[Top 10] LoL Best Champions to Solo Baron
10-Master Yi
Checkout Master Yi in action: https://www.youtube.com/watch?v=QcSTMkvLtMI (Shark Zone)
''The edge of the sharpest blade is no match for the calm of the peaceful mind.''
Have you ever heard of the Wuju Bladesman? Well, you’re about to.
Master Yi has tempered his body and sharpened his mind, so that thought and action have become almost one. Though he chooses to enter into violence only as a last resort, the grace and speed of his blade ensure resolution is always swift. Yi is one of the last practitioners of the Ionian art of Wuju. He has dedicated his life to carrying on the traditions of his people by examining potential new disciples with the Seven Lenses of Insight to find the worthiest ones.
Master Yi’s Strengths:
- Master Yi is an easy mechanical champion.
- He is a snowball champion.
- He is one of the greatest duelists in the game.
- He can shred any target with his tankiness.
Master Yi’s Weaknesses:
- Master Yi can’t set up ganks for his teammates.
- He can be a useless champ if you fall behind.
- He gets countered hard by CC, burst, and invisibility.
Master Yi’s Abilities:
Passive:
Every 3 basic attacks, Master Yi next basic attack strikes twice dealing 50% Attack Damage.
Q:
Master Yi becomes untargetable and teleports to rapidly strike enemies near his target, dealing 30/60/90/120/150 (+50% Attack Damage) physical damage to all enemies hit after 4 hits, and applies on-hit effects at 25% effectiveness. This Ability can strike the same enemy repeatedly if there are no other targets, dealing 25% damage for subsequent hits and applying on-hit effects at 18.75% effectiveness.
By default, Master Yi will be placed 75 units in front of his primary target. During Alpha Strike, Master Yi may right click to instead be placed 75 units in the direction clicked.
W:
Master Yi channels, restoring 30/50/70/90/110 (+100% bonus Ability Power) Health per second for 4 seconds. This healing is increased by 1% for every 1% of Master Yi's missing Health. While channeling, Master Yi reduces incoming damage by 90% for the first 0.5 seconds, reduced to 45/47.5/50/52.5/55% for the remainder of the channel. This damage reduction is halved against turrets.
In addition, Master Yi will gain stacks of Double Strike and pause the remaining duration on Wuju Style and Highlander for each second, he channels.
E:
Basic attacks deal 30/35/40/45/50 (+30% bonus Attack Damage) bonus true damage for 5 seconds.
R:
Passive: Champion kills and assists reduce the remaining cooldown of Master Yi's basic abilities by 70%.
Active: Increases Bonus Movement Speed by 35/45/55%, Attack Speed by 25/35/45%, grants immunity to slows for 7 seconds and allows Master Yi to move through units. While active, champion kills and assists extend the duration of Highlander by 7 seconds.
Why Master Yi:
- Master Yi can rejuvenate his body for a short time by focusing his mind, restoring health, and reducing damage.
- His playstyle almost guarantees a smooth jungle journey.
- With a built-in heal in his kit, you need to be skilled to die at a jungle camp when playing with Master Yi.
What makes Master Yi one of the best champions for soloing Baron:
- Master Yi can initiate tower dives early on and try to get kills once his laner pushes the wave in.
- His Wuju Style makes Yi’s basic attacks deal bonus true damage, which is the best kind of damage in the game.
- His ultimate grants so much attack speed that he doesn’t even need attack speed items.
- Master Yi’s build is composed of items that give critical strike, lifesteal, attack speed, and damage, which are all crucial stats for soloing the Baron.
9-Jax
Checkout Jax in action: https://www.youtube.com/watch?v=Ff4k6-DSTV0 (KingStix)
“Strength and will are what make a weapon.”
Unmatched in both his skill with unique armaments and his biting sarcasm, Jax is the last known weapons master of Icathia. After his homeland was laid low by its own hubris in unleashing the Void, Jax and his kind vowed to protect what little remained. As magic now rises in the world, this slumbering threat stirs once more, and Jax roams Valoran, wielding the last light of Icathia and testing all warriors he meets to see if any are strong enough to stand beside him.
