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This is the character sheet for . Since League of Legends has so many characters (153 as of November 2020 with the announcement of Rell), they have been sorted into the following pages. If you are looking for information regarding the LoL E-Sports teams and players, they can be found on the Professional Gaming page. Below the pages listed, you’ll find a description of the multiple roles that champions can encompass:
There are a number of fundamental classes that the playable Champions of League of Legends fall under. Riot uses these to categorize and focus champions into groups, and those groups are split into more specific subgroups.
The six main classes and their subclasses are:
Slayers – Strike with speed and precision.
Slayers: Champions that specialize in single-target high-burst damage. While they lack in durability, they have the ability to quickly position themselves across the map and kill priority targets before retreating just as fast, often requiring a high-risk high-reward playstyle that emphasizes positioning and timing. Usually offset their high damage with low utility or teamfight presence.
: These are melee or otherwise short-ranged champions who have to get into the fray at risk of collapsing from the enemy’s damage, but make up for it in ridiculous burst damage and defensive tools. Most commonly, the defensive tools take the form of rapid mobility, with the Assassin dashing, leaping, or blinking back and forth across the battlefield in the blink of an eye. Their damage and mobility is offset by their lack of defensive stats, often having low armor values and health pools.
Skirmishers : Also known as “duelists” (or sometimes “melee carries”), these slayers lack high end burst, but make up for it with obscene sustained damage and situational defense tools such as projectile blocking barriers. In terms of mobility, a Skirmisher’s options are not as far reaching or straightforward as a Diver, but can be used much more often in the right conditions, making them hard to hit and harder to disengage from. These factors make Skirmishers amazing in one on one fights, but they fall quickly to focus fire once their blocks are used up, can only focus on one target at a time, and can have trouble reaching the enemy back line in the first place.
Fighters – Overwhelm them with power and strength.
Fighters: Champions that fight in melee and are Jack-of-All-Trades between damage, durability and utility. They don’t deal as much damage as an assassin and they don’t have as much resilience and utility as a tank, but they offer a mix of both, and are usually very valuable during an extended teamfight. Usually offset by their lack of a definite focus.
Mages – Use magic to obliterate their defenses.
Mages: Generally ranged champions that use spells as their main damage sources. They are usually defined by a combination of long-range, area-of-effect or high-utility spells to obliterate enemies in an instant, or falling back to use their crowd control and utility to keep the team alive and the enemy at bay. Usually offset by their higher reliance on abilities, and in turn mana and cooldowns.
Controllers – Lock them down. Prevent them from attacking or escaping.
Controllers: Controllers are defensive casters that oversee the battlefield by protecting and opening up opportunities for their allies. Champions whose strength comes from lending their own personal power to allies, with typically the strongest utility of a team, whether by sustaining/buffing allies or harassing/controlling enemies. They’re most commonly played as bot-lane supports, and while they lack in individual growth, they remain vital team players even by late game.
Enchanters: These focus primarily on augmenting allies’ performance to their absolute best, whether by healing them, shielding them, or providing utility stat buffs. While they might have some tools to stall enemies, they don’t do too well combat-wise without an actual teammate for them to support, but they really shine through in full-on teamfights.
Tanks – Outlast their assault, and force them to break.
Tanks: Beefy, resilient melee champions that prefer to lead the charge. They are usually the ones to initiate fights thanks to some combination of durability, mobility and usually a slew of crowd control abilities to lock down a target, or protect and “peel” for their allies. Usually offset by their low upfront damage potential, instead preferring to outlast enemies in fights.
Marksman – Arrows, bolts, and bullets; Range is my greatest ally.
Specialist – You’ll never guess what I bring to the table.
Specialist: Many champions are defined not purely by their damage or their durability, but by a special mechanic or playstyle that functions unlike anything else on the roster. These sort of champions are not merely different – some of their conventions might defy ordinary strategy, and thus allows them to succeed at things that other champions fail miserably at. A ranged character that wants to get close to foes? A character that tries to get enemies to chase him instead of to chase them? These champions need not be underestimated, for their out-of-the-box ways of playing often spell doom for unwary and unprepared enemies.
Alternative Title(s): League Of Legends Two, League Of Legends Three, League Of Legends One, League Of Legends Four, League Of Legends Five, League Of Legends K To L, League Of Legends G To J, League Of Legends A To C
League of Legends Meta
League of Legends meta – The Past, Present and Future.
League of Legends Meta – A history of the LoL Meta Game
A lot of people play this amazing game that we all cherrish and love, but only a few know about all the changes that has taken place since the beginning of the game. LoLBoost get a lot of questions about the current League of Legends meta, what it means and which champions are actually viable and so on, so we will help you dive into both past eras, the current meta, the season 7 meta and the projected future meta for League of Legends. Before we begin we have added a table of content so you can see what we will be discussing today. Feel free to skip down to the sections you prefer reading about. 1. Early Season 1 – Double Bruiser bot / ability power top laner / ADC mid 2. Mid-Late Season 1 – Splitpushers 3. Early Season 2 – Atmogs (impaler and warmong) 4. Late season 2 – Soviet domination 5. Late season 2 – The ideal league of legends meta 6. Pre-season 3 – League of Cleavers & Warmongs 7. Season 3 – The pie (3.14) patch 8. Late season 3 – Elixirs, low risk, high rewards – legendary 1vs1 Zed Outplay. 9. Season 4 – Jungler and Support heaven 10. Season 5 – Double cinderhunk and skirmisher’s sabre 11. Season 6 – Tank/Stall meta 12. What Riot did right 13. What Riot did wrong 14. What should happen in season 7 15. Preseason meta 2016 – the jungle rules 16. The season 7 meta game – which champions should you pick?
