Every subclass explained and champs who fit there.
I’m bored and have nothing to do, so I’m making a list of champion subclasses.
Disclaimers
- Some champions fit into multiple classes, so it’s possible you’ll see them multiple times
- the “Marksmen” class isn’t going to be included since Marksmen counts as just having ranged high damage auto attacks, and not really pertaining to a playstyle (I.E,
and
are Marksmen, but you’d play them WAY differently). - you may not agree with what champions I put where and that’s alright, but I’d rather you state your disagreements rather than scream at the post.
Alright let’s start already It’s important to note something, in terms of major classes, they tend to follow on a wheel going from Fighters->Tanks->Supports->Mages->Slayers-> and back to fighters. Marksmen can fit anywhere on his spectrum, and outside of this spectrum are special cases, where champs don’t fit. I’m starting with fighter classes since they’re the easiest to explain.
Diver These are the Jack of all trade champions. Decent mobility, damage, tank stats, CC, and utility across the board but not really Great at any one particular thing. And when they are good at one thing something else lowers in return. They are pure fighters on the board, and can easily adjust their builds and playstyle to what the team needs. It’s also important to note that while divers have no problem getting in a fight, they usually lack the mobility to get back out.
Juggernaught They’re big, they’re tanky, they do more damage then you and are tougher, they’re Juggernauts. Juggernauts are the Tank-Fighter hybrid that sacrifice their utility for pure raid boss stats, weather it be through high since target damage or through big old AOE team fighting abilities aren’t juggernauts are forces to be reckoned with. However, they sacrifice one key thing in order to gain all of this power, they are super slow, and the ones that aren’t super slow are super predictable. Additionally most juggernauts have some sort of mini game that smart opponents can play around to make it so that they cannot do anything.
Vanguard You know who these guys are. You know you hate fighting against them because they don’t take any damage. These are the vanguards, the guys who usually go into a fight first and usually leave a fight last. They are leagues pure tanks designed to go in, soak up as much damage as possible, and leave without a scratch. These are the guys you try to ignore it but they do just enough damage to be a threat to the enemies who don’t build any defense, Or they have so much cc that ignoring them causes your teams and not deal as much damage. Either way they’re not easily fought or killed.
Warden The warden is the mid between Support and Tank, they focus on helping their allies rather than hurting their enemies. Well Joe cannot focus on themselves being big burly brutes, And vanguards focus on trying to disrupt the enemy, Wardens focus more on protecting their allies from the enemy. Because of this wardens like mobility very similarly to Jeanettes however they have the most utility out of any tanks in the game, and can duel champs suprisingly effectively.
Enchanter Enchanters are the most supportive of support classes. Enchanter is usually sacrifice a majority of their damage and they’re taking us in order to become the team help desk. Enchanters are usually the only class in League that have as many ally abilities as they do enemy abilities, and they sacrifice a majority of their stats for utility or CC.
Catcher Catchers are mage-support hybrids. Where enchanters focus on buffing ally’s, catchers focus on hindering enemies. Catchers are champions whoTake advantage of a specific situation and turn it on its head against the enemy. Catchers usually have reliable CC, and decent damage, and are well known for turning a fight with one ability despite being a support class. They punish mistakes that the enemy makes similar to Vanguards, however they have more utility and less tank stats.
Artillery Artillery are a pure range class that focus on their range and decent sustained damage and heavier burst damage. In terms of backline, these guys sit WAY in the backline, usually sacrificing any defensive stats for damage, save maybe one or two survival tools. They usually have only one form of Hard CC ago set up they’re burst or protect them, but if they LAND said hard CC you’re going to feel like a guy with a knife against an army of magically enhanced snipers. Luckily getting close to these guys usually means death since they’re some of the lowest defensive stat champs in the game.
Burst mage The mage-Assassin hybrid. Burst mages deal somewhat low consistent damage due to longer cooldowns, but make up for it in pure, refined, one shot goodness. They are not as effective at instantly killing enemies as say, slayers, But they unlike their slayer counterparts can do it from range, but lack mobility in exchange. Most of the time they arrange a short or if the rain isn’t sure of their birthdays somewhat difficult to land, but usually landing every skill as a burst mage spells death for the poor fooos who stood against them.
Assassin Tell me, do you like being stabbed? No? How about blown up in an instant? Well, that’s what Slayers do. These champions wait for the perfect opportunity to swoop in, kill their target, and swoop out. They have huge mobility or maybe some form of stealth, this mixed with their huge single target damage, and they’re probably the scariest class when ahead. Unlike burst mages they can’t kill anything, but the champions they can kill they’re twice as effective at doing so. They lack consistent damage but focus mostly on being either too quick to catch or in your face instantly so they don’t really care.
Skirmisher And finally, we’ve made it full circle to talk about the fighter-assassin hybrid, known as the Skirmisher. These champions sacrifice a majority of their defenses and utility in exchange for pure mobility and damage. Skirmisher shave some of the highest DPS in the game, and can duel ANYONE if played well. There are two important things to note with Skirmishers though. One, they’re mobility is very high, but also limited, meaning they can rarely dash freely without suffering some consequences. And two, they usually have only one defensive ability to work with and survive.
Battlemage These guys don’t really fit neatly on the spectrum besides the fact that they’re mages. Battlemages deal high damage in an AOE semi consistently, and their burst is there, but unreliable. They can have high utility or be Tanky, but it depends on the battlemages playstyle. They tend to lack range in exchange for all of this, but even so they tend to still have decent range. They’re just awkward to Categorize due to how flexible the play style can be.
Specialists Speaking of awkward. Specialists are champions who don’t fit in the spectrum even when including battle mages. Their play styles are unique, their kits are very unique, their designs are very unique, and overall they just don’t fit in anywhere in the spectrum.











