[Top 15] LoL Best Utility Champions For Every Role

Best utility champions
Updated:
25 Jan 2023

[Top 15] LoL Best Utility Champions for Every Role

Top Laners

15-Sion (Top Lane)

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Checkout Sion in action: https://www.youtube.com/watch?v=HK4IxuKvm9o (Suby)

“War is eternal... as am I.”

A war hero from a bygone era, Sion the Undead Juggernaut was revered in Noxus for choking the life out of a Demacian king with his bare hands—but, denied oblivion, he was resurrected to serve his empire even in death. His indiscriminate slaughter claimed all who stood in his way, regardless of allegiance, proving he no longer retained his former humanity. Even though his skin is rotting and his armour isn't very good, Sion still charges into battle with reckless abandon, trying to remember who he really is between swings of his powerful axe.

Sion’s Strengths:

  • Sion has good gank and TP abilities.
  • He is good at engaging.
  • He has a good peel.

Sion’s Weaknesses:

  • His abilities are easy to juke.
  • He has low mobility.
  • He has long cooldowns.

Sion’s Abilities:

Passive:

After being killed, Sion will reanimate with rapidly decaying Health. His attacks become very rapid, gain 100% Lifesteal and deal bonus damage equal to 10% of his target's maximum Health (max 75 to monsters). All his abilities are replaced with Death Surge, which grants a burst of Movement Speed.
Sion does 60% reduced damage to structures while in his reanimated frenzy form (includes runes and items)

Q:

Sion charges up a heavy blow for up to 2 seconds. When released, he deals 30/50/70/90/110 (+45/52.5/60/67.5/75% Attack Damage) to 70/135/200/265/330 (+135/150/165/180/195% Attack Damage) physical damage to enemies hit and briefly slows them.
If Sion charges for at least 1 second, enemies are knocked up and stunned for 1.25 to 2.25 seconds.

W:

Passive: Sion gains 4 maximum Health when he kills a unit (15 for large monsters and champion kills or assists).
Active: Sion shields himself for 60/85/110/135/160 (+40% bonus Ability Power) (+8/9/10/11/12% of maximum Health) for 6 seconds. After 3 seconds, while the shield holds, Sion can reactivate to deal 40/65/90/115/140 (+40% bonus Ability Power) plus 10/11/12/13/14% of the target's maximum Health as magic damage to nearby enemies. Max 400 bonus damage to minions and monsters.

 

E:

Sion fires a shockwave, dealing 65/100/135/170/205 (+55% bonus Ability Power) magic damage to the first enemy hit and knocking it back if it is not a champion (significantly increasing its range).
Targets hit by the shockwave or the knocked back unit take the same damage and are slowed by 40/45/50/55/60% for 2.5 seconds and have their Armor reduced by 20% for 4 seconds.

R:

Sion charges in a direction for 8 seconds and can steer slowly towards the mouse cursor. While charging, Sion is immune to all Crowd Control. Reactivating will cancel Sion's charge early.
When Sion collides with an enemy champion or wall, he deals 150/300/450 (+40% bonus Attack Damage) physical damage and knocks up enemies in a small area for 0.75 seconds. Enemies in a larger area take the same damage and are slowed by 40/45/50% for 3 seconds.
The damage increases to 400/800/1200 (+80% bonus Attack Damage) and the stun increases to 1.75 seconds as Sion charges farther.

Why Sion?!

  • Sion is one of the more interesting and "fun" tanks.
  • Sion is different from other tanks because he can be a heavy lane bully and also scale well into the late game.
  • Sion is usually my go to pick whenever I want to play a more "skill-based" tank or when I want to play a tank that requires actual aiming on his abilities.

What makes Sion one of best utility Top Laners:

  • Sion can soak up a lot of damage for his team as a front line, which allows him to peel for his carries with ease, which can allow his carries to play more freely.
  • His Ultimate R can be used to set up ganks on other lanes.
  • His E is a very easy skill to land, which guarantees a Q from Sion’s end, which can be a great value for setting up ganks for his jungler.

 

14-Cho’Gath (Top Lane)

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Checkout Cho’Gath in action: https://www.youtube.com/watch?v=sdR5ypioqMc (Daveyx3 Gameplay)

“Your souls will feed the Void!”

From the moment Cho'Gath, The Terror of The Void, first emerged into the harsh light of Runeterra's sun, the beast was driven by the most pure and insatiable hunger. A perfect expression of the Void's desire to consume all life, Cho'Gath's complex biology quickly converts matter into new bodily growth—increasing its muscle mass and density or hardening its outer carapace like an organic diamond. When growing larger does not suit the Void-spawn's needs, it vomits out the excess material as razor-sharp spines, leaving prey skewered and ready to be feasted upon later.

Cho’Gath’s Strengths:

  • Cho’Gath is extremely effective around junglers.
  • He has great AoE damage with Q and W, with potential team fight group damage.
  • Great wave control.
  • One shot carries and champions with < 3000 hp.

Cho’Gath’s Weaknesses:

  • He can be harder than a standard tank. Cho because you need to care about where you move when trying to hit Q.
  • He has low mobility, which makes him an easy target to hit, especially with his growing size and hit box.
  • More likely a target for toxic players.

Cho’Gath’s Abilities:

Passive:

Whenever Cho'Gath kills a unit, he recovers 18 - 52 Health and 3.25 + (0.25 * level) Mana. The values restored increase with Cho'Gath's level.

Q:

Ruptures the ground at target location. Enemies caught in the rupture are launched into the air for 1 second, take 80/135/190/245/300 (+100% bonus Ability Power) magic damage, and are slowed by 60% for 1.5 seconds.

W:
Silences enemies in a cone for 1.6/1.7/1.8/1.9/2 seconds and deals 75/125/175/225/275 (+70% bonus Ability Power) magic damage.

