• Log InLog In
  • Register
Liquid`
Team Liquid Liquipedia
EDT 05:41
CEST 11:41
KST 18:41
  • Home
  • Forum
  • Calendar
  • Streams
  • Liquipedia
  • Features
  • Store
  • EPT
  • TL+
  • StarCraft 2
  • Brood War
  • Smash
  • Heroes
  • Counter-Strike
  • Overwatch
  • Liquibet
  • Fantasy StarCraft
  • TLPD
  • StarCraft 2
  • Brood War
  • Blogs
Forum Sidebar
Events/Features
News
Featured News
Serral wins EWC 202542Tournament Spotlight: FEL Cracow 202510Power Rank - Esports World Cup 202580RSL Season 1 - Final Week9[ASL19] Finals Recap: Standing Tall15
Community News
Weekly Cups (Jul 28-Aug 3): herO doubles up5LiuLi Cup - August 2025 Tournaments3[BSL 2025] H2 - Team Wars, Weeklies & SB Ladder10EWC 2025 - Replay Pack4Google Play ASL (Season 20) Announced56
StarCraft 2
General
Serral wins EWC 2025 Clem Interview: "PvT is a bit insane right now" TL Team Map Contest #5: Presented by Monster Energy Would you prefer the game to be balanced around top-tier pro level or average pro level? Weekly Cups (Jul 28-Aug 3): herO doubles up
Tourneys
WardiTV Mondays $5,000 WardiTV Summer Championship 2025 Sparkling Tuna Cup - Weekly Open Tournament LiuLi Cup - August 2025 Tournaments Sea Duckling Open (Global, Bronze-Diamond)
Strategy
Custom Maps
External Content
+2348106233580 #I want to join brotherhood society Mutation # 485 Death from Below Mutation # 484 Magnetic Pull Mutation #239 Bad Weather
Brood War
General
Google Play ASL (Season 20) Announced How do the new Battle.net ranks translate? BW General Discussion Nobody gona talk about this year crazy qualifiers? [G] Progamer Settings
Tourneys
[ASL20] Online Qualifiers Day 2 [Megathread] Daily Proleagues Cosmonarchy Pro Showmatches [ASL20] Online Qualifiers Day 1
Strategy
Simple Questions, Simple Answers [G] Mineral Boosting Muta micro map competition Does 1 second matter in StarCraft?
Other Games
General Games
Stormgate/Frost Giant Megathread Total Annihilation Server - TAForever Nintendo Switch Thread Beyond All Reason [MMORPG] Tree of Savior (Successor of Ragnarok)
Dota 2
Official 'what is Dota anymore' discussion
League of Legends
Heroes of the Storm
Simple Questions, Simple Answers Heroes of the Storm 2.0
Hearthstone
Heroes of StarCraft mini-set
TL Mafia
TL Mafia Community Thread Vanilla Mini Mafia
Community
General
US Politics Mega-thread Things Aren’t Peaceful in Palestine European Politico-economics QA Mega-thread 9/11 Anniversary Possible Al Qaeda Attack on 9/11
Fan Clubs
INnoVation Fan Club SKT1 Classic Fan Club!
Media & Entertainment
Movie Discussion! [Manga] One Piece Anime Discussion Thread [\m/] Heavy Metal Thread Korean Music Discussion
Sports
2024 - 2025 Football Thread Formula 1 Discussion TeamLiquid Health and Fitness Initiative For 2023
World Cup 2022
Tech Support
Gtx660 graphics card replacement Installation of Windows 10 suck at "just a moment" Computer Build, Upgrade & Buying Resource Thread
TL Community
TeamLiquid Team Shirt On Sale The Automated Ban List
Blogs
[Girl blog} My fema…
artosisisthebest
Sharpening the Filtration…
frozenclaw
ASL S20 English Commentary…
namkraft
The Link Between Fitness and…
TrAiDoS
momentary artworks from des…
tankgirl
from making sc maps to makin…
Husyelt
Customize Sidebar...

Website Feedback

Closed Threads



Active: 660 users

[Resource] Champion QuickSheets

Forum Index > LoL Strategy
Post a Reply
1 2 Next All
sob3k
Profile Blog Joined August 2009
United States7572 Posts
Last Edited: 2012-05-05 07:43:40
April 26 2012 04:30 GMT
#1
Ok, these were inspired by some comments in the newb thread. Basically some people wanted just a basic little info pack on each champion, what their disables and combos are and what you are going to be facing in lane. I had thought these would be neat for along time, so now that I'm experienced enough with the game, I though I'd start them.

I'm very familiar with the vast majority of champs, but there are some where I havent played enough with them to really make sure I'm not full of shit. I'll make a note for these and hopefully some TLers can come in and help while following the format we establish.

Like my other quick guide (Starting Item Guide), this is NOT meant to be the ultimate resource in counterpicking or a guide for each champion with builds and stuff. This is the most basic general idea of what kind of play you can expect when you end up in a lane against a given champ. It is designed to be something you can just glance at during loading and give you a bit of a headstart so you don't end up going in on some guy and getting stunlocked under tower while ripping your hair out and going "What the fuck did he just do". I'm not going to go into depth on more obvious spells and abilities, I'm sure people can figure out what fireballs and shit does, I'm more interested in explaining the more confusing skills and basic combos. This is basically supposed to be a centralized version of when you are playing with noob and they ask you "ok im against X, what does he do? Can he stun me?"

IF YOU WANT TO HELP CLICK ME!

Here we go, this is a bit of an ongoing project. I started alphabetically, but as people added it got disorganized (ctrl-f to search fora champ).



AHRI
+ Show Spoiler +
Disables and Special Spells: Ahri has one disable, Charm, it is a long range pink skillshot that will cause you to walk towards her uncontrollably while not being able to do anything. Dodge it or stand behind creeps which block it.

Mobility: No special mobility except for her ult, which is a set of 3 dashes which damage nearby enemies. Three is a lot of dash, she can go far to dive or escape with ult up.

Gameplay: Ahri is a fairly long range skillshot caster, be ready to dodge spells she throws out at you. She has a small amount of sustain from her passive which gives her spellvamp every three spells, but its not that much. In lane she will mostly just try to harass with her long skillshots. The big thing to avoid is that charm, if Ahri lands a charm on you she will use it to then land every one of her spells, leading to huge unavoidable damage. As long as you dont get charmed she is much less scary. Her ult is a set of three dashes that damage nearby enemies, so if she has ult up be very cautious about sticking around at low health, as she CAN jump on you from very far away.




AKALI
+ Show Spoiler +
Disables and Special Spells: No disables. What Akali has is a bubble she can cast and then becomes stealthed inside it. She is shown if she uses anything in it. She will usually use this to escape or sit stealthed and wait for cooldowns.

Mobility: None until ultimate. After that though she gets up to three massive length targeted damaging dashes. Watch out, she can almost always jump on you if you are low.

Gameplay: Akali is a high mobility and high burst damage assassin. Akali goes her damage like this: She throws her weapon at you, you get a mark on you, then she has to attack you to consume the mark and do a fat load of magic damage. If you have a mark on you watch out and try to avoid being hit. The stealth bubble has a very long cooldown, so if she uses it you dont have to worry about that for a while (20seconds). She will try to put a mark on you, then wait for the mark placing skill to come off cooldown, so she can activate the old mark and then instantly place and activate a second mark. Avoid allowing this to happen by waiting for the mark to expire or trading more damage before she can be ready to place another mark. Akali gets spellvamp from her passive which gives her pretty good sustain if she can hit creeps with spells.




ALISTAR
+ Show Spoiler +
Disables and Special Spells: Two huge disables. One allows him to knock all nearby enemies in the air. Another allows him to dash forward and knock a targeted enemy away from him. He can combo them to dash forward and knock you up.

Mobility: He can dash towards enemies and then knock them away. His ult allows him to cleanse CC.

Gameplay: Alistar is massive CC support (very rarely jungle). Alistar will hang around and use his AOE heal to keep everyone healthy. He will be constantly looking for opportunities to knock you around and get his ally a kill. Do not let him just walk up to you. He can knock you up then walk around behind you while you are in the air and knock you back to his ally or under his tower. Staying out of his dash-knockup range is harder but it is alot less scary than the first combo, which can be instant death. His ult gives him massive damage resistance, so if he uses it it is probably a better idea to shoot someone else for 7 seconds unless he is ridiculously low.




AMUMU
+ Show Spoiler +
Disables and Special Spells: Amumu has a skillshot that stuns for a second and pulls him to you. Then his ult is the biggest disable in the game, a massive AOE 2 second stun on a long cooldown. Fun Fact: Amumu ult will not interrupt channeled spells.

Mobility: Skillshot bandage toss pulls him to his target and stuns for a bit. Dodge it or stand behind minions.

Gameplay: Amumu will usually jungle. Watch out for ganks with bandage toss, try to predict when he will use it and juke or block it with minons. Other than that he will just try to walk up into as many enemies as possible so he can use his AOE damage abilities. Stay spead out in teamfights to avoid all getting damaged and stunned. Amumu has very short range on all his skills except his pull.




