Healthy champions are champions like
.
Clear strengths: decent utility and a strong teamfight ultimate, decent laning, never really useless.
Clear weaknesses: Lack of mobility, Squishy, not able to blow people up on equal ground, shockwave requires a teammate's help or an enemy mistake for maximum effect, Everything's a real skillshot. (For reference a fake skillshot is akali Q, yasuo q etc: Fired at point blank and the opponent can't make them miss.)
Has all the tools she needs to succeed if she's enough better than her opponent. It's somewhat difficult to quantify since there are so many champions that break that mold these days, but we'll say it like this: Orianna has the option to beat your average midrange mage, but also has the option to lose to them, and either way neither party is completely shut out of the game. She's expected to take a loss to longer range opponents without some sort of help, but if you're good enough and can outplay you have the option to win those matchups too. (I would reference Melee here too, but there are 0 healthy melee midlaners at the moment, so it's a waste of time. I guess if jax went mid she might be able to get one over on him.)
Unhealthy champions are champions like
. Low hanging fruit I know, but she makes the point so well.
Unclear strengths: Assassin bruiser mage tank, she can basically do whatever she wants.
Unclear/nonexistent weaknesses: Not squishy, no lack of damage, no lack of personal utility, no window of weakness to be exploited.
Has all the tools she needs to succeed and then a whole other toolkit on top of it if she happens to bungle the first one so hard it can't be salvaged. She has 3 gap closers, none of which are lacking in usable range, enough damage in 3 damaging abilities to make room for one of the strongest utility spells in the game, all of which give her dps from her passive and one of which is largely spammable on its own (energy gated lul). I'm not going to go further into what's specifically wrong with Akali or we'd be here all day. She 's intended to be an example not a case study. Sufficed to say, she's a prime example of the overload problem at least for one.
Now let's talk about unhealthy ideas in champion design as opposed to specific champions now we've got at least a benchmark.
We have the overload problem as mentioned previously: Champions who just have too much going for them be it an extreme excess of damage, mobility, tankiness, utility etc.
We see it as frustrating to play against and the 'argument' of either don't engage with them or you're not good enough to outplay misses a good bit of the point. Overloaded champions aren't too hard to play around, they're too easy to play or they shut out too many other options. Windwall is too forgiving, shroud is a non-interactive 'oh shit' button etc. If the champions in this category are played even semi competently it's not necessarily possible to be enough better than them to get around their advantage.
We also have the Inevitability problem: Not necessarily just for stacking champions like Nasus, Veigar etc. who scale into infinity if left unchecked, we can also apply this to basically the entire assassin class. Assassins scale Really fast into their effective power, much faster than mages, carries or tanks. Akali needs 6 and she can kill you with components, Zed needs 6 and he can kill you with components and so on down the line. No poke necessary, just all in with effectively or literally unmissable abilities. It's a race against the clock to build an insurmountable lead before they get to their power spike, and if you fail they just win from that point on. This problem also exists in bruisers, who can just run in and statcheck people to death, Vayne who does effectively the same thing, and oddly enough Pantheon who works basically the opposite. His scaling still sucks so he's racing against himself before he falls off the cliff against anything at all. Also unhealthy, but only really for him as opposed to for the rest of the game/players.
And lastly, at least for the energy I have right now, the Imposition problem: Champions who impose their will on the game one way or another whether the friendly or enemy team like it or not. Nasus stacks, it's what he does, and the game is basically decided on whether he succeeds or not. He gets it done? Great, pretty much instant stomp. He fails? Well now you're effectively 4v5, or literally 4v5 while he tries to stack up anyway despite being 0/12. Maybe your wincon was supposed to be the fed azir in mid? Too bad, you're playing around the Nasus. Let's say you've got a perfectly reasonable comp:
. Seems perfectly reasonable, multiple wincons in Darius or Cait going off in the late game and playing around them. Even Ahri can make picks and whatnot. You have good engage, good peel, it's all perfectly straightforward and sound. Now drop a fucking
in for J4 or Darius and your comp instantly turns from standard issue to 'muh splitpush'. The champion can't do anything else, so either you're in a 4v5 loss or the tryndamere solo splits the win. Game warped around one players pick over the comp? Success. 4 other player's actions effectively invalidated on the allied team to make way for the splitpusher? Check. up to 5 players invalidated on the enemy team because the game is decided by whether or not their one guy can get it done vs the tryndamere? check. Game ruined for otherwise well meaning folk? Check.
Obviously there's a lot of generalization here and a non 0 amount of salt, but hopefully the concept gets across okay.