[Top 10] LoL Best Champions To Outplay The Enemy Team

Best Champions to Outplay Enemies
Let's Show Them How It's Done!


[Top 10] LoL Best Champions to Outplay the Enemy Team

10-Samira

Checkout Samira in action: https://www.youtube.com/watch?v=Y8TA0YS_N7Y (0:39) (Alealsife)

“Virtues, I've got a few. Vices, a few more.”

Ever heard about roses blooming in the desert?

Well, obviously, you haven’t heard about Samira.

The Desert Rose, Samira, stares death in the eye with unyielding confidence, seeking thrills wherever she goes. After her Shuriman home was destroyed as a child, Samira found her true calling in Noxus, where she built a reputation as a stylish daredevil, taking on dangerous missions of the highest caliber. Samira is at her best in life-or-death situations. Armed with black-powder pistols and a custom-made blade, she kills anyone who gets in her way with style.

Samira’s strengths:

  • Samira has high snowballing potential.
  • She has strong team-fighting ability.
  • She has a high skill ceiling.
  • Her powerful passive gives her fast movement, which lets her join and leave team fights quickly.

Samira’s Weaknesses:

  • Samira is a bit hard to master.
  • She requires quick thinking.
  • She is prone to being a famine feast.

Samira’s Abilities:

Passive:

Samira builds a combo by hitting attacks or abilities unique from the previous hit, accumulating one Style stack for 0.5 seconds, stacking up to 6 times. Samira's attacks in melee range deal additional 2 - 19 (based on level) (+3.5% bonus Attack Damage - 10.5% bonus Attack Damage) magic damage. Samira's attacks against enemies already knocked up keeps them in the air for at least 0.5 seconds.

Q:

Samira fires a shot, dealing 0/5/10/15/20 (+85/95/105/115/125% bonus Attack Damage) physical damage to the first enemy hit.
If this ability is cast towards an enemy in melee range, Samira will instead slash with her sword, dealing 0/5/10/15/20 (+85/95/105/115/125% bonus Attack Damage) physical damage.

W:

Samira slashes around her for 0.75 seconds, damaging enemies twice for 20/35/50/65/80 (+80% bonus Attack Damage physical damage each and destroying any enemy missiles that enter the area.

E:

Samira dashes through an enemy (including turrets), slashing enemies she passes through dealing 50/60/70/80/90 20% bonus Attack Damage magic damage and gaining 20/25/30/35/40% Attack Speed for 3 seconds. Enemy champion takedowns refresh Wild Rush's cooldown.

R:

Samira can only use this ability if her current Style rating is S.
Samira unleashes a torrent of shots from her weapons, wildly shooting all enemies surrounding her 10 times over 2 seconds, each shot dealing 5/15/20 (+50% bonus Attack Damage) physical damage and applying lifesteal. Each shot can also critically strike.

Why Samira?!

  • Samira is an extremely fun and rewarding champion to play with.
  • Samira's passive is daredevil Impulse.
  • Damaging enemies builds a “style rank,” a letter grade that increases with each hit.

What makes Samira one of the best champions to outplay enemies:

  • Samira has an incredibly strong all-in, which allows her to go for kills frequently, especially when the enemy overextends or walks too far forward.
  • Her Ultimate R is an incredibly strong tool in team fights.
  • Samira’s utility and ability to dash allow her to escape sticky situations, making her an incredibly strong and mobile champion.

 

9-Fiora

Checkout Fiora in action: https://www.youtube.com/watch?v=L728R632TxE (0:10) (Blasfemia Aleluya)

“I have come to kill you for the sake of honor. And though you possess none, still you die.”

The most feared duelist in all Valoran, Fiora is as renowned for her brusque manner and cunning mind as she is for the speed of her bluesteel rapier. Born to House Laurent in the kingdom of Demacia, Fiora took control of the family from her father in the wake of a scandal that nearly destroyed them. House Laurent's reputation was sundered, but Fiora bends her every effort to restore her family's honor and return them to their rightful place among the great and good of Demacia.

Fiora’s Strengths:

  • Fiora has amazing mobility and doesn’t require boots until later in the game.
  • She has a high amount of damage.
  • She is a playmaker.
  • She handles the early, mid, and late game perfectly.

Fiora’s Weaknesses:

  • Fiora is heavily based on matchup-game knowledge.
  • If she misses her Q on a minion or champion, she is exposed.
  • It takes a bit of time to master her.

Fiora’s Abilities:

Passive:

Fiora challenges nearby enemy Champions to dodge her. She calls out a direction from which she will try to strike. If she can complete her own challenge, she deals 3% (+4.5% per 100 bonus attack damage) of target's maximum health as true damage, heals for 35 - 100, gains 15/25/35/45 (15% + 10%* Grand Challenge's Rank)% bonus movement speed, and calls out a new direction.

