Noob Questions: What Determines A Champion's Lane?

ItsMaybelline··10 votes·10,328 views

Everyone always says that a champion goes top, mid, jungle, etc. But i'm unclear on what determines which lane or role a champ fills. I know the roles and who fills them (Tanky DPS top, Bursty AP Caster mid, fast sustained DPS in Jungle, ADC and Support bot) but i feel like it's important to know why the roles are what they are so you can understand when that isn't the case or read the meta. All i know is that supports go bot to support kills for an ADC and junglers are what they are to farm efficiently. Thanks in advance.

20 Comments

Gear Kitty18 votes

You've got a few things, well, not wrong but not quite correct.

Top needs to be self sufficient. Because it's the farthest spot from the Drake Pit (which historically is highly contested during the laning phase) it's the lane least likely to be visited by most of the rest of the team. That doesn't mean no one should ever visit, but that in regular play, there probably won't be as many high points happening around Top as around Mid or Bottom. Champions who regularly go top have some way to heal or shield themselves on a respectable (if sometimes costly) cooldown. Jarvan, Shen, Garen, Maokai, Renekton, Rumble, and Trundle all carry that self sustain with them when they cover top lane. A focus on top lane play is staying in lane as long as possible using what you can in your kit to survive. If you're not there to grab that minion gold and exp, no one will be, and that's no bueno.

Mid is one of the positions with wide options. Most Midlaners bring wave clear (a quick clear of the minion wave from a safe position) and burst damage. That's not the end all be all though, as Champions like Karma, Orianna, and Lulu regularly mid, not to mention options like Katarina. Generally, a Mid Laner should bring a few of the following: Wave Clear, Burst, Utility, and Roaming Potential. Good Wave Clear is important though, as clearing your wave and moving for a roam or objective take or just threatening either is playing smart for a mid laner. It's why the two Energy based Assassins, Akali and Zed, are split between Top and Mid Lanes. Akali normally goes Top because she has sustain but poor wave clear, and Zed goes Mid because he has no sustain but quality wave clear.

Bot Lane Carries all share two common factors; excessively high sustained damage in the late game and a very high threat against enemy Towers. Some have good wave clear, some don't. Some have maneuverability, some don't. A majority of them eventually purchase Item builds that let them wreck a beefy tank Champion no matter what items it's carrying. A noticeable thing about Bot Carries is that when they do have a repositioning tool, they can use it in any direction. Champions like Ezreal, Corki and Lucian (mostly played Mid now), Caitlyn, Ziggs, and Tristana all highlight this. If they don't have a repositioning ability, they likely have some form of movement speed boost, ala Sivir, Jinx, Twitch, Miss Fortune, and Draven. (You'll notice I brought up Ziggs as a Bot Lane Carry. The lane favors him, believe it or not. Having a dedicated support peeling for him keeps him safer than the generally safe lane of Mid. As well, considering all of his Abilities are AoEs means his damage is more of a threat in bot lane as it's 100% more enemy champions to hit than he would find in Mid. Bot Carries have to have Tower threat, and his Satchel Charge can auto-kill a Tower if it is low enough.)

Support is a role that revolves around Utility. What form that utility takes depends on the Meta and the champion kit, but the generally have at least one form of Hard Crowd Control (most everything that isn't Slows) and all use Mana as a resource. There is likely no wider pool of play style options compared to any other position. You protect? Soraka, Janna, Braum, Lulu, Tahm Kench. You attack? Annie, Leona, Brand, Zyra. You do both? Sona, Karma, Nami, Alistar, Morgana, Thresh, Rakan. So on and so forth. No role has had as many champions played on the professional scene as Support. What Supports DO though is set up or secure plays for their teammates. A single Sona ult, Tahm swallow, Leona engage, or Morgana shield could make or break an entire team fight. A focus on TRADITIONAL Support Champions is that their power doesn't get significantly stronger with a high amount of gold COMPARED to other types of Champions. Instead, they invest their Gold and Items into empowering their team more, with Items like Aegis of the Legion, Redemption, Mikael's Crucible, and Ardent Censor. Because of their low Gold power, not much relative strength is lost if they buy a Sightstone item, and doing so greatly increases the team's safety and power because vision control is soooo important.

