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+ | [[File:Team Builder roles.png|thumb|400px|Examples of champions and their assigned classes.]] Every '''champion''' in ''League of Legends'' has an assigned class, with a limited number also being considered in a secondary class. Classes and their interactions with one another influence gameplay pacing and decisions. |
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− | [[Champion]]s generally fall into certain categories based on their skills. These are also called tags and are used on the attributes space on each champion main page and Ability Details page. |
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+ | The available classes are as follows: |
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− | == Categories == |
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− | === Standard tags === |
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− | These categories are copied exactly from the game client, and will be listed on each champion normal page. Note that some champions are capable of more than just the role or roles they are listed under. A champion's abilities, items they gain throughout the game, and one's ability to fulfill that duty determine what role they assume in gameplay. |
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+ | {{clr}} |
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+ | {{Column|2| |
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− | * [[:Category:Assassin Champion|'''Assassin''']]: Cons with mediocre auto-attack and defense, who specialize in killing their enemies quickly. These champions ''usually'' are physical attackers and are DPS-based(Damage per second) or are AP(ability power) burst oriented. All of them have some form of invisibility or sudden ambushing ability. They should focus on items that will increase the damage they put out over a short period of time. In fights, they play a role as sneak attackers of key targets (like the Carry or the Mage), who pick off weak enemies and carry champions at the right time. They''''' should not''''' be played for frontal engagements in team fights since they lack good defense compared to fighters and tanks. |
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+ | * {{tip|edit=true|Controller}} |
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− | * [[:Category:Carry Champion|'''Carry''']]: Champions with high auto-attack damage but low defense. Most carries have skills, passive or active, that scale with their stats, such as an increase in Base Damage and Attack Speed, and rely mostly on their regular attack to dish out damage. Carry champions are extremely effective late-game at "carrying" the team to victory, either by killing off key players on the enemy team or deal large damage in team fights because they have tremendous damage output, but low defense. Due to this, '''''they are key champions and are primary targets for enemy team'''''. As a result, they require tanky teammates like fighters and tanks for protection as they lack survivability. |
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+ | ** {{tip|edit=true|Enchanter}} |
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− | * [[:Category:Fighter Champion|'''Fighter''']] (also known as '''[[Off-tank]]'''): Champions that blend the attributes of a damager and tank, combining moderate to heavy survivability with the damage of an assassin or carry (essentially half tank, half DPS). They lack the front-loaded, destructive damage of their pure DPS counterparts, but usually have abilities which increase their damage output, making them deadlier in the early game. Fighters can build to be extremely survivable, but the key distinction between tanky fighters and true tanks is that tanks are designed to draw damage and disrupt enemies, while fighters deal damage. In a team fight, fighter champions can surrogate the role of a tank or assassin, and many have powerful fight-initiation abilities. |
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+ | ** {{tip|edit=true|Catcher}} |
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− | * [[:Category:Mage Champion|'''Mage''']]: Champions with powerful magic damage skills or support skills but low defense. Some are meant to deal a high amount of damage in a short period of time(burst casters/burst mages) while others usually deal damage over time. Like carry champions, they can bring their team to victory due to their ability power, but tend to fall off in the very late game. However, they require tanky teammates for protection '''''since they lack high durability''''' as they are capable of dishing out tremendous damage to the enemy team with their abilities. Otherwise, enemy teams can easily pick them off, especially since few mages have outstanding mobility. |
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+ | * {{tip|edit=true|Fighter}} |
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− | * [[:Category:Support Champion|'''Support''']]: Champions whose skills are meant to directly aid the rest of the team. They can either babysit a champion to make laning easier for them by providing healing, buffing allies, applying debuffs to the enemy team, or a combination of the above. The most common ability for a support champion is providing an ally with a shield of some kind. One of the main goals of a support is to let their lane partner farm minions for gold, as supports can buy key gold+ items to get gold for themselves, as well as controlling the map with wards, warding all key areas of the map. These champions usually rely on their skills more than their auto-attack. |
