[Top 10] League of Legends Best Scaling Top Laners (Ranked Good To Best)

Best Scaling Top Laners Champions
Heading To Victory!

[Top 10] League of Legends Best Scaling Top Laners (Ranked Good to Best)

Scaling is a metric we use to describe the growth of a champion’s ability throughout the match. Champions all thrive at particular points in the game. Based on when they’re at their best, we can determine how well they scale. When a champion is good in the early and mid-games but falls into the late game, then their scaling isn’t great.

In this article, we’re going to detail the best scaling top laners.


Checkout Ornn Scaling: https://www.youtube.com/watch?v=_uSiQfOYlak (Daveyx3 Gameplay)

“I have said enough.”

Ornn is the Freljordian spirit of forging and craftsmanship. He works alone in a massive smithy carved out of the lava caverns beneath the volcano Hearth-Home. There he stokes bubbling cauldrons of molten rock to purify ores and fashion items of unsurpassed quality. When other deities—especially Volibear—walk the earth and meddle in mortal affairs, Ornn arises to put these impetuous beings back in their place, either with his trusty hammer or the fiery power of the mountains themselves.

Ornn’s Strengths:

  • Ornn has a lot of stuns.
  • He can build items on the line.
  • He is very durable in fights.

Ornn’s Weaknesses:

  • He is not mobile.
  • His skills can be avoided.
  • He has a mana problem.

Ornn’s Abilities:


Ornn gains an additional 10% bonus Health, Armor and Magic Resistance from all sources.
Ornn can spend gold to forge non-consumable items anywhere.
Additionally, when Ornn reaches level 13, he will upgrade any eligible items into masterwork items for himself, up to 1 max. For each level after 13, Ornn can upgrade an item for an ally by going near them and clicking on them, max 1 per ally.
Ornn gains an additional 4% bonus health, armor and magic resistance for each Mythic item he upgrades into a Masterwork
Ornn can smith items directly from his forge menu or the shop.


Ornn slams the ground, creating a fissure which deals 20/45/70/95/120 (+110% Attack Damage) physical damage and slows by 40% for 2 seconds. A magma pillar then forms at the fissure's end for 4 seconds.
The fissure stops shortly after hitting an enemy champion.


Ornn stomps forwards, breathing fire and becoming unstoppable for 0.75 seconds. The fire deals up to 12/13/14/15/16% of the enemy's max health as magic damage (minimum 80/130/180/230/280).
Enemies hit by the final gout of flame become Brittle for 3 seconds. The next immobilizing effect against a Brittle enemy has its duration increased by 30% and deals 2.4/2.6/2.8/3/3.2% (scales with level) of their max health as magic damage.


Ornn charges, dealing 80/125/170/215/260 (+40% of bonus Armor)(+40% of bonus Magic Resistance) physical damage to enemies hit.
If Ornn rams into terrain, he creates a shockwave that knocks up enemies for 1 second and applies Searing Charge's damage to those not hit by the charge.
The shockwave destroys magma pillars and terrain created by enemy champions.


Ornn summons a massive lava elemental which stampedes toward him. Enemies run over by the elemental take 125/175/225 (+20% bonus Ability Power) magic damage, are slowed by up to 60% based on distance traveled by the elemental for 2 seconds and become Brittle for 6 seconds.
Ornn can recast this ability to smash into the elemental to redirect and empower it. The empowered elemental knocks the first enemy champion hit up for 1.5 seconds (50% duration for subsequent champion hits), deals 125/175/225 (+20% bonus Ability Power) magic damage and applies Brittle.

Why Ornn?!

  • His first item component will boost his survivability and damage in the lane.
  • The second point in his Ultimate R will increase the damage of the ability and let him make plays more frequently.
  • The final point in his Ultimate R will grant him a massive spike, and he will be able to dish out tons of damage to the enemy.

What makes Ornn one of the best scaling top laners:

  • Ornn scales incredibly well into the later parts of the game. He is one of the few champions who is relatively good at all stages of the game.
  • Ornn can buff up his team thanks to his Passive, which allows him to upgrade his allies’ items.
  • His Ultimate R is a great tool that can set up his Jungler, which is great in team fights as it could potentially knock-up five enemies.



