Know the role (Tanks, Fighters, Assassins, ADCS) in this game (LONG POST, CARE)
LONG POST, MIGHT HAVE SOME SPELLING ERRORS OR MISSING WORDS. CARE, READ WITH CAUTION
Ive been through this forum a bunch of time, for about 4 years now and I've been playing since season 1 so I have a fair bit of understanding of this game. And what I've seen in this forum is a** bunch of players not understanding what your class is SUPPOSE to do**. Players are just saying concept which just boggles my mind. I just have this feeling that people just dont understand their roles to help their team win.
The only time they dont complain, is when the meta has shifted around them making their "Class" superior than the rest of the class. Well I know how to play 4 roles at a decent level (plat-diamond). I currently have S+ in every class except support, so I KNOW how to play or understand every role and classes in this game. What I see people talk about is that my class doesnt do enough of this.. it doesnt do enough of that, my assassin doesnt cant kill all these tanks, these tanks are unkillable, my tank champion does no damage, ADC doesnt do enough damage, etc.. it changes every time the meta shifts from tanks, assassins, adcs.
You guys are expecting TOO MUCH because those are the champions you play, your champion cant be able to do everythings at once, they all have purpose and you guys want it all. Well stop being greedy and play the game correctly -.- You dont see a Center player in the NBA shooting 3s left and right, they are always in the paint offering rim protection and finishes. They know how to play their roles, and its the same for league, players have to understand what they are buying into the moment they pick their champion. And if you dont like how those champions are suppose to play, the correct way to play them, then learn another class, dont play those type of champions.
The game has been around for over 6 years I believe, it has changed a lot, the map, the dragon, baron, turrets, meta shifts... BUT THE FUNDAMENTAL OF THE GAME remains the same. Even within meta shifts, the game may lead towards a certain class more, but when that happen it just kills the rest of the class, which Riot has been trying their best to balance the shift in power. But the basics of the game, the different positions of the game still are the same. I'm going to go to make a run-through of each class and what they are suppose to do so people can understand, yall can hate this if you want, but its how the game is played.
Hope this can help you guys, once I learnt each roles and what they are suppose to do, it helped me win more. Like when im playing tank stop chasing carries and instead start peeling for MY OWN carries. Sometimes I still make the mistake, and having to tell myself that I need to peel, because its getting harder and harder to kill their carries during later parts of the game. So I hope this help you win more games as well.
Tanks: I'm going to start off with tanks, because imo most of you guys are tank players, which am I since I main top laner. So just so we are clear, I ALSO PLAY AND LOVE TANKS AND BRUISERS/FIGHTERS, but I'm not BIASSSS towards them.
Tanks are the meat and shield of the team, because of their durability and tools, most of the time they are the first one in and first one out (death) during teamfights. Their role is to make sure they can keep the opposing damage off their teammates and on to themselves because they can tank the damage. They usually have low damage output, and have high velocity CC. They can keep people down and** keep players away from your teammates** because their presence cant be ignored, since they can disrupt the entire team with their crowd control and mediocre damage from abilities and items. Most of the time, they are second best option to peel for their carries (after support) because of the amount of CC they have, and their meaty body with a bunch of health can be kept in the middle so that opposing carries cant reach your carries while you are peeling (assassins, bruisers, mages, other tanks) things off your carries.
They** can't kill anything alone UNLESS THEY ARE FED AND FAR AHEAD**, but nothing can kill them fast (under 10s) alone. But they CAN practically die to every class given time beside support. Note: A LONG TIME for some classes if they arent APC/ADC. Everyone has this misconception that "tank shouldnt die" thats incorrectly, the correct term for tanks are "hardest to fall". Tanks usually spike around mid game after they get 1 or 2 big items because they become tanky while being able to stay alive long enough to outdamage whoever is infront of them, theres this old quote from veteran players "the longer youre alive the longer you can do damage", they scale into the late game because they become the a "Super tank" that would take 3-4 players to take down. During the late game is when the tank need to play smart.. even though they are tanky, they cant 1v4 or 1v5 and not expect to die. Late game, ADC becomes monsters and so they should. **As a tank, you should know when to stop chasing and start peeling for your ADC late game after engaging into a battle. **
Assassins: The role everyone either love playing or hate playing against. They are either useless or extremely oppressive, and only a few of these are truly balanced. But they are needed in the game and** the game would be boring without them**. Assassin role is to assassinate back lines, whoever is squishy are their feast. They hunt, they hide, they wait, and** when the opportunity arise they take it**. They have to find the right timing or right target to go onto to quickly eliminate them (ADC/APC/Supports/Any low HP low resistance). The problem with Assassins are that some of them assassinate too fast without giving a slim chance to react, which Riot is working on during the Assassin rework I believe. Assassins are very mobile champions, they can get in and out of fights really well if the players has the skill to do so. They mostly rely on burst damage over sustain damage, and because of that reason, they cant deal with tanks or bruisers UNLESS THEY ARE FED OR AHEAD.
