Champion Classes: Summarized

EbonyBladeJ88··22 votes·13,268 views

Since I've been seeing more and more people make very misinformed or even outright ignorant posts regarding champions and the classes they belong to as of late, I've taken it upon myself to make this post that will hopefully explain, once and for all, what each Champion Class IS, DOES, HOW THEY ARE INTENDED TO BE PLAYED, AND WHAT THEY REPRESENT AS A CLASS.

We'll go through the classes in alphabetical order.


CONTROLLERS

Controllers (More commonly known as Supports) is the first class we'll look at. Subclasses of the Controllers are Enchanters and Catchers.


WHAT THE CLASS IS

Supportive champions, generally seen in the Bot-Lane with a Marksman or Carry-type champion.

WHAT THE CLASS DOES

Supports allies by either augmenting them with power boosts, shields, heals and other amplification-related abilities, or by providing intense threat zones that will lock down opponents for their allies to then attack, as the case may be with the champion themselves.

HOW ARE THEY INTENDED TO BE PLAYED

Controllers usually focus on getting their lane partner (As it says above, usually a Marksman or some other kind of Carry-type champion) fed with lots of gold via kills and CS, keeping an eye out for ganks via warding the river, tri-bush and other areas so the map is well-lit with vision and other supportive actions.

WHAT THEY REPRESENT AS A CLASS

Many League of Legends memes and comics depict Controllers/Supports as a Mom or Dad trying to raise/care for a Marksman baby, watching them grow as the game goes on in length. The speed at which the "baby" grows depends on how FED they are with Kills, CS and Gold. In general, they are intended to be the bodyguard of the fragile Marksman/Carry until the Tank/Fighter (Usually from the top-lane) is strong enough to take over. They then take a back-seat, just helping out all the team wherever they can.

SUBCLASSES

(Taken from the LOL Wiki)

"Enchanters focus on amplifying their allies' effectiveness by directly augmenting them and defending them from incoming threats. Enchanters themselves are often quite fragile and bring relatively low damage to the table, meaning they really only shine when grouped together with others. "

"Catchers specialize in locking down opponents or, in some cases, entire battlefields by creating intense zones of threat that only foolish enemies would dare wade through. Although not as reliant on their friends as Enchanters, the fragile and immobile Catchers greatly benefit from allied presence - both to deter incoming danger and to help capitalize on targets they've locked down."


FIGHTERS

Fighters (Sometimes referred to as Bruisers) is the next class, in alphabetical order that we'll look at.


WHAT THE CLASS IS

Durable, Melee (For the most part) champions that are always looking for a scrap or fight to be in, usually seen in the Top-Lane or Jungle. Subclasses of the Fighters are Divers and Juggernauts.

WHAT THE CLASS DOES

Act as a secondary damage threat to the enemy team, or in the event of an under-performing Marksman/Carry, the main damage threat while also bringing relative tanking ability as well. The Jack-of-all-trades, master of none, in a manner of speaking.

HOW THEY ARE INTENDED TO BE PLAYED

Fighters usually focus on starting a battle and keeping it going on for as long as possible, since the longer a fight goes, the greater their threat level becomes. Once they can get their momentum going, it becomes increasingly difficult to stop them.

WHAT THEY REPRESENT AS A CLASS

You know in the movie Fight Club or various fan-works depicting various characters in its style... (Like Super Smash Bros for example here) https://img00.deviantart.net/cd2a/i/2010/224/d/f/smash_bros__by_robotpencil.jpg

...As bruised, hardened warriors of sorts? That's what I think Fighters are supposed to represent.

SUBCLASSES

(Once again, from the LOL Wiki)

"Divers are the more mobile portion of the Fighter class. Divers excel at singling out high-priority targets to blitz toward, immediately forcing those targets (and their teammates) to deal with the diver’s presence. Divers are not as durable as the tanks or juggernauts of the world, but Divers can take their fair share of punishment while bringing enough damage to be a real kill threat if left unchecked."

"Juggernauts are melee titans who relentlessly march down the opposition and devastate those foolish enough to get within their grasp. They are the only subclass who excel at both dealing and taking significant amounts of damage, but in turn they have a tough time closing in on targets due to their low range and extremely limited mobility."