1. Early Season 1: “Double bruiser bot / ability power top laner / ADC mid”
As people were trying to discover the league of legends meta, this was the first successful
attempt. The mid lane was given to attack damage carries for safe farm and scalling, the double bruiser bot lane was picked to crush enemy laners while being behind on gold compared to other lanes and experience. Popular champions during this era were:
– Blitzcrank+Alistar bottom lane ( huge amounts of cc & great base damage ),
– Panth+Jarvan bottom lane ( great ammount of burst in short period of time on top of some decent cc ),
– Ashe mid ( great, easy wave clear and a good initiation ),
– Caitlyn mid ( long range, great for sieging and punishing enemy players ). The reason this era ended is because Fnatic, your most loved european team. They decided to put the Ability Power champion on mid lane, while sending the ADC with a support to bottom lane.
2. Mid-Late Season 1: “Splitpushers”
A player known as “HotshotGG” ( current owner of CLG, former player ) had something for split pushing champions. He had such a ridiculous high skill ceiling on certain amount of champions, that Riot had to nerf them soon after they saw what someone could do with them. Mobile champions with great wave clear who could stomp 1v1 started filling the top lane, while other lanes followed Fnatics idea of AP mid & ADC/SUP bot. Popular champions during this era were:
– Nidalee ( insanely high mobility and spear damage );
– Jax ( was broken because of the dodge system, which allowed him to survive ridiculously many times ),
– Cho’gath ( insane sustain, lots of CC and utility ),
– Karthus ( a meme was born with the “press R Karth” ),
– Sivir ( great waveclear and survivability ). The era had to end because of the amount of nerfs to these champions, and an emphasis on grouping up and teamfighting starting forming.
3. Early Season 2: “Atmogs” ( Atma’s Impaler & Warmong )
Every top laner had become a bruiser because of these 2 items. They were dominating every other champion/laner, they were dominating balanced discussion because of their ridiculousness. Atma’s Impaler in it’s first form was insanely strong and Warmong was a core of the usual bruisers, soo all you had to do is bring in an extra item to become an unstoppable demon king. They synergized very well like Sunfire’s Cape/Iceborn Gauntlet now ( or before the nerfs ). When combined with a 3rd item like Trinity Force, they were simply unstoppable. Another item which made them even more annoying was Frozen Mallet ( Fratmog / Atmallet ). It was just hell for anyone else, but bruisers. Popular champions during this era:
– Gankgplank ( very strong ranged damage and even more in melee combat ),
– Irelia ( typical “nerf Irelia” discussion, she was way too strong with this combination),
– Olaf ( unstoppable Viking charging at people and hammering them down ),
– Jarvan ( too much burst in a small period of time and a great CC/zoning tool ).
The era ended after nerfs to Atma’s Impaler & Warmong’s came into play.
4. Late Season 2: “The soviet domination”
Moscow 5 appeared on the scene ( Darien/Diamondprox/Alex Ich / Genja /Gosu Pepper ) and were dominating everyone with their aggressive playstyle. They brought into play proper counterjungling to the forefront as opposed to something you would do ocasionally when you felt like it. It was their “core” plan, to abuse that and punish the enemy jungler. Shyvana as a champion was pretty bad, untill Diamondprox showed what you could do with her. He was counterjungling like mad, the enemy jungler would usually be behind a lot of levels with no gold. After Diamondprox got bored of playing her in the jungle, Darien picked her up in the top lane and showed what a good, worthwhile dragon can do in the proper hands. He would show a style of counterjungling like Diamondprox, he would bully people out of lanes and counterjungle if camps were up. Top lane started slowly being composed out of laners who could push really fast then retreat to the jungle to farm a bit. However, the middle lane started forming its own meta. Heavy farm champions started becoming popular, and noone was better at that than your favorite, chúng tôi Froggen. He was able to hold Moscow 5 at bay with his Anivia, a feat noone was able to acomplish before him. But as a counter to farming champions, assasins started becoming more popular aswell soo it was pretty multi-dimensional. Meanwhile, in the bot lane the holy trinity was formed: Ezreal/Corki/Graves. The most broken adcs at release anyone has seen. Popular champions:
– Ezreal ( 1st part of holy trinity, tons of poke ),
– Corki ( 2nd part of holy trinity, lots of mixed damage ),
– Graves ( 3rd part of holy trinity, insane amounts of burst ),
– Karthus ( who didn’t love farming for ages then pressing R for that juicy, big insane burst to clean up fights),
– Lux ( great overal utility, catch-up potential & burst ),
– Orianna ( the “balanced” queen of mid-lane, always a safe pick ),
– Shyvana ( due to Moscow 5 showing how she can be played in top/jungle ),
– Gankgplank ( just strong overal with Trinity Force & nerfed Atmogs ),
– Nunu ( counterjungle god, used as a support aswell ),
– Lee Sin ( counterjungle god, used a lot against Shyvana to burst her down ),
– Sona ( really good support, versatile with a lot of stuff on the table ),
Once teams started adapting and focusing on vision more and more, the lol meta was slowly dying, a lot of champions nerfs being the nail in the coffin.
