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Threats & Synergies
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Extreme Threats
Ideal Synergies
Alistar
TANK (VANGUARD)
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PROS: Great Crowd Control / Good Engage / Ok Sustain / Extremely Tanky During Ult / Strong Level 2
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CONS: Decently cooldown reliant / Limited range / Extremely punishable on failed engages
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HOW TO PLAY AGAINST:
1. POKE HIM DOWN.
If playing a RANGED Champion, Try and poke Alistar down. He has a harder time engaging without risk at low HP. HOWEVER, when you do try to poke him down, be aware of your positioning.
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2. BE MINDFUL OF POSITIONING.
Alistar can easily CC combo you if you walk to close. Be mindful when walking up to poke that if you are in range, he could all-in you. Use your range advantage and stay away from him when you’re not looking to play aggressive so he cannot all-in you. If Alistar walks into a bush play on the opposite side AWAY from the bushes. Be mindful of the minion wave as Alistar can W a minion to quickly dash to them. Alistar's W works on Champions as well which is how he engages on you.
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3. AVOID GROUPING TOO CLOSELY.
Alistar has strong AoE knock-ups so be mindful of your positioning. Stay close to your team but make sure there is distance between you and your teammates to not both get CC'd by Alistar.
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4. RESPECT HIS LEVEL 2.
Alistar at Level 2 has access to his Q and W which lets him engage and knock you up. Extremely strong Level 2 that if not respected can doom the lane for you. If you can't get Level two before the enemy play safe and show respect.
Aphelios
MARKSMEN
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PROS: Versatile / Good in Extended Fights AND Quick Burst
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CONS: Squishy / Immobile / Weapon Combo Reliant / Item Reliant
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WEAPON COMBO EXPLAINED:
Aphelios has 5 weapons, he will have two weapons at all times. A Main weapon and a Secondary. Weapons have limited ammo and when out of ammo Aphelios will cycle to the next weapon. He can freely swap between his primary and secondary weapon and his abilities apply his secondary weapons effects.
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APHELIOS GUN COLORS
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GREEN Gun: Sniper, Long range. Ability lets him shoot a skillshot snipe that will apply his secondary weapons effect.
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RED Gun: Heals on attacks. Ability gives him movement speed and shoots all enemies in an area around him while applying his secondary weapons effect.
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PURPLE Gun: Slows on hit. Ability lets him root enemies affected by his slow.
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BLUE gun: Flamethrower, basic attacks apply a AoE behind target hit. Ability lets him shoot out a quick AoE and applying his secondary weapons effect.
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WHITE gun: Deploys a turret that applies secondary weapons effect.
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HOW TO PLAY AGAINST:
1. BE MINDFUL OF APHELIOS GUNS. Main combos to look out for.
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(GREEN / WHITE - Long range + Short Range. Turret lets you snipe from long distance for free. Stay away from turret)
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(RED / WHITE - Extremely strong dueling, Strong in Skirmishes)
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(PURPLE / GREEN - Long Range Slows + Root on snipes)
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(BLUE / PURPLE - Extremely Strong Teamfighting, AoE Damage + Slows and Roots on AoE)
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(RED / BLUE - Jack of all trades, AoE, Damage, Healing and Movement speed)
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DONT FORGET Aphelios ult applies whatever his main weapon is + secondary effect. Playing around Aphelios weapon combos is key to winning.
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2. ABUSING HIS IMMOBILITY.
Aphelios only movement is his speed boost from red gun. Catching him out of position or Crowd Controlling him is a death sentence.
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3. WEAPON COMBO PUNISHMENT.
Aphelios weapon combos are major, however because he burns ammo when attacking if not careful Aphelios players can ruin their rotation and get guns with 0 synergy with each other. You can also punish his weapon combo by fighting as a team when he doesn't have his AoE combos or forcing a fight on him when he doesn't have good dueling combos.
Ashe
MARKSMEN
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PROS: Good range / Global vision + Crowd Control / Utility + Slows / Good Engage + Disengage
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CONS: Extremely Squishy / Immobile / Skillshot Reliant
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HOW TO PLAY AGAINST:
1. ABUSE HER IMMOBILITY + SQUISHINESS.
Ashe has no escape abilities or built in sustain. Catching her out of position or Crowd Controlling her is a death sentence.
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2. PLAY AROUND MINIONS.
Ashe's W shoots arrows in a AoE. Minions will block the volley of arrows.
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3. RESPECT HER LEVEL 6.
Ashe level 6 grants her a global range arrow that stuns targets depending on distance traveled. Respect her ultimate and be ready to dodge the arrow. Without her arrow Ashe is vulnerable and lacks her only hard CC so look to abuse her doing that time.
