League of Legends Theory: Champion Roles and an Introduction to Team Composition
We're making progress (despite this article coming much later in the week than I had planned), and though we still can't quite talk about the real meat of League of Legends strategy, we can put a layer on the foundation. If you haven't read last week's article on zoning, read it. It will be relevant today.
Of course, before we get to the cool theoretical fusion, we're going to talk about something completely different:
Champion Roles
"Come on, this is something everyone knows!" Of course it is. That's why the term "bruiser" means something different to every writer on the internet, and why the term "AD caster" gets used at all. In reality, the champion roles and their high-level functionality are not very well understood at all. Let me clarify: I'm not saying that champion capabilities or team compositions are not understood; pros get it much better than I do, but they do so on the champion level. They understand Gragas, they know what he's good for. What they don't understand is how to compare other champions to Gragas on a large scale, particularly the ones that don't see a lot of play.
That, by the way, is the entire purpose of this series of articles: I want to create a basis for analyzing League of Legends that can work independent of experience with the game itself. I want to be able compare Gragas and Syndra based on their kits and stats alone, as opposed to expert experience.
But yes, back to champion roles. Riot has done a pretty good job of classifying champions, here's what they have:
Fighter
Tank
Support
Assassin
Mage
Marksman
As far as standard classifications go, this one isn't all that bad, but I have two big questions: First, how am I supposed to take this and use it to analyze anything, it's just a bunch of titles (and vague descriptions in the original post). Second, what the hell is an assassin? "Talon is an assassin!" Okay, but he does the exact same thing as Kassadin. "Sure, Kassadin can be an assassin too." Okay, so why do Riven, Ahri, and Zed get grouped in that category too? "Uhh...because they assassinate people?"
I'm seeing two trends in these responses, and they're both annoying. In the first, we're labeling a champion role based literally on what their kit looks like (Talon, Kassadin, and Akali all jump on people and do a bunch of damage, so they're assassins!), or worse, we're doing it based on what the champion looks like (Akali and Zed are ninjas, so they're assassins) which is intuitively inane. In the second, we're labeling them based on their capacity for burst damage, a trait shared by mages, fighters, assassins, and even some marksmen. It's not a stupid label, it's just not a helpful one.
To twist Riot's model into something that makes sense, I'm going to eliminate the Assassin tag outright (they're all mages or fighters anyway). For the rest, I have a question that I think sorts them pretty well: When a champion gets gold, what do they spend it on? "Items!" Yes, but we'll need to be more specific. Try damage or not damage. I think those sum up item purchases pretty well. That lets us group the roles as follows:
Damage Not Damage
Fighter <------------> Tank
Mage <--------------> Support
Marksman
For some brief definitions, fighters and tanks are defined by their durability, mages and supports are defined by their reliance on their abilities, and marksmen are defined by their reliance on ranged autoattacks (I'm going to put my foot down here: There is no such thing as a melee marksman. If they have the durability to survive being in melee, they are fighters).
Furthermore, each role can be examined based on three parameters that vary by champion. These are Damage, Mobility, and Utility, and it is from these two layers of distinctions that we can form team compositions. Before I get into a real discussion of what a team composition is (that's next week's article), though, I want to clarify what's going on at this mid-level of strategic gameplay.
I have written at length on this blog about the significance of multiplicative relationships (see my articles on itemization), like with HP and Armor and whatnot. Damage, Mobility, and Utility are like that. When it comes to a straight-up fight, with equivalent skill of execution on both sides, the team with the highest product of these will win. I'm not saying that they can be distilled into actual quantities that you can multiply, but I am saying that the whole, mixed between them, is greater than the sum of the parts. In other words, Damage and Utility (CC) is better than double the damage.
See you next week,
-SLHLocrian