MAGES

Mages are the next alphabetical class to look at. Uniquely, they have 3 subclasses rather than just two: Burst, Battle-Mage and Artillery.


WHAT THE CLASS IS

Caster Champions that want to cripple and burn through the opposition with their potent magic abilities.

WHAT THE CLASS DOES

Barrages opponents with magical attacks from range while remaining relatively out of danger's reach unless the target either slips past or manages to endure the assault.

HOW THEY ARE INTENDED TO BE PLAYED

Mages often find their home in the Mid-Lane, though some can be played Bot-Lane as well; they want to keep their opponents at arms-length, so they can then beat them down with their magical skills.

WHAT THEY REPRESENT AS A CLASS

Mages are, well as the name implies, magical guys or gals that just want to show off their fancy particle effects, magical doodads and fantastical powers. And if they can get fed enough, reign supreme over their foes.

SUBCLASSES

(As before, from the LOL Wiki)

"Artillery Mages are the masters of range, and they leverage that advantage to whittle down their opponents over time from great distances. In turn, Artillery Mages are severely punished when enemies finally succeed in closing in on them, due to their extreme fragility and limited mobility."

"Battlemages (also known as Warlocks) get into the middle of the fray, seeking to wreak havoc upon the entire enemy team with their overwhelming sustained area damage. Due to their relatively short (but not melee) combat ranges and the need to burn down their opponents over time, Battle Mages have significant defensive capabilities that range from sustaining endlessly to literally defying death for a short period of time."

"Burst Mages aim to single out vulnerable targets by locking them down and following up with a devastating barrage of damage from range. Burst Mages struggle heavily against beefier targets who can shrug off their initial spike of damage."


MARKSMEN

Marksmen are the next class we'll be looking at. They, at this time of writing, anyway, do not have any OFFICIAL subclasses. Ones that have been considered are Demolishers and Scrappers, but for the purposes of this post, we will not include a Subclasses section for them since they do not officially HAVE ANY.


WHAT THE CLASS IS

Fragile, Ranged Champions that start out weak, but have the potential to become glass cannons that wreak absolute havoc.

WHAT THE CLASS DOES

Marksmen deal reliable damage while constantly flirting with danger by being JUST BARELY out of reach for their opponents to get, all the while they flurry said opponent with blow after blow from range.

HOW THEY ARE INTENDED TO BE PLAYED

Marksmen are often seen in the Bot-lane, backed up by the above-mentioned Controllers, building their strength over time via CS, Kills and Gold obtained via any other means they can get it. Once said strength is built, they provide one of the greatest threats the enemy team can face, all while being out of their reach to get to and stop (In ideal situations).

WHAT THEY REPRESENT AS A CLASS

You can think of Marksmen that are people first learning how to shoot a gun or bow at a practicing range. Initially, they miss a great deal, but as they practice more and more, they become more accurate and more efficient, until they are almost always hitting the target with exact precision.

No Subclass section, since they don't have any!


SLAYERS

Slayers are next in alphabetical order, so here we go. They have the Subclasses of Assassins and Skirmishers.


WHAT THE CLASS IS

Quick-moving champions that have high damage output focused on a single target, but lack the durability necessary to last in a long fight.

WHAT THE CLASS DOES

Slayers usually look to get in, take out their mark, and get out without anyone noticing.

HOW THEY ARE INTENDED TO BE PLAYED

Where Slayers go actually depends on what Subclass they are in. The Assassin make their lairs in Mid-lane most often, preying on whatever poor sucker comes their way that they can kill. Skirmishers can go Top-Lane or Jungle, some can even go Mid-Lane as well, depending on their kit.

WHAT THEY REPRESENT AS A CLASS

Slayers are the James Bonds, Sam Fishers, Solid Snakes and Ezio Auditore's of the League if you look at just Assassins. Skirmishers I jokingly consider Toddlers throwing temper tantrums whilst also on a sugar high, dashing and jumping around to the annoyance of those around them. In truth, Skirmishers are somewhat like this Daffy Duck GIF: https://media.giphy.com/media/qth2E9TM55BoQ/giphy.gif

Looking for an opening to hit someone fast, with something hard.

