This build has been archived by the author. They are no longer supporting nor updating this build and it may have become outdated. As such, voting and commenting have been disabled and it no longer appears in regular search results.
We recommend you take a look at this author's other builds.
This guide has not yet been updated for the current season. Please keep this in mind while reading. You can see the most recently updated guides on the browse guides page
5 Champs You Should Know How To Play [AKA Who do I Buy Next]






Your votes and comments encourage our guide authors to continue
creating helpful guides for the League of Legends community.
Choose Champion Build:
Spells:
Ghost
Exhaust
Ability Order
Ki Barrier (PASSIVE)
Shen Passive Ability
Preface/Disclaimer

Special thanks to Kibblinator for this amazing banner!
If you came to this thread only interested in suggestions on who to buy next, you can skip down here. However, I do recommend you read the whole thing, as you might learn something.
Alright, if you've been around the MOBAFire forums as much as I have, you'll know that there's one type of thread that you see a lot.
"Hey, guys, I've got XXXX amount of IP! Who should I buy next: This guy, this guy, or this guy?"
And the answers that the experienced members of our community give are usually the same. "Play someone whose playstyle you're familiar with, or someone who you really like that you've tested."
This guide will hopefully serve to answer this general question with a specific answer, along with many more, in one fell swoop.
This guide will NOT give an in-depth guide to each champion. If that's what you're looking for, I recommend simply looking at the first few highest rated builds for each champ.
By the way, if you're not active on the forums, now is a great time to start! Make an account, log in, and go click on the "Forum" tag near the top of the screen!
I'd be willing to say that in an even game, most of the team-fight losses are caused by team composition.
Many have said this before, and this should be old news to you, but the ideal team should have:
-A tank
-A ranged AD carry
-An AP carry
-A support
-An offtank or a bulky melee DPS (5th member is pretty flexible - optional additional carry)
-A jungler (any of the above can fill this role - usually the tank or the offtank).
With this balance in a team, you already have an advantage going into a large fight. Anyone who has ever tried to play a game with 5 squishy champions will probably find that everyone dies REALLY quickly. Likewise, most games with 5 tanks on a team just don't find themselves dealing enough damage.
Now while LoL is in fact a team game, many players go into what is known as "solo queue". And sadly enough, there aren't nearly enough people in solo queue (especially in lower level games) who realize this essential component of the game. Everyone wants to play the big ranged carry, everyone has a "favorite character" while not knowing how to play anyone else, EVERYONE wants to try the new champion and refuses to play anything different.
Don't be one of these players. I beg you.
You should never, ever have just one champion that you play. Sure, feel free to have a "main" champion that you consider yourself best at. But when you enter a solo queue game, don't rely on your teammates to select champions around you. You need to take the initiative and be the one that adapts your champion choices to your team.
Let's have an example. I was recently quite excited to try out Jet's Gangplank guide in a real game. I get to the champion select screen. What happens?
One player instantly chooses and locks in Ezreal. Another chooses Lux and refuses to switch. Aside from these two locked-in champions, I've also got a Taric and an Ashe, who say that they're duo-queuing and really want those champions.
Guess what?
No Gangplank for me.
That's right, I sucked it up and played my good old Jungle

Sorry, my mini-rant is over. The point is, you need to have a variety of champions that you can play at least decently well, so that when you are in that situation in a ranked game where everyone else is playing their "favorite characters" and you're boned as lucky person number 5, you can choose a champion that fits the team well instead of completely screwing over your team, your ELO, and your allies' ELO.
That means you need to learn at least one of the following:
-A tank
-A ranged AD carry
-An AP carry
-A support
-An offtank or a bulky melee DPS (5th member is pretty flexible - optional additional carry)
-A jungler (any of the above can fill this role - usually the tank or the offtank).
Wait... Doesn't that look familiar? You bet your *** it does.
The following sections will include 5 champions that fall into the above roles that I believe every player should know how to play, or at least champions similar to the ones I suggest. They are all relatively low-priced, ranging from 450 to 3150 IP, and will all test your basics and strengthen your fundamentals of League of Legends.