5. Late season 2: “The ideal LoL meta”
Season 2 World Championship set the base of league regardless of patch to come: Bruiser/Tank top lane, Bruiser/Tank jungle, AP mid lane, ADC/SUP bot lane. In top lane there were some exceptions with Diana/Jayce, but overall this was the usual setup. Bot lane had the “Unholy trinity” with the ocasional “Kog’maw + Nunu” for insane mid/ late game potential.
Nunu started being picked as a response to counterjungle. It was a flex pick for jungle/support which could be taken away during the early drafting phase. The rest was just a “sum” of all the metas together. Trinity force was strong, Diana/Jayce were strong. Orianna was the queen of mid lane. The “unusual” adcs like Vayne/Kog’maw were picked in sync with some sort of utility: Lulu / Orianna /Nunu to be the tank crusher with lots of safety on their team. Popular champions:
– Shen ( global ult, contested pick cause of taunt ),
– Mundo ( mostly used for jungle ),
– Holy trinity ( Ezreal/Corki/Graves – great mobility and damage ),
– Kog’maw ( great in sync with Nunu ),
– Orianna ( queen of mid lane who brought everything),
– Vladimir ( great AoE waveclear and teamfight presence),
– Jayce ( lots of AoE ranged & melee damage, really good against the current league of legends meta),
– Diana ( “special” pick used by certain people for mid/top to counter certain teams of champions ).
The era ended with the Season 3 changes, the meta was flipped completely.
6. Pre-season 3: “League of Cleavers & Warmongs”
Both items were buffed to absurd amount of levels during the pre-season. Everyone and their mother bought black cleavers and stacked them. The team who had more black cleavers and better champions to use them usually won. You would see that 5 warmongs or 5 black cleavers on a team would usually win the game. The era didn’t last for that much, cause Riot realised what chaos it caused.
– Jayce ( combine the tank crusher, great AoE poke, great melee damage with a Black Cleaver or more… ),
– Darius ( insanely strong damage when he got close to someone, true damage helped a lot ),
– Talon ( could 100-0 even if people stacked Warmongs ).
The era ended once these 2 items were nerfed thankfully though…
7. Season 3: “The pie(3.14) patch”
– Everyone ( all you had to do is stack Targon to be viable ).
8. Late season 3: “Elixirs, low risk, high reward – the legendary 1v1 Zed Outplay”
With the resurgance of ad mid laners and top mid laners because of some items being too strong, specificailly Runic Bulwark & Locket of the Iron Solari ( which eventually led to Runic Bulwark being removed ), people figured out the most optimal build would be an elixir of fortitude ( which granted some amazing combat stats ) with some health pots. Assasins were primarly focused in the baning phase: Zed, Kassadin, Ahri and more. It was a very fast-paced, individual orietend game, where a player on an assasin could stomp entire teams almost by himself with proper support from his team on side lanes. A lot of people remember this era because this is the time where being good mattered and Faker, a rookie player for SKT showed what he could do with certain champions, most notably being the moment where he outdueled KT’s Ryu in a 1v1 as Zed vs Zed in a bo5 match which decided if SKT or KT would go to Worlds. Popular champions:
– Zed ( insanely strong, no cast time on W made it impossible to predict what would happen when you were playing against him ),
– Ahri ( with her insane amounts of damage and mobility, she was the perfect fox to join the fray during this period ),
– Kassadin ( perma-ban material due to the absurd amount of mobility and damage post-6 ).
9. Season 4: “Jungler and Support heaven”
– Towers and Dragon give less global gold to the team as a whole.
– Many of the top assassins saw nerfs to bring their power in line with other champions.
– Inhibitors saw a nerf to their power. Minions in other lanes are no longer affected, and super minions saw a nerf to their health and damage.
The change mostly affects the hyper-aggressive nature of Season 3. Before, turrets and dragons were all important. Teams that didn’t manage to secure these had a very difficult time keeping up with their opponents; the global gold simply snowballed them way ahead. However, both dragon and turrets had their global gold reduced. Taking a turret now has to be calculated, as the farm lost will not be outbalanced by the global gold for the team. In addition, dragon is worth far less as the gold it gives is much lower early on. Although hyper-aggressive, fast pushing is still an option, it now has to be calculated, and losing a couple towers early in the game isn’t going to mean your opponent snowballs ahead with a huge gold lead. This also means laning phases will get longer. Taking turrets is less profitable than killing minions for their gold in lane.