Jax’s Strengths:
- Jax can fight almost anyone in the late game.
- He is really good at scaling.
- He becomes naturally tanky in fights when he uses his R, as it grants him a lot of resistances.
Jax’s Weaknesses:
- If Jax falls behind, he can be difficult to bring back into the game.
- He has some difficult matchups.
- If Jax falls behind, it can be difficult to bring him back into the game.
Jax’s Abilities:
Passive:
Jax's consecutive basic attacks continuously increase his Attack Speed by 3.5/5/6.5/8/9.5/11% for 2.5 seconds, satcking up to 8 times.
Q:
Jax leaps to target unit, dealing 65/105/145/185/225 (+100% bonus Attack Damage) (+60% bonus Ability Power) physical damage if it is an enemy.
W:
Jax charges his weapon with energy, causing his next basic attack or Leap Strike to deal an additional 50/85/120/155/190 (+60% bonus Ability Power) Magic Damage.
E:
Jax enters a defensive stance for up to 2 seconds, dodging all incoming basic attacks and taking 25% less damage from area of effect abilities.
After 2 seconds or if activated again, Jax stuns surrounding enemies for 1 second and deals 55/80/105/130/155 (+50% bonus Attack Damage) physical damage to them.
Counter Strike deals 20% more damage for each attack Jax dodged (max: 100% increased damage).
R:
Passive: Every third consecutive strike Jax deals 100/140/180 (+70% bonus Ability Power) additional Magic Damage.
Active: Jax strengthens his resolve, granting him 30 Armor and 20 Magic Resist for 8 seconds.
Armor bonus is equal to 30/50/70 + 50% bonus Attack Damage.
Magic Resist bonus is equal to 30/50/70 + 20% Ability Power.
Why Jax?!
- Jax is a very strong fighter once he picks up a couple of items.
- He can be a monster in the late game.
What makes Jax one of the best champions for soloing Baron:
- His counterstrike actually blocks 100% of the incoming attacks from the Baron during its duration.
- The longer the game continues, the more dangerous he becomes and how he can kill anyone, regardless of health.
- Jax’s R gives him a ton of armor and magic resist; this buff can last through the whole fight with Baron, making Jax a very tanky champion.
- The E makes him take less damage from AoE abilities, which is really beneficial for him during full-blown team fights.
8-Warwick
Checkout Warwick in action: https://www.youtube.com/watch?v=-chTUxb5k7o (Jellyslayer Gaming)
“Spill blood... draw the beast!”
Warwick, the Uncaged Wrath of Zaun, is a monster who hunts the gray alleys of Zaun. Transformed by agonizing experiments, his body is fused with an intricate system of chambers and pumps, machinery that fills his veins with alchemical rage. Bursting out of the shadows, he preys upon those criminals who terrorise the city's depths. Warwick is drawn to blood and driven mad by its scent. None of those who spill it can escape him.
Warwick’s Strengths:
- Warwick has a great and healthy jungle.
- He is among the highest-tempo champions in the game.
- He has a lot of mobility, tankiness, and repositioning ability.
- Warwick does objectives really fast because his passive also works on monsters.
Warwick’s Weaknesses:
- It might take some time to get used to the fluctuating attack speed.
- Before Warwick can construct any tank items, he suffers severe counters from severe wounds.
- Enemies can block his ultimate, and you have a hard time playing against champions with a lot of peeling or kiting ability.
Warwick’s Abilities:
Passive:
Warwick's basic attacks deal 12 - 46 (+15% bonus Attack Damage) (+10% bonus Ability Power) bonus magic damage. If Warwick is below 50% health, he heals the same amount. If Warwick is below 25% health, this healing triples.
Q:
Warwick lunges forward and bites his target. While the key is held down, he will attach to the target then leap behind them. On release, deals 120% Attack Damage+90% bonus Ability Power plus 6/7/8/9/10% of your target's maximum health as magic damage (applies On Hit effects). Heal 25/37.5/50/62.5/75% of damage dealt.