ANIVIA
+ Show Spoiler +
Disables and Special Spells: Very long range skillshot stun orb. She fires it then detonates it to stun. Its slow so try to juke it. Anivias signature skill is her wall, which will make a big impassible wall for a long time, try to avoid engaging in little corridors or when she can cut you off from your team. The big thing to watch out for with Anivia is her egg. When she dies she goes into egg form and will be revived unless you can kill the egg as well. Do not dive her or blow everything when she will just turn into egg and revive. Egg has a four minute CD, so get it down then you can play normally.

Mobility: No special mobility.

Gameplay: Anivias skills will "chill" you, then she can use shard to do tons of bonus damage. Try to stay back and dodge her stun to avoid this. Her two main combos are to fire her shard at you then turn on her AOE toggle ult to chill you while its flying, resulting in fat damage. This combo is fairly small range so stay back. her other combo will be to wall behind you then fire the orb at the end of the wall as you try to go around it. Juke it by switching directions or pausing instead of just running. Anivia has no sustain and is mana hungry. Also she has to be fairly close to do her damage, so stay back and avoid that stun orb which allows her to close on you.




ANNIE
+ Show Spoiler +
Disables and Special Spells: Annie stuns for 1.5 seconds on any of her spells after 5 casts. You can see if she will stun next spell by the little white ring that appears when it is ready.

Mobility: None

Gameplay: Annie is massive burst caster with fairly short range. She will just hang out until her stun is ready then try to find an opportunity to stun you and lay down a full combo, which does massive damage. Try to stay away when her stun is ready and push the wave, as she cant use any spells on minions while stun is up without wasting it. Watch out for her flashing forward and comboing you. Her ult does a bunch of damage and makes a bear that attacks and does damage with an aura. Dont stand next to it. When her stun isnt up she is much more vulnerable, you may be able to trade or gank her as she has no escapes.




ASHE
+ Show Spoiler +
Disables and Special Spells: Ashe can slow you with a toggle-able ability on her autoattacks. She can apply this same slow with her volley skill which fires a spread of longer ranged arrows. Her ult is a huge arrow which flies in a straight line globally and applies a very long stun to the first champion it meets. Her passive makes her get a guaranteed crit if she hasn't fired in a long time, so don't let her hit you right when she comes to lane.

Mobility: None

Gameplay: Ashe is a sustained damage AD Carry. Ashe will spend the earlier game just trying to CS as much as she can while harassing a bit with her volley skill. Avoid this by standing behind minons. Ashe has no real damaging skills other than that and ult, so she isnt very scary until lategame when she gets her items. Try to harass her out of lane and outtrade her. Lategame she will have a huge slow on her attacks, watch out trying to engage her without a gap-closer, she will kite you. Stand behind tankier teammates so you don't get hit by her ult. She has no escape other than her weak slow and ult, so she is easy to gank and jump on.




BLITZCRANK
+ Show Spoiler +
Disables and Special Spells: Blitzcrank's signature spell is a skillshot that will pull you to him if he lands it, stand behind minons and juke it. If you are near him he can pop you up in the air with a punch. His ult has a short AOE silence around him. When he gets low health he will get a short shield based on how much mana he has, so watch out getting baited.

Mobility: He can boost his speed dramatically for short periods on 15second CD.

Gameplay: Blitzcrank is usually a very aggressive support (and rarely a jungler). He will hang out in bushes and far back, and attempt to use his grab to pull you under his turret or into his ally. He will pop you up and silence you if he lands this grab, so its very very dangerous. Ward the bushes and make sure you stand behind creeps. If you can avoid being grabbed he isnt very scary, and has no sustain so you can harass until he has to leave lane.




BRAND
+ Show Spoiler +
Disables and Special Spells: If you have recently been hit by one of his spells, he can hit you with his skillshot fireball to stun for 2 seconds. Other than that nothing.

Mobility: None

Gameplay: Brand is a long range skillshot caster with high burst. He will hang out and try to hit you with his skillshots. His spells light you on fire and do a bit of damage over time after their main damage. If he can land another spell while you are on fire they will do bonus damage and his fireball will stun. It is fairly hard for him to land most of his skillshots, so he will try to light you with a skill, then stun you with fireball and use the stun to land a full combo. Always be ready to dodge and try to keep minons between you and him, especially if you are on fire and he is trying to land that fireball for the stun. If you dont allow him to stun you, you should be ok. His ult (bigger fireball) bounces between enemies, so if he uses it on you try to get away from any allies or minons it can bounce off of. His main damage is his flame geyser, which deals damage in a circle after a short delay. Keep moving and GFTO the circle if you get it cast under you.




CAITLYN
+ Show Spoiler +
Disables and Special Spells: She lays traps which snare you if you step in one. She can fire a net at you which slows you. Her ult is a huge range sniper shot, but it can be blocked if a friendly ally stands in from of you.

Mobility: Her net shot will launch her backwards, can be used to jump short walls if she is right next to them.

Gameplay: Caitlyn is long ranged AD carry. She will try to CS as much as she can like all AD's, but she will also try to abuse her huge autoattack range to harass you out of lane. She can fire a very long skillshot to aid this harass, but its fairly easy to dodge as it has a long windup. Watch out staying in lane while low health, as she can ult you from fantastic range. She will lay three obnoxious snare traps, really do not step in them unless you want to clear them out and are totally safe and have a heal or shield to protect you from the bit of damage. Caitlyn is much better at harass in lane than just straight up fighting, so dont be afraid to just jump on her of you feel you can come out ontop with damaging skills.




CASSIOPEIA
+ Show Spoiler +
Disables and Special Spells: Her purple poison patch slows you if you walk through it. Her ult will stun any enemy in a fat cone IF they are facing towards her, if not it just slows.

Mobility: If she hits a champ with her mini snake explosion it gives her a little bit of movespeed.

Gameplay: Casseopeia is a long range sustained damage mage. Her combo is if she poisons you with her purple poison or mini snake explosion, she can then shoot her fang spell and its cooldown is reduced to .5 seconds. So if you get poisoned try to stay back until wears off or she will spam fangs all over you. Cassiopeia has really short CD's so she will be constantly be sending off skillshots that you need to dodge. If you can avoid being poisoned you can burst her and get out and she wont be able to do as much damage in return. Watch out for that ult, if you are facing her when it goes off, that is probably death. Try to predict when she will use it and face away. Its very deadly in dives especially, so prolly don't do that.




CHO'GATH
+ Show Spoiler +
Disables and Special Spells: He will stomp on the ground and after a short delay spikes will pop up and pop you into the air if you are standing over, them then slow you. Avoid this by getting off of the place you see the dust cloud on the ground. His blue scream will silence for a few seconds.

Mobility: None

Gameplay: Cho'gath is a tanky top lane usually or jungle. He gets a huge amount of health when ever he kills a minion, so if you dont let him farm or ruin his last hits it will severely reduce his sustain. He will just try to harass and then recover all his heath by killing minions. Dodging the pop-up should be pretty easy in most situations. His ult is a very short range bite that does a fat chunk of true damage, if it kills a unit he gets bonus health and gets bigger. If you kill him he loses half of that bonus health. He will probably use the bite on minions in lane to get the health and not on you. But be wary if you know it is ready.




CORKI
+ Show Spoiler +
Disables and Special Spells: None

Mobility: He can dash a pretty far distance leaving behind damaging fire on a pretty long CD.

Gameplay: Corki is an AD carry with a lot of damaging spells. He will sit back and farm until he gets ult, harassing with a short range AOE nuke for a bit of extra damage. His ult allows him to fire very long range skillshot rockets basically whenever as long as he has mana. You will have to dodge and block them with minions. His massive damage comes from all his attack in combo with his Gatling gun skill which does AOE damage in a cone infront of him and reduces armor for 4 seconds. He will sit back and harass with rockets until you get low, then fly at you activating the gatling gun and AAing and firing rockets all at the same time for huge damage. The gatling gun is on long CD, so try to wait until it is on CD, then trade damage.




DR. MUNDO
+ Show Spoiler +
Disables and Special Spells: His Cleaver throw will slow, dodge it while running from him. His ult will give him MASSIVE health regeneration for 12 seconds. His Aura deals damage and reduces CC duration when on.

Mobility: His ult also gives him quite a bit of bonus movement speed.

Gameplay: Mundo is a tanky farmy jungler or sometimes a top lane. His early game is very high damage and he jungles very fast, so he will counter jungle a lot and try to kill your jungler. Mundo is very hard to kill after level 6 with his ult speed and health regen. When he ganks he relies less on stunning or slowing and more on just running up to you really fast and dealing a bunch of damage with his aura and autoattacks while ignoring damage, so make sure you have enough health to take a few hits from him. There is usually an easier target to focus than Mundo. Although if you can CC him and ignite him to reduce his healing he can actually go down surprisingly fast.




EVELYNN
+ Show Spoiler +
Disables and Special Spells: Evelynn globally disables her entire team.

Mobility: She stealths and runs fast when ulting.

Gameplay: Evelynn is pretty bad son. All you need to know is that she comes out of stealth adn then does a bunch of short range damage and slows. She gets back health when she kills a champ. Play your lanes like a pussy when you dont know where she is. Tower hug when possible and then buy a pink ward while waiting for the enemy team to implode from rage. If she tries to gank just focus her, she is obscenely fragile. You wont see much Evelynn. Just remember there is a stealth champ in the game and always be ready for her to appear. Be glad it isn't Shaco.




