Don't talk to me, or my posts ever again. As of drafting this, I've had to ice-box 2 different before this one. Mainly due to relevance issues, a bit of writers block, and
having to smash my face against a wall of code, I decided to postpone those posts for a later date. Man, writing content is hard. BUT, that's(currently) in the past now. I'm a new man with a new post(and a new wiki icon; shiny!); it's time to get down to business before I break my hands. No, not that way, the other way.
"PurpleWii, Pls just stop."
Loosen up? Maybe. Get better a better sense of humor? Later. Stop? Never! I live for the applause, I live for the terrible, cheesy, "tryhard" way of speech! What do you get when you take that away from me?! A miserable pile of memes. My ship is my soul, my spirit and my well-being(because without it, I would be reallyyyy depressed), and my SEXUAL IDENTITY! When I wake up in the morning and make Coffee with my coffee machince, do I question why the machine makes this weird noise like its about fucking explode like a? NO! THAT'S RACIST TO COFFEE MACHINCES! COFFEE MACHINES ARE PEOPLE TOO YOU CUCKS!
Alright, i'm done; you can feel the effort that goes into these intros. Let's talk champion classification now.
I thought we already talked about this in another post?"
Another post by another user, that was posted about a month ago. Everyone knows around here that User X is both a corn eater, and a Lamp licker(You know who you are; I still love you though <3). My word highly rated around here, practically gospel;
it would be unwise to disagree with some random guy with the user name of a 12 year old, and is probably an unproductive member of society PURPLEWII! It's been some time since that post was...... posted, and It definitely shaped the way I looked at how champions and compiled into archetypes, and now I've come up with a different classification list that defines champions: The PurpleWii Edition.
THE ACTUAL POST: Archetype classification: PurpleWii edition.
I wonder if anyone actually read the entirety of any of my posts, or do they just look at this and then go "why didn't he just post this?". I kinda wonder that too. The Point is going to be to take a little break from this post(ironically, during the biggest post I've made; into the trash my opinion goes.), simply because it's just not going to be good enough to give you TL'DR this time around. I won't blame you for looking at this and just leaving; but this is way I feel it needs to be for this topic in particular.
Edit: I lied. Now that my crippling case of lunacy is over, let me give you a run down of the.....run downs.
Commanders: Tank Archetype. Excel at taking damage and locking down key targets. Struggle with reaching key targets, and dispatching them if they every get there due to being melee and lacking damage.
Vanguards are the offensive, "Traditional" tanks, that start fights and pick off important champion(s) by crowd controlling them to oblivion. They struggle if they have to play defensively due to abilities not being flexible. Wardens are the defensive tanks that play passive and wait for enemies to go to them rather than coming to enemies. They excel at protecting their allies against melee enemies, but struggle against ranged opponents.
Fighters: Melee damage per second archetype. They don't do anything special, and are a jack-of-all trades role. They do a little big of everything, but don't excel at anything. This is both their strength and weakness.
Brawlers(AKA divers) are basically just fighters incarnate. They do exactly what a fighter is expected to do, and use that to overpower weaker enemies. Juggernauts are steam rollers that crush anything that gets within their range. They're the toughest of the fighters to bring down, but they're also the slowest, which leaves them prone to kiting. Grandmasters(AKA skirmishers/light fighters) are the blade of the fighter archetype. They do the most damage of the fighters(and any class in the game), but are the least durable. Highly skill based champions.
Conjurers(AKA mages): Spell oriented class that uses highly devastating abilities to wipe the floor with opponents. High "effective" range that threatens enemies from a distance. Conjurers lack the consistent threat of say, a fighter, due to being so ability focused, and tend to flop in their spells are countered/used incorrectly.
Assassins(which I believe can be grouped with mages for reasons you'll have to find in their section of the post) bring mobility to the table that no other Conjurer has. They use this mobility to close in on any target they chose, and execute them impunity. Assassin while still have an overall high "effective" range, like other Conjurers, must used their actual person to exert said pressure, putting them in harms way due to their frailty. Ahhniliators(AKA Burst mages) have the highest upfront damage of any Conjurer, letting them burst down their any champion that strays too close to them. In addition, their powerful crowd control also prevents foes from trying to escape their range. Ahhniliators have issues traversing the map due to being as soft as a feather, and having no innate mobility, making it difficult if their targets manage to stay out of range of them.
Grandmagus(AKA battlemages/warlocks) focus on damage,damage, and more damage. They have the shortest downtime of any of the Conjurers due to having the shortest cooldowns, making them the highest magical threat in the game. Grandmagus also tend to be beefier than other Conjurers due to having a form of innate durability through their kits. However, Grandmagus have the shortest effective range of any of the the Conjurers, due to having naturally low range on spells, and the lack of hard crowd control to hold people in place. Harbingers(AKA Artillery/Poke mages) are the siegemasters. They have the highest effective range of any Conjurers, and use then whittle away enemies from a great distance. They are the most inconsistent of the Conjurers; if a champion manages to close the gap on an Harbinger, their spells tend to become less effective and their lacking mobility offers little means of escape.