While attached, Warwick follows any movements they make and cannot be displaced.
W:
Passive: Warwick gains 70/80/90/100/110% attack speed against enemies below 50% health. He also senses low health champions globally, moving 35/40/45/50/55% faster toward them when out of combat. These bonuses are tripled against enemies below 20% health.
Active: Warwick briefly senses all enemies. The nearest sensed champion is Blood Hunted for 8 seconds. Cast only while not in combat with a champion.
While no enemies are being hunted, Blood Hunt cools down twice as fast.
E:
Warwick gains 35/40/45/50/55% damage reduction for 2.5 seconds. At the end of the duration, or if activated again, Warwick howls, causing all nearby enemies to flee for 1 second.
R:
Warwick leaps 2.5 seconds worth of movement speed in a direction, suppressing the first champion he collides with for 1.5 seconds. Deals 175/350/525 (+167% bonus Attack Damage) magic damage and applies on-hit effects 3 times. Warwick heals for 100% of all damage he deals during Infinite Duress.
Why Warwick?!
- When played correctly, it is simple to learn and extremely powerful.
- Warwick is the way to go for the team if they need some early-game pressure or damage.
- He will allow the team some breathing room in the early game since he can pressure the map.
What makes Warwick one of the best champions for soloing Baron:
- When soloing Baron, Warwick can last so long, even without much lifesteal.
- He can continually heal himself and block a big portion of the Baron’s damage, and that’s purely because of his abilities.
- Warwick can basically spam his Q against the Baron and also heal for the same amount he damages the target.
7-Olaf
Checkout Olaf in action: https://www.youtube.com/watch?v=yTqy0JgT3_w (Kel Azard Wild Rift )
''When you meet your ancestors, tell them Olaf sent you.''
The unstoppable force of destruction, the axe-wielding berserker Olaf, who wants nothing but to die in glorious combat and hails from the brutal Freljordian peninsula of Lokfar, once received a prophecy foretelling his peaceful passing—a coward's fate and a great insult among his people. Seeking death and fueled by rage, he rampaged across the land, slaughtering scores of great warriors and legendary beasts in search of any opponent who could stop him. Now a brutal enforcer for the Winter's Claw, he seeks his end in the great wars to come.
Olaf’s Strengths:
- Olaf is one of the fastest champs to clear the camps.
- He is an excellent, objective observer.
- Early lead snowballing is insane.
Olaf’s Weaknesses:
- Olaf can lose the game when he misses his Q.
- He has very low passive pressure on the map.
- He is not a good champion without ULT.
Olaf’s Abilities:
passive:
Berserker Rage - Uses passive attack speed and lifesteal during clear. Don't crush the HEIL stack until the SMITE stack is two of him. In battle, keep GOREDRINKER and W when HP is low to maximize your passive healing/DPS benefits. Olaf should understand that at low HP compared to max HP he gains twice as much strength and counter that the enemy may not be aware of these facts. Always fight him with 100% concentration and challenge him to the death. Played perfectly, Olaf can work miracles.
Q:
Suction - very important. Hold until he is 100% sure that he will hit the enemy. Throw in combat on cooldown. Always kite towards the left axe. Throw as far as you need to, instead of 1km behind the enemy. A missing Q can result in the loss of an entire battle. If you can't push everything into the enemy's front line, slow down armor by 20%, destroy it, and pack it so your team can track down and deal increased damage. Attract the target you want to kill first (preferably SQUISHY ADC/backline support). Don't forget that hitting Q will greatly increase your movement speed due to your attack speed on runes.
W:
Tough It Out - Never use at the start of a fight unless your team has caught someone and needs to kill them very quickly. Generally, keep HP as low as possible (maximize at 30% of HP). Remember that this is an auto-reset for attacks - use it to clear and speed up bursts and reset E-Cooldowns faster. cool tricks:
If you have Death Punch and can't remember what caused the blood damage, use W to get a small shield and start recalling faster.
