It's no secret that the bruiser archetype dominates the Twisted Treeline meta. In most matches, the champions seen being played are all tanky DPS. The current team composition generally consists of two or three bruisers with very little variation. I believe the following reasons touch on why this is.
Level 1 fights are naturally in favour of teams consisting of Bruisers.
They have naturally high survivability and damage when compared to the other character roles at level 1. In a compact map such as Twisted Treeline, this is especially advantageous due to the fact that anything that is not a bruiser takes time and farm in order to become a significant threat. With the focus on early fights (partially due to the altars, and partially due to map design), other champion types cannot engage, and must cede map control.
Even with the altar unlock time being pushed back to three minutes, bruisers will still be able to dominate and establish control over the jungle and altars. The amount of farm that a champion can get in 1 minute and a half is not enough to compete with bruisers in a low level fight (levels 2-3 are likely in this case), especially when you consider that players will not likely base in order to buy with the farm earned during this time period.
The new map favours most of the Bruiser's skillsets.
Most bruisers that have been released have some form of gap closing, usually tied with a form of crowd control. This may be a stun, a slow, or a knock up, but the end result is the same: the bruiser gets to leap on the target and stick on them. Many champions cannot disengage from this situation. Champions without strong crowd control abilities or blinks have an especially hard time in this environment, as there is no escaping once the bruiser has dashed to them. In Summoner's Rift, this is not a problem. Kiting the bruiser and keeping one's distance, as well as having vision helps to keep these situations from happening. If the character is out of range to be dashed on, then the character is generally safe, and wards give ample time to react to potential ganks.
However, with the current map setup, keeping distance from these bruisers is nigh impossible, as the map is very small compared to Summoner's Rift. In addition, the entrances to the lane are so close that there is virtually no time to react to these ganks, as by the time they have entered the lane, they are already within gap closing distance. With a lanemate, it is very easy to chain CC the target and defeat them within a very short time frame.
With the way the lanes are set up, pushing even slightly past tower range is very dangerous. This means that any champions without these escapes are going to be very gankable at any given time with the lane pushed out, so most of the time they will be camped under their own tower. This also feeds into the problem of losing map control. The enemy character in the lane will be free to roam, with little chance of the non-bruiser being a threat.
The reveal items don't really help to solve this problem, either. If the player reveals an incoming gank, there's generally not a lot that they can do about it because the jungle is so close to the lane. It ends up being a situation where you can see the gank coming about 3 seconds earlier before they reach the lane and jump on you.
Items don't really help other archetypes until they get enough farm.
This feeds into the problem of being afraid to leave the tower radius. Getting farm in these cases will be very difficult. Bruisers can generally farm without worry because they are much less fragile than the other archetypes, and many times have some form of disengage mechanism. In cases where the bruiser is even slightly ahead in lane, this leads to the other archetype losing out on farm, leading to gold starvation.
The new items that are released don't help until mid or late game, as there are no early game items that help out carries or mages. There's nothing that can really help to combat bruisers on the current map early. Partly because of this, bruisers tend to spiral out of control, leading to them becoming more and more farmed whereas the non bruiser becomes more and more gold starved.
While there are other reasons Bruisers work so well on the new Twisted Treeline, I believe that these are three big ones why they dominate so well. When the bruisers dominate a game, there tends to be little chance for the other team to reach their end game, especially when the team varies from the current meta.
bruisers generally have more flexibilty and can do the jobs of several other classes at the same time, although not as potently obviously. vladimir for example has damage similar to, but below, that of a full-fledged AP-carry, while also sharing alot of the survivability found in tanks.
i hope none of that shocks you
but how it pertains to TT is that as teams consist of 3 people versus 5 you cant spread out tasks to highly specialized classes, you need to cram as many roles into as few heroes as possible, and bruisers make that easy.
also the average game length favors bruisers over carries.
I don't think that bruisers are strictly better but generally they dominate in uncoordinated play like solo queue. In team play a bruiser or tank is absolutely necessary but AD and Mages perform really well. Bruisers perform well in solo TT for the same reason bruisers perform well in SR - they have a high skill floor. That said I've had a reasonably high amount of success with Cait, Kog, Vayne, and Teemo as carries and Nidalee, Cass, and Annie as AP.
Losing the first altar isn't crippling, particularly if you push the lanes as hard as you can safely which forces bruisers to lose farm to trying to gank the other lane, lose farm to the tower, or burn lots of mana to clear quickly which means they are going to be weak in the next teamfight. You need to pressure their weaknesses if you are going to allow them to pressure yours.
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