League of Legends Playstyles
134 playstyle tags mapped across every champion. Pick one to see which champions do it best.
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Popular playstyles
Slows
136
Mage
70
Stuns
64
Shields
63
Fighter
60
Displaces
58
Empowered Auto Attacks
58
Attack Speed Boost
53
Self-Heals
49
Early Game Monster
45
Tank
44
True Damage
43
Gap Closer
42
Auto Attack Based
40
Mid Game Monster
38
Slows
Champions who reduce enemy movement speed.
Mage
Champions who deal the majority of their damage through spells rather than attacks.
Stuns
Champions who apply stuns that completely disable enemy actions.
Shields
Champions who apply shields to themselves or allies.
Fighter
Short-range bruisers who deal and withstand moderate amounts of damage.
Displaces
Champions who move or knock enemies from their positions.
Empowered Auto Attacks
Champions whose abilities enhance their next basic attack.
Attack Speed Boost
Champions who can increase their attack speed through abilities.
Self-Heals
Champions who can heal themselves.
Early Game Monster
Champions who want a fight before ten minutes and use the lead to end the game before scalers catch up.
Tank
Champions with high durability focused on soaking damage and disrupting enemy teams.
True Damage
Champions whose abilities deal damage that ignores resistances.
Gap Closer
Champions who have dashes or mobility tools to quickly close distance.
Auto Attack Based
Most of the damage comes from basic attacks rather than spells, so attack speed and crit are the build.
Mid Game Monster
Champions whose strongest power spike occurs in the mid game.
Mage
70
Fighter
60
Tank
44
Assassin
36
Diver
17
Vanguard
14
Catcher
13
Juggernaut
13
Enchanter
10
Artillery
9
Battlemage
9
Warden
6
Mage
Champions who deal the majority of their damage through spells rather than attacks.
Fighter
Short-range bruisers who deal and withstand moderate amounts of damage.
Tank
Champions with high durability focused on soaking damage and disrupting enemy teams.
Assassin
High-burst, fragile melee champions who aim to quickly eliminate priority targets.
Diver
Mobile fighters who dive into the enemy team to eliminate key targets while surviving initial retaliation.
Vanguard
Engage-focused tanks who initiate fights decisively.
Catcher
Champions who specialize in trapping or locking down enemies through catch tools and threat zones.
Juggernaut
Slow, hard to kill, and lethal if they reach you; the whole matchup is whether they do.
Enchanter
Supports who keep their carry alive with heals, shields and speed rather than doing the killing themselves.
Artillery
Mages who fight from maximum range and win by landing skillshots you cannot answer from where you stand.
Battlemage
Short-to-mid range mages who excel in extended fights, dealing sustained AoE damage while being harder to kill than typical mages.
Warden
Defensive tanks who specialize in protecting allies and controlling threats.
Jungle
63
Top
62
Mid
56
Support
49
Carry
43
Primarily Top
40
Primarily Jungle
39
Primarily Support
35
Primarily Mid
32
Primarily Carry
27
Jungle
Every champion who is regularly played in the jungle.
Top
Every champion who is regularly played in the top lane.
Mid
Every champion who is regularly played in the mid lane.
Support
Every champion who is regularly played support, enchanters, tanks and mages alike.
Carry
Champions played in the bot lane carry position, marksmen and mage bots alike.
Primarily Top
Champions whose main role is top lane, whatever else they can flex into.
Primarily Jungle
Champions whose main role is jungle, whatever else they can flex into.
Primarily Support
Champions whose main role is support, whatever else they can flex into.
Primarily Mid
Champions whose main role is mid lane, whatever else they can flex into.
Primarily Carry
Champions whose main role is bot lane carry, whatever else they can flex into.
Slows
136
Stuns
64
Displaces
58
Roots
27
Long Range CC
18
Pulls
11
Fears or Berserks
9
Suppresses
6
Silences-Interrupts
5
Charms
4
Cripples
4
Taunts
3
Sleeps
2
Slows
Champions who reduce enemy movement speed.