EZREAL
+ Show Spoiler +
Disables and Special Spells: No hard disables. His medium width skillshot will reduce attack speed.

Mobility: Ezreal can blink a very short distance.

Gameplay: Ezreal is a pokey mobile AD carry (rarely an ap mid). He will CS and try to poke you to death with his long range spammable skillshots. Then he will jump on you with blink. Its all about dodging those skillshots. Stand behind minions. His ult is a global damaging skillshot. Pay attention to when he casts it and dodge it. For gods sake dont get low and then back in obvious places, he will snipe you.




FIDDLESTICKS
+ Show Spoiler +
Disables and Special Spells: Fiddle has a huge duration short range fear. His bouncing crow silences for a short duration.

Mobility: His ult allows him to blink after a short channel.

Gameplay: Fiddle is usually a ganky hard CC jungler or maybe a really obnoxious top or mid. Fiddles damage comes from his drain, Which is a short range spell with suck away your life and gives it to him. You can break this link by running away from him. His combo that he will be using is to run up to you, fear you, then drain you while you are disabled. Stay out of fear range when it is off CD. Do not eat the entire duration of drain, break it with running or stunning/silencing him. Fiddle is very weak at farming, so try to push him hard and harass him while staying out of fear and drain range. Fiddle has alot of sustain if you let him drain things without punishment. Watch out for his strong ganks, he will teleport into lane from bushes or over a wall with his ult and fear+his ult massive aura damage. Almost a guaranteed kill if you dont have alot of wards.




FIORA
+ Show Spoiler +
Disables and Special Spells: She has a skill which blocks an autoattack and returns some magic damage. No Disables.

Mobility: She has two short dashes.

Gameplay: Fiora is a melee top or sometimes a jungle. She gets health regen when she hits stuff. Her ult makes her untargetable for a bit while she jumps around and hits all nearby enemies so watch out. Most of her damage comes from a very short but very powerful activated attack speed increase.




FIZZ
+ Show Spoiler +
Disables and Special Spells: Fizz ult throws out a fish that if it contacts you will slow you a ton and then pop you up. Fizz's signature spell is his polevault, where he jumps a medium distance and becomes immune to everything while he is in the air. He can use this to dodge projectiles etc.

Mobility: Fizz can dash a short distance to enemies, and can use his polevault to cross walls and jump farther. Very Mobile

Gameplay: Fizz is a fragile but hugely mobile and hugely bursty melee AP mid assassin, and rarely a top or jungle. He relies on his massive mobility and burst to keep him in lane. He will try to CS as best he can, which can be tough for him as he is melee. Watch the fuck out though, he can cover large distances and destroy you in an instant especially after level 6. He will use his polevault to dodge slow projectiles or jump on you. Harassing him from afar works best usually. He can be very hard to catch and gank, or kill under turret, when he has polevault available to dodge. The vault has a long CD that become much shorter as he levels up.




GALIO
+ Show Spoiler +
Disables and Special Spells: His orb will slow you. His ult is a huge AOE taunt that also damages. His shield gives him a set amount of health whenever it is hit while activated.

Mobility: His wind gust spell makes him faster in the direction it is cast.

Gameplay: Galio is a tanky anti-magic mid or top. He specializes in pushing very hard and building a lot of magic resist (which his passive turns into AP). His damage comes from his orb spell which is a slow moving but long range skillshot. Dodge it and stay at distance to make it hard to land on you. His ult is big but on long CD, stay away from him in teamfights and try not to bunch up around him. His skillshot orb only damages at the end of its flight and is not blocked by minions.




GANGPLANK
+ Show Spoiler +
Disables and Special Spells: His autoattacks slow a bit. His ultimate is a global skill that damages and slows everyone in the AOE.

Mobility: He can use his heal to cleanse CC. He get a lot of movespeed from a steroid, making him a speedy walker.

Gameplay: Ganglplank is a versatile bruiser top, and rarely a jungle. He can shoot his pistol for a ranged attack on a very small CD, which he uses to harass. Be careful when CCing him, as he can cleanse on a ~20 second CD. Gangplank scales well and gets bonus gold for killing things with his pistol. Be aware he can ult anywhere on the map.




GAREN
+ Show Spoiler +
Disables and Special Spells: Garen can empower a melee hit to silence for a long time. His ult is a short range hit that deals more damage the more health you are missing. Garen spins. His spin cleanses slows.

Mobility: His silencing skill gives him a fat speed boost when activated.

Gameplay: Garen is a tanky bully top. He basically does one thing: He will activate his silence skill, run up real fast and hit you (silencing you for 2.5 seconds), then spin on top of you while you cant escape or retaliate, then he will ult you if you are low enough. He has to get into melee range to start this combo, so dont let him do that when his speed boost and silence are up. Watch out for bushes he could be hiding in and waiting to silence and then spin on you.




GRAGAS
+ Show Spoiler +
Disables and Special Spells: Gragas barrels lower your attack speed. His ult is a big barrel toss that explodes and knocks everything away from the detonation point.

Mobility: He has a damaging dash skill that goes through wall on very short cooldown. It is blocked by minions.

Gameplay: Gragas is a tanky disruptive long range AP mid. What he will do is mainly try to harass with long range barrel throws which he detonates manually. He pushes hard after the first few levels and gets health back whenever he casts a spell. He also can drink from keg to get back mana. His melee attacks hit hard when he is drunk. Watch out for a dash forward into a full combo, or him knocking you under tower or towards himself with ult.




GRAVES-
+ Show Spoiler +
Disables and Special Spells: He can shoot a smoke grenade that obstructs the vision of those inside and slows.

Mobility: He can short dash forward which also boosts his attack speed, can go through small walls.

Gameplay: Graves is a bursty and somewhat tanky AD carry. His main skill is a fairly long range shotgun blast in a cone that does good damage, which he will use a lot. In lane watch out for a dash forward comboed into a shotgun. His ult is a long range projectile skillshot that explodes into a cone of AOE. His range is pretty short which can be abused.




KAYLE
+ Show Spoiler +

Disables and Special Spells: Her red orb slows you for 4 seconds and increases the damage she does against you. Her ult makes a yellow shield around her ally preventing all damage. When her sword is on fire she attacks at a range.

Mobility: Her heal gives her a small movespeed boost.

Gameplay: She can be played in pretty much any role, most of the time she will be doing damage with her autoattacks. She has great sustained damage and chasing power, she can slow you and speed up herself to make chasing easier. In teamfights don't attack the person she shields, it is pointless unless you use disables on that person. Kayle is a decent 1v1 champion, so try to avoid fighting her toe to toe earlygame.




LEONA
+ Show Spoiler +

Disables and Special Spells: When her shield is glowing at the top, her next autoattack will stun the person she attacks. Her Extendo-sword attack stops you for a short time and pulls her to you. Her ultimate calls down a sunbeam and stuns/slows people in the AoE. Her passive makes the next allied damage on you do more damage.

Mobility: Her Extendo-sword moves her to the last hit champion.

Gameplay: Leona is mostly played as a support tank at bottom lane. She brings a metric shitton of crowd control to the team, with tankiness to boot. Her shield gives her bonus armour/MR and after 3 seconds explodes in an area around her. Try to avoid engaging head on against a Leona, try to harrass over time and whittle her down (she has no heals/shields). Generally her combo is to turn on her bubbleshield, then extendosword to you, stun you with her physical shield and then the bubbleshield pops and does more damage. Her cooldowns are moderate to short in duration, so be very careful when near Leona.




RYZE
+ Show Spoiler +

Disables and Special Spells: His only disable is a 1 to 2 second snare that barely outranges most auto-attacks, but is on a very small cooldown later. His ultimate makes his abilities deal AoE damage and grants him spell vamp.

Mobility: No special mobility.

Gameplay: Ryze is a spammy single target short range tanky mage, played mid or top. Ryze's abilities scale with how much mana he has. Many mana items also give survivability, so he becomes quite tanky. Ryzes cooldowns get lowered whenever he cast a spell. so he spams a lot. He is a poor lane pusher without his ultimate, and has a weaker early game and stronger lategame.




SWAIN
+ Show Spoiler +

Disables and Special Spells: He has a long range AoE snare that marks the targetted area, and then snares for 2 seconds after a short delay. He shoots a lazer bird that slows and damages, you can break its lazer by running out of range. His ultimate turns Swain into a giant raven that shoots ravens at nearby enemies. He heals for a portion of this damage done. This ability can be kept on for as long as he has mana, but the mana cost increases every second, so he loses mana faster if he keeps the ability on for too long. When he reverts back to normal, the abillity goes on cooldown for 10 seconds.

Mobility: No special mobility.

Gameplay: Swain is most played solo mid, but he is also able to solo top as he can deal with melee champions well. Swains ult will heal him for a lot if he has minons nearby to leech off of. He shoots a green spell that deals damage over time and increases his damage to you. His main combo in lane is to put a lazer bird and green spell on you, then use the slow to land his skillshot snare, all the time damaging you with his ult. His range is not very long and he runs out of mana quickly.




JAX
+ Show Spoiler +
Disables and Special Spells: Jax can twirl his weapon and dodge all incoming attacks for up to two seconds, when he ends this it will stun nearby enemies.