Tacticians(AKA Supports): The utility bots of the team. Tacticians offer relief through powerful stat modifiers and terrain-changing spells. Tacticians are the strategists of the team, and play the game much differently than any other role(to a great extreme. Tacticians are lacking in actual combat capabilities, and struggle to do basic things that pretty much every other role can do.
Terratorist(AKA Disruptors/Control mages) spend their time Terra-forming the playing field with powerful area-changing spells. Terratorist are excellent are setting up choke zones, blocking off areas of the map, or making them extreme dangerous to traverse. Terratorist need time to set all these things up, and are left vulnerable if the enemy is able to get the jump on them. They can also be beaten if an enemy never has to walk into their plain at all, due to having high range.
Augmentors(AKA True supports/enchanters)......, well augment their allies. Speed-boosts, heals, shields, you name a stat, and Augmentor can buff it up on you, or debuff it on the enemy. Augmentors are highly flexible due to how generically useful their stat-buffs are, and are greeted with open arms on any team composition. Augmentors are basically half of a champion though, due to how much power their stat buffs give, and are almost always going to be dependent on an ally.
Marksman: Ranged damage dealers that primary focus on basic attacking to crush their enemies. In addition to doing damage, Marksman can do a pool of other things, tapping into other subclasses and archetypes perks. Marksman are so desired in almost any team composition, that they have a whole role dedicated to them; they are that flexible. With flexibility comes a price as per usual. Marksman are limited to what they can do by the amount of gold they're acquired. Marksman are completely item reliant to do their role, and are either the weakest Archetype in the game or (Arguably) the strongest, based on the amount of gold they have.
Marksman have no unique subclasses of their own; a Marksman can always be given a secondary class that already exists from another archetype. Marksman are still unique enough to be their own role, and are not left out of the possibility of having their own subclasses later down the line.
What Riot thinks
Before we begin: The post that brought us together today, itself.
April 19th, Riot posted an OFFICIAL classification of their own on how champion archetypes were to be handled. After my last post, I'm going to cut the banter and rant just a LITTLE BIT less and make this quick. I do like what Riot did overall, and I'm glad we were giving some official response to the idea of Champion Archetypes themselves; but I think they're only scratching the surface of what this could be. Riot makes 3 cut and clear mistakes during their article.
1): They don't dive deep enough. They give you a general overview of what archetype is supposed to do, but I want more. Their can be much more said about each and every archetype besides of "this is what they do on their own". What do they in comparison to other archetypes(AKA What are there strengths/weaknesses as champions.)What do excel in that their other subclass don't(AKA what are there strengths/weakness as a subclass) How do they match up against other subclass? All these questions, left unanswered!
2): They don't seem quite"get it". Some subclasses don't fit with their archetype cleanly, some descriptions are too "generic." I can understand that this is Riot's "first take" at the idea; and the fact that Riot doesn't understand the champions are well as the player sometimes. This is also somewhat of a "content" thing, if Riot had wrote down more, maybe I wouldn't have to say they seem lost, but that's how it tends to be with them.
3): Their naming sucks. Lol, some of the names they picked rubbed me the wrong way. "Controller; Skirmisher; Diver?" How generic. This, in the name of flash and fashion, I can't stand for this. Honestly, I don't even like the current names for some Archetypes;Tank and Support are dated as hell, and I personally think they feel degrading(along with all their slang terms that I always use sarcastically when talking about the game; can you feel my bias yet? Good, it's going to be all over this post.) They need to go back to the drawing board for some of those names.
So, Here's what WE are going to do:
Part 1): The Archetypes:
I list off my personal classification of Archetype and subclass names,descriptions, roles, etc. This is what this post is about.
Part 2): The Categories:
I then put each subclass into 4 different categories(Names TBD), to give each subclass a clear and defined role in the game as whole.
Part 3): The List:
I list EVERY SINGLE CHAMPION in a personal list using the Archetype and Role system we made during the first 2 posts. A
Glorious pile of righteousness that shines radiantly throughout the lane dollar store fan-listing that is bound to set fire to the world!
Alright, let's get this show on the road!
(AKA Tanks)Description: Commanders are the glorious leaders of the team that follow one simply rule; Lest no one fall on my watch, for I am the Bastion. Commanders are sturdy, Front-line champions that excel in the heart of combat. A Commanders role in a fight to, physically and metaphorically, act like a shield. Commanders are always positioning themselves in ways that hinder the enemies ability to bypass them, while simultaneously giving their teammates windows of protection to have free reign on the enemy. They do this with Powerful Crowd Control abilities,insane durability, and special zones of power, to make sure they are in the opponents face for a LONG TIME. Commanders are not afraid of danger, not fearful of retaliation, and have no concept of failure; for they are the spearheads of any team.
Why yes, I do enjoy playing Tanks, how could you tell?
Champion Strengths: Durability and Control.