Q:

Fiora lunges in a direction and stabs a nearby enemy, dealing 70/80/90/100/110 (+60% bonus Attack Damage) physical damage and applying on-hit effects. This attack prioritizes Vitals and enemies it will kill. If this ability hits an enemy, 50% of its cooldown is refunded.

W:

Fiora parries all incoming damage, debuffs, and disables for the next 0.75 seconds and then stabs in the target direction.
The stab deals 110/150/190/230/270 (+100% bonus Ability Power) magic damage to the first enemy champion hit and slows their movement and attack speed by 50% for 2 seconds. If Fiora parries an immobilizing effect, Riposte stuns instead of slowing.

E:

Fiora gains 50/60/70/80/90% attack speed for her next two attacks. The first attack cannot critically strike, but will apply a 30% slow for 1 second. The second attack is guaranteed to critically strike for 160/170/180/190/200% damage.

R:

Fiora reveals all four Vitals on target champion. In addition, Fiora gains Duelist's Dance's movement speed bonus while near the target.
If Fiora hits all 4 Vitals in 8 seconds or if the target dies after she has hit at least one, Fiora and her allies in the area are healed for 75/110/125 (+60% bonus Attack Damage) each second for between 2 to 5 seconds, scaling with the amount of Vitals hit.

Why Fiora?!

  • Fiora is one of the best Top Lane playmakers who, when used correctly, can be extremely effective.
  • There are no hard counters against Fiora, as she is very versatile based on her kit and has the potential to outplay her opponents.
  • Fiora is very strong in the laning phase, but she also scales really well.
  • Fiora will become unstoppable in the late game.

What makes Fiora one of the best champions to outplay enemies:

  • Her Passive, combined with her Q, enables her to deal significant damage to both squishies and tanks while allowing her team to do what they want.
  • Her W is the most important ability in her kit, and she can completely negate any form of damage or CC with that ability.
  • If she manages to find someone separated from their team, she can go one-on-one with them easily, even if she is behind.

 

8-Fizz

Checkout Fizz in action: https://www.youtube.com/watch?v=ubAVa3OdgOE (0:22) (Hecegod)

“You people can’t even breathe water. You’re boring.”

Fizz the Tidal Trickster is an amphibious yordle, who dwells among the reefs surrounding Bilgewater. He often retrieves and returns the tithes cast into the sea by superstitious captains, but even the saltiest of sailors know better than to cross him—for many are the tales of those who have underestimated this slippery character. Often mistaken for some manner of capricious ocean spirit, he seems able to command the beasts of the deep, and delights in confounding his allies and enemies alike.

Fizz’s Strengths:

  • Fizz is a hypermobile champion.
  • He has crazy snowball potential.
  • He’s got amazing bad manners.

Fizz’s Weaknesses:

  • As an assassin, his job is to dive in and kill an enemy carry, but when he is behind, he can’t get that job done even with a full combo.
  • He’s only useful at melee range.

Fizz’s Abilities:

Passive:

Fizz's dexterity allows him to move through units and take 8 (+ 2% bonus Ability Power) less physical damage from all sources of damage.

Q:

Fizz dashes through his target, dealing 100% Attack Damage physical damage plus 10/25/40/55/70 (+55% bonus Ability Power) magic damage. This spell applies on-hit effects.
Seastone Trident is applied to all enemy units Fizz passes through during his dash.

W:

Passive: Fizz's basic attacks bleed his enemies, dealing 20/30/40/50/60 (+50% bonus Ability Power) magic damage over 3 seconds.
Active: Fizz's next basic attack deals an additional 50/70/90/110/130 (+50% bonus Ability Power) bonus magic damage and empowers Fizz's attacks for 3 seconds, dealing an additional 10/15/20/25/30 (+35% bonus Ability Power) magic damage on hit.
If the first attack kills a target, it refunds 20/28/36/42/50 mana, resets its cooldown to 1 second and does not grant the 3 second on-hit buff.

E:

Fizz hops on his trident towards the cursor, becoming briefly untargetable.
Reactivation: Fizz cancels the spell early, jumping towards the cursor a second time and dealing 70/120/170/220/270 (+90% bonus Ability Power) magic damage to nearby enemies.
If Fizz does not reactivate, he deals damage in a larger area and slows all enemies hit by 40/45/50/55/60% for 2 seconds.

R:

Fizz launches a fish that attaches to the first enemy champion it hits, slowing them and attracting a shark. After 2 seconds, the shark erupts out of the ground, knocking its target up and knocking other enemies aside.
The farther the fish travels before attaching, the bigger the shark it attracts, dealing 150/250/350 (+80% bonus Ability Power) to 300/400/500 (+120% bonus Ability Power) magic damage and slowing by 40% to 80%. Seastone Trident applies to the champion the fish attaches to and targets hit by the shark.