E:

Cho'Gath's next 3 basic attacks launch spikes that deal 22/34/46/58/70 (+30% bonus Ability Power) plus 3% of enemies' maximum Health as magic damage and slow by 30/35/40/45/50% for 1.5 seconds, decaying over the duration.

Spikes deal an additional 0.5% of enemies' maximum Health per Feast stack.
Spikes grow wider as Cho'Gath gains Feast stacks. Percent Health damage against minions and monsters is capped at 60/80/100/120/140.

R:

Ravenously feed on an enemy, dealing 300/475/650 (+50% bonus Ability Power) (+50% bonus Ability Power) true damage to champions or 1200 (+50% bonus Ability Power) (+10% of bonus Health) to minions and monsters. If the target is killed, Cho'Gath gains a stack of Feast, which causes him to grow in size and gain 80/120/160 maximum health.
Only 6 total stacks can be gained from minions and non-epic monsters.

Why Cho’Gath?!

  • His Q has a very large range, which makes it easier for him to land and CC.
  • When he picks up his first component item, trading becomes much easier for him as his damage and survivability increase.
  • Cho’Gath’s combo is relatively easy to land if he keeps in range of his opponent and is extremely oppressive if executed correctly.

What makes Cho’Gath one of best utility Top Laners:

  • Not just a tank in the toplane, Cho’Gath has the potential to be a major carry for any team and a team fight decider.
  • Cho'Gath has nearly infinite sustain due to his passive in lane.
  • Cho’Gath is a strong scaler with a versatile build path, which means that he is great in the later stages of the game regardless of how ahead or behind he was in the earlier stages of the game.

 

13-Shen (Top Lane)

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Checkout Shen in action: https://www.youtube.com/watch?v=c2jv6QtaBiw (Daveyx3 Gameplay)

“The Eye is blind to fear, to hate, to love – to all things that would sway equilibrium.”

Among the secretive and Lonian warriors, Shen, the eye of twilight, is known as the Kinkou. He longs to remain free from the confusion of emotion, prejudice, and ego, and walks the unseen path of dispassionate judgement between the spirit realm and the physical world. Tasked with enforcing the equilibrium between them, Shen wields blades of steel and arcane energy against anyone who would threaten it.

Shen’s Strengths:

  • Shen has a strong laning phase.
  • When combined with certain items, Shen can put additional debuffs on the taunted champions with ease.
  • He is pretty good in late-game fights and can alter the tide of fights easily.

Shen’s Weaknesses:

  • His E is relatively short-ranged, making landing this ability from clear vision difficult.
  • His Ultimate R has a very long cooldown and will force him to lose priority almost instantly.

Shen’s Abilities:

Q:

Twilight Assault Spirit Blade Pull and AA Empowerment. Shen drags his ghost to his position and when it arrives, at bonus range he gains three enhanced basic attacks. Stabbing the blade into an enemy increases the magic damage of the enhanced attack, slows the enemy's movement, and grants Shen additional attack speed. This is Shen's core ability, his primary source of damage, and also how Ghost moves his blades. As Shen, you're always trying to slip a blade on an enemy champion. More on this in the mechanic’s chapter.

W:

A shelter of protective spirits around the blade that blocks attacks. Shen prepares the spirit his blade, around which he creates an area that activates after 2 seconds or when an allied champion steps on it. Guard When active, his zone blocks all enemy normal attacks aimed at friendly champions. This includes on-hit-hit effects or spells that count as basic attacks like Ezreal's Mystic Shot. Shen's W may be difficult to master, but it's a very powerful ability that can turn the tide of battle once mastered.

E:

Shadow Dash A dash that deals damage and taunts. Passive energy recovery. Shens E has passive and active voices. Passively, Shen restores energy when dealing damage with Q or E. The amount of energy restored varies for champion levels 1, 4, and 12. Active is a burst that deals physical damage based on bonus health and taunts enemy champions or monsters for 1.5 seconds. It can traverse terrain and can be combined with Flash for super-fast attacks. See the Mechanisms section for more details.

 

R:

Stand United Global Teleport. Shen's Ultimate is a global teleport. He shields allied champions and channels them for 3 seconds. After channeling, Shen and his ghost flash his blades at the target ally. The shield scales based on the target's missing health and lasts up to 5 seconds. Stand United is Shen's identity. His playstyle revolves around rescuing teammates across maps like a superhero. There is a specific section in this guide on how to use this ability efficiently, so be sure to read that as well.

P:

Ki Barrier Passive Self Shield on Ability Activation. After using an ability, Shen gains a shield. Ki Barrier's cooldown is reduced each time you affect at least one champion with your ability. It's important to note that dragging Ghost Blade onto an enemy with H.Q. will trigger a shield after the trigger ability's effect ends. Q when the spirit blade reaches Shen, W when the protection zone disappears, E when it finishes falling, R when it finishes teleporting.

Why Shen?!

  • It’s going to be close to impossible to die while playing with Shen, no matter what enemies you have.
  • Shen, as a champion, got a very powerful and almost non-punishing kit.

What makes Shen one the best utility Top Laners:

  • Able to mitigate any form of auto-attack damage with his W, which can make the enemy’s physical damage carries practically useless when this ability is active.
  • His Ultimate R can allow him to act as a guardian for his teammates.
  • His E will be pretty massive during objective and clumped fights, especially if he can get multiple enemies CC'd with it.

 

Mid Laners

12-Galio (Mid Lane)

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Checkout Galio in action: https://www.youtube.com/watch?v=reUtSlUabT8 (Shark Zone)

“Get behind me, Demacian! You may not have noticed, but I’m very large.”

Outside the gleaming city of Demacia, the stone colossus Galio keeps vigilant watch. Built as a bulwark against enemy mages, he often stands motionless for decades until the presence of powerful magic stirs him to life. Once activated, Galio makes the most of his time, savoring the thrill of a fight and the rare honor of defending his countrymen. But his triumphs are always bittersweet, for the magic he destroys is also his source of reanimation, and each victory leaves him dormant once again.