Commanders are the hardest class of champions to defeat in the game, boasting powerful defensive capabilities, and staggering resilience. They also have access to a large quantity of Crowd Control; giving them dictating edge of what happens to whom in fights.
Champion Weaknesses: Range and Damage.
While Commanders can take a hit, they often have trouble giving one back. Commanders lack effective ways of dealing damage. Many Commanders have abilities can grant them condition damage, which lets them be fairly self sufficent to a functional (but limited) degree, but in mass fights, the situation damage is not flexible enough to let them kill key targets. Commanders also tend to lack range, normally being able to only deal with whatever is close to them at the time. Champions that have ways to come consistenly keep their distance from Commanders after their Crowd Control has ended, Commanders often find themselves fighting an uphill battle.
Description: Vanguards are the shining definition of the term. A Vanguards definition of Tanking for their team, is by jumping headlong into the heart of battle, and being a nuisance to anything and anyone. Vanguards represent the more traditional style of tanking, which is as follows; grab aggro, and make it nigh impossible for the target(s) to de-aggro from you. Vanguards all do this in many different ways, whether it be with a flurry of Crowd Control, attempting to with game-changing Area-of-effect crowd control, or simply that causes reasonable damage throughout the enemy team's line-up. Vanguards are often seen as the line of champions that can start fights and simultaneously end them at the same time, before they could even began.
Strengths(In comparison to other Commanders): Range/Reach and Directability..
Vanguards come equipped with long-range mobility and Crowd Control abilities which let them reach their targets more easily than other Commanders. This gives them the edge at singling out stray targets, let's their team secure clean and easy kills when followed up properly. Vanguards also are extremely straightforward in the traditional sense of Tanking with their Methods. They don't rely on fancy tricks to get the job down, and instead bring forth normally nothing but raw Crowd Control. This makes them hard to outmaneuver when compared to other Commanders, since their tactics are so straightforward.
Weakness(In comparison to other Commanders): Reactive capabilities and thorough ally assistance. .
Vanguards are hailed as heroes when in the thick of war; what about when they are forced to play more conservatively. This is where Vanguards as a loss, as they do not match up to other Commanders in the department of Directly supporting their allies. Vanguards ways of stopping enemies in their tracks are normally less effective when used defensively, often due to the response time of the ability(its speed), or the drawbacks when using it in a less than best case scenario(When a multi-target ability much be used for a single target, and vice versa.) Vanguards also lack Direct way of protecting their team, such as having a shield or heal, which leads to subclasses that can get around the Vanguard highly effective against said Vanguard.
Strong against: Harbingers, Marksman, Annihilators .
These subclasses are often looking to stay as far away from the fight as possible, and often have trouble escaping once the fight has been brought to them. Vanguards and their ability to close the gap while keeping these classes in place, makes them prime rivals.
Weak against: Assassins,Grandmasters,Wardens
Assassins and Grandmasters are often far too mobile for Vanguards to keep up with, with Grandmasters being able to deal with a Vanguard if they approach without assistance easily due to their extreme damage. Wardens can often zone out the rest of the Vanguards team when the Vanguard presses forward, while simultaneously still being in range to keep their own team safe from the Vanguard.
Description: Wardens are the sisters of the Vanguard subclass, flipping the term "Tanking" on its head with a more direct and supportive approach. Rather than crudely charge into the entire enemy team, Wardens play the waiting game and wait for the entire enemy to charge into them. Wardens play patiently and reactively, bashing heads with anything that comes near that is seen as a threat. Wardens often employ creative ways of protection their allies, such as turning an area of the map into a, or against any attack. Wardens act as shadows for their teammates, dealing with threats as they appear in front of them.
Strengths(In comparison to other Commanders):Reactive capabilities and through ally assistance.
Wardens are always on the lookout for any threat that could pop up at a moments notice; and this shows by example. Wardens have notoriously fast, sometimes instant, ways of keep their allies safe. These lightning quick abilities make them havens and Bastions of hope among less durable teammates. Wardens also have multiple ways of keep their allies safe, both directly and indirectly. This makes them flexible when dealing with many threats, and invaluable when dealing with multiple at the same time.
Weakness(In comparison to other Commanders): Range/Reach and Directability.
Wardens are steward guardians that react to anything that is near; but what if they come across a threat for afar? A Wardens shortcomings surface when they are ask to eliminate an aggressor that is no where nearby. They(Wardens) often have limited range with their abilities and struggle to play offensively while still being within range to assist their allies. Most Wardens often require a a multitude of conditions to met with their abilities from them to be used to their maximum potential. If one has an ability to, but the has no dash to begin with, said Warden is ineffective in dealing with said enemy.
Strong against: Assassins, Grandmasters, Vanguards
These subclasses are all normally strictly melee, and must come towards you in order to participate within the fight. In addition, Wardens are fast enough to deal with their mobility, which is these classes enablers, making them highly efficient at dealing with them.
