervention does not cleanse nor prevent crowd control
Intervention does prevent true damage
- It is extremely difficult to kite
Kayle
Righteous Fury deals AoE damage, meaning if she uses it constantly, your lane will be pushed.
Pantheon is a early and mid game carry. He usually falls of late game compared to other champions such as






What to expect: Expect him to wait until level 3 before becoming aggressive. He will harass you with







What to do: If










Additional Notes:
Pantheon has no sustain
- He has no escapes, so ganks would have a high chance of success.
- He deals more damage if you're below 15 health.
- Keep in mind of his passive,
Aegis Protection, which blocks the next autoattack (includes
Omen of War
Singed is a mid game AP Bruiser carry. Early game he sucks, due to the mana cost of keeping

What to expect: Expect him to play very passively and last hit with auto attacks. He may occasionally turn on





What to do: Don't chase











Additional Notes:
Singed will always pick
Ghost as a summoner spell
- Never chased
Singed
Singed becomes a tank late game, so do not focus him.
- In order for
Singed to deal damage, he would have to be in melee range
Singed has no natural sustain
Singed is also amazing in kiting.







What to expect: If













What to do: Against an AP
















Additional Notes:
Nidalee is extremely mobile and therefore can easily kite you
- It is extremely difficult to catch a
Nidalee, due to
Pounce and
Prowl
- For AP
Nidalee, be careful for
Javelin Toss, as they have an extremely long range and deals tons of damage (keep in mind that it deals less damage the closer you are).
- If
Nidalee is taking advantage of brushes to avoid ghoul damage, ward it.


What to expect: Expect




What to do: Everytime he harasses you with





Additional Notes:
Parrrley is Gankplank's main damage source
- Avoid getting into melee range, as he would be building damage and would auto attack tons of damage
- Any damage from him will slow you (due to his passive
Grog Soaked Blade
He is the king of solo top juking. It is extremely hard to kill him. However, it is very easy to zone him and deny him farm.
What to expect:










What to do:He best counter to the hit-and-run strategy is to put a





Additional Notes:
- There is no way to see if
Wukong used decoy or not without stealth detection
- If you want to go for a kill or follow
Wukong, go to the path that would lead to the closest point of safety for him (usually the turret). He will probably use this path, unless he is smart and goes in a completely random direction.
- Wukong deals mostly physical damage
- He has no sustain nor ranged abilities



What to expect: Expect








What to do: Harass








Additional Notes:
Teemo is one of the best kiters in game
- If he builds attack speed, items such as
Randuin's Omen or
Frozen Heart will reduce his attack speed and severely hurt his damage output.
- Even though he's building primarily attack speed, expect some Ability Power too.
- Some
Teemos may use Camouflage to camp for a kill, to hide, or to get EXP without being harassed.
If I described


What to expect: Expect him to just farm early and do the occasional






What to do:Expect him to build fairly squishy damage-orientated build, similar to one of an AD carry. If he ever gets into melee range of you,








Additional Notes:
- His only ability that deals damage is
Alpha Strike
- 95% of his damage is from auto attacks, so be careful when dueling him
- He has decent sustain with
Meditate
- He has no escapes (expect maybe an
Alpha Strike to a minion)
- If he becomes a problem, build items such as
Frozen Heart.
- Interesting Fact: Without armor pen,
Master Yi will kill himself before he kills you if you have
Thornmail (assuming he is squishy and you build tank).
Some people say








What to expect: Expect him to want to farm his








What to do: Spam ghouls on him everytime he comes near a minion. The worst thing you can do is let




Additional Notes:
- The most important thing to keep in mind is a farmed
Nasus can hypercarry, and a
Nasus with no farm is useless.
- His only meaningful damage comes from auto attacks and
Siphoning Strike
- Be careful when he uses Whither, the slow increases on you over time


What to expect:







What to do: Stay away from him. If he doesn't get into melee range, he can't do anything to you if you're not close to him (His longest-ranged ability is 425 range, your