Checkout Yasuo Scaling: https://www.youtube.com/watch?v=ytVerhHUE4I (Daveyx3 Gameplay)

“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:


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.


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.


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


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.


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

Why Yasuo?!

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

What makes Yasuo one of the best scaling top laners:

  • 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.



Checkout Fiora Scaling: https://www.youtube.com/watch?v=L54SG9f1k5U (Daveyx3 Gameplay)

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

The most feared duelist in all of Valoran, Fiora is as renowned for her brusque manner and cunning mind as she is for the speed of her blue-steel rapier. Born to House Laurent in the kingdom of Demacia, Fiora took control of the family from her father in the wake of a scandal that nearly destroyed them. House Laurent's reputation has been shattered, but Fiora will go to any length to restore her family's honour and restore them to their rightful place among Demacia's great and good.

Fiora’s Strengths:

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

Fiora’s Weaknesses:

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

Fiora’s Abilities:


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


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


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


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


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

Why Fiora?!

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

What makes Fiora one of the best scaling top laners:

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



Checkout Gangplank Scaling: https://www.youtube.com/watch?v=WzynWkVi550 (Daveyx3 Gameplay)

“I was cutting throats and sinking Noxian war galleys when you were still pissing your britches, boy. You don’t want to take me on.”

As unpredictable as he is brutal, the dethroned reaver king Gangplank is feared far and wide. Once, he ruled the port city of Bilgewater, and while his reign is over, there are those who believe this has only made him more dangerous. Gangplank would see Bilgewater bathed in blood once more before letting someone else take it—and now, with a pistol, a cutlass, and barrels of gunpowder, he is determined to reclaim what he has lost.

Gangplank’s Strengths:

  • He’s got a super strong scaling.
  • He has flexible buildpaths.
  • He can fit into so many teamcomps.
  • He has so many playstyles.

Gangplank’s Weaknesses:

  • He has a high skill cap.
  • He might be hard to carry with in lower ELOs.
  • He has expensive powerspikes.

Gangplank’s Abilities:


Every few seconds, Gangplank's melee strike will set his opponent on fire, dealing 55 - 310 (+100% bonus Attack Damage) (+200% critical strike chance) bonus true damage over 2.5 seconds. Turrets receive 50% reduced damage. If gangplank hits a target with Trial by Fire, he gains 15 - 30% bonus movement speed for 2 seconds.


Fires a bullet that deals 10/40/70/100/130 (+100% Attack Damage) physical damage (can crit and applies on-hit effects). If Parrrley kills the target, Gangplank plunders 3/4/5/6/7 bonus Gold and 4/5/6/7/8 Silver Serpents. (Trade Silver Serpents at the shop to upgrade Cannon Barrage).


Gangplank consumes a large quantity of citrus fruit, curing all disabling effects and healing him for 45/70/95/120/145 (+90% bonus Ability Power) + 13% of his missing Health.


Gangplank places a powder keg that can be attacked by Gangplank or his enemies at a location for 25 seconds. When an enemy destroys it, the keg is defused. If Gangplank destroys a keg, it explodes dealing the attack's damage as physical damage (ignores 40% Armor) to enemies and slowing them by 30/37.5/45/52.5/60% for 2 seconds. Champions take 75/105/135/165/195 bonus physical damage from the explosion.

When a keg explodes, other kegs with overlapping blast zones chain explode (damage does not stack).

Kegs health decays every few seconds. (Decay rate increases at level 7 and 13). Keg explosions apply Parrrley's plunder effect.


Signals Gangplank's ship to fire 12 waves of cannonballs at an area over 8 seconds. Each wave deals 40/70/100 (+10% bonus Ability Power) magic damage and slows enemies by 30% for 0.5 seconds.

Collect Silver Serpents with Parrrley to upgrade in the shop.

Why Gangplank?!

