Skip to content

Dev Blog: Classes & Subclasses

Riot··19 votes·221,517 views

Hey all,

As League’s evolved, so have a lot of our design philosophies, principles, and methodologies. Over this year we’ll touch on a few of those changes, but today we wanted to address our more modern (you might say functional) view of ‘Champion Classes’ and how they exist in League of Legends.

This is going to be a pretty academic discussion as some of it is still work-in-progress, but with the mid-season update on the horizon we thought it’d be a good time to start the conversation. Let’s get started!

James “Statikk” Bach


Classes and Subclasses

To start, classes are groups of champions with similar playstyles. In the past (and still true today), application of these classes was heavily influenced by the fantasy and thematics of the individual champion rather than their actual function in the game (hi Blitzcrank). These days, however, as League’s matured we realized that classes need to be more defined by their actual effect within the game rather than artistic direction or choice of weapon.

So we sat down and sorted all 130 champions into their individual classes.

And saw we needed more labels.

Some classes, like Mages and Fighters, have become too bloated and they encompass such a wide variety of different champions that they're no longer as useful. For example, both Darius and Vi are Fighters, but they differ vastly in mobility, durability, damage output, and their general role in team fights. Rather than just using a generic tag to describe both, we introduced ‘subclasses’ - divisive breakdowns of the parent class - to help us clarify differences, sift out big groups, and label the deeper nuances that set champions apart. Additionally, you’ve seen some of this work bear out in our early approaches for subclasses like Juggernauts or Marksmen (although they’ve been hard to break down, as we’ll talk about below).

Overall the class / subclass structure is designed to:

  1. Shape healthy, clear strengths and weaknesses across champion subclasses
    • Love or hate the Juggernauts, whenever you see one in game it’s clear they’re tanky and deal a ton of damage when they get close to you. That said, they’re also vulnerable to being kited around and out-ranged during their slow approaches. This doesn’t mean we want to get to a world of hard-counters, but your strategic champion picks should have some unique impact beyond just being another body on the map.
  2. Within the individual subclasses, enhance the strategic depth of the game by giving impact to champion choice beyond just personal preference
    • This has largely been what our big ‘roster’ updates are targeting. Understanding when it’s a good time to choose between Xin Zhao’s murderous strengths vs. Vi’s lockdown is a significant part of learning and mastering the game. We want to ensure each champion has a reason to be brought to the table, even within the same subclass.
  3. Create a shared vocabulary!
    • For example, if a Juggernaut feels significantly more mobile than his or her counterparts (whether due to his kit, an item, etc.), the conversation can start from there - “Juggernauts shouldn’t have mobility, why is this one allowed to have that?” - rather than individually hashing out the strengths of a class on a case-by-case basis.

Here’s an overview of how the classes break down into subclasses. You’ll notice some of the classes themselves have been changed - our hope is to roll these out to the in-game client and beyond once we get settled on these titles. It’s also worth noting: the class / subclass structure is more of a set of guidelines than rigid rules.


Class Subclass
Tanks Vanguards, Wardens
Fighters Juggernauts, Divers
Slayers Assassins, Skirmishers
Mages Burst Mages, Battle Mages, Artillery Mages
Controllers Enchanters, Disruptors
Marksmen Marksmen

Two things to note: first, classes and subclasses are completely distinct from lanes and positions. Not all Mages go mid, and Enchanters don’t always have to play the support position in bottom lane (though each subclass will naturally gravitate toward a specific position). Second, we don’t have a subclass for marksmen because they all tend to functionally do the same thing (deal a lot of sustained damage). There are some key differences between marksmen, like range, mobility, and combat patterns, but we have yet to draw a clear line for design purposes.




Does every champion have to fit perfectly into one of these subclasses?

Nope. While it might make it easier for us to balance with tightly controlled groups, if we start shoving all champions into specific boxes, we lose out on a lot of our most iconic and beloved outliers. Additionally, as long as those champions maintain a healthy balance of clear strengths and real weaknesses, there’s no need to force the issue. In fact, if we limit ourselves to staying in pre-existing boundaries, we hamper League’s ability to grow and evolve, which isn’t something we ever want.

If you agree with the above, by the way, you just validated the existence of Singed (sorry!).

