Understanding roles - help?

Brascus··2 votes·329 views

What defines a:

  • Fighter
  • Assassin
  • Mage
  • Support
  • Tank
  • Marksman

(Purpose/Build/Kit/Playstyle) etc

Is there going to be a new permanent category for Juggernauts as immobile fighters? Then are fighters now considered Mobile juggernauts?

The wiki even says Swain is a Fighter ¯_(ツ)_/¯ just trying to understand the meta better, for my own devious gamedev purposes ( ͡° ͜ʖ ͡°)

http://www.themoderndaypirates.com/pirates/wp-content/uploads/2010/10/questblock.gif

3 Comments

Mickey Donnerudo3 votes

Poor - Fair - Good - Excellent
Variable = Potentially any of these

Fighter - Good Damage, Good Sustain
Assassin - Excellent Burst Damage, Poor to Fair Sustain
Mage - Great Damage, Variable Sustain. Reliance on Magic Damage based skills.
Support - Poor to Fair Damage, Variable Sustain. High Utility.
Tank - Poor to Fair Damage, Good to Excellent Sustain. Often has CC.
Marksmen - Excellent Sustained Damage, Poor to Fair Sustain. Generally relies on basic attacks.

Brascus1 votes

Okay so I've noted certain mechanics that define key aspects of a champs kit:

  • Mitigation (damage absorption)
  • Peeling (control)
  • Mobility (dashing/movespeed)
  • Sustain (resource efficiency) - including health
  • Penetration (mitigation/evasion disruption)
  • Evasion (blocking/dodging)
  • Scaling (attribute bonus & synergy)

.

Here's the break down for how this fits in with your descriptions as I see it:

.

  • Fighter - (Immobile Melee) Key Aspects: Scaling / Sustain | Example: Darius These champs can stay relevant in prolonged fights and become more threatening the longer the game or fight becomes. (Citation?: Common Ultimate - Execute)

  • Mage - (Immobile Ranged) Key Aspects: Scaling / Sustain | Example: Annie Similar to Fighter's due to their immobility but have additional damage in exchange for being squishy offset by their range. (Citation?: Common Minor Peel)

  • Assassin - (Mobile Melee) Key Aspects: Penetration / Mobility | Example: Katarina
    These champs are extremely squishy, relying on high mobility to execute hit and run tactics with their high damage output. (Citation?: Common Mobility - Dash)

  • **Marksman ** - (Mobile Ranged) Key Aspects: Mobility / Peel | Example: Caitlyn These champs have low sustain relying on auto-attacks for the bulk of their damage using a mixture of peel and mobility (kiting) to maintain steady pokes before going in for the kill (Citation?: Common Peel - Snare/Slow)

  • Tank - (Support Melee) Key Aspects: Mitigation / Peel | Example: Alistar Relying on their plethora of mitigation they initiate and harass fights, although do little damage in general relying on team mates to seal the deal once the gank is set up (Citation?: Common Peel - Stun)

  • Cleric - (Support Ranged) Key Aspects: Sustain / Peel | Example: Sona These champs are babysitters that patch up team mates mistakes until they get their shit together (Citation?: Common Sustain - Healing)

.

Obviously one size won't fit all but this can cover quite a broad amount without too many anomalies, two Key Aspects usually define the roles but are flavored by other Aspects in a minor way.

Brascus1 votes

Are you familiar with the base stats roles generally get and their itemization?

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