What are healthy gameplay patterns for assassins?

IcyPepper··1 votes·423 views

Go ahead and use examples, but please explain the actual pattern itself.

What are healthy gameplay patterns, and what are negative gameplay patterns?

And does Riot's definition of "healthy" differ from the playerbase?

9 Comments

MisterHealYoGirl4 votes

I think a balanced assassin is someone who is really good at punishing people for being out of position, but can easily be punished if they themselves are in the wrong place. The best example of this pattern right now is Kha'Zix (his general weakness notwithstanding), and also, as rare as he is, Shaco. Both of these characters depend on catching a character in a position where they have the advantage (or in creating one), killing them quickly, and then escaping. One example of an unhealthy assassin (again, just my opinion) is Fizz, since his mobility skills give him great escape potential in addition to his offensive power.

When playing against an unhealthy assassin, it's definitely possible for them to mess up and get destroyed. However, you tend to be waiting for THEM to mess up (Fizz wastes his E on clearing, misses his ult, etc.). Against a healthy assassin, rather, the focus is on messing them up yourself (popping boxes with Zyra plants, being aware of minion wave timings to avoid isolation). It's an agency thing; with healthy assassins, you're playing a little minigame of 'who will screw the other up first', but unhealthy assassins are holding all the cards.

Valor Bot1 votes

Nicely put.

Mael bro1 votes

Assassins can never be 'healthy' according to boards. But doesn't their whole concept revolve around bursting the target and then getting away as fast as possible? However some assassin concepts are broken by design: Akali Katarina .

Zed may be problematic, but as a Zed hater i can say that he's easily itemized against. However Katarina requires a whole teamcomp designed to not let her run on a rampage in the game. And we all been there on the receiving end, when Kat gets stomped in lane 0/5, but somehow manages to KS a triple kill and then gets back in the game and wrecks your ass.

ModKnightsKemplar1 votes

I would argue that the lead-up to an assassins burst should have counterplay (within reason, assuming the assassin isn't fed), and should be somewhat difficult to pull off.

TehNACHO1 votes
  1. There needs to be a really obvious start and end to an Assassination
  2. The Assassin must lack the tools to instagib a Tank
  3. The Assassin must have an active tool to keep them alive if they use that tool correctly
  4. The Assassin must have some other way to contribute to the team if they fall behind
  5. The Assassin should not have scaling based on DPS

1 is like Nidalee's Spears or Zed's Death Mark; if they're targeting you, you will know exactly when and how they are coming. This gives the reacting player time to set up somehow; maybe hug a nearby Tank or Support, activate Zhonya's or Mercurial Scimitar, time CC to the Assassin's arrival, etc. I'll cover "an obvious end" with point 2 and 5. With an obvious Death Flag however, it does give an open door for players to play around.

2 is the damage triangle. In the most basic of terms, Tankiness should beat Burst. If you wanted to kill a Tank, you shouldn't be playing an Assassin, you should be playing a Marksman or certain Fighters or Mages. Giving an Assassins the tools to kill a Tank in one rotation instantly defeats the purpose of using a Tank in League, and you don't want that because trust me, you don't want that. By following the basic underlying principles of the game, no Assassin becomes inherently broken, in this case by having the ability to kill whatever the hell it wants.

3 keeps away from the problem Talon faces, but if it's not obvious to you, here is a greatly over exaggerated example: Let's say we have a champion with exactly 1 HP and the ability to instantly teleport to and kill any Marksman that gets within a 700 range radius of it. We could say it does its job perfectly, instantly shutting down the enemy team's DPS. But, it will instantly die if it dived the enemy team due to its one health. If we consider that an obvious pattern of assassination is fair for the target to actively defend themselves if they play right, it should not be hard to realize why that then necessitates that an Assassin needs some way to stay alive if they play right. It also helps avoid the Feast and Famine problem, as devoting an entire skill to defensive utility can cap an Assassin's late game while also giving them ways to not fall into the pit of Famine.

4 and 5 work in tandem with each other, Feast or Famine. We've all been on the boards for a while so I assume everyone already knows what that means, and so I'll just compare it to these two points. If the only thing an Assassin can do is kill somebody and they fell far too behind to actually kill somebody, they instantly become complete deadweight to the team. That's bad. If an Assassin has the potential to also become a true Hyper Carry on top of deleting squishies, that is extra bad. Maybe the Assassin in question is a great split pusher, has long range wave clear to defend towers, can farm the Jungle easily, or offers non-stat based utility (oh wait we already have that Ekko). Done right, this can help define the Assassin class within itself (Burst Akali and Burst Diana are the same champion, essentially) and makes sure that for the hard to balance job they work with, we have some cleaner and much more balance friendly tuning levers to play with.

Cloud2731 votes

How about giving us FREE vision wards (pink wards)? They're not indestructible, and you can't spend the entire game defending them. I mean, it's honestly pretty pathetic how easy they are to destroy. Just wait for enemy to recall and shop and voila, vision ward destroyed. Let's pretend you're an adc with 1300 gold (exactly). You can either buy a BF sword and stomp your lane, or waste your gold on a vision ward and not have enough.

IcyPepper1 votes

Or you can just ask your support.

I mean, as long as you're polite about it, they shouldn't mind. Or you can literally last-hit a couple extra minions if you're recalling (doesn't work if you died and respawned, or got forced back mind you. I'm aware that shit happens) too early.

Very Hard Engage1 votes

best assassins dive, deal lots on instant damages, and then have some skill based mechanic to either get out, or have some utility to playmake with.

personally, i believe the best assassin in game is Khazix

hes not very strong now, but his kit is definitely what an assassin should do.

HEAljvLykd1 votes

Killing -> winning.

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