Mobility: Jax can jump a mid distance to any targetable unit (including wards and allied champions/minions, but not buildings).

Gameplay: Jax is a balanced bruiser top who deals a mix of magic and physical damage or jungle.The longer he is in a fight, the higher his DPS becomes, because he gains attackspeed after attacking. When his weapon glows yellow it means his next attack will deal extra damage. Once he gets his ultimate, every 3rd auto-attack will deal bonus damage as well. In lane he will activate his twirling dodge, then jump on you to stun and start an attack. His ult gives him durability when activated




KASSADIN
+ Show Spoiler +
Disables and Special Spells: His flying purple sphere will silence you, and he has a AoE cone spell that slows. The cone ability can only be used after 6 spells have been cast in his vicinity.

Mobility: His ultimate is a low cooldown damaging blink ability, making him the most mobile champ in the game after level 6. He will be teleporting all over the place.

Gameplay: Kassadin is an anti-mage assassin mage champion, played almost always in the mid lane. He has high burst damage and excels at picking off enemies with his mobility. He can travel quickly from lane to lane, so be extra careful of ganks when playing against him after he has reached level 6. After he hits 6 he can combo by blinking into range of you and silencing/slowing you you, then run out of range before the silence wears off and you have the chance to retaliate. He is weak in lane and relatively easy to kill pre-6 though, due to lack of any other escapes and his melee nature. Kassadin is much weaker vs ranged non mage champions as his silence wont stop them from retaliating and they can harass him mercilessly when he tries to last hit.




LEE SIN
+ Show Spoiler +
Disables and Special Spells: He has a red AoE slow that affects both movespeed and attackspeed. His ultimate can kick an enemy champion away from him, and if that champion hits any other champions, they will be knocked into the air and damaged. After Lee Sin uses an ability he gets extra attackspeed for a short period of time.

Mobility: Lee Sin can dash to and shield allied champions/minions/wards. If he hits an enemy with his blue ball he can then dash to that enemy and damage them.

Gameplay: Lee Sin is a high-skillcap high-mobility bruiser champion, played in either the top lane or the jungle. He can deal high damage to low-health targets, and can be very slippery if played properly. If you can avoid his blue energy ball, you will be avoiding a large source of his damage. In lane he will rely on his shield to outsustain his opponent. After he shields, he can then activate an ability which gives him armor and lifesteal for a short period of time. In order to slow you he first must cast an AoE spell in which he slams the ground. If you don't get hit by this then you won't be slowed if he uses the second ability. Be wary of standing by enemy minions, because he can dash to them to get in range of you, and then use his slowing ability to stop you from escaping and to make his blue ball harder to dodge. He is strong in 1v1s and has a strong early game.




YORICK
+ Show Spoiler +
Disables and Special Spells: Yorick has an AOE slow that can be cast from a reasonable range. When Yorick's weapon glows, it means that his next autoattack will deal bonus damage and summon a ghoul. His ult will clone a champion on his team for 10 seconds. If you kill the original champion while the clone is active, the clone will sacrifice itself to give them 10 more seconds of life. After those times expire the champ/clone die.

Mobility: Yorick's blue ghoul makes him move a faster when it is around.

Gameplay: Yorick is always played top lane, and is a bruiser. Yorick is one of the most high-sustain champions in lane, because his red ghoul give him a bunch of health back and lifesteals for him. He has incredibly high sustain, so if you want to kill him, do so as quickly as possible, or else he will live and regain all his health back as long as he has mana. Finally, all of Yorick's abilities summon ghouls, which attack enemies, and passively buff Yorick when they are active. Yorick is very mana hungry




RAMMUS
+ Show Spoiler +
Disables and Special Spells: Rammus has a long duration very short range taunt (forces you to attack him). His signature spell is his powerball, where he rolls up in a ball and rolls increasingly quickly for a long duration. If he hits anything while in ball mode he will knock nearby enemies up but this will end his roll.

Mobility: As mentioned before rammus can use his powerball to roll around the map very fast. You will not outrun the powerball. Walking into minons works well to block his roll, which ends if he hits anything.

Gameplay: Rammus is a tank ganky jungler. He builds an obscene amount of armor since he receives an ad bonus from armor due to his passive. When he gets a glowing bubble it means he has activated a strong defensive skill that gives him alot of extra armor/mr and he will return part of the damage that he receives from enemies. In a rammus gank, he will use powerball to speed into lane and knock you up, then he will taunt you and activate his defensive bubble to deal damage while you lane opponent kills you while you are taunted. His ult deals AOE damage around him for a duration.




JANNA
+ Show Spoiler +
Disables and Special Spells:
Her Whirlwind will knock you up into the air for a short amount of time. She places it on the ground in a direction, lets it charge up, then releases it. The longer it charges the farther it goes and the stronger it is. She can fire the bird thing that circles her at you from mid range for a powerful slow. Her Ultimate knocks everyone on the opposing team in the area surrounding her away from her and heals teammates.

Mobility: When her bird is circling her she gets bonus speed and can go through units, she is very fast.

Gameplay: Janna is a shielding, disruptive support or rarely a mid. She mainly will give her ally sustain by putting a temporary shield on them which also increases their damage while active. Other than this she will use her slow and knockup to help chase or escape from ganks and fights. Watch out for her using ult to knock you away from her into her team or tower.




VIKTOR
+ Show Spoiler +

Disables and Special Spells: Viktor's disable is a slowing bubble he places on the ground, if you stay in it for a short duration it will stun you. His ult silences for .5 seconds. His passive is a special item he can buy which buffs one of his three main skills.


Mobility:
No special Mobility, unless he gets Augment: Power for his passive and uses his boomerang. This would increase his movement speed by 30% for a small period.

Gameplay: Viktor is a long range pokey AP mid with a strong burst. His two skills are a short range damaging boomerang that gives him a small shield when it returns, and a long range skillshot scanning lazer he can fire in any direction. In lane he will harass a lot with lazer and boomerang and stun you if you get close. His ult is a black hole he conjures which does a big hit of damage and then damages nearby enemies for its duration. He can move his ult around. He clears minions very fast after a few levels of lazer. He has no real sustain





ZIGGS
+ Show Spoiler +

Disables and Special Spells: He can throw out a minefield which damages and slows you if you walk over it. He can also throw a remote charge which he can detonate to knock nearby enemies and himself away form it. His ult is a huge bomb he can throw almost globally, it will show a skull on the ground where it is about to hit.

Mobility: He can use his remote charge to blast himself over short distances and walls.

Gameplay: Ziggs is a spammy skillshot AP mid. In lane he will harass and clear waves by throwing a lot bouncing skillshot bombs with long range. If you get close he will throw his minefield on you. His passive makes his autoattacks do bonus damage every so often, you can see when this is ready because his bomb will glow red. Ziggs has no sustain, and he is mana hungry.




OLAF
+ Show Spoiler +
Disables and Special Spells: He can throw an axe as a line skillshot that damages and slows units in the path. The axe remains on the ground where it landed and if he picks it up the cooldown of the skill will be reduced.
He also has a short range nuke (hitting his target with a lightning effect) that deals true damage, bypassing armor and resistance. His passive increases his attack speed the lower his health is.

Mobility: None. His ultimate (he yells and a sphere surrounds him) cleanses all CC and makes him Immune to all CC for its duration.

Gameplay: Olaf is a tanky bruiser mostly played top, sometimes in the jungle. If you are ranged, he will try to slow you with his axe to get in range to cast his melee range true damage nuke (lightning strike), and if you are melee he will simply try hit when you approach to last hit. His lack of mobility makes him vulnerable to slows as long as his ultimate isn't active. Olaf can activate a skill (his axes glow) to give him bonus damage, lifesteal and spellvamp, which gives him good sustain.




PANTHEON
+ Show Spoiler +
Disables and Special Spells: He can leap onto you for a short stun. His passive gives him a gold shield that blocks an attack (including tower hits), after a certain number of his attacks and spells he casts. He gets one of these shields automatically when he jump on people.

Mobility: His leap stun allows him to cover a medium range. His ultimate allows him to jump a very long distance (almost that from top/bot to mid), drawing a circle where he'll land and dealing huge damage in the center, less near the border.

Gameplay: Pantheon is a physical caster most often played top, but sometimes mid or in the jungle too. Very rarely he can be part of kill lanes bot. He is very strong early game and fighting him should be avoided, especially as his gold shields negates a lot of damage early on. He'll throw spears at you with a medium range, short cooldown until you get into kill range, then jump onto you. He has a cone AOE spear jab that deals low damage early on but will increase a lot later and will be added to his combo after he jumps onto you. He will use ult to escape or gank other lanes, but you can cancel the jump by stunning or silencing him.




SORAKA
+ Show Spoiler +
Disables and Special Spells: She has an ability that silences enemies or grants mana to allies. Her falling star attack reduces magic resist. She has two heals: a shorter ranged one that grants temporary armor and her ultimate grants health to every allied champion, regardless of distance.

Mobility: No special mobility.

Gameplay: She is played mostly as support, but is also rarely played solo mid. As a support she is more passive, but she will give a lot of sustain to her laning partner, healing and giving them mana frequently. Even though she is a support, she will start dealing a lot of damage if you receive too much magic resist reduction from her falling stars. Be wary of her ultimate even if you are not laning against her, as she can heal regardless of distance, possibly turning around fights and tower dives.




