AP bruisers
Somewhere a while back a red, either Ghostcrawler or Morello I think, asked what an AP bruiser is and what their function on a team should be. Today I had some free time to think and here's what I came up with.
First off, let me state when I say AP bruiser, I mean champions who primarily (there will always be exceptions, like with anything) deal damage through abilities, scale off AP in some manner, and are melee. The reason for this distinction is so that we have a narrow enough scope to say "X could be built as an AP bruiser". The reason for excluding ranged champions is because that blurs the line between a Mage and a Bruiser too much.
AP bruisers should have several of these:
- Situational Sustain Mechanic
- Ability Gating
- Active Play method of getting around ability gating
- Utility abilities
- A method of forcing a point of attention
AP bruisers should NOT have
- Multiple high damage scaling abilities
- Chain-able CC
- Defensive steroids
- Offensive Resets
Situational Sustain: This means a method of either regaining health, or preventing damage in a way that is interactive. An example of a non-situational sustain mechanic would be Mundo's passive. Regardless of how he's acting, its always giving him sustain.
Ability Gating: This is normally done through mana, but it doesn't have to be. This is here to keep the bruiser in check. Without gating, the bruiser would run rampant and then subsequently be nerfed.
Circumventing Ability Gating: Some method of play that allows the bruiser to get around their gating. This should be something that says "If you do X then Y is cheaper/better/faster/etc." It should require some form of interaction either with minions, champions, or monsters.
Utility Abilities: These are abilities used not primarily for their damaging effect (though they can have one), but for their utility provided to your team/removed from the enemy team. Diana's vortex is a perfect example of this.
Method of Forcing Attention: Something in the kit that should force the enemy to acknowledge you and react. A recent example, I played a game as Nunu. Every time I used my ultimate in a team fight, the enemy was forced to CC me. By activating the ability, it forced a reaction from the enemy team. This doesn't have to be a massive damage ultimate.
High Scaling Damage: This should be avoided because it leads to an assassin pattern rather than a bruiser's. The bruiser is there to fight it out, not kill and run.
Chain-able CC: This is more the domain of tanks, which we do not want to take over either. A single CC can work, but it should probably be a soft CC such as slow/silence rather than a stun or suppress.
Defensive Steroids: Again, this is tank territory. When I say defensive steroid, I mean something to the effect of Malphite's W (+30% armor) or Galio's W. Small shields such as Diana's W can work, as long as they are short duration or require Active Play to maintain.
Offensive Resets: This is the primary reason that bruisers get turned into assassins. cough Diana cough Resets as a mechanic are fairly frustrating to play against in general, but if a champion must have a reset, it should be a utility or defensive one. Think something like Draven's W reset on catching an axe for an extra movespeed buff.
A prime example of what I think an AP bruiser design pattern looks like is Nunu. His Q provides sustain, but only if an enemy minion or monster is nearby. His W is pure utility without any damaging effects. His E has decent damage and a good amount of utility packed into it. His R forces attention to him and punishes those who do not. The mana cost on his E is fairly significant, but his passive allows him to bypass that cost, but only if he is actively participating (5 melee attacks). One issue I have with him is that his E has a significant slow that can be nearly permanently reapplied.
Another champion that nearly fits this model is Diana. The primary issue is that the reset on her R allows her to play more as an assassin than a bruiser. Other than that point, her Q has decent damage, W has minor damage but provides shielding with extra dependent on being in melee range with enemies. E provides pure utility. R has decent damage, but again the reset pushes the assassin pattern.
Anyways, that's my take on what and why AP bruisers should look like. I'm open to all forms of constructive discussion. Love it? Let me know what point and why. Hate it? Same thing! Tell me what and why, and most important how can we do better?