[Long Post] What are Juggernauts. An Introduction to the class and Each Champion.
Updated/Edited due to Volibear mini-update.
HI all since I did a post on "why is skarner, the crystal vanguard a juggernaut, and sion, the undead juggernaut a vanguard?" on explaining what a juggernaut is, I thought hey, why not make thread about what Juggs are all about. Bear in mind it will be a bit copy and paste like's the original post at the start while also being a massive post so it's gonna be a mouthful.
Since some people are a bit confused as to what a juggernaut is, I am going to properly define what a juggernaut champion is in detail:
Juggernauts are the titans of the rift, capable to dealing colossal amounts of damage while also being hard to kill due to their durability and sustain, making them powerful frontliners that excel in the thick of things. Due to their ability to both deal and take a lot of damage, people will often be forced to between bursting a juggernaut down fast or risk having them run rampant and winning teamfights. Juggernauts are further divided into two groups. Freight trains, who in a burst of speed, will charge at their target and chip away of their health at an alarming rate with rapid attacks. And Raid bosses, who lack the means to sprint but are a slow moving beast that will kill nearly anyone that comes too close to them or is out of position.
Like to my previous thread about Raid Bosses and Freight Trains: https://boards.na.leagueoflegends.com/en/c/gameplay-balance/XXlNK234-juggernauts-types-freight-trains-and-raid-bosses
Also a colossal shout out to Randomonium for giving me credit on this guide here are the links to his Juggernaut beginner guide:
Part 1: https://www.youtube.com/watch?v=1BUJqi1IcpQ&t=320s Part 2: https://www.youtube.com/watch?v=ugGMQMBVmqM Part 3: https://www.youtube.com/watch?v=9n5yWvNzeYE Part 4: https://www.youtube.com/watch?v=v0xHqfBt8CI&t=12s
Traits both share.
High damage and tankiness Sustain of various degrees. Predictable/Highly Telegraphed gameplay. Vulnerable to kiting.
Exclusive to Freight trains:
Death by a thousand cuts, deal rapid damage with AA or abilities. Can gain a burst of MS to mitigate their weakness to kite. Most have Decent AoE damage or are powerful single target fighters/duelists. Better at engaging/ganking and can even get past the backline if they are lucky.
Exclusive to Raid Bosses:
Some ranged abilities. Some utility. (can peel decently) Conditional damage. Once they have fulfilled that condition, their damage skyrockets. Better CC than Freight Trains.
Anyway that is how I would categorize Juggernauts based on my own experience of them.
As you can see, there are a quite a difference among juggernauts even if they are a subclass in and of themselves, and although some of them borrow traits from each other it doesn't mean that they are a hybrid unless they are enough of both traits to even out.
Anyway, here is a list of each juggernaut champion and their playstyle.
: Type: Freight Train:
Pros: Good base damage, Insane durability with both scaling Resistances and Regeneration Spin to win AoE damage, Armor Shed, SIlence, Execution damage, Shield and resistance to CC on W.
Cons: Weak against tank busters, very predictable, no ranged ability.
Garen is Freight Train what excels at Running up his target, silence and then spin the fuck around them. The single damage bonus damage on Judgement helps to make him a powerful 1v1 and teaming fighting jugg as it allows him to both deal a lot of damage and shed armor, allow him to bring some offensive utility to his ADC or assassin in his damage, Garen is also hard to stop because of his regen outside combat and his W's ability to reduce damage and CC effect means he live long enough to seriously hurt the enemy team and bring them low enough to execute.
: Type: Freight Train.
Pros: High MS champion, Good single target chase potential, Adaptable, got both sustain and shield.
Con's: No ranged ability, much weaker to kiting than other Jugg, can't max out all his abilities.
Udyr is a beast that likes to maul someone like a bear not give to F's about what stands in his way. Thanks to his stances he can quickly adapt to give himself an edge in fights, Bear Stance is a beast for ganking, Tiger Stance give him strong dueling power, Turtle Stance Shields and grants sustain while Pheonix Stance deals AoE Magic damage and helps out clearing the jungle. Because he has 4 basic abilities with only 18 leveling points, one must be aware of which stance is the best to rank based on the match up with udyr.
Type: Freight Train.
Pros. High MS, %Hp damage, tanky, Dragon Slayer, Powerful AoE with Ult. Only Jugg Champion apart from Urgot with a dash. Deals mixed damage.
Cons: No CC apart from ult, Kiteable. Skill shot reliant for % max damage.
Shyvana is a Jungling Jugg that focus on taking down dragons for her team, this alongside her powerful ult AoE power, makes a her scaling beast that can destroy the enemy team if they are not careful and punishes dragon buff loses hard. She also deals a lot of mixed damage, making it hard to itemize against her. Like most jungle Juggs, she is weak to kiting but with her ult she can get the jump on her target(s) and start fights as her dragon form grants her HP, making her tanky enough to survive all in's.
