Table of Contents
Seven basic classes. We got Slayers, Fighters, Tanks, Controllers, Mages, Marksmen, and Specialists. Five of the classes are in a spectrum and marksmen and specialists have their own spectrum.
The spectrum is set up as which classes have the most synergy between them, so slayers are most common to fighters and mages. Fighters are most common to slayers and tanks, etc.
- Slayers are kind of melee carriers. They are typically high damage and high mobility, but they typically don’t have a lot of defenses.
- Fighters are kind of ‘middle ground’. They’re not quite as high damage as slayers, but they’re not as tanky as the tanks.
- Tanks are obviously the tankiest champions in the game.
- Controllers are more focused on utility and crowd control as opposed to raw damage or raw tankiness.
- Mages are longer range spell casters who have a lot of burst damage in them as well.
- Marksmen, ranged DPS, and Specialists are kind of all over the place.
So once we get into the classes we can further break these down into the subclasses. We’ve got a total of 11 subclasses. The subclasses that I consider to be offensive are on the outside and the ones that I consider to be defensive are on the inside.
- Burst mages.
- Artillery Mages.
- Battle mages.
The difference between offensive and defensive subclasses is whether they prefer to engage the fight or to be engaged upon. Juggernauts for example are fantastic at getting engaged upon. They’re really tanky and they do a lot of damage. Divers on the other hand want to engage onto the opponent. They don’t want the fight to come to them.
- Assassins have high mobility and high burst damage.
- Skirmishers have high mobility and more DPS. They’re basically better designed to be duelists, as opposed to being able to pop somebody like an assassin.
- Divers are kind of engagers. Have a lot of CC, a lot of mobility and a lot of single target damage.
- Juggernauts are really tanky and have a lot of damage, but are not very mobile.
- Vanguards are kind of engaging tanks. They have a lot of AoE crowd control and AoE damage.
- Wardens are the more supportive, they have a lot of peel and a lot of crowd control. They’re not as mobile as the vanguards but they have more utility.
- Catchers have the best crowd control in the game. They have a decent amount of utility.
- Enchanters have the best utility in the game and a little bit worse crowd control. Not as much damage.
- Burst Mages deal ranged damage in a quick burst.
- Artillery Mages are long-range damage dealers with a bit more DPS than burst damages.
- Battlemages are mid-range mages that has a lot of DPS and are a bit more tanky than burst and artillery mages.
Now we have six attributes for champions.
- Crowd Control.
Damage is, obviously, how much damage the champion deals. The spectrum goes from DPS to Burst. DPS damage is sustained, while with Burst you deal damage in quick seconds. It is usually enough damage to kill a squishy target outright. DPS damage is better for tankier champions, and longer teamfights in general.
For Toughness, we’ve got Mitigation and Sustain. Mitigation is about shields, damage reduction, and things that mitigate a percentage of the damage. This is better against burst damage. Sustain is healing and similar stuff, and it’s better against DPS damage. In general, mitigation is stronger in a short period of time and sustain is better in longer fights.
Crowd control. There’s soft crowd control and hard crowd control. Hard crowd control is basically anything that prevents movement of your character. Roots, stuns, knock-ups, knockbacks, any displacement ability, suppression… Soft crowd control are silences, blinds, slows. You can still use your champion, you just might not be able to use a certain aspect of your champion. For example, if you are blinded you can’t auto-attack, and if you are silent you can’t use spells.
For Mobility, we have engage and reposition. Engage is starting a fight from a long-range and ‘I’m going in’ type of abilities. Reposition is more about positioning yourself in the best spot available, so movement speed abilities, short-range dashes… Longer range dashes and big ultimates would be engage abilities.
Utility. There’s defensive and offensive utility. It is all about buffing your allies and making them stronger. Defensive would be things like shielding, healing, etc. Offensive would be things like attack speed boosts, damage boosts, and stuff that make the offensive abilities of your allies stronger.
The final attribute is Range, with either attacks or abilities. Obviously marksmen would be on the auto attacks side of the spectrum and mages would be on the ability side of the spectrum. This is really a question of prioritizing more abilities or auto-attacks.
What I recommend is ordering these six attributes from most important to least important (for you) in your heads. Just think about what you really care about in a champion, because there’s always trade-offs, and no champion is phenomenal at everything.
Classes And Their Relation to Attributes
In this graphic, you can see that there are all six attributes: damage, toughness, crowd control, mobility, utility, and range. Then we’ve got the classes on the left.
As you can see, for each class, they are only S tier in one or two attributes. For example, assassins are S tier in damage and S tier in mobility, but you can see they are D tier when it comes to toughness and utility. Here you can see a visual representation of those trade-offs we mentioned a while ago.