 Why Fizz?!

  • You get some kind of sick, twisted enjoyment out of nuking out a squishy and then flip-flopping your way to safety.
  • At level 6, Fizz gains access to his Ultimate R, which is a great tool at all stages of the game.
  • Once Fizz has recalled and picked up his first item, he’ll be able to dish out a lot of damage quite quickly.

What makes Fizz one of the best champions to outplay enemies:

  • Fizz has a lot of outplay potential with his E. The increased mobility allows him to get on the enemy quickly, dodge incoming damage, and escape ganks easily.
  • His R deals a lot of damage and has a large radius.
  • Fizz is an assassin and can take down squishy champions easily.
  • He is incredibly strong in the mid-game if he can get picks.

 

7-Kai’Sa

Checkout Kai’Sa in action: https://www.youtube.com/watch?v=Hivv-TmRi9w (0:11) (Jonathan Castro)

“My appearance may frighten you, but make no mistake—I am on your side, and we fight to the bitter end.”

Claimed by the Void when she was only a child, Kai'Sa managed to survive through sheer tenacity and strength of will. Her experiences have made her a deadly hunter and, to some, the harbinger of a future they would rather not live to see. Having entered into an uneasy symbiosis with a living Void carapace, the time will soon come when she must decide whether to forgive those mortals who would call her a monster, and defeat the coming darkness together… or simply to forget, as the void consumes the world that left her behind.

Kai’Sa’s Strengths:

  • Kai’Sa is a hybrid of a marksman and an assassin.
  • She is really good against melees and kiting.
  • She has high survivability.
  • She has high burst and DPS.

Kai’Sa’s Weaknesses:

  • Kai’Sa has a weak early game until she evolves her Q.
  • She’s hard to play when out of range.
  • She could be mechanically challenging.

Kai’Sa’s Abilities:

Passive:

Kai'Sa's basic attacks stack Plasma for 4 seconds, dealing 5 - 23 (+1 - 12 per Plasma stack) (+15/25% bonus Ability Power [based on Plasma stacks] ability power) bonus magic damage. Allies' immobilizing effects help stack Plasma. Additionally, Kai'Sa's item purchases upgrade her basic spells to have more powerful properties.
Enemies with 5 Plasma stacks are ruptured, consuming them to deal 15%(+6% per 100 ability power) of target's missing health as magic damage. Maximum 400 against monsters.

Q:

Kai'Sa launches 6 missiles that split among nearby enemies, each dealing 40/55/70/85/100 (+50% bonus Attack Damage) (+30% bonus Ability Power) physical damage. Additional hits on a champion or monster deal 25% damage (max: 90/123.75/157.5/191.25/225 (+112.5% bonus Attack Damage) (+56.25% bonus Ability Power)).
Evolved Max Single-Target Damage: 150/206.25/262.5/318.75/375 (+187.5% bonus Attack Damage) (+93.75% bonus Ability Power)
Living Weapon - 100 Bonus Attack Damage - Icathian Rain fires 12 missiles.
Minions below 35% health take 200% damage.

W:

Kai'Sa fires a Void blast that grants True Sight on the first enemy hit, deals 30/55/80/105/130 (+130% bonus Attack Damage) (+45% bonus Ability Power) magic damage, and applies 2 stacks of Plasma.
Living Weapon - 100 Ability Power - Void Seeker applies 3 stacks of Plasma and refunds 77% cooldown on champion hit.

E:

Kai'Sa spends 1.2 - 0.6 (based on bonus attack speed) seconds Supercharging her Void Energy. She gains 55/60/65/70/75% Movement Speed during the charge, and 40/50/60/70/80% Attack Speed for 4 seconds when charged.
Living Weapon - 100% Attack Speed - Supercharge grants Invisibility for 0.5 seconds.
Basic attacks reduce Supercharge's cooldown by 0.5 seconds. Supercharge's cast time and Movement Speed improve with Attack Speed.

R:

Kai'Sa warps to a location near an enemy champion affected by Plasma, gaining a shield that absorbs 70/90/110 (+100/150/200% Attack Damage) (+120% bonus Ability Power) damage for 2 seconds.

 Why Kai’Sa?!

  • Kai’Sa is a really fun champion to play with.
  • As the game progresses, she becomes incredibly slippery, making her a good ADC to pick into assassins and bruisers.
  • She may be squishy, but she has plenty of self-peeling and damage to deal to targets who are singled out.