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4. AVOID EXTENDED TRADES UNLESS YOU CAN KILL HER.
Ashe's Q gains stacks every time she auto attacks, at max stacks she can use her Q to gain attack speed and empower her attacks into a flurry of arrows. This makes Ashe stronger in extended fights so try and do quick trades when fighting her in lane.
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4. DO NOT OVEREXTEND
Be mindful of her passive, Ashe will apply a slow on attacks and ability damage. Combined with her long range and ultimate arrow she is very good at kiting out. Overextending means potentially being perma slowed unable to escape or chase.
Bard
CONTROLLER (CATCHER)
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PROS: Strong Roaming / Solid Ganks / Decent Damage / Neutral Ultimate
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CONS: Lower Range / Neutral Ultimate / Roaming
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HOW TO PLAY AGAINST:
1. PLAY AROUND HIS ROAMS.
Bard is very good at roaming. His passive lets him grab chimes around the map that grants him Experience, Mana, Movement Speed and a On-Hit Damage / Slow that gets stronger the more stacks he has. His kit is built for roaming, however because of this he needs to roam leaving his ADC stuck in a 2v1. Pinging when bard goes missing warns your teammates to be prepared. Pressure the enemy ADC and punish him as best as you can but be mindful that bard can portal through walls so be prepared for ganks.
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2. BE MINDFUL OF POSITIONING.
Bards Q is a skillshot that does damage and slows. If this skillshot hits another Champion, Minion, or Wall IT WILL STUN. Avoid playing inside of your minion wave, Don't Hug walls and don't stack on top of your team. Bard will have easy stuns otherwise.
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3. NEUTRAL ULTIMATE.
Bard has what I call a Neutral Ultimate. It can be a good or bad thing depending on how it is used. Bard throws a long range AoE that puts ALL targets within it in Stasis. Targets in Stasis will be Unable to be damaged, targeted, or move UNTIL stasis ends. This works on EVERYTHING, Minions, Enemy champions, Friendly champions, Dragons, Barons, Towers. Depending on how it is used it can be good or bad for him and his team. Avoid clumping close with your team so bard doesn't hit a multiple targets.
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4. RESPECT BARDS DAMAGE
Bard’s early trades are quite strong thanks to his empowered auto-attacks. Don't let him bully and harass you for free otherwise you’ll never be able to engage or fight him. Bard becomes stronger and stronger as he collects more chimes so be mindful about this when playing against him.
Blitzcrank
CONTROLLER (CATCHER)
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PROS: Easy Picks + Hooks / Incredible Roaming / Game Winning Hooks / Easy to Play
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CONS: Long Cooldowns / High Mana Cost Abilities / Skillshot Hook / Needs Good Target
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HOW TO PLAY AGAINST:
1. RESPECT HIS HOOK
As long as Blitzcrank has his Hook available he has kill pressure. Play around minions and try to keep an eye on Blitzcrank at all times. When Blitzcrank hook is on Cooldown he loses a lot of kill pressure so look to punish during that time.
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2. AVOID BEING CAUGHT.
Try and track blitzcrank, if there is no vision on him be careful of him shooting a hook from Fog of War (darkness on the map). If he has a ward on you, he could hook you into his team. Be ready to dodge. ======================================
3. DONT WASTE YOUR MOBILITY.
Blitzcrank W grants him a burst of movement speed, he will try and close the distance to get a close-range hook or knock-up. Don't waste your flash / dashes unless you can't escape without it. Using your flash or dash to early means you can't use it during blitz's hook to dodge easier. And if you flash early then you are down a precious spell and blitz might still flash on you and hook you.