HEIMERDINGER
+ Show Spoiler +
Disables and Special Spells: He can throw a slow moving flashing grenade that blinds, if you are directly hit it stuns. When his ult is activated his turrets will turn blue and slow.

Mobility: None.

Gameplay: Heimerdinger is a very fragile long range pushing champion with strong poke. His signature ability is the small turrets he can put down. In lane he will use these turrets to push the lane and hide among them. His poke comes in the form of rockets he can fire at very long range. They fire uncontrollably at the closest 3 enemies, so try not to be one of those three. His ult buffs his turrets to slow and makes his grenade faster and the missiles shoot by 5 instead of 3.




IRELIA
I don't know Irelia very well, anyone?



JARVAN
I don't know Jarvan very well, anyone?



KARMA
+ Show Spoiler +
Disables and Special Spells: Karma can create a glowing line to an enemy or ally which slows you if you touch it. Karma's ult is different in that she doesn't level it, she gets up to two charges of her ult from lvl 1 which she can use to enhance the next spell cast. You can see how many charges she has currently by how many fans orbit her.

Mobility:
Her glowing link speeds her and allies and can be activated to give a bigger boost.

Gameplay:
Although she is sometimes seen as a support champion, she works best as a mage, which means she will be played middle. She has a strong laning phase, with fast wave clearing and strong harassment. What you have to watch out for most is her harassment with her shield. She can put it on one of her minions or her and it deals aoe damage around it. However, this costs her a ult charge, so keep an eye if she has them available. She will also harass with a cone AOE spell at shorter range, which she can enhance with an ult charge to heal allies. Her passive gives her more AP at low health, which can make her shield and heal deceptively strong when low.




KATARINA
+ Show Spoiler +
Disables and Special Spells: No disables. Her passive refreshes her cooldowns on kills and assists, which makes her dangerous in teamfights, but it is not very relevant for the laning phase.

Mobility:
She is highly mobile with a short cooldown blink, which can jump to any target and will damage it if it is an enemy.

Gameplay:
Katarina is a squishy assassin mid. Her laning phase is quite weak and she will look to farm early on while harassing you a bit. She can throw blades that bounce from enemy to enemy, so you might want to stay away from your minions when she throws them to avoid eating free damage. She can enhance the bouncing blade to reduce healing.
Her ultimate lets her spin around throw knives at nearby champions while she stands still and channels. Be careful, because she will deal a lot of damage with it if you stay in range. Interrupts like stuns, silence, knockup, and knockback, can all stop the ultimate and negate her damage.




KARTHUS
+ Show Spoiler +
Disables and Special Spells: He can create a wall that slows and reduces MR of anyone who moves through it. When he dies he leaves behind a ghost which can continue to use spells for seven seconds and is untargetable. His ult shoots a red laser from the sky after a short channel which damages every enemy champion on the map.

Mobility: None.

Gameplay: Karthus is a farmy glass cannon sustained damage AP mid, and very rarely a jungle. In lane Karthus creates small red bubbles on the ground at long range which then explode and do damage, you dodge them. His main combo is to lay down his wall, then hit you with his bubbles while you are slowed and cannot avoid them. He can also toggle on a damaging aura if you get close. Karthus gets mana from killing stuff, but has no health sustain. Karthus has a weaker early game but relies on farming to do high damage lategame.




KENNEN
+ Show Spoiler +
Disables and Special Spells: Kennens spells and every 5th attack give you glowing blue marks that orbit your champ. When you have three they disappear and stun you for a second. His ultimate is a lightning storm that damages and puts mark on all enemies in its radius for its duration.

Mobility: He can turn into a ball of lighting which makes him super fast and damages enemies he moves through for a few seconds. This makes him hard to catch.

Gameplay: Kennen is a harassing disruptive AP mid or top, and rarely an AD carry bot. In lane he will harass and CS with a long range skillshot ninja star throw on a short CD. Stand behind minions. When you get low he will turn into a lightning ball and rush at you while ulting or using another skill to stun you. Try not to let him hit you when you have two mark already to avoid stun. Kennen uses energy instead of mana and usually gets spell vamp which gives him good sustain after a few items.




KOGMAW
+ Show Spoiler +
Disables and Special Spells: He can shoot a green sludge trail that slows you if you stand on it. His ult allows him to shoot ultra long range goop artillary shots that land on a slight delay to allow you to dodge. He can use this ult very frequently but its cost increases the faster he fires it.

Mobility: None.

Gameplay: Kogmaw is a long rangle pokey lategame AD carry bot, and sometimes a super long range poking AP mid. He can activate an ability to increase his damage and autoattack range to harass and CS at long range. His early game is a bit weak but lategame he will do huge damage if he farms up. His main combo is to use his sludge trail to slow you so he can hit you with his skillshot ult while you cant dodge. He is vulnerable to ganks as he has no escape other than his slow.




LEBLANC
+ Show Spoiler +
Disables and Special Spells: Leblanc's orb will put a mark above your head, if she hits you with another spell it will trigger and do bonus damage and silence you for two seconds. She can throw out a skillshot chain that will attach to enemies and slow, if you stay connected for 2 seconds and dont break its range by running, it will activate and snare you. Her low CD ult allows her to copy the last skill she used but it does bonus damage.

Mobility: She can dash a mid distance to any location (damages), then can activate the skill again to teleport back to her starting point. She can use her ult to copy this skill and dash twice, which moves her a huge distance.

Gameplay: Leblanc is a super mobile ultra high burst assassin AP mid. Leblanc will harass mercilessly in lane, shooting her orb or dashing into range to shoot her orb and then teleporting back to her start, or firing her orb and then dashing ontop of you to silence and get the bonus damage. Once she get ult she will dash at you and then chain all her spells with a copied orb to do massive damage. She will also gank other lanes. She has no sustain. She is also a weak farmer and cannot clear creeps well early. She has an extremely strong early game and falls off somewhat later.




LULU
+ Show Spoiler +
Disables and Special Spells: Lulus shiny pink/purple line skillshot slows a ton for a short duration. She can turn you into a small animal which makes you unable to attack or cast spells for a short time. He ult makes a champion super huge, gives them bonus health and gives them a slowing aura. She can also shield herself or allies.

Mobility: Lulu can speed up herself or allies temporarily.

Gameplay: Lulu is an incredibly versatile champion with tons of CC who can play almost any role in the game viably, but is mostly an aggressive support or mid. Her wierd mechanic is she has a small fairy that follows her and shoots at whatever she is attacking. She can use a skill to attach this fairy to enemies (damaging and revealing them), or allies (shielding them and adding damage). When she fires her skillshot, it fires from her AND the fairy, so you have to pay attention to where it is. Her main combo is to hit you with her skillshot, attach the fairy to you, then fire another skillshot from the fairy, guaranteeing a free hit. She will also attach the fairy to a minion and fire the skillshot from that to poke at huge range. As support she will shield her ally and just harass as much as she can.




LUX
+ Show Spoiler +
Disables and Special Spells: Lux can throw a sparkly projectile that snares the first two enemies it strikes. She can throw an orb that slows enemies passing through it until she detonates it. Her ult is a super long range lazer that can cover many screens after a short delay. She can throw a baton that shields herself and all allies it touches, but does no damage.

Mobility: None

Gameplay: Lux is a long range fragile poking AP mid or rarely a support. Lux has very long range on all of her abilities, and will stay in lane while harrasing with them from a distance. All her abilities put a little glint of light on you which she can activate with an auto attack for more damage. Stay moving to dodge her stuff, as all her skills are skillshots an fairly long cooldowns. Lux has no sustain and is very mana hungry. When you are very low watch out for being lazered from offscreen.




MALPHITE
+ Show Spoiler +
Disables and Special Spells: His rolling rock wheel will slow you and speed him. His ult is a long range dash that damages and knocks up all enemies on the destination. His red AOE ground slam will greatly slow enemy attack speed. He gets a small shield if he hasn't been hit in a while.

Mobility: His rock wheel speeds him when it hits something. His ult can dash him a great distance.

Gameplay: Malphite is a very tanky AOE disruptive top or jungle. He will use his rock wheel to catch up to you, then ground slam to lower your attack speed and then fight. He relies on his armor and shield to trade damage effectively. He has no sustain. He will glow red indicating he has used his attack damage and armor steroid.




MALZAHAR
I don't know Malzahar very well, anyone?



MAOKAI
+ Show Spoiler +
Disables and Special Spells: He can dash a pretty long way and snare a target. He can smash the ground knocking back targets in front of him and slowing them a bit. His ultimate makes a toggleable circle on the ground that reduces damage dealt to allies in it, he can toggle it off to do magic damage in the AOE.

Mobility: He can dash to a target and snare them.

Gameplay: Maokai is a ganky jungle or rarely a top. His main damage skill is his saplings he throws far, which do damage when they hit the ground, and when they explode. As a jungler watch out for his strong ganks. He will run in and dash to you, snaring you, then knock you back towards his team and hit you with a sapling when you cant dodge it. In teamfights try to avoid fighting inside his ult circle. His passive gives him health when he autoattacks every 5 spells cast near him.