SUBCLASSES

(You should know where this is from by now; the LOL wiki.)

"Assassins specialize in infiltrating enemy lines with their unrivaled mobility to quickly dispatch high-priority targets. Due to their mostly melee nature, Assassins must put them themselves into dangerous positions in order to execute their targets. Luckily, they often have defensive tricks up their sleeves that, if used cleverly, allow them to effectively avoid incoming damage."

"Skirmishers (also known as Duelists) aim to shred through any nearby enemy that approaches. Because Skirmishers lack high-end burst damage or reliable ways of closing in on high-priority targets, they are instead armed with situationally powerful defensive tools to survive in the fray, along with extreme sustained damage to cut down even the most durable targets."


TANKS

Tanks are the next to last class, in terms of alphabetical order and overall. Subclasses are Vanguards and Wardens.


WHAT THE CLASS IS

Walking Brick Walls that shrug off incoming damage and force their opponents to deal with their presence first and foremost via Crowd Control.

WHAT THE CLASS DOES

They use their Crowd Control and Peeling abilities to force the enemy to deal with them, all while shrugging off the enemy's strongest attacks so their allies can then destroy the foe while they are in recovery.

HOW THEY ARE INTENDED TO BE PLAYED

Tanks, surprisingly are pretty versatile. You can see them Top-lane, Bot-Lane or in the Jungle regardless of the subclass they might belong to. One particular member might be more effective in one role or the other, but nonetheless, they have a large range they can cover in terms of roles.

WHAT THEY REPRESENT AS A CLASS

Tanks are basically this image:

https://vignette.wikia.nocookie.net/unturned-bunker/images/5/5a/YOU_SHALL_NOT_PASS.jpg/revision/latest?cb=20150716205002

Sort of like a Party Bouncer, they'll get in your way every time you try to walk pass with arms folded, shaking their heads no, cause: https://i.gifer.com/Ha8T.gif

SUBCLASSES

(You know the deal, LOL Wiki.)

"Vanguards are offensive tanks. Vanguards lead the charge for their team and are specialize at getting action started. Their explosive team fight initiation seeks to catch enemies out of position while allowing allies to follow-up to devastating effect."

"Wardens are defensive tanks. Wardens stand steadfast, seeking to hold the line by persistently locking down any on-comers who try to pass them. Wardens keep their allies out of harm’s way and allow them to safely deal with enemies caught in the fray. "


SPECIALISTS

And lastly in the alphabetical order in which I've chosen to make this post, the Specialists! Specialists, like Marksmen, have no Subclasses.


WHAT THE CLASS IS

These are the folks that Riot just doesn't know WHAT TO CALL. They take cues from almost all of the above classes, but not enough from any particular one to cement them in a specific class or subclass.

WHAT THE CLASS DOES

It depends on the kit of the champion for this group, really. Not really sure how else I can describe it.

HOW THEY ARE INTENDED TO BE PLAYED

See "What The Class Does" Section for this.

WHAT THEY REPRESENT AS A CLASS

http://31.media.tumblr.com/tumblr_m26jlrE0Rs1qb24r6o1_500.gif

They do whatever works, really.


CONCLUSION

I hope that this post will enlighten those that may not know (Or care to know) much about the classes that make up the roster of League of Legends! Thanks for reading!

29 Comments

StonePlatypus5 votes

Specialist is terribly named. Not sure if it was you or Riot who did it, but Specialist would denote an area of expertise, a category they excel in. What you're talking about is a Jack of all Trades or a Generalist.

Blue Moon Wolf3 votes

They're pretty much the class that does something weird that isn't easily put into a class. like Singed who's too squishy to be a tank, doesn't really behave like any of the mage classes in the game and doesn't really build like anyone, he just sort of has a thing and it works (depending on who you ask). The class doesn't really have one thing they do specifically and is pretty much just the "other" pile Riot has when they don't know where to put a champ. so in a way the "specialize" in their own unique play style.