  • His initial core item will give him a massive boost in dueling power.
  • His Ultimate R has been upgraded, increasing his overall effectiveness in a fight, and the reduced cooldown will allow Gangplank to win fights faster.
  • He has a truckload of items, his barrels can legitimately one-shot someone, and he can effortlessly chase people down with his Ultimate R.

What makes Gangplank one of the best scaling top laners:

  • His Passive style allows him to come out on top of short trades, which is quite advantageous for him. Due to how well Gangplank scales, his Passive damage is really helpful in keeping his enemies away from him.
  • His E can be set from weird angles that can catch the enemy off-guard and cause a lot of damage, which is really good if Gangplank has access to the lane brushes in order to conceal his E barrels.
  • With his Ultimate R, he can impact any part of the map immediately and can act as an enabling force for his laners or Jungler to all-in on their counterpart and get a lead.
  • The longer the game goes on, the greater the scaling for Gangplank due to his Q gold mechanic.



Checkout Jax Scaling: https://www.youtube.com/watch?v=SJM8VVMGXFk (Daveyx3 Gameplay)

“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.
  • When using his R, he becomes naturally tanky in fights because it provides him with a good amount 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, he can be difficult to bring back into the game.

Jax’s Abilities:


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.


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.


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.


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).


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 scaling top laners:

  • His scaling is unparalleled, and he does really well in duels due to his E and Q.
  • The longer the game continues, the more dangerous he becomes and how he can kill anyone, regardless of health.
  • His Passive approach enables him to split-push relentlessly.
  • The E makes him take less damage from AoE abilities, which is really beneficial for him during full-blown team fights.



Checkout Cho’Gath Scaling: https://www.youtube.com/watch?v=qGi6gTvveqQ (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:


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.


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.

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.


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.


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 scaling 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.



Checkout Vladimir Scaling: https://www.youtube.com/watch?v=f_z0GW0NbC4 (HuzzyGames)

“Time has made me wiser, but no more patient.”

A fiend with a thirst for mortal blood, Vladimir has influenced the affairs of Noxus since the empire's earliest days. In addition to unnaturally extending his life, his mastery of hemomancy allows him to control the minds and bodies of others as easily as his own. In the flamboyant salons of the Noxian aristocracy, this has enabled him to build a fanatical cult of personality around himself, while in the lowest back alleys, it allows him to bleed his enemies dry.

Vladimir’s Strengths:

  • He’s got an insane late game.
  • His Q is a great midgame sustainer.
  • He focuses on teamfighting.

Vladimir’s Weaknesses:

  • He’s got long cooldowns.
  • A bit hard to adapt to his playstyle.
  • Low range and movement speed.

Vladimir’s Abilities:


Every 40 points of bonus Health gives Vladimir 1 Ability Power and every 1 point of Ability Power gives Vladimir 1.6 bonus Health (does not stack with itself).


Vladimir drains the lifeforce of his target, dealing 80/100/120/140/160 (+60% bonus Ability Power) magic damage and healing himself for 20/25/30/35/40 (+35% bonus Ability Power) health. After casting Transfusion twice, Vladimir gains Crimson Rush the next time it becomes available to cast.
Crimson Rush: Vladimir is briefly hasted and for the next 2.5 seconds Transfusion deals 85% increased damage and heals for an additional 30 - 200 (based on level) plus 5% (+4% per 100 ability power%) of his missing health (empowered heal has 35% effectiveness against minions).


Vladimir sinks into a pool of blood for 2 seconds, gaining a brief haste and becoming untargetable while slowing enemies above him by 40%.
Vladimir deals 80/135/190/245/300 + [10% of bonus Health] magic damage over the duration and heals himself for 15% of that amount. Sanguine Pool can be cast while charging Tides of Blood.