Type: Freight Train/Raid Boss.
Pros. High sustain, Stats stealer, Waller, Tank buster, strong team fighter and zoner.
Con's: Single target damage, sustain reliant, somewhat reliant on tanks to perform well in teamfights, can't leave frozen domain without losing power.
Trundle is a mixed bag, as he has both freight train and raid boss traits. Like a freight train, he wants to run up and bash peoples skulls in, but like a raid boss, he is gated by conditions and a killzone to be effective. Trundle's ability to steal stats from his target means he can seriously weaken anyone that tries to fight him while he gets stronger, however. it's his Ult that is the ultimate stats stealer and tank buster as he constantly drains their HP and Resistances ,making him a powerful off-tank that helps contribute to teamfights.Trundle also feeds off death allowing him to heal a small percentage of his target's total HP after they die near him, combined with Frozen domain and Spirit visage, Trundle is a sustain beast that excels at divide and conquer tactics while healing off high HP targets that die near him.
: Type: Raid Boss.
Pros: Insane damage, zoning, ult deals colossal damage (Hentai tentacle teamfight rape fest), high sustain.
Con's: Solely focused on damage, no real utility. kiteable, all her attacks have wind-up, making her predicable.
Illaoi is the definition of the bitch you stay the fuck away from, She is a powerful zoner that wants to let the fight come to her and when she get's a grip of your soul, you'd better run or make her do it instead. She is a powerful damage dealer that wants to be in a teamfight to destroy the enemy team. even if she is low on HP, her sustain and tankiness allows her to get some of it back and continue fighting. because she is packed with damage. She only truly shines in a comp with high CC as they can lockdown targets long enough for Illaoi to give her the chance to body fools .
Type: Raid boss:
Pros: Whiter is an ADC buster, infinite Q stacking. E removes %armor, late game monster, decent AoE damage. Can counter kiting to some extent, Ult makes him unkillable and reduces Q CD. Baseline Lifesteal.
Con's, becomes useless if his Q stacks are not high enough, getting focused can seriously hold him from stacking Q, which is his only way to dealing serious damage Single Target.
While Nasus is know for the pimp cane he carries he also has some decent utility. Due to his W's AS and MS slow and E's Armor shed. Nasus can bring more to the table than just smacking people with his cane. In teamfights he can cripple a high priority target and remove armor from the enemy team. While Nasus is a simple champion, His ability to deal high single target damage and offensive utility makes him a simple but deadly champion. and his Ult makes him unkillable. Anytime he ult's you know he is gonna nuke someone with that plutonium stick (Hehehe, Pluto) while also healing for a lot. It's not called the pimp cane for nothing.
: Type: Raid Boss.
Pro's: Powerful shield that can be consume for a heal, AoE, on his abilities, insane passive damage and also empowers AAs, fantastic pull with E, %MR penetration, drags you to the otherside to be the living #hit out of you and steal your stats, Uber-juggernaut that will stomp many other juggernauts, Manaless, Voiced by Fred-freaking-Tatasciore
Con's: Slow, can be kited, missing attacks are highly punishable, not as much sustain as other juggs, mobile champs can dodge his attacks and stomp morde.
It's about time Morde got his rework and it is GLORIOUS!!! He now fits the theme of a Warlord turned Lich that carved out empires boht in the living world and the underworld. Morde is now a proper Jugg and has far better tools than before. In his old kit he melee battle mage-like juggernaut that didn't reward people for building him with proper tanky item, now his kit and abilities mean that he can get tank items and still be effective even a few AD once he got
and his truty
. or go for a more aggressive build. Kitwise, his passive is his old W and procs after 3 hits with his attacks or abilities. is Q is a combination of his old Q and E, an AoE that deals more damage to a single target, a homage to his very first Q. His W is his old passive on command and stores damage he takes as well as deals to cast the shield and can now be cast again to consume the shield for HP. E is his first ever real CC abilities and drags multiple targets to him, similar to Darius's E but also with some elements of Thresh's E. Finally his ult will now drag his target to the underworld to fight for 7 seconds, a powerful ability that can isolate a fed or a weak target for him to kill or stall and when he fights them, he gains 10% of their base stats and keeps them if he kills them, meaning that a Morde that wins a 1v1 vs 4v4 can comeback and ruin the enemy team. All in all. His rework has hit the mark on what to improve while keeping the soul of mordekaiser intact. Making him the quintessential AP juggernaut that makes him one of the most toughest and deadliest champion to fight in melee combat.
Personally I will say it's a wonderful rework and Riot deserve praise for it.
Type: Raid Boss.