Galio’s Strengths:

  • He is an anti-mage champion that does really well against a lot of mages.
  • He can negate a lot of magic damage with his W.
  • Tanky champion who is difficult to kill when he has few items.
  • He has AoE damage and AoE CC.

Galio’s Weaknesses:

  • He can be easily poked down.
  • He might not be the best choice against AD champions.
  • He can be a bit vulnerable when his abilities are on cooldown.

Galio’s Abilities:

Passive:

Every 5 seconds (affected by Cooldown Reduction), Galio's next basic attack deals 15 - 200 (+100% Attack Damage) (+50% bonus Ability Power) (+60% bonus magic resistance) bonus magic damage in an area.

Q:

Galio fires two windblasts that deal 70/105/140/175/210 (+75% bonus Ability Power) magic damage.
When the windblasts meet, they combine into a giant tornado that deals 10% (+4% per 100 ability power) of enemies' maximum Health (max 150 vs. monsters) as magic damage over 5 seconds.

W:

Passive: After not taking damage for 12 seconds Galio gains a shield that absorbs 8/11/14/17/20% of maximum Health magic damage.
First Cast: Galio starts to charge, gaining 20/25/30/35/40 (+8% per 100 bonus magic resistance)(+5% per 100 ability power)% Damage Reduction from Magic Damage and 50% of that amount as Damage Reduction from Physical Damage. While charging, Galio slows himself by 15%.
Second Cast: Galio taunts nearby enemy champions for 0.5 to 1.5 seconds, deals 20/35/50/65/80 (+30% bonus Ability Power) to 60/105/150/195/240 (+90% bonus Ability Power) damage, and refreshes the Damage Reduction for 2 seconds. Taunt duration, damage, and radius increase with charge time.

E:

After 0.4 seconds Galio lunges forward with a mighty blow, dealing 90/130/170/210/250 (+90% bonus Ability Power) magic damage to enemies and knocking them into the air for 0.75 seconds. Galio will stop upon hitting a champion or terrain.
Non-champions receive 50% less damage

R:

Galio designates an allied champion's current position as his landing spot, granting all allied champions in the area Shield of Durand's magic damage shield for 5 seconds.
When Galio lands, enemies in the area take 150/250/350 (+70% bonus Ability Power) magic damage and are knocked into the air for 0.75 seconds.

Why Galio?!

  • Galio is a tanky anti-mage champion that does well against most of the champions that deal magic damage and can tank enough of their magic damage thanks to his W.
  • He has a good waveclear with his Q and passive, which makes him a hard pusher, and he will eventually make the enemy opponent farm under their tower.
  • His ultimate makes him an ideal roaming champion, and he can quickly track down where their enemy is roaming.

What makes Galio one the best utility Mid Laners:

  • Galio has excellent engage potential with his E, as well as long CC with his W.
  • He has a decent amount of waveclear on his Q, which he can use to shove the wave in and then roam around to see if he can use his Ultimate R to assist other teammates.
  • His Ultimate R knockup prevents the enemy team from playing in a clustered formation, as that could literally get them killed within the next 2.5 seconds.
  • His W plays a pivotal role during team fights in such situations.

 

11-Neeko (Mid Lane)

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Checkout Neeko in action: https://www.youtube.com/watch?v=uH2uNFBY690 (PekinWoof)

“The Oovi-Kat are gone. Neeko must build her own tribe, now.”

Hailing from a long lost tribe of vastaya, Neeko, The Curious Chameleon, can blend into any crowd by borrowing the appearances of others, even absorbing something of their emotional state to tell friend from foe in an instant. No one is ever sure where or who Neeko might be, but those who intend to do her harm will soon witness her true colors revealed and feel the full power of her primordial spirit magic unleashed upon them.

Neeko’s Strengths:

  • Neeko has a game-changing ultimate.
  • She is great at roaming.
  • She has a really good waveclear.
  • She has high outplay potential.

Neeko’s Weaknesses:

  • She is a squishy champion.
  • She has a low range.
  • Might struggle when behind.

Neeko’s Abilities:

Passive:

Neeko is offered a selection of Champion icon allied champions to take their appereance for a few seconds. Once selected, there's a 2.5 seconds delay before another champion can be selected.
When disguised, Neeko can select herself to deactivate her disguise, putting it on a 2 seconds cooldown.
Damaging or taking damage from enemy champions or casting either Blooming Burst or Tangle-Barbs breaks the illusion and puts Inherent Glamour on cooldown.

Q:

Neeko throws a seed that blooms to deal 80/125/170/215/260 (+50% bonus Ability Power) magic damage. If it kills a unit or hits a champion or large monster, it will bloom again, dealing 40/65/90/115/140 (+20% bonus Ability Power) damage. Max 2 extra blooms.

W:

Passive: Every 3rd attack deals 50/80/110/140/170 (+60% bonus Ability Power) bonus magic damage and increases Neeko's movement speed by 10/17.5/25/32.5/40% for 1 second.
Active: Neeko becomes invisible for 0.5 seconds and projects a clone that lasts 3 seconds. Neeko and the clone gain 10/17.5/25/32.5/40% movement speed for 3 seconds.

E:

Neeko slings a tangle that deals 80/115/150/185/220 (+60% bonus Ability Power) magic damage and roots for 0.7/0.9/1.1/1.3/1.5 seconds.
The tangle become empowered after hitting 2 enemies, growing larger, moving faster and rooting the last champion hit for 1.8/2.1/2.4/2.7/3 seconds.

R:

After 1.25 seconds Neeko leaps into the air. She gains a shield that absorbs 75/100/125 (+75% bonus Ability Power) damage (+40/60/80 for each nearby enemy champion).
When Neeko lands she deals 250/425/650 (+130% bonus Ability Power) magic damage and stuns nearby enemies for 1.25 seconds.
This ability can be prepared in secret if Neeko is disguised.

Why Neeko?!

