Wardle.
The answer is a champion, written as five abilities — passive, Q, W, E, R — each carrying one tag. Guess champions; the board tells you which tags landed in the right slot. A new kit every day.
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How to play
Every champion here is five abilities in order — passive, Q, W, E, R — and every ability carries exactly one tag. Guess a champion and each of their five tags is judged against the answer's, slot by slot: green is the same tag in the same slot, gold is a tag the kit has somewhere else, and grey is a tag the kit doesn't have at all.
So opening with Camille tells you there is a dash in there — but not on E. The tags along the bottom keep the running tally for you. Repeats work the way repeated letters do: if the answer has one dash and your guess has two, only one of them lights up.
Six guesses, 173 champions — everyone from the 2009 originals to Locke. A guess that turns entirely green without winning is not a bug: eighteen champions share a kit fingerprint with somebody else, and telling those apart is the last bit of the puzzle.
Three guesses in, five hints appear. They cover lane and role, the name of the passive, the year of release, the region, and the number of skins — facts about the champion rather than the kit, so the deduction stays yours. Take one, take all five, or take none; nothing about them changes the scoring.
The ten tags
One tag per ability is a deliberate simplification. Abilities do several things; the tag is the thing the ability is for. Nine of these describe what an ability does in a fight; the tenth is for the handful that don't fight at all.
- damage
- whose whole job is a number going down.
- dash
- a burst of your own movement — blinks, leaps, charges, and plain movement speed on yourself.
- shield
- a barrier, damage reduction, bonus resistances or health, a spell block, standing somewhere and being unkillable, refusing to die.
- heal
- health restored to anyone, lifesteal passives included.
- hard CC
- stun, root, knock-up, knock-back, taunt, fear, charm, sleep, polymorph, suppression.
- soft CC
- slow, silence, blind, ground, cripple, a wall in the way.
- stealth
- invisibility, camouflage, disguise, or leaving the board so nothing can touch you.
- summon
- anything left on the field that acts on its own — pets, turrets, traps, plants, clones, barrels, a borrowed body.
- global
- reaches the whole map, or so far past the fight that the range is the point.
- utility
- the fifteen abilities that do none of the above: gold, experience, vision, cooldowns, forging items, swapping weapons or stances, stealing or repeating somebody else's spell.
Every kit in the game
The whole roster, tagged. Useful for learning the vocabulary; ruinous for the deduction if you open it mid-guess.