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Become a LF Minion
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Learn about yourself!
Do you ever wonder why sometimes playing a specific role in League of Legends feels more “Natural”? You know, like sometimes you don’t need that your cheerful and sympathetic messages from your teammates, telling you how to play the game? Well, according to some Personality Experiment made by the Reddit user “TheMasterYak,” we now have a clear idea about what happens inside our minds when we play League of Legends. As a result, you can now have explicit knowledge about how the thoughts of your teammates subside according to their preferable role in any random match.
Furthermore, you’ll know if one of your allies will probably act a little more impulsive than the rest and express their concerns with more toxicity than usual. In contrast, you’ll know that some other players will become more forgiving about your mistakes and keep a positive mentality through the entire game. Last but not least, a Personality Experiment like this example will give you explicit knowledge about your state of mind. Therefore, you’ll get the chance of getting to known yourself and how to get the best of you by sticking to that role that can be considered easy for you.
How was the Test Made?
There were some key elements with this Personality Experiment when the researcher gathered all the data from all the available participants. First of all, there was a custom made questionnaire that obtained information such as details about the player’s gender, their primary role when they play League of Legends, their preferable play style, and other related questions about gameplay. Afterward, the participants went through another professional test (HEXACO-60), which has the potential of gathering results that are commonly available between categories or “domains.” Furthermore, each of these categories contains four subgroups to gather different elements of your personality. Every domain collects information such as:
The Sincerity scale assesses a tendency to be genuine in interpersonal relations. Low scorers will flatter others or pretend to like them to obtain favors, whereas high scorers are unwilling to manipulate others. In other words, when you see those players that are so kind to you in a random match but never accept your friend request; they have low Sincerity score.
Another subgroup is the Fairness scale assesses a tendency to avoid fraud and corruption. Low scorers are willing to gain by cheating or stealing, whereas high scorers are unwilling to take advantage of other individuals or society at large. As a result, if you find some cheaters that like to use map hacks have a low score on this category.
Furthermore, the Greed Avoidance scale assesses a tendency to be uninterested in possessing lavish wealth, luxury goods, and signs of high social status. Low scorers want to enjoy and to display wealth and privilege, whereas monetary or social-status considerations do not primarily motivate top scorers. Above all, if you see those carries that never want to leave the lane and continue the farm no matter what; they tend getting high scores in this subject.
Consequently, the Modesty scale assesses a tendency to be modest and unassuming. Low scorers consider themselves as superior and as entitled to privileges that others do not have, whereas high scorers view themselves as ordinary people without any claim to special treatment. Unquestionably, you always have the chance to find players that take their pride on their rank and keep remembering you about their “god-like” gameplay.
The Fearfulness scale assesses a tendency to experience fear. Low scorers feel little fear of injury and are relatively harsh, brave, and insensitive to physical pain, whereas high scorers are strongly inclined to avoid physical harm. As a result, those players like to avoid team fights because there’s a chance to lose the game from one mistake, have a higher score in this category.
Furthermore, we have the Anxiety scale assesses a tendency to worry in a variety of contexts. Low scorers feel little stress in response to difficulties, whereas high scorers tend to become preoccupied even by relatively minor problems. Most noteworthy, you have those players that always need to keep the map filled with wards to avoid some dangerous Ganks, have the highest scores.
Another subgroup comes with the Dependence scale; in here it assesses one’s need for emotional support from others. Low scorers feel self-assured and able to deal with issues without any help or advice, whereas high scorers want to share their difficulties with those who will provide encouragement and comfort. Above all, if you see those carries that scold their supports if they leave the lane with them for a minute, tend to have a high dependence.
Last but not least, the Sentimentality scale assesses a tendency to feel intense emotional bonds with others. Low scorers feel little emotion when saying good-bye or in reaction to the concerns of others, whereas high scorers feel secure emotional attachments and an empathic sensitivity to the feelings of others. Therefore, if you’re able to find those forgiving players that tend to give positive and constructive comments, do not hesitate and send them a friend request.
First of all, the Social Self-Esteem scale assesses a tendency to have positive self-regard, particularly in social contexts. High scorers are generally satisfied with themselves and consider themselves to have likable qualities, whereas low scorers tend to have a sense of personal worthlessness and to see themselves as unpopular. Furthermore, you may find some players that have a low score and always apologize for their mistakes or their friend’s behavior.
The Social Boldness scale assesses one’s comfort or confidence within a variety of social situations. Low scorers feel shy or awkward in positions of leadership or when speaking in public, whereas high scorers are willing to approach strangers and are eager to speak up within group settings. Most noteworthy, you have those players that “love” to give their criticism toward your gameplay, and they never seem to stop at all.
