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Hello, I am a bit new to this game

VoliOrLeave··2 votes·846 views

Can someone please help me find a champion that is right for me? Is there a method to finding it out? Or do I have to just go out there and explore my options?

12 Comments

JPlayah3 votes

The key to winning the game is how well everyone can work together. Everyone has a role to play in helping out. For example, I could farm minions for days as Vayne and buy a ton of cool items, but if I don't put that advantage to use by helping out the rest of my team, it could cost me the game. If you're talking about pure damage, marksmen/ADCs tend to have some of the best potential, but many champs in many different roles can contribute significantly to a team's damage output if played well. Another big aspect is crowd control, or CC. Champions who can hinder or control the movement of opponents are valuable to a team's success. This allows some champs to be very useful to their team even if they can't deal a lot of damage by themselves.

Now, duelists are a small, but very cool group of champions who are usually melee champs and have very high damage, but poor defensive stats. If you pick a fight at the right time, you can slash your opponents to ribbons. The key to playing a duelist or fighter is to watch your own position, know when to enter fights, and be aware of the tricks you have up your sleeve to outplay and outsmart your opponents. I would start by trying out Master Yi, as he is a good introductory champ to the role. If you develop your skills and decide you like the style, try moving on to champions like Fiora and Yasuo.

For more defensive fighter options, try Nasus, Darius, Olaf, and Garen. Aatrox can also be a fun champ to play once you've gotten good at paying attention to your surroundings and you're good at managing your abilities and resources.

Garurumon2 votes

You could likely find some sites that ask questions about yourself and then base those answers and give you a champion that it thinks reminds them of your personality/style.

But you should honestly just try new champions, that's the best way. Or just read about them and the lores.

There are many factors that contribute to favorite champions.

VoliOrLeave1 votes

Nice, any links to these websites sir?

Levyathyn2 votes

What kind of playstyle are you looking forward to? This game is all about catering to your specific tastes, what you want to do, and so forth, and there's a good list of 124 names that'll prove it. There's a lot to learn for the various roles, but typically, it comes down to a few simple categories I can suggest, with a lot of variation within each one:

  • Tank; soaks up damage, often provides great utility or crowd control to help your whole team, sometimes both.
  • Assassin; most often a quick burst damage champion with higher mobility, to get in close to more fragile enemies and quickly eliminate them.
  • Mage/Ability Power Carry (APC); most often seen mid-lane, the mages are usually high damage casters with a wide variety of ranges, spell effects, burst or sustained damage pools, utility and crowd control, and the like. Versatile and powerful.
  • Fighter/Duelist; this varies, and overlaps a bit with the tank and AD carry types. Typically someone who is good at engaging on one or more enemies at once, to pave the way for your team to get kills or to get kills themselves. Sometimes called off-tanks, because they are only a step or two removed from them.
  • Marksman/Attack Damage Carry (ADC); a very tight, specific role of a ranged attacker who primarily focuses on using basic attacks, as opposed to abilities, for their main source of damage. Usually easy to kill, they require some babysitting but put out ridiculous damage late-game and come in a huge variety of flavors, from ADCs with burst combos, to ADCs with dodges, to ADCs with defensive and utility spells.
  • Support; this is a very specific niche of utility and crowd control specialists that branch out a bit into the mage and tank roles. The support exists to help foster the AD carry most games, and requires some learning. It's considered a passive role, but an important one, and can contribute immensely to a successful team.

Now, I'm sure that wasn't really anything you don't already know, but I figured I'd throw it out there just in case. Was there a specific role you had in mind, or a specific gameplay goal you wanted to try and meet?

VoliOrLeave1 votes

Duelist/fighter is what i was thinking of, but how much of an affect does each role have on the game in general? Do some lanes hold more power in winning the game than others?

