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League of legends-Roles



Roles

Role is a category that your character will play at this moment. It is usually temporary or evolving throughout the match. Jungler is a role that is filled at the beginning and usually during champion select, but by mid game it no longer serves a purpose, so that character transitions to something else. Heavy AP characters tend to fill the role of "Carry" early to late-mid game. But the earlier they start dominating the more likely the other team will build a lot of Magic Resist and completely neutralize them, at which point another character must step up and be the carry (usually giving the opportunity for the AD caster to shine and take over "carry" duties.)

 

The role in a team

 

 

The AD carry is generally the highest damage dealer late game, putting out sustained damage mostly with its autoattacks. As carries are squishy, these will usually stay at the far back of the team, safe from most damage and having a good chance to retreat if the fight goes bad or they get focused by the enemy team.

The AP carries are generally the highest damage-dealers early-mid game. Their job is to deal lots of damage and incapacitate the enemy team. Later on, the AP carry/mage stays behind the melee champions, its job is to deal extreme amounts of burst damage to a single target (nuking), usually the enemy AD or AP carry, disabling them from the fight (eliminating most of their Health pool will result in them not being able to participate, because they could be killed too easily) or even killing them. They will usually come up front to cast all their spells and then retreat back till they can repeat this combo.

   AD Carry:

    AP Carry:

The Tank

Tanks are the most durable members of the team. They are usually melee champions with some ranged abilities and are supposed to be hardest to kill since they will usually have a lot of Health, Armor, and Magic Resistance that reduce incoming damage. While this is very desirable this also means that a tank usually won’t be dealing lots of damage. Since they are hard to kill and deal minimal damage, they should never be focused by the opposing team, especially if there is a carry nearby, dealing lots of damage. The job of the tank is to protect the carry, disabling the enemy champions from focusing fire on it. A tank champion is essentially the opposite of the carry. While carries specialize in dealing lots of damage (be it sustained or burst) and are generally squishy (low HP and resistances), tanks focus on keeping themselves and the team alive by having a much lower damage output in trade for enormous survivability and crowd control tools. 

 

The Support

Support champions are extremely important and valuable during teamfights, but they are usually very poor at doing anything without the team. They have a low damage output and durability, but they provide utility in their disables and buffs to allies that are a huge asset when fighting the enemy team.

Support champions should assist the champion in the duo lane in laning phase, then always be with the team, healing them or otherwise increasing their chances to win. Support champions should usually buy Aura items, as they benefit the team rather than the individual, and they will usually be the ones warding.

The offtank/tanky DPS

Offtanks and tanky DPS champions are generally melee champions, with a high damage output yet still pretty high survivability to complement their low range. Offtanks support the main tanks while tanky DPS dive in the heart of battle, damaging the enemies' squishies and taking advantage of their durability.

 

Assassins

Assassin champions (also known as anti-carries) are champions who specialize in eliminating the most threatening opponent in seconds, mostly with their extreme burst damage. Assassins typically possess a dash or stealth ability to quickly reach their target without getting focused and disabled, and usually enter the fight after it has begun, so that they survive. These champions also commonly have a good amount of survivability, as assassins are typically melee champions with shorter-ranged abilities, forcing them to be in the heat of the battle until their target is eliminated, making them a good target if the assassin's team isn't fully committed to the battle yet.

Jungler

The Jungler is a champion role that doesn’t level up by fighting minion waves on a lane, but instead gains money and levels by killing the monsters found in their “camps”. The area out of lane is called “the jungle”, thus the name. Junglers have to possess high natural stats and a good skillset in order to be able to jungle efficiently. They commonly have some sort of CC effect, as well as a way to enter the fight quickly, to be able to successfully execute a gank. Junglers will typically be the tank or offtank/tanky DPS, as carries seldom possess the important assets a jungler needs to be successful.  The jungler is a champion like any other, and this role is usually only assigned to him early game. The jungler needs to be able to clear out the monster camps efficiently, while also having a skillset allowing him to successfully execute a gank.