Weak against: Harbingers,Marksman,Augmentors
These Sub classes normally have high range, and have lasting, consistent, impact on fights for every second they remain uncontested. Wardens do not have the means to reach these classes, and certainly cannot defend against them forever; after all, ever the strongest of warriors are mortal, right?
Description: Fighters are melee damage-per-second focused champions, that don't really do anything "special". Fighters are, , and soldiers that number in MASSES. The biggest archetype in the game, Fighters can do a large number of basic things. In general, Fighters can do damage, and they can also take it. Fighters are highly mobile, and can also lockdown targets. Fighters are consistent, while also being flexible. With these traits, fighters can generally most other classes due to have some many different attributes attuned to them. Fighters are a jack-of-all trades, master of none archetype, and can fit almost any role on a team if need be.'
Why yes,I don't like fighters.
Champion Strengths: Flexibility and consistency
There's fighter for practically almost any role in the game. Fighters can fit many different playstyle, many different comps, and bring many different tools; all while having some level of reliability.
Champion Weaknesses: Flexibility and Consistency
Anything a fighter can do, another class could arguably do better in many ways. Fighters have a little bit of everything a champion wants, but in a low tier, tame(
Good joke!, quality. Fighters also lack finer things that other archetypes have, due to being extremely basic and simple. Fighters are a balance nightmare, and they often tend to be too strong or too weak due to their middle-man nature(but I digress). When a fighter shines, it's normally a champion related feature, and not the archetype as a whole.
(AKA Divers)Description: Brawlers are the poster-child of the fighter class. They embody the middle-man nature of Fighters perfectly, having a bit of every a champion could desire. They have damage, they have durability, they have mobility, they have Crowd control; Making up the largest subclass of the fighter category, If your team is lacking something, a Brawler could probably fill that role. Brawlers has so many different tools at their disposal, they can normally overpower most(but not all) types of champions due to simply having more "stuff". This makes them excellent at "diving" weaker champions and dealing with them easily.
Huh what's that you say? I've basically repeated what I've said about Fighters in general, and mixed in some fancy words to talk about Brawlers? Well, you're quite right! The fighter class as a whole is(in my dumb opinion) boring and generic, due to it being straightforward in nature, and having so many archaic champions.
Strengths(In comparison to other Fighters): Flexibility and consistency
Weaknesses(In comparison to other Fighters)Flexibility and Consistency
Strong against: Dependent Targets(EX. Marksman)
A Dependent subclass is a class that requires teammates in order to function. If these subclasses are alone, they can easily be dove on and dealt with by Brawlers. Brawlers simply overpower these classes with their box of tools.
Weak against: Independent targets (EX. Assassins)
An Independent subclass is a class that doesn't require teammates in order to function. These subclass tend to focus on a singular thing, which makes it hard for Brawlers to deal with them due to their resources being scattered throughout their kits.
Description: Juggernauts are hulking titans that trudge through the rift with imposing force. Juggernauts focus on 2 simple things; They ruin things, and are hard to ruin themselves. Juggernauts are the most traditional form of fighters in this aspect, and are closest thing that the League of Legends has to match a "Bruiser". Juggernauts steamroll through the rift(and through their enemies), simulating athat bolts out at anything that gets too close. Juggernauts are stern,strict, and are aren't something most classes would like to provoke.
Strengths(In comparison to other Fighters) : Durability
Juggernauts are the sturdiest members of the Fighter Archetype, though they aren't "Tanky" in the same way that Commanders are tanky. Juggernauts tend to have access to powerful sustain abilities that let them seem as if they are about to break, only to come back with renewed vigor. Rather than prevent or mitigating damage, Juggernauts simply erase it. That being said, Juggernauts tend to have great stat growths through level ups and can become naturally hard to kill, even with only a few defensive items.
Weaknesses(In comparison to other Fighters)Mobility
Juggernauts are (thankfully) not as fast as they are powerful. Juggernauts tends to have trouble traversing the rift, normally relying only on movement speed and condition dashes. This, coupled with their nigh melee range, and Juggernauts are heavily prone to kiting. Juggernauts tend to do poor in teamfights due to being withered down before being to reach their targets or while their sustain tools are on cooldown.
Strong against: Limited damage threats(EX. Commanders-Archetype)
Limited Damage threats are champions that have limits to how much damage they can deal within a time frame. A champion that is dependent on high cooldowns(Ex.Assassins), or have limited to the range in which they can deal damages (Ex.Vanguards/Wardens), is a limited damage threat due to having restrictions to how they deal damage. Juggernauts thrive against these champions due simply being able to sustain through the stages of damage they put out.
Weak against: Unlimited damage threats (EX. Grandmagus)
Unlimited damage threats are champions that have don't have limits to how much damage they can deal within in a time frame. These champion normally have a consistent source of damage, whether it been through short cooldown abilities(Ex. Grandmagus) or punishing auto-attacks(Ex.Marksman).