Levyathyn1 votes

Not typically, but it does vary by ELO. Most often, a solid win is made by everyone on a team--and I know that sounds PC, after-school special kind of, but it's true; everyone has their places in the game, and their responsibilities. But, it usually comes down to the following:

Top lane: Top lane most often produces tanks, pushers, duelists, and the like, though it can foster assassins in the current meta. Typically, the most survivable champion goes here, which can be someone who's just tough, or someone with good escapes. Top lane is most often responsible for split pushing, or keeping lane pressure constant top, though they often contribute a lot to late-game teamfights, especially with them bringing Teleport a lot of the time. This lane holds a lot of Maokai, Ryze, Rumble, Sion, Zed, Shen, Diana, and so forth. Late game, a lost bot or mid can be handled by split pushing, which is where this lane comes in. If it's top vs top, then no problem, your team is allright. But if they send more than one person top-lane to kill you for good, then it gives the rest of your team space to take objectives like towers or Dragon. Top is this way because, of all the lanes, it features the greatest distance between the two towers, making it tough to escape a gank if you're too far.

Jungle: The jungle is maybe the most varied of all of the 'lanes', since the only real requirement here is the ability to keep yourself alive. Most often, this is through sustain, whether built in lifesteal or some other self-healing, but there are a lot of other bonuses. Tougher champs excel here, and heavy crowd control is great, as it will make your ganks potent. That being said, the jungle brings with it a high ream of responsibilities. First, you take Smite, always, and this gives you more objective control. You'll need to use this to secure or steal baron and dragon whenever possible, but it also helps you take your own camps and even counter-jungle. The most important part, though, is map awareness, or the art of knowing where and when to gank. It's tough, strategically, but you get good at keeping an eye on who's pushed out and who isn't, on when lanes will be pushed out, and using this this knowledge to gank or anticipate an enemy gank. Your biggest priority will be either mid or bot, depending on a lot of choices. Your instinct will be the lane that needs help, but an easy, easy win bot lane might be worth more than saving a shaky midlaner (and I say this as a midlaner). It just depends. A lategame monster like Cassiopeia or Vayne might weigh into this. The strongest junglers seem to be a mix of Lee Sin, Jarvan, and Vi--a good mix of tanky champions with good engage and mobility, good crowd control, survivability, and a general fit for everything. Popular choice include Sejuani, Udyr, Shyvana, Amumu, and Rammus.

Mid lane: This is usually where the AP carry goes, or the assassin in most comps. It's a safe-ish lane, with some caveats. It has bushes on both sides, not just one, and requires constant warding. Ideally, the midlaner will do this themselves, but... eh. Anyway, usually squishy champions go here, but they're almost always at least a bit ranged, and great at the later stages of the game. Going solo mid lets them farm quicker than anyone else, getting more gold and experience when done correctly. On the other hand, it can be easy for a midlaner to die by a gank or just an all-in before help can get there. But, in turn, if they make it okay to the end of the game or even get fed, they usually provide a lot to their team--high sustained or burst damage, target elimination, hefty crowd control, and so on. This makes them good at teamfights or fighting in general, as they can sometimes provide a lot of area damage. On the other hand, a lot of crowd-control reliant mids can always bring something to the game. Typical AP carries are Orianna, Morgana, Malzahar, Karthus, Kassadin, Ahri, Twisted Fate, and Syndra. Ap or AD assassins are often Katarina, Zed, Fizz, LeBlanc, Kassadin, and Talon. This being the shortest lane, smarter players will survive better hands down, but ganks and turret diving are a thing that can turn the tables on anyone.

Suport: Another vital role, support is often a thankless babysitting job that just doesn't get the recognition it deserves. It's often unwanted, as well, but can nonetheless make or break many games. On the other hand, a good support can give any single team the push it needs to go from bad to pretty good, or from great to excellent. Primarily, supports are just that, a role that takes less experience and money where possible while providing lane-safety and kill securing services to foster the AD carry they go bot with. This role includes a large mix of survivability, crowd control, and utility not seen elsewhere, but for this reason, a lot of support champs are also good mid. To this end, support is an easy role to learn and get into, but surprisingly difficult to get a good grip on. The responsibilities of the support include saving your ADC (where possible), helping to land kills, and warding basically wherever possible as often as possible. It can't be overstated that everyone on a team needs to ward--it is one of the single highest priorities in the game, in my opinion... but supports should be up there in warding from jump street, and denying enemy vision where possible. Other duties can be engaging on the enemy, whether early game bot or in later teamfights, locking down an enemy to save an ally or get the target killed, roaming to help other lanes once the mid-game begins, and generally just being a go to Maker of Happening Things, depending on champion. Engagers include Thresh, Blitzcrank, Leona, and Zyra, who are often crowd control monsters with target picking that also gives them good peel. Healers include Soraka, Sona, and Nidalee (to an extent) who hand out sustain and often bring extra utility, like Sona's speed up and ult, Soraka's silence (and dat ult) or Nidalee's free trap wards. And there are some generalists, like Nami, Janna, and Lulu, who provide a good general mix of everything.

