Controller

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Controllers assist their allies with potent utility and keep enemies at bay with crowd control. Weak when alone, supports are capable of massively amplifying their teammates' power to become the strongest class in group combat (or teamfights), supplying crucial utility or crowd control at clutch moments to save allies from death and enable takedowns on the enemy team.

Supports typically start out by assisting the marksman in lane, as their own power is less dependent on items to function well, but over time their contribution expands as they lend aid to their entire team with both their spells and effective, yet affordable, items. Sub-classes of Controllers are enchanters and catchers.

Catchers[edit | edit source]

Catchers
Strengths
Ranged crowd control, Disengage, Lock down
Weaknesses
Damage, Durability
Averages
Note that the client rates champions on a scale of 1-3, with champions that feature both None and Low in a particular strength being marked equally. In contrast, this Wikia uses a 0-3 scale for Toughness, Control, Mobility and Utility. Any champions listed as 0 can be considered a 1, officially.Damage - A champion's ability to deal damage.Toughness - A champion's ability to survive being focused.Control - A champion's ability to disable or disrupt enemies.Mobility - A champion's ability to move quickly around the map, blink or dash.Utility - A champion's ability to grant beneficial effects to their allies or to provide vision.

Catchers specialize in locking down opponents or, in some cases, entire battlefields by creating intense zones of threat that only foolish enemies would dare wade through. Although not as reliant on their friends as Enchanters, the fragile Catchers greatly benefit from allied presence - both to deter incoming danger and to help capitalize on targets they've locked down.


Enchanters[edit | edit source]

Enchanters
Strengths
Healing, Shielding, Range
Weaknesses
Damage, Durability, Mobility
Averages
Note that the client rates champions on a scale of 1-3, with champions that feature both None and Low in a particular strength being marked equally. In contrast, this Wikia uses a 0-3 scale for Toughness, Control, Mobility and Utility. Any champions listed as 0 can be considered a 1, officially.Damage - A champion's ability to deal damage.Toughness - A champion's ability to survive being focused.Control - A champion's ability to disable or disrupt enemies.Mobility - A champion's ability to move quickly around the map, blink or dash.Utility - A champion's ability to grant beneficial effects to their allies or to provide vision.

Enchanters focus on amplifying their allies' effectiveness by directly augmenting them and defending them from incoming threats. Enchanters themselves are often quite fragile and bring relatively low damage to the table, meaning they really only shine when grouped together with others.


References[edit | edit source]