(AKA Light fighters/Skirmishers) Description: Grandmasters are the pinnacle of damage in League of Legends. Grandmasters focus all of their effort into slaying ANY champion as fast as possible, as quickly as possible, and as
Flashy cleanly as possible; no matter their size or strength. In addition to being able to deal with targets quickly, Grandmasters are quite agile themselves. They quickly make an advance on any target they chose, and cut them down in a matter of seconds; however, this may tend to leave them in awkward situations. Grandmasters are honorable, lone, duelists that wield legendary and iconic weapons. They play on the rim of perfection and live or die by their own achievements and consequences. Grandmasters are legends of their craft.
Strengths(In comparison to other Fighters) : Damage
Grandmasters can do the most potential damage of any subclass in the game. They employ things such as, , and to keep their options of penetrating the enemies defenses open. Grandmasters waste no time slicing open the targets that come in contact with in record time, and this quite an easy thing to achieve. With their , they can reach key targets in no time at all, and move on to whoever is next in an instant.
Weaknesses(In comparison to other Fighters: Durability
While Grandmasters are considered fighters, the way they "absorb" damage is different than from other Fighter subclasses. Grandmasters have conditional abilities that give them extreme temporary defenses that let them live a crucial extra second longer. They also can employ things such as lifesteal and other sustain tools in a similar manner to Juggernauts, due to how high their damage is(but it less effective than the aforementioned latter.). However, these defenses are highly situational and temporary at best. Grandmasters also tend to be restricted to melee range, like other Fighter subclasses, often leading them to be put in harms way. When it comes down it, Grandmasters are typically being dealt with as soon as they come into play.
Strong against: Limited damage threats(EX. Commanders- Archetype)
Weak against: Unlimited damage threats (EX. Grandmagus)
See:Juggernauts. Grandmasters tend to be "skill-bucket" champions. This means that Grandmasters can deal with any situation that arises against them, as long as they play the scenario well enough; in other words, they have no "counter". The best way to deal with a Grandmaster is to simply lock them up with crowd control, or throw everything and the kitchen sink at them(which works against class really, but I digress). Grandmasters(like Juggernauts, incidentally) do poorly in groups due to their limited range, and will always become the focus point by the entire enemy team. Grandmasters do even worse(than Juggernauts), since their artificial durability is not enough to save them from constant fire.
(AKA Mages)Description: Whenether they be firing from afar or moving in close, Conjurers are the trigger-happy cast of champions. Conjurers are casters that do their dirty work with devastating spells and infuriating tricks. A Conjurers stock of spells is among the best in game. With potent effects ranging from devastating area of effect damage, to single target dispatchment, Conjurers are always a major focal point in any team with the amount of pressure they can bring. Conjurers rely on mindful use of ability and thoughtful tactics and play to come out ahead of their opponents, as opposed to tearing anything down that moves. The best of Conjurers are devious and controlled with their play, but always leave you guessing in the end.
Champion Strengths: Range and Accessibility
Conjurers emit a constant area around them that could be described as a "danger zone". When a unit walks into this zone, they can come under fire from a barrage of high octane spells. Conjurers can pelt units with long range spells, or blink next to them and unleash their pain in a flash on almost any target they chose.
Champion Weaknesses: Durability and Consistency
Conjurers are fragile, and can be picked off easily if pressured in the correct manner. Conjurers also lack the consistency of other classes due to being so ability focused. Abilities make a Conjurer, and when those ability are offline, the Conjurer is temporary made irrelevant; left with weak auto-attack that can easily put them on harms way. Conjurers must make the most of every ability cast, for the fear that key targets make scamper away if an ability is used poorly.
Description: Elusive. Evasive. Persistent.
Righteous traits for a rougeAll of these words could describe an assassin. Assassins are the highly lethal force of a team, being able to reach anyone they chose, and execute them at will. Assassins use quick and decisive movements and spells to flow and weave in and out of fights, keep their foes in a haze of panic and confusion. Assassins are a knife in the dark, waiting for the perfect moment to strike.
"In what universe can you place an assassin and a mage in the same catagory?"
When you think about long(and hard, very hard) enough, it makes sense on quite a few levels. Both mages and assassins are highly dependent on their spells to fulfill their roles. They both need to play a more controlled style due to their fragility(Assassins have the advantage of mobility, but also run the risk of being inefficient if they're forced to use it defensively.) Both are about snuffing out a target before they can react. Even on the non-gameplay level, they're more similar than most people thing.
While what looks like brute force, Assassins actually need to use their mind(durrr, me rango. Me press R and 1 shot Ashe. Me smart!) in order close out kills. While they definitely have the damage to do it, it's all about execution that separates the
good assassins from the great assassins the Assassin that dies 1v5 because they tunneled a target like a goon, and the one that makes it cleanly out. Mages operate like this as well. On the topic of brute force, assassins are NEVER pictured as these hulking behemoths; compare zed to someone like Darius, and someone like Brand. Physically, who is Zed closer to? Brand right?(Yes, I'm talking about how they're shaped, Zed is nothing like brand when you add in the fact that brand is a burning corpse; but you hopefully get the point). These are just a couple examples; Assassins are closer to mages in other ways, which is why they're together known as Conjurers.