When you play a tank, you need to be reliable as a meatshield, soaking up damage so your carries can continue to do their thing. A

Tanks most commonly seen are:
-

-

-

-

-

Some less common but still viable picks are:
-

-

-

-

-

-

-

-

-

Yes, yes, I know that some of these champions aren't the best tanks. I know that some of these champions are often built differently. The point is, if you can learn to play a champion from the above list well as a tank, you can be there for your team when they need a tank in champion select.
Try to use the above mentality for all following lists.
In this particular instance, I'll be talking about

His E constitutes an extremely powerful 2.5 second taunt at rank 5 - oh, and it's area-of-effect. This gives him the "crowd-control" portion of being a tank. The more the enemy team attacks you, the less they're attacking your carry.
His other basic skills are just alright - there's nothing too special about them compared to other tanks, to be honest, although they're by no means lackluster. They simply lack the appealing qualities that skills like


His ultimate,


Buying Shen will teach you the essentials of being a tank - when to move forward, when to retreat, and most importantly, how to protect your carries through positioning and crowd control. Shen in particular will also test your map awareness, as any good Shen player will always be checking the map for big fights and people in need of his ultimate.
Conclusion:
-Kind of cheap (3150 IP)
-Powerful CC, strong base stats
-Extremely powerful ultimate
-Will improve map awareness greatly
A "soft" carry is a champion that only require powerful skills to do well and aren't as item reliant. Soft carries include


A "hard" carry is a champion that needs a powerful item build and isn't as skill reliant in order to dominate a game. Hard carries include


Also an essential on almost every team, the AD ranged carry is the champion that takes long range potshots at enemies and towers and can crush a team if left unchecked. However, as a carry, these characters tend to be quite weak early game, requiring a stronger item build and higher ranked skills to be useful in a fight. But once they reach that point, watch your ***.
When you play a ranged carry, you need to know where your relative zone of safety is. Your job in a fight is to deal as much damage as humanly possible without dying. Did you catch that last bit? WITHOUT DYING.
It generally isn't your job to kite around and deal damage. Ideally, you will be a mobile machine gun that takes down everything in its path if left unchecked. Your tank needs to ensure that you are left unchecked (consider Shen's



Some of the most common ranged AD carries include:
-

-

-

-

-

-

-

Less common but viable picks include:
-

-

-

-

-

-

-

Here I'll talk about

Ashe will help you learn how to play a ranged carry efficiently. Just because she's weak early-game doesn't mean that she's doomed in the lane - other champions are often just as weak. Playing Ashe will teach you how to harass and zone effectively while keeping your map awareness up and still getting creep farm.
Zoning with Ashe constitutes letting your creep wave push to your tower (again, an essential part of last-hitting) and standing in front of the ranged creeps, threatening to hit your opponent with a Volley or with an autoattack. When your


Shurelia has an excellent video on zoning that I highly recommend you watch, no matter who you play.
In a mid lane, it comes down to who plays better. If you do that as a carry, you've gained a lot of momentum for the rest of the match.
Ashe in particular gives you extra gold for each creep kill with Hawk Shot and also lets you scout the map, so she's a great introduction into playing a ranged carry well. You'll get your key items faster and you'll escape ganks more often. But just because she's easier to play doesn't mean she's easy to master - a brilliant player controlling an Ashe is still one of the most dominant forces in the game. Don't think that Ashe is inferior to other carries just because she's cheaper to buy or easier to master.
Conclusion:
-Noob-friendly. Built in ward on a 60 second cooldown, extra gold for kills
-Strong harasser in lane
-Strong champion late-game
-Extremely cheap, is free very often.
"But Jebus," you shout, "Why is this stupid 'last hitting' so important anyway?"
Well, you only get gold if you were the one that killed the minion, not your minions or towers. Now when you get a successful last hit, you see gold pop up, ranging from around 15 gold to over 30, depending on the type of minion killed. This, at first, really does seem inconsequential, doesn't it? Then you start to realize that the average minion wave contains around 100 gold. Then you realize that you can conceivably have a