The changes of Season 4 have opened up more possibilities. Playing a slow, farm-centered game is now much more possible, and hyper-aggressive playstyles shouldn’t run away with every game, but still remain viable. The warding changes spread the responsibility of map vision out, and also strengthen tactical ward placement. Supports and junglers now have much more gold to play with, and this will mean these positions have more impact on the game. Season 4 seems to have made all the right changes to make the game more balanced, more competitive, and more entertaining to play.
10. Season 5: “Double Cinderhulk and Skirmisher’s Sabre”
With the nerfs to assasins and removal of DFG ( a burst AP item ), the game was slowly transcending to a more team fightning oriented game and less of being an individual carry. With the fall of assasins, the bruisers started rising up. The meta started focusing on dive-heavy champions, a place where bruisers excelled, they decided who lives and who dies. Soo two types of setups have become mainstream: heavy engage with dive potential and disengages setups. It was alive for a pretty big amount of time, untill people realised what you could do with a pure tank up toplane by taking Smite instead of the usual Flash. People started picking Smite, doing a level 1 camp then go to top lane and harras enemies heavily due to the bonus exp, the smite item was usually continued into a cinderhulk and soo the “tanky” meta appeared for some time, where every top laner was viable if he could use cinderhulk & smite properly. The smite upgrade of choice was Skirmisher’s Sabre which allowed them to outduel anyone in a 1v1.
Popular champions during this era were: – Lissandra ( very verstatile both mid & top lane, could catch people who were in a bad spot and instantly delete them ),
– Kassadin ( flask + teleport allowed him to become a menace both on mid/top lanes against magic damage dealing champions due to his absurd mobility ),
– Gnar ( overall solid laner, could easily zone pretty much anyone and anything without ganks ),
– Sivir ( with the game being focused on teamfightning, her ult become a decisive factor in a lot of victories ),
– Rek’sai ( queen of the jungle, could go warrior/cinderhulk, the vision provided was beyond insane by good players, was hard to counter & kill ).
11. Season 6: “The tank/stall meta”
Season 6 began with a pretty boring and dull situation in the top lane, because of the reworked masteries ( especially Grasp of the Undying ), tanks were insanely overpowered, especially when coupled with a few items ( Sunfire Cape & Iceborn Gauntlet ) soo everyone started picking up tanks and build the same items in the top lane. Malphite, Mundo, Tahm Kench and Trundle as a counter to them were picked in quite a lot of games.
While people were mostly focused on top lane, in the jungle arose the “ADC junglers” ( Graves/Kindred ) who forced Riot to nerf certain stacking items. Their base damage was insane and allowed them to clear without any issues the jungle. With the combination of Sterak’s Gage and Maw of Malmortius they were esentially unkillable tanks while dishing out tons of damage. Then out of nowhere, a Dragon Rework came to force teams to do something outside of farming for ages. The meta was undergoing a lot of drastic changes every few patches and then came the mage rework, with lots of items and abilities modifications. Overall, it’s a fun season, a lot of champions are used in every region, both in dynamic que and competitive play.
I’d like to finish off this wall of text with a personal insight about the state of season 6, what they did right, what they did wrong and where should they look to develop.
12. So let’s begin with what Riot did right:
– reworking the Dragon ( with a small exception, making it completely RNG – bad design );
– mage rework & items ( it added some flavour to the mid lane and allowed for new champions to appear into play ).
13. What Riot did wrong:
– death timers, getting aced at around 30 minutes meant game over for a lot of teams, it was getting soo boring watching competitive play trying to be as safe as possible to avoid losing nexus after a lost teamfight;
– focusing too much on buffing/nerfing champions instead of balacing items;
– promoting team fightning and ignoring the individual skills making the game to watch as boring as possible;
– dynamic que ( there’s too many bad things with it, one of the most important ones is the skill ceiling which some players can reach due to pro players avoiding this enviroiment. Before you could easily play with pro players all day, now you barely see them due to insane que items and of this joke system ).
14. What should happen with the League of Legends meta in season 7 : My opinion
– balance out the dragon types, make them less RNG ( allow it to be seen in champion select, for example first 2-3 drakes which will spawn are: x,y,z ), it would allow diversity and maybe force teams to pick early fights more often with certain champions and snowball of a drake or two more efficiently;
– as a continuity of the previous one, rework the Cloud Drake since in it’s curent state it’s just a laughing matter, can’t even be closely compared to the other 3;
– start promoting individual play and riskier plays, give more gold for kills, less gold for objectives, less gold in the jungle, straight up force people to fight for gold;
– focus less on nerfing/buffing champions and more on diversifying item build paths and reworking them if they see no play.
15. Preseason meta 2016 – The jungle rules.
The game modes have kind of reverted to season 5, with some small exceptions. The solo queue, which everyone wanted, was given back to the players with one big problem: the role selections and autofill. The role selection system is really nice and allows people to choose a role and improve, but the autofill system completely goes the other way around by forcing people to play roles they usually don’t. It makes the ranking system much less pleasurable due to the annoying amount of players who decide to troll around when they get autofilled, ruining the experience for the other players before they move onto the next game.