Strengths(In comparison to other Conjurers): Mobility
Assassins can reposistion themselves quickly and smoothly, making them difficult to keep up with. This, couple with a Conjurers notoriously high damage, make Assassins infamous for "just doing their job" as they clean up a champion and disappear moments later.
Weaknesses(In comparison to other Conjurers: Range
Every Conjurer has a zone of power where they excel, and this is also true for Assassins. However, when an Assassin must exert their zone of power, they must use their own bodies as a threat. Assassins must get up close and personal in fights in order to pressure opponents who step in their zone, putting themselves in harms way in the process. Assassins must play ahead of the enemy and pick their battles carefully and calmly, lest they be caught out like a sword in a stone.
Strong against: Marksmen, Harbingers, Vanguards
These subclasses all share the common trait of being "slow" in some way shape or manner. Assassins are fast and lethal enough to rush up(or rush by in the case of Vanguards) and dispatch of these targets quickly, or simply continue on their way to more prized opponents.
Weak against: Wardens, Terratorist, Juggernauts/Grandmagus
these subclasses all at-least have 1 common trait between one another. They're ether fast enough to pin down the assassin with devastating Crowd Control once they've jumped into the middle of the team, or they're naturally resilient enough to survive the Assassins ability rotation, forcing them to retreat with a failed attempt at executing the target, or risk staying in an extended fight to finish off the target at the cost of their safety; both poor options.
(AKA Burst Mages) Description: Annihilators do as their name implies; Ahhniliate. Annihilators area analogs to Assassins, with Annihilators trading mobility for more versatility , such as area of effect or crowd control. Annihilators home in on a target or group of targets catching them out with their high damage and crowd control. Annihilators are destructive and chaotic, and bring even the most steward of champion down with their burst.
Strengths(In comparison to other Conjurers): Targetability
Backing up crowd control and a "safety net range"(not being melee like Assassins are), Annihilators have more flexibility when compared to other Conjurers when it comes to target selection. Conjurers can pick-off even the sturdiest of targets thanks to their fair range, crowd control, and high damage.
Weaknesses(In comparison to other Conjurers: Flexibility
With the former being said, IF Annihilators are kept at a distance from KEY targets(such as a marksman), Annihilators have little response. Annihilators have no defensive capabilities or mobility help them move from place to place. If they(Annihilators) are presented with a wall, they have no choice but to blow through it. However, ambiguous to assassins, Ahhniliators are left in a helpless state after they have given their all, and are no longer a threat. Ahhniliators must end fights before they begin due to their quick-draw nature.
Strong against: Assassins, Grandmasters, Brawlers
These subclasses do the honor of coming to meet their doom at the hands of an Annihilator rather than hiding from it. Ahhniliators have the means to keep their mobile and lethal, but fragile targets under control and executed within the instant of them coming into range.
Weak against: Commanders(Archetype), Dictators, Harbingers
Commanders in general, are the last class of champions that anyone WANTS to slay, but more often than not have to. For an Annihilator, a Commander is a huge wall that they must waste their time blowing through before proceed. It's not that Annihilator can't kill a Commander cleanly; it's that they are the last subclass that wants to face off against a Commander. Harbingers and Dictators are classes that normally stand behind Commanders, firing at anything that the Commander gets ahold of. In this case of an enemy Annihilator, it's normally them.
(AKA Battle Mages/Warlocks)Description: Grandmagus are the Kings of all this magical. Grandmagus are masters of their craft, and it shows through their playstyle. Grandmagus boast the highest magical damage output you can have; and their boasts hold there end. Grandmagus bring the most devastating of spells in the Conjurer line-up in the heat of battle; constantly. Grandmagus live for damage, damage, and more damage as they crush anything that stands within their(relatively short) range. Grandmagus are the overlords of spells, and can bring down entire teams if left unchallenged.
"Hey PurpleWii, what's the difference between a Juggernaut and Grandmagus?"
So Juggernauts and Grandmagus step on each other feet a fair bit, so let us clear up some
Juggernauts on average, are primary melee, while Grandmagus are mid-short ranged.
Juggernauts are more durable(in comparison to each other) than Grandmagus, since Juggernauts have excellent level-ups and build more defensive, while Grandmagus get poor level ups and tend to build more offensive.
Juggernauts are better at taking towers than Grandmagus due to dealing(and having) high AD damage.
Juggernauts tend to focus on single target damage, while Grandmagus focus on AOE damage.
Does this tell you what a Juggernaut does differently from a Grandmagus? Not at all! But these differences are enough have them as separate subclasses in separate archetypes. Maybe I'll do a follow-up post about these two subclasses, but for now, this is all I feel like writing(have you seen this post).