AD Carry: Also called Marksman, the ADC is often considered the most important position in League, typically by the ADC themselves. Nonetheless, the carry earned its name for a reason, that being them taking your sweet ass to victory when everything goes according to plan. But before that, you need to carry them as a team. This role is sort of homogenous in type, that being ranged basic attackers, but it varies widely in execution. Most often you're looking for someone who scales well with AD, obviously, but beyond that it all comes down to playstyle, preference, and of course, team composition. There are champions here with better early games and better late games, and names you know of as pokers, all-inners, damage monsters, even burst 'casty' ADC's. They work well with and against certain types of supports (and other ADCs) and this interplay breaks down to complicated give and take moments where just about anyone can win, especially factoring in ganks. Bot is, of course, vital, but not just as a lane, but factoring in Dragon control. An early double kill bot, especially if those two are the enemy jungler and ADC, can mean a free Dragon, and that can win a game if you use it well. On the other hand, a lost bot doesn't always mean a lost game, but it isn't nice. After early game, being an ADC is still all about farming, but it's also about knowing when and where. Roaming bot to push is fine, but keep an eye on the enemy team as much as possible. A roaming jungler or assassin especially can already be counting you as another few hundred gold. But, once you get most or all of a whole build, there's no one in the game better at damaging, killing, or pushing towers. For straight up damagers, you most often utilize someone with a damage or attack speed steroid of some kind, like Draven, Kog'maw, or Sivir. They often have damaging abilities that can add burst to their kit, especially early game, but rely on attacks and modified attacks, with some utility to keep them in the game. Bursty ADCs often put a lot of stock into their abilities at all stages of the game, and are usually pretty solid, like Graves, Lucian, and Twitch. And though anyone can duel, some ADCs excel at this role like all others. For me, Vayne, Kalista, and Quinn are standout examples of deadly 1v1 killers, and all of them can have trouble early game.

The best games are when all the lanes come together, and when your team makes a good use of its strengths. Regardless of everything here, lategame can all come down to a single team losing its ADC before the last fight, or having someone push top all game, or having a bit too little luck in a grab for Baron.

I probably got a bit wrong, but I think I did okay on everything.

As for duelists, the top tier duelists (aside from ADCs like Vayne and Kog lategame) are probably Jax, Poppy, Udyr, Fiora, Vi, Irelia, Warwick, Olaf, Master Yi, and Trundle. Probably. With varying degrees of success, mind you. For dueling, there's probably not many in the game who can 1v1 a Jax when he farms and plays well. And I think Fiora's in a bit of a trouble spot, right now. But everyone has their strengths. Vi and Udyr are excellent junglers, with Trundle and Warick being not too far behind in my experience. Jax and Irelia are great top laners, as well, and both give a lot to skilled players. Master Yi, when played, is very easy to get used to, has a pretty mixed bag for his kit, and snowballs well if you start getting kills. It's recommended to take him into the jungle, but your ganks as Yi will be less 'help the lane get kills' and more 'help b getting kills yourself'. He also deals with true damage centered around his basic attacks, like Irelia and Vayne do.

VoliOrLeave1 votes

Im caught between support or a top laner, can you explain the real difference between the two, or which one i should pick

Levyathyn2 votes

It's preference, really. But

Top laners are most often the isolated individualists of the group, the ones who either stay top to push or bring something unique to teamfights, sometimes both. You'll do a lot of split-pushing, which creates constant lane pressure for your enemies to worry about, and you getting a kill or getting killed isn't usually going to be a make or break thing for you or your team. This role is often tanky, to provide the ability to stay alive, but it's not a requirement.

