Onto the mid-game. This is where I'll talk about the specific compositions of Shadow/Inferno, Rangers & Lights. As mentioned these are not the only playable compositions but they are the ones I'll focus on for this article. Before we get into them specifically let's talk leveling and economy really quick.After you level to 6 and whether you roll down or not you want to econ up to level 7. There's two common timings for level 7, either 3-5 or the round after Wolves, 4-1. If you rolled at all at level 6 or you've been having a low econ game I suggest not leveling at 3-5 and waiting til 4-1. If you didn't roll at level 6 and have a good economy (50+ gold) then you can level and roll at 3-5. In both scenarios you want to scout beforehand to see what is being taken.The next leveling mark will depend a lot on your composition, board strength and health. It is still possible to fast 8 on 4-3 but most often it's better to delay level 8 in favor of rolling to stabilize your composition. Stabilizing means finding upgrades and hitting important four cost units. Generally you're going to slow level to 8you've been win-streaking most of the game and have a lot of gold with a strong board then you can level earlier or even go fast level 9.Leveling out of the way let's get into specific compositions starting with Shadow/Inferno!3 Shadow/3 Inferno/2 Lunar is a decent mid-game for this composition. The core units areand. You can flex in whatever else you want at level 7 like afor 3 Summoner or more front-line likeis the most important unit for Shadow as she will be your main carry for most of the game so look to get them two-starred as soon as you can which will be preferably at level 6 or when you roll at 7.Items can be flexible forbut Seraphs, Jeweled Gauntlet and Infinity Edge are currently the best in slot you can go for though Deathcap and Rapidfire are good replacements if you can't find the two Glove items.is your secondary carry in this build as his ultimate can straight up win you a fight with the amount of damage it can do and after the buff to his starting mana it's almost guaranteed to go off every fight. Look to give him defensive items like Guardian Angel or Titans Resolve.This build has two really common transitions which are going to be either six Inferno or six Shadow.of either element is usually the catalyst that determines what you swap into though it is important to keep in mind Shadowhas a bug at the moment that can cause her to not do the extra Shadow damage so play her knowing it's a risk. I'll go over more specific level 8 and 9 late game builds in the next section. Let's move onto Rangers!4 Ranger/3 Warden or 3 Ranger/4 Warden is a common mid-game for Rangers. They have one of the weaker mid-games because a lot of the strength of Ranger is in the late game units likeand. What you play at level 7 can vary but ideally you want a strong front-line with at least one item carry.Whileis your preferred item carry with Infinity Edge and Last Whisper you can keep those items on aorwhile you're looking forin the mid-game. Lunar is a good option to play as well sinceis strong in the front-line andcan enable your item carry. Your secondary item carry is oftenwith Static Shiv though you can play defensive items for your front-line instead. Guardian Angel is extremely useful forso making one for him after you've secureditems is a good idea.Rangers are definitely harder to pull off at level 7 so you want to minimize the amount you roll so you're able to work towards level 8 and late game. Front-line is more important than your back-line for Rangers in general so after you findtry to focus on upgrading your front-line or finding. We'll go over the most common late game composition in the next section but first let's talk about Lights!6 Lights/2 Mystic is a very common mid-game for Lights at level 7. Before we get into specifics I need to make it very clear that Lightsto work. It's much, much harder to do well with Lights without, specifically. So make sure you scout and see if anyone is playing him and determine if it's still worth playing for Lights or not. Generally you want to roll a bit at level 6 to try and hit at least one Yorick but you're going to primarily roll at level 7 with the intent of getting him upgraded.Okay that said let's talk about carries for Light.is the most common base champion for Light that is your back-line carry with items like Rageblade and Hurricane. You doneed to hyper-roll for a three-starfor the current meta of Lights nor do I suggest doing so as you delay your chance of findingcan still work as a carry for Lights butis cheaper and just as effective. If you're able to get a Light item you can play for another good Light carry which is. This would look something like this at level 7:6 Lights/3 Summoner does require a Spatula to make a Light item but it's a very potent variant for the mid-game and transitioning towards the late game.ghouls get a lot of extra health with the Summoner buff andis great as a carry. Other items you can giveare Jeweled Gauntlet, Rageblade or even make him a Blademaster to pair withLast thing to talk about mid-game Lights is it's really, really important to look for a Guardian Angel for your. It helps him a lot in getting his ultimate off multiple times and prevents him getting cheesed out of the fight from instant-kills. In general he is the second item carry for Lights but it's vitally important to try and get GA on him.