Additional Notes:
- Most of his damage is from melee attacks with
Frenzy as his harass/burst damage
- Without
Stormbringer all his damage is physical (Damage from
Sky Splitter is negligible)
- It's easy to kite him when you use
Omen of Pestilence on him, even if he uses
Thundering Smash
Poppy is an interesting lane. She has a passive that makes her tanky, a good amount of burst damage, a movement speed buff, and big gap closer/knockback and a ultimate that makes her one of the best divers in game. However, if


What to expect: Expect




What to do: Keep harassing








Additional Notes:
Poppy's only significant amount of damage is
Devastating Blow and auto attacks
- Try to stay away from walls, as
Heroic Charge stuns you and deals more damage if you hit it during it.
A




What to expect: Most












What to do: The key to beating a












Additional Notes:
- His weakest stage is at early levels, and starts becoming more powerful by level 6
- His weakness is that he has no sustain nor any ranged abilities
Counter Strike does NOT dodge auto attack modifiers, including
Omen of War, so you will still damage him even if he uses it.
- His late game is his strongest phase in the entire game, so focus on denying him early


What to expect: Expect him to farm early with auto attacks. His harass could either be












What to do:












Additional Notes:
Kennen is very strong in teamfights, due to his AoE damage and stuns.
Kennen is devastating to champions with channeled abilities, such as
Fiddlesticks'
Bountiful Harvest, as it'll be impossible to use it in teamfights
- His only escape is
Lightning Rush.
Most top laners are scared to lane against a





What to expect: Expect









What to do: The most important thing when laning against a






Additional Notes:
Apprehend has the same range of
Omen of Famine (550)
- The more stacks of
Hemorrhage that is on you, the more damage
Noxian Guillotine will deal
Darius is very susceptible to ganks and being kited
Darius has no escapes


What to expect:










What to do: Harass











Additional Notes:
- Don't dive
Lee Sin unless everything he has is on cooldown or you're very ahead. His escaping abilities will make it very difficult
- His only sustain is lifesteal from
Safeguard
- He deals virtually exclusive physical damage
Common Misconception:









What to expect: If







What to do:Keep harassing him with






Additional Notes:
- Aside from
Agony, he deals purely physical damage
- If you want to be aggressive, try to duel outside his
Contaminate.
Zed's a harasser who can go all in and burst someone down. He's and an assassin and fairly strong top laner, however, lacks sustain.
What to expect: In the early levels, expect him to harass you simply with









What to do: Keep moving to dodge his harass. Also, harass him whenever you find the chance, as he has no sustain. Be careful when you're below half health, as he can easily execute you. If he uses





Additional Notes:
[*]

[*]Zed deals purely physical damage
[*]He has no sustain

What to expect:










What to do: After level 6, I recommend you buy a








Additional Notes:
[*]

[*]

[*]The stealth from



What to expect: Expect Elise to initially harass with










What to do: Constantly harass






Additional Notes:
[*]

[*]

[*]

Hard Lanes / Soft Counters
If you find yourself facing against any of these champions, don't be worried. You will usually have a slight advantage or be equal in lane. These champions are champions who can out-play you or ignore your harass if played right, however they would usually require to be highly skilled (I'm talking about 1600+ elo) to counter you. Lane against these opponents with care, and don't play aggressive if you think they're out-playing you in trades. If you are a high elo player, play passively, as they will out-play

Many people believe that









What to expect: A common













What to do: If












Additional Notes:
- Be careful if you dive
Riven. She has 4 gap closers without including
Flash, an AoE stun, and
Wind Slash which can finish you off if you get outplayed.
Riven has no natural sustain
Riven deals purely physical damage



What to expect: Expect him to auto attack at early levels and use





What to do: Try to avoid him as much as you can early on, however, if he does get to melee range, use the