What makes Kai’Sa one of the best champions to outplay enemies:

  • Kai’Sa is a late-game monster, an assassin marksman who can burst squishies and kite tanks.
  • Her E and Ultimate R allow her to be independent in the lane, while her support roams around to get some kills or assists.
  • Her Ultimate R can be used as a way to catch up with and finish opponents as well, especially after they flash or dash away from her.
  • Her hybrid damage and very flexible build make it hard to build against her, and with such an adaptable playstyle, she can fit into almost any team comp.

 

6-Yasuo

Checkout Yasuo in action: https://www.youtube.com/watch?v=H_90oZNfheA (Tomvs16)

“Death is like the wind—always by my side.”

An Ionian of deep resolve, the Unforgiven Yasuo is an agile swordsman who wields the air itself against his enemies. As a proud young man, he was falsely accused of murdering his master—unable to prove his innocence, he was forced to slay his own brother in self-defense. Even after his master's true killer was revealed, Yasuo still could not forgive himself for all he had done, and now he wanders his homeland with only the wind to guide his blade.

Yasuo’s strengths:

  • Yasuo has high mobility.
  • He has a very good and fast wave clear.
  • He has high snowball potential.

Yasuo’s Weaknesses:

  • He is a bit squishy in the early game.
  • He has a high skill cap.
  • He has low escape abilities.

Yasuo’s Abilities:

Passive:

Yasuo's Critical Strike Chance is doubled. Additionally, Yasuo builds toward a shield whenever he is moving. The shield triggers when he takes damage from a champion or monster.
Critical strike chance above 150% is converted into 0.4 bonus attack damage per 1% additional critical strike chance.

Q:

Thrusts forward, dealing 20/45/70/95/120 (+105% Attack Damage) physical damage.
On hit, Steel Tempest grants a stack of Gathering Storm for 6 seconds. At 2 stacks, Steel Tempest fires a whirlwind that knocks Airborne.
Steel Tempest is treated as a basic attack: It can critically strike (+60% critical damage), applies on-hit effects, is interruptible by crowd control and its cooldown and cast time are reduced by Attack Speed.
If cast while dashing, Steel Tempest will strike as a circle.

W:

Creates a moving wall that blocks all enemy projectiles for 4 seconds.

E:

Dashes through target enemy, dealing 60/70/80/90/100 (+60% bonus Ability Power) (+20% bonus Attack Damage) Magic Damage. Each cast increases your next dash's base Damage by 25%, up to 50%.
Cannot be re-cast on the same enemy for 10/9/8/7/6 seconds.
If cast while dashing, Steel Tempest will strike as a circle.

R:

Blinks to an Airborne enemy champion, dealing 200/350/500 (+150% bonus Attack Damage) physical damage and holding all Airborne enemies in the area in the air for an additional 1 second. Grants maximum Flow but resets all stacks of Gathering Storm.
For 15 seconds, Yasuo's critical strikes gain 50% Bonus Armor Penetration - this affects Armor from items, buffs, runes and masteries.

Why Yasuo?!

  • Yasuo will gain a small spike whenever he puts an additional point in his Q.
  • Once Yasuo gets his first item component, he will get a significant boost in his dueling potential.
  • He can focus on poking the enemy with his Q tornado and then use his Ultimate R to finish the low-health target off.

What makes Yasuo one of the best champions to outplay enemies:

  • Yasuo deals all critical strike damage, backed up by a lot of life steal and attack speed, which allow him to do a lot more damage to the Baron.
  • His W, Wind Wall, to block the Baron’s attacks for a bit of time.
  • Post-six, he becomes extremely strong due to his Ultimate R crowd control as well as the bonus armor penetration he gets upon using it.

 

5-Irelia

Checkout Irelia in action: https://www.youtube.com/watch?v=OmG30s0zzSU (0:09) (Kamiito Channel)

“There was a time when I danced only for myself. Now, I dance for the First Lands.”

The Noxian occupation of Ionia produced many heroes, none more unlikely than young Irelia the Blade Dancer of Navori. Trained in the ancient dances of her province, she adapted her art for war, using the graceful and carefully practised movements to levitate a host of deadly blades. After proving herself as a fighter, she was thrust into the role of resistance leader and figurehead, and to this day remains dedicated to the preservation of her homeland.

Irelia’s Strengths:

  • Irelia is insanely good at farming, easy to get high CS per minute.
  • She has a strong early and midgame.
  • She has great mobility on the waves.
  • She possesses exceptional mechanical ability.

Irelia’s Weaknesses:

  • She is sensible to Crowd Controls.
  • Because she has so many options, she's a little difficult to itemize.
  • Might fall off late in the game.