  • Level six is a significant spike for Neeko as she gains access to her power, Ultimate R, which makes her team fights really easy.
  • She will have her core items, allowing her to deal with a lot of damage, which will help her team during fights, especially choke point fights.
  • Another point in her Ultimate R, and will allow her to deal massive amounts of damage with her Ultimate R and the cooldown will be reduced as well.

What makes Neeko one the best utility Mid Laners:

  • Her Q provides for a good amount of wave clearing, which helps her get lane priority.
  • Due to her Ultimate R CC and damage, she is extremely useful in team fights, allowing her team to play around her and her Jungler to gank her.
  • Her Passive, combined with her Ultimate R, can be a deadly combo.

 

10-Veigar (Mid Lane)

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Checkout Veigar in action: https://www.youtube.com/watch?v=OBf-UaEV7Co (PekinWoof)

“You deny the darkness in your soul...”

An enthusiastic master of dark sorcery, Veigar, The Tiny Master of Evil, has embraced powers that few mortals dare approach. As a free-spirited inhabitant of Bandle City, he longed to push beyond the limitations of yordle magic and turned instead to arcane texts that had been hidden away for thousands of years. Now a stubborn creature with an endless fascination for the mysteries of the universe, Veigar is often underestimated by others, but even though he believes himself truly evil, he possesses an inner morality that leads some to question his deeper motivations.

Veigar’s Strengths:

  • Good waveclear with his W.
  • When he is well farmed and has all of his items, he transforms into a monster in the late game.
  • His E has a long stun duration.

Veigar’s Weaknesses:

  • He might get weak against assassins.
  • Can be mana hungry early if he spams a lot.
  • He might be weak if he is behind.

Veigar’s Abilities:

Passive:

Veigar is the greatest Evil to ever strike at the hearts of Runeterra - and he's only getting bigger! Striking an enemy Champion with a spell or scoring a takedown grants Veigar permanently increased Ability Power.

Q:

Unleashes a bolt of dark energy, dealing 80/120/160/200/240 (+60% bonus Ability Power) magic damage to the first two enemies hit.
Killing a unit with this also grants Veigar a stack of Phenomenal Evil. Large minions and large monsters grant 3 additional stacks.

W:

After 1.2 seconds, dark matter falls from the sky to the target location, dealing 100/150/200/250/300 (+100% bonus Ability Power) magic damage.
Every 50 stacks of Phenomenal Evil reduce Dark Matter's cooldown by 10%.

E:

After a 0.5 second delay, Veigar twists the edges of space around the target location for 3 seconds, forming a pentagon of walls. Enemies who attempt to pass through the perimeter are stopped and stunned for 1.5/1.75/2/2.25/2.5 seconds.

R:

Blasts the target with primal magic to deal 175/250/325 (+75% bonus Ability Power) to 350/500/650 (+150% bonus Ability Power) magic damage, increasing based on the target's missing health.
Damage is maximized against enemies below 33% health.

Why Veigar?!

  • Veigar is a stacking scaling mage champion who can be a scary monster in late game with his insane burst and strong CC stun thanks to his E.
  • He can pretty much do a quarter of a squishy target's health bar with his Q.
  • Easy enemy execution with his ultimate R.

What makes Veigar one the best utility Mid Laners:

  • Infinite scaling on his Passive makes him a late-game monster.
  • He can quite easily start one-shotting people once he manages to get his first item.
  • Very high gank set-up potential with his E. This can allow him to call his jungler to gank his lane and help him get an early lead, which will be quite devastating for the enemy team.

 

Junglers

9-Amumu (Jungle)

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Checkout Amumu in action: https://www.youtube.com/watch?v=aA3HiL1NbkY (KingStix Gaming)

“Solitude can be lonelier than death.”

Legend claims that Amumu, The Sad Mummy, is a lonely and melancholy soul from ancient Shurima, roaming the world in search of a friend. Doomed by an ancient curse to remain alone forever, his touch is death, his affection ruin. Those who claim to have seen him describe a living cadaver, small in stature and wrapped in creeping bandages. Amumu has inspired myths, songs, and folklore told and retold for generations—to the point that it is impossible to separate truth from fiction.

Amumu’s Strengths:

  • Amumu has great crowd control.
  • He has great team fights and synergies.
  • His ultimate is very powerful.

Amumu’s Weaknesses:

  • Might have a weak early game.
  • He is a mana-dependent champion.
  • He has long cooldowns.

Amumu’s Abilities:

Passive:

Amumu's basic attacks Curse enemies for 3 seconds, causing them to take 10% pre-mitigation magic bonus damage as true damage from any magic damage dealt to them.

Q:

Launches a bandage in a direction. If it hits an enemy unit, Amumu pulls himself to them, dealing 70/95/120/145/170 (+85% bonus Ability Power) magic damage and stunning for 1 second.
This Ability has 2 charges and recharges every 16/15.5/15/14.5/14 seconds.

W:

Toggle: Amumu cries, refreshing Curses on nearby enemies and dealing magic damage equal to 6/8/10/12/14 plus 1/1.15/1.3/1.45/1.6% (+5% per 100 ability power) of their maximum health each second.

E:

Passive: Amumu takes 5/7/9/11/13 (+3% bonus armor) (+3% bonus magic resistance) reduced damage from physical attacks (capped at 50% of the damage instance).
Active: Amumu tantrums, dealing 85/110/135/160/185 (+50% bonus Ability Power) magic damage to surrounding units.
Basic attacks that hit Amumu reduce the cooldown of Tantrum by 0.5 seconds.

R:

Amumu entangles nearby enemy units, dealing 200/300/400 (+80% bonus Ability Power) magic damage and applying Curse. Entangled enemies are stunned for 1.5 seconds.

Why Amumu?!

  • Amumu’s first power spike is when he unlocks his Ultimate R.
  • Amumu is a teamfighting champion.
  • Teams will still be grouped closely together in the late game, which is good for Amumu as he will be able to CC his whole team with his Ultimate R.