Stuns
Champions who apply stuns that completely disable enemy actions.
Displaces
Champions who move or knock enemies from their positions.
Roots
Champions who apply roots that prevent enemy movement.
Long Range CC
Crowd control that lands from outside normal fight range, so the fight starts before the enemy chose to.
Pulls
Champions who drag or hook enemies toward them or their team.
Fears or Berserks
Champions who apply fear or berserk effects.
Suppresses
Champions who apply suppression, a rare form of crowd control that locks down enemies entirely.
Silences-Interrupts
Champions who can silence or interrupt enemy spellcasting.
Charms
Champions whose abilities force enemies to walk toward them.
Cripples
Abilities that cut the enemy's attack speed or attack damage.
Taunts
Champions who can force enemies to attack them involuntarily.
Sleeps
Champions who can put enemies to sleep, completely disabling them.
True Damage
43
Executes
34
Burst
33
DoTs
24
Deletes ADCs
20
Point and Click
19
Percent Max Health Damage
15
Hybrid Damage
12
Long Duration High Damage AOE Ult
12
Long Range Poke
11
Sustained DPS
11
Spells Bounce
10
Armor Penetration
8
Threshold Execute
7
Inflicts Bleeds
5
Poisons
5
True Damage
Champions whose abilities deal damage that ignores resistances.
Executes
Champions who deal bonus damage based on how low the target’s HP is.
Burst
Champions who eliminate vulnerable targets quickly with high damage combos.
DoTs
Damage over time: apply it and let it keep working while you do something else.
Deletes ADCs
Champions who specialize in instantly killing fragile ranged carries.
Point and Click
Abilities that cannot miss.
Percent Max Health Damage
Damage that scales with the target's health, so tanks are not safe.
Hybrid Damage
Both physical and magic damage, so no single resist stat handles them.
Long Duration High Damage AOE Ult
Champions whose ultimates deal massive, extended-area damage that can decide team fights.
Long Range Poke
Champions who chip enemies down from well outside normal fight range before the real fight starts.
Sustained DPS
Damage dealt steadily for a whole fight rather than in one burst; better the longer the fight lasts.
Spells Bounce
Champions with abilities that bounce between multiple targets.
Armor Penetration
Abilities that reduce or ignore enemy armor.
Threshold Execute
Abilities that kill outright below a health threshold.
Inflicts Bleeds
Champions who apply bleed effects that deal damage over time.
Poisons
Damage that keeps ticking after the target gets away.
Empowered Auto Attacks
58
Attack Speed Boost
53
Auto Attack Based
40
Ability Resets
27
Auto-Attack Resets (Melee)
23
Crit-based
23
Kiting Monster
21
Empowered State
7
Ammo System
3
Empowered Auto Attacks
Champions whose abilities enhance their next basic attack.
Attack Speed Boost
Champions who can increase their attack speed through abilities.
Auto Attack Based
Most of the damage comes from basic attacks rather than spells, so attack speed and crit are the build.
Ability Resets
A kill or a hit refreshes a cooldown, so one good fight snowballs into a chain of casts.
Auto-Attack Resets (Melee)
Abilities that reset the basic attack timer, so a melee champion swings twice in a row.
Crit-based
Champions whose damage really starts once critical strike items come online, usually at two items.
Kiting Monster
Champions who excel at dealing consistent damage while avoiding retaliation.
Empowered State
A transformation or power-up you build toward during the fight.
Ammo System
Damage comes in loaded shots you spend and reload rather than a steady stream of spells, so trading well means counting attacks.
Shields
63
Self-Heals
49
Immunity
25
Heals
21
Damage Reduction
17
Super Tanky
13
Untargetable
12
Escapes Death
10
Drain Tank
8
Mana Heals
7
Dodges Projectiles
6
Spell Shield
5
Blocks Projectiles
4
Projectile Reflect
3
Anti-Shield
2
Shields
Champions who apply shields to themselves or allies.