E:
Thoughtful Swing - Your main late game damage ability. Used on cooldown. His normal attack cooldown is reduced by 1 second. Focus especially on combat use against tanky enemies. With 2 items, you can solo Baron for 400 true damage every 3 seconds. Always use E first after getting close to an enemy to increase range and don't waste your auto attack cooldown reduction. cool tips:
Using E + SMITE at the same time will give you 1300 DMG of SMITE.
ULT:
Ragnarok - be very patient with this one. Only use it if you are sure you can hold it for the entire battle. Don't use dash if the enemy hasn't used it yet. In many cases it's better not to ult and not kill - simply pull the enemy back. Don't fight while R is on cooldown. Olaf is terrible without ult. Increases the duration of her normal attack and E by 2.5 seconds. In ULT she uses ZHONYA to never target enemies (ZHONYA lasts as long as she can hold ULT long - 2.5 seconds). Don't get away with ULT - don't get caught or forced to use it silly. Always have a target battle ult - don't start random dragons without R. Holding it makes the enemy aware that they still have it, and part of their attention span is used to think about it. Use it wisely or lose the battle. Consistency of efficiency to use depends on the champion's experience.
Why Olaf?!
- Olaf's 1v1 potential is extremely strong, which makes him a tough opponent in 1v1 and makes him hard to play against.
- Olaf plays aggressively and fights enemies whenever possible.
What makes Olaf one of the best champions for soloing Baron:
- Olaf's Ultimate R lets him avoid hard crowd control because it keeps him from being locked down.
- Thanks to his Q slow, Olaf can easily chase down any laner or any champion he comes into contact with.
- Olaf’s 1v1 potential is extremely strong, which makes him a formidable opponent in 1v1 and makes him hard to play against.
6-Diana
Checkout Diana in action: https://www.youtube.com/watch?v=hqQhQmegDmU (Daily Shot of League)
“I am the light coursing in the soul of the moon.”
With her crescent moonblade, Diana, the scorn of the moon, fights as a warrior of the Lunari, a faith all but quashed in the lands around Mount Targon. Clad in shimmering armour the colour of winter snow at night, she is the living embodiment of the silver moon's power. Imbued with the essence of an Aspect from beyond Targon's towering summit, Diana is no longer wholly human and struggles to understand her power and purpose in this world.
Diana’s Strengths:
- Diana is a great assassin.
- She can be a good initiator.
- She can catch enemies out of position.
Diana Weaknesses:
- Building a full-force offence leaves her vulnerable.
- She doesn’t have an escape mechanism.
- Her true burstyness doesn't happen until level 6.
Diana’s Abilities:
Passive:
Every third strike cleaves nearby enemies for an additional 20 - 220 (+50% bonus Ability Power) magic damage (increased by 300% on non-Epic monsters). After casting a spell, Diana gains 15 - 40% attack speed (at levels 1 - 18) for her next 3 attacks.
Q:
Unleashes a bolt of lunar energy in an arc dealing 60/95/130/165/200 (+70% bonus Ability Power) magic damage.
Afflicts enemies struck with Moonlight, revealing them if they are not stealthed for 3 seconds.
W:
Creates three orbiting spheres that explode on contact with enemies dealing 18/30/42/54/66 (+15% bonus Ability Power) magic damage. Lasts 5 seconds.
Grants a temporary shield that absorbs 40/55/70/85/100 (+25% bonus Ability Power) (+9% of bonus Health) damage. If the third sphere detonates, the shield increases by 40/55/70/85/100 (+25% bonus Ability Power) (+9% of bonus Health).
E:
Becomes the living embodiment of the vengeful moon, dashing to an enemy and dealing 50/70/90/110/130 (+50% bonus Ability Power) magic damage.
Lunar Rush has no cooldown when used to dash to an enemy afflicted with Moonlight. All other enemies will have the Moonlight debuff removed regardless of whether they were the target of Lunar Rush.
R:
Reveals and draws in all nearby enemies and then slows them by 40/50/60% for 2 seconds.
