If we look at Gnar’s skills, we can see that Riot designed this character to be a key champion with the ability to “throw stones” to deal extremely strong damage. Combined with the ability to add a lot of AD from the Attack system, in theory, the output damage that Gnar unleashes every time he uses the skill is very high. However, when it comes to real combat, it is difficult for Gnar to cause that much damage, even this unit gradually becomes a tanker because it is too difficult to shine in the main position.
Gnar is designed to be the main force, but with the limitation of turning into a short-handed champion, it is difficult for this unit to hold many items that deal damage.
The biggest reason for this is that Gnar when transformed into a giant will be a melee champion and take a lot of damage from the opponent. And then the problem is that if Gnar takes damage, it is easy to die, but holding an resistant item will not cause any damage. As a result, Gnar keeps getting stuck in this vicious circle and can’t shine forever to become a strong force like Riot’s design.
Needless to say, Rek’Sai is a general born to duel against “buffalo” champions in the Teamfight Tactics with the ability to deal damage and heal on a very good target. The special thing about Rek’Sai is that when using consecutive skills on a target, this general will recover a lot more health and stay in combat extremely well. That’s the theory, but it’s extremely difficult to bring Rek’Sai to the top in actual matches.
Rek’Sai’s problem is quite similar to Gnar’s with limited potential as a melee champion
First of all, if Rek’Sai wants to become a master, he must have a 3-star level, which is inherently very lucky. Moreover, in order for Rek’Sai to have the greatest strength and highest recovery, its opponent must also be very “buffalo” to take advantage of the full effects of the skill. However, with the investment meta for the main line of the backline that deals great damage like now, Rek’Sai, even with all the items, is still difficult to stand because it is only a melee champion and too easy to become a target.
It’s not clear whether Riot Games intentionally ignored it or they really don’t want to edit Ziggs, but this champion still often falls into the state of throwing skills into the air. As a result, Ziggs was judged by gamers as an extremely weak champion in terms of damage and was not selected as a mainstay. Meanwhile, this general should have been the main force carrying the team of the Yordles team as well as the Mage at the beginning of the game when there were too many supporting factors.
Ziggs’ eternal problem is that the skill’s flight speed is too slow
The first is that the theoretical damage from Ziggs’ move is extremely strong, it can even affect surrounding units. Next, Ziggs’ damage is also amplified very early thanks to the effect of Recycle. With only one Oversized Trigger, your Ziggs at the beginning of the game can already own Gem Gloves, Witch Hats… However, with frequent misses of skills because the skill’s flight speed is too slow, Ziggs could not shine.