Just a small tip: Learn the Damage Triangle
Hey guys, just wanted to throw out this bit of knowledge since I noticed it seems to rarely be talked about around the boards, and many people still itemize oddly despite it.
In League you can break down damage interactions into three basic groups: Tankiness, DPS, and Burst. All three groups have their unique strengths and weaknesses, and all three groups play off each other. You can break it down like this:
- Tankiness beats Burst: Tanks tend to outscale Burst in effective health vs burst damage. Combine this with how most tanks are given tools to disrupt Assassins and Mages, and you have the first piece of the triangle.
- Burst beats DPS: DPS needs time to scale up their damage. Burst on the other hand, doesn't. By front loading their damage, a Burst champion has virtually every advantage over DPS.
- DPS beats Tankiness: Because DPS scales on time rather than flat numbers, it's far more difficult for a tank to simply outscale a DPS if the DPS in question can fight for long enough.
These are generalizations and not hard rules (for example, Rammus and Malphite are threats to almost any AD champ despite most ADs being DPS and them being primarily Tanks). However, it does help contextualize certain interactions in the game and should help guide you in your play style and build, especially those in solo lanes. Of course Vayne or Kalista or whatever ADC the boards is complaining about at the time is shredding tanks, they are literally designed to do so. Yes, even if you are a DPS Carry, you should consider buying a defensive item if the enemy team has a lot of burst you can't play around. It's a simple concept really, but it's so good at helping contextualize things that I really hope more people would realize this and implement it.