Some classes are kind of jack-of-all-trades, some others are really good at something and have one or two S tiers and then a bunch of C or D tiers. The whole point of this is to illustrate that no champion is great at everything and to see what each class is good at, what class is worse at…
Alright, so let’s get into the actual attributes.
We’ve got damage, and as you can see there’s a ton of champions that deal damage in League of Legends. League of Legends is very damage heavy, so here, champions at the top are the highest damage champions, and champions at the bottom are the lowest damage champions. On the left are DPS champions and on the right are Burst champions. So at the very top, we’ve got Marksmen as the high damage high DPS, then battle mages and skirmishers, and then going to burst damage there are Artillery Mages,Burst mages, and Assassins. So Artillery Mages and skirmishers are kind of in the middle, as they deal both burst damage and DPS.
Next below them, we’ve got juggernauts on the DPS category.
Beneath them, there are Catchers and Divers. Catchers and Divers are kind of weird when it comes to damage because it depends on the champion and the build. There are certain catchers like Zyra and Neeko that deal a ton of damage. Divers are more dependent on their builds, so they can build full damage or full tank and that will obviously adjust how much damage they deal. But as far as base numbers, they’re in that middle of the road.
Beneath them, there are Wardens and Vanguards. Both of them could do DPS damage. You can build them full AP or full AD and deal a ton of burst damage, but that’s obviously not how their kits are designed. You can play Malphite full AP and he’ll obviously do a lot of burst damage but as far as the actual kits and base damage they’re designed for DPS damage.
Then at the bottom, we’ve got the Enchanters. Enchanters can do obviously a lot of damage but in general, Enchanters do the least amount of damage in the game compared to the other classes.
When it comes to Toughness, Vanguards, Wardens, and Juggernauts are the big guys. Vanguards and Wardens mainly have Mitigation Toughness, but there are a few wardens that have got some Sustain. Juggernauts are mainly sustained, but there are a few of them that have shields here and there.
Next up we’ve got Divers so Divers can be less tanky or more tanky depending on how they build as we previously discussed with their damage, but in general, Divers are innately tanky. Then pretty much all of them have some form of sustain or some form of a shield, damage reduction stuff, etc. to stay alive on the frontlines.
Beneath them, we’ve got the Skirmishers and Battle mages. For Skirmishers a lot of their defenses are very conditional. We’ll talk about that later when we get to the skirmishers. Battle mages are really a hit or miss family. They just usually have unconventional forms of toughness. There’s a few that are really tanky, like Swain and Vladimir, and some of them that aren’t as tanky, as Taliyah. There are champions like Rumble with some toughness, Ryze with his shield, Anivia with her egg. There’s all sorts of weird things in that class to stay alive even though their range is a little bit shorter than some of the other champions.
Next up we’ve got Catchers. They can vary greatly for their toughness in general. Champions that go for damage like Zyra and Neeko have high damage and low damage. But there are others with less damage and more toughness, like Thresh or Blitzcrank. It’s all about trade-offs.
At the bottom, we’ve got Burst Mages, Artillery Mages, Enchanters, Assassins, and Marksmen. These don’t have a lot of toughness. You can see that a lot of the champions that are the highest in damage are also the lowest when it comes to toughness, and that’s usually a trade-off you have to make. The only exception would be Juggernauts and Battle Mages.
At the top of crowd control, we have Wardens, Catchers, and Vanguards. Those are the kings and queens of crowd control, and they’ve got more crowd control in their kits than pretty much anybody else.
Right beneath them, we’ve got Enchanters, Burst mages, and Divers. Again, great crowd control on these champions, but usually it’s only one form of crowd control or it’s a little bit harder to hit their crowd control abilities. Divers usually have their engage tied to a form of crowd control. Burst mages are usually a single crowd control that’s super important that they hit.
Beneath that, we’ve got Artillery Mages and Battle Mages. Usually Artillery Mages may have decent crowd control but it’s usually a little bit harder to hit. The crowd control of Battle Mages is actually pretty strong when they get into the needed range.
Beneath them, we’ve got Assassins, Marksmen, and Skirmishers. New marksmen have a lot of crowd control, so I decided to move them up a tier. Skirmishers and Assassins are actually the only classes that have more soft crowd control than hard crowd control. You see a lot of slows in Assassins. Skirmishers usually have a very important form of crowd control like if a skirmisher hits their crowd control, the enemy champion is usually dead.
At the bottom there are Juggernauts. Juggernauts tend to have a little bit of crowd control, some of them more than others, but they have the least amount of crowd control in the game. Anyway, there are some examples of juggernauts with a lot of crowd control, and one that stands out to me is Skarner. Juggernauts have a bit of range when it comes to crowd control.