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+ | ** {{tip|edit=true|Juggernaut}} |
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− | * [[:Category:Tank Champion|'''Tank''']]: Champions with extremely high defense, health, and crowd control abilities, but low attack damage or poor ability power scaling. Tanks are usually champions that combine high amounts of health, armor, and magic resistance. If left alone, tanks are able to absorb high amounts of damage or create disables on their foes, which make them great harassers as well. In battle, this type of champion is usually expected to '''''start/initiate (or at least be in the front of) the team fight'''''; soaking up damage, and helping focus certain enemies (carry and mage champions). Due to their low damage output, they must rely on their assassin, carry, fighter, and mage champions to finish the enemy off or chase them down when they initially weakened them. As a result, tanks are not expected to gain high kills but more assists. Tank champions should coordinate team fights by telling team to retreat or advance when necessary since they lead the charge. They are also meant to be a protector of the team, and must be willing to sacrifice himself/herself for vulnerable allies if necessary. |
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+ | ** {{tip|edit=true|Diver}} |
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+ | * {{tip|edit=true|Mage}} |
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+ | ** {{tip|edit=true|Burst}} |
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+ | ** {{tip|edit=true|Battlemage}} |
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+ | ** {{tip|edit=true|Artillery}} |
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+ | * {{tip|edit=true|Marksman}} |
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+ | * {{tip|edit=true|Slayer}} |
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+ | ** {{tip|edit=true|Assassin}} |
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+ | ** {{tip|edit=true|Skirmisher}} |
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+ | * {{tip|edit=true|Tank}} |
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+ | ** {{tip|edit=true|Vanguard}} |
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+ | ** {{tip|edit=true|Warden}} |
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+ | * {{tip|edit=true|Specialist}} (or Unclassified) |
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+ | }} |
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− | == |
+ | == Definitions == |
+ | Four distinct terms may be applied to champions when referring to playstyle: |
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− | * [[:Category:Jungler Champion|'''Jungler''']]: Champions that can easily farm monsters in the jungle at an early stage in the game and can typically take out minions waves quickly. They usually excel at taking down opponents when they can catch them off guard in lane. Some champions jungle because their lane phase isn't that strong (easily harassed, high mana dependency early on) and others are capable of both. Most fighters, assassins and tanks can take the role of jungler. |
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+ | * '''Class''': A predefined set of patterns and capabilities that inherently stems from a champion's statistics' and spells' numbers (range, damage, duration, etc.) |
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− | * [[:Category:Melee Champion|'''Melee''']]: Champions that have a melee basic attack, so they have to be very close to their target in order to do damage. They usually have more health, armor and magic resistance than ranged champions as well as heals. Most Tanks and Fighters are melee combatants although a couple of Mages are also melee. |
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− | * [[:Category:Pusher Champion|'''Pusher''']]: Champions that can quickly kill minion waves and/or destroy turrets/inhibitors in a short amount of time. Typically, champions that destroy turrets/inhibitors have pets and/or AoE abilities and/or a high amount of attack speed. |
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− | * [[:Category:Ranged Champion|'''Ranged''']]: Champions whose basic attack can cause damage at a distance (see [[range]]), allowing them to avoid many harmful risks and increasing their flee capability. Ranged Champions are divided into two sub-categories: Mage and Carry champions. Mages have a weak auto-attack and focus on high damage spells or support, while Carry champions tend to focus more on frequent, powerful auto-attacks. |
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− | * [[:Category:Recommended Champion|'''Recommended''']]: Champions whose skills don't involve any complicated mechanics and playing them effectively does not require extensive knowledge of the other champions. |
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− | * [[:Category:Stealth Champion|'''Stealth''']]: Champions that possess at least one ability that allows them to become invisible to enemies (other than when near turrets, vision wards, and enemy champions that have consumed an Oracle's Elixir). This attribute is mainly for assassin champions. |
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+ | * '''Attribute''': A capability that a champion may have when compared to other characters in the game, which usually stems from their Class. For example: |