Irelia’s Abilities:

Passive:

When Irelia strikes enemies with spells she gains 1 Ionian Fervor stack, up to 4 stacks. Ionian Fervor lasts for 6 seconds refreshing the duration when hitting enemies’ champions with basic attacks.
Ionian Fervor: Irelia's gains 7.5/13.75/20% (at levels 1/7/13) bonus attack speed per stack up to 40/60/80% (at levels 1/7/13). At maximum stacks Irelia's basic attacks deal 10 - 61 (at levels 1 - 18) (+20% bonus Attack Damage) bonus magic damage on hit.

Q:

Irelia dashes to an enemy, dealing 5/25/45/65/85 (+60% Attack Damage) physical damage, applying on-hit effects and healing for 12/14/16/18/20% Attack Damage health.
Bladesurge's cooldown is reset if the target was Marked or dies to Bladesurge.
Bladesurge deals 55% bonus damage to minions.

W:

First Cast: Irelia aligns her blades into a defensive formation, gaining 40 - 70% physical damage and 20 - 35% magic damage reduction (at levels 1- 18 both) but becoming unable to act.
Second Cast: Irelia swipes her blades, dealing 10/25/40/55/70 (+40% Attack Damage) (+40% bonus Ability Power) physical damage. Damage increases with charge time, up to 30/75/120/165/210 (+120% Attack Damage) (+120% bonus Ability Power) after 0.75 seconds.
Defiant Dance cannot be interrupted.
Quick Cast: Hold and release instead of casting twice.

E:

Irelia readies 2 blades that will fly towards each other once placed, dealing 80/125/170/215/260 (+80% bonus Ability Power) magic damage and stunning for 0.8/0.9/1/1.1/1.2 seconds.
Champions and large monsters are Marked for 6 seconds.

R:

Irelia launches a storm of blades that explode outward upon hitting a champion. The blades deal 125/250/375 (+70% bonus Ability Power) magic damage and Mark champions and large monsters for 5 seconds.
Irelia then forms the blades into a wall for 2.5 seconds. Passing through the wall deals 125/250/375 (+70% bonus Ability Power) magic damage amd slows by 90% for 1.5 seconds.
Bladesurge's base cooldown is reduced by 0.5/1.5/2.5 seconds.

Why Irelia?!

  • Irelia is excellent at skirmishing due to her mobility, damage reduction, and Ultimate R
  • Irelia is especially good in fights, specifically fights that occur around choke points.
  • Her opponent will have to be very careful as Irelia can decimate them with her Ultimate R and Q should they get hit by the initial Ultimate R cast.

What makes Irelia one of the best champions to outplay enemies:

  • The damage she can deal with a fully stacked Passive, along with her increased damage to shield mechanic, allows her to perform a lot of outplays if she uses her Q in a proper fashion along with her Passive, which can allow her to get rid of multiple enemies single-handedly.
  • Her E allows her to land a multi-man CC chain, which can be used as an extension of CC to already CC’d targets.
  • Her Ultimate R not only prevents the enemy from escaping quickly, but it also allows her teammates to land their own CC on the slowed/trapped enemy team, which can act as a very effective initiation tool that scores her team a win.

 

4-Katarina

Checkout Katarina in action: https://www.youtube.com/watch?v=OSnwYnqDrUM (6:22) (Katlife)

''Never question my loyalty. You will never know what I endure for it.''

Decisive in judgement and lethal in combat, Katarina the sinister blade is a Noxian assassin of the highest caliber. She made her name as the eldest daughter of the legendary General Du Couteau by executing quick kills on unsuspecting enemies. Her fiery ambition has driven her to pursue heavily guarded targets, even at the risk of endangering her allies—but no matter the mission, Katarina will not hesitate to execute her duty amid a whirlwind of serrated daggers.

Katarina’s Strengths:

  • Katarina has  strong early 2v2 and 3v3 skirmishes.
  • She has a very fun playstyle.
  • She has a very high skill cap.
  • Katarina has high snowball potential.

Katarina’s Weaknesses:

  • Katarina has a weak laning phase.
  • She relies on her enemies’ mistakes.
  • She can be countered by CC.

Katarina’s Abilities:

Passive:

Dagger's grant sight of their radius and will disappear after being on the ground for 4 seconds.
You can Shunpo to any direction of the Dagger's, if it’s close to a wall, you can even go over them.
Dagger's apply on-hits and Sheen.

Q:

Bouncing Blades always lands opposite from the first target struck.
Since Bouncing Blades always bounces 3 times, try to Q 2 Minions into a Champion, this does not draw Aggro and makes the Dagger land closer and faster next to the Enemy.
Most of the time when you engage, you start with Shunpo into Preparation, then you wait to see where enemy goes, and only then you cast your Bouncing Blades.