Strengths(In comparison to other Conjurers): Consistency and Resilience
Grandmagus have short cooldowns on their abilities, meaning they have much less downtime than any other Conjurer, making them active participants in fights. This lets them tap into extreme damage output that isn't accessible by any other Conjurer. Grandmagus are also fairly durable when compared to other Conjurers. Grandmagus are not durable in the same way that Commanders are durable. however, and are closer to juggernauts in their shared ways. Grandmagus simply tend to do better with more "tanky" items, or have built in sustained tools that compensate their low range, letting them survive in the heart of combat.
Weaknesses(In comparison to other Conjurers: Range and Targetability
Grandmagus pay the price in Blood for their mastery over magic. Grandmagus tend to be fairly short(but not melee) ranged when compared to other Conjurers. Without any hard crowd control, or mobility, their danger zone goes down significantly. This also lowers their targetability since they'll struggle to snuff out key targets in fights due to simply not being able to reach them.
Strong against:Limited damage threats
Weak against: Unlimited damage threats
See(for the last time): Juggernauts
(AKA Artillery/Siege/Poke Mages)Description: Harbingers are the Trebuchets of the team composition. Harbingers boast the highest range of any class in the game. They use this range throw powerful damaging spells from more than a screen away on average. Harbingers extreme range lets them "poke" at any member of the opposing team,without putting themselves at too much danger; they may not have the lockdown to finish them off in a single shot, but the damage will stick. Harbingers get their name for the nigh endless number of spells they throw into the enemy team, signaling that their end will come eventually if they don't find means to stop them. Harbingers are doomcallers that prophesize a slow and agonizing end.
Strengths(In comparison to other Conjurers):Range
Even for a Conjurer, a Harbingers effective range is(hehe) above the curve. Harbingers excel in "siege" situations when objectives are on the line. While teams pace back and forth, Harbingers are throwing out painful barrages of spells every few seconds. Harbingers will bring even the most sustained teams to their knees in due time.
Weaknesses(In comparison to other Conjurers: Consistency
Harbingers, while do have the means to reach champions who can't close the gap, struggle against champions that can. Harbingers on average have less self preservation options than other Conjurers; and this lies within their ability consistency. A Harbinger's ability are made for long range, drawn out,sieging, but do poorly when fired without preparation. These abilities tend to hinder movement, or lose effectiveness at closer ranges, and will often leave a Harbinger vulnerable to champions that can reach them and stay on them.
Strong against: Wardens, Terratorists, Ahhniliators
These subclasses are all about defensive play, waiting for the enemy to come towards them and not the other way around. Harbingers(when given the proper protection) can constantly harass and siege against these classes, never getting within their range.
Weak against: Vanguards, Assassins, Brawlers
These subclasses are all about offensive play, running up to the enemy and threatening them with their mere presences. Harbingers are highly vulnerable at close range due to lack of ability consistency, and will fold when threaten by these classes.
(AKA Supports/Controllers)Descriptions: Support, CC bot,
Ward bitch; these are words that speak of the archetype known as the Tacticians. Tactican take a different(and drastic) approach to a battle than any other role in the game. Tacticians are all about knowledge. Rather than constantly looking for people to kill, Tacticians first think of 'how" those people will be killed. Tacticians spend most of their time assisting and directing teammates, whether they be helping them directly with heals and shield, or corralling enemies to(and from) areas and zones. When they aren't keeping their allies from getting butchered, they make sure their enemies are butchered themselves. Tacticians have robe-full's of crowd control, that can be used to ward off the enemy, or lock them in place. Tactician's are strategists at heart, decided who goes where, and what happens to whom. While they won't be receive any of the fame or glory from their peers, they know in their minds that they orchestrate the events that unfold in any game.
Oh course, my main role is support. Why do you think I'm always so disgrunted and salty?!
Champion Strengths: Utility and Control
Tacticians are masterminds when it comes to dealing with the enemy. Tacticians are Grandmasters in the field of micro-management of champions. Tacticians have the power to give an ally a key stat that they lack, such as movement speed, or turn an area of the battle into a haven for allies. They can also lockdown important zones, or greatly hinder a singular(or group) of champions with powerful debuffs. Tacticians may not be the flashiest of roles, but the best of Tacticians are truly a marvel as they seal other champions fate without question.
Champion Weaknesses: Damage and Durability(and mobility
Tacticians are thinkers, not warriors. Tactican tend to be fairly weak when faced with direct combat, and struggle with basic defenses; Tacticians lack the ability to deal(and take) damage. Tacticians must play calmly and strategically to overcome their lack of
basic rights as a champion basic self sufficiency that all other roles have, and play the map with tied hands.
(AKA Control mages)Description: Terratorists are all about
touring Terra/ controlling the battle field around them, and shaping it into their haven. Terratorists weave magnificent patterns into Runeterra, keeping enemies at bay with their powerful zone control. Terratorists can hunker down in one spot, and make the area their own , or constantly , and move between locations setting up a new that hinders enemy movement and options. Terratorists are all about keeping the tempo of the battle under control while they lock-out important spots of the field, while their tenacious enemies try to challenge them; which will not end well for them.