Brand
MAGE (BURST)
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PROS: Tons of Damage / Tank Buster / Teamfight Monster / Lane Bully
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CONS: Skillshot Reliant / Lacks Range of Other Lane Bullies
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Braum
TANK (WARDEN)
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PROS: AoE Knock-up + Lots of CC / Good Disengage / Amazing Peeling
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CONS: Lacks Engage / Poked Out by Lane Bullies / Team Reliant
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Caitlyn
MARKSMEN
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PROS: Highest Range / Great Siege / Good Zoning / Early Lane Bully / Great Damage
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CONS: Extremely Squishy / Not a Great Tankbuster
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Draven
MARKSMEN
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PROS: Strong Laner / Snowballs Hard / Global Ultimate
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CONS: Struggles When Behind / Axe Catching In Team Fights Difficult
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Ezreal
MARKSMEN
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PROS: Consistent Damage / Safe Laner / Good Poke / Good Mid Game / Global Ultimate
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CONS: Heavily Skillshot Reliant / Struggles Against Mobility / Not A Great Tankbuster
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Heimerdinger
SPECIALIST
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PROS: Zone Control / High Burst / Good Teamfight
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CONS: Skillshot Reliant With CC And Burst / Can Be Outranged And Poked Out
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Hwei
MAGE (ARTILLERY)
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PROS: Jack Of All Trades / Good Damage / Poke / Lockdown / Utility / Teamfight
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CONS: Lacks Mobility / Squishy / Skillshot Reliant / Item Reliant
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Janna
CONTROLLER (ENCHANTER)
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PROS: Good CC / Scales Well / Great Disengage / Good Peeling
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CONS: Unreliable Engage / Struggles Against Heavy Poke / Weaker Laning Phase
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Jhin
MARKSMEN
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PROS: High Range / Long Range CC / High Burst / Movement Speed
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CONS: Bad at Tankbusting / Reloading DPS Downtime
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Jinx
MARKSMEN
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PROS: Hyper Carry / AoE / Towerbuster / Global Ultimate
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CONS: Squishy / Weak Early + Lane
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Kai'Sa
MARKSMEN
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PROS: Good Scaling / Highly Mobile / Good DPS / Good Burst / Flexible Builds
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CONS: Squishy / Vulnerable when E + R Are Down / Mana Hungry Early
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Kalista
MARKSMEN
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PROS: Highly Mobile / Great Objectives / Great Kiting / High Burst
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CONS: Mobility Is Attack Reliant / Poor Early Matchups / Exhaust Summoner Spell
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Karma
MAGE (BURST)
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PROS: Lane Bully / Great Utility / Solid Engage / Sustain
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CONS: Struggles When Behind / No Lvl 6 Spike
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Kog'Maw
MARKSMEN
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PROS: Great Late Game / Long Range / Tank Killer / Hybrid AD + AP Damage
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CONS: Skillshot Reliant / Squishy / Immobile / Needs Protection
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Leona
TANK (VANGUARD)
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PROS: Good CC Lockdown / Good Teamfighter / Good Peel For Carry / Good Roams / Tanky
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CONS: Reliant On Team Followup / All-In, Little Disengage
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Lucian
MARKSMEN
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PROS: High Burst / Good Mobility / Lane Bully / Snowballs
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CONS: Low Range / Outscaled By Other Carries
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Lulu
CONTROLLER (ENCHANTER)
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PROS: Good Hyper-Carry Enchanter / Decent Peel / Decent Poke / Versatile Utility
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CONS: Mana Hungry Early / Sacrifices Engage For Peeling + Protecting
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Lux
MAGE (BURST)
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PROS: Good Damage / Long Range / Decent CC / AoE Shielding
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CONS: Squishy / Immobile / Skillshot Reliant
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Maokai
TANK (VANGUARD)
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PROS: Lots of CC / Tanky / Good Engage / Good Peel
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CONS: Weak Early Game / Needs Teamfights + Followups
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Milio
SUPPORT (ENCHANTER)
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PROS: CC Cleanse / Good Utility / Ok Disengage / Good Hyper-Carry Enchanter
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CONS: Vulnerable With Q CD / Very Long Cooldowns
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Miss Fortune
MARKSMEN
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PROS: Good Poke / Teamfighter / Lane Bully / Movement Speed
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CONS: Mana Hungry / Squishy
Morgana
CONTROLLER (CATCHER)
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PROS: Good Crowd Control Lockdown / Pick Potential / Black Shield / Good Engage
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CONS: Skillshot Reliant (Q) / Struggles While Behind
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TANK (VANGUARD)
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PROS: Great Engage / Lots of CC Lockdown / Great Roams / Always Useful
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CONS: All-In Playstyle / Little Disengage / Big Hitbox / Bullied By Ranged
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MARKSMEN
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PROS: AoE Damage / Teamfighter / Good Survivability / Duo Lane Experience Buff
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CONS: Short Range / Easily Punished / Needs Synergistic Support
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Pantheon
FIGHTER (DIVER)
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PROS: Good Damage / Good Roams / Duelist / Single Target Lockdown
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CONS: Struggles While Behind / All-In
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Poppy
TANK (WARDEN)
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PROS: Hard Counters Dashes / Good Engage / Good Disengage / Good Peeling
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CONS: Poked Out By Lane Bullies / Struggles into Dashless Mobile Champs
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Pyke
CONTROLLER (CATCHER)
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PROS: Kill Pressure / Strong Roams / Highly Mobile / Can Hyper Carry
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CONS: Squishy / Struggles From Behind
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TANK (VANGUARD)
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PROS: Good Engage / Lots of CC Lockdown / Breaks Shields / Always Useful
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CONS: Lacks Disengage / Bad Into Good Disengage
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