What makes Amumu one the best utility Junglers:

  • His Ultimate R is an amazing tool that can deal damage and CC the whole enemy team if he’s able to hit them all with it.
  • Amumu’s build path is incredibly versatile.
  • Thanks to having two Qs, you can look for aggressive plays in the lane and start a snowball.

 

8-Jarvan IV (Jungle)

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Checkout Jarvan IV in action: https://www.youtube.com/watch?v=aSY6bmCq5wU (KingStix)

“Words may make a ruler, but only actions make history.”

Prince Jarvan, the Exemplar of Demacia, scion of the Lightshield dynasty, is heir apparent to the throne of Demacia. Raised to be a paragon of his nation's greatest virtues, he is forced to balance the heavy expectations placed upon him with his own desire to fight on the front lines. Jarvan inspires his troops with his fearsome courage and selfless determination, raising his family's colors high and revealing his true strength as a future leader of his people.

Jarvan’s Strengths:

  • Jarvan has a strong lockdown.
  • He has tons of burst damage.
  • He has strong synergy.

 

Jarvan’s Weaknesses:

  • His abilities might be a bit easy to dodge.
  • He is not the highest damage dealer.
  • Doesn’t have hard CC.

Jarvan’s Abilities:

Passive:

Jarvan IV's initial basic attack on a target deals 8% of enemy current health bonus physical damage (it does a minimum damage of 20). This effect cannot occur again on the same target for 6 seconds.

Q:

Extends Jarvan IV's lance dealing 90/130/170/210/250 (+140% bonus Attack Damage) physical damage and lowering the Armor of enemies hit by 10/14/18/22/26% for 3 seconds.
If the lance contacts Demacian Standard it will pull Jarvan IV to its location, knocking up enemies in his path. This effect can be triggered even while immobilized.

W:

Grants a shield that absorbs 60/80/100/120/140 ([1.3% max Health] for each nearby enemy champion) damage for 5 seconds, and slows surrounding enemies by 15/20/25/30/35% for 2 seconds.

E:

Passive: Gains 20/22.5/25/27.5/30% Attack Speed.
Active: Throws a Demacian Standard to a nearby area dealing 80/120/160/200/240 (+80% bonus Ability Power) magic damage to enemies. The Standard lasts for 8 seconds and grants surrounding allied champions 20/22.5/25/27.5/30% Attack Speed.

R:

Heroically leaps to an enemy Champion dealing 200/325/450 (+180% bonus Attack Damage) physical damage to nearby enemies and creating an arena of impassable terrain around them for 3.5 seconds.
Activate again to collapse the terrain.

 

Why Jarvan IV?!

  • Jarvan's first item part will give him a huge advantage in battle and help him stay alive.
  • Once Jarvan gets to level 11, he will put two points into his Ultimate R, which will increase the damage of that ability while simultaneously reducing its cooldown.
  • Jarvan becomes really tanky during the late game. It not only allows him to be an active engager for his team but also lets him survive all-ins and peel for his carries during significant fights.

 

What makes Jarvan IV one the best utility Junglers:

  • He is pretty mobile and is able to escape a lot of trades.
  • He can also use his mobility to get over walls and dodge commonly placed wards.
  • He can repeatedly gank lanes over and over thanks to his relatively low cooldowns.
  • Once he is level 6, he can gank overextended or immobile lanes with his Ultimate R, which will usually result in a kill for him or his ally.

 

7-Nunu (Jungle)

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Checkout Nunu in action: https://www.youtube.com/watch?v=GF957rFro24 (KingStix)

“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 the best utility Junglers:

  • 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.

 

ADC

6-Sivir (ADC)

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Checkout Sivir in action: https://www.youtube.com/watch?v=J2MNVVdbuJA (Vapora Dark)

“Coin may buy you skill for a day, but never loyalty.”

Sivir, the Battle Mistress, is a renowned fortune hunter and mercenary captain who plies her trade in the deserts of Shurima. Armed with her legendary jewelled crossblade, she has fought and won countless battles for those who can afford her exorbitant price. Known for her fearless resolve and endless ambition, she prides herself on recovering buried treasures from the perilous tombs of Shurima—for a generous bounty. With ancient forces stirring the very bones of Shurima, Sivir finds herself torn between conflicting destinies.

Sivir’s Strengths:

  • Sivir has great scaling.
  • She has a high DPS and can burst if built properly.
  • She is flexible for your team comp.
  • People underestimate her.

Sivir’s Weaknesses:

  • Sivir might be a bit weak against tanks.
  • She has a weak early game.
  • She is vulnerable to bursting.

Sivir’s Abilities:

Passive:

Sivir gains a 55/60/65/70/75 (at levels 1/6/11/16/18) Movement Speed that decays over 1.5 seconds when she attacks an enemy champion.

Q:

Sivir hurls her crossblade like a boomerang, which deals 15/30/45/60/75 (+80/85/90/95/100% Attack Damage) (+60% bonus Ability Power) physical damage to all enemies hit. This Ability deals less damage per non-champion hit.
Boomerang Blade scales with critical strike chance, dealing up to 50% bonus damage at 100% critical chance.

W:

For the next 4 seconds, Sivir's gains 20/25/30/35/40% Attack Speed and her auto attacks are empowered to bounce to additional surrounding enemies dealing 25/30/35/40/45% Attack Damage physical damage each bounce for up to 8 bounces.
These bounces critically strike if the auto attack generating them does.
Ricotech deals 65% damage against minions. Ricochets can bounce back to targets that have already been hit, but only one additional time. Ricochets will prioritize new targets first.
Bounces executes minions that are hit by a ricochet and would have been left at less than 15 health.

E:

Sivir creates a magical barrier for 1.5 seconds that blocks the next incoming enemy ability.
If an ability is blocked by the shield, Sivir restores 60/65/70/75/80% of her total Attack Damage (+50 total Ability Power) as Health and triggers Fleet of Foot.

