Good day to all of you, Summoners. I would quickly like to go over the second (and shorter) part of the champions statistics.
It seems I've forgotten to include Movement Speed in the last statistics writing! I apologize, but Movement Speed is just how fast your champion can move across the map. Very simple, and can get ridiculous.
Health is just as it is in most other RPGs - How many times you can get hit without your champion dying immediately. Always a good idea to get a lot of health when you can. No one likes dying.
Health Regen is how fast it can regenerate. Every champion has a base health regen that can be improved upon. This is needed for the few champions that use health to cast their abilities.
Life Steal converts a percentage the auto-attack damage you deal on a champion into health regained! It's very useful for ADCs that can't focus much on health.
Mana is what allows SOME champions use their abilities Some champions use Energy, Fury or their Health.
Mana Regen is just how fast you can restore mana over the course of five seconds, which is very useful for mana-eating champions.
Spell Vamp is when you use abilities and get back health for doing damage to an opponent. Very useful on ability-heavy champions.
Cooldown Reduction is how fast your abilities can be used again. It helps later on when abilities are the main things being used in team fights, making or breaking a game. It also works when Summoner Spells are used and item effects!
Goodness, this is very short, and I do apologize for this! I don't think I've missed anything... But if I have, you know where to correct me at.
As always, Summoners, good luck and have fun!
-Archie
Image credit for this post goes to Riot Games Inc. Thanks goes to the League of Legends wiki for a lot of this information.
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In League of Legends, each champion has base stats that can be adjusted to the summoner's liking with runes, masteries, and items in game. I'll be talking about the stats you see at the side of your icon in-game.
The first one you'll see is Attack. This is your damage output and is increased by applying Attack Damage (or AD for short) runes, masteries or in-game items. It directly increases a champion's physical damage for their auto-attacks and/or abilities.
Following attack is Ability Power (or AP for short). This is your power outlet for (some of) your champion's abilities. This can increase a wide variety of things that isn't just magic damage output. Some champion's shielding abilities are drawn from AP, or many supports use AP to increase the effectiveness of their heals.
After AP is Attack Speed. This has the potential to get ridiculously deadly in combination with certain champions. Attack Speed is just as obvious as it looks; the speed at which a champion can attack.
NOTE: This does not effect the casting time of their abilities.
Up next on the list is Armor. Armor is the resistance against Physical Damage caused by AD. The more your opponent stacks AD, the more Armor you should stack in turn.
Last but not least is Magic Resistance, or more commonly said Magic Resist. It protects against the magic damage your opponent can dish out. It's very important to be able to save a few hits of damage from an enemy champion's abilities or better yet, their ultimate. You don't want to take a lot of damage from that.
Well, that's about it for today. Thank you for your time, Summoners. I hope this knowledge enlightens you, and carries you to victory in the near future. And, as always, good luck and have fun.
-Archie
Image credit for this post goes to Riot Games Inc.
How's life going for you all, Summoners? I hope everything's going rather well. Be it good or bad, I have the next part of champion attributes for you all! You've probably noticed the other categories when browsing the shop. Allow me to clear the fogs of confusion for you.
Jungler - We've heard so much about these guys, but what is the basis of a jungler champion? A jungler is a champion that can easily farm the creep in the jungle at an early stage. They can destroy unprepared champions in lane, so be careful when these champs are out and about. Some junglers prefer the brush to lanes because their laning phase might be very weak. Whether they can be easily harassed or they have high dependency on mana, the jungle would give them a slightly easier time.
Most fighters, tanks and assassins can be junglers.
Melee - Melee champions are champions whose basic attack requires them to be up close and personal with their opponents. These champions usually have more health, armor and magic resist than their ranged counterparts. Bear in mind that melee mages are not uncommon!
Pusher - These champions can decimate minion waves quickly and take down towers with ease. Typically pushers have pets, AoE abilities, or high attack speed.
Ranged - A champion whose basic attack is at a sort of distance from the enemy. There are two types of ranged champions; ranged mages and ranged carry. Mages have weak auto-attacks and high damage spells or support, while carries have fast and furious auto attacks.
Recommended - These are champions that don't require intensive knowledge of the game or complex mechanics in playing them. They're all relatively cheap, being under 1350 IP. There's the exception of Sona and Katarina, selling at 3150 IP.
Stealth - Primarily an assassin attribute, these champions have one ability that cloaks them from all but vision wards, turrets and other champions that have ingested an Oracle's Elixir.
A lighter read this time. If I'm missing anything at all, you know where to correct me. But for now, I wish you all good luck, and to have fun on the Fields of Justice.