MASTER YI
+ Show Spoiler +
Disables and Special Spells: No disables. He can meditate to regain health over time while channeling, he gets a huge amount of armor and magic resist while doing this.

Mobility: He can jump forward, becoming untargetable and hitting nearby enemies before rematerializing. His ult gives him a fat temporary attack speed and move speed buff, immunity to slows, and makes his cooldowns refresh on kills and assists. Very fast champ.

Gameplay: Master Yi is a zippy glass cannon snowballing melee range AD, usually played in the jungle. He can also be built AP which makes him even burstier and can be mid. He is a simple champ who basically activates his ult and damage steroid, jumps on you, then chases very fast while attacking. Due to his cooldowns refreshing on kills, watch out and avoid getting near him at low health, as you could fuel a pentakill. Stuns are good vs him.




MISS FORTUNE
+ Show Spoiler +
Disables and Special Spells: Her bullet rain slows you if you walk through it. Her damage steroid reduces healing on targets she hits. She can fire a bullet that bounces off of its first target to another target behind that.

Mobility: Her passive makes her run really fast if she hasnt taken damage in a while, you can see its active because hearts follow her.

Gameplay: Miss Fortune is a high damage early game specialist AD carry. For the beginning of the game almost nobody can trade with her. She will run up, auto attack, fire a bouncing bullet, and then auto attack again for a nice hit of damage. Her ult is a big long range cone of fire she shoots while channeling. She has no good escapes which is a major weakness.




I'll add to the list a few every day when I have time. If anyone wants to help contribute that would be great. Just think how you would answer a new player asking what the champion does, with emphasis on explaining anything that isn't as obvious visually.
In Hungry Hungry Hippos there are no such constraints—one can constantly attempt to collect marbles with one’s hippo, limited only by one’s hippo-levering capabilities.
57 Corvette
Profile Blog Joined July 2010
Canada5941 Posts
Last Edited: 2012-04-28 00:48:58
April 28 2012 00:25 GMT
#2
If you need any help, I can write a few for champions I know well.

KAYLE
+ Show Spoiler +

Disables and Special Spells: Her red orb slows you for 4 seconds and increases the damage she does against you. Her ult makes a yellow shield around her ally preventing all damage. When her sword is on fire she attacks at a range.
Mobility: Her heal gives her a small movespeed boost.
Gameplay: She can be played in pretty much any role, most of the time she will be doing damage with her autoattacks. She has great sustained damage and chasing power, she can slow you and speed up herself to make chasing easier. In teamfights don't attack the person she shields, it is pointless unless you use disables on that person. Kayle is a decent 1v1 champion, so try to avoid fighting her toe to toe earlygame.


LEONA
+ Show Spoiler +

Disables and Special Spells: When her shield is glowing at the top, her next autoattack will stun the person she attacks. Her Extendo-sword attack stops you for a short time and pulls her to you. Her ultimate calls down a sunbeam and stuns/slows people in the AoE. Her passive makes the next allied damage on you do more damage.
Mobility: Her Extendo-sword moves her to the last hit champion.
Gameplay: Leona is mostly played as a support tank at bottom lane. She brings a metric shitton of crowd control to the team, with tankiness to boot. Her shield gives her bonus armour/MR and after 3 seconds explodes in an area around her. Try to avoid engaging head on against a Leona, try to harrass over time and whittle her down (she has no heals/shields). Generally her combo is to turn on her bubbleshield, then extendosword to you, stun you with her physical shield and then the bubbleshield pops and does more damage. Her cooldowns are moderate to short in duration, so be very careful when near Leona.


Survival is winning, everything else is bullshit.
HazMat
Profile Blog Joined October 2009
United States17077 Posts
April 28 2012 01:16 GMT
#3
Very nice.
www.youtube.com/user/ShakeDrizzle | League and SSBM content creator | Armada's Youtube Editor
Meapak_Ziphh
Profile Blog Joined June 2010
United States6786 Posts
April 28 2012 01:26 GMT
#4
This looks fantastic!
Forti et Fideli ~ TL Mafia Forum: Come play with us! ~ Go Samsung KHAN, Stork, JangBi , Shine, Grape, and TurN Fighting!~ wat
Telegnosis
Profile Joined June 2011
United States49 Posts
April 28 2012 02:43 GMT
#5
I would describe Garen's ult as "short range" rather than melee(it's 400 range according to wiki). Also, it might be worth mentioning that his spin clears slows.

I'd add to Ashe that her first attack when coming to lane is an automatic critical hit. She does it every time coming to lane from base, but the first time at level 1 is worth mentioning in particular I think.
TL gives excellent advice 99% of the time. The problem is no one listens to it. - Plexa
sob3k
Profile Blog Joined August 2009
United States7572 Posts
April 28 2012 03:02 GMT
#6
Thank for the help, I'll format any others into the OP.


On April 28 2012 11:43 Telegnosis wrote:
I would describe Garen's ult as "short range" rather than melee(it's 400 range according to wiki). Also, it might be worth mentioning that his spin clears slows.

I'd add to Ashe that her first attack when coming to lane is an automatic critical hit. She does it every time coming to lane from base, but the first time at level 1 is worth mentioning in particular I think.


Fixed
In Hungry Hungry Hippos there are no such constraints—one can constantly attempt to collect marbles with one’s hippo, limited only by one’s hippo-levering capabilities.
HeroHenry
Profile Joined November 2010
United States1723 Posts
April 28 2012 03:58 GMT
#7
Akali's shroud is also an aoe slow.
goldenkrnboi
Profile Blog Joined August 2007
United States3104 Posts
April 28 2012 04:06 GMT
#8
snare and stun are two completely different things. you should change the "stun" in amumu's description for his ult to "snare"
sob3k
Profile Blog Joined August 2009
United States7572 Posts
April 28 2012 04:15 GMT
#9
On April 28 2012 12:58 HeroHenry wrote:
Akali's shroud is also an aoe slow.


I just didn't mention it because I didn't think it really mattered too much. Its a small slow until very late and I dont think you really worry about it when playing vs her. If she puts it right on you its not like you usually can dodge or anything.
In Hungry Hungry Hippos there are no such constraints—one can constantly attempt to collect marbles with one’s hippo, limited only by one’s hippo-levering capabilities.
sob3k
Profile Blog Joined August 2009
United States7572 Posts
Last Edited: 2012-04-28 04:24:01
April 28 2012 04:20 GMT
#10
On April 28 2012 13:06 goldenkrnboi wrote:
snare and stun are two completely different things. you should change the "stun" in amumu's description for his ult to "snare"


I put stun because Amumu ult is unique in that it prevents autoattacking compared to all other snares like Morgs and Ryzes. I figured it was closer to stun in my book.

Technically Amumu ult is an entangle, but nobody knows what the fuck that is.
In Hungry Hungry Hippos there are no such constraints—one can constantly attempt to collect marbles with one’s hippo, limited only by one’s hippo-levering capabilities.
beefhamburger
Profile Joined December 2007
United States3962 Posts
Last Edited: 2012-04-28 04:31:07
April 28 2012 04:30 GMT
#11
LEONA

Disables and Special Spells: When her shield is glowing at the top, her next autoattack will stun the person she attacks. Her Extendo-sword attack stops you for a short time and pulls her to you. Her ultimate calls down a sunbeam and stuns/slows people in the AoE. Her passive makes the next allied damage on you do more damage.

Something wrong with this wording or just me?
susySquark
Profile Blog Joined May 2010
United States1692 Posts
Last Edited: 2012-04-28 08:16:40
April 28 2012 08:16 GMT
#12
Notes:

Ashe's ulti will hit/stun the first CHAMPION it hits - passes through all minions. Very key piece of information - hiding behind a minion wave will not save you.

Its worth noting that Leona's ulti only stuns if you're standing in a small circle at the center of her ulti. Sometimes you can dodge out of it so you only get slowed.
Tarz
Profile Joined October 2011
Canada106 Posts
April 28 2012 09:34 GMT
#13
I guess I could help with two champions I know well.

Also, I suggest separating disables and special spells.

Ryze
+ Show Spoiler +

Disables and Special Spells: His only disable is a 1 to 2 second snare that barely outranges most auto-attacks. None of his abilities are skillshots (thus are not avoidable). His ultimate makes his abilities deal AoE damage and grants him spell vamp.

Mobility: No special mobility.

Gameplay: Ryze is mostly played solo mid, but he can also solo top to deal with melee champions. Ryze's abilities deals more damage with mana. Many mana items also gives survivability, so he becomes quite tanky. Also, he will want to stack his Tear of the Goddess as much as possible, so he will often spam his abilities in lane against minions, which makes him stop moving, giving an opportunity to land skill shots. He is also a poor lane pusher without his ultimate.



Swain
+ Show Spoiler +

Disables and Special Spells: He has a long range AoE snare that marks the targetted area, and then snares for 2 seconds after a short delay. He also has a slow with a leash so you can break off by running away from his raven. He has a single target spell that deals damage over time and makes you receive more damage from Swain. His ultimate turns Swain into a giant raven and he damages 3 nearby enemies. He is healed for 25% of the damage done, tripling if he damages champions. This abilities can be kept on for as long as he has mana, but the mana cost increases every second, so he loses mana faster if he keeps the ability on for too long. When he reverts back to normal, the abillity goes on cooldown for 10 seconds.