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− | === Advanced tags === |
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+ | ** Being able to unleash devastating spells in a very short time frame defines "burst", whereas performing multiple rounds of damage defines "dps" (from ''"damage per second"''); etc. |
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− | {{main|:Category:Advanced attributes|Category:Advanced attributes}} |
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+ | ** Higher durability defines "tankiness", whereas lower durability defines "squishiness" |
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− | These categories aren't copied from the game. They have been discussed on the wiki and will be listed on each champion ability detail page once it is created. |
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+ | ** Unusually long-range spells define "poke combat", whereas unusually low-range spells define "close combat" |
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+ | ** The presence of movement spells defines "mobility", their absence defines "immobility" |
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+ | ** and others. |
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+ | |||
+ | * '''Role''': The <u>practical</u> embodiment of a champion's attributes in a game at a given time. For example: |
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+ | ** {{ci|Caitlyn}} can perform a lot of poking during the earlier stages of the game in the [[Terminology (League of Legends)#Early game|laning phase]], but can later upgrade to a nuker, due to {{ais|Headshot|Caitlyn}} and {{ais|Ace in the Hole|Caitlyn}} multipliers. |
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+ | ** {{ci|Kai'Sa}} is a sustained damage carry when she buys {{tip|Marksman}} items, but can transform into a flanker by utilizing {{ai|Killer Instinct|Kai'Sa}} aggressively to pick off important enemies. |
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+ | ** {{ci|Malphite}} can assume the role of a frontliner, a champion that soaks up a lot of damage and disruption from the enemy team, or a team-wide burst champion, depending on his itemization. |
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+ | ** {{ci|Yasuo}} can be a powerful duelist due to his mobility and spell combos, but he may also dive into teamfights with his {{ai|Last Breath|Yasuo}}. |
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+ | ** etc. |
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+ | |||
+ | * '''Position''': The usual or default location that a champion may '''start''' the game in, determined by the [[Terminology (League of Legends)#Meta|metagame]] rules and agreements at the time. Most commonly in {{tip|Summoner's Rift}}, there are currently 5 selectable positions within a [[Team drafting#Role Selection|drafted team]]: {{tip|Top}}, {{tip|Jungle}}, {{tip|Mid}}, {{tip|Bot|Bottom Carry}}, {{tip|Support|Bottom Support}}, along with a 6th archaic {{tip|Roamer|Roaming}} "position". Due to each position hosting a subset of all champions that have certain attributes, positions usually inherit certain roles that champions may sustainably have. Common combinations of positions and classes include: support enchanter or controller; botlane carry marksman or sustained-damage mage; midlane burst mage or slayer; Toplane tank or fighter; Jungler fighter or slayer. |
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+ | |||
+ | {{anchor|Counterplay}} |
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+ | == Interaction == |
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+ | [[File:Counters.png|thumb|320x320px|Class diagram shows their typical properties, counterclasses, strengths and weaknesses]] |
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+ | The classes' attributes and counter-play correlations can be summarized in a weighted graph: |
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+ | |||
+ | * Arrows are labelled with a key attribute. |
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+ | * A class' attributes are described by its adjacent edges (the single preceding and the single succeeding arrow). |
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+ | * A class' role counters are generally described by the two preceding classes. |
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+ | * Controllers have a special position in the middle, because they are typically not designed to fight 1-on-1; however they are placed closest to tanks because tanks usually also present high controlling capabilities. |
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+ | : ''Example: A Tank's characteristic properties are toughness (tankiness), control, and some sort of typically high-downtime mobility or gap closer. Tanks can easily deal with the burst from slayers and mages, but struggle against the sustained damage of fighters and marksmen.'' |
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+ | |||
+ | The mutual counterability of all classes naturally leads to class diversity in gameplay, as balance dictates that a superclass cannot exist that dominates all others. Every competitive team, especially in higher-level of play, is thus incentivized to build up and distribute its team composition with these classes in mind. |
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+ | |||