StonePlatypus1 votes

[{quoted}](name=Blue Moon Wolf,realm=NA,application-id=3ErqAdtq,discussion-id=GE9vAZgR,comment-id=00010000,timestamp=2018-10-02T00:16:51.354+0000)

They're pretty much the class that does something weird that isn't easily put into a class. like Singed who's too squishy to be a tank, doesn't really behave like any of the mage classes in the game and doesn't really build like anyone, he just sort of has a thing and it works (depending on who you ask). The class doesn't really have one thing they do specifically and is pretty much just the "other" pile Riot has when they don't know where to put a champ. so in a way the "specialize" in their own unique play style.

Singed is plenty tanky to be a tank. He is fast enough and tanky enough to be a huge problem unless you got enough damage to burst him.

Additionally I think you and TC are confusing a few words and definitions, but it's all good. I know what you're "trying" to say. So it's all good.

Done251 votes

[{quoted}](name=Blue Moon Wolf,realm=NA,application-id=3ErqAdtq,discussion-id=GE9vAZgR,comment-id=00010000,timestamp=2018-10-02T00:16:51.354+0000)

They're pretty much the class that does something weird that isn't easily put into a class. like Singed who's too squishy to be a tank, doesn't really behave like any of the mage classes in the game and doesn't really build like anyone, he just sort of has a thing and it works (depending on who you ask). The class doesn't really have one thing they do specifically and is pretty much just the "other" pile Riot has when they don't know where to put a champ. so in a way the "specialize" in their own unique play style.

Singed is absolutely a Tank. A Vanguard to be precise. His entire kit revolves around running up into the middle of the enemy team to disrupt them with poison zones and flinging them into his puddles of glue.

Blue Moon Wolf1 votes

Riot categorizes him as unique. I think the issue is that he's supposed to be a damage dealer, but he deals damage by slowly melting an enemy to death. But either way he does have a very unique play style. I mean, how many champs farm behind tower one of their most effective ways to play?

Solicitude1 votes

Running onto a team isnt really an initiation. Disengaging that is pretty easy, unless you play ARAM. You compare him to the other vanguards and you see he really doesnt belong there. Every single vanguard has at least 1 harc cc ability and a form of gap closer. Singed has a fling, a slow (none of them are hard cc), a potential root and no gap closer, being fast is not a gap closer.

Check vanguards. Alistar Amumu Leona Nautilus and the others. They all have a way to close the ap without running head first to the enemy team and they all have at least 2 hard cc abilities and most of them have aoe hard cc as well. The only vanguard who actually needs to actually run towards the enemy team is Rammus , but he still has a knockup, a 2.5 sec (if i remember correctly) taunt and a huge slow zone around him.

EbonyBladeJ881 votes

I did not name it, Riot did. Since they named them Specialists, that's what I have to call them. It might be nonsensical, but, they're the developer, not me.

MasterDClone3 votes

This was a good and objective post which i liked to see for a change. +1 from me

wmbkryboy3 votes

This is Riot's classification of "tanks". It's their game and it's their prerogative to classify things as they wish. However, the fact that the word "tank" is used in numerous games and rarely includes crowd control as a requirement for "tanks" leads to a LOT of confusion.

Anyone coming from other games to LOL automatically thinks of Mundo, Garen, Darius etc... as "tanks". Why? Because they are durable, have high health and deal tons of damage. Literally think about what a tank is. In combat it is a durable vehicle that literally has a cannon. Riot believes a "tank" has CC but not very much damage..... tell that to anyone who has seen the destructive power of an actual tank. Anyway, the term tank in mmo games started with games that actually had tanks in them.

Honestly, they need to change the "juggernaut" class to the "tank" class (to make it more in line with other mmo games) and reclassify the "tanks" as "utility" or something more fitting.

IainG102 votes

Riot's own classifications are overly complex, with some ridiculous overlaps (Divers and Slayers), glaring omissions (like dividing down Marksmen into On-hits like Jinx or Draven, and AD Casters like Lucian or Xayah) and strange placements (like Juggernauts not being Tanks, despite having far more in common with them than Divers...).

