Understanding the concept of a power spike can greatly improve your individual play. A power spike is a period of time during any regular game of League of Legends when a champion becomes significantly more powerful than they previously were. Knowing the power spikes of your own champion allows you to recognize when you should or should not be aggressive. Knowing the power spikes of the enemy champion is arguably just as important as knowing the power spikes of your own champion. Knowing the intricacies of power spikes can be extremely valuable in recognizing when you can or cannot take a fight, when you should trade, when you should back off, etc.

Defining power spikes is difficult because they happen at different times with different champions, and often happen several times throughout the game when champions hit certain level thresholds or complete certain items in their builds. As such, even though you may play the same champion every game, your power spikes may occur at a different time depending on how the game is playing out. Let's explore a few rules of thumb that will help you identify a power spike. Keep in mind that many of these rules will rely on the knowledge you have of different champions. Recognizing power spikes on champions you play often will be simple due to your intimate knowledge of that champions' kit and build path. Recognizing the power spikes of a champion who is rarely played will be more difficult as you may know very little about what they do or what they build.

Rule #1: Power spikes often happen at levels 2, 3, 6, and 9

- Level Two Power Spikes: The reason why we see power spikes at level two is often because this is when many champions are able to begin comboing their abilities. Many supports reach their power spike at level two because their first two abilities that they level consist of a gap closer followed by some sort of CC. Examples of this are Leona's E - Q combo or Alistar's W - Q combo. Certain assassin's like Leblanc and Fizz also spike at level two because they now have abilities that allow them to harrass their opponent while staying relatively safe with an escape ability.

The mark over Taric's head is Leblanc's Q. If Leblanc is able to land a second ability while her opponent is marked, it will deal increased damage. She is able to do so safely without taking minion harass by using her W to dash in and reactivate it to return to where she started.

Tips: If you are able to reach level two before your opponent, use this opportunity to be aggressive. Setting the tempo of the lane early on and asserting dominance over the minion wave can dissuade your opponent from aggressing on you and will often result in them missing out on farm and experience while they try to stay safe. On the flip side, if you see your opponent hit level two before you do, it is a good idea to back off until you can hit level two yourself. It can be very frustrating if your opponent is zoning you from the minion wave and preventing you from farming or leaving your tower. In this situation, farm as best as you can under tower and ask your jungler to come help. Gold from minion farm is obviously very important, but it is better that you miss out on gold than risk feeding your lane opponent. Do your best to stay in range of the dying minions so that you still gain experience.

- Level Three Power Spikes: Level three marks a point where most champions have a point in all three of their basic abilities. Most assassins spike at level three. While they may not have their full combo available, if they are able to poke you down before they reach level three, the combination of their three basic abilities may be enough to burst you down.

Tips: Play level three power spikes just like level two power spikes. If you hit three first, aggress and zone your opponent from the minion wave. If your opponent hits three first, back off until you can catch up or your jungler comes in to help.

- Level Six Power Spikes: This one is pretty obvious. Most champions will see a level six power spike as it gives them access to their ultimate. Hitting level six means that assassins have access to their full combo, tanks have their main form of engage or sustain, fighters unlock their main damage source, mages can nuke you with their spells, marksmen can finish you off with their ultimates, and supports have their best forms of CC or disengage. Certain champions rely on their ultimate to deal most of their damage. These champions will also spike at levels 11 and 16. Jax, Master Yi and Ryze are a few examples of this concept.

Tips: Play level six power spikes as above. This is also when you can begin to turn your eyes toward the other lanes. Ultimate abilities open up big opportunities for ganking other lanes, whether it's through massive CC, massive damage, or tower dive potential. Always be wary of champions with global ultimates (Twisted Fate, Shen, Pantheon, among others). They can quickly turn a 1v1 into a 1v2 or a 2v2 into a 2v3.

- Level Nine Power Spikes: Level nine is a smaller and less noticeable power spike than others but this marks the point in time when most champions have reached max level in their primary ability. Level nine is when a Talon W does an absurd amount of damage, an Irelia W allows her to lifesteal a massive amount, and a Sona Q hits you for more damage than a support should ever do.

Tips: Be aware of the power spike here. A lot of emphasis is put on levels 2, 3, and 6 and many people forget about their power spike at level nine. Use it to your advantage. Being aware of power spikes and acting accordingly is half the battle most of the time.

Rule #2: Know the difference between ability based champions and auto-attack based champions.

This one is fairly self explanatory. Take a champion and ask yourself, does most of this champions damage come from auto-attacks or abilities? Ability based champions (both AD and AP) get their power spikes by leveling their spells. These are their primary source of damage and by putting an additional point in them, they can in turn deal more damage. Auto-attack based champions do not gain as much from their levels. Putting a point in their spells won't increase their primary source of damage, which is their auto-attacks. These champions rely much more on their items than on their abilities.