So finally, we're at Jungle. The biggest things a Jungler needs to bring is at least a decent Jungle clear (most champions can reach this actually), but more than that, more than anything, they need to have Engage. Almost entirely from out of vision too (as in, from over a jungle wall). Of all the 'regular' Junglers, only 5 have no way of crossing a wall without using Flash. And those five bring other strengths to make up for it. Rammus and Nautilus bring a large amount of CC and hazard, Olaf and Udyr bring a nice amount of dueling potential, and Nunu brings a buff for auto attacking allies and one of the most obnoxious Counter Jungling playstyles you can end up against. Ivern is basically the 'Oddman Out' in regards to Junglers, but he makes up for it by bringing an equal amount of Utility and a counter jungle potential that can rival Nunu.


All that doesn't explain EVERYTHING ever, but it does give a crash course I think. I hope I was helpful.

Sinlaire2 votes

shame i can only upvote once. that was very well said.

DeathBurst3 votes

Most of what you say in your OP or the top voted comment is true, but nothing is as straightforward as you make it sound.

It's entirely possible, for instance, to have a pure Tank in Jungler (Sejuani) and a melee carry Top (Fiora/Riven). Another good example is Ziggs bot we had a few months ago (not an ADC). Or you can have some strange pick bots, such as Darius/Mordekaiser, as long as you have another source of DPS somewhere else on the team.

Ultimately, my point is: a lot of champions can go in a lot of different lanes, it's really not as strict as you think. What's important is that the whole team is balanced. There is a "most common way" to get a balanced team, the one you described, but it's far from being the only one.


Now, I understand that's not really helpful to make you understand why a given champ goes where, so let's talk a bit more about specifics. Nothing is a hard rule, but there are a series of factors to keep in mind.

  1. If your champ WANTS to roam, they're better mid, because they have access to two side lanes instead of just one. A Twisted Fate who wants to exploit his R will go mid. Same for a Taliyah, or an Aurelion Sol who wants to use his E. Pretty much all Assassins also fall in this category, especially Talon with his Parkour.
  • If your champ has a global skill (Karthus R, GP R, Shen R, etc.), they can go Top alone and isolated, but still have an impact on skirmishes on the other side of the map, so that's a good reason to leave Mid to someone who needs it more. It's also the reason why a lot of Top take the TP Summoner Spell. It's basically having a global skill at will.
  • You've already mentioned it, but Top lane is longer than Mid, so if you lack mobility/defensive tools, you prefer to go to the safer lane Mid. However, note that with the central position Mid has, the enemy Jungler will probably spend more time there and have more angles to approach you, so it's not that easy.
  • If your champ has very big and exploitable weaknesses, and need someone else to cover for them, they prefer to go the the Duo lane with a Support. This is especially the case for ADC, whose weakness is a very weak early game with often a lack of mobility, but Mordekaiser's lack of CC or any late-game scaling Mage make good candidates for the Duo Lane.
  • The Duo lane is usually Bot, for two big reasons: the Bot tower is weaker than the Top one in early game (it has less Armor, until 9 minutes, if I remember correctly), and you want the maximum of people available for Drake fights. Theoretically, you could have a Duo Lane mid with a roaming Support, for instance, and a Mage with safe wave-clear Bot.
  • Jungler is IMHO the most complicated role. You need to be able to clear the monsters, to have an impact on your lanes, to resist to an enemy Jungler's invade. You need a lot of very different things to be able to go Jungle, and there aren't a lot of obvious advantages in going there compared to a lane. The main advantage is that you can go wherever you want, and there is a minor one in the fact that you don't necessarily have to fight your corresponding opponent if they don't invade you, so that leads to a huge amount of B Tiers/C Tiers Junglers that can somewhat exploit those facts. That being said, even if we restric ourselves to A or S Tiers, there are still very different champs that can Jungle. You have Initiators like Diana, Lee or Elise, Tanks like Gragas, Zac, Sejuani, Maokai, carries like Yi, etc. Again, the important thing is having a balanced team as a whole.
  • EDIT2: If your champ can work without much Gold, it's usually a good reason to play it Support and leave the Gold income to another player. Conversely, this is the most defining characteristic of the Support position, so it's always filled by champs that can work without much gold.

