What are your Sub-Classes?
So how do you personally divide up the main classes into sub-classes?
Main classes;
Assassin Fighter Mage Marksman Tank Support
So how do you personally divide up the main classes into sub-classes?
Main classes;
Assassin Fighter Mage Marksman Tank Support
i dont think assassins and tanks divide further than ad and ap.
on top of my head there are even only 2 ad champs that could be considered tanks. jarvan kinda, and sion.
marksmen only seem to have secondary characteristics of mages, and assassins.
fighters cover such a large pool of champs, that you could divide them into 4 or 5 different sub classes.

Edit: We could use more tanks with AD scalings.
Edit: We could use more tanks with AD scalings.
right, i guess she has enough engage and peel to count.
Edit: We could use more tanks with AD scalings.
and more anti mobility champs like her.
Agreed. So far her W seems to be a welcomed addition to league. Which will hopefully allow more anti mobility mechanics in the near future.
Gnar is an AD tank
Gnar is an AD tank
gnar is weird. hes a mix of a manaless ranged champ and a tank. honestly, i dont know how he really fits.
Assassin
Escape Artist - Assassins who get in, kill a target, and get out.

Predator - Assassins who go in, and go in hard. Once they're in, they have no way to effectively escape, but instead use tankiness or deception to persist in enemy ranks while allies come to their aid.

Fighter
Juggernaut - Very durable, with very high damage output, the Juggernauts are easily kitable behemoths who need to be close to enemies to do their thing. They make up for their lack of mobility with extreme durability.

Duelist - These fighters excel in 1v1 fights. Unlike Assassins, however, they have the tools to retaliate or excel against enemies who attempt to fight back. In teamfights, they try to pull someone into a 1v1, away from most of the chaos, or otherwise pick on one target at a time.

Mage
Utility - These Mages bring not only pain, but help. In addition to their damage, they pump out special effects that help themselves or their allies in various situations.

Siege - These Mages boast both powerful siege anti-siege output with brutal combinations of poke, waveclear, and turret damage.

Marksman
Specialist - These Marksman don't just bring damage. They have unique focuses that warrant their selection in games, ranging from engage, to siege, to vision, to other special utility.

Cannon - Death is the best form of crowd control, and these Marksman bring it in spades. With a little help from allies, these rangers will not only carry the teamfights. They'll carry every aspect of the game. But again, they rely on their allies for protection.

Tank
Assault - Large and in charge, Tanks who Assault enemies are best at initiating teamfights, pushes, or other objectives. True shot callers, they dictate the flow of battle, when the battle begins, and who among their enemies may be standing when the dust clears.

Defender - With various abilities that lock down enemies at close range, these immovable objects ensure that no foe makes it past their iron line of defense. They draw a line in the sand, and give their lives before it is crossed.

Support
Protector - Using their large forms or special equipment, they use themselves as a shield for their allies, ensuring the safety of their beloved comrades in arms.

Trickster - Very unique, these Supports do not protect allies with shields or swords, but rather with debilitating effects that hinder foes, and beneficial spells that boon their allies. One moment, the enemy may believe they have the upper hand, before the Trickster plays their hand and snuffs their hopes away.