First Cast: Vladimir charges up a reservoir of blood, spending up to 8% of his max Health to increase this spell's damage. While at full charge, Vladimir is slowed.
Second Cast: Vladimir unleashes a nova of blood at surrounding enemies which deals between 30/45/60/75/90 (+2.5% of maximum Health) (+35% bonus Ability Power) and 60/90/120/150/180 (+6% of maximum Health) (+80% bonus Ability Power) magic damage and, at full charge, briefly slows by 40/45/50/55/60%. Targets hit block a portion of the nova.
Tides of Blood will release automatically if held for more than 1.5 seconds.


Vladimir infects enemies in a target area with a virulent plague, causing them to take 10% increased damage from all sources for 4 seconds.
After 4 seconds, Vladimir deals 150/250/350 (+70% bonus Ability Power) magic damage to all infected targets. If Hemoplague damages an enemy Champion, Vladimir heals himself for 450/750/1050 (+210% bonus Ability Power), plus 40% for each Champion beyond the first.

Why Vladimir?!

  • His first item component will give him a significant damage boost, and will also increase his overall survivability in the lane.
  • His Ultimate R will allow him to dish out a lot of AoE burst damage and use the ability quite frequently.
  • His late-game life steal and damage will make him an excellent teamfighter.

What makes Valdimir one of the best scaling top laners:

  • Vladimir scales up like a monster, especially if he manages to get a few kills early on.
  • He can single-handedly snowball a game and win it for his team due to the sheer amount of healing.
  • His W allows him to get out of sticky situations quite easily while also dismantling ganks from the enemy team, thereby wasting the enemy Junglers time.
  • Due to his Ultimate R and E, he can destroy the enemy team whenever they are grouped.
  • Close-quarter fighting is a massive strength for him.



Checkout Vayne Scaling: https://www.youtube.com/watch?v=W5BjKC3s4BY (Daveyx3 Off Meta)

“I don’t kill creatures like you because it’s the right thing to do. I kill you because I enjoy it.”

Shauna Vayne is a deadly, remorseless Demacian monster hunter who has dedicated her life to finding and destroying the demon that murdered her family. Armed with a wrist-mounted crossbow and a heart full of vengeance, she is only truly happy when slaying practitioners or creations of the dark arts, striking from the shadows with a flurry of silver bolts.

Vayne’s Strengths:

  • Vayne has high mobility.
  • She has a powerful late game.
  • She can spike with two items.
  • Shea deals a lot of true damage.

Vayne’s Weaknesses:

  • She has a high skill ceiling.
  • Her early game is a bit weak.
  • She has a bad wave clear.

Vayne’s Abilities:


Vayne ruthlessly hunts evil-doers, gaining 30 movement speed when moving toward nearby enemy champions.


Vayne rolls a short distance, and deals 30/35/40/45/50% Attack Damage bonus physical damage on her next basic attack within 7 seconds.
Tumble's bonus damage is equal to 60/65/70/75/80% of Vayne's total attack damage.


Every third consecutive attack or ability against an enemy deals an additional 4/6/8/10/12% of the enemy's maximum health as true damage (no less than 50/65/80/95/110).
Silver Bolts deals no more than 200 damage against monsters.


Fires a bolt that knocks back a target and deals 50/85/120/155/190 (+50% bonus Attack Damage) physical damage.
If the target collides with terrain, the damage is increased to 50% bonus Attack Damage and the target is stunned for 1.5 seconds.
Condemn's damage is increased by 150% if the target collides with terrain.


Vayne gains 25/40/55 bonus attack damage and improvements to Night Hunter and Tumble for 8/10/12 seconds. The duration of Final Hour is extended by 4 seconds whenever a champion damaged by Vayne dies within 3 seconds.
Night Hunter: Vayne instead gains 90 movement speed.
Tumble: Tumble's cooldown is reduced by 30/40/50%, and Vayne gains Invisibility for 1 second when she Tumbles.
Stealth - Invisible: Vayne can only be revealed by nearby enemy Turrets or True Sight.
Final Hour's duration can't be increased beyond its original maximum duration.

Why Vayne?!

  • Really fun champion to play with.
  • When her first ability is maxed out, she will start hitting like a truck as her Q will be up very quickly in the game.
  • Vayne shines during the late game as she can run down enemies due to her Q and W.
  • A fully maxed-out Ultimate R will give a massive power spike to Vayne, which is absolutely necessary to win the game and will allow Vayne to dish out tons of damage.