+ | If this is not the case, as it often happens in non-competitive or recreational games (for example a team chooses to set up a heavy assassin composition), the game result can be determined by an enemy adapting and deploying the dominant class' natural weakness by picking them as a response during [[Team drafting|drafting]] and/or by choosing proper [[Item (League of Legends)|items]] and [[Summoner spell|summoner spells]] to do so. Hence, understanding and adapting to these inter-class relations is an advantageous skill to have as a player. |
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+ | |||
⚫ | |||
+ | While unofficial, the following attributes are often still used to describe and classify champions, even by members of [[Riot Games]]: |
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+ | |||
+ | * '''[[Terminology_(League_of_Legends)#Lane bully|Bully]]:''' A champion that has either exceptional range or exceptional strength during [[Terminology (League of Legends)#Laning|laning]] that they can utilize to seriously threaten, or ''bully'', their opponents and force them to play defensively. Typically, this term describes champions who can harass or engage on their opponents during the early stages of the game with relatively little fear of retribution. Hallmarks of bully champions include ones that are given very high base statistics, especially health and attack damage; cheap, long-ranged damaging spells; and mobility that increases with nearby units. Most bullies tend to be fighters, who often present several or even all of these features, but members of other classes may also qualify as bullies. |
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+ | * '''[[Carry]]:''' A champion who becomes powerful enough in damage as a match progresses so as to be able to seemingly win games single-handedly, thereby "carrying" the rest of the team on their back. |
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+ | **'''[[Hypercarry]]:''' A more extreme version of a carry, a hypercarry is a champion whose late-game strength is assumed to be so powerful that they eventually eclipse any other non-hypercarry in power. |
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+ | * '''[[Damage]]-dealer''': A champion who has the means to deal a larger share of the team's damage to enemy champions in a shorter amount of time during fights, in a vacuum. This definition excludes Tank- and Controller-Class champions, since due to their innate attributes they require significantly more time to deal the same amount of damage that damage dealers can ideally put out. |
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+ | ** '''Primary damage-type dealer''': A champion specialization based on which damage type—'''physical''' or '''magic'''—they deal most, sometimes exclusively one or the other. This is relevant for team composition, as a team that skews toward either type of damage dealt on their carries can be more effectively countered by '''armor''' or '''magic resistance''', respectively. The terms "Attack Damage Carry" and "Ability Power Carry" derive from this definition, as traditionally attack damage scales physical damage and ability power scales magic damage, although in modern usage the terms are synonymous with certain classes. |
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+ | * '''[[Jungler]]:''' A champion who can successfully thrive on the [[Jungling|jungle's resources]]. While more of a '''position''', the jungler attribute is dependent on certain champion characteristics, such as innate durability, sustained early damage, self-healing, mobility, burst, and crowd control. Not all of these traits are required, but all successful junglers possess several of them. |
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+ | * '''Pusher''': A champion who is effective in both [[Terminology (League of Legends)#Waveclear|waveclearing]] and taking down {{tip|turret|turrets}}, thereby "pushing" their lane towards enemy structures and enabling their destruction. Pushers typically have area of effect damage, rapid attacks or abilities that are also able to target turrets, and occasionally, [[Champion summoned units|pets]]. |
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+ | * '''Recommended:''' A champion who is exceptionally easy to learn, and thereby recommended for newer players. Recommended champions are also exceptionally cheap to purchase, each costing {{BE|1350}} or less.<ref>LeagueOfLegends.com — [https://www.leagueoflegends.com/en-us/news/game-updates/patch-13-5-notes/#patch-champion-pricing-update Champion Pricing Update]</ref><ref>[[V13.5|Patch 13.5, Champion pricing update]]</ref> Each [[Free champion rotation|free weekly champion rotation]] usually includes at least 1 recommended champion. |
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+ | |||
+ | == Development == |
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+ | As of [[V3.10]], a champion's primary and secondary tags are now listed separately in the client's champion overviews. However, the in-client Summoner Profile and champion select only feature filters by primary attribute. [http://gameinfo.na.leagueoflegends.com/en/game-info/champions/ The official champion list] will use both primary and secondary indiscriminately when filtering by attribute. |
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+ | |||