16. The season 7 meta game – Which champions should you pick?
Let’s take a minute and talk about the current popular champions: a) In the top lane, you have the tanks with the broken keystone mastery which gives them a ton of effective health in form of a shield when they CC someone (the shield has a pretty low cooldown as well, giving them an extreme amount of sustainability). Ssome examples would be Maokai, Poppy and Sion. b) In the jungle you have very aggressive junglers who tend to invade the enemy jungler and shut them down (seeing as shutting down the enemy jungler is much more efficient than trying to gank certain lanes). Champions like Lee Sin, Graves, Evelynn and Kha’Zix are very popular and strong picks in the current League of Legends Meta for season 7. c)In the mid lane you have a mix of mages who want to either control the map or control the teamfight or both. Ryze, Orianna and Viktor are the most picked mid laners right now, all having a lot of control with Viktor having huge burst potential. d) In the ADC role the nerfs to armor penetration caused some ADCs to get a surge in strenght and usability, while others (like Lucian) became much weaker. The most popular and efficient champions for the ADC going into season 7 are Twitch, Jhin and Vayne. e) The support role seems to have remained more or less the same with people picking champions which benefit a lot from the new item which AoE heals (called “Redemption” ), with the most popular picks being Karma, Thresh and Nami. That being said, both Brand and Zyra are extremely strong in the current LoL Meta and would be great picks if you want to climb going into season 7.
Compared to previous season where some item could have defined the meta, or where a summoner spell was always picked by 3-4 teammates (ex. Heal pre-nerf ), season 7 seems to come with much more flexibility and no “presets” – meaning that more options are “approwed” and used in the meta game. All in all everything seems more or less balanced, with the exception of the jungle role.
UPDATE: August 20th 2016: The League of Legends Meta is for ever evolving and changing – if we do not adapt we will fall behind and see our rank suffer. LoLBoost has created several tier lists, but for solo queue and role specific that you can find in the other news sections. These lists will be updated every time there is a new patch out, and this LoL Meta article will be updated when the next big meta change takes place. Until then, good luck at the fields of justice! UPDATE: September 30th 2016: With season 7 almost upon us we have seen many changes in the League of Legends Meta during preseason, with more to come in season 7. This article will be updated soon with the season 7 meta analysed.
UPDATE December 3rd 2016: A new section has been added to this League of Legends Meta article. Section 15 Preseason 2016 and the season 7 meta. You can read about this above.
Written by LoLBoost Guide Writer and Coach: Chris Lupasco
League of Legends’ champions are a confusing bunch, especially if you’re a new player. The Summoner’s Rift map can be a daunting place for those starting out on their MOBA journeys, especially when you find yourself dying over and over. With over 130 champions in the game, the freedom of choice can feel overwhelming. It’s going to take time to get to grips with how every champion plays, how they work together, and how to play against them. It’s not quite as welcoming as Riot’s autobattler spin off, where there are less champions divided into Teamfight Tactics Classes and Origins. Luckily, the best way to learn all of this is to play the game and have fun!
To help you, we’ve put together a list of characters that are considered both strong and newbie friendly, from across all of LoL’s main disciplines: fighters, tanks, mages, supports, marksmen, and assassins. Each champion has a specific area of the map they are best suited to – the top, middle, or bottom lane, or the jungle – and so we’ve split them into these relevant categories.
The best League of Legends champions are:
What are League of Legends champions?
A champion or hero in any MOBA is the character on the map that the player controls. Each one is unique, and possesses at least – but is not limited to – four abilities which are triggered by the Q, W, E, and R keys. All champions possess one ability that is stronger than the others, known as an ‘ultimate’, which has a long cooldown and can only be used occasionally.
In League of Legends there are over 100 different champions to choose from. Much like an MMO or class-based shooter, these can be divided into categories which pertain to the unit’s purpose within the team. Some are marksmen, some are mages, others are damage-absorbing tanks, and some champions don’t comfortably fit into any of these descriptions.
In a standard League of Legends match there are five champions per team. Each champion’s abilities are steadily unlocked and then upgraded by earning experience and buying items using gold. Key to both of these enhancements is the killing of minions – AI-controlled monsters that attack enemy fortifications and champions. Kill scores of minions in addition to racking up kills against the enemy team and your champ will become extremely powerful in no time at all.
What are roles in League of Legends?
On League of Legends’ main map, Summoner’s Rift, there are five main roles, all of which play very differently. These are based on your physical location in the map, whether that’s in the top lane (‘top’), middle lane (referred to simply as ‘mid’), bottom lane (‘bot’) or jungle.
But that’s only four roles, surely? Well spotted. For various reasons, the bot lane is home to two players, rather than just one. One of these is called the AD Carry (short for Attack Damage Carry), and the idea behind this guy is that they’ll eventually carry the team to victory using their overwhelming attack damage. In order to do this, however, they first need to be protected through the early game in order to level up and buy the items needed to hit their power spikes.