R:

Sivir rallies her nearby allies, granting them 20/25/30% Move Speed for 8/10/12 seconds.
Sivir's auto attacks against champions while On the Hunt reduce the cooldown of her basic abilities by 0.5 seconds. Takedowns on recently damaged enemies refreshes the duration of the hunt.

Why Sivir?!

  • Sivir is an interesting and strong champion to play with.
  • She has very powerful autoattacks as well as her W for teamfighting.
  • She can play Pokestyle.

What makes Sivir one the best utility ADCs:

  • Really good wave clear, which allows her to shove the wave in and get lane priority with ease.
  • Her E allows her to avoid major forms of crowd control, which makes laning easy for her and makes her quite safe when left alone.
  • Her Ultimate R lets her speed up everyone on her team, making it easier for her engagers to go all-in and kill the enemy.

 

5-Ashe (ADC)

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Checkout Ashe in action: https://www.youtube.com/watch?v=A0DkuS2-qfA (Vapora Dark)

''One tribe, one people, one Freljord.''

The Avarosan tribe is led by Ashe the Forest Archer, who commands the northernmost horde, and Iceborn is their warmother. Stoic, intelligent, and idealistic, yet uncomfortable with her role as leader, she taps into the ancestral magics of her lineage to wield a bow of True Ice. With her people's belief that she is the mythological hero Avarosa reincarnated, Ashe hopes to unify the Freljord once more by retaking their ancient, tribal lands.

Ashe’s Strengths:

  • Ashe if used correctly, has a great early poke.
  • Her W can poke as well as farm, even if she is harassed.
  • Her Q will shred towers and stack them on minions.
  • Her ult can allow her to win a 1v1, and she is a great duelist.

Ashe’s Weaknesses:

  • Ganks can easily counter Ashe.
  • She can be a bit slow.
  • Her E is on a long cooldown.

Ashe’s Abilities:

Passive:

Ashe's attacks slow their target by 15 - 30% (level 1 - 18) for 2 seconds, causing her to deal increased damage to these targets.
Ashe's critical strikes deal no bonus damage but apply an empowered slow (30/36/42/48/54/60 decaying over 1 to its normal strength) to the target.

Q:

Passive: Basic attacks grant Focus for 4 seconds, stacking up to 4 times. Stacks fall off one at a time, and at 4 stacks, Ranger's Focus can be cast, consuming all Focus.
Active: For 4 seconds, Ashe gains 25/32.5/40/47.5/55% Attack Speed, and her basic attacks fire a flurry of arrows dealing 105/110/115/120/125% Attack Damage physical damage. During this time, she does not stack Focus. Ranger's Focus applies Frost Shot.

W:

Ashe fires a volley of 7/8/9/10/11 arrows in a cone, each dealing 20/35/50/65/80 (+100% Attack Damage) physical damage. Enemies can block multiple arrows, but only take damage from the first.
Champion hits count as Critical Strikes for the purposes of Frost Shot.

E:

Reveals terrain as it flies toward target location anywhere on the map. Grants vision for 5 seconds. Ashe can store up to 2 charges of Hawkshot.
Hawkshot grants Ashe assists on enemy champions that it reveals - but only if they were otherwise unseen.

R:

Launches a crystal arrow of ice that stuns the first enemy Champion hit, dealing 200/400/600 (+100% bonus Ability Power) magic damage. The farther the arrow flies, the longer the stun, up to 3.5 seconds. Surrounding enemies take half damage.

Why Ashe?!

  • She has lots of poke in the early game 1 for 1 W and a lot of damage in the late game.
  • Even though they say Ashe’s passive slow, her default attack speed plus the Q is insane.

 

What makes Ashe one the best utility ADCs:

  • She is extremely strong during the laning phase due to your long-ranged pokes and auto-attacks.
  • The amount of utility she brings to a team comp is massive.
  • Her auto-attack slows and her Ultimate R CC, which can easily help the team secure picks before important objective fights.
  • Once she gets two to three items, she can start slowing and shredding multiple members of the enemy team in close-quarter fights.

 

4-Varus (ADC)

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Checkout Varus in action: https://www.youtube.com/watch?v=Ukow1fI2THo (Vapora Dark)

“You didn’t destroy us all. And that mistake will be your undoing.”

One of the ancient darkin, Varus the Arrow of Retribution, was a deadly killer who loved to torment his foes, driving them almost to insanity before delivering the killing arrow. He was imprisoned at the end of the Great Darkin War but escaped centuries later in the remade flesh of two Ionian hunters—they had unwittingly released him, cursed to bear the bow containing his bound essence. Varus now seeks out those who trapped him in order to enact his brutal vengeance, but the mortal souls within still resist him every step of the way.

Varus’s Strengths:

  • Varus can melt tanks or squishys with a single hit.
  • He reduces the healing effects of enemies.
  • He has high-range abilities.

Varus’s Weaknesses:

  • He has low mobility.
  • He is not a duelist.

Varus’s Abilities:

Passive:

On kill or assist, Varus gains Attack Speed during 5/7/9/11 (at levels 1/6/11/16) seconds. If the enemy is a champion Varus gains 40% (+40% Attack Speed) Attack Speed. If the enemy is a minion Varus gains 10/15/20 (at levels 1/7/13)% (+20% bonus Attack Speed) Attack Speed.

Q:

First Cast: Varus starts drawing back his next shot, gradually increasing its range and damage. While preparing to shoot Varus' Movement Speed is slowed by 20%. After 4 seconds, Piercing Arrow fails but refunds 50% of its Mana cost.
Second Cast: Varus fires, dealing 10/47/84/120/157 (+100% Attack Damage) to 15/70/125/180/235 (+125/130/135/140/145% Attack Damage) physical damage, reduced by 15% per enemy hit (minimum 33%). Damage and Blight detonation effects are increased by up to 50% based on charge time (maximum 50% ) .