We see a lot of outliers break down into one of two categories:

  1. Hybrids - champions who skirt the edges between two subclasses. For example:
    • Varus is a Marksman and Artillery Mage hybrid
    • Kayle is a Marksman and Enchanter hybrid
    • Trundle is a Warden and Juggernaut hybrid
  2. Distinct Playstyles - champions who have completely unique approaches to the game. For example:
    • Fiddlesticks - hides on the edge of combat, waiting for the perfect moment to jump into a team fight.
    • Singed - recklessly split-pushes to apply pressure on a lane, forces multiple enemies to respond, and subsequently trolls them as they struggle to chase him down.



What happens if my favorite champion is categorized under a class / subclass I don’t agree with?

First, it's important to distinguish between a champion's current ‘most effective’ play style and their ideal one. There are a lot of champions whose thematic and/or gameplay mechanics are better suited for a specific subclass, but over the course of time drifted into a different one. For example, Evelynn's stealthy gameplay and nimble aesthetics lend themselves to her being an Assassin, even though her most effective item builds and playstyle might be more representative of a Diver. In these cases, future changes might be aimed at better aligning such champions with their intended playstyle.

But don’t worry, this doesn’t just automatically mean we’re going to overhaul your champion. Most champions also don’t fit perfectly into any specific Subclass - We’ll repeat: the class / subclass structure is more a set of guidelines than rigid rules. Sharing our vocabulary here just means we can have better conversations about the state of the game at any given time. If your champion is in a Subclass you don’t agree with, let’s have that discussion.


So what’s this actually look like?

Tanks

Tanks excel in shrugging off incoming damage and focus on disrupting their enemies more than being significant damage threats themselves.


Vanguards

We like to refer to Vanguards as “offensive tanks.” Vanguards lead the charge for their team and are specialists at getting action started. Their explosive team fight initiation seeks to catch enemies out of position while allowing allies to follow-up to devastating effect.


Wardens

If Vanguards are “offensive tanks,” then Wardens are surely “defensive tanks.” Wardens stand steadfast, seeking to hold the line by persistently locking down any oncomers who try to pass them. Wardens keep their allies out of harm’s way and allow them to safely deal with enemies caught in the fray.


Fighters

Fighters are durable and damage-focused melee champions that look to be in the thick of combat.


Juggernauts

Juggernauts are melee titans who relentlessly march down the opposition and devastate those foolish enough to get within their grasp. They are the only subclass who excel at both dealing and taking significant amounts of damage, but in turn they have a tough time closing in on targets due to their low range and extremely limited mobility.


Divers

Divers are the more mobile portion of the Fighter class. Divers excel at singling out high-priority targets to blitz toward, immediately forcing those targets (and their teammates) to deal with the diver’s presence. Divers are not as durable as the tanks or juggernauts of the world, but Divers can take their fair share of punishment while bringing enough damage to be a real kill threat if left unchecked.


Slayers

Slayers are fragile but agile damage-focused melee champions that look to swiftly take down their targets.


Assassins

Assassins specialize in infiltrating enemy lines with their unrivaled mobility to quickly dispatch high-priority targets. Due to their mostly melee nature, Assassins must put them themselves into dangerous positions in order to execute their targets. Luckily, they often have defensive tricks up their sleeves that, if used cleverly, allow them to effectively avoid incoming damage.


Skirmishers

Unlike Assassins, Skirmishers aim to shred through any nearby enemy that approaches. Because Skirmishers lack high-end burst damage or reliable ways of closing in on high-priority targets, they are instead armed with situationally powerful defensive tools to survive in the fray, along with extreme sustained damage to cut down even the most durable targets.


Mages

Mages are offensive casters that seek to cripple and burn down the opposition through their potent spells.


Burst Mages

Burst Mages aim to single out vulnerable targets by locking them down and following up with a devastating barrage of damage from range. Burst Mages struggle heavily against beefier targets who can shrug off their initial spike of damage.


Battle Mages

Battle Mages get into the middle of the fray, seeking to wreak havoc upon the entire enemy team with their overwhelming sustained area damage. Due to their relatively short (but not melee) combat ranges and the need to burn down their opponents over time, Battle Mages have significant defensive capabilities that range from sustaining endlessly to literally defying death for a short period of time.