If Diana pulls in one or more enemy champions, the moonlight crashes down onto her after 1 second, dealing 200/300/400 (+ 60% bonus Ability Power) magic damage in an area around her, increased by 35/60/85 (+ 15% bonus Ability Power) for each target beyond the first pulled.
Why Diana?!
- Diana has a lot of burst damage, and she works incredibly well with Electrocute, as the two go hand-in-hand to blow up squishy targets.
- Diana blends burst, mobility, and strong duelling power into one unique package.
What makes Diana one of the best champions for soloing Baron:
- Diana is really good in team fights because her Ultimate R is a large AOE tool.
- She is one of the best flankers in the game.
- She can take out the enemy backline almost instantaneously during a team fight if she is left unchecked.
5- Xin Zhao
Checkout Xin Zhao in action: https://www.youtube.com/watch?v=sqFqVJOoQYg (Jan Krejčí)
“Death is inevitable. One can only avoid defeat.”
Xin Zhao is a resolute warrior loyal to the ruling Lightshield dynasty. Once condemned to the fighting pits of Noxus, he survived countless gladiatorial bouts, but after being freed by Demacian forces, he swore his life and allegiance to these brave liberators. Armed with his favored three-talon spear, Xin Zhao now fights for his adopted kingdom, audaciously challenging any foe, no matter the odds.
Xin Zhao’s Strengths:
- He is Late-game hyper lord carry.
- Xin Zhao has an awesome mid-Game since he used to be an early-midgame champion.
- His kit is very simple to use.
Xin Zhao’s Weaknesses:
- If he makes a mistake, he doesn't have much room to flee.
- Playing Xin instead of learning to play a meta champion.
- If you miss W or waste your E, he is easily kited.
Xin Zhao’s Abilities:
Passive:
Every third attack deals 15/30/45/60 total attack damage (at levels 1/6/11/16) bonus damage and heals Xin Zhao for 6 - 74(+10% Attack Damage)(+65% bonus Ability Power).
Q:
Xin Zhao's next 3 basic attacks deal 16/25/34/43/52 (+40% bonus Attack Damage) extra physical damage and reduce his other cooldowns by 1 second. The final strike also knocks the target into the air for 0.75 seconds.
W:
Xin Zhao slashes in front of himself with his spear, then thrusts it forward.
Slash: 30/40/50/60/70 (+30% Attack Damage) damage.
Thrust: 50/85/120/155/190 (+90% Attack Damage) (+65% bonus Ability Power) damage and slows by 50% for 1.5 seconds.
Cast time is of 0.5 seconds.
Deals 50% - 0% (at levels 1 - 16) less damage to minions.
Lifesteal is 33% effective on both attacks.
Extends the current duration of Xin Zhao's other abilities while Wind Becomes Lightning is active.
Thrust's damage now increases by up to 33% based on critical strike chance.
Thrust now Challenges enemy champions and mosters and reveals them for 3 seconds.
E:
Xin Zhao charges to an enemy. The charge deals 50/75/100/125/150 (+60% bonus Ability Power) magic damage to nearby enemies and slows them by 30% for 0.5 seconds. Charging grants Xin Zhao 40/45/50/55/60% attack speed for 5 seconds.
R:
Xin Zhao unleashes a sweep around him that deals 75/175/275 (+100% bonus Attack Damage) (+110% bonus Ability Power) plus 15% of target's current Health in physical damage and knocks them back (max 600 vs monsters).
For 4 seconds after casting this ability, Xin Zhao has increased Awareness and will completely block damage from enemies that are far away. Xin Zhao's attacks and spell casts increase the duration of Awareness by 0.3 seconds each.
The last champion hit by Xin Zhao's basic attacks or Audacious Charge is not knocked back.
Why Xin Zhao?!
- Xin is excellent in team fights and picking off enemies due to his kit.
- Having three points in his Ultimate R is a massive power spike.
- Once Xin Zhao gets access to all his basic abilities, he will start ganking laners when he gets an opportunity.
What makes Xin Zhao one of the best champions for soloing Baron:
- Xin is monstrously strong during the early game due to his Q and E.
