Characters / League of Legends
aka: League Of Legends Four

This is the character sheet for League of Legends. Since League of Legends has so many characters (133note ), 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:

  • Champions A - Cnote 
  • Champions D - Fnote 
  • Champions G - Jnote 
  • Champions K - Lnote 
  • Champions M - Onote 
  • Champions P - Rnote 
  • Champions Snote 
  • Champions T - Unote 
  • Champions V - Wnote 
  • Champions X - Znote 
  • Othersnote 
  • Political Powers and Other Factions

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:

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    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.
    • Assassins Examples : Usually these are melee 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, usually mobility.
    • Skirmishers Examples : These slayers typically stay in the middle of the fight for a sustained period of time and shred through every opponent at least once. They don't have typically high burst damage, but they have many defensive tools that can allow them to remain in the midst of the fight, ranging from simple stat boosts and healing effects to mechanics that need to be utilized cleverly, like projectile blocking barriers and attack nullifying parries, along with deadly sustained damage.

    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.
    • Juggernauts Examples : Juggernauts are specifically Mighty Glacier fighters who are meant to both dish out and soak up massive amounts of damage in exchange for their viable combat strategies generally being limited to "run at the enemy and kill them when you reach them". They're offset by their lack of mobility and outplay potential, requiring enemies to be within their radius. This leaves them susceptible to kiting, but if they reach you, death is imminent. Their overwhelming damage can be as quick and brutal as an Assassin's.
    • Divers Examples : Also known erroneously by fans as "bruisers," Divers are the typical balance between damage and tankiness, something of a midway between Juggernauts and Skirmishers. Divers are so named because, often, they have a single ability that allows them to "dive", or cover a large distance in a burst of mobility. This doesn't rival the fluid motions of an Assassin or rapid dances of a Skirmisher, but it's enough for them vault over a fight to vulnerable enemies behind. Once there, they just smack enemies until they die.

    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.
    • Burst MagesExamples : These mages focus heavily on dealing heavy burst damage, using their abilities in tandem with one another to form highly destructive, near-unavoidable if successfully executed Combos. Their power can easily pick off many priority targets, often at the same time, but it's offset by short-ranged abilities, extensive cooldowns, and a lack of mobility.
    • Battle MagesExamples : These mages focus more on dealing consistent damage in extended fights using their spells, fighting with their slow, but typically potent DoT effects or short-cooldown Spam Attacks, while staying alive using self-utility defensive spells such as shields or self-healing. Due to the nature of their spells, they have a less harder time shifting between targets as a result. These mages typically have a greater chance to have greater mobility than other mages.
    • Artillery MagesExamples : These mages are typically back-liners who have higher range than others, with spells able to be used to harass enemies from afar, whittling and poking them down until they pop. They're usually offset by their extreme squishiness and lack of mobility, usually leaving them vulnerable to more-specialized close-ranged combatants. Artillery Mages stay far in the back, usually only dipping in at their spell's maximum possible ranges.

    Controllers - Lock them down. Prevent them from attacking or escaping. 
  • Controllers: 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.
    • EnchantersExamples : 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.
    • DisruptorsExamples : Also known as "control mages" by fans, in contrast to enchanters, disruptors support their team by pressuring the threat itself, locking them down with crowd control, or creating large "zoning" areas to shift the tide of the battle. While they're less reliant on teammates than enchanters and can typically hold their own if found by themselves, they still perform the most optimally using their map and teamfight control alongside their allies.

    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.
    • VanguardsExamples : More offense-based tanks, vanguards are more encouraged to lead their team by starting fights using explosive initiation, mostly to catch enemies making positioning mistakes and punishing them heavily with crowd control, and hopefully if a sufficient damage-dealing ally is with them, death. These tanks, often, can bleed into Juggernaut territory, depending on the item build.
    • WardensExamples : More defense-based tanks, Wardens draw a line in the sand and prevent enemies from crossing. While they lack a Vanguard's raw initiation prowess, they make up for it with even more overwhelming crowd control, often being host to multiple slow, stun, and root effects. By sticking close to squishy allies, a Warden prevents a sneaky Assassin or daring Diver from destroying their vulnerable companion.

    Marksman - Arrows, bolts, and bullets; Range is my greatest ally. 

Alternative Title(s): League Of Legends Two, League Of Legends Three, League Of Legends One, League Of Legends Four, League Of Legends Five

http://tvtropes.org/pmwiki/pmwiki.php/Characters/LeagueOfLegends?from=Characters.LeagueOfLegendsFour