

Typically, the term is used to describe lane bullies, champions who can harass or engage their opponents in lane with relatively little fear of retribution.

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 adaptability of enemy to counter the dominant class' natural weakness (as for assassins, tankiness). The mutual counterability of all classes naturally leads to class diversity in gameplay (as there is no superclass to dominate all others) Every competitive team in higher ranks is thus incentivized to distribute its team composition more regularly throughout all the main class categories. Diagram further displays that tanks can easily deal with burst (of slayers and mages), but struggle against sustained damage (of fighters and marksmen). The classes and their correlations can be simply concluded in a graph with essential class features as edge weights:Įvery class here is described by properties on its adjacent edges.Įvery outcoming edge points to the feature that class is strong against.Įvery incoming edge points from the feature the class is weak against.Įvery class on the boundary is weak against two preceding classes in counterclockwise direction.Įvery class on the boundary is strong against two consecutive classes in clockwise direction.Ĭontrollers have a special position in the middle because they are generally not designed to fight 1-on-1.Įxample: Tank's characteristic properties are tankiness, team utility (so that enemy team indirectly perishes from not focusing it) and a possession of some sort of mobility or gap closer.

These positions and classes can be arbitrarily combined but natural suitability of classes for certain positions causes some meta-options to become much more common such as: support tank/ controller, bot marksman, mid mage/ slayer, top tank/ fighter, jungler fighter/slayerĬlass diagram shows their typical properties, counterclasses, strengths and weaknesses Except for Jungle, positions usually disappear during match progress. All 5 positions occur only on Summoner's Rift. There are currently 5 positions in game: Top, Jungle, Mid, Bottom, Support and 6th archaic position of a Roamer. Position: The default player location in game rather than class.A champion's recommended item set allows to actually make up the role from the primary attribute. The creators bore that class in mind during the champion's design and this is how a champion is supposed to be played in early game with little influence of custom build-ups. It is a synonym of class innate to champion. Attribute: A role that champion embodies in the eary game, or default (primary/secondary) class.

However such situations are rarer in pro-play. Common examples of such shift are tank Akali or tank Fizz who start as assassin/ fighter early but build into tank class late game (usually as a response to being behind or to fill a team role of tank). A champion's role can dynamically change during the course of game and is a subject to player's building choices (itemization, masteries, runes). Role: A class currently embodied by champion in game.Classes may be considered the abstract patterns, while roles and attributes being their actual implementation. This may also include preferred item and ability paths, summoner spells, stats, runes or masteries. Class: A predefined set of patterns in player's behavior, responses and reactions to environment (including but not exclusive to enemies and own team).We distinguish four distinct terms when referring to playstyle:
