Can you guys help with my Marksmen?
I swear this is one of these times that I'd have really appreciated custom tags...
So I used to be a Jungle/Top Tank/Fighter main, but recently I felt like I want to move outside of playing exclusively melee champions and expand my champion pool, at least those of which I can and want to play. Unfortunately, from a strategic standpoint, I really don't know when or why you'd want to pick certain Marksmen. Could any Marksmen players out there help me sort out my current list of Marksmen so I know who to play and when?
I want to look at them from a strategic angle; like how Sivir and Corki definitely have the best wave clear of the Marksmen I own with Ashe, Kog'Maw, and Tristana just a step below that. If anyone could help me figure out which Marksmen are suited for what jobs, and what Marksmen I should get next to round out this pool, that'd be great.
- Early bully. Above average range. Good pick when your teammates have good damage already. Useful for engage/follow-up from her ultimate. Good for poke, catching, teamfighting.
- Early bully. Average range. Good for lane phase and for catching people. Also has a large portion of magic damage if you are a mostly AD team. Good for poking, but has a harder time killing tanky enemies. Nice escape.
- Early bully. Average range. Needs an aggressive support in lane phase to get him ahead. Vulnerable to ganks.
- Short range. Not really played as ADC anymore, but works if you need a tankier ADC.
- Late game champion. Short range. Good for poke and shredding tanks, but vulnerable to ganks.
- Early bully. Average range. Great teamfighter due to her ultimate, especially in compositions that have big AoE CC.
- Safe laner. Short range. Has good waveclear, and shines at engaging in teamfights. Great AoE damage in teamfights.
- Safe laner. Average range (into highest range at level 18). Transitions into a strong late game ADC with emphasis on taking out turrets and/or getting resets on her jump to clean up fights.
- Mid/late game ADC. Average range. Good for catching from stealth. Not much poke; needs to be protected or he'll die fast. Devastating ult in teamfights.
- Mid/late game ADC. Average range. The best duelist ADC; weak against AoE team compositions. Great at shredding tanks. Can kite well. Needs to farm a lot for late game.
- Mid-late game carry, centered around poke/kite, great for team fighting.
- Like a traditional carry except focused on poke/objective control. He is good at following up with picks. Is a good kill lane. Weak against duelists and needs peel.
- Mid game centered. He is a good team fighter. Good skirmisher. Falls off late. Snowball/peel reliant. Safe from ganks. Has good utility.