Still don't believe me? Alright, who watched the ESL series? One of the quarterfinal games was CLG vs. LowELO, with CLG being the widely favored victor. Now early game, LowELO was surprisingly ahead, at least at first glance. They were up one or two kills, and had gotten two Dragons - that's a huge advantage, right?
Then Phreak opened the creep scores.



What kind of disparity is that? To put it into pure numbers, these two champions had around 2000 more gold than the opposing "top farmers". Even with 2 Dragons and 2 kills, you don't even come close to that - about 600 gold behind, actually.
So at the 25 minute mark, CLG pushed out. Ashe had her


This is how essential last hitting is to the game. It means the difference between recalling back to buy a



Anyway, back on topic.


Conclusion:
-Will force you to learn how to last-hit well
-Strong burst mage, second only to champions like


-Cheap, free quite often.
Sadly, this doesn't work.
If you've got a game where you have one really fed

More often than not, the fed champion will actually succeed in carrying the game, but sometimes, they need someone to help them not die instantly. This should be the tank, but he can't do everything.
This is where the support comes in. Support champions are almost exclusively dual lane champions, who head down to bottom lane with an ally. Support champs generally don't need as much gold as others and are designated to keep allies alive while maintaining a high assists to deaths ratio.
The best support champions include:
-

-

-

-

-

More uncommon but still viable picks are:
-

-

-

-

-

-

The reason why I say "best" this time instead of "most played" is because those five champs are, in short, the 5 best support champions in the game. The uncommon picks all have some purpose other than support - they can nuke, or go damage, or tank. The five champions up top are almost always exclusively support champs, with few exceptions.
I chose



She has a knock-up with her



-Will make you better at giving CS to your lane mate
-Will teach you more about map awareness with constant use of

-Will allow you to more readily make sacrifices for your team, such as dying to allow your carry to live
The fifth role on your team is generally much more flexible than your other four roles. If you. Normally, in addition to a full tank, you also want what people call an "offtank", or another character who is bulky enough to take a lot of damage, to relieve some of the burden off the main tank. Another role that is useful on a team is the "tanky DPS", which is a melee champion that is an offtank while also being able to take down one character particularly fast. By playing a tanky DPS, you force your opponent to choose between two bad options - either ignore you and die to your stream of DPS, or focus you and get obliterated by the enemy carry. In a fight where both


-

-

-

-

-

Other viable tanky DPS include:
-

-

-

-

There are plenty more offtanks, like


The theme of "tanky DPS" is a character that can deal a substantial amount of damage - perhaps not as much as a pure DPS carry, but substantial damage nonetheless, while still remaining tanky. These champions dive into the heat of battle and force the enemy to choose between two poor decisions: Ignore them and die, or focus them down and waste your damage on him as their carry takes you out.
A tanky DPS must be strong enough to run into a fight and dish out tons of damage, while also being able to survive most attacks thrown at them. They can't survive focus fire for as long as a dedicated tank could, but they're much beefier than, say

-

-

-

-

-

You'll notice that many of these champions are also listed under "offtanks". There's a reason for this - a tanky DPS character always naturally doubles as an offtank They can take load off of the main tank, which in turn allows him to tank better and more efficiently, which in turn lets your carry dish out more damage without fear of being targeted.
Now if you'll bear with me for a moment, hold on to the idea of "tanky DPS". I need to discuss something else very critical to the game - jungling. This will tie in to the theme of this section, so have patience.
As you get into higher level games, you will see a jungler in almost every match. A jungler is simply a character who never enters the lane and levels up by killing neutral jungle creeps. A good jungler can level up almost as quickly as a solo laner.
Now what exactly is the advantage of having a jungle? In essence, it allows three of your teammates to have the experience equivalent to that of a solo lane. You'l basically have three carries. And ideally, you'll have a solo mid, a solo top, a jungle, and a duo bottom. Why always duo bottom? Simple, Dragon control is incredibly important and the bottom lane can reach there faster.
A jungler is almost always the one to initiate a gank, since they roam all the time. Therefore a jungler must have a strong initiate for a gank, and ideally some type of crowd control, although red buff is sometimes enough.
The best junglers include:
-