Furthermore, we have the Sociability scale; this subgroup assesses a tendency to enjoy conversation, social interaction, and parties. Low scorers generally prefer solitary activities and do not seek out dialogue, whereas high scorers enjoy talking, visiting, and celebrating with others. As a result, you have one spectrum of players that like to queue as a team, while others don’t want to bother others when they’re going to play.
Consequently, The Liveliness scale assesses one’s typical enthusiasm and energy. Low scorers tend not to feel exceptionally cheerful or dynamic, whereas high scorers usually experience a sense of optimism and high spirits. As a result, having a low score in this subgroup can mean that players probably do not feel cheerful as they progress in the ranking ladder.
The Forgivingness scale assesses one’s willingness to feel trust and liking toward those who may have caused one harm. Low scorers tend “hold a grudge” against those who have offended them, whereas high scorers are usually ready to trust others again and to re-establish friendly relations after having been poorly treated. Most noteworthy, those players that never forgive that little mistake you made in the early stages of the game, tend to have a low score.
Another subgroup comes with the Gentleness; this scale assesses a tendency to be mild and lenient in dealings with other people. Low scorers tend to be critical in their evaluations of others, whereas high scorers are reluctant to judge others harshly. As a result, if you see those players that complain when they see your Champion’s pick, have a low score in this matter.
Furthermore, the Flexibility scale assesses one’s willingness to compromise and cooperate with others. Low scorers are seen as stubborn and are willing to argue, whereas high scorers avoid arguments and accommodate others’ suggestions, even when these may be unreasonable. Hence, if you see those players that want to surrender when only one team fight goes terrible, have low flexibility.
Even more, the Patience scale assesses a tendency to remain calm rather than to become angry. Low scorers tend to lose their tempers quickly, whereas high scorers have a high threshold for feeling or expressing anger. Indeed, you can tell that higher scores in this scale are practically non-existing in League of Legends.
The Organization scale assesses a tendency to seek order, particularly in one’s physical surroundings. Low scorers tend to be sloppy and haphazard, whereas high scorers keep things tidy and prefer a structured approach to tasks. Adobe all, those players that seem to never complete full equipment due to the required gold tend to have a low score in this category.
Likewise, The Diligence scale assesses a tendency to work hard. Low scorers have little self-discipline and are not strongly motivated to achieve, whereas high scorers have a strong “‘work ethic” and are willing to exert themselves. Most noteworthy, you can see players that have low diligence when they do nothing all game and complain about anything.
Consequently, the Perfectionism scale assesses a tendency to be thorough and concerned with details. Low scorers tolerate some errors in their work and tend to neglect aspects, whereas high scorers check carefully for mistakes and potential improvements. As a result, when a perfectionism carry loses just one last hit, they’ll feel frustrated for the rest of the game.
Similarly, The Prudence scale assesses a tendency to deliberate carefully and to inhibit impulses. Low scorers act on impulse and tend not to consider consequences, whereas high scorers consider their options carefully and tend to be cautious and self-controlled. Therefore, if a Jungler has a lower score in this matter, they probably fail to achieve successful Ganks the entire match.
Openness to Experience:
The Aesthetic Appreciation scale assesses one’s enjoyment of beauty in art and nature. Low scorers tend not to become absorbed in works of art or natural wonders, whereas high scorers have a keen appreciation of various art forms and natural phenomena. As a result, people that like to see every detail of the gaming map and have all the possible skins have a high score in appreciation.
Furthermore, the Inquisitiveness scale assesses a tendency to seek information about, and experience with, the physical and human world. Low scorers have little curiosity about the material or social sciences, whereas high scorers read widely and are interested in travel. Probably almost all those players that have more than eight-hour sessions per day have low scores in this matter.
Additionally, the Creativity scale assesses one’s preference for innovation and experiment. Low scorers have little inclination for original thought, whereas high scorers actively seek new solutions to problems and express themselves in art. Therefore when you see people finding guides and follow them strictly without complaint, tend to have low creativity.
Last but not least, the Unconventionality scale assesses a tendency to accept the unusual. Low scorers avoid eccentric or nonconforming persons, whereas high scorers are receptive to ideas that might seem strange or radical. Hence, those players that only want to see the META in their games have a low score in this subgroup.
Generalizing the Word “Playstyle”
One of the critical elements that can make the recollection of data a little less tedious is to standardize the “meaning” of a concept. Therefore, when the Reddit user “TheMasterYak,” recollected information about different aspects of League of Legends; the meaning of Playstyle normalized. As a result, instead of just asking the participants about their concept of this particular matter, there was a “multi-answer question.” Hence, the contestants in the Personality Experiment had to pick between:
- “I play to try and be the main carry of the team”(Main Carry).
- “I play to give my teammates the best chance of carrying the game”(Supportive).
- “I pick my champion/playstyle depending on what my team needs, whether that means playing a carry style or a more supportive one” (Flexible).