The sad thing is they used to have a sensible 6-class system, which they abandoned for no other reasons than to be different and for the sake of change....

Automated Riven1 votes

Walking Brick Walls that shrug off incoming damage and force their opponents to deal with their presence first and foremost via Crowd Control.

Too bad they die so fast. Also they rival fighters in terms of damage most of the time.

Doge20201 votes

[{quoted}](name=Automated Riven,realm=NA,application-id=3ErqAdtq,discussion-id=GE9vAZgR,comment-id=0003,timestamp=2018-10-02T03:30:50.714+0000)

Too bad they die so fast. Also they rival fighters in terms of damage most of the time.

Yeah with conq they die too fast to be like tanks from other mmo’s.

Usually Tanks deal the same AMOUNT of damage as other classes, they just deal that damage slower. One way to think of it is like a race between fighter(or other class) and tank, the distance would be the damage dealt. The Figher or other class would be faster and reach the finish line faster than the tank, while the tank is slower. This visual says that even though the tanks and the other classes deal the same amount of damage, the separation between tanks and fighters is how fast they each dish out that damage.

Automated Riven1 votes

That wouldnt make sense in league tho. As fighters have much higher DPS then tanks. whereas tanks are typically very bursty as their damage is ability based. That comparison would make more sense comparing an assassin to a fighter imho.

Doge20201 votes

[{quoted}](name=Automated Riven,realm=NA,application-id=3ErqAdtq,discussion-id=GE9vAZgR,comment-id=000300000000,timestamp=2018-10-02T04:36:31.425+0000)

That wouldnt make sense in league tho. As fighters have much higher DPS then tanks. whereas tanks are typically very bursty as their damage is ability based. That comparison would make more sense comparing an assassin to a fighter imho.

I was talking about how long (through both abilities and auto attacks) it takes for fighters to deal a certain amount of damage compared to Tanks. Something like 1000 damage from physical, magical and true. The fighters would reach that threshold faster than the tanks, hence why I gave that “visual”. I also thought about that fighters would have higher DPS while tanks have more damage on abilities, the tanks would reach the threshold later because their main damaging abilities would be on CD and they would have less DPS during that time.

VoraciousX1 votes

{quoted}

I was talking about how long (through both abilities and auto attacks) it takes for fighters to deal a certain amount of damage compared to Tanks. Something like 1000 damage from physical, magical and true. The fighters would reach that threshold faster than the tanks, hence why I gave that “visual”. I also thought about that fighters would have higher DPS while tanks have more damage on abilities, the tanks would reach the threshold later because their main damaging abilities would be on CD and they would have less DPS during that time.

Early game tanks reach the threshold faster because their base damage is so high. Look at Alistar's base damage: 60 rank 1 Q, 55 rank 1 W, 100 rank 1 E, and no damage on R. Now look at Riven's base damage: 75 passive damage(for 3 stacks)45 rank 1 Q(accounting for all 3), 55 rank 1 W, no damage on E, 100 damage on R. This totals at level 3 to be 215 base damage for Alistar and 175 for Riven, 200 if 4 stacks of passive, 225 if 5 stacks of passive. If an Alistar ever fought a Riven though, she would get at most 3 passive stacks, and probably less, because of his headbutt. This shows that Alistar, a tank, has more early burst damage than Riven, a Skirmisher at level 3.

We could also make this comparison to Irelia. Again we have Alistar's base damage at 215. Now let's look at Irelia's. Q: 10 damage for 2 Qs, W: 10 damage, E: 70 damage making Irelia's total level 3 base damage at 90. Even if we add her passive that'd be 106 compared to Alistar's 215. I can also use another tank like say Leona. Let's look ar her base damage. Q:10, W:60, E: 60. That's 130 base damage at level 3. More than Irelia's.

Let's try Yasuo: Q: 60(assuming 3 Qs), E: 90. Level 3 Yasuo base damage is 150. More than Leona's if he hits 3 Qs, but much less than Alistar's still.

This is what Automated Riven is talking about. Even the champions that somehow have more base damage pay with it for less defensive stats and having to work harder to achieve the same burst potential early game.

