How would you grade champions?

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Imwetoddid

Senior Member

01-31-2012

It's not really a surprise that most tier lists are extremely biased. So, how would you grade each champion on their effectiveness in dominion?

The ones that come to mind are:
Escape Mechanic
Map Control (Movement speed and Global Ults for the most part - on a scale of Anivia to Rammus)
Gap Closer
Harass
Sustain
Tankiness
Damage
Crowd Control
Pushing


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Grantson

Senior Member

01-31-2012

Other factors that kind of branch from your list

Ability in 1v1 fights
Movement speed (base level and ability enhanced)
Range of harass to interrupt capture


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Zulgaines

Senior Member

01-31-2012

Pantheon:

Ability range: D-, see me after class. Your ult does not make up for this mister.

Everything else is solid A


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Imwetoddid

Senior Member

01-31-2012

What actually makes "Ability in 1v1 fights"?
I'd guess that it's a combination of having:
-Poor to Moderate Tankiness
-Moderate to High Sustain
-High Damage
-Moderate Gap Closer
-Moderate Crowd Control

Sustain and Tankiness are sort of interchangeable in this regard, Sion is incredibly "tanky" 1v1 even if he's glass cannon.


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ShawNuff

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Member

01-31-2012

At this point in dominion, I grade them on their effectiveness with early game items but assuming they get lots of levels.

So champs like Alistar are pretty good because he scales well with levels and gets really tanky without needing a ton of items

Shaco/Urgot/Panth/Lebonkers are good because of how strong their early game is.


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Grantson

Senior Member

01-31-2012

Quote:
What actually makes "Ability in 1v1 fights"?
I'd guess that it's a combination of having:
-Poor to Moderate Tankiness
-Moderate to High Sustain
-High Damage
-Moderate Gap Closer
-Moderate Crowd Control
You're kind of right in the combination, it's basically their over all skill kit to come out as the survivor to cap the point. Assassin/Bruiser is what people label them, you can find a list in league craft.


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Imwetoddid

Senior Member

01-31-2012

I'm more interested in grading the particular aspects rather than classifying roles.
I only grade on a scale of None/Low/Moderate/High (0/1/2/3 points respectively).

Correct me if you disagree on any of this.

Fiddlesticks for example:
No Escape Mechanic
Low Map Control
No Gap Closer
Moderate Harass (High early, but low late)
High Sustain
Low Tankiness
Moderate Damage (Crowstorm is on too long of a CD, otherwise it would be high)
High Crowd Control
Low Pushing

Would give an overall score of 13.

Pantheon on the other hand:
No Escape Mechanic
High Map Control
Moderate Gap Closer
No Harass
No Sustain
High Tankiness (Only if utilizing his passive properly)
High Damage
Moderate Crowd Control
Moderate Pushing

Overall score of 15
The numbers are only relative in that Pantheon is a stronger pick than Fiddlesticks.