Which is why the AD Carry is always joined in the bot lane by the support. This is the only character on the Rift whose job isn’t to murder people, but to set up kills for the AD Carry and keep them protected and well fed so they can get strong as soon as possible. This allows the AD Carry to last hit minions and farm gold, knowing that the support has their back should anything untoward happen.
The Summoner Spells most commonly used with these roles reflects this.
Flash is a spell that almost everyone uses. It’s an instant blink teleport that can quickly get you out of trouble, or get your enemy into trouble by closing the gap between you. It has a long cooldown so use it wisely.
The AD Carry will almost always take Heal, too. Their biggest job in the early game is to stay alive and not let the enemy AD Carry kill them, because that will feed them gold and hasten their ascent to power. Heal gives you a burst of healing (obviously), but also dramatically increases your movement speed for a short period, allowing you to hopefully manoeuvre away from danger.
Meanwhile, the support will take Exhaust, which does basically the opposite. It lowers an enemy’s movement speed to a crawl and drops their defensive stats, attack speed and damage output significantly. Use this to slow an escaping enemy or to turn a losing battle into a victory.
While the AD Carry and support buddy up in bot lane, on the other side of the Rift the top lane can feel like a lonely place, far from the action. It’s here that the top laner bruisers live. Tanky melee fighters who can give a beating as well as take one.
Because of its secluded location, top laners tend to take Teleport as their secondary Summoner Spell alongside Flash. This allows them to jump into team fights anywhere on the map at a moment’s notice, lending some front-line damage output and acting as a meat shield. Or just to go in search of a friend should they feel too isolated.
In the mid lane you’ll meet the mid laner mages. Spell slingers with high damage output that comes from accumulating large Ability Power stats, which increases the potency of their skills.
The most common Summoner Spell for mid laners, alongside Flash, is Ignite. This deals burn damage over time, which is handy if you get into a scrap with your lane opponent and they manage to sneak away with not much health. There are few things more satisfying than watching an ignited player scurry under their tower to safety, only to die to the inevitable ticking of Ignite’s damage.
For mid laners who are less interested in playing aggressively, Teleport is a decent alternative to Ignite. Some mages do scary amounts of damage and can jump in and out of combat nimbly, so suddenly having them Teleport into your lane can be unnerving at best and terminal at worst.
Finally, the jungler lives in the spaces between lanes, where neutral monsters roam. Their job is to hide away in the shadows, farming money from the Rift’s more aggressive fauna and jumping out to surprise enemies in each of the three lanes. This is called ganking. There are also some neutral objectives that the jungler is expected to keep under their control.
Each side of the jungle has a blue buff and a red buff – these are large monsters that grant you temporary boosts when you kill them. Blue buff grants cooldown reduction for your abilities, increased MP regeneration, and additional Ability Power. While the red buff slows enemies hit by your basic attacks, as well as deals additional damage over time to them. It also heals you if you stay out of combat. They’re pretty powerful buffs so make sure you use them.
As a jungler you’ll need to take Smite as a Summoner’s Spell, otherwise you’re going to have a really hard time. That and Flash should sort you out.
As with all of this, there are exceptions to everyrule, but consider this a solid groundwork on which to build more specialist knowledge as you play.
What role should I play?
Top tip: Sometimes you’ll find that you have difficulties when faced against a specific champion time and time again. You don’t understand how they work and they’re consistently getting the best of you. When that happens, try playing as that League of Legends champion. Doing so will give you insight into their abilities and play style, so you’ll know what to expect when you face them next time.
The most important thing is to have fun. If you’re not, then you should try changing something up. Sometimes playing a different champion can feel like you’re playing a totally new game.
Best League of Legends top champions
Garen – The Might of Demacia
Garen is naturally tanky, his W giving him bonus defensive stats. His passive, Perseverance, allows him to regenerate health much faster than other champions, which means you can stay in the lane longer. But he can also put out a lot of damage, especially if you’re able to chain your offensive abilities together.
Garen’s innate tankiness makes him a good champion to help you learn to navigate the often-isolated top lane. He struggles against ranged champions, but if you manage his skills well he can hold his own against most melee champions. There aren’t many characters in League of Legends who can withstand the repeated use of Decisive Strike and Judgement, and it doesn’t take long to whittle your opponents down to a point where you can finish them off with your ultimate.
If things aren’t going your way then make use of your defensive capabilities. Garen has the ability to gain defensive stats passively, and the fact that he automatically builds armour and magic resistance helps him out against anyone he might come up against. If you find yourself losing fights, you also have lots of potential escape routes. Using your E discourages people from getting too close, and using your Q lets you put some distance between you and your enemies. Your W boosts your defenses for six seconds, also helping you escape. Once you’re safe, Garen’s health regeneration is one of the highest in the game, so stay out of trouble for a while and you’ll quickly be back to full health.
When it comes to items, there are two that are perfect for Garen. Sunfire cape deals magic damage to enemies around you every second, and The Black Cleaver lowers your opponent’s armour by up to 24%. These both synergise perfectly with Garen’s E, and are crucial items for almost any build.
