User blog comment:DreaMPaniC/Melee Carries- High risk high reward?/@comment-15244341-20130821095920

Melee ADCs have huge problems in LoL. Mainly, that they need to build as glasscannons, yet they are not much more durable than ranged ADCs (barring some skills which make them viable) in a teamffight, so their melee range just puts them in a prime spot to get CC and damage shoved down their throats before they even get into a dangerous spot. They are amazing duelists, but that's about it. Also, they are generally prone to kiting by more mobile champions.

For example, Tryndamere has one strategy late game: push other lane than the one his team is and force the enemy to send two guys to deal with him since he is insanely hard to kill by yourself unless you are his counter and well fed. Aatrox is, IMO, a ganking jungler who is a strong duelist; think of a damage oriented Xin, whose sustain tool is lifesteal. And, like him, has trouble survivng teamfights when focused. Maybe as the second guy going in he could be better. Fiora is.. sort of dependant on her ultimate in a teamfight. Yi looks more like an assassin with his new kit, honestly.

In the other Moba game I've played, Dota 2, melee carrys are a different beast. BKB is an item which gives you inmunity to magic damage and effects (most of them, anyway) so it is much harder to get kited. CC is stronger and more abundant too, so it is easier to lock targets down for the melee carry to close in and get to the punching/stabbing/slashing alive.

Just my opinion, though.