Now for Mobility, Assassins are at the top. Divers and Skirmishers are with them, but assassins really have the most mobility in the game. They really can just get in and get out super fast and are very mobile. Divers and Skirmishers also have a fantastic amount of mobility. Divers are more on the engage side, so they want to start the fights. Skirmishers are more on the repositioned side, so they want to start dueling and outsmart people. They want to reposition in a way that they can do a 1v2 or 1v3.
Right beneath them, we’ve got Vanguards. Vanguards typically have really monumental mobility, but it’s usually on their ultimate. It’s usually a big ultimate to go in and has crowd control associated, like Malphite ultimate. So they usually have less mobility because it is on longer cooldowns, but when used it is really impactful.
Beneath Vanguards, I’ve got Wardens and Catchers. Catchers typically have more situational mobility. For Wardens, their mobility a lot of times is tied to other champions or are reliant on other people getting that initial engage off and they’re great at doing a follow-up engage. Catchers have stuff like Bard’s tunnels around the map, Thresh landing a hook, etc.
Beneath them, we’ve got Burst Mages, Juggernauts, Marksman, and Enchanters. For these classes, some of the champions have mobility and some of them don’t.
Finally, we’ve got Artillery Mages and Battle Mages at the bottom. Only in rare cases when they’ve got some form of mobility ability.
Utility is often the opposite of damage, so you can see that there are very few classes that have utility in this game.
Enchanters are obviously at the top, and they have the most utility in the game hands down.
Right beneath them, we’ve got Wardens. Wardens also have fantastic utility but not as good as the enchanters.
Beneath them, we’ve got Catchers, which rounds down the top 3 classes with the highest utility.
Beneath those 3 classes, we’ve got Vanguards, Burst Mages, Mages, andBattle mages. Minimal utility. There are a few champions here that have some utility, for example Sivir or Vladimir.
At the bottom, we’ve got Artillery Mages, Juggernauts, Divers, Skirmishers and Assassins. Pretty much most of the champions here don’t have any utility at all.
At the top of the range attribute, we’ve got Marksman and Artillery Mages. Definitely the champions that are known for their range more than anything. Marksman obviously on the attack side, and Artillery Mages obviously on the ability side.
Beneath them, enchanters, and Burst mages. Long-range champions that usually have their range tied to their mobility.
Beneath that, we’ve got Catchers and Battle Mages. They’re those kind of mid range champions, but typically gain something else, like good crowd control or more toughness…
Beneath that, we’ve got Juggernauts, Vanguards, and Assassins. Assassins typically have abilities for wave clear from afar, or some other kind of ability that has a longer range than melee. Same for Juggernauts, like Aatrox’s Q or Mordekaiser’s Q. The same applies to Vanguards, as they usually have an ability to allow them to farm a little bit or to harass from range.
At the lowest ranges, we’ve got Divers, Skirmishers, and Wardens. These classes typically don’t have abilities that allow them to farm from range or harass as easily. There are a few here and there, but they’re definitely the weakest when it comes to range.
Frontline, Midlane and backline
The E on this diagram is the Enemy, and we’re assuming you are blue side and you’re trying to siege mid outer tower.
Your frontline typically is going to consist of Divers, Vanguards, and Juggernauts.
Midlane is mainly formed by Catchers, Wardens, and Battle mages.
Backlane is all about Enchanters, Marksmen, Burst Mages and Artillery mages.
You can see the Assassins and the Skirmishers off on the sides. They’re kind of mid lane, but they like to be flanking a lot more and they’ll typically be split pushing.
Juggernauts usually split push as well, but they want to group with the team and be in the front line and sometimes to flank.
In general, you want to have at least one of each of these. So you want to have at least one frontline, at least one midlane, and at least one backlane. What you do with the other two champions is up to you, but it’s usually good to have at least one of each as far as front, mid and back are concerned.
Who’s on the frontline, midlane, and backlane does not only have to do with their range, but also with their toughness and their mobility. Divers, for example, have short-range, and they are frontline because of their high mobility and high toughness.
In this diagram, you can see that if you want to move, for example, from Juggernauts to Vanguards, you go through the Diver class. If you want to go from Juggernauts to Burst Mages, you go through Battle mages.
As you can see, it only takes four or five champions to get from one champion to any other champion within this diagram.
The hardest to get to are obviously Enchanters because they’re only related to Catchers and Wardens but for most other classes and most of the champions, they’re all related with only a few champions in between.
Randomonium’s Find Your Champion Calculator Season 10 can be found HERE.
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