W:

You become ghosted when using Preparation.
Use Preparation near a Wall to Shunpo over it.
Don't be afraid to just use it for the Movementspeed to dodge Key Spells or to just reset your Shunpo when chasing.
The oldest trick in the book, try to Setup Preparation and run away so people step on it.

E:

You can Shunpo to Jungle Plants (even to Honey Fruit, over the wall) and allied Nidalee W Bushwhack or Reksai E Tunnel or on Enemies like Gangplanks E Powder Keg or Jhin W Captive Audience.
You can Shunpo to Dagger's before they land, making your Shunpo have a shorter Cooldown.Shunpo resets Katarina's basic attack.
Always Shunpo to Enemy Champions on Daggers, since the Shunpo itself will not deal damage if its not in range.
Shunpo apply's on-hits and Sheen.

R:

Death Lotus will light up once an enemy champions gets into range, this also counts for Invisible Champions like Akali's W Twilight Shroud.
Each dagger counts as a separate hit for Conqueror & Electrocute.
You can use Ignite and Exhaust while channeling Death Lotus.

Why Katarina?!

  • Katarina is a strong roaming champion.
  • If your allies are strong, look to roam frequently to get extra kills and snowball your lead.

What makes Katarina one of the best champions to outplay enemies:

  • One item is enough to get Katarina’s snowball rolling in the game.
  • Even if she is behind on CS, she can easily make it up by roaming around the map and cleaning up kills.
  • She can even perform tower dives with her team if the enemy team lacks CC or if her teammate is taking the turret aggro.
  • Her E cooldown reset mechanic allows her to get multiple kills in a very short span.

 

3-Shaco

Checkout Shaco in action: https://www.youtube.com/watch?v=_n7bnm8nTew (0:05) (Desperate Shaco Clips)

“Whatever you do, don't tell him you missed the punch line.”

Crafted long ago as a plaything for a lonely prince, the enchanted marionette Shaco the Demon Jester now delights in murder and mayhem. Corrupted by dark magic and the loss of his beloved charge, the once-kind puppet finds pleasure only in the misery of the poor souls he torments. He uses toys and simple tricks to deadly effect, finding the results of his bloody “games” hilarious—and for those who hear a dark chuckle in the dead of night, the Demon Jester may have marked them as his next plaything.

Shaco’s Strengths:

  • Shaco is a flexible pick.
  • He’s got excellent objective control.
  • He handles late games perfectly.

Shaco’s Weaknesses:

  • He can be a poor waveclearer.
  • His early game is a bit weak.
  • He's tough to farm against ADCs and zoning mage.
  • He can’t roam much.

Shaco’s Abilities:

Passive:

Shaco's basic attack critically strikes for 20 - 35 (at levels 1 - 18) (+25% bonus Attack Damage) extra damage when striking a unit from behind. Units can't be Backstabbed more than once every 3 seconds, modified by Shaco's cooldown reduction.

Q:

Shaco teleports nearby and becomes Invisible for 2.5/2.75/3/3.25/3.5 seconds. Shaco remains Invisible even if he uses Jack in the Box or Hallucinate.
His next basic attack during Invisibility deals 25/35/45/55/65 (+50% bonus Attack Damage) (+30% bonus Ability Power) bonus physical damage. If attacking from behind, this attack also critically strikes for 130% damage.
Stealth - Invisible: Shaco can only be revealed by nearby enemy Turrets or True Sight.

W:

Shaco creates a Jack in the Box that hides from view after 2 seconds. It pops out when an enemy comes near or when uncovered by a control ward, making nearby enemies flee very slowly for 0.5/0.75/1/1.25/1.5 seconds (2 seconds for minions and monsters).
It attacks all nearby enemies for 10/15/20/25/30 (+12% bonus Ability Power) magic damage, increased to 25/40/55/70/85 (+18% bonus Ability Power) if it is attacking only one enemy. It lasts for 49 (+10% bonus Ability Power) seconds while hidden or 5 seconds while firing.
Jack in the Box's attacks deal an additional 10/20/30/40/50 damage to monsters.

E:

Passive: While Two-Shiv Poison is ready to cast, Shaco's basic attacks reduce the target's movement speed by 20/22.5/25/27.5/30% for 2 seconds.
Active: Shaco throws a shiv that deals 70/95/120/145/170 (+75% bonus Attack Damage) (+60% bonus Ability Power) magic damage and reduces the target's movement speed by 20/22.5/25/27.5/30% for 3 seconds. The shiv's damage is increased by up to 50% on targets below 30% health.

R:

Shaco vanishes briefly and reappears with a clone. The clone lasts up to 18 seconds and detonates when it dies, dealing 150/225/300 (+70% bonus Ability Power) magic damage to nearby enemies and spawning three mini Jack in the Boxes that trigger immediately.