Mobility: No special mobility.

Gameplay: Swain is most played solo mid, but he is also able to solo top as he can deal with melee champions well. His ultimate gives a lot of health back, so a great way to counter him is to use any ability that reduces healing done (ignite, the active on the item "executioner's calling", and some champion's abilities). He can quickly heal any damage done to him with minions nearby, so it is often a bad idea to engage in a fight against him in a minion wave. Another way to defeat him is to force him to keep his ultimate until he is low on mana.
NSANE.hydra
Profile Blog Joined November 2008
United States644 Posts
Last Edited: 2012-04-28 09:49:07
April 28 2012 09:47 GMT
#14
Format for copy/paste:

CHAMPION
+ Show Spoiler +
Disables and Special Spells:

Mobility:

Gameplay:



JAX
+ Show Spoiler +
Disables and Special Spells: When Jax is twirling his weapon, it means he is dodging all incoming auto-attacks and will stun after a short period. When his weapon glows yellow it means his next attack will deal extra damage. Once he gets his ultimate, every 3rd auto-attack will deal bonus damage as well.

Mobility: Jax can jump to any targetable unit (including wards and allied champions/minions, but not buildings).

Gameplay: Jax is primarily played in either the jungle or in top lane.The longer he is in a fight, the higher his DPS becomes, because he gains attackspeed after attacking. He will generally harass with W (the skill that makes his weapon glow) in lane, and when he wants to engage he will activate his dodging skill then either run up to you or jump on you to stun you. In fights he will attempt to jump on a carry and kill them first. Do not try to 1v1 him unless you are in an extremely better position than he is for fighting.


KASSADIN
+ Show Spoiler +
Disables and Special Spells: His flying purple sphere will silence you, and he has a AoE cone spell that slows. The cone ability can only be used after 5 spells have been cast in his vicinity. His ultimate allows him to blink a short distance, and is on a short cooldown.

Mobility: Kassadin has a low-cooldown blink ability that grows in damage AND cost the more he uses it within a short timespan.

Gameplay: Kassadin is an assassin/mage champion, played almost always in the mid lane. He has high burst damage and excels at picking off enemies. He can travel quickly from lane to lane, so be extra careful of ganks when playing against him after he has reached level 6. He is strong against many mages, and harasses well. Most of his harass will come from him firing the purple sphere over and over. After he hits 6 he can blink into range of you and silence you, then run out of range before the silence wears off and you have the chance to retaliate. He is weak in lane and relatively easy to kill pre-6 though, due to lack of any other escapes and his melee nature.


LEE SIN
+ Show Spoiler +
Disables and Special Spells: Lee Sin uses the energy system. He has an AoE slow that affects both movespeed and attackspeed. He can also kick an enemy champion away from him, and if that champion hits any other champions, they will be knocked into the air and damaged. All of Lee Sin's abilities (except for his ultimate) have a secondary ability that can only be used once the initial ability has been used. After Lee Sin uses an ability he gets extra attackspeed for a short period of time.

Mobility: Lee Sin can dash to allied champions/minions/wards. He can also dash to an enemy with the second ability of his Q, which is the blue ball he shoots out. However he can only activate this dash if the first skill hits an enemy.

Gameplay: Lee Sin is a high-skillcap high-mobility bruiser champion, played in either the top lane or the jungle. He can deal high damage to low-health targets, and can be very slippery if played properly. If you can avoid his blue energy ball, you will be avoiding a large source of his damage. He will generally be targeting the AD carry of the enemy team because of his attackspeed debuff. In lane he will rely on his shield to outsustain his opponent. After he shields, he can then activate an ability which gives him armor and lifesteal for a short period of time. In order to slow you he first must cast an AoE spell in which he slams the ground. If you don't get hit by this then you won't be slowed if he uses the second ability. Be wary of standing by enemy minions, because he can dash to them to get in range of you, and then use his slowing ability to stop you from escaping and to make his blue ball harder to dodge. He is strong in 1v1s, only engage if you are sure you can kill him.


Edit/use them as you see fit. Lee Sin real complicated -.-
"fuck mech...I could 4pool and as long as he's simply PLANNING on going mech, I'll lose"
Praetorial
Profile Blog Joined May 2011
United States4241 Posts
Last Edited: 2012-04-28 11:05:11
April 28 2012 10:57 GMT
#15
YORICK
+ Show Spoiler +
Disables and Special Spells: When Yorick's weapon glows, it means that his next autoattack will deal bonus damage and summon a ghoul. Yorick has an AOE slow that can be cast from a reasonable range. After getting his ult, Yorick can summon a clone of an allied champion(including himself). This clone is visually distinct from its imprint and will revive its imprint if they die during its duration for a brief amount of time.

Mobility: Yorick's Q ability lets him lead with an autoattack then move faster, but otherwise has little mobility

Gameplay: Yorick is always played top lane, and is a bruiser. Yorick is one of the most high-sustain champions in lane, mostly due to his E ability, which defines him as a champion. It allows him to gain life back from a very safe distance, and the mana cost is very low. During fights, Yorick's primary role will be disruption with his W, and using his R at the best opportunity. He has incredibly high sustain, so if you want to kill him, do so as quickly as possible, or else he will live and regain all his health back in ~1:30. Finally, all of Yorick's abilities summon ghouls, which attack enemies, and passively boost Yorick's attack damage based on how many ghouls he has currently summoned.



(sorry, I had to)
FOR GREAT JUSTICE! Bans for the ban gods!
BlueSpace
Profile Joined May 2011
Germany2182 Posts
Last Edited: 2012-04-28 11:38:43
April 28 2012 11:38 GMT
#16
Great idea... I'll add when I find the time.

RAMMUS
+ Show Spoiler +
Disables and Special Spells: Rammus has two disables. The first one is his powerball that will speed him up and ends when he connects with an enemy champion or minion. All minions and champions are knocked up in a small radius when he connects. Note that his speed slowly increases when he uses powerball. So he will be speed up as he chases you. In lane his powerball is best avoided by hiding behind minions and forcing him to roll around them. The second disable is his signature taunt which will force you to autoattack him for a few seconds. He can combine both disables to great effect.

Mobility: As mentioned before rammus can use his powerball to move around the map fast. He can also use it for ganking to great effect. Be especially wary of lane ganks and when warding river on the side lanes, try to ward a bit further out than usual since he can move in fairly quick.

Gameplay: Rammus is mainly a tank and played as jungler due to his high gank potential and rather weak laning. He builds an obscene amount of armor since he receives an ad bonus from armor due to his passive. Unlike other tanks he mostly relies on armor/mr instead of health and often has a deceptively short health bar. Don't be fooled, even without big items he still has his defensive ball curl which manifests as glowing ball around him. It will give him extra armor/mr and he will return part of the damage that he receives from enemies. When playing him make sure to gank a lot. He is a rather slow jungler but counterjungling him can be difficult due to his taunt/powerball. He excels at peeling and is a good initiator. His ult is on a fairly low cooldown. It deals decent damage during teamfights, can be used to clear waves and also to take down towers as it damages them. He is also super cool and likes to wear shades when not fighting in the league.


Probe1: "Because people are opinionated and love to share their thoughts. Then they read someone else agree with them and get their opinion confused with fact."
Simberto
Profile Blog Joined July 2010
Germany11509 Posts
Last Edited: 2012-04-28 13:30:57
April 28 2012 13:30 GMT
#17
JANNA
+ Show Spoiler +
Disables and Special Spells:
Her Whirlwind will knock you up into the air for a short amount of time. She can let it charge for up to three seconds, or launch it instantly whenever she please during that time. It will always follow the path predetermined when she started it. If it channels longer, it will travel further, do more damage and knock you further up into the air. Her W will slow you by a lot at medium range, and is available when a small bird thingy circles her. Her Ultimate knocks everyone one the opposing team in the area surrounding her away in a direct line from her position. It also heals her teammates in that area if she continues to channel it, but is rarely used to do that. The shield she can put onto allies or herself absorbs some damage, and increases attack damage while active.

Mobility:
When her slow is not on cooldown, she has a very high movement speed and can move through minions. Also her passive increases her teams movement speed by a small amount. Generally, she is very hard to catch due to her movement speed and cc through whirlwind and slow.

Gameplay:
Janna is a support champion, and thus will usually be at the bottom lane with an AD carry. She is very good at peeling, and keeping stuff away from her allies. During the laning phase, the only sustain she gives to her carry is the shield, which has a 10 second cooldown. If possible, try to bait out the shield and then engage in trades afterwards when it is on cooldown. Be careful of a flash + ult combo which can blow you somewhere you really don't want to be, like in the opponents tower.

