Reminder: league classes and subclasses

Veraska··5 votes·969 views

Fighter: typically melee tanky DPS. -juggernaut: high mix of durability and damage, generally immobile and slow. -Diver: more mobile and less tanky then a juggernaut. Most fighters can be classified here.

Slayer: the "light fighter". Ussually melee, non tanky DPS. -assassin: hyper mobile casters with high target selection, good against squishy targets, weak against tanky targets -Skirmisher: the true melee carry, more DPS then burst focused, usually target agnostic and ha in combat defensive mechanics to compensate for extended kill time

Mage: the AP carry, source of magic damage with side utility -Artillery: long range caster, weaker up close -Burst mage: shorter range then artillery but more burst damage. -Battle mage: the tankier mage, ussually wants to be in the thick of the enemy team to do damage

Controllers: Casters that focus more on their utility and disruption then their damage. -enchanter: the healers, buff, shield, and amplify their teammates through their abilities -disruptors: use poke, aoe threat zones, and cc to pressure and control enemy movement

Tank: the defensive damage soak of the team, acts as a front line and is ussually very durable but not as damaging as fighters -Vanguard: the initiating tanks, they start the fight and enable their team to follow up on their engage -Warden: the defensive tank, ussually stay with the back line and protect the carries as opposed to initiating the fight

Marksman: ranged DPS, builds glass cannon and deals the highest sustained DPS in the game, the ADC. -no official subclasses: while there are distinctions in the itemization and inputs among the class, riot has yet to recognize any official subclass as all the members of the class share the same general output

This is a reminder for anyone who hadn't heard of or read the dev blog post Riot sent out a few months ago, I feel it's important to understand the strengths and weaknesses of a class and to be able to accurately recognize what class a champion is to discuss how it falls in lime with other champions in its class.

7 Comments

Kilanost1 votes

this many classes/subclasses makes me feel like league should be a 10v10 with 5 lanes and 2 junglers on each team lol

Veraska1 votes

Keep in mind classes and ROLES are 2 entirely different things but I'd love to see a game mode where that was the case where you both teams needed 1 champion from every subclass, it'd be like a 12 man raid group vs another 12 man raid group, lol

50000000000000001 votes

I think it's better that the teams don't have champions from all classes. Trade offs of picking certain champions become more important that way.

Like if you pick Teemo top against a tank, you better wreck lane and make sure that tank doesn't become very useful.

BluePolarizer1 votes

tbh Vanguards usually have significant burst damage. Like Malphite can do 1000 mixed burst damage pre-mitigation even with 0 AP (270 from Q, about 300 from E depending on armor, about 200 from auto+W, 400 from ult) in less than 1 second and then have some decent sustained damage with Sunfire, auto+W and E. That burst goes up to 1500 if he gets 1 AP item and buys Iceborn/Deadmans.

It's just that ADCs do 1000 damage per auto late game so Vanguard damage pales in comparison. However, against squishies, Vanguards can and will blow people up while ADCs typically are hitting the frontline.

Malphite with item 3068 item 3001 item 3025 item 3742 item 3047 item 3065 WILL be one shotting supports and ADCs if you allow him to just walk up to you and ult.

Ralanr1 votes

Which is why you try your best to not be in the situation where that happens.

Granted Malphite's ult is kinda bullshit.

BluePolarizer1 votes

exactly. I hear about ppl saying "omg tanks do alot of damage"... the solution is to not allow them to just walk up to you and ult. A Malphite can't ult an ADC that's positioned correctly behind their frontline without taking massive damage.

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