Nasus – The Curator of the Sands
Nasus can be played in a variety of ways. Like Garen, he’s naturally quite tanky, but can be built Ability Power (AP) or Attack Damage (AD) as well. His passive, Soul Eater, gives him lifesteal for free, also allowing him to stay in lane longer.
There are two popular ways to play Nasus. One of those is by focusing on his magic damage, using his E, Spirit Fire, to chip away at your enemies’ health before moving in for the kill. The second is by farming up his Q, a late-game tactic that sees you become more powerful over time.
Focusing on farming means that you learn a number of useful skills by playing Nasus. The first is last-hitting, which is the best way to earn gold and become able to buy items. You have to last hit in order to power up your Q, but as the ability gets more powerful, last-hitting becomes easier. However, you also have to make sure to keep an eye on your mana as using lots of spells, unsurprisingly, uses lots of mana. That means that you can’t just spam your abilities repeatedly, so you have to carefully manage your need to power-up with your ability to fight at all.
This makes items like Iceborn Gauntlet and Trinity Force very important for Nasus. Both provide Nasus with cooldown reduction (CDR), which lets him cast his spells more often, but also mana, letting him cast more of them, too. They also provide other bonus, such as empowering auto-attacks or granting extra armour.
Best League of Legends jungler champions
Shyvana – The Half-Dragon
Shyvana has some of the quickest jungle clear in the game, and her passive, Fury of the Dragonborn, allows her to do more damage to dragons while also getting bonus stats for each one she kills. Her ganks are best after she reaches level six, but she remains a threat even before then thanks to the speed boost on her W. She can also be built depending on what your team needs – tanky if you want, but also capable of dealing plenty of damage.
Shyvana is easy to play situationally. If your team is behind, or doesn’t have many tanks, it’s worth building a Stalker’s Blade with the Cinderhulk enchantment. This gives Shyvana the damage to kill jungle monsters, and a little bonus CC, but also the health and damage over time to survive a little longer. If you’re doing well, however, it might be worth building the Warrior or Bloodrazor enchantments, giving you more damage or attack speed.
Volibear – The Thunder’s Roar
Volibear’s not as fast as Shyvana, but he is good at surviving the jungle. His passive, Chosen of the Storm, lets him gain health every so often if he falls below a certain threshold, and can also be used in teamfights. His ganks are reasonably strong, and he can be built either offensively or defensively, depending on what your team requires.
It’s important to remember that, while Frenzy has a passive element, its active can only be used once Volibear has completed three basic attacks. That doesn’t take very long, but don’t expect to be able to use it straight away. It’s also on a long cooldown, so make sure you use its execute mechanic at the wrong time.
Due to his W and his ultimate, attack speed is an important part of Volibear’s kit. The faster you can attack, the quicker you can activate your W, and the more damage you’ll deal with your ultimate. This makes Wit’s End, which increases your attack speed while lowering your enemy’s magic resistance, an important buy. Also useful is Spirit Visage, which increases the effectiveness of Volibear’s passive.
Best League of Legends mid champions
Annie – The Dark Child
Annie embodies a lot of what it is to be a mid laner. Strong crowd control and high burst-magic damage are the payoffs for minimal mobility, but good timing and target selection can swing entire games in Annie’s favour.
Annie’s crowd control makes her very good at initiating team fights. Once you’ve used four spells, you’ll have charged up a stun that activates on the next damaging spell you cast. This means that you can use Disintegrate or Incinerate to stun enemies, and then immediately drop Tibbers on them, starting the fight with a huge amount of burst damage.
Annie’s long range and high CC might make her good at starting fights, but be careful – if she gets caught out she only has her Molten Shield to protect her, and no real means to escape.
To get the most out of Annie’s damage, you want to build as much Ability Power (AP) as possible. For this, you’ll want to pick up Rabadon’s Deathcap, which gives you lots of AP by itself, but then also increases your total AP by 30%. You can also build items like Luden’s Echo, for extra burst and splash damage, or Void Staff to counteract tanky foes.
Morgana – Fallen Angel
Morgana is a utility mage. While Annie is able to output huge amounts of damage, Morgana’s appeal is that she has a few extra tools at her disposal that make her great for the mid lane. It’s part of why she’s a viable support champion, but due to her high magic damage, for this list we’re classing her in the role she was initially released in.
Good aim and quick reflexes are key to Morgana. You’ll need to hit enemies with her Dark Binding in order to get the most out of her kit, quickly following up with Tormented Soil to maximise the damage you deal. You’ll also need to make sure you react quickly when your allies are in danger, rooting enemies with your Q, or shielding allies with Black Shield to keep them safe.
Like I mentioned above, items like Zhonya’s Hourglass and Hextech Protobelt can be used effectively with Morgana’s ult. Protobelt dashes you forward a short distance, getting you within range of your enemies while also dealing a little bonus damage. Once you’ve cast your ultimate, you’ll want to activate Zhonya’s, freezing you in place for 2.5 seconds. During this time you can’t move, but you also can’t take damage, so you’re safe even if you’re right in the middle of the enemy team.