Pro's: High pushing power, Ghouls are glass cannons that can deal insane damage, Maiden can split push for him allowing him and his team to push all three lanes. Insane synergy with Rift Herald, Waller, Q+Trinety Spellblade can deal insane damage. Pets scale with MS. Deadly objective taker. Has some of the highest base stats in the game along side Darius and Illaoi. Maiden Summons Ghoul for each grave around her. Got both Current and Max %HP magic damage.
Con's: Very weak without Ghouls or maiden, relies on E to tag his target, less sustain than other juggs. Maiden has an insanely HIgh CD in the early game. ghouls fall of late game, lack means to summon ghouls outside maiden. have no control over his pets.
Yorick a powerful split pusher, He sticks to lane and makes sure that they are pushed and if anyone comes near him he will sic his mistwalker AKA ghouls at them to rip them apart. having all four of them jump at someone is scary as they deal damage the moment they land and will continue to maul their target until they are dead. Yorick's ability to wall allows him to cut off enemies and save allies near chokepoints in the jungle as they can pass through his wall freely and if he can wall someone after they have dashed, they are more or less screwed and doing so is the key between a good and a great Yorick player. The maiden is also excellent for taking rift herald and dragons as his ghouls and maiden attacks can quickly kill them, making yorick a good pick for taking objectives as well. Thanks to his Insanely high Base damage, He can deal serious damage with his Q once he has Sterak's and TriForce and it's something that people often underestimate. Yorick is a beast that possess insane pushing power and can 1v2 or even 1v3 the enemy team as his sheer tankiness and damage alongside his minions allow him to pressure the enemy team and makes Yorick a fearsome juggernaut.
Type: Freight Train
Pro's: Insane HP regen at 30% Hp, decent CC, Charge and flips back target. Decent execution power. Chain-fucking-lightning. AS based, Anti-Dash, counter-engage.
Con's: No ranged abilities his ult chain. wonky scaling with AP. Kitable
Volibear is more or less intended to be that champ that mauls the hell out of his target before finishing them off with his W, due to his descent AS scaling, his W passive and his ult synergizes well with each other, allowing him to deal a lot of AoE damage while also causing a helluva lot of chaos among the enemy team by flipping and slowing them. sending the enemy team into panic mode as they struggle to kill you. He's pretty much a mix of a vanguard and a jugg due to his Passive and the durability he has. Thanks to the update in 8.4, he is able to run faster and his E now as knockback and it now deals increased damage to anyone that is dashing or airebone, allow him to juggle his enemy with a Q+E combo before swallowing his foes. Like Mondo, he doesn't really need any attack items and his base damage is insane.
Type: Freight Train.
Pro's: Constant AoE slows, Insanely high AS, even more so at low HP. High sustain, Ult passive grants tankiness, while it's active effect grants Ad and make him give zero fucks about CC(unstoppable). True damage. Good chasing power.
Con's. Q is a skillshot and his only CC ability. Losses passive resistances during ult, making you more vulnerable to getting dogpiled. No real AoE ability apart from Q with is a linear ability. E deals true damage to Olaf as well. Reliant on being at Low HP to deal more damage. Wallers can stop him during his ult.
Olaf is a berserker and it shows, He is that champ that wants to singlemindedly chase and murder someone and not give a damn about anyone getting in his way. HIs kit is designed to get in and tear shit up and because of his ult makes him immune to CC, he can with a shield or if he is fed, completely deny a CC heavy comp from locking him, allowing him to pretty much kill anyone he wants. HIs E is also a big middle finger to Resistance building champs, so unless they have a a lot, and I mean a lot of HP it's will hurt like a motherfucker.
: Raid Boss(with some Freight Train traits)
Pro's: Decent chase power, high regen from both passive and ult. % HP damage. AoE damage and Tenacity with his W. Gains A lot of AD with his E, even more the lower his Hp is. High MS with ult. Damn hard to kill. Mage killer due to his W's passive.
Con's. Weak to tank busters. Kiteable. Abilities cost HP to use. High Hp cost on W, Q is a skillshot. High risk High reward champ. Grievous wound is a kick in the balls to him.
Mundo is well, Mundo. He is a pain in the ass and because he is so damn tanky he is hard to kill, force out of lane and just harass as he is a stone wall that don't give a damn. He will piss you off with his constant poke and trying to get near him is even worse as he can then beat the hell out of those that get near him. Mundo works well as a harasser due his ability to remain alive and unless there are tank busters around, he can fight for a long time and is a threat because of his sustained damage and regen. Mundo is also a nightmare to any AP champions as he gains up to 30% more MR when he takes magic damage and combined with Spirit Visage, Burst ain't gonna cut it. Sadism is a beast of an ult as mundo can regenerate 60% of his Max Hp at max rank and boost his MS, allowing him to turn the tide of a losing fight and regen his way to victory.
Type: Raid Boss.