They** tend to scale really well early-mid game**, and fall off late game because it becomes harder to find suitable targets or the carries has enough items to avoid your burst. Assassins are never meant to scale into the late game, they are champions who are suppose to give your team AN EARLY LEAD, by winning lane, roaming, causing havoc to the opposing team. A havoc, a distractor, an assassin, those are the key words for this class. They are slippery as they come and does good damage, those are their attractive traits. But players wants to make them too all-rounded, they want assassins to have their early game lead while also doing well late game. Well those two doesnt work together,** you cant have early game dominance and also scale decently into the late**. However they can be useful late to a certain extend, if you can play better than the other team. Play smart and hopefully they are stupid, that you can get a pick and win the game 4v5 if you manage to delete a key player from the other team for bad positioning or no vision. When they are ahead they are a good option to splitpush with than a bruiser (Only for minority of assassins, for example Zed can splitpush, but Katarina shouldnt)
Bruisers/Fighters: This class is a hybrid, they are a mix of assassins and tanks. Fighters have tankiness and damage but are both sub-par compared to their counterparts. Less tanky and cc compared to Tanks, and less damage and mobility compared to Assassins. The thing about Bruisers is that they are decent at all points of the game, but not best at any. The great thing about bruisers are that they are the best duelist class in the game. Most bruisers can go up against any other class 1v1 early-mid game and win. Thats why most of them are designed to splitpush, because they are** initially made to be good at taking on fights**. Bruiser probably has the **most rounded kit in the game **and with the most versatile champion pool if you main this class (most champions in this class in game. with a total of 37 listed champions as fighters).
Bruisers tend to engage fights with the tank, like a duo dive buddies. They tend to have some sort of gap closer or some sort of CC to help them get into fights/start fights. Their jobs are to either to: Splitpush, get pressure on the map, engage battles/teamfights, attack backline or peel. As you can see, they have a lot of options, because like I said, they have the most rounded kit. Even though they can practically do it all, they are** NOT THE BEST at anything beside dueling 1v1** (to certain time in the game then they fall off). Tanks and supports peel better than bruisers. ADC/Mages do more damage than bruisers. Assassins kill squishies faster and are more mobile than brusiers. Bruisers doesnt outclass Tanks either, because even though Bruisers is a strong class, if they fall behind a Tank, the tank will outscale them because they essentially become too tanky for them to handle or they dont have enough damage to penetrate through the tanks. Tanks are better late game than bruisers, because not only that they are tankier, but they offer more peel and protection for your team which are far more valuable late game than a fail attempt to kill carries, getting peeled off, and dying for it.
Marksman: The ADC role, the role where almost every champion basically wants to do the same thing.. Farm, scale, kill everything. There is a reason why they have a support with them bot lane and need to be babysit. ADC are** usually not great early game because their base stats tends to be bad**, they also scale really badly into mid game because of their** build isnt very strong compare to some of the other classes** (ex: EssenceR vs TrinityF , OFC TF wins), let me specify, during mid game. Ofc there are some exception to this, like Lucian because he builds Ghostblade which is really good early. The one that are strong early, are usually weaker late game, SUPER WEAK mid game if not ahead, OR HAVE REALLY BAD AA RANGE. But the one thing they all have in common is that they are all very open to be killed by the other classes (fighters, assassins, mages) even if they are an "early game" ADC.
But the up side is that they scale REALLY hard with items because their items synergize with eachother well (Crit, AD, Armpen, AttackSpeed, Lifesteal), they are meant to be built close to or completely glass canon because they are the main output of damage late game. If the ADC cant kill everything late game, then its probably not a useful ADC (that being said, some ADCs are better than others late, but they are all suppose to do the most damage late). Their kit tends to have some sort of peeling method or some sort of dash or escape. Its one or the other, a way to peel (CC) or mobility, because of these trait plus autoattack range, they can afford to build glass canon (with help peel from team).
They need time to build enough items to synergize before they can become useful, until then they have to use their autos to try to put out mediocre damage compared to the other classes around mid game. There are some people who** doesnt understand that ADC are suppose to be able to kill anything late game** if given a free body in front of them. They shred anything when they complete their items. Thats why its important for teams to understand that you have to PEEL for your ADC to win late game, because they ARE the most consistence damage output on your team.