Artillery Mages

Artillery Mages are the masters of range, and they leverage that advantage to whittle down their opponents over time from great distances. In turn, Artillery Mages are severely punished when enemies finally succeed in closing in on them, due to their extreme fragility and limited mobility.


Controllers

Controllers are defensive casters that oversee the battlefield by protecting and opening up opportunities for their allies.


Enchanters

Enchanters focus on amplifying their allies’ effectiveness by directly augmenting them and defending them from incoming threats. Enchanters themselves are often quite fragile and bring relatively low damage to the table, meaning they really only shine when grouped together with others.


Disruptors

We initially called this subclass ‘control mages’ but realized that could be expanded to the entire group (that and ‘Utility Mage’ wasn’t a very good Class name). Disruptors specialize in locking down opponents or, in some cases, entire battlefields by creating intense zones of threat that only foolish enemies would dare wade through. Although not as reliant on their friends as Enchanters, the fragile and immobile Disruptors greatly benefit from allied presence - both to deter incoming danger and to help capitalize on targets they’ve locked down.


Marksmen

Marksmen excel at dealing reliable sustained damage at range (usually through basic attacks) while constantly skirting the edge of danger. Although Marksmen have the ability to stay relatively safe by kiting their foes, they are very fragile and are extremely reliant on powerful item purchases to become true damage threats.

Marksmen are such an already distinct set of champions that they are not currently divided into subclasses. Even though there are some potential ways to split the Marksmen (ex: mobile vs. immobile, spell-based vs. basic attack focused), all of the Marksmen ultimately serve a very similar role for their team. In the future, we may explore breaking down the class further.




Where does my favorite champion fit under?

It’s important to note that, just like the game itself, our understanding of the Classes, Subclasses, and each champion is constantly evolving and changing over time. Nothing is set in stone. Our view of where each champion currently is and even what Classes and Subclasses currently exist will probably change over time. We think that’s exciting.

This is probably a lot to take in, but we’re really excited to start sharing this with you guys.

805 Comments

ModCaptainMårvelous199 votes

You should classify Marksmen into two other categories: Casters and Blasters (But use new names)

Casters are the spellcasting variant that weave autos in addition to spells and their kits primarily focus on the use of spells (MissFortune Ezreal Lucian )

Blasters would be the auto-focused characters. Sure, they use spells, but their bread and butter in fights is auto-ing as much as possible with the occasional spell thrown in. (Jinx Tristana Vayne )

Arcus Veles32 votes

I think the more sensible subclass split is focusing on when they excel at dealing sustained damage - long range types sieging towers and clearing minions for their team, scrappy types that can deal well with being dived or dueled, or the more tactical type that wear down enemy teams with well-timed spells from afar.

I want it split that way because they should fit in to those categories, not because they do right now. Any marksman that does two or more of those too well is just way too good at their jobs in general, and having a clear weakness against one of those three situations on every marksman in the game will more clearly lay out what to pick and how to play around them - or against them.

ahferroin734 votes

I like this, possibly go with: Scouts: Use tactical positioning and well placed and timed auto attacks and/or spells to weaken the enemy team. Gunslingers: Use above average survivability and various tricks to win fights at close range. Seigers: Specialize in objective control and applying continuous pressure to specific locations on the map.

For what it's worth though, a decent number of the Marksmen can be played in one or more of these ways based on how you choose to build. For example, critical strike chance is almost useless for siege focused marksmen, but invaluable for Gunslinger play styles.

BLACK REALM GOD4 votes

meh. i like your idea better but i was thinking more along the lines of dividing ability based and and basic attack based champs into two separate classes all-together. champs like kog'maw ezreal and azir still befuzzle me. marksmen would be basic attackers and then since i like the blasters name that could be for champions that use spells (like corki and ezreal) because it makes me think of an alien blaster vs ol' fashioned ammunition. there are only 11 marksmen so far so if we look at how they play and what they do...

you have ashe ezreal and jinx who are able to use their R to fire across the map. you have caitlyn who has a similar ability but requires sight line. jhin with his R that can be fired 4 times. draven's across the map axe toss. - these would be your snipers or dead eyes

then graves miss fortune varus lucian kogmaw corki sivir and all have their mid range skill shots - these would be your gunmen or gunners

and finally you have champions like twitch teemo tristana urgot quinn vayne and kindred who rely on trickery and deception to the point that they're like an assassin - these would be your hunters - inspired by things like vaynes vampire hunter appearance urgots bounty hunter stuff etc. etc.

azir is an artillery mage i would think. that's why he's called a marksman as of right now. mechanics wise there's nothing terribly too different between him and heimerdinger. weird to say that maybe, but that's just how i feel.

what do you guys think? i like this whole thing, but i preferred the term saboteurs for disruptors. idk. disruptors doesn't even feel like a real word.