Strengths(In comparison to other Tacticians): Control
Terratorists, in the same vein as their distant relatives, Wardens, have numerous rocks and soil to work with as they carve out the perfect plain the fight on. They do things such as creating obstructions, laying down areas of chaos, or plainly and simply shoving you in the direction they want. Terratorists have many ways at hindering progress when given their space.
Weaknesses(In comparison to other Tacticians): Flexibility
Terratorists need time(and money) to build their . Terratorists are quite slow at getting in their zone, and once in their zone, must stay focus of their goal or have it all crashing down. Terratorists while have a great deal of options doing at what they do BEST, when asked to do something else, due to their rigidness. If an enemy can reach a Terratorist before they're got their rocks rolling, Terratorists are left helpless due to their frailness and lacking of basic needs.
Strong against: Vanguards, Assassins, Fighters(Archetype)
These subclasses lack range, and must come into the garden that a Terratorist has made. Terratorist have quite a deal of things in common with Wardens, so when thinking of them, Wardens are a good silhouette. A lot of what was said before, could be applied again.
Weak against: Harbingers, Marksmen, Augmentors
These subclasses have on average have higher range than more Terratorist. These classes never had to go into thethat Terratorists have laid, and can pick away at them from a safe distance.
(AKA True supports/Enchanters)Description: Augmentors focus improving the abilities of their allies(or on rare occasions, themselves) with stat-boosting abilities. These abilities are highly potent, and can be used frequently and consistently; they can give their team a natural advantage over the enemy by simply "outstating" them. They can also do the inter, and debuff the enemy and hindering their capabilities through numbers. Augmentors are oldest form and most traditional way of "supporting" your allies; and even today, their timeless tactics stillstand firm.
Strengths(In comparison to other Tacticians): Flexibility
An Augmentor can virtually be useful(with some being better than others) any time,place, or scenario. While say, a certain stat could be better on one target than other, an Augmentor is always welcomed onto a team. Augmentors are notoriously known for being relatively simple, but effective champions due to their ability to simply make a target"better or worse" at a certain aspect.
Weaknesses(In comparison to other Tacticians): Flexibility
Augmentors are the worst champions in the game when it comes to "The basics". Augmentors deal very little damage, making it nigh impossible for them to score kills on their own. Augmentors take very little damage, making them prone to being snuffed out instantly after being hit with a disabling ability. Augmentors are also very slow, making traversing the map almost a chore. Augmentors are almost always limited to the support role because of how unself-sufficent they are.
Strong nor Weak against: None(or every depending on how you look at it)
Augmentors stand as less than a champion in numerous categories, due to how much they give up for universal flexibility. Augmentors could be argued as weak against any champion(besides another Augmentor), since Augmentors themselves aren't a physical threat. They could also be argued as strong against every champion, since an Augmentors powerful abilities can be highly impactful for the boon of their team, if they are left alone to do play their role for too long. Augmentors are a highly impactful role, no matter their status, score, player skill, etc due to simply how Augmentors function as a subclass as a whole.
Description: Marksman are primed sharpshooters that excel at doing consistent sustained damage, primarily through basic attacks. Marksman could in many variety and colors; there's almost always a marksman that can fit into a team composition. Marksman are focused attacks that fire upon anyone who gets close with a hail of damage.
Champion Strengths: Flexibility
Like fighters, there isn't a team line-up a marksman can't fit in. Unlike fighters, this is actually true. Marksman aren't always focused on doing damage; they can sometimes(always) dip into other categories that make them highly flexible. Marksmens have a dedicated position on the team as the "ADC" for a (sadly) good reason.
Champion Weaknesses: Flexibility
Also like fighters, Marksman pay the price for their flexibility in gold.... literally. Marksman skirt the line of being (arguably) the best archetype in the game, and (less arguably) the worst archetype in the game; champion strength and/or other wise. Marksman are highly depending on receiving gold and items to do what they do. This leads to them being highly lackluster for a majority of the game. However, when they finally do achieve said items, they become a reckoning force. For the most part however, marksman are left lacking in their fulfillment of said role for the most part, due to heavy reliance on items.
Marksman have no unique subclasses on their own, because currently, every Marksman could be placed into a formerly mentioned subclass of another archetype as a secondary role. Marksmen are still unique enough to be their own archetype however. There are, , and even ; marksman as they stand right now, do not need to be placed into subclasses(but that could obviously change).'
PurpleWii has gone insane from currently working on this massive post at the moment, please leave him a message tell him to get off his lazy buff and finish the conclusion and after post later. For anyone actually reading this post on no-post Sunday, PurpleWii apologizes for the brief dip into insanity. PurpleWii things that having archetypes listed out like this is a step forward for Riot, and League of Legends as a whole, and despite going insane, was glad he got to work on the post. PurpleWii hopes this post sparks another great discussion that the previous archetype post did, and hopes he can recover from his mental trauma to be apart of it