- His Ultimate R is very effective against ranged members of the enemy team, which will force the enemy carries to come in melee range of him and can be quite devastating for them.
- He has good objective control during the early game, so it shouldn’t be hard for him to take early Dragons and Rift Heralds.
4-Heimerdinger
Checkout Heimerdingerin action: https://www.youtube.com/watch?v=xD8asf0EFio (Louis Chan)
“Impossible, you say? Nonsense. Just wait till you see my calculations!”
A brilliant yet eccentric Yordle scientist, Professor Cecil B. Heimerdinger is one of the most innovative and esteemed inventors Piltover has ever known. Relentless in his work to the point of neurotic obsession, he thrives on answering the universe's most impenetrable questions. Though his theories often appear opaque and esoteric, Heimerdinger has crafted some of Piltover's most miraculous—not to mention lethal—machinery and constantly tinkers with his inventions to make them even more efficient.
Heimerdinger’s Strenghs:
- Heimerdinger has lots of burst damage.
- He can land his CC on multiple enemies at once.
- He can prevent the enemy laner from roaming by keeping them pushed in.
Heimerdinger’s Weaknesses:
- He has very low base stats, which makes him easy to kill.
- He is mana hungry, especially in the early game.
- He lacks the early game burst to be a hyper carrier.
Heimerdinger’s Abilities:
Passive:
Gain 20% Movement Speed while near allied towers and turrets deployed by Heimerdinger.
Q:
Places a Turret. Turret attacks prioritize Heimerdinger's targets and enemies attacking Heimerdinger. Turrets shut down if Heimerdinger moves far away. Heimerdinger generates a Turret Kit every 24/23/22/21/20 seconds and can hold 3 Kits at once.
H-28G Evolution Turret Stats
Health: 175 - 700 (+5 - 40% Ability Power)
Attack - Cannon: 7/11/15/19/23 (+35% bonus Ability Power) Magic Damage.
Attack - Beam: 40/60/80/100/120 (+55% bonus Ability Power) Magic Damage every 90 seconds.
Maximum Turrets Placed: 3
W:
Unleashes a barrage of 5 rockets that converge towards the cursor and fan out past it. Rockets deal 50/75/100/125/150 (+45% bonus Ability Power) Magic Damage. Additional rocket hits deal reduced damage:
Champions and Monsters: 12/18/24/30/36 (+12% bonus Ability Power) Magic Damage, max 90/135/180/225/270 (+93) total damage
Minions: 60% of base damage
Rocket hits against champions charge nearby turret beam attacks.
E:
Hurls a grenade that deals 60/100/140/180/220 (+60% bonus Ability Power) Magic Damage to enemies and slows their Movement Speed by 35% for 2 seconds. Enemies in the center of the blast are also stunned for 1.25 seconds.
Hitting a champion fully charges nearby turret beams.
R:
Makes Heimerdinger's next ability free and gives it bonus effects. Reactivate to cancel.
H-28Q Apex Turret: Places a Turret for 8 seconds that deals 80/100/120 (+30% bonus Ability Power) Magic Damage with its cannon and 100/140/180 (+70% bonus Ability Power) Magic Damage with its beam. It has splash damage, immunity to disables, its attacks slow by 25% for 2 seconds and it doesn't count toward the Turret limit.
Hextech Rocket Swarm: Fires 4 waves of rockets that each deal 135/180/225 (+45/45/45% bonus Ability Power) Magic Damage. Champions and Monsters hit by multiple rockets take reduced damage, max 503/697.5/892 (+183% bonus Ability Power).
CH-3X Lightning Grenade: Throws a bouncing grenade that discharges three times, dealing 100/200/300 (+60% bonus Ability Power) Magic Damage. Both the stun and slow areas are larger and the slow is improved to 80%.
Why Heimerdinger?!
- The first mythic item will allow Heimerdinger to dish out a ton of poke damage in the lane with his turrets.
- He excels in team fights and can control large parts of the maps depending on which Ultimate R he uses in the team fight.