CrimsonCobra35 votes

I want to define them a little differently though:

Snipers: deal single-target sustained damage from range, and usually have some burst to finish off low targets.

Gunslingers: Have lower range and deal AoE and low-range burst damage. They are often ability focused.

Trackers: have methods to stick to a single target and finish them off. Usually have mobility and CC.

jdnoswad180 votes

You forgot, Teemo: Satan

Dinckelman47 votes

Satan Teemo Ultimate skin confirmed? K thx Riot

SleepyWolfie47 votes

Vlad just used one of his new abilities in the video! Its like an expansive wave. Or was that his E?

1000wattWarlock10 votes

No, that definitely looks like a new ability. Probably his new E?

RiotMeddler98 votes

Yup, that's a (possibly unintended) preview of Vlad's new E.

King Dellron43 votes

That was one of the only two abilities shown in the video, no way that was unintended.

I'm on to you rito and your sneaky ways of teasing. And I love every part of it.

RiotMeddler23 votes

I'm not sure if we expected this dev blog to go out before the mage stuff hit PBE (also this week). All good either way of course, but might not have been a deliberate 'let's give a slightly early glimpse of Vlad's new E' thing.

SHENSE135 votes

These changes are pretty Shensational. Looking forward to play my favorite ChampiShen and leaving the devastaShen behind with the style of a new name tag just before we see them surrShender :D

ToaDistraxx27 votes

Urgot to be kidding me.

The 2nd Horseman13 votes

These jokes are pretty Gnarly

Malicious Metal24 votes

Can Mordekaiser be considered a full Juggernaut or a Hybrid between a Battle Mage and Juggernaut? It certainly would fit his theme of Warlord utilizing dark magic to boost his battle prowess-

RiotMeddler11 votes

We feel he's a juggernaut with a strong lean towards battle mage, can see the argument for battle mage with a strong lean towards juggernaut though certainly.

TerraRising22 votes

So... besides rework hell, where does Yorick fit into?

warpenguin55518 votes

{quoted}

So... besides rework hell, where does Yorick fit into?

Juggernaut

RiotMeddler45 votes

+1

We're working on a full list of which sub class we feel each champion fits into at the moment (lots of ongoing discussion right now around athe office as we discuss what some champs are). Some champions are really clear fits for a class, some fit a class moderately well with heavy elements of others and a few don't really fit anywhere (Singed for example).

TerraRising16 votes

{quoted}

+1

We're working on a full list of which sub class we feel each champion fits into at the moment (lots of ongoing discussion right now around athe office as we discuss what some champs are). Some champions are really clear fits for a class, some fit a class moderately well with heavy elements of others and a few don't really fit anywhere (Singed for example).

That's an interesting notion considering that Singed's bio doesn't fit the canon either.

(Singed as been out of canon since Soraka's rework in 2012.)

EROTIC RAID BOSS18 votes

Lot of salt in that insanity potion formula

TerraRising7 votes

[{quoted}](name=Monado II,realm=NA,application-id=Ag8jgd8Q,discussion-id=VpVuQRtu,comment-id=00120000000000000000,timestamp=2016-04-18T19:13:43.535+0000)

Lot of salt in that insanity potion formula

Enough crystals to make Taric excited.

RottedApples9 votes

it's not a bad thing to have champions that don't really fit anywhere

RiotMeddler14 votes

Agreed. We've ended up putting most champions into a sub class, some of them are pretty loose associations though. If that's because they lack sufficient weaknesses or strengths, there's useful direction these guidelines can offer to adding those. If they're interesting and healthy already though a loose association's all good.

Jabalor21 votes

You should put the entire list of how all champions fit in their subclasses

RiotMeddler64 votes

We're working on it at the moment.