-

-

-

-

-

-

-

-

While other viable picks are
-

-

-

-

-And many others
If you notice something, these characters all have quite a bit in common. They all generally have strong initiates or CC, and they are all quite beefy characters. A squishy can almost never jungle without sacrificing something in the way of runes, masteries, or jungle time.
For this particular example, I have chosen Warwick. He is widely regarded as one of the best junglers in the game, and is quite a strong offtank if you build him correctly. Warwick's jungle path is the most diverse in the game, as his natural lifesteal and his





With a good team, against a champion that doesn't pack some sort of really powerful escape mechanism, Infinite Duress is almost guaranteed to land you a kill when ganking, at least if you play Warwick correctly.
His build almost always includes






Most junglers require runes and masteries - for example, it is impossible to jungle Rammus or Malphite without armor runes, at least not efficiently. Warwick, however, is one of the few champions that can start jungling at summoner level 1, regardless of runes or masteries. Thus he is a very good champion for beginners to learn how to jungle with.
By playing Warwick, you will learn the essentials of being a jungler and an offtank. Warwick is not only easy to jungle with, he is also a very forgiving champion. You can afford to make a few minor mistakes and still easily finish your jungle. Compared to jungle

The particular build I suggest with Warwick makes him quite beefy while still being able to dish out a large amount of damage though Bloodrazor, The Black Cleaver, and your Sunfire Cape. If a team focuses you in a team fight, that's a lot of damage that you've absorbed that your carry did not suffer. If a team does not focus you, you're ripping their carry to shreds.
Conclusion:
-Warwick teaches you how to jungle at a fundamental level
-Not a 6300 champion, so he's affordable
-Will teach you the basics of being a tanky DPS and drawing enemy fire
The first thing I'll say is if you like a champion and are interested in purchasing him/her, you REALLY want to wait until he/she is free and test the champion out first before purchasing. For example, I blew my first 6300 IP on

Anyway, a lot of you definitely have asked the question "I have this much IP, so who should I buy next?" or "I like THESE champions, so out of this list, who should I get next?"
The following sections of this guide will give you RECOMMENDATIONS on which champions you MAY like and/or are best suited to your playstyle. Every champion in the game is listed somewhere in this guide, and I'll try to keep it updated every two weeks.
Keep in mind that these are just suggestions. Odds are, if you play a tank, you'll be better at playing another tank than you will at playing a ranged DPS, and vice-versa. These will not be 100% accurate.
The following lists will also include champions that are not always built a certain way, even sub-optimally. You might see
Blitzcrank in the tank section, even though he usually isn't and probably shouldn't be built like a tank.
THE "GUIDE" PORTION OF THIS GUIDE ENDS HERE. THE FOLLOWING ARE SEVERAL LISTS OF CHAMPIONS CATEGORIZED BY DIFFERENT ATTRIBUTES
Table of Contents
I. Tanks II. Offtanks/Tanky DPS
III. Ranged AD Carries
IV. Melee AD Carries
V. AP Carries
VI. Anti-Carries
VII. Support
VIII. Junglers
Tanks
Back to the Table of Contents











Uncommon Tanks
Back to the Table of Contents




Offtanks/Tanky DPS
Back to the Table of Contents




















Ranged AD Carries
Back to the Table of Contents












Melee AD Carries
Back to the Table of Contents











AP Carries
Back to the Table of Contents





























Anti-Carries, or "Assassins"
Back to the Table of Contents
I'll insert a brief explanation here since a lot of people may not know what anti-carries are. An anti-carry is a champion that is designed to single out the biggest threat on the enemy team and kill it quickly, even if it means at the cost of their own life. They specialize in huge burst damages and generally have flashes, blinks, or movement buffs. If you like playing assassins, you'll like these types of champions.