As you can already tell, some of the answers relate to critical roles in League of Legends. Therefore you can easily connect one of the participants with how they approach any random match that they usually queue when they have free time to play. As a result, the last part of the Personality Experiment is to collect all the answers, create connections, and make some conclusions.
The Personality of the Carry Role
“ADC Mains had significantly lower Openness than every role apart from Mid Lane.”
Taking all the results of the Personality Experiment into consideration, one of the main characteristics of the low scores in Openness. In other words, we can easily assume that almost all the players that tend to pick this particular role, have some of these features:
- They have longer gaming sessions than other positions.
- They more than once search for guides over the Internet and stick to every word it says.
- Usually, have less care about gaming art and the different skins that appear on the store.
- Carries stick to the META and ignore the Champions with less winning rates.
The Personality of the Mid-Lane Role
Just like the name of the position implies, these players tend to be in the middle of every single scale of the personality test. Therefore, if you’re one of those people that always seems “normal” and neither become too passive or aggressive in every situation, you’ll probably exceed in this Role.
Still though, being a little bit close to the lower scores of the Carries from the Personality Experiment, it could mean that the gaming sessions are considerably higher than average. Furthermore, you probably have a couple of favorite skins and follow the Internet guides, but change things from now and then.
The Personality of the Top-Lane Role
“Top lane mains showed significantly lower Conscientiousness than every other role.”
Due to the results of the Personality Experiment, we can imply the next behaviors from this position:
- They more than often screw their item build and leave some “unfinished” Equipment.
- They do not care too much about last hits and complain if the rest of the team does poorly.
- They usually have less attention to the minimap and possible Ganks.
- They play on their lane like a “private session” and become careless to check other positions.
The Personality of the Jungle Role
“Jungle mains showed significantly higher Extraversion than every different position and significantly lower Agreeableness.”
This time around with the aid of the Personality Experiment, we can assume behaviors from this particular position such as these:
- They tend to use the chat as much as possible and complain about anything that happens, even though it may be a positive or negative impact in the game.
- They may brag for a considerable time about their gaming capabilities and their achievements.
- They probably spam the “surrender” option once a team fight goes wrong.
- They complain the entire game if they perceive your champion’s pick as “unacceptable.”
The Personality of the Support Role
“Support players showed significantly higher Honesty-humility, Emotionality, Agreeableness, Conscientiousness, and Openness than every other role, with substantially lower Extraversion than every different position. (this applied to both support mains and players with the ‘supportive’ play style).”
Last but not least, we now have the option to analyze this particular position with the aid of the Personality Experiment and find these concurrent behaviors:
- They’ll usually type a sentence or two in the entire game, though it’s probably assertive and constructive.
- They may forgive a couple of miss-plays from you and try to help you in recovering your lane.
- They probably show less “angry” emotions if the game went poorly and lost the match.
- They’ll tend to use some wards, place them over the map, and “ping” if they spot something unusual.
Main Two or More Roles in League of Legends
Even though it is practically possible, leading more than one position may imply that you require to change the accustomed gameplay and behavior. Therefore, you’ll probably feel out of place and confused out of the sudden. As a result, to give you a better idea, here are some examples:
- If you want to try the Top-Lane, you’ll probably get frustrated about losing some last hits, concentrate on this task later on; which in return, it may leave you open for your opponent to take advantage in the lane.
- If you want to try the Jungle position, you’ll probably care less about using the chat. Therefore you won’t let your team know about some disadvantages that need to be taken care of before it gets worse.
- If your playing as a Support, you may want to “steal” the spotlight, go for expensive items and care less about your carry’s disadvantages. As a result, the late game may feel too overwhelming for you.
- If you want to experience the life of a carry, you may have some troubles in the early stages. First of all, you probably have no idea about the current META, or cannot use these Champions. Furthermore, you’ll have less knowledge about the last patches and which Internet guides are adequately updated.
Due to all the information, we can gather with these Personality Experiments; we have the option of knowing a lot more about ourselves and the players that surround our everyday matches. Therefore, we can always assume what to expect about ourselves to fulfill the required tasks of our favorite lanes. Most noteworthy, we can have a clear idea that particular players may go all out and write their heart’s content through the entire match.
Furthermore, we can only hope that all these instruments tend becoming more accurate as the years keep going. Hence, we’ll have better tools in understanding the mind of any League of Legends player that wants to share their free time with some random matches in this particular game. As a result, with just a couple of questions, all the new players will find it easier to find accustomed to a Role within a couple of tries. Above all, you’ll have better chances to enjoy every single match and have the opportunity to have better teammates in the future. Last but not least, grouping the toxic players in other pools have the chance to improve the ranking process and make things more smooth for the rest of the community.
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