+ | On April 14th, 2016, [[Riot Games Inc.|Riot]] announced the intent to rework Champion Classes<ref>[https://web.archive.org/web/0/http://na.leagueoflegends.com/en/news/game-updates/gameplay/dev-blog-classes-subclasses Dev Blog: Classes & Sub-Classes]</ref>. The full list of champions was released on June 1st, 2016.<ref>[https://web.archive.org/web/0/https://boards.na.leagueoflegends.com/en/c/developer-corner/3A5uuBw7-champion-subclass-list Champion Subclass List V1]</ref> At this time, a small number of champions are ''unclassified''. |
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+ | |||
+ | Most notably, the changes include: |
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+ | * The renaming of ''Assassins'' into ''Slayers'', and ''Supports'' into ''Controllers''. |
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+ | * Adding subclasses to all classes but Marksmen. |
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+ | * Substantially fewer champions that have a secondary class. |
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+ | |||
+ | On May 24th, 2017, Riot followed up with a final draft of the intended changes.<ref>[https://web.archive.org/web/0/http://euw.leagueoflegends.com/en/news/game-updates/gameplay/taking-another-look-subclasses Taking another look at subclasses]</ref> At this point, the [[League of Legends Wiki]] updated to using this new class structure. |
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+ | |||
+ | Changes include: |
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+ | * ''Disruptor'' subclass of ''Controller'' removed. |
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+ | * ''Catcher'' subclass added to ''Controller'', with a substantial rearranging of "support" champions. |
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+ | * ''Unclassified'' was formally recognized as a class, conjecturally referred to on the Wiki as ''Specialist''. This class absorbed many of the former ''Disruptors''. |
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+ | |||
+ | While not yet active within the client or on the website, Riot employees and shoutcasters now actively use the new class system. |
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+ | |||
+ | After nearly 4 years without any formal implementation of the new class system by Riot, in January 2021 the League of Legends Wiki reinstated the legacy class system alongside the revised one. This is so that the information provided on the wiki matches the information that most players have access to. <!--At this point, it just looks like we are using a made up class system.--> |
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+ | |||
+ | == See More == |
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+ | {{Champion classes}} |
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+ | |||
+ | == Trivia == |
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+ | * Three champions currently contain a Class within their title: {{ci|Sion|The Undead Juggernaut}}, {{ci|Akali|The Rogue Assassin}} and {{ci|Thresh|The Chain Warden}}. The only champion correctly named as their implied class is Akali. |
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+ | * The given Class only represents the role that a champion was explicitly ''designed'' to fulfil, and their recommended items will be geared toward fulfilling the role. However, players are free to explore whatever variation they desire—such as {{tip|Artillery}} {{ci|Kog'Maw}}. |
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+ | * Before the classes and subclasses restructuring, there were very few champions with just a single class and most of those were either '''mages''' or '''marksmen'''. As of December 28<sup>th</sup>, 2023, only 15 champions feature an official secondary class. Notably, {{ci|Rakan}} was the first "support" champion released with {{tip|Controller}} as their only class, whereas before him, all other champions typically assigned to the "support" role had a secondary class. |
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+ | * {{ci|Jayce}} and {{ci|Varus}} are the only physical-damage champions to have ever been classified as {{tip|Mage|Mages}}. During the development of the class rework, {{ci|Gangplank}} was briefly classified as a {{tip|Burst}} (mage). |
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+ | * Prior to the class rework: |
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+ | ** {{ci|Nidalee}} was once classified as an '''assassin''' and '''controller'''. |
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+ | ** {{ci|Kayle}} was once classified as a '''fighter''' and '''controller'''. |
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+ | ** {{ci|Urgot}} was once classified as a '''marksman''' and '''tank'''. |
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+ | ** {{ci|Ashe}} was once classified as a '''marksman''' and '''controller'''. |
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+ | |||
+ | == References == |
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+ | <references/> |
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+ | [[de:Championklassen]] |
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+ | [[es:Clases de campeones]] |
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+ | [[fr:Classement de champion]] |
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+ | [[it:Classi]] |
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+ | [[zh:英雄分类属性]] |
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[[Category:Champions]] |
[[Category:Champions]] |
Latest revision as of 03:02, 4 April 2025

Examples of champions and their assigned classes.
