five slots, one champion

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.