Rule #3: Learn to recognize the items that champions rely on to fulfill their role.

This last rule is a bit loaded. It requires quite a bit of game knowledge and champion knowledge to be able to tell which items indicate power spikes for a champion. As a rule of thumb, anytime a champion completes an item, meaning they have bought all the components and cannot upgrade the item any more than it already is, this indicates a power spike. Some item power spikes are easier to recognize than others. I could write several articles on power spike items and when they are built, but that's not something I'd enjoy doing so I will do my best to give a few examples. This is by no means an all-inclusive list.

- Trinity Force

Trinity Force is the most well-known power spike item. It is normally rushed as a first item and if whoever is building it is able to reach the power spike earlier than normal, it can lead to that champion steam rolling through the rest of the game. Champions who build Trinity Force include Corki, Jax, and Irelia.

- Muramana or Seraph's Embrace

Both of these items build out of Tear of the Goddess and rely on reaching 750 stacks before transforming into a more powerful item. Muramana transforms from Manamune once it reaches 750 stacks. Stacks are gained by casting abilities. Champions who build Manamune spike late in the game once it has been fully stacked and has transformed into Muramana. Jayce, Varus, and Ezreal often build this item. Seraph's Embrace works the exact same way, but transforms out of Archangel's Staff. Champions who build Seraph's Embrace include Ryze, Orianna or Anivia.

- Morellonomicon or Athene's Unholy Grail

Either of these items marks an early power spike for most mid-lane mages. Morellonomicon provides Ability Power, Cooldown Reduction, and Mana Regen, everything a growing mage needs to burst down a target mercilessly. Champions who like to spam their abilities for damage build this item. Examples are Leblanc, Xerath, and Lux. Athene's is a safer alternative to Morellonomicon, providing more Mana Regen and a bit of Magic Resist while sacrificing some of the raw AP that Morellonomicon gives. Champions who build Athene's include Orianna, Ziggs, and Annie.

- Infinity Edge

This item marks a massive power spike for ADC's. It provides attack damage, increased crit chance, and bonus crit damage. The B.F. Sword (Best Friend Sword) is one of its main components and also marks an early power spike for ADC's. As a bot lane, you will want to attempt to force the enemy ADC to back before he has enough gold to buy B.F. Sword. This forces the enemy ADC to buy something to tide him over and also causes him to miss experience and gold. Regardless of what he comes back with, if you are able to back and buy B.F. Sword on your next back, you will have a window of opportunity where you will be significantly more powerful than your opponent.

- Skirmisher's Sabre and Stalker's Blade

I don't play as a jungler often, but recognizing jungler power spikes is just as important as recognizing the spikes of your own champion. I won't pretend to have an in-depth understanding of jungle champions, but for the most part, you can rely on the fact that once the jungler has one of these items, they become much more dangerous. Stalker's Blade allows junglers to smite champions to apply a slow and damage, giving junglers with no CC in their kit an option for ganks. Skirmisher's Sabre also allows junglers to smite a champion. Instead of a slow however, Skirmisher's Blade marks the target for four seconds increasing the damage of auto attacks. This item is great on auto-attack based jungle champions who have lane partners with hard CC.

- Rod of Ages

Rod of Ages is similar to Manamune or Archangel's Staff in that it becomes more powerful over time. Its first component, Catalyst, marks a small power spike for most AP tanks and a few control mages, providing both health and mana. Once it's completed, it generates one stack per minute. Each stack provides health, mana, and AP and Rod of Ages caps out at ten stacks. This item is often built on Ryze, Kassadin, Swain, Anivia, Annie, etc.

- Spirit Visage

This item provides incredible stats for tanks and bruisers. If a champion falls into the tank or bruiser role, nine times out of ten, you will see this item in their build. Spirit Visage grants health, health regen, magic resist and cooldown reduction. As stated above, you'll see this on most top laners.

- Black Cleaver

This item is a must for AD bruisers who need to stick to their targets. It is often built as a first item as it provides both health, damage, and cooldown reduction. You'll see this item built on Pantheon, Fiora, Olaf, Darius, etc.

Conclusion

This list could go on and on, but it's best to break it down into small bits of information that you'll be able to remember during the chaos that is League of Legends. So if you take anything away from this article, try to remember these three things.



Rule #1: Power spikes often happen at levels 2, 3, 6, and 9

Rule #2: Know the difference between ability based champions and auto-attack based champions.

Rule #3: Learn to recognize the items that champions rely on to fulfill their role.

Thank you for joining me for the latest installment of my "How It Works" series. If you'd like to see more of my work, you can check out my other "How It Works" articles here and here. Check back soon for more work from me and other great content creators here at Team-Dignitas.net