Champion Classes
With the introduction of the Juggernauts, I've put a lot of thought towards the other "Classes" that exist within the game. The below is only my opinion, but I would be thrilled to hear your opinions on the subject, If you make a convincing argument for a particular champion to be moved, I may do so, as I do not play every champion enough to understand their characters sufficiently to place some of them accurately.
Please keep in mind however, not all champions are grouped based on what their kits are currently, but what they could be to further accentuate their themes in the most positive way for both their theme, and the game's health.
Guardians - Strong CC abilities, but low-moderate damage when alone. Creates opportunities for allies, but cannot capitalize on that opportunity themselves in most cases.
- Alistar
- Blitzcrank
- Braum
- Galio
- Leona
- Nautilus
- Shen
- Thresh
- Zac
Wardens - Delayed area effects, good at zone control while retaining moderate damage characteristics and being fairly bulky characters. They often have debuffing abilities that allies can capitalize on. They make fantastic bodyguards because of these qualities.
- Cho’Gath
- Gnar
- Gragas
- Maokai
- Nunu
- Poppy
- Singed
- Sion
- Tahm Kench
- Taric
Juggernauts - Little to no CC and even less mobility, but can output extreme sustained damage while being incredibly bulky.
- Darius
- Garen
- Illaoi
- Mordekaiser
- Nasus
- Yorick
Duelist - Mobile with considerable damage, while having the tools to avoid or mitigate retaliation from opponents briefly, they rely on outhinking and outiming their opponents in general, but some simply overpower their targets in a short time period before they can react.
- Fiora
- Olaf
- Riven
- Trundle
- Udyr
Warlord - Heavy area damage with low CC ability, while still being bulky enough to be in the middle of a fight, where they are their most effective. They have limited mobility and even less crowd control at their disposal in general.
- Aatrox
- Dr. Mundo
- Gangplank
- Hecarim
- Jayce
- Kayle
- Pantheon
- Renekton
- Shyvana
- Skarner
Hunter - Extremely mobile while able to track down enemies and finish them off after performing hit and run attacks, but reliant on landing high risk moves to safely execute their prey. They have the ability to regenerate health between attacks to give them the advantage, and can employ traps to create safe zones to fall back to.
- Elise
- Nidalee
- Rek’Sai
- Rengar
- Teemo
- Warwick
Initiators - Initiation specialists. Ranged dashes coupled with area CC make these combatants fairly dangerous in group settings, but they sacrifice their damage potential for the tankiness needed to survive such an action.
- Amumu
- Irelia
- Jarvan IV
- Lee Sin
- Malphite
- Nocturne
- Rammus
- Sejuani
- Vi
- Volibear
- Wukong
- Xin Zhao
One Man Army - Extreme sustained damage and mobility, but vulnerable to focused attacks coupled with hard crowd control effects, which have a greater effect on them than most other classes due to it's interruption of their damage cadence.
- Azir
- Jax
- Master Yi
- Tryndamere
- Yasuo
Cloaks - Magical Damage assassins.
- Akali
- Diana
- Ekko
- Evelynn
- Fizz
- Kassadin
- Katarina
- LeBlanc
Daggers - Physical damage assassins.
- Kha’Zix
- Shaco
- Talon
- Zed
Battlemage - Short ranged magi, they possess strong localized AoE damage and CC, but cannot influence the battlefield much outside of their general area.
- Karma
- Karthus
- Kennen
- Rumble
- Ryze
- Swain
- Viktor
- Vladimir
Siegebreaker - Long ranged mages equipped with strong multi-target damaging spells, but lacking methods of escape when jumped. Low-Moderate CC ability is available.
- Syndra
- Urgot
- Vel’Koz
- Xerath
- Ziggs
Control Mage - Disruption mage. Strong Area of Effect CC abilities and moderate damage on a consistent basis. Able to turn and unload everything they have onto a chasing opponent should their cooldowns be available.
- Anivia
- Heimerdinger
- Lissandra
- Lux
- Malzahar
- Morgana
- Orianna
- Zyra
Chaos Mage - Mid ranged damage oriented mages, often with strong Area Damage, but weak Crowd Control. Their damage is often front-loaded however, and they do significantly less after the initial burst.
- Ahri
- Annie
- Brand
- Cassiopeia
- Fiddlesticks
- Twisted Fate
- Veigar
Order Mage - Defensive mage who's abilities are oriented around assisting allies and afflicting enemies with Crowd Control more than damage.
- Bard
- Janna
- Lulu
- Nami
- Sona
- Soraka
- Zilean
Marksmen - Ranged attack based champions that deal consistent damage, but are fairly fragile and often immobile and cannot re-position quickly to respond to threats.
- Caitlyn
- Corki
- Draven
- Ezreal
- Graves
- Jinx
- Kalista
- Kindred
- Kog’Maw
- Lucian
- Miss Fortune
- Quinn
- Sivir
- Tristana
- Twitch
- Varus
- Vayne
Let me know if you disagree on anything! I'm open to moving things around (and renaming a few, "Order Mage" In particular is cringworthy) if the argument is convincing.
TL:DR - It's really not that long of a read, just look for who you care for! (Ctrl+F then type in the champ's name should take you right to it!)
If I missed anyone please let me know! I'm fairly certain that I got everyone though.
Which group do you guys want to see worked on after the Assassins (Dagger Group!)?
is certainly not just a guardian... he can deal massive amounts of damage when around the enemy team. he is also a strong initator and control mage...