Every champion in League of Legends has an assigned class, with a limited number also being considered in a secondary class. Classes and their interactions with one another influence gameplay pacing and decisions.
The available classes are as follows:
Definitions
Four distinct terms may be applied to champions when referring to playstyle:
- Class: A predefined set of patterns and capabilities that inherently stems from a champion's statistics' and spells' numbers (range, damage, duration, etc.)
- Attribute: A capability that a champion may have when compared to other characters in the game, which usually stems from their Class. For example:
- Being able to unleash devastating spells in a very short time frame defines "burst", whereas performing multiple rounds of damage defines "dps" (from "damage per second"); etc.
- Higher durability defines "tankiness", whereas lower durability defines "squishiness"
- Unusually long-range spells define "poke combat", whereas unusually low-range spells define "close combat"
- The presence of movement spells defines "mobility", their absence defines "immobility"
- and others.
- Role: The practical embodiment of a champion's attributes in a game at a given time. For example:
- laning phase, but can later upgrade to a nuker, due to and multipliers. can perform a lot of poking during the earlier stages of the game in the
Marksman items, but can transform into a flanker by utilizing aggressively to pick off important enemies.
is a sustained damage carry when she buys - can assume the role of a frontliner, a champion that soaks up a lot of damage and disruption from the enemy team, or a team-wide burst champion, depending on his itemization.
- can be a powerful duelist due to his mobility and spell combos, but he may also dive into teamfights with his .
- etc.
- Position: The usual or default location that a champion may start the game in, determined by the metagame rules and agreements at the time. Most commonly in
Summoner's Rift, there are currently 5 selectable positions within a drafted team:
Top,
Jungle,
Mid,
Bottom Carry,
Bottom Support, along with a 6th archaic
Roaming "position". Due to each position hosting a subset of all champions that have certain attributes, positions usually inherit certain roles that champions may sustainably have. Common combinations of positions and classes include: support enchanter or controller; botlane carry marksman or sustained-damage mage; midlane burst mage or slayer; Toplane tank or fighter; Jungler fighter or slayer.
Interaction

Class diagram shows their typical properties, counterclasses, strengths and weaknesses
The classes' attributes and counter-play correlations can be summarized in a weighted graph:
- Arrows are labelled with a key attribute.
- A class' attributes are described by its adjacent edges (the single preceding and the single succeeding arrow).
- A class' role counters are generally described by the two preceding classes.
- Controllers have a special position in the middle, because they are typically not designed to fight 1-on-1; however they are placed closest to tanks because tanks usually also present high controlling capabilities.
- Example: A Tank's characteristic properties are toughness (tankiness), control, and some sort of typically high-downtime mobility or gap closer. Tanks can easily deal with the burst from slayers and mages, but struggle against the sustained damage of fighters and marksmen.
The mutual counterability of all classes naturally leads to class diversity in gameplay, as balance dictates that a superclass cannot exist that dominates all others. Every competitive team, especially in higher-level of play, is thus incentivized to build up and distribute its team composition with these classes in mind.
If this is not the case, as it often happens in non-competitive or recreational games (for example a team chooses to set up a heavy assassin composition), the game result can be determined by an enemy adapting and deploying the dominant class' natural weakness by picking them as a response during drafting and/or by choosing proper items and summoner spells to do so. Hence, understanding and adapting to these inter-class relations is an advantageous skill to have as a player.
Other Attributes
While unofficial, the following attributes are often still used to describe and classify champions, even by members of Riot Games:
- Bully: A champion that has either exceptional range or exceptional strength during laning that they can utilize to seriously threaten, or bully, their opponents and force them to play defensively. Typically, this term describes champions who can harass or engage on their opponents during the early stages of the game with relatively little fear of retribution. Hallmarks of bully champions include ones that are given very high base statistics, especially health and attack damage; cheap, long-ranged damaging spells; and mobility that increases with nearby units. Most bullies tend to be fighters, who often present several or even all of these features, but members of other classes may also qualify as bullies.