Additional Notes:
- He deals nearly entirely physical damage
- His
Slice and Dice can gap close up to 900 range. In contrast,
Omen of Pestilence is 600 range
- His sustain scales off how much damage [[Cull the Meek] deals. If there are less minions around him, he will heal less.
This man's early game is scary. He is an all-in champ. He jumps in the middle of your team and just assassins whoever he wants. Be especially careful in this lane, because if you give him a kill, he'll snowball like crazy.
What to expect: Expect him to start by autoattacking minions. If he decides to go to aggressive, he'll




What to do:If he jumps at you





Additional Notes:
- He's an all in champion. He either gets the kill or gets killed
- Very easy to bait
- Is a anti-carry late game, he'll assassin your AD carry
Jayce is naturally a very hard person to lane against. He is arguable one of the strongest top laners there is. He is very versatile, as he can be ranged and melee. He has a very strong harass, escape, hit and run burst, crowd control, wave clear, and damage in addition to being able to attack from a range. However, what he is missing is sustain, which is essential to beat a

What to expect:







What to do: The key thing is to spam ghouls at










Additional Notes:
- His autoattack range is shorter than your
Omen of Famine and
Omen of Pestilence.
- Remember: He has no sustain
- He is very fast with multiple movement speed buffs
Many people believe








What to expect: Expect him to try to ignore you and out-sustain your harass with






What to do: When facing both tank and AP







Additional Notes:
- Focus on denying
Cho'Gath early game, as it's going to be difficult to stop him mid game.
- Even though you should be going aggressive in order to stop him from farming, keep in mind that
Cho'Gath has a lot of burst (especially if he goes AP)
- Be careful when you're low around
Cho'Gath. Both tank and AP
Cho'Gath has a surprisingly large amount of burst damage just from
Feast (It has the same base damage as a fully stacked
Darius'
Noxian Guillotine).
- An early gank from your jungler may be the best way to set him behind and win the lane,




What to expect: IMPORTANT: THIS ONLY APPLIES TO TURTLE







What to do: Before you jump to conclusions, first see if it's















Agaisnt






Additional Notes:
Udyr has a 1.5 second global cooldown on all his abilities
Udyr does not have any ranged abilities
- He does not have an ultimate, and can level Pheonix Stance at level 1, unlike other champions who can only get their 4th abilities once per 5 levels.
I used to believe that






What to expect: Expect him to auto attack minions in order to get his passive,







What to do: If you want to win a













Additional Notes:
Nunu & Willump is terrible at farming, as he is built Ability Power, his
Consume has a giant cooldown, and his
Ice Blast would probably used to harass instead in farming
- If you're near a brush and you're slowed for no reason at all, run away from the brush, or even
Flash, because there's a
Nunu & Willump chanelling
Absolute Zero and you don't want to be near it.
- If you think your can consistently get to melee range, max
Omen of War 2nd, or even first.
When and Why?
There are many situations where a 2v1 lane swap would work out to your favour:
Getting the late game AD carry farmed
In a normal lane, a late game hyper-carry such as


Aggresive fast push strategy
You're most likely going to do this when your in a premade. Essentially, this strategy is if you want to get all 3 outer turrets in a short amount of time. This can be risky, and backfire. Explaining how this strategy works is a guide in it's own. But if you want to know how to do it, watch streams of teams like CLG NA.
Early game top laner
If they enemy laner is a top laner that is scary and snowballs hard, putting them in a 2v1 lane makes their ability to farm or get kills becomes almost impossible (unless your duo lane is bad). Of course, Yorick would win most of the lanes either ways, but its easier to deny them gold by putting them agaisnt 2 enemies. It can also be used for champions who might be difficult to lane agaisnt as Yorick (such as


Knowing your opponent
There are many things you have to expect in a 2v1 lane, and how to react to it. Usually, you look at the support, not the AD carry, to choose how you would play:
Aggresive
These supports include:




These supports job is to set up kills for you. This lane can go either two ways: Horribly wrong or Amazingly great. ALWAYS remember what their ranges on their spells are. A



Healer
These supports include:




When facing these supports, focus less on harassing them, and more on trying to last it. The support would be able to heal any damage you deal on them. Also, they would be less aggressive,
and therefore less of a threat. Remember to use your

Poke/Harasser
These supports include:





This would be the easiest lane for you. Your sustain from


Lane control and going back
Lane Control
Like a solo lane, you would want to freeze the lane. However, you now want to freeze the lane to make it more difficult to dive you, not so your lane would be pushed back. If you see that there is a significant amount of minions more on their side than on your side, use your ghouls to push. As it's a 2v1 lane, your lane will probably be always pushed to your turret. The only time you would want to push to their turret is if they're roaming.
Going back
Sometimes, you're just going to have to let the turret fall or go back. Here's some situations where it would be smart to retreat:
- Turret is < 10% HP and your lane is pushed
- You see a 4 man gank coming (chances are low you're going to live)
- They can dive you (usually less than 25% HP)
Farming
There's only 2 situations where you should last hit with auto attacks:
1.Under a turret
Unless they're diving you, it would be safe to farm under it. To last hit under a turret keep this in mind:
Melee minions:
It takes 2 turret shots and 1 auto attack to kill it. That means to last hit it successfully, its best to let 2 turret shots hit it, then auto attack it.
Ranged minions:
It takes 1 turret shot and 2 auto attacks to kill it. That means if you want to last hit it, hit it once, let a turret shot hit it, then hit it again. Your attack speed is not fast enough to hit it twice before another turret shot hits it.
2.When they can't duel you
If you manage to get them low enough where they're not certain they can kill you in a duel, it is safe to farm. That happens if you have at least 2 times more health than them. If they try to attack you, then use the [Omen of Pestilence] [Omen of Famine] combo. If they try to duel you, kill him. Also, if their support or AD carry left the lane, it is always safe to farm (remember to use Sight Wards though in case of ganks)
Protecting the Turret
Especially in higher elo 5v5 ranked, the enemy duo lane may try to shove the lane at you and try to get the turret before your team does. Why









Protecting the AD carry
When and Why?
You would want to protect the AD carry in the following situations:
- Your AD carry is fed
- Your AD carry is being heavily focused/bursted down
- Your AD carry is a late game carry (such as
Vayne
Kog'Maw)
You would want to protect your AD carry because in teamfights, especially late game, the AD carry is the most vital person in the team. They deal the most sustained damage out of everybody (excluding champions such as


What to do
1. Clone the AD Carry with

2. Control the clone to attack a target (use Alt + Click the target). The target should be either the person who is the most direct threat to the AD carry (Ex. a


3. Spam your



4. Autoattack the target, then repeat step 3 when possible.
Killing a target
When and Why?
You would want to kill the target rather than protect your AD carry if:
- The enemy team is not heavily focusing the AD carry
- Your AD carry is not constantly being the first to die in teamfights
- The teamfight is happening in the early/mid game (where AD Bruisers outdamage AD carries)
- The AD carry is extremely difficult to kill (Ex. He has a
Guardian Angel, a
Zilean with
Chronoshift,or has a big gap closer such as
Tristana's
Rocket Jump)
- The AD carry is not worth protecting (deals no damage, has no items)
- Extremely fed enemy target who is literally single handedly winning the teamfight, and is killable
What to do
1.Select the Target:
Ask youself these questions
- How much of an impact does the target have on the teamfight?
- How much sustained damage does the target deal?
- How easy is it to kill him?
If you can't decide who to pick, just target the AD carry, as the AD carry is usually the best target.


3. Use the clone to attack the target (Alt+Click them), you'll be shocked on how much damage the clone deals.
4. Use your


5. Get in melee range of the target then use

*Note: If you cannot get into melee range in a reasonably short period of time or safely, pick another target.
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