Mini boxes deal 10/20/30 (+10% bonus Ability Power)(+15% bonus Ability Power) if attacking only one enemy), make enemies flee for 1 second(s), and trigger together.
Clone deals 60% of Shaco's damage and receives 50% increased damage.

The clone can be controlled by holding the alt key and using the right mouse button or by reactivating this ability.

Notes!

Shaco Appears at 200 units range in the direction of Shaco's cursor, facing the clone
Clone Appears at 200 units range in the opposite direction of Shaco's cursor, facing Shaco

Why Shaco?!

  • His early ganks are extremely strong, mainly due to his summoner spell choices.
  • Shaco is pretty decent during team fights, which is mainly because his clone can cause all-around mayhem for the enemy team.
  • His ability to sneak behind the enemy team is phenomenal.

What makes Shaco one of the best champions to outplay enemies:

  • He isn’t only a threat on a physical level, but the mental warfare he instils in the enemy squishies allows Shaco to make multiple plays that other Champions can’t make.
  • His W can allow him to disengage as well as surprise all-in champions easily, which also acts as a counter to carries who have dashes and rely on kiting to win fights.
  • His Q allows him to get out of sticky situations with ease, and when combined with his Ultimate R, his enemy can be baited to attack the clone and CC the enemy team/champion that attacked it.

 

2-LeBlanc

Checkout LeBlanc in action: https://www.youtube.com/watch?v=6qHjQZNG93c (0:10) (Troll4lol)

“A rose cannot grow in darkness. It dies, and the darkness grows…”

Mysterious even to other members of the Black Rose cabal, LeBlanc, the Deceiver, is but one of many names for a pale woman who has manipulated people and events since the earliest days of Noxus. Using her magic to mirror herself, the sorceress can appear to anyone, anywhere, and even be in many places at once. Always plotting just out of sight, LeBlanc's true motives are as inscrutable as her shifting identity.

LeBlanc Strengths:

  • LeBlanc has high mobility.
  • She’s got insane burst damage.
  • She has high snowball potential.
  • She is an extremely fun champion to learn.

LeBlanc Weaknesses:

  • Her auto-attack animation makes it hard to farm.
  • If not farmed up well, she might fall behind.
  • She has a bit of a high skill cap.

LeBlanc abilities:

Passive:

When LeBlanc drops below 40% health, she becomes invisible for 1 second and creates a Mirror Image that deals no damage and lasts for up to 8 seconds. Mirror Image has a 1 minute cooldown.
Mirror Image can be controlled by holding the Alt key and using the right mouse button.

Q:

LeBlanc projects a sigil, dealing 65/90/115/140/165 (+40% bonus Ability Power) magic damage and marking the target for 3.5 seconds.
Damaging the marked target with an ability detonates the sigil, dealing 65/90/115/140/165 (+40% bonus Ability Power) magic damage.

W:

LeBlanc dashes to a location, dealing 75/115/145/195/235 (+60% bonus Ability Power) magic damage to enemies near her destination.
For the next 4 seconds, activate Distortion again to return LeBlanc to her starting location.

E:

LeBlanc launches a chain that shackles the first enemy hit, dealing 50/70/90/110/130 (+30% bonus Ability Power) magic damage and granting True Sight of the target.
If the target remains shackled for 1.5 seconds, LeBlanc roots them for 1.5 seconds and deals an additional 80/120/160/200/240 (+70% bonus Ability Power) magic damage.

R:

LeBlanc mimics her most recent spell, casting it again.
Mimicked Sigil of Malice and Ethereal Chains deal 70/140/210 (+40% bonus Ability Power) magic damage, plus 140/280/420 (+80% bonus Ability Power) magic damage from their mark and root, respectively.
Mimicked Distortion deals 150/300/450 (+75% bonus Ability Power) magic damage.

Why LeBlanc?!

  • Her Q, W combo should be enough to chunk the enemy laner's health bar.
  • Her core items should allow her to blow up any squishy target she sets her eyes upon.
  • When she gets access to her E combined with her initial Q and W combo and ignites, she can quite literally kill someone at level three.

What makes LeBlanc one of the best champions to outplay enemies:

  • If Leblanc gets a kill or two, she can snowball the lane and get herself further ahead easily.
  • She has a gap closer and escape ability thanks to her W, which makes her a huge threat in lanes and makes her somewhat safe from ganks.
  • Leblanc has good wave clear thanks to her W, which allows her to match or outpush most laners.

 

1-Rengar

Checkout Rengar in action: https://www.youtube.com/watch?v=NsbGRaLhqx8 (0:06) (Garen Main)

 “Prey on the weak and you may survive. Prey on the strong and you will truly live.”