What makes Vayne one of the best scaling top laners:

  • She scales extremely well into the late game and can single-handedly carry a game if the game lasts for that long.
  • Extreme mobility allows her to both dodge skillshots and play defensively at the same time, which can be extremely obnoxious for the enemy, especially when Vayne is using her Ultimate R.
  • Her W is a real game-changer for her, as she can use it to completely win extended trades against other laners. It also allows her to cut through tanks’ health bars like butter.



Checkout Nasus Scaling: https://www.youtube.com/watch?v=h9zbiVrDwuE (foggedftw2)

“For centuries, I have watched. We approach a time of reckoning.”

Nasus is an imposing, jackal-headed ascended being from ancient Shurima, a heroic figure regarded as a demigod by the people of the desert. Fiercely intelligent, he was a guardian of knowledge and a peerless strategist whose wisdom guided the ancient empire of Shurima to greatness for many centuries. After the fall of the empire, he went into self-imposed exile, becoming little more than a legend. Now that the ancient city of Shurima has risen once more, he has returned, determined to ensure it never falls again.

Nasus’s Strengths:

  • Nasus is a strong champion in the mid and late-game.
  • He’s got an excellent passive that allows him to restore a large amount of health.
  • He has a very good Ultimate that gives great survivability and damage.
  • Easy to learn, easy to play, and easy to master.

Nasus’s Weaknesses:

  • He depends on the farm, especially at the beginning of the game.
  • He doesn’t have escape skills.
  • He might be hard to play against teams with a lot of CC.

Nasus’s Abilities:


Nasus drains his foe's spiritual energy, giving him 9/14/19% (at levels 1/7/13) bonus Life Steal.


Nasus's next basic attack will deal 30/50/70/90/110 (+100% Attack Damage) (+Siphoning Strike Stacks) physical damage.
Siphoning Strike permanently gains 3 damage if it kills an enemy. This bonus is increased to 12 against Champions, large minions and large monsters.


Nasus ages target champion over 5 seconds, slowing their Movement Speed by 35%, increasing to 47/59/71/83/95% over the duration. The target's Attack Speed is reduced by 35.25/44.25/53.25/62.25/71.25%.


Nasus unleashes a spirit flame at target location, dealing 55/95/135/175/215 (+60% bonus Ability Power) magic damage.
For the next 5 seconds, enemies in the area have their Armor reduced by 25/30/35/40/45% and are dealt an additional 11/19/27/35/43 (+12% bonus Ability Power) magic damage each second.


Nasus becomes empowered in the sandstorm for 15 seconds, increasing his size by 30/35/40%, his maximum Health by 300/450/600 and Armor and Magic Resistance by 40/55/70.
While the storm rages, he deals 3/4/5 (+1% bonus Ability Power)% of nearby enemies' maximum Health each second as magic damage (240 damage max per second) and Siphoning Strike has a 50% reduced cooldown.

Why Nasus?!

  • Nasus is one of the strongest champions in League of Legends at the end of the game, and it is almost impossible to stop Nasus, who stacks a large number of souls.
  • At the end of the game, Nasus transforms into an excellent melee tank with huge damage.
  • He is quite simple in understanding and mechanics, so learning how to play him will not be difficult.

What makes Nasus one of the best scaling top laners:

  • Nasus has insane late-game damage if he has been able to get tons of stacks with his Q.
  • Is an easy champion to pick up and understand. His game plan is pretty much the same in each game, too.
  • Nasus is a really good split pusher and should be looking to split push and open up the map during the later parts of the game.
  • He can be incredibly hard to stop if he is ahead. While he is drawing pressure, his team can siege or fight elsewhere.



Checkout Kayle Scaling: https://www.youtube.com/watch?v=cUHFhsZ-RN8 (Daveyx3 Gameplay)

“No human is perfect. But I am not human.”

