Hello readers,

It’s been quite a long time since I have written an article, but here’s a topic that has been bothering me for a while. This is when a game has characters/weapons/choices that try to achieve too much, and ends up doing nothing. It’s also call jack of all trades, master of none. As many of you know, the “standard” composition of a League of Legends Summoner’s Rift game is the following:

Top Lane: Bruiser or Tank

Middle Lane: Magical Damage Carry

Bottom Lane: Physical Damage Ranged Carry

Bottom Lane: Support

Jungle: Bruiser or Tank

Generally, we want to have champions that can do their roles efficiently (unless you are trolling, special snowflaking it, or just do not care). The top lane bruiser/tank is the most isolated from help and is largely an one versus one matchup with the ocassional jerk jungler(s) that ruin a gentleman’s match. These champions need to be durable, and preferably either good duelists and/or have good sustainability. The middle lane is currently reserved for the AP carry or mage, who has the most active engagements with the enemy team. In addition, they occupy the most active area, so they need to have a fairly strong early and mid game to do well. The jungler generally needs to be extremely fast at killing camps and/or strong at ganking the other lanes. Bottom lane needs a ranged champion that scales well into the late game, and someone whom can function efficiently with low amounts of gold as the support. These are all reasonable attributes that we can assign. However, what if some champions’ design seem to overlap between these attributes?

Read the rest of this entry »