Rengar the Pridestalker is a ferocious vastayan trophy hunter who lives for the thrill of tracking down and killing dangerous creatures. He scours the world for the most fearsome beasts he can find, especially seeking any trace of Kha'Zix, the void creature who scratched out his eye. Rengar stalks his prey neither for food nor glory, but for the sheer beauty of the pursuit.

Rengar’s Strengths:

  • Rengar is versatile with item builds and playstyles.
  • He’s very strong in skirmishes and duels.
  • He’s got a unique style and is an extremely fun champion to play with.
  • He’s very rewarding when mastered.

Rengar’s Weaknesses:

  • He can be a bit hard to master.
  • He’s hard to play from behind.
  • He can be difficult to play when enemies are grouped.

Rengar’s abilities:

Passive:

While in brush, Rengar leaps at his target with his basic attack dealing 1/4/9/16/25% bonus Attack Damage.
Rengar's abilities build Ferocity. Upon reaching full Ferocity, his next ability becomes empowered and grants him Movement Speed on cast, but he instantly loses all Ferocity if he leaves combat.
Killing enemy champions awards trophies on Rengar's Bonetooth Necklace, permanently increasing his Attack Damage.

Q:

Rengar gains 40% Attack Speed for his next 2 attacks. The first attack deals 30/60/90/120/150 (+100/105/110/115/120 total attack damage) physical damage and always critically strikes and its damage is increased by 0 - 66%.
Ferocity effect:
Savagery's damage is increased to 30-240 (at levels 1-18) (+140 total attack damage) and grants Rengar 50-101% (at levels 1-18) Attack Speed for 5 seconds. Bonus damage is reduced by 40% against structures.

W:

Deals 50/80/110/140/170 (+80% bonus Ability Power) magic damage to nearby enemies and heals Rengar for 50% of the damage he took in the last 1.5 seconds.
Ferocity effect:
Deals 50 - 220 (+80% bonus Ability Power) magic damage, removes existing crowd control effects, in addition to its normal effect.
Deals 65 - 130 extra damage to monsters, and healing from monster attacks is increased by +50%.

E:

Throw a bola, dealing 55/100/145/190/235 (+80% bonus Attack Damage) physical damage and slowing the first enemy hit by 30/45/60/75/90% for 1.75 seconds.
Ferocity effect:
Deals 50 - 305 (35 + 15 per level) (+80% bonus Attack Damage) physical damage and roots the target for 1.75 seconds.
If Rengar presses Q or W during Bola Strike's cast time, he'll now buffer those spells and cast them when Bola Strike completes.

R:

Passive: Rengar will also leap attack when Camouflaged.
Active:Rengar gains 40/50/60% Movement Speed and True Sight of the nearest enemy champion within 2500/3000/3500 range for 12/16/20 seconds.
After the first 2 seconds, Rengar becomes Camouflaged and can leap to an enemy without being in brush. Leaping to the nearest champion deals 50% Attack Damage bonus physical damage and reduces their Armor by 12/18/24 for 4 seconds.
Enemy champions within 1600 range and their nearby allies can sense Rengar during Thrill of the Hunt.
Enemies revealed by Thrill of the Hunt stay revealed for the spell's duration.
Attacking or casting most spells ends Thrill of the Hunt.
Stealth - Camouflaged: This character is hidden from view. It is revealed by nearby enemy champions and turrets.

Why Rengar?!

  • His first item component will allow him to deal with a lot of damage and help him with his clears.
  • Rengar's objective control is phenomenal. He can easily gank a lane, get some kills, or force them to back off, and then take the objective.
  • When his first ability is maxed out, it will give him a massive damage boost and allow him to blow up single targets easily.

What makes Rengar one of the best champions to outplay enemies:

  • He is the public enemy number one for any squishy carry in the game; he can practically one-shot them with one or two items and can tilt someone hard enough to win the game easily.
  • He can use his Passive in conjunction with his Q to assassinate unsuspecting enemy Junglers and carries in their Jungle.
  • He can lane gank with his Ultimate R and Passive.
  • His dueling power early on is really strong, especially if he is top lane and has access to the lane brushes, he can initiate a snowball this way, which can easily allow him to win games.

Scott Hunter 4:22 AM (27 minutes ago) to me 1) for each article, use a visually exciting image that complements the headline 2) For all articles, use the code below for the suggested articles at the bottom. Click 'Source' and copy and paste it in:

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Hello, I'm Hagar Ossman. Writing and gaming are both my passions, so by writing about the finest and worst games available, I get the best of both worlds..
Gamer Since: 2010
Favorite Genre: MOBA
Currently Playing: Team Fight Tactics
Top 3 Favorite Games:League of Legends, Rocket League, FIFA 16


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