Pro's: Stacking Dot on hit and gains AD on max stack. Decent champion lockdown. Good AoE damage which can spread max stack DoT. Good sustain on Q hits. Ult deals true damage and resets on kills. Can reel in targets, baseline Armor pen makes it hard to do negate his damage. Excellent teamfighter and cleaner.
Con's: Reliant on Passive ramp up. denying him Max stack proc hurts him, needs to properly time his attacks. Q is a realistic attack, get hit by the handle and you don't get a dot, heal him and take as much damage. kiteable, ult only deals max damage with 5 stack of his passive.
The pimp hand of Noxus, The Dunkmaster himself. Darius is a feared champ because he wants people to fight him and unless they can dance around his Q, few can match him in a slugfest because of his insane power and he can at times pull a 180 on ganks as he can spread a fully stacked Dot to his next target and then dunk them. Darius is also the motherfucker you don't want to see in a teamfight as he can focus on target, spread his Dot to everyone and then proceed to pentakill the entire enemy team. Thanks to his Q's heal he can recover from a beatdown regaining up to 36% of his missing Hp if he hits three targets or more meaning he a jugg that lives for the carnage and carnage it shall be if he is fed as he is a danger both in 1v1 and teamfights.
Type: Raid Boss
Pro's:Decent slow on Q, Deals insane AoE damage, can dash and throw around other champs. Deals % HP damage, W deals insane damage to locked on target. Ult executes anyone below 25% Hp. Has shield. Got shotgun knees for god's sake. Good single target damage. Shield on W.
Con's: Slow, lacks sustain in his kit. Short range. Predicable. Ult is a skillshot and some champs can prevent the execute from happening. W slows him even more. Q has a short delay. shotgun have a long CD in the early game and can only fire in a certain direction
Urgot is the first ever Ranged Jugg and because of this, he is a special case, unlike other juggs, he trades sustain for a shield and can even dash. in spite of his. He still has the trademark Killzone power that raid bosses have, he is slow, but when he doe enter in the fray, you can expect a lot people getting shot while wondering where the hell the corpse of one of your mates is and why there is only gib around them. Urgot is all about positioning, as his shotgun knees only fire out in a 60 degree direction and have a CD which can screw him over if he ain't prepared. But when he is prep'd and he slowly walking into the enemy team and offloads his payload, and people will see just why he is called "Urgod". Because if anyone, and I mean ANYONE get within range of Urgot, pray he doesn't have his ult up. He can deal INSANE damage and with Clever and Mallet, few are gonna get out fast enough to survive his damage if he gets his Q > W/E Combo on them.
Type Raid Boss/Skirmisher.
Pros: insane sustain, Sweetspot reduces CD, powerful duelist, ult steroid grants more AD and Healing, decent CC. Short CD dash
Cons: Skill reliant, relies on self-heal to win fights, Passive can be unreliable, somewhat clunky.
Aatrox has gone from being a diver into a juggernaut and it's been a radical change, no longer is he a in-your-face diving AS shredder, he has now become a dueling caster Juggernaut that relies on methodical and accurate Q strikes to deal the most damage to his target, with a dash that is the envy of all juggs, Aatrox has far more mobility than any of them and use this to reposition his Q strikes to better get the drop on his target. Due to his fantasitic dueling powers he is one of the best juggernauts as of the time of writing, even after losing his revive on his ult. Despite being a jugg, he also part skirmisher due to his mobility being higher than most juggs and being more maneuverable, however he doesn't have a powerful defensive ability relying on his sustain to survive in fights.
Upcoming Champion:
Type: The (Raid) Boss
Pro's: Strong Anti tank damage. Regeneration grows stronger the lower his HP is. Makes good use of on-hit abilities due to double striking AA's. Got an Insane Shield due to grit. Can deal True damage equal to Darius and Cho'Gath with a basic ability. Multi-pull targets. Ult can disposition targets and deal a percentage of the targets Bonus HP in damage.
Con's: No dashes beyond ult, relies on taking damage to deal high damage back, vulnerable to kiting, low range.
Sett is a new juggernaut that coming out in 2020 and is a return to the simple yet strong juggernauts. As a Raid Boss you don't want someone like Sett to be near anyone of your allies as he will break their faces in and can deal true damage in a line with Haymaker. Sett is a brawler, he wants to get into the thick of things and beat the everloving shit out of anyone he can get his hands on and pray that he doesn't get his hands on a tank during a teamfight because he will dunk them on his squishy enemies with his ult. But like all Raid bosses, Sett is vulnerable to kiting so unless he can purchase a
He's going to struggle against Mobile and or ranged opponents.
Anyways I hope You like this post and that was on the ball for you guys, if not then hit me up with some suggestions to improve this post.
Peace.
and Q scaling. he is better off with AP.
, which is instead mainly used by champs like kayle and kog, and doesn't really perform well on juggs (at most it's situational).
and
would end the game.