Automated Riven1 votes

But with how tanks are ability based it's more like the opposite. Let's say that a tank burst is 1500 damage. (in league it's all percent so that varies based on which tank. But an example) the tank will drop that damage nei instantly. The fighter will catch up over a few seconds. (baring stupid item interactions) and once they surpass the tanks initial burst the tank won't ever catch back up due to a fighters DPS.

However. Considering the way that league works, tanks damage is far more reliable because it's paired with high (ish) durability/cc. So fighters don't actually get to utilize the dps most of the time because they get focused and die. So tanks end up out dpsing fighters due to fighters fragility and tanks incombat sustain.

It's a design issue at the bottom of the scale. Tanks aren't durable enough to achieve multiple rounds of cc. So they have to deal reliably high damage in order to be useful. And that means that tanks essentially do fighters jobs better when they are viable. Tanks need to be more beefy and deal less damage.

Solicitude1 votes

Two mistakes i spotted.

  1. Fighters are not meant to start fights, the vast majority of them have no or unreliable ways to do so. Starting a fight is the job of tank vanguards. Fighters are supposed to keep up the fight.

  2. For the tanks, this isnt the entire truth of what this class is to do. Vanguards' job is to initiate a fight and keep it going. Wardens' job is to peel for their back line. Of course these are their primary objectives, but they can do both more or less. Poppy, for example, one of the best wardens, has as primary job to peel for the back line. She can initiate but its unreliable and situational.

EbonyBladeJ881 votes
  1. That "Start a battle" part usually refers more to the Divers than the Juggernauts, since Divers have more blitzy, dash, blink and otherwise initiatory moves than their slower, tankier brethren. And besides, some Juggernauts (The Freight Trains) have more speed and CAN get a fight started if they use their speed boosts wisely.

  2. I know, but this is just a generalized description, in hopes that it will pique the interest of readers to look more in-depth and thus learn what you described here, and other things as well.

Solicitude1 votes

Some divers do have a gap closer and some of them can force a fight. But thats more of specific champion characteristic rather than a class characteristic. Camille JarvanIV and a couple other have ways to start a fight. But an Olaf running head first to a team isnt what you call a real initiation. They can go the back line and, in some cases, single out a member, but, again, thats not a true initiation, rather a follow up to initiation or a counter engage. Then you see vanguard tanks like Ornn and Sejuani who are cc bots, like most vanguards, and the ways they can initiate and you see that a diver's initiation is pretty lack luster.

Shablagoo1 votes

" Due to their mostly melee nature, Assassins must put them themselves into dangerous positions in order to execute their targets. Luckily, they often have defensive tricks up their sleeves that, if used cleverly, allow them to effectively avoid incoming damage"

People dont get this and assume because they are mobile and have a get out card they dont have a risk reward play style.

EbonyBladeJ881 votes

That's why I made this post, and others like it in the past to try and rectify this mistake. Explain discrepancies and misconceptions about champion classes.

Rhexus Draconis1 votes

Well since riot's balance team bruised through this once enjoyable game i would add another category:

The M.F.- D.U.P class

Made For Dumbest User Possible and put in any champ that is relatively low risk, high reward while the champ compensates for the lack of the user's intelligence. Before season 8 i would've never felt the need to ever bring this up but currently there are champions that can literally 100-0 a champion at level 4 without any effort or items. Especially a lot of champions that abuse electrocute like Ekko Fizz etc.

Its not that those champions are played so often because they are fun to play riot, it is because they are too damn efficient at what they do while risking near to nothing.

Since games feel decided in champ select and are over once one lane loses hard while non of yours wins that hard, it just feels frustrating and completely unfun, people feel hopeless and this pisses them off. They do not want to be stuck with a champion that know they will be most likely afk farm against and give up.

That balance team, oh boy, i have never seen so much hate against a team since the dark days of WoW. Yet Riot dwelves in silence and ignorance, smoking that frustration like a blunt using $$$ as paper.

Keep going guys, you lost a lot of people that supported you for years, how much more can you lose before you face the inevitable.