- His abilities can easily one-shot enemies if they are not careful or if Heimerdinger sets a death brush somewhere.
What makes Heimerdinger one of the best champions for soloing Baron:
- He can keep the enemy pushed into their tower in the early game, which allows him and his ADC to get early tower plates.
- Heimerdinger is an AP mage that uses turrets (pets) to tank the Baron for him so he can focus on dealing damage.
- He has tons of poke throughout the laning phase with his Q and W. He also has a good trading setup with his E too.
- When upgrading his ultimate, it allows him to spawn one large turret that does even more damage than the regular small ones.
3- 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 duelling 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 for soloing Baron:
- 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, the 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.
2-Nunu
Checkout Nunu in action: https://www.youtube.com/watch?v=Hsg15VVVWrY (Pullks)
“Pull the fur outta your earholes, Willump! This is gonna be the bestest story ever!”
Once upon a time, there was a boy who wanted to prove he was a hero by slaying a fearsome monster—only to discover that the beast, a lonely and magical yeti, merely needed a friend. Bound together by ancient power and a shared love of snowballs, Nunu and Willump now ramble wildly across the Freljord, breathing life into imagined adventures. They hope that somewhere out there, they will find Nunu's mother. If they can save her, maybe they will be heroes after all…
Nunu’s Strengths:
- Nunu is extremely difficult to kill.
- He has high healing power.
- He has high burst damage.
- He rarely loses a smite-off.
Nunu’s Weaknesses:
- He has no dashes or immediate mobility.
- His ultimate can be easily cancelled.
- He has average clearing speed.
Nunu’s Abilities:
Passive:
Dealing damage to enemy champions, large monsters, or structures grants Willump and his ally nearby with the highest attack speed Call of the Freljord, increasing their attack speed by 20% and movement speed by 10% for 4 seconds.
While Nunu & Willump are under the effects of Call of the Freljord, their basic attacks cleave for 30% bonus Attack Damage damage.
The duration stacks but the effect can only occur once every 10 seconds per target.
Q:
Willump takes a bite of an enemy, dealing damage and healing himself. This healing increases by 50% of maximum Health when he is below 50% health.
Monsters and minions: Deals 400/600/800/1000/1200 true damage and heals for 65/95/125/155/185 (+90% bonus Ability Power) (+10% of bonus Health).
Champions: Deals 60/100/140/180/220 (+10% of bonus Health) magic damage and heals for 39/57/75/93/111 (+90% bonus Ability Power) (+6% of bonus Health).
W:
Willump rolls a snowball that grows in size and speed. The larger the snowball, the more damage it deals and the longer it knocks up.
When the snowball impacts a wall, enemy champion, or large monster, it explodes, dealing up to 180/225/270/315/360 (+150% bonus Ability Power) damage to nearby enemies and knocking them up.
Reactivating the ability rolls the snowball forward on a straight path.
Continuously turning in the same direction increases Willump's turn rate over time. This bonus starts over when changing turn direction.
E:
For 3 seconds, each additional cast causes Nunu to throw 3 snowballs at a rapid rate. Enemies hit take 16/24/32/40/48 (+10% bonus Ability Power) magic damage, and champions and large monsters become Snowbound. Enemies hit 3 times are slowed by 30/35/40/45/50% for 1 second.
Willump's Turn: After Nunu is finished throwing snowballs, all enemies within range that are Snowbound take 20/30/40/50/60 (+80% bonus Ability Power) magic damage and become rooted in place for 0.5 - 1.5 (based on level) seconds.
Nunu can cast Snowball Barrage up to 3 times before Willump's Turn.
Nunu can only slow each enemy once with Snowball Barrage.
R:
Willump channels for 3 seconds, sapping the area of heat. Nearby enemies have their Movement Speed slowed by 50%, increasing to 95% over the duration of the channel. Nunu and Willump receive a shield that absorbs 65/75/85 (+30/40/50% of bonus Health) (+150% bonus Ability Power) damage, decaying over 3 seconds after the channel ends.