Finally, a few words about that "balanced team" I keep talking about. Your team basically needs to cover a few different things or it will have a big weakness that is easily exploitable for your opponents.

  • A good mix of Magic/Physical damage, so that the enemy team is forced to build both Armor AND MR, and can't just stack one of it. (This is less important if you have a lot of damage ignoring resistances. For instance, Yasuo ignores Armor after using his Ult, GP Barrels ignore Armor, Garen can shred the enemies's Armor in AoE, Yi/Fiora/Vayne deal a significant amount of True Damage, etc.)
  • A decent frontline, i.e. champs that can take a bit of damage without exploding immediately. This is less important if the enemy team doesn't have Burst. Conversely, the bigger frontline the enemy team has, the more DPS you need on your side, whereas if they don't have a frontline, Burst is comparatively better. But still, it's never bad to have at least one big fat dude to cover your front, even if it's not a real Tank, such as Mundo or Garen.
  • A source of DPS able to kill towers and Dragon/Baron quickly. Ideally, this DPS should also be Ranged (i.e. an ADC) to be able to chip at Towers without necessarily fighting the opponents, but that's not an obligation. A team with a Yasuo but no ADC can be viable. Ziggs also works because his DPS works against Baron/Dragon, and even if it doesn't work against Towers, he has his passive to execute them. However, having only a Cassiopeia or Ryze (DPS late game mage) means you won't be able to reliably destroy towers even after winning fights, so that's not good.
  • Some CC. It can comes from the frontline Tanks or it can comes from the backline Supports, but you do need some CC. This is always true, but it is ESPECIALLY important against certain champs: Yi, Katarina, etc.
  • And finally, that's a bit vague, but you need some kind of plan about team fights, you can't let your opponents dictate when fights happen. That means either having a way to reliably start a fight yourself (Malphite, Sion, Kled, Leona,...), or a way to deny a fight when the enemies want one and disengage/counter-engage (Jana, Zyra, etc.). Ideally you want both, but you need at the very least one of them. Note that the defensive option works better if you also have a split-pusher in the team, whereas the offensive option lends itself well to a "wombo-combo" style, like following a Leona with an Ori R and a MF R.
  • EDIT: Oh and I forgot an important one, but you also need some wave-clear, ideally ranged. Ranged waveclear is better because it helps you defend against enemy siege, but even if you don't have ranged wave-clear, you still need a minimal amount of waveclear to at least manipulate minion waves and push your way to enemy towers quickly. I forgot to mention it initially though, because you can generally buy items to get some wave-clear, even if your team-comp doesn't have it naturally: Statik, Tiamat, Bami all fill that role decently well.
Shadòw2 votes

What you said is correct, but often it's just the lane in which the champion is most useful. Often some champions have role changes after META changes.

It just depends on what you can do with that champion.

Top lane is often an island with often champs that have the potential to 1v2 because of the long lane and how easy it is to gank, and on Mid you usually have a mage or assassin because they have a short lane and so they can roam or contest almost everything because it's the middle. On bot you'll have the duo lane instead of top because of contesting drake. In jungle you want a champion that can clear the camps and needs either time to farm, which he can't do in a lane cause he is not suited for that (like MasterYi, or a champion that is good at ganking.

But all these position things have evolved over years, and they often change with META. Usually some pros will find out that some champs also work somewhere else with special items for example (just looking at item 3504 Lulu Jungle now) and the META will shift again.

Lord Phazanor 1 votes

{quoted}

What you said is correct, but often it's just the lane in which the champion is most useful. Often some champions have role changes after META changes.

It just depends on what you can do with that champion.

Top lane is often an island with often champs that have the potential to 1v2 because of the long lane and how easy it is to gank, and on Mid you usually have a mage or assassin because they have a short lane and so they can roam or contest almost everything because it's the middle. On bot you'll have the duo lane instead of top because of contesting drake. In jungle you want a champion that can clear the camps and needs either time to farm, which he can't do in a lane cause he is not suited for that (like MasterYi, or a champion that is good at ganking.

But all these position things have evolved over years, and they often change with META. Usually some pros will find out that some champs also work somewhere else with special items for example (just looking at item 3504 Lulu Jungle now) and the META will shift again.