Self-Heals
Champions who can heal themselves.
Immunity
Champions who can temporarily become immune to damage or crowd control.
Heals
Champions who can heal allies.
Damage Reduction
Champions who reduce incoming damage through abilities.
Super Tanky
Champions with extremely high durability who are exceptionally difficult to kill.
Untargetable
Champions who can become untargetable, avoiding enemy abilities.
Escapes Death
Champions with abilities that prevent or delay death.
Drain Tank
Champions who stay alive by healing off the damage they deal, out-sustaining a fight rather than out-armoring it.
Mana Heals
Kits that restore mana on their own, so blue buff and mana items matter less.
Dodges Projectiles
A button that says no to a skillshot: hop, parry, pool, shroud or whirl.
Spell Shield
A shield that eats the next enemy spell.
Blocks Projectiles
An ability that stops skillshots and basic attacks in the air.
Projectile Reflect
An ability that does not just block skillshots but makes the whole angle useless.
Anti-Shield
Abilities that break enemy shields outright.
Gap Closer
42
Chases
26
Global or Semi-Global Ult
22
Mobility Spammer
18
Roaming
17
Split Pushing God
17
Long Range Ult
16
Wall Jumps
16
Low Mobility
15
Speeds Up Allies
14
Stealth-Invisibility-Camo
14
Blink
12
Invade Specialist
12
Speed Demon
11
Unstoppable
10
Gap Closer
Champions who have dashes or mobility tools to quickly close distance.
Chases
Champions who excel at pursuing escaping enemies.
Global or Semi-Global Ult
Ultimates that reach or travel across the map, so they can join a fight they are not standing in.
Mobility Spammer
Champions who dash over and over during a fight, hard to pin down and hard to play well.
Roaming
Champions who leave their lane to make plays elsewhere on the map instead of sitting on the wave.
Split Pushing God
Champions who take a side lane, win the 1v1 against whoever comes, and take the tower if nobody does.
Long Range Ult
Champions with ultimates that have extremely long cast range.
Wall Jumps
Champions who cross walls the rest of the roster has to walk around.
Low Mobility
No dash and no blink; they walk to you, and hit hard enough to make that fair.
Speeds Up Allies
Champions who grant movement speed to allies.
Stealth-Invisibility-Camo
Champions who can become invisible, stealthed, or camouflaged.
Blink
An instant teleport rather than a dash: they are here, then they are there.
Invade Specialist
Junglers who walk into the enemy jungle at level two and win the fight.
Speed Demon
Champions who rely on high movement speed as a core mechanic.
Unstoppable
An ability that cannot be stopped by crowd control.
Early Game Monster
45
Mid Game Monster
38
Total Health Scaling
28
Unique Resource
26
Late Game Monster
21
Fast Jungle Clear
19
Bonus Health Scaling
18
Power Farmer
15
Transforms
14
Infinitely Scales
12
Reset Snowballer
10
Hard Snowballer
9
Mana Scaling
7
Roam Snowballer
7
Zombie
5
Armor Scaling
4
Early Game Monster
Champions who want a fight before ten minutes and use the lead to end the game before scalers catch up.
Mid Game Monster
Champions whose strongest power spike occurs in the mid game.
Total Health Scaling
Champions whose abilities scale with maximum health.
Unique Resource
Champions who run on something other than mana: fury, heat, flow, cooldowns, or nothing at all.
Late Game Monster
Champions who are weaker than average early and stronger than nearly anyone once they reach three items or level sixteen.
Fast Jungle Clear
Junglers who finish a full clear quickly and reach their first gank or scuttle before the enemy jungler is done.
Bonus Health Scaling
Abilities that scale with bonus health, so a tank build is also a damage build.
Power Farmer
Junglers who win by out-farming rather than out-ganking: efficient clears, every camp on respawn, arrive to fights a level up.
