Out of the game's 73 melee champions, only 3 do not have mobility in their kits

Teridax68·12/27/2016, 8:54:18 PM·20 votes·3,164 views

Those champions are Cho'Gath, Nasus and Taric. Effectively, less than 5% of all melee champions are currently designed to not rely on any mobility from their own abilities, and the last one was released over 7 years ago. By contrast, out of the game's 60 ranged champions, 17 have no mobility-enhancing effects, which is a little over 28% of the ranged roster (this number is also significantly deflated by the number of ranged supports, whose ally utility often includes bonus movement speed).

What this basically means is that, anytime Riot wants to design a new melee champion, you can bet that they'll have some kind of in-kit mobility somewhere: most of these melee champions tend to have some kind of persistent, relatively minor amount of bonus movement speed (Mordekaiser gives himself 75 bonus movement speed for 4 - 5.5 seconds, for example), but most recent melee champions have had dashes or blinks instead, and sometimes a combination of the two, as is the case for Camille. In practice, this leads to a lot of repetition: mobility creep has been talked about for quite some time, and it's difficult to deny when every new melee champion is expected to have some kind of gapcloser, or at least enhanced movement of some form. Because every new melee kit is liable to have at least one slot taken up by a mobility ability, that also tends to constrain design decisions a bit, and there are only so many variations of a dash that one can have in the same game.

Beyond that, though, what this suggests is that the base movement of melee champions is insufficient: if melee champions were able to navigate fights just by moving normally, they wouldn't need nearly as many movement speed boost or dashes as they do now. Even juggernauts, who are supposed to be among the least mobile champions in the game, and who therefore should not have mobility as a big part of their power budget, practically all need enhanced movement to be able to function, and even then, they suffer horribly against teams that can kite them adequately.

The problem becomes clear when you look at base movement speed across champions: although ranged base movement speed is (usually) capped at 340, and melee base movement speed at 355, 35 melee champions (about 48%) have base movement speed equal or inferior to that of a ranged champion. Only 13 melee champions exceed 340 base movement speed, and yet one of the champions with the highest movement speed in the game is mini Gnar, a ranged champion (though he's a bit of a special case, along with Cassiopeia, who has 400 movespeed at level 18). What this means is that, in order to reach a ranged champion, the average melee champion has to approach them with significantly less attack range, but also little to no additional movement speed, sometimes even less movement speed than their target. Without a gapcloser or some other kind of drastic leverage, the melee champion stands no chance, yet that leverage is also threatened in an environment where a large amount of ranged champions, a significant majority even, have mobility of their own.

TL;DR: Melee champions are currently being designed around too little base movement speed, which forces their kits to almost always include some kind of mobility, which itself limits the breadth of what can be done with a melee champion, and often creates other balancing issues that have affected the game for a long time (e.g. inflated stats on melee champions, which has led to noodle fights in top lane and tends to make combat against ranged opponents more binary). Melee champions need a roster-wide increase to their base movement speed, which should allow many of their kits to have their mobility trimmed down or even stripped completely, and thereby give future melee champions a chance to thrive without needing some kind of innate gapcloser or movement speed boost. No melee champion should be slower than a ranged champion, even if they're a juggernaut, or some equally slow champion like Blitzcrank or Nautilus.

101 Comments

Ralanr12/27/2016, 8:55:33 PM23 votes

Speed boosts aren't really counted as mobility.

DwainTheRock12/27/2016, 9:09:27 PM5 votes

Range is HUGE advantage. For melee champions to get some sort of mobility is pretty essential in my opinion. A simple base move speed boost would do almost nothing early game and be completely OP late game. It would also unbalance the entire skill shot system.

That being said it's true that there is a lot of mobility out there, but I think Riot wants to tune that down with champions that can counter mobility (Cassiopeia for example), instead of nerfing mobility.

Touch My Box12/27/2016, 9:00:06 PM5 votes

Darius doesn't have any from memory. He used to, but they removed it.

DHBGrimReaper12/28/2016, 12:16:41 AM3 votes

"Darius is op ima pick him" -Boards player

Goes vs a team of Janna Ezreal Nidalee Gnar Lulu

Spoofghoul12/27/2016, 10:37:17 PM2 votes

well that depends on what you define as mobile

Yorick a minor very situational(i mean you need it for ghouls too) speed boost attached to a hard t hit skill shot Sion has his ult, sure, definitely the easiest thing to hit, or gap close with . . oh and when you do you still have second before you are actually landing anything so damn telegraphed so the mobility isn't making the rest of it easier to land unless you actually land the ult in their face lol Mordekaiser You seriously have the balls to not mention this guy when talking about no mobility champions, granted you did say the word function in there somewhere soo yea lets just forget this guy and move on Darius Yep much mobility to be seen here, did you know he can throw his axe far away into the air and then blink to it and dunk on your face from there, oh wait no, nope he can't

I mean there is mobile and then there is mobile

any champ with readily accessible dashes or blinks can cover ground quickly so they are mobile, like jax point and click jump or zed blink And then we have the ''fast'' champions like udyr and shyvana running around at light speed making even champs with dashes seem immobile by comparison at times

And there is actual low mobility champions, yes they sometimes have situational mobility through an ult, like malphite for example, but you can hardly call them mobile it's not like he can use that whenever he wants too like a shyvana derping around with 700 movespeed

Ahristocats12/28/2016, 11:45:34 AM2 votes

This thread is the most ununderstood thread i ever saw

Swiftstrike412/27/2016, 9:31:14 PM2 votes

Riot has toned down some mobility in the last year and half.