Minimac20001 votes

{quoted}

"Battlemages (also known as Warlocks) get into the middle of the fray, seeking to wreak havoc upon the entire enemy team with their overwhelming sustained area damage. Due to their relatively short (but not melee) combat ranges and the need to burn down their opponents over time, Battle Mages have significant defensive capabilities that range from sustaining endlessly to literally defying death for a short period of time."

Mage that can "defy death for short period of time" hmmmmmm who? I want to play that mage lol, whichever one you're talking about. You talking about ap Tryndamere ? Not sure he counts. Otherwise Zilean is a fearsome battle mage lol

EbonyBladeJ881 votes

It would be Karthus in reference to the "Defy death for a short period of time". Tryndamere falls under the Slayer Category with a Subclass of Skirmisher.

Zilean is actually placed with the Specialists.

Minimac20001 votes

{quoted}

It would be Karthus in reference to the "Defy death for a short period of time". Tryndamere falls under the Slayer Category with a Subclass of Skirmisher.

Zilean is actually placed with the Specialists.

Oh, tryndamere was a joke lol Ofc it's Karthus. I was thinking of like being unable to die instead of a death passive. I'm an idiot lol

Done251 votes

{quoted} Zilean is actually placed with the Specialists.

I don't know why. He's pretty obviously a "Catcher" (jeeze that name sucks.)

His double Q bomb is one of, if not the biggest, AoE stuns in the game, and the only one that can be used at such far range and with a powerful nuke to boot.

His E makes Nasus' Wither look like a joke with the ability to chain a 99% slow back to back for a grand total of 5 seconds of near immobility.

Conversely, casting E on an ally turns them into The Speed.

Additionally, while difficult to use properly sometimes, his R is bar none the most powerful support ability in the game. It's a 2k hp GA revive that can be cast on any allied champion. On a 30 second CD late game at that. Further more, there is nothing the enemy can do to prevent it beyond waiting for the buff timer to run out.

Riot really does need to name that category better though. "Catcher" is not an apt description for the likes of Lux, Morganna, Orianna, Zilean, Ivern, and Karma.

Tbh imo there are really three flavors of true blue Supports. 1: The Enchanter. Aka: Soraka, Sona, Janna, Nami, Lulu. They allow their allies to perform above and beyond what they would normally be capable of via powerful buffs and sustain. 2. The Warden. Aka: Alistar, Braum, Taric. When Talon is making a Ghostblade bee line to your wounded ADC these are the guys they step in and say, "No". 3. The "Controller". Aka: Lux, Morganna, Orianna, Zilean, Ivern, and Karma. What they lack in terms of raw power buffs or rock solid self durability is make up for with by CC. Lots and lots and lots of CC. And when that cc is done? They have more cc! But sometikes CC just isn't enough. While controller types lack a form of direct, or at least easy to use, healing, they make up for it with immensely powerful shields. This is what separates Lux from Anivia. Lux can bubble an ally to save them from Zed's Death mark, but Anivia can't.

EmpressOfBeauty1 votes

I think, first, it should had been

Supports (less commonly known as controllers) I don't think I ever heard them referenced as a controller by anyone else.

EbonyBladeJ881 votes

I'm just going by Riot's official naming convention. If they're called "Controllers" in Dev Blog posts and elsewhere, then they're controllers. If Riot calls a character a Slayer and their Subclass is Assassin, then they're a Slayer/Assassin. (Slayer being the main class and the slash leading into their subclass)

All the information used here is based on Riot's posts, comments, Dev Blogs and Nexus posts that I've looked up and researched in regards to champion classes in preparation for this post. Even the subclass description information I took from the LOL Wiki is taken from this post originally: https://na.leagueoflegends.com/en/news/game-updates/gameplay/dev-blog-classes-subclasses

Wild Geese1 votes

Classes are arbitrary categorizations. Riot should had never caved and made classes a thing.

At best they are a useful tool to learn the game by, at worst they may cause sweeping changes in the game without concern for the unique aspects and possiblies of individual champions.

Unfortunately we got the worst of it: the MAGE patch, the JUGGERNAUT patch, and so on; something Riot said they would not do.

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