Born to a Targonian aspect at the height of the Rune Wars, Kayle honored her mother's legacy by fighting for justice on wings of divine flame. For many years, she and her twin sister Morgana were Demacia's protectors—until Kayle became disillusioned with mortals' repeated failings and abandoned this realm entirely. Still, legends are told of her punishing the unjust with her fiery swords, and many hope that she will one day return…

Kayle’s Strengths:

  • Kayle is an extremely strong late game champion.
  • She can reduce the armor and magic resistance of enemies due to his Q.
  • She can be successfully played with both AD and AP builds.
  • Invulnerability to itself or an allied champion can play a decisive role in a team fight.

Kayle’s Weaknesses:

  • She doesn’t have hard and reliable control skills.
  • There is no way to quickly exit the battle or quickly reduce the distance.

Kayle’s abilities:


Kayle ascends through four forms before reaching her divine state.

Zealous (level 1): Kayle’s attacks grant 6% (+ 25% bonus Ability Power) attack speed for 5 seconds, stacking up to 5 times. At max stacks, Kayle becomes Exalted and gains 8% movement speed towards enemies.

Arisen (level 6): Kayle evolves into a fully ranged champion.

Aflame (level 11): When Kayle is Exalted, her attacks launch flaming waves dealing 10 - 30 (based on Starfire Spellblade's Rank) (+ 10% bonus Attack Damage) (+ 25% bonus Ability Power) bonus magic damage.

Transcendent (level 16): Kayle takes on her final form becoming permanently Exalted gaining an additional 100 range for a total of 625 attack range on basic attacks.
The distance of the waves launched by Kayle's basic attacks while she is Aflame and Exalted (or Transcendent) now scales with her bonus attack rangeQ:

Kayle and target allied champion are healed for 55/80/105/130/155 health (+25% bonus Ability Power) and gain 24/28/32/36/40% (+8% per 100 ability power) Movement Speed for 2 seconds.


The sword deals 60/100/140/180/220 (+60% bonus Attack Damage) (+50% bonus Ability Power) magic damage to the target and enemies behind it, slows by 26/32/38/44/50% for 4 seconds, and shreds Armor and Magic Resistance by 15% for 4 seconds.


Kayle and target allied champion are healed for 55/80/105/130/155 health (+25% bonus Ability Power) and gain 24/28/32/36/40% (+8% per 100 ability power) Movement Speed for 2 seconds.


Passive: Attacks deal 15/20/25/30/35 (+10% Attack Damage) (+20% bonus Ability Power) bonus magic damage.
Active: Kayle's next attack becomes ranged and deals 7/8/9/10/11 (+1.5% per 100 ability power) of the target's missing health as bonus magic damage. This attack upgrades when Kayle reaches Level 6, causing it to explode when it hits the target, dealing damage to nearby enemies.


Kayle makes an allied champion invulnerable for 2/2.5/3 seconds.
Then, after a cast time, she purifies the area around them dealing 200/350/500 (+100% bonus Attack Damage) (+80% bonus Ability Power) magic damage to nearby enemies.

Why Kayle?!

  • Getting 2 points in her Ultimate R will give her another significant power spike.
  • Her first ability will be maxed out at level 9, which will allow her to poke her enemies with ease and let her clear waves quickly.
  • Her late-game damage is very high, and she will need to be taken out beforehand if the enemy team has any chance of winning the game.

What makes Kayle one of the best Scaling top laners:

  • Kayle is a late-game monster due to how her Passive works. If she can pull through the laning phase and acquire CS in an orderly manner, she will easily take over the game later on.
  • Her Ultimate R can allow her to save a teammate as well as herself, depending on the situation.
  • The Q and W allow her to easily catch up to fleeing targets and dispose of them once she is powerful enough; it also serves as a source of poke and waveclear in the lane, particularly before she reaches level six.


Scott Hunter 4:22 AM (28 minutes ago) to me 1) for each article, use a visually exciting image that complements the headline 2) For all articles, use the code below for the suggested articles at the bottom. Click 'Source' and copy and paste it in:

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

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