I hope your day's been well, Summoner. I apologize for the late update. My writings for today will include a staple of what to look for when considering champions; attributes. Now bear in mind that champions can be played in various ways, some even bleeding into other attributes they aren't even listed as, yet there are still key things in those champions that list them under certain attributes in the League's store.
Now, there are two types of attributes - Primary and Secondary. I'll only be going over the Primary attributes in this reading, though!
Assassin - These types of champions are meant to take down important enemy champions quickly, such as the carry or support. With their mobility combined with high burst damage, they're ruthless and very important in any team! However, they do not have any stellar defense stats and their auto-attack damage is impossibly average, and it is not uncommon for them to sacrifice themselves in order to kill a very important target.
Now, assassin champions normally have an ability that either cloaks them with invisibility or allows them to get out of fights easily and quickly. Because of their stealthy nature and low defense, they should not be in the frontal lines of a team fight! They should be protected along with the Carry in order for them to do well. Delicate, yet deadly.
These champions do very, very well against carries, (many) mages, and supports. They have no chance against tanks and fighters.
Carry - Ah, the Carry. These champions are more commonly known as the ADC. Carries have very high auto-attack damage early on, but terrible defense. On most carries, they have skills that scale with their stats, such as increasing Base Damage or Attack Speed or allowing themselves to keep out of trouble while giving their enemy a hard time.
These champions are phenomenal late game, taking down targets with ease (provided their defended well) due to their damage output. This is where they get their name, as they 'carry' their team to a glorious victory!
These champions can normally kill tanks and supports one on one, but they can decimate everything if defended. Due to their low health, however... Mages can take them out quickly, bruising their ego.
Fighter - These champions are more commonly known as Bruisers or Off-tanks. Fighters have the combined survivability of a tank and the damage of a carry or assassin. They may not have the astounding damage like a carry or assassin, or the amazing amount of health as a tank, but they are a comfortable hybrid of the two. They're very deadly early game, as well.
Their difference between carries is that fighters normally have an ability that can disrupt the enemy (ex: fear, taunt, knock-up). In team fights they can take the role of a tank or assassin, and they have many really nice fight initiation abilities. These champions are great at ramming into enemy lines and wreak havoc, while being able to withstand a vast many hits themselves.
Fighters can normally take most things one on one, but they can't deal damage as much or as quickly as a carry can. Fighters fall late game due to low scaling. It's like biting into an other-worldly cookie, and eating the rest of them, and feeling a sense of loss at the end of the day when you want more.
Mage - Mages are most known as APCs. Mages have wonderful magic damage and excellent crowd control abilities, yet low defense. Some mages have incredible burst damage abilities, or they have abilities that do damage over time. Like carries, mages can carry teams to sweet victory with their high ability power, but fall off a little in the very late game stage. They need a tank to protect them since they lack any sort of durability, and also because they tend to be high priority targets.
Mages are capable of easily picking off carries, other mages and supports. Fighters and tanks can easily shrug off the magic glitter they throw at them.
Some mages can become naturally tanky! And others can work a bit like carries in the sense that they can dish out damage well enough. Typically, they have poor mobility.
Support - League's babysitters, helping out the team with abilities that slow, give buffs to their allies, and debuffs to their enemies and generally make the carry's laning life a breeze. Their job is to sit back and let the carry farm for gold while they absorb some experience, and place wards on key areas of the map. These champions tend to rely more on their abilities than their auto-attacks. Some supports have enough ability power in them to become mages, and some mages can be supports!
Supports can't really kill anything except other supports, but they are simply deadly when paired up with any other role. Well, except tanks.
Tank - We've heard quite a bit about this infamous tank already, but what exactly are they? Tanks are champions with extremely high health, defense and amazing crowd control abilities. These have the potential to be great harassers and can soak up tons of damage. They are expected to initiate team fights, or at least be at the front lines. Focusing targets, they tend to need the help of the assassin, carry and fighter to take targets out since they don't have very high attack. Tanks should know when to lead or retreat, as they are at the front of the line and the rest of the team will usually follow them. If the tank can't do it, no one else probably can either (Although there are times where I've seen this proven false)! They are the team's protectors, and should sacrifice themselves when necessary for a vulnerable ally if they must.
They have no problem normally taking out mages, but mages that have DoT abilities might give tanks trouble.
Ah! This is a very long read, and I apologize again if there are any mistakes at all. You know how to reach me if there is.
I hope at least some of this information proved useful to you, Summoners. All you need to do now is play around with champions, see which role you like best, which one you're good at. As always, good luck, and have fun!
-Archie
Praise be to the League Wiki for a greater majority of this info Image credit goes to Riot Games Inc