With 136 champions in League of Legends, the most recent being Xayah and Rakan, the avian bot lane duo, there's bound to be some mechanics and champions that prove to be more frustrating than others. While some champions are difficult to balance and constantly fluctuate between broken and useless, some shared mechanics between champions such as three-hit passives and percent health damage have crept their way into becoming an almost meme-tier certainty in future champions' kits.
Looking at past and present trends in champions and their abilities, there are some mechanics that permeate Summoner's Rift from top lane to bot lane that really get players fired up, especially in the LoL subreddit r/leagueoflegends. Recently, the volatile topic was discussed when Redditor u/rcanhestro initiated the heated conversation by asking users "What is the mechanic that you hate/despise/frustrates most in League?"
After u/rcanhestro started the venting process be pegging invisibility as their most frustrating mechanic to play against, Redditors started sounding off with flashbacks of the most undesirable mechanics that League of Legends has to offer. Here are some of the top and most agreed with answers that the thread had to offer:
Auto Attacks Connecting After Flashing/Dashing
A frustrating mechanic that anybody can fall victim to, it's perhaps made more frustrating by knowing that if the player had Flashed or dashed earlier, an untimely death might've been avoided. It can (and surely has) happened in any lane and with any champion, and there are few feelings that are worse than trying to disengage from a fight only to see that ghostly auto attack that Karthus unleashed relentlessly pursue you over a flashed wall to deal the finishing blow.
Melee champions are also guilty of this mechanic, especially those with wind-up animations that are as painfully long as Karthus'. Fighters such as Nautilus have significantly telegraphed auto attacks that take a while for those slow-moving attempts to reach their targets, making it all the worse when they connect from a full Flash distance away.
It's easy to blame the mechanic, but a lot of the frustration here likely comes from knowing you stayed in the fight too long, trying to pull out of there without wasting resources. A burned Flash is definitely better than a greyed-out screen.
Probably one of the mechanics that results in some of the most frustrating pauses to intense fights, a champion can become untargetable through plenty of different items and abilities. The methods of becoming untargetable continue to grow with each patch, one of the more recent ones being Xayah's ultimate, Featherstorm, that sends her up into the air to become untargetable for a full 1.5 seconds.
One of the most notorious offenders of this mechanic is The Tidal Trickster himself, Fizz. With an ability name that's almost as infuriating as the mechanic itself, Fizz's Playful/Trickster ability is anything but for those unfortunate enough to lane against him. Combined with the recent trend of a Trinity Force-equipped Fizz that brings cooldown reduction and health to the table, taking down most of his health only to have him disengage over a wall is definitely a heartbreaker.
It's important to keep in mind with untargetable champions that the mechanic doesn't stop ongoing damage, though. If you know that Tahm Kench is about to pick up his ADC and transport them to safety, throw that Ignite or Malefic Visions on them to counter-ruin their plans.
Some champions rely on Flash to get themselves out of sticky situation, but others have the luxury of multiple dashes at their disposal to provide plenty of escape routes. While every opponent requires some level of adaptation to combating their playstyle, those that have multiple dashes on short cooldowns force you to think several steps ahead of them and predict their movements.
Those who have the dashes built into their kits are the most obvious transgressors of this mechanic; Yasuo and Riven come to mind initially. Nailing a Yasuo with skillshots in the mid lane requires determining whether or not he'll actually dash through a minion, and even if he can be caught, it always seems like he's got four or five ways out of a conflict. It can result in some pretty impressive plays, but perhaps not ones that are enjoyable for his opponents.
The addition of the Hextech Protobelt in Patch 6.9 added another layer to the multiple dash issue when combined with some champions like Ekko. Even though he only has the one low-cooldown dash, having Protobelt at his disposal on a 40-second cooldown adds another mobility option to his already beefy kit.
Anyone who has any experience playing against a Fiddlesticks on the Howling Abyss can testify to the frustration caused by abilities that chain from one enemy to another. The tight quarters that ARAM is fought in make it the perfect stomping ground for a Dark Wind to bounce back and forth between a teammate and yourself. Walking away risks spreading the crowing attack to your teammates, so there's really no best option besides isolating one member of the team to take the brunt of the damage.
Another item that was added not too long ago, Luden's Echo, utilizes this mechanic, albeit in a much smaller area of effect. Some champions rely on the Luden's proc to get their Thunderlord's Decree off, resulting in a much larger burst than anticipated if you aren't paying careful attention to their items when they return from base. It's almost just as bad to dodge a skillshot perfectly and still get hit with a Luden's proc by one of your own minions that didn't possess your reaction time.
The mere mentioning of the mechanic evokes flashbacks from times passed in League of Legends when mid lane champions could reduce their enemies to a walking auto attack machine with one ability. Getting popped with Kassadin's Null Sphere only to have him Riftwalk across your helpless champ was truly a difficult experience to sit through. Many of these mid lane terrors such as Kassadin, Talon, and LeBlanc had their silences removed to allow for more counterplay and prevent anti-fun abilities.
Despite being toned back a bit and removed from some champ's kits, silence still exists on the Rift and feels just as frustrating to play against. Though his attacks and intentions are certainly telegraphed, having a Garen silence you with the power of Demacia and spin-top-win as you limp away isn't exactly fun. There are not many champions in the game that can turn off enemies' spells with a silence though, so hopefully, that mechanic is one that will stay fairly rare.