Generally speaking, her job is that of a cc machine. She can stop enemies from running away, knock people in or out of her team, and make a retreat much safer by using her whirlwind.
TwilightStar
Profile Blog Joined August 2009
United States649 Posts
Last Edited: 2012-04-28 15:06:51
April 28 2012 14:38 GMT
#18
(5)Twilight Star.scx --------- AdmiralHoth: There was one week when I didn't shave for a month.
TwilightStar
Profile Blog Joined August 2009
United States649 Posts
Last Edited: 2012-04-28 15:30:19
April 28 2012 14:46 GMT
#19
sorry I went out of order... but I play these two the most =)

VIKTOR

+ Show Spoiler +

Spells:
His Q is a single-target "boomerang" that deals magic damage, and upon returning gives him a small shield.
His W is a AoE slow/stun. Slows those passing through and if they obtain enough "stacks" they will be frozen in place.
His E is a AoE vector laser, much like Rumbles ultimate. If Viktor has Augment:Death it will deal damage over time.
His R is a AoE silence. Deals damage to anyone around, silencing them for half a second. Upon being called down, it will lock onto a target and follow them dealing damage (much like an ignite.)

Mobility:
No special Mobility, unless he gets Augment: Power and uses his Q. This would increase his movement speed by 30% for a small period.

Gameplay:
Best played in mid (AP Mage). His laser his a good harassment tool if you are able to predict their movements, and his W is perfect for helping prevent ganks and trap a few enemies. all of his abilities except his Q are AoE, so he has some great potential.



ZIGGS

+ Show Spoiler +

Spells:
His Q is a AoE skill-shot bomb that explodes upon touching an enemy (minion, champion or neutral creep)
His W is a AoE knock-up. Though very minimal, it will push an enemy champion a small distance in the direction they were on it. It will also push Ziggs a long direction if he stands on it.
His E is a AoE slow. It is a bunch of tiny bombs that dissapear as enemies step on them, slowing them.
His R is a AoE semi-global. bomb. Its target area is revealed while the bomb is in mid-air, and upon hitting an enemy it deals a lot of damage.

Mobility:
His W has the potential to push him over some small-medium walls if he is positioned on it correctly.

Gameplay:
Best played in mid (AP Mage). His bouncing bomb (Q) is his main spammable ability, and is a great harrassment tool if you are good at predicting enemy movement. His W and E are good for helping prevent ganks, they can also be placed in an area to prevent enemies from going there (unless they want to be slowed and take damage). His passive makes one of his auto-attacks deal extra damage based on his AP every 12 seconds.
(5)Twilight Star.scx --------- AdmiralHoth: There was one week when I didn't shave for a month.
sob3k
Profile Blog Joined August 2009
United States7572 Posts
April 29 2012 01:01 GMT
#20
Thanks for the input and help guys! I have established a general format I think we can follow. (Quote this post and copy the info in between the dashes).

----------------------------------------------------------------------------------------------------------------------------------------------------------------------------------
NAME IN CAPS
+ Show Spoiler +
Disables and Special Spells:

Mobility:

Gameplay:



----------------------------------------------------------------------------------------------------------------------------------------------------------------------------------

Remember this is information at the MOST BASIC LEVEL. This is also not a guide for playing the champion, it is for playing against them, and it is not a guide. This is for people who probably have never seen or played against this champion before and need to know what they do. I know I started off giving some tips for counterplay and such, but I am moving away from this and decided to just describe the champion more than give specific advice, as we start getting into guide territory. The only exceptions to this are very specific avoidance techniques (stand behind minons to block Rammus powerball), or very important counterpick advice (Kassadin is anti-mage).

For instance you don't need to say "don't trade hits with enemies while they have Janna shield", just describe the shield and the player can work out how they are going to play.

When describing a skill, we don't want to be referencing "Lee Sin's Q" or "resonating strike", as this is completely unhelpful for our audience who has no fucking idea what that is. Describe the skill visually or by effect so that someone playing could identify it from seeing it used. IE: Morganas purple shield, Viktors boomerang, etc...this can be trick but do your best.

Here is a quick overview of the information needed in each slot:

Disables and Special Spells:

First list disables, try to include range/duration if important, but in simple terms (strong long slow at mid range instead of 60% 4 second slow at 600 range).

Special spells would be spells that arent immediately obvious as to their effect and are important to understand in lane. For example there is no need to describe of Ahri's Q and its details here, as I'm sure players can figure out to avoid glowing projectiles and will see its behavior easily. Skills like Poppy/Shen ult or spellshields or visually confusing spells are what needs to be addressed. Spells where if you dont know what they do you will WTF and could die horribly and be confused as to what happened. If they effect mobility you can just mention them in that section. Use your best judgement on what you think could be confusing for players completely unfamiliar with the champion.

Mobility:

Anything that effects the champs mobility. Dashes, teleports, speed buffs, etc... We don't want nubs unaware that Akali can jump on them from half a screen away.

Gameplay:

This is the big category, I have an order of things you should address:
1. This champ is a ______(pick a few terms: tanky/long range/assassin/ganky/fragile/farmy/bursty/sustaining/etc...) _______ (most common role and any less common role.)

2. What this champ will do most of the time in lane. (sit back and harrass with X, Y, get in your face, instaclear and gank other lanes etc...). If they have a weak earlygame and avoid fights or the opposite you can mention that.

3. Important combos they will attempt on you. You can mention cooldowns in a general manner.

4. Anything else you feel pertinent, good to mention sustain and if they have any obvious weaknesses.
In Hungry Hungry Hippos there are no such constraints—one can constantly attempt to collect marbles with one’s hippo, limited only by one’s hippo-levering capabilities.
1 2 Next All
Please log in or register to reply.
Live Events Refresh
Next event in 19m
[ Submit Event ]
Live Streams
Refresh
StarCraft: Brood War
ggaemo 1751
Bisu 1065
hero 725
Hyuk 653
yabsab 562
Killer 517
Leta 460
Nal_rA 283
firebathero 275
PianO 110
[ Show more ]
Dewaltoss 104
Noble 46
Sharp 38
Backho 35
Rush 35
sSak 33
ToSsGirL 16
sorry 16
ZerO 15
Yoon 12
Bale 5
Dota 2
XaKoH 381
XcaliburYe287
BananaSlamJamma249
League of Legends
JimRising 440
Counter-Strike
olofmeister1484
shoxiejesuss640
Stewie2K444
allub276
edward40
Super Smash Bros
Westballz41
Other Games
summit1g7963
singsing572
ceh9530
Fuzer 137
Pyrionflax128
SortOf119
NeuroSwarm58
PartinGtheBigBoy40
rGuardiaN31
ArmadaUGS23
RotterdaM17
ZerO(Twitch)1
Organizations
Other Games
gamesdonequick1033
StarCraft: Brood War
UltimateBattle 43
StarCraft 2
Blizzard YouTube
StarCraft: Brood War
BSLTrovo
sctven
[ Show 16 non-featured ]
StarCraft 2
• Berry_CruncH429
• davetesta32
• LUISG 19
• AfreecaTV YouTube
• intothetv
• Kozan
• IndyKCrew
• LaughNgamezSOOP
• Migwel
• sooper7s
StarCraft: Brood War
• BSLYoutube
• STPLYoutube
• ZZZeroYoutube
League of Legends
• Stunt1246
• HappyZerGling132
Other Games
• Scarra1039
Upcoming Events
OSC
19m
WardiTV Summer Champion…
1h 19m
WardiTV Summer Champion…
5h 19m
PiGosaur Monday
14h 19m
WardiTV Summer Champion…
1d 1h
Stormgate Nexus
1d 4h
uThermal 2v2 Circuit
1d 6h
The PondCast
2 days
WardiTV Summer Champion…
2 days
Replay Cast
2 days
[ Show More ]
LiuLi Cup
3 days
uThermal 2v2 Circuit
3 days
RSL Revival
3 days
RSL Revival
4 days
uThermal 2v2 Circuit
4 days
CSO Cup
4 days
Sparkling Tuna Cup
5 days
uThermal 2v2 Circuit
5 days
Wardi Open
6 days
RotterdaM Event
6 days
Liquipedia Results

Completed

ASL Season 20: Qualifier #2
FEL Cracow 2025
CC Div. A S7

Ongoing

Copa Latinoamericana 4
Jiahua Invitational
BSL 20 Team Wars
KCM Race Survival 2025 Season 3
BSL 21 Qualifiers
HCC Europe
BLAST Bounty Fall Qual
IEM Cologne 2025
FISSURE Playground #1
BLAST.tv Austin Major 2025
ESL Impact League Season 7
IEM Dallas 2025

Upcoming

ASL Season 20
CSLPRO Chat StarLAN 3
BSL Season 21
BSL 21 Team A
RSL Revival: Season 2
Maestros of the Game
SEL Season 2 Championship
WardiTV Summer 2025
uThermal 2v2 Main Event
Thunderpick World Champ.
MESA Nomadic Masters Fall
CS Asia Championships 2025
Roobet Cup 2025
ESL Pro League S22
StarSeries Fall 2025
FISSURE Playground #2
BLAST Open Fall 2025
BLAST Open Fall Qual
Esports World Cup 2025
BLAST Bounty Fall 2025
TLPD

1. ByuN
2. TY
3. Dark
4. Solar
5. Stats
6. Nerchio
7. sOs
8. soO
9. INnoVation
10. Elazer
1. Rain
2. Flash
3. EffOrt
4. Last
5. Bisu
6. Soulkey
7. Mini
8. Sharp
Sidebar Settings...

Advertising | Privacy Policy | Terms Of Use | Contact Us

Original banner artwork: Jim Warren
The contents of this webpage are copyright © 2025 TLnet. All Rights Reserved.