  • Repeated nerfs to item 3009
  • The old mastery system that had flat movement speed (we now have movement speed out of combat)
  • Nerfs to items like item 3742 and item 3512
  • Removal of Boot Enchantments
  • I don't recall if item 3113 was nerfed or items that built from it were nerfed because I didn't play much AP champs in the past but I do know that item 1410 has been nerfed a few times.

Riot is aware of a mobility creep problem that occurred at the end of season 5 and they spent a lot of season 6 toning down mobility. They did buff summoner 6 though, but people still don't take the summoner a lot. The champions that use to take it, still take it and some mid laners run summoner 4 summoner 6

I do think though a lot of the champions with greater mobility and/or range are getting more play because mobility was toned back in items.

Abyssphere12/27/2016, 9:41:03 PM2 votes

If you give melee champions enough base movement speed to not need mobility spells to gapclose then they will be completely broken just by virtue of getting around the map soooooooo much faster than ranged champions and being invaluably superior at gaining experience, taking objectives, and defending objectives. It's also wrong to put such a huge amount of power into base stats, as it removes gameplay. Gameplay is more interesting.

Eedat12/27/2016, 10:14:37 PM2 votes

Darius Singed Galio Garen DrMundo Nunu Olaf Rammus Sion Trundle Yorick Blitzcrank Evelynn Gangplank Mordekaiser

only 3

?

Meep Man12/28/2016, 12:46:25 AM2 votes

I actually disagree here. This would just be a Melee wide buff by making them constantly have more mobility instead of in windows. It would also flop game balance.

Also, for a list of completely immobile melee: Chogath Darius Nasus Taric Completely immobile ranged: Anivia Annie Ashe Brand Heimerdinger Karthus KogMaw Lux Malzahar Morgana Swain Syndra Varus Veigar Velkoz Zyra Xerath

RocketRelm12/28/2016, 2:48:40 AM2 votes

So are you suggesting we do something crazy in the preseason, like giving all Melee champions with a base move speed of 345 or more +5 move speed, all Melee champions with a base move speed of 340 or less +10 move speed, and all ranged champions -5 move speed? I think I could actually go for that, it'd be an interesting change, and i'm curious how everything would roll out from there.

(The weird melee/ranged hybrids would need tone addressed on an individual basis, but that's not so hard. Ex: Elise would lose 5 base move speed, and her Spider Form would grant +10 move speed more than it currently does (5 to make up for the base loss, 5 more because her spider form (325+25) falls in the "above 345" bracket.)

ValyrianBlade12/28/2016, 12:54:19 AM1 votes

Gotta love the boards circle jerk.

This is just wrong on so many levels.

First, let's start with the obvious: logically a lithe range champion should be faster than a brawly melee champion. Common sense here. It works in most other games too (not necessarily mobas but i digress). Even here it would work - this is easily proven by going to the extremes. Take a bulky champion with huge base stats so he can 1v1 a turret with fortifications. The ranged enemy is meaningless, he'll just ignore them and take turrets for free. Clearly if melee beats ranged in this case, there's a point somewhere that melee can be slower but have stronger kit / stats to make it even.

More directly to your argument though, melee champions are better off with the current set up. You're vastly underestimating the value of base movement speed. You can't just let every melee champion get back to Lane faster whenever they recall... it's much more balanced to give them situational mobility they can use when they need it and not permanent mobility to open up a spot in their kit (when most melee champions already have strong kits ). If there's a fear of a lost ability, look to the many champions with multi-use abilities (e.g. Lee sin) to see that a dash / ms boost can easily be included without taking away from an already viable kit.

It's one thing to see a Volibear charging at me for a few seconds when it's not on cooldown, another entirely for him to be able to catch me at will whenever he wants. I can save an escape for when he charges, i can't save an escape for when he walks at me with 430 base ms.

Hige12/28/2016, 12:45:43 AM1 votes

Melee champions are currently being designed around too little base movement speed, which forces their kits to almost always include some kind of mobility

uh, this is a balance order though, if they have mobility spells they SHOULD have lower movement speed or in contrast they should have either a buff or a hefty slow, the only exception to this is Taric who happens to have a pretty wide stun.

Mobility and range are pretty much opposites on the same bar, if you give them more range you gotta take mobility and viceversa

Critmaster Garen12/27/2016, 9:16:50 PM1 votes

Illaoi tho.

and, no. her w is not actually a mobility tool. the micro gapcloser just compensates for the long animation time. its basically like trundles q that comes with a .1 second slow attached.