Champion Types

StoryDuck·2/20/2017, 2:45:15 PM·1 votes·447 views

Assassin Assassins are all about damage and mobility. They can deal their damage and get out quickly. They are best on the flank of an enemy team where they can gain access to the less tanky targets. They thrive in environments that lack vision so that they can deal damage and escape with ease as well as find picks. They can deal high AoE damage and/or have high mobility. Assassins that deal very little AoE tend to have much stronger tools for escaping the enemy. They are very weak to CC due to low defense and health and can die quickly if caught.

-=Pros=- High Mobility High Damage Excel at getting Picks

-=Cons=- Low health Low Defense. prone to CC

Ahri Ekko Katarina Kassadin Khazix Leblanc Nidalee Zed Fizz Shaco Talon

Diver Divers excel at engaging and killing single targets. Their high damage is often focused on one target instead of multiple. They have easy ways to get to the enemy but lack means to escape them. They often rely on their team to follow up and save them after diving into the enemy team. They trade AoE damage and disengage tools for more defensive abilities allowing them to survive short times. Divers often have strong dueling abilities allowing easy 1v1 matches which often makes them great split pushing champions.

-=Pros=- High Damage Excellent at killing one target Excellent at Engaging

-=Cons=- Lacks powerful ways to disengage. Limited Defense Limited Sustain

Akali Camille Diana Evelynn Fiora Hecarim Irelia JarvanIV Jax MasterYi Nocturne Pantheon Riven Shyvana Warwick XinZhao RekSai

Juggernaut Juggernauts have very high AoE damage and durability. They lack mobility skills outside of movement speed bonuses. They excel when inside the enemy team's formation allowing them to take advantage of their high AoE damage and they are often rewarded for doing so. They lack means to engage or disengage and are reliant on their team to help them get at the enemy. The higher the damage they can deal the less mobility they will often have. They are very weak to kiting and when enemy team has more move speed then them they can often lack impact on fights.

-=Pros=- High damage High defense or sustain Strong in front line

-=Cons=- Limited Mobility Limited CC Relies on others to engage

Darius DrMundo Garen Illaoi Mordekaiser Olaf Skarner Trundle Udyr Yorick Volibear

Vanguard Vanguards are the champions designed to be in the front line and excel at engaging onto the enemy team. They have very high defensive stats and health. They have some of the highest amount of CC in the game. Their damage is on the low end and they lack ways to disengage outside of using their CC. Their mobility is low. Vanguards are great at disrupting the enemy team with their CC while at the same time have a high ability to soak damage. They are the one people expect to start a teamfight. They can also use their CC to protect their allies providing much needed peel for carries. They often lack sustain making them weak if they take too much poke.

-=Pros=- Excellent at initiating fights. Excels at locking targets down. High CC.

-=Cons=- Lacks Disengage. Low damage. Low sustain.

Alistar Amumu Malphite Maokai Nautilus Rammus Sejuani Shen Sion Zac Leona

Enchanter Enchanters focus on enhancing their allies. This can be through shields, move speed bonuses, heals, damage boosts, AS steroids or any other form of making them stronger. A key ability Enchanters have is a shield but that doesn't mean they are limited to that. They focus on peeling for and protecting their carries and are often found near the back line with them. They have high utility but low health and defense. Enchanters have stronger heal/shields when they have weaker abilities to peel for their allies. They often have a strong ability to sustain their team as they can prevent or heal damage sent at their team. Their high Utility is balanced by a lack of mobility and defenses.

-=Pros=- High Utility Strong Peel Strong Sustain

-=Cons=- No Mobility Low Defenses Low Damage by self

Janna Karma Lulu Nami Sona Soraka Ivern Kayle Bard

Protector Protectors are a small group of champions that do not fall into the Enchanter category but function similarly in that they peel and protect their carries. They have high defenses and health. They have powerful tools to protect their carries, this can be powerful CC or some other type of protection. They focus on peeling for their allies and providing ways for their carries to deal high damage without fear of being killed. Protectors lack mobility and have low mana regeneration often pushing them to be reactive instead of proactive like the vanguards. The goal of these champions is to protect rather then engage however their tools can be used in other ways.

-=Pros=- High Utility High Defense Excels at protecting allies

-=Cons=- Lacks Mobility Low Mana Regeneration Lacks engaging tools by self

Braum TahmKench Taric

Sniper Snipers are long range burst damage type champions that want extended sieges and to poke down the enemy in order to take objectives. They lack mobility but rely on positioning and vision to keep them safe as they besiege the enemy with their superior range. They have high damage but low health and defense. They excel at wave clear and are always behind their front line. They can deal their damage from very far away allowing them to be part of a team fight from a comfortable distance. They can trade some of their AoE damage for more utility or mobility.

-=Pros=- High Damage Long Range Excels at besieging enemy.

-=Cons=- Low health and defense low mobility Weak to flank attacks

Ezreal Jhin Lux Nidalee Varus Xerath Ziggs Caitlyn Corki KogMaw

True Mages I haven't really found a term for this group out side of true mage. These are champions that deal tons of magic damage either in an area or on a single target. They do not fall into other categories due to a lack of mobility, range and defenses. They can often deal their damage in a burst type fashion but some can deal sustained magic damage. They do not have high defenses but can trade in some of their AoE damage or range for minor mobility or utility buffs.

-=Pros=- High damage Great Team fighters

-=Cons=- Low mobility low defenses

Anivia Annie Azir Brand Cassiopeia KarthusOrianna Taliyah Syndra Veigar Velkoz TwistedFate

Bruisers A type of AP champion that can deal a lot of magic damage while building a semi-tank AP build. They have good defenses that are just a tad below true tank like champion but deal far higher damage. They often build a lot of health and AP with a little bit of extra MR and armor. They often have high utility but extremely low range.

AurelionSol Chogath Galio Gragas Lissandra Ryze Swain Vladimir

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Not sure what to call these guys but they belong to a group of champions that get picks. They have long range abilities that lock down a target to allow the team to get that target. They have a mishmash of abilities to pair with those long range abilities and rely on those long range abilities to have impact for their team. I would put forth we call them Snarers as they snare their enemies and then pounce on them to get picks and kills. There isn't a pros and cons section here because they vary too much to have defined pros and cons. The only unifying theme is the long range utility to get picks.

Morgana Thresh Blitzcrank Elise

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A type of champion that controls an Area by zoning out enemies. I would dub them Controllers. They focus on zoning enemies out and often have high CC for peeling. When they get to an area first they are often stronger but struggle to push their way into an area already controlled by the enemy. They like to not only control areas they are at but also they excel with jungle control as well.

Heimerdinger Kindred Nunu Teemo Zyra

There are probably some types I am missing but I feel this is a pretty good list. Enjoy!

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