Enemies caught in the area when the channel ends take up to 625/925/1275 (+300% bonus Ability Power) magic damage, depending on how long Absolute Zero was channeled.
Why Nunu?!
- Nunu's early game is quite strong, as he can gank enemies frequently while staying relatively healthy due to his Q.
- His tankiness is really high during the mid-game.
- He can absorb a lot of damage and then regenerate a lot of health using his Q.
What makes Nunu one of the best champions for soloing Baron:
- He has great ganking potential due to his W, especially if there is no vision setup by the enemy team, which can lead to a great CC chain.
- His Ultimate R can allow him to setup phenomenal death brushes while contesting objectives.
- His team fighting is extreme, as he can disrupt the enemy team with his snowball and his Ultimate R.
1-Yorick
Checkout Yorick in action: https://www.youtube.com/watch?v=Dai3PDl2hrI (slogdog)
“These isles… How they scream.”
The last survivor of a long-forgotten religious order, Yorick the Shepherd of Souls, is both blessed and cursed with power over the dead. Trapped on the Shadow Isles, his only companions are the rotting corpses and shrieking spirits that he gathers. Yorick's monstrous actions belie his noble purpose: to free his home from the curse of the Ruination.
Yorick’s Strengths:
- Yorick is great at melting towers easily.
- He can push three lanes at the same time.
- He has strong snowball potential and can 1v9 games very easily.
Yorick’s Weaknesses:
- He can be a bit weak when behind.
- He has low crowd control.
- He has low mobility.
Yorick’s Abilities:
Passive:
Yorick can raise Mist Walkers with his abilities. Enemies or large monsters that die near Yorick will sometimes leave a grave.
Mist walkers take 50% reduced damage from monsters.
Mist Walker Base Health: 110 - 212 (+20% of maximum Health)
Mist Walker Damage: 2/3/4/5/6/7/8/13/18/23/28/33/38/48/58/68/78/88 (+25% Attack Damage)
Mist Walker Move Speed: 325
Q:
Yorick's next basic attack deals 30/55/80/105/130 (+140% Attack Damage) physical damage and restores 10 - 68 Health (doubled when below half Health). Last Rites will leave a grave if it kills the target.
When there are three or more graves nearby and Last Rites has been used, Yorick can cast Awakening to raise Mist Walkers from graves.
W:
Yorick summons a destructible wall of spirits with 2/2/3/3/4 Health around target area for 4 seconds. Allies can walk through the wall freely.
E:
Yorick throws a globule of Black Mist that deals 15% of enemy's current Health as magic damage (minimum 70/105/140/175/210 (+70% bonus Ability Power)), slows by 30% for 2 seconds, and marks champions and monsters for 4 seconds.
Marked enemies continuously Awaken nearby graves (but not exceeding the maximum of 4) and take 40% increased damage from up to 8 attacks by Mist Walkers.
Yorick and his summoned units gain 20% Move Speed toward the mark. Mist Walkers will leap once at marked enemies that get away from them, dealing 100% damage on that attack.
Yorick and his minions are hasted by 20% while moving toward the mark.
R:
Yorick summons The Maiden of the Mist and 2/3/4 Mist Walkers. The Maiden has 350/1100/3300 (+75% of maximum Health) Health, deals 0/10/40 magic damage, and raises Mist Walkers from nearby enemy deaths.
When Yorick damages the Maiden's target he will deal 3/6/9% of their max Health as bonus magic damage (2 second cooldown).
Yorick can free the Maiden reactivating the ability, sending her down the nearest lane.
Why Yorick?!
- His first item component will allow him to gain more significant damage and sustainability in the lane.
- He can quickly push his wave in, then recall and be back even before the enemy wave hits his own tower.
- Yorick can keep on split-pushing or decide to join team fights.
What makes Yorick one of the best champions for soloing Baron:
- He has tremendous push potential and a habit of taking the entire lane if left unchecked for a while.
- Yorick’s basic abilities can be really obnoxious to the enemy in the lane, especially when he is against a melee matchup.
- His Ultimate R can be released down a lane to push that lane in his stead.
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