Do you have 2 personalities?

Shadòw1 votes

maybe

Zezockary2 votes

Champions that are otherwise unsafe go mid because it is the shortest lane, you can get to your turret for safety quicker. Other than that, champions that like to roam a lot to gank other lanes or that just counter the general mid laners go mid as well. You see a bunch of squishy burst mages, assassins, and the occasional tank like Cho'gath or Galio mid.

Adc's go bot because they can't quite hang with burst mages by themselves too well, and the support joins them to so that they can help them safely acquire as much gold as possible for the adc's rather expensive item builds.

Top lane is generally champions that can hang by themselves pretty well, so tanks, fighters, juggernauts, and the like. Other than that you will see champions that counter that type of champion, like Teemo or Quinn.

Junglers are champions that can survive the jungle, gank lanes effectively, manage jungle objectives, or otherwise use the fact that the enemy doesn't have vision on them as often as the laners well.

SomeStars1 votes

tanks are top because they have a better chance of surviving a gank then a immobile squishy burst mage also with rift herald they need the dps to take it and influence team fights and mages are mid because they lose can escape from a gank easier and have a shorter walk back to lane which is good because again most mid laners need ignite to ensure they get a kill so they don't take teleport also the jungler usually has some sort of passive or ability that helps clear camps like strong aoe damage and the marksmen are bot because there ranged attacks keep them a safe distance from the enemy combined with a good support they are kept safe from when the enemy jungler ganks

AmetDeCrypt1 votes

it can be a multitude of things. a combination mobility and cc makes for a good jungler because they can reliably set up ganks no matter what their laners are, but sometimes they just need good mobility, and they usually have a harder time in lane due to less innate range due to melee status and not very pokeable skills so the jungle is a good safe start for them without laning against things they can't take

top laners are usually duelists, they are good in 1v1 and there's some crossover between this lane and jungle in some cases like maokai and I think camille can go top? they like to farm solo for a bit and don't have the tools to really help their team until the 5-10 minute mark when they get their ult and can start tp ganking.

mid lane is all poke all day long or assassins, basically anyone who scales easy with levels and/or mobility and can roam the map around a lot but cannot clear the jungle very easily goes here.

supports are the most clear cut of the bunch (IMO I'm a support main so maybe it isn't) they have a lot of utility and early game power, but mostly focused on allies, and they have trouble fending for themselves in other lanes without someone to back them up (unless you're top lane leona but those people are mental)

adc are adc, almost any one ranged can be adc but they often are characterised by innate squishieness and some form of auto attack empower or scaling with ad in their kits

Warlord Scrap1 votes

{quoted}

it can be a multitude of things. a combination mobility and cc makes for a good jungler because they can reliably set up ganks no matter what their laners are, but sometimes they just need good mobility, and they usually have a harder time in lane due to less innate range due to melee status and not very pokeable skills so the jungle is a good safe start for them without laning against things they can't take

top laners are usually duelists, they are good in 1v1 and there's some crossover between this lane and jungle in some cases like maokai and I think camille can go top? they like to farm solo for a bit and don't have the tools to really help their team until the 5-10 minute mark when they get their ult and can start tp ganking.

mid lane is all poke all day long or assassins, basically anyone who scales easy with levels and/or mobility and can roam the map around a lot but cannot clear the jungle very easily goes here.

supports are the most clear cut of the bunch (IMO I'm a support main so maybe it isn't) they have a lot of utility and early game power, but mostly focused on allies, and they have trouble fending for themselves in other lanes without someone to back them up (unless you're top lane leona but those people are mental)

adc are adc, almost any one ranged can be adc but they often are characterised by innate squishieness and some form of auto attack empower or scaling with ad in their kits

camille was actually released as a top laner from riot. the community decided she was a good jger. Riot subsequently nerfed her jg by removing heal from creeps on w. I havent seen a camille jg or camille in general for a long time. Other than that your pretty spot on

Requiemsfire1 votes

Objective position, lane length, wave-clear, survival, mobility access points to lane, and relative match ups.

Junglers are more about clear speed, dueling prowess, objective control, and lane pressure.

