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All Champions Playstyles Tier List Wild Rift
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League of Legends Playstyles

134 playstyle tags mapped across every champion. Pick one to see which champions do it best.

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