@Meddler: Can we get some specific guidelines as to what categorizes a Juggernaut?

darkdill··1 votes·249 views

There's a lot of room for misinterpretation when it comes to trying to design a Juggernaut Champion, so I was hoping we could get some specific points on what makes a Juggernaut. What makes them differ from Tanks? What makes them differ from Fighters/Bruisers? What things should Juggernauts not have in their kits?

Think you could chime in?

3 Comments

Only Play Darius3 votes

Immobile

Melee

Tanky

Low CC

High Damage

Critmaster Garen1 votes

[{quoted}](name=Jelly Mac,realm=NA,application-id=3ErqAdtq,discussion-id=yA9aW2g1,comment-id=0001,timestamp=2015-09-30T05:41:16.224+0000)

Immobile

Melee

Tanky

Low CC

High Damage

to add a few examples

DrMundo Yorick Nasus Olaf Trundle

should also fit that bill. the dudyr and rumble probably aswell. but rumble certainly doesnt need buffs. trunle works really well in his nieche as an anti bruiser bruiser.

id say nasus, mundo, olaf and yorick need some work.

Fadedpf1 votes

Juggernauts deal a lot of damage, while having low mobility or at least enough to do their job but are susceptible to being kited, have little CC and are tanky. I think that is all the things that go into factoring a juggernaut.

Tanks don't deal a ton of damage, have a lot of cc, some of them can be highly mobile with moves that are also tied into CC moves, and focus on peeling and building as much stats to stay alive, no damage items unless you count Cinderhulk or Deadmans.

Though I do think juggernauts still need tweaks with either their items or ability to soak damage, while also dealing a massive amount. Things like Garen healing, damage reduction, Darius heal, and Skarner shielding gets really obnoxious when they are also destroying with how much damage they bring. Something will probably change or happen to that though. Tank items and tanks a whole have had nothing but nerfs this season though.. and that is an issue.

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