For support, they vary between the tanky supports who usually provide engage and peel for their carry, to sustain supports that keep them in lane, to utility supports with a mix. I know I've touched on it all before, but the goal as a support is to try to not get last hits on minions, to not get kills and so forth, so you can let your ADC have them. You act as a sort of tool and safety net for your carry, and then for the rest of the team, to just make their jobs easier.

For top laners, you have Shyvana, a tanky engager with solid area DPS, good dueling, and good initiation. She's good at getting into the middle of an enemy team or behind them then diving into and through them to break up their organization and create openings for her team. This is a typical top laner, someone who can lock on to enemy carries or engagers and ruin their plans by moving them, keeping them in danger, and making it difficult for them to fight. Other examples include Mundo, Sion, Wukong, Cho'gath, and Renekton. They all bring solid area damage and tankiness to the table, are capable of split pushing with decent sustain and wave clear, and almost always have at least one form of hard CC.

There's Shen, a solid tank, if a bit weak at the moment, who has good sustain, reliable trading with most of his lane opponents, and an ult that lets him shield and teleport to a teammate from anywhere. This means that opponents have to be wary engaging in a teamfight, because even a balanced 4v4 can turn into a 4v5 when Shen teleports in, which he can do while keeping up his split pushing, not to mention the shield it provides to an undoubtedly squishy character who needs it. His taunt is also a useful crowd control ability for teamfights or skirmishes. Other examples of tanky laners with decent trading and teamfight utility are Maokai, Rumble, Mordekaiser and Poppy. They usually bring in more damage than other top laners while often being nearly as tanky, but they also all provide something unique; Maokai has area damage reduction and free warding, Rumble has incredible sustain and a great, long-range ultimate, and Poppy is an excellent high damage champion with incredible target picking and an undeniable engage.

As you can see, it's a mix between damage and aoe, zone control, farming ability, and late-game usefulness. The good part about a tank is that they're always useful, but there's usually something else the champion in question provides.

For supports, you have mostly the name's I mentioned, but it more comes down to how best to support your particular ADC and how to counter the enemy duo bot. Janna, for example, can help mitigate a lot of Leona's engage and tankiness with her knock up and her shield for extra damage and survivability on her carry. Nami, on the other hand, is stronger against Janna because her cc is a bit more potent with less broadcasting, and her heal is infinitely more useful. Leona in turn counters Nami by bringing a harder early-game engage to take advantage of Nami's squishiness. The same sort of thing works for ADCs, but as you can imagine, it becomes a complicated web of soft counters of varying degrees, with certain lanes like a Janna + Draven bot having difficulty against certain comps or even individual position picks, but others like Leona + Jinx being useful enough overall to at least break even with most lanes, with a few caveats of course.

The differences between the two boil down to what you provide lategame, where a top laner will have to know when it's best to push top or go in with the team, and a support will need to ward and mostly provide more cc or utility buffs.

warpenguin5551 votes

How about Volibear. Get it? Your Name :D

nah really though just go out there and find new champions. what i always did at your level is play all of the free week champions you dont own already to find one you love. i just recently started to do that again because i have all of the 450, 1350, and 3150 IP champions because if i buy a champion now i dont like, i just wasted around 1.5-2 weeks work. From there just find more like that few you found and boom, you have a decent champion pool and maybe a main. make sure to practice them well before you play ranked and find atleast 1 other role you dont hate to play either. Looking back now form my late season 3 start to this game, thats pretty much the way it worked for me. but dont forget about runes either like i did, need a decent standard AD and AP rune page feel free to take a look at mine (labeled AD and AP lol). best of luck in your future bro :D

Shaved Teemo1 votes

Took me about 2 weeks to figure out that support is my only interest and strength.

Champs I own: Janna Nami Morgana Lux Lulu Sona Soraka Zyra And 3 adc just in case I can't get the role I want Ashe Caitlyn Sivir I would rather not play the game if I know I have to play other roles :P

ModKnightsKemplar1 votes

Just go exploring. You'll find one.

For me, I love champs that have mad sustain. I now main Swain. Just figure out what you want in a champ, and one of the ~130 should fit your needs.

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