Gnart Even Close14 votes

Is there an ETA at the moment, or will it be announced later?

RiotMeddler17 votes

Guessing a few weeks? That's very, very much a guess though, could be significantly earlier or later.

Jeddy0176 votes

While you guys work on an official list,I'm sure a few players out there will sort all the champs by subclasses based on the guidelines that were presented here.

RiotMeddler14 votes

I hope so!

Really looking forward to seeing how people interpret the roster and how closely that does or doesn't match our own conclusions.

Stars Shaper14 votes

I'm a bit confused.

How can Lux be classified as a "Burst Mage" and be allowed to have a range comparable to Xerath while not sharing also a vulnerability to ppl getting near? (Note: I know that classes are not unvalicable bounds, it's seems too much on the edge though).

It's more about Xerath not being much stronger than Lux in terms of range/damage output.

Ninfreak956 votes

No support role anymore? Yeah, changing the name probably won't help fix queue times but it'd be nice if it did.

RiotMeddler53 votes

We want to distinguish between the support position and classes (like enchanters or wardens) that are often played in that position.

Annoxis12 votes

Does that mean that you will change the class in-game ?

RiotMeddler17 votes

At some point we will, yeah. Might not be until after the new client's out though, that's so much easier to work in than the current one.

SuperCosmicHobo4 votes

I don't really see Karthus as having defensive capabilities... As he gets chopped down in a blink of an eye... >.> And where would Zilean be classified?

I like legumes20 votes

Karthus' passive is the biggest thing in his defensive capabilites. Because of that he stays in the fight for a while and deals plenty of sustained aoe damage. imo zilean would be considered an enchanter because he has a speed up, a revive, and can even kind of assist his team with the bombs, but its the other 2 that identify him most.

Kyutoryus4 votes

Wouldn't Rengar fall into the Diver/Skirmisher category? He gets to the back line, assassinates the target, and then, depending on how smart he is with his empowered skills, hopefully gets out of the fight alive

Gnart Even Close23 votes

you just described an assassin

Septim33 votes

"Assassinates the target" Sounds like a support to me.

Kappa

Jabalor3 votes

Aurelion Sol is a battlemage or artillery?

ChaoticNoteworth30 votes

He'd be Battle Mage.

RiotMeddler9 votes

That's our thinking, given his sustained damage playstyle and moderate range.

KazeNekochan3 votes

does this mean someone like nidalee may be changed completely so that you cant go ad/bruiser anymore?

gulgolet200016 votes

Nope.

But don’t worry, this doesn’t just automatically mean we’re going to overhaul your champion. Most champions also don’t fit perfectly into any specific Subclass - We’ll repeat: the class / subclass structure is more a set of guidelines than rigid rules. Sharing our vocabulary here just means we can have better conversations about the state of the game at any given time.

...it's important to distinguish between a champion's current ‘most effective’ play style and their ideal one. There are a lot of champions whose thematic and/or gameplay mechanics are better suited for a specific subclass, but over the course of time drifted into a different one.

This whole post means that they're setting clearer vocabulary so that we can all speak the same, clear lanauage when we talk about the ideal role of every champion in the game.

Nidalee is a Hybrid (As with most/all of the Transformation Champions)- Probably of Assassin and Artillery Mage. This doesn't mean she can't have AD scalings (Like she's had for years an Seasons now).

As they said in this Dev Blog (The second part I quoted), you must distinguish between a Champion's ideal/intended role in the game (Which will be the Class/Subclass) and their currently most effective role (Say it's AD/Diver Nidalee), but that it doesn't mean every champion will only have one of the two type of Scalings (AP or AD).

Hopefully this was understandable. :P

RiotStatikk17 votes

This was so well said. Just want to give it a thumbs up!

SinguIaríty2 votes

which one of these does Riven fit in to?

Gnart Even Close5 votes

I would think Riven would be a Skirmisher with maybe some elements of Diver and Assassin. She has very high sustained damage to shred through basically everything, her mobility is in dashes not blinks like an assassin would be, and she has a shield to block damage.

RiotMeddler20 votes

Yeah, our take is that Riven's more skirmisher than anything else. Like most champions she's also got some clear aspects of classes in there too though. That's expected and desirable - these descriptions are general groupings that are useful for thinking about how champions function, not rigid rules.

More from Announcements