W:

Passive: Varus' basic attacks deal 7/12/17/22/27 (+30% bonus Ability Power) bonus magic damage and apply Blight for 6 seconds (stacks 3 times).
Varus' other abilities detonate Blight, dealing magic damage equal to 3/3.5/4/4.5/5 (+2.5% bonus Ability Power%) of the target's maximum Health per stack. Detonating Blight on champions and epic monsters also reduces his basic abilities' cooldowns by 12% of their Maximum per stack.
Active: Varus' next Piercing Arrow deals bonus magic damage equal to 0 - 80% to 9/12/15/18/21% of the target's missing health (scales with Piercing Arrow charge).
Blighted Quiver is capped at 360 damage against monsters.

E:

Varus fires a hail of arrows that deals 60/100/140/180/220 (+90% bonus Attack Damage) physical damage and desecrates the ground for 4 seconds.
Desecrated Ground slows enemy Movement Speed by 25/30/35/40/45% and reduces healing effects by 25%.

R:

Varus flings out a tendril of corruption that deals 150/250/350 (+100% bonus Ability Power) magic damage and immobilizes the first enemy champion hit for 2 seconds.
The corruption then spreads towards nearby uninfected enemy champions. If it reaches them, they take the same damage and are also immobilized. Immobilized units gain 3 Blight stacks over the duration.

Why Varus?!

  • Varus' first item is going to give him a huge power spike, which simply means that his burst damage combo will do a lot of damage and can completely destroy any immobile or CC'd carry.
  • Varus is excellent in team fights due to his Q and Ultimate R.
  • A good Ultimate R can literally allow Varus' team to win a significant battle with minimal effort.

What makes Varus one the best utility ADCs:

  • His poking can be really obnoxious for the enemy team and will send them scampering.
  • His Ultimate R provides utility for his team and can allow him to get key picks, which will help him close out the game.
  • He has grievous wounds built into his kit. His E slows as well, which makes it really easy for him to deal with healers and engage support champions. This can be really advantageous in a team fight.

 

Support

3-Braum (Support)

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Checkout Braum in action: https://www.youtube.com/watch?v=x6PFH52OCW4 (League of SUPPORT - LOL Replays

“Today, we fight as enemies. Tomorrow, we may fight as brothers.”

Blessed with massive biceps and an even bigger heart, Braum, “The Heart of Freljord”, is a beloved hero of the Freljord. Every mead hall north of Frostheld toasts his legendary strength, said to have felled a forest of oaks in a single night, and punched an entire mountain into rubble. Bearing an enchanted vault door as his shield, Braum roams the frozen north sporting a mustachioed smile as big as his muscles—a true friend to all those in need.

Braum’s Strengths:

  • Braum has high durability.
  • In a teamfight, he has the ability to turn the tables.
  • He has late game potential.

Braum’s Weaknesses:

  • He might deal less damage as a tank.
  • Doesn’t have the best early game.
  • He might be a bit hard to master.

Braum’s Abilities:

Passive:

Braum adds stacks of Concussive Blows to enemies with basic attacks or Winter's Bite. He and his allies continue to add stacks with basic attacks, at 4 stacks their target will be stunned for 1.25/1.5/1.75 and take 26 - 196 (based on level) magic damage.

Q:

Braum propels freezing ice from his shield dealing 75/125/175/225/275 +(2.5% of Braum's Max Health) magic damage to the first enemy hit and slowing them by 70%, decaying over the next 2 seconds.
Applies a stack of Concussive Blows.

W:

Braum leaps to target allied champion or minion.
On arrival, Braum grants the target Armor and Magic Resist (10/14/18/22/26 plus 12% of Braum's bonus Armor/Magic Resist) for 3 seconds. Braum grants himself 10/14/18/22/26 (+ 36%) Armor and 10/14/18/22/26 (+ 36%) Magic Resist for the same duration.

E:

Braum reduces incoming damage and blocks for allies behind him.
Braum raises his shield in a direction for 3/3.25/3.5/3.75/4 seconds negating the damage of the next attack from that direction. Subsequent attacks deal 35/40/45/50/55% reduced damage.
Braum intercepts projectiles, causing them to hit him and be destroyed. Braum gains 10% Movement Speed for the duration.

R:

Braum slams the ground, knocking up enemies nearby and in a line in front of him. A fissure is left along the line for 4 seconds, slowing enemies above it by 40/50/60%.
Enemies hit take 150/300/450 (+60% bonus Ability Power) magic damage. The first target is knocked up for between 1 and 1.5 seconds, depending on distance from Braum. All others hit are knocked up for 0.25 seconds.

Why Braum?!

  • When he has access to all his basic abilities, he can start being more proactive and exerting some lane pressure.
  • Unlocking Braum’s Ultimate R is very important, and once he reaches this power spike, he can start to actively look for all-ins with his ADC.
  • When Braum has upgraded his boots, he can start to roam around the map.

What makes Braum one the best utility Support:

  • Braum is strong whenever his Ultimate is up.
  • Braum is really good against melee champions, assassins, and hard engage champions, as he can CC them as soon as they engage with his Q and Passive.
  • He is really good in team fights thanks to his E and R, which makes him a really good support as he can offer his carries tons of peel and protection.

 

2-Bard (Support)

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Checkout Bard in action: https://www.youtube.com/watch?v=UmQwFZDjjS8 (League of SUPPORT - LOL Replays)

“The chimes of his footsteps are echoes of change.”

A traveler from beyond the stars, Bard, The Wandering Caretaker, is an agent of serendipity who fights to maintain a balance where life can endure the indifference of chaos. Many Runeterrans sing songs that ponder his extraordinary nature, yet they all agree that the cosmic vagabond is drawn to artifacts of great magical power. Surrounded by a jubilant choir of helpful spirit meeps, it is impossible to mistake his actions as malevolent, as Bard always serves the greater good...in his own odd way.

Bard’s Strengths:

Thanks to Bard's chimes, he can roam like one of the best without much counterplay.
Bard is one of the supports with the highest carry potential and game impact.
Bard is super versatile; he can be played in many different ways depending on the playstyle and preference of the player.