That does mean that you have to trust your team. Morgana works best when she’s with friends who can capitalise on her long stuns, and also back her up when she engages. Make sure you communicate well before committing with your ultimate because you don’t want to be surrounded by enemies when the stuns wear off.
Best League of Legends AD carry champions
Caitlyn – The Sheriff of Piltover
Caitlyn is, for the most part, the champion with the longest range in the game. She can be surpassed by Tristana and Kindred, but that’s not until very late into the game, so most of the time she can deal damage even when she’s a long way away from potential threats. She has a reasonably simple kit, relying on her auto-attacks to do the most damage.
ADCs need to stay as far away from the fight as they can. Hopefully, your team-mates will protect you, but you’re arguably the most high-profile target on your team, and getting too close to the fight is a great way to die very quickly. As Caitlyn, use your W, E, and extremely long range to stay out of trouble while still outputting a lot of damage.
Caitlyn’s range is also useful for sieging. This is what happens before fights start, when teams are waiting under towers for somebody to get caught out. Caitlyn can use traps to act as impromptu defenses, but can also use her Q to deal damage to enemy champions and clear waves of minions.
AD Carry builds are arguably the least diverse in the entire game, with many items working across the board. For Caitlyn, as with many others, you want attack damage (AD) and attack speed, in order to deal the most damage per second (DPS). That means you want to build Infinity Edge, which comes with lots of AD, as well as the chance to deal a critical hit. These are powerful attacks that normally deal double damage, but Infinity Edge bumps that damage up to deal 2.5 times as much damage as normal. You’ll also want to build Runaan’s Hurricane, which spawn up to two extra damage-dealing bolts, to enhance Caitlyn’s DPS even further.
Ashe – The Frost Archer
If Morgana is a utility mid-laner, Ashe is a utility ADC. A combination of CC, vision, and AoE spells make her a rarity in the bottom lane, and her ultimate is one of the most powerful stuns in the game.
ADCs are often a similar bunch, and while there are a few – like Jhin or Lucian – who do a lot of spell-based damage, many simply want to auto-attack as much as possible. That means Ashe also needs to hang towards the back of the fight, but unlike Caitlyn, she can start them.
You can use your W to poke enemies and clear minions, but when you decide the time is right, you can fire your ultimate. This impressive ability shoots all the way across the map, but stops when it hits its first enemy target, stunning them and offering your team someone to engage on. While it’s good for starting fights, it’s also good at finishing them – don’t be afraid to fire it point blank at an enemy, allowing you to finish them off while they’re stunned.
Like Caitlyn, Ashe should also probably be building Infinity Edge and Runaan’s Hurricane, but now I want to focus on two different types of item. You’ll want Lifesteal, which heals you based on the amount of damage you do, and which you can get from The BloodThirster. ADCs are also important for dealing damage to tanks, so items that shred armour or do damage to enemies with more health than you are very important. With that in mind, Lord Dominik’s Regard is a very useful item on any ADC as, helpfully, it does both of those things.
Best League of Legends support champions
Leona – The Radiant Dawn
Leona is arguably bested only by Nautlius in the amount of CC built into her kit, which makes her excellent at starting fights, but also at looking after her ADC. Her shield also means she’s able to wade into a battle with minimal personal risk.
Leona comes from the tanky, CC heavy brand of support. That means she can get involved in a fight, but you’ll need to be careful not to go too far, too fast. Engaging without a team to back you up is a sure-fire way to get yourself killed very quickly.
You also need to remember that part of your job as a support is to look after your ADC, so it’s important to know that a big engage might benefit your team initially, but also puts you a long way from your carry. Always look to assess the threat to your team before jumping on the first badly positioned enemy.
A big part of any support’s job is helping supply vision to your team and denying it to the enemy. All champions should be buying and placing control and trinket wards, but anyone playing support should also at the very least have a Sightstone and a Hextech Sweeper. Leona’s kit demands that you make her tanky, so a Locket of the Iron Solari is good for buffing her stats while also granting her and nearby allies a shield when activated. You’ll also want a Face of the Mountain, an item that builds out of starting item Relic Shield, providing health, sustain, and money to you and your carry.
Janna – The Storm’s Fury
Janna has a little bit of everything built into her kit. Heals, shields, knockups, knockbacks, slows, buffs, and even speed boosts. In fact, the only thing she doesn’t have is a stun, but her sheer versatility makes her an excellent support, although she does have to take care not to get caught out.
Janna occupies the other school of supports. She’s much squishier than Leona, but the diversity offered in her kit lets her protect allies better than almost any other support. ‘Peeling’ for a carry means making an effort to look after them when enemies close in, and the wide-ranging amount of tools at Janna’s disposal make her excellent at this.
Janna can protect, but she can also help allies chase down enemies. She’s extremely fast, and passes that speed boost onto her team when they’re moving towards her. Her Q and W offer ways to stop an enemy in their tracks, and you can then buff an ally by granting them a shield to help whittle down enemies faster.
Sightstone and Locket are good items on Janna, but you might also want to look into Frost Queen’s Claim, which grants Janna an extra slow. Aether Wisp is another option as it gives extra damage to allies when Janna heals or shields them, adding a further buff to her E.
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