Transforms
Champions who change form, gaining new stats or abilities.
Infinitely Scales
No cap on how strong they get: every stack, kill or minute makes them permanently stronger, so the question is whether you end the game in time.
Reset Snowballer
Resets that turn one kill into a chain, getting cooldowns back mid-fight and continuing.
Hard Snowballer
One kill becomes three: nearly unstoppable ahead, and a struggle from behind.
Mana Scaling
Champions who get stronger from a large mana pool or mana items like Tear of the Goddess, Seraph's Embrace and Muramana.
Roam Snowballer
Champions who leave lane, take a kill, and repeat until the map is theirs.
Zombie
Champions who continue acting or dealing damage after dying.
Armor Scaling
Champions whose abilities scale with armor.
Wombo Combo
23
Initiator
15
Uses Pets
14
Interacts with Terrain
12
Objective Controller
11
Siege Specialist
11
Tank Shredder
11
Zone Control
9
Objective Shredder
8
Teamfight Anchor
7
Terrain Creation
7
Objective Secure
6
Uses Traps
5
Uses Clones
4
Wombo Combo
Ultimates that chain into each other for a whole-team knockup or lockdown, the picks a team drafts around.
Initiator
Champions who excel at starting team fights.
Uses Pets
Champions who summon controllable units.
Interacts with Terrain
Champions whose abilities depend on or manipulate terrain.
Objective Controller
Champions who own the space around dragon and Baron with terrain, turrets or zone spells.
Siege Specialist
Champions who take towers from outside tower range.
Tank Shredder
The picks for when the enemy is five tanks: damage that ignores or scales with big health bars.
Zone Control
Champions who own a patch of ground and make it dangerous to stand in.
Objective Shredder
Champions who melt towers, dragons and Baron faster than the rest of the roster.
Teamfight Anchor
Frontliners who start the fight and hold the middle of it.
Terrain Creation
Champions who put walls on the map and reshape a fight with them.
Objective Secure
Champions who reliably win the smite fight or take the objective outright.
Uses Traps
Champions who deploy placeable traps.
Uses Clones
Champions who can create a copy of themselves to mislead or outplay opponents.
Difficult to Master
37
Combo Heavy
34
Easy to Play
31
Expert 1v1er
27
Forgiving
18
Anti-Melee Bully
17
Dunkmaster
9
Anti-Assassin
6
Anti-Dash
6
Steals From Enemy
6
Defensive Stat Stealer
4
Difficult to Master
Champions with a real learning curve that punish mistakes and reward hundreds of games.
Combo Heavy
Champions whose damage relies on executing ability chains in an optimal sequence.
Easy to Play
Simple kits with clear game plans that you can pick up in a few games and play well.
Expert 1v1er
Champions who excel in isolated duels due to strong trading patterns or survivability.
Forgiving
Champions with the health or the sustain to survive a bad trade and keep playing.
Anti-Melee Bully
Top laners who beat other melee champions in a straight fight and make extending a mistake.
Dunkmaster
Champions with iconic high-impact slam abilities that resemble a massive dunk.
Anti-Assassin
Champions built to survive or shut down an assassin who dives them.
Anti-Dash
Champions who punish mobility, with a stop, a ground or a lockout for whoever jumps on them.
Steals From Enemy
Champions who can steal abilities, stats, or spells from opponents.
Defensive Stat Stealer
Champions who get tankier by taking armor, magic resist or stats from the enemy.
Flash Combos
29
On-Hit
15
Waveclear Monster
10
Flash Combos
Champions with a signature Flash combo: an ability whose cast finishes after Flashing, so it lands from further away than the enemy expects.
On-Hit
Champions who build items that trigger on every basic attack: Blade of the Ruined King, Guinsoo's Rageblade, Wit's End, Kraken Slayer.
Waveclear Monster
Champions who delete a minion wave with one rotation.