ItsMaybelline1 votes

[deleted]

ItsMaybelline1 votes

{quoted}

So to summarize what i've learned: Top: Self Sufficiency and Dueling capability due to the possibility of ganks from mid and jungler and the need to have a sturdy yet impactful force at Baron. Mid: Burst so you can take mid because of it's importance in ganks, a lack of mobility/safety so you need the shorter lane(Annie), the ability to roam (Anyone care to give examples of when this is the case?), or any combination of these. ADC: Good scaling, damage coming from auto attacks, and a great late game but poor early game (Hence the carry in ADC). Support: The ability to offer utility for your team or secure kills for your the rest of your team (Support Sion).

FYI i need to know why top is duelist, not that top is duelist.

So here's a guess at what a champion does to test this: Purely from his kit i'd say Gangplank would be a mid due to his low mobility, damage and reliance on abilities to do damage. Am i right? I don't know much about how champions scale or whether their damage comes from AD or AP except in the general sense that auto attacks use AD and abilities use AP so it's hard to be sure.

AmetDeCrypt1 votes

top laners tend to be duelists since there's nobody else up there in top to help them, so they need to be able to take care of themselves. also gangplank scales with items, not levels, however he's low ranged and easily punished in bot lane as well as being tankier than most carries, so he goes other lanes where he won't be bullied as hard, like top, and yi goes jungle. he's also not as good a sustained carry as bot laners so you would be gimping your team by doing this unless they could compensate, same reason teemo goes top though he technically could be an adc, and jayce goes mid. they're sub par in the adc role.

so lanes aren't as strict as all that, so try what you like, and if it works, cheers.

SzGamer2271 votes

Gangplank is an odd one. He's a champ that doesn't fit into any class or subclass (Riot has defined him as having a unique playstyle). He's a top (sometimes mid) lane burst threat who has a poor early game and scales like an ADC.

Top laners (in general) tend to be self-sufficient because they are placed in a long lane where they are punished heavily for dying/backing, and they don't have a support to protect them like the ADC does in bot lane.

If a champ builds AP, it means that they are an ability-reliant burst threat. AD champs cover a broad range of roles however, since there are AD assassins with powerful abilities that can deal burst damage when combined with their auto attacks, there are bruisers and juggernauts who use abilities to deal damage in an area and focus single targets down with their auto attacks, and there are skirmishers and ADCs who invest primarily in their auto attacks. These different styles of AD champ tend towards different item purchases, so if you need to know what a champion's damage pattern is, you can get a rough guess based on what AD items they build.

item 3071 Bruisers and juggernauts who have a balance of durability, attack and ability damage tend to build Black Cleaver. These champs have high base damages that scale with level, and moderate scaling if they build damage items.

item 3147 item 3142 AD assassins who burst squishy targets from up close tend to build Lethality (i.e. Serrated Dirk upgrades). Strong enough to be a kill threat to squishy or low-health targets unless behind, and are very deadly when ahead.

item 3031 Champs that invest heavily in critical strikes deal very high damage with their basic attacks, generally focused on sustained damage through numerous auto attacks. Until they buy 2 or 3 items, their strength is weak to moderate.

item 3074 item 3812 item 3072 Champs who buy lifesteal have powerful auto attack power, which is turned into sustain by buying items like these. If a champ who builds these gets ahead, they are going to be very deadly and very hard to kill.

item 3078 Champions who buy Trinity Force are attack-focused, and generally use abilities to empower their attacks or weave frequent ability casts with auto attacks. Their power spike is generally felt in the mid-game.

TeemoXNidalee1 votes

The meta riot enforces.

RookPusher3 votes

/eyeroll

that's a cheap shot and you know it is.

Linna Excel1 votes

The short version:

Top - is an island so you've got to be able to survive without any help expected Jungle - Needs to be able to clear the jungle and help the team, but isn't too reliant on gold Mid - champs that need both gold and XP to do their jobs, roamers or those with wave clear are great ADC - champs that need gold and help with objectives Support - needs utility and has to do without XP or gold.

WinTheWarOnPants1 votes

The typical team makup looks like this Top- support JG- support Mid- support ADC- carry Sup- support

Spoofghoul1 votes

Autofill does

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