What is a Juggernaut Mechanic/Steroid? Explained.
There seems to be some kind of argument or disagreement on what a Juggernaut Mechanic/Steroid is. So, I'm going to try to explain it as best I can.
A Juggernaut Mechanic/Steroid is something in a Juggernaut's Kit, usually their passive, or something connected to their passive, that allows the Juggernaut a temporary boost in power, to become a Melee Carry.
Back in the Juggernaut Gameplay update post from back in Season 5, which introduced the idea of Juggernauts...
(https://na.leagueoflegends.com/en/page/gameplay-update-juggernauts)
...They were described as the following: When you think brute force, these champions should come to mind: powerful, durable, immobile and melee.
So Juggernaut Mechanics/Steroids are what ALLOWS them to fulfill this description. It provides the "Brute Force" that the Juggernaut needs to do their job and smash anyone that gets in their way.
Most Juggernaut Mechanics/Steroids work as follows:
Fulfill X, and gain Y for a period of time; Examples are Darius with Noxian Might or Morde with Darkness Rise. These types of Juggernaut Steroids are on the passive of the champions in question.
Granted, not ALL Juggernaut Mechanics/Steroids work this way, but it functions as a good rule-of-thumb for how you can describe them.
While he may not have it anymore, let's look at Garen's as an example:
Back in the Season 5 post up there, the Justice Man was one of the people that got changes as part of that update. He got the clunky and sometimes useless (Because I'm not denying it had problems) Villainy passive.
"Passive: Garen identifies the enemy champion with the most recent kills as the enemy team’s Villain. Judgment ticks and basic attacks on the Villain deal an additional 1% of their max Health as true damage.
Active: Garen calls upon the might of Demacia to deal a finishing blow to a targeted enemy. The more health they’re missing, the more damage Demacian Justice will deal. [NEW] Demacian Justice deals true damage to the enemy team’s Villain."
I believe it's also where he got the "Gain Spins every 3 levels" thing too, but it doesn't specifically mention that in the post.
This was to be Garen's Juggernaut Mechanic/Steroid: To destroy any foe, regardless of how strong they are, bringing the vile criminals that kill his friends (Allies) to Justice. It was also intended to be fitting to his character, as a protector of the weak.
So, what can we glean from this?
That Juggernauts, while often having Damage, Durability, Survivability, those things aren't what is intended to be the "Raid Boss" style power boost that lets them do their thing. That is fulfilled by their "Fulfill X, and Gain Y" Steroid, whether it's 230 AD for 5 seconds (
) A Constant Swirl of Damage for 5 seconds (
) A former boost against the deadliest member of the enemy team (
Old Villainy) or something else.
Thank you for reading, GL and HF in your games.
are "raid boss" type champions.
Within the raid boss type theres also raid mini bosses; champions who scale infinitely but not well.
would be raid mini bosses.

for instance may be one of the strongest melee characters around, but his primary strength is finding his opponents out of position. If you are not, there is very little chance he can even get to you, much less inflict damage


, powerful long-lasting slows
, preventing the opponent from using their disengage tools at all
is the only character classified as a Juggernaut that does not fit this "anti-disengage" mold, and she's really more of a Diver akin to
or
with her ult engages anyway. There are also a couple of non-juggernaut characters that fit the bill and could easily be classified as such:
, classified as a battlemage, has an extremly potent, long-lasting, and retreat-punishing ultimate as well as the melee-range of the others.
who has been classified and then taken off and then back on then off the juggernaut list, with the most iconic pull in the game.