- Carry: A champion who becomes powerful enough in damage as a match progresses so as to be able to seemingly win games single-handedly, thereby "carrying" the rest of the team on their back.
- Hypercarry: A more extreme version of a carry, a hypercarry is a champion whose late-game strength is assumed to be so powerful that they eventually eclipse any other non-hypercarry in power.
- Damage-dealer: A champion who has the means to deal a larger share of the team's damage to enemy champions in a shorter amount of time during fights, in a vacuum. This definition excludes Tank- and Controller-Class champions, since due to their innate attributes they require significantly more time to deal the same amount of damage that damage dealers can ideally put out.
- Primary damage-type dealer: A champion specialization based on which damage type—physical or magic—they deal most, sometimes exclusively one or the other. This is relevant for team composition, as a team that skews toward either type of damage dealt on their carries can be more effectively countered by armor or magic resistance, respectively. The terms "Attack Damage Carry" and "Ability Power Carry" derive from this definition, as traditionally attack damage scales physical damage and ability power scales magic damage, although in modern usage the terms are synonymous with certain classes.
- Jungler: A champion who can successfully thrive on the jungle's resources. While more of a position, the jungler attribute is dependent on certain champion characteristics, such as innate durability, sustained early damage, self-healing, mobility, burst, and crowd control. Not all of these traits are required, but all successful junglers possess several of them.
- Pusher: A champion who is effective in both waveclearing and taking down
turrets, thereby "pushing" their lane towards enemy structures and enabling their destruction. Pushers typically have area of effect damage, rapid attacks or abilities that are also able to target turrets, and occasionally, pets.
- Recommended: A champion who is exceptionally easy to learn, and thereby recommended for newer players. Recommended champions are also exceptionally cheap to purchase, each costing
1350 or less.[1][2] Each free weekly champion rotation usually includes at least 1 recommended champion.
Development
As of V3.10, a champion's primary and secondary tags are now listed separately in the client's champion overviews. However, the in-client Summoner Profile and champion select only feature filters by primary attribute. The official champion list will use both primary and secondary indiscriminately when filtering by attribute.
On April 14th, 2016, Riot announced the intent to rework Champion Classes[3]. The full list of champions was released on June 1st, 2016.[4] At this time, a small number of champions are unclassified.
Most notably, the changes include:
- The renaming of Assassins into Slayers, and Supports into Controllers.
- Adding subclasses to all classes but Marksmen.
- Substantially fewer champions that have a secondary class.
On May 24th, 2017, Riot followed up with a final draft of the intended changes.[5] At this point, the League of Legends Wiki updated to using this new class structure.
Changes include:
- Disruptor subclass of Controller removed.
- Catcher subclass added to Controller, with a substantial rearranging of "support" champions.
- Unclassified was formally recognized as a class, conjecturally referred to on the Wiki as Specialist. This class absorbed many of the former Disruptors.
While not yet active within the client or on the website, Riot employees and shoutcasters now actively use the new class system.
After nearly 4 years without any formal implementation of the new class system by Riot, in January 2021 the League of Legends Wiki reinstated the legacy class system alongside the revised one. This is so that the information provided on the wiki matches the information that most players have access to.
See More
Trivia
- Three champions currently contain a Class within their title: , and . The only champion correctly named as their implied class is Akali.
- The given Class only represents the role that a champion was explicitly designed to fulfil, and their recommended items will be geared toward fulfilling the role. However, players are free to explore whatever variation they desire—such as
Artillery .
- Before the classes and subclasses restructuring, there were very few champions with just a single class and most of those were either mages or marksmen. As of December 28th, 2023, only 15 champions feature an official secondary class. Notably,
Controller as their only class, whereas before him, all other champions typically assigned to the "support" role had a secondary class.
was the first "support" champion released with Mages. During the development of the class rework, was briefly classified as a
Burst (mage).
and are the only physical-damage champions to have ever been classified as - Prior to the class rework:
- was once classified as an assassin and controller.
- was once classified as a fighter and controller.
- was once classified as a marksman and tank.
- was once classified as a marksman and controller.