Bard’s Weaknesses:

Bard can be very good against certain champions but also really bad, all depending on how well the player plays.
Bard is very low-ranged for being a ranged support.
Bard requires a lot of time to learn.

Bard’s Abilities:

Passive:

Bard's presence causes magical chimes to appear, which grant Bard 20 + (1 per minute after 5 minutes) experience, 12% maximum mana, and a burst of 24% movement speed out of combat for 7 seconds. Any chime collected after the first grants 14% bonus movement speed instead, up to a total of 80%.
Additionally, lesser spirits follow Bard and aid in his attacks dealing 35 (+ 14 per 5 chimes collected) (+30% bonus Ability Power) - collecting chimes causes these meeps to gain power over the course of the game.

Q:

Bard fires an energy bolt, dealing 80/125/170/215/260 (+65% bonus Ability Power) magic damage to one or two enemies. The first target hit will be slowed by 60% for 1/1.2/1.4/1.6/1.8 second(s).
If the bolt hits another enemy or a wall, any enemies hit are stunned for 1/1.2/1.4/1.6/1.8 second(s).

W:

Bard raises a health shrine that immediately offers 25/50/75/100/125 (+30% bonus Ability Power) health, but restores up to 50/87.5/125/162.5/200 (+60% bonus Ability Power) health as it gathers power for 10 seconds. The shrine's effect also grants 30% decaying movement speed for 1.5 seconds.
Bard can have up to 3 shrines active at once, which remain until visited by an ally champion or crushed by an enemy champion.

E:

Bard opens a one-way corridor through nearby terrain. Both allies and enemies can use the corridor by right-clicking on any part of it while near its entrance, with allies travelling 33% faster than enemies.
The corridor disappears after 10 seconds.

R:

Bard sends magical energy arcing to a target location. On impact, all champions, minions, monsters, and turrets in the target area are put in stasis, becoming invincible, untargetable, and unable to act for 2.5 seconds.
Epic monsters are also put into stasis, despite normally being immune to disables.

Why Bard?!

  • Once Bard has picked up Boots, his roaming potential increases dramatically.
  • Look to roam frequently with his E to help his allies around the map.
  • His Ultimate R is a versatile move that can be used to set up plays with his Jungler.

What makes Bard one the best utility Support:

  • His roaming potential is unrivaled, as he can almost always get to another lane more quickly than his counterpart, as well as get out of sticky situations by using his E.
  • The ability to sustain both his ADC and himself with his W while also getting more mana from collecting his Passive chimes allows him to stay in the lane for a long time.
  • A good Ultimate R can help his team initiate a fight and set up a wombo-combo, especially when Bard manages to follow up his Ultimate with his Q.

 

1-Lulu (Support)

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Checkout Lulu in action: https://www.youtube.com/watch?v=BPCVScVawoE (Shark Zone)

''The best path between two points is upside-down, between, then inside-out and round again.''

 The yordle mage Lulu is known for conjuring dreamlike illusions and fanciful creatures as she roams Runeterra with her fairy companion Pix. Lulu shapes reality on a whim, warping the fabric of the world and what she views as the constraints of this mundane, physical realm. While others might consider her magic at best unnatural and at worst dangerous, she believes everyone could use a touch of enchantment.

Lulu’s Strengths:

  • Lulu pairs very well with hypercarries.
  • Assassins hate her because her whole kit is designed to ruin their day.
  • Lulu's laugh alone has the power to sway enemies.

Lulu’s Weaknesses:

  • She has low range.
  • She can be easily poked out.

Lulu’s Abilities:

Passive:

Pix is a wild Faerie that accompanies Lulu. Pix will fire a barrage of magical energy at targets that Lulu attacks dealing 5 - 39 (3 + (2 * level)) (+5% bonus Ability Power) with each bolt. These bolts can be blocked by units in the way of Lulu's target.

Q:

Lulu and Pix each fire a piercing bolt dealing 70/105/140/175/210 (+50% bonus Ability Power) magic damage. Enemies hit are slowed by 80%, decaying over the next 2 second(s).
Striking an enemy with both missiles will deal 25% bonus damage.

W:

On Ally Cast: Target ally gains 25 (+5% bonus Ability Power)% Movement Speed and 25/27.5/30/32.5/35% Attack Speed for 3/3.25/3.5/3.75/4 seconds.
On Enemy Cast: Polymorphs an enemy champion for 1.2/1.4/1.6/1.8/2 seconds, disabling their ability to attack or cast spells and reducing their base Movement Speed by 60.

E:

On Ally Cast: Commands Pix to jump to an ally and then follow and aid their attacks instead of Lulu's for 6 seconds. If the ally is a champion, Pix shields them from 75/110/145/180/215 (+60% bonus Ability Power) damage for 2.5 seconds.
On Enemy Cast: Pix deals 80/120/160/200/240 (+35% bonus Ability Power) magic damage to target enemy unit. Pix then follows and grants True Sight of them for 4 seconds.

R:

Lulu enlarges her ally, knocking nearby enemies into the air. For 7 seconds, her ally gains 275/425/575 (+45% bonus Ability Power) bonus health and slows nearby enemies by 30/45/60%.

Why Lulu?!

  • Lulu can either go for full damage all-ins on the enemy or work on defending her ADC as needed.
  • She can spam her abilities frequently due to the increased mana regeneration while simultaneously decreasing the cooldowns of her spells.
  • Her late game is phenomenal, as she can peel for her team for days. No one can come close to her team as long as her W and Ultimate R are up.

What makes Lulu one the best utility Support:

  • Lulu can keep her allies alive for a long period of time with her E and Ultimate R in team fights, which increases her allies’ ability to deal damage and survive team fights.
  • She can also use her E to shield herself rather than use it on the enemy.
  • She has tons of utility that can assist her in a plethora of scenarios.

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Gamer Since:
2010
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MOBA
Currently Playing:
Team Fight Tactics
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