Supports
Back to the Table of Contents











Junglers
Back to the Table of Contents




















Table of Contents
For the Aggressive Early-Game Player
For the Player who Loves to Farm
For the Player who Loves to Gank
For the Player who Loves to Push
For the Lover of Hard-to-Learn Champions
For the Lover of Easy-to-Learn Champions
For the Player who Needs to Carry His/Her Team
For the Player who Will Not Let That Carry Die
I like being very aggressive in a lane and beating my enemy!
Back to the Table of Contents


























I like farming a lot and being very strong late game!
Back to the Table of Contents















I prefer to roam around the map looking to gank people!
Back to the Table of Contents














I prefer to push a lane early-game and push towers late-game!
Back to the Table of Contents











I like a champion that takes a lot of skill to play!
Back to the Table of Contents











I like a champion that's quite easy to play!
Back to the Table of Contents










I want to be the main damage dealer on my team!
Please refer to the ranged AD and melee AD sections for this.
I want to be an asset to my team that lets my carries survive!
Please refer to the tank and support sections for this.
Some of you may disagree with this list - that's fine. I'm just saying that some champions are simply slightly less viable in higher level play, not that you cannot ever win a game with that champion.
I am not a top-tier player. A lot of this list is based off of what I have seen directly through videos, livestreams, tournament play, and my own experience. If you have any disagreements or improvements to suggest about the list, please do so.
Without further ado, the list.
Table of Contents
I. Tanks
II. Offtanks/Tanky DPS
III. Ranged AD Carries
IV. Melee AD Carries
V. AP Carries
VII. Support
VIII. Junglers
Tanks
Back to the Table of Contents
Most Viable:




Viable:




Offtanks/Tanky DPS
Back to the Table of Contents
Most Viable:










Viable:






Ranged AD Carries
Back to the Table of Contents
Most Viable:






Viable:




Not As Viable:


Melee AD Carries
Back to the Table of Contents
Most Viable:




Viable:


AP Carries
Back to the Table of Contents
Most Viable







Viable:







Supports
Back to the Table of Contents
Most Viable:







Viable:



Junglers
Back to the Table of Contents
Most Viable:










Viable:






Not As Viable:




Q. Are you a professional?
I'll add more to this FAQ as more questions are asked.
-Updated tier lists.
08.02.2011
-Added Wukong, slightly updated tier lists.
07.22.2011
-Updated tier lists again, added Leona.
07.01.2011
-Revamped a lot of the builds for the 5 champions shown
-Added Yorick to the lists
06.11.2011
-Updated tier lists again
-Added Orianna to the lists
-Updated Shen build to reflect buying Randuin's before Guardian Angel
05.22.2011
-Slightly updated Ashe and Warwick builds
-Updated tier lists, added Twisted Fate as one of the best AP carries, added a "Pusher/Backdoorer" section to "playstyle".
05.13.2011
-Added Maokai and Vayne to all the lists
-Updated the list to move Jarvan up as a top-tier tank
05.04.2011
-Updated a lot of the lists. Moved Nocturne way up on the jungler list as he's one of the strongest in game now. Moved Trundle up. Moved Jarvan up as a tank. Added Brand to the AP Carries section and Rumble to tanky DPS.
04.04.2011
-Guide published
-FAQ added
-Added Shurelia's zoning tutorial - thanks, Wintermond, for the suggestion!
04.03.2011
-Majority of guide written
-YAAAAAY
You must be logged in to comment. Please login or register.