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    Bard, the Wandering Caretaker 
https://static.tvtropes.org/pmwiki/pub/images/bard_originalloading.jpg
<mystical chime sound>

Voiced By:
None
Appears in: Legends of Runeterra

"The chimes of his footsteps are echoes of change."
Ryze

A traveler from beyond the stars, Bard is an agent of serendipity who strives to maintain the harmony between creation, and the cold indifference of what lies beyond it. Many Runeterrans sing songs that ponder his extraordinary nature, yet they all agree that the cosmic vagabond is drawn to artifacts of great magical power. Surrounded by a jubilant choir of helpful meeps, it is impossible to mistake his actions as malevolent, as Bard always serves the greater good... in his own odd way.

Bard is a Catcher champion who is encouraged to roam around the map, supporting his allies wherever they are in need with his unique assortment of disabling and utility effects.
  • His passive, Traveler's Call, has two separate effects:
    • Ancient Chimes causes sacred chimes to periodically spawn at random locations around the map. Collecting a chime grants Bard experience, restores some mana and increases his movement speed for a few seconds.
    • Meeps causes small spirits to attach themselves to Bard every few seconds, his basic attacks consuming one spirit to deal bonus damage. For every five chimes Bard collects, the spirits gain bonus damage and additional effects: a slow, area-of-effect-damage, faster spirit generation and a higher number of maximum spirits.
  • With his first ability, Cosmic Bindings, Bard fires a burst of spirit energy in a target direction, damaging and slowing the first enemy it hits. The energy then passes through the target; if it collides with terrain it will stun the original target, while if it collides with a second enemy it will damage them and stun both targets.
  • His second ability, Caretaker's Shrine, conjures a small shrine at a target location that heals and briefly increases the movement speed of the first allied champion to walk over it. The heal increases in power the longer the shrine remains on the field, but enemy champions can destroy the shrine by walking over it.
  • With his third ability, Magical Journey, Bard opens a one-way portal on a nearby wall that both allied and enemy champions can use to travel to the other side of it, with allies traveling much faster than enemies.
  • His ultimate ability, Tempered Fate, throws a sphere of spirit energy at a target location, briefly putting all targets inside (allied and enemy) in stasis, preventing them from moving, dealing or taking damage.

Bard's alternate skins are Elderwood Bard, Snow Day Bard, Bard Bard, Astronaut Bard, Cafe Cuties Bard, and Shan Hai Scrolls Bard. Legends of Runeterra exclusively includes Jazz Bard.

In season 3 of Teamfight Tactics, Bard was added in the Return to the Stars mid-set update using his Astronaut Bard skin as a 3 cost Astro Mystic. His ability, Traveller's Call, is unique in that in does not provide direct benefits in combat. Instead, it spawns a meep on your bench that can be sold for 1 experience point. All meeps can occupy the same space on the bench. Passively, Bard's basic attacks against enemy champions also generate additional mana, but he cannot gain mana in rounds without enemy champions. He was removed in season 4, returning in season 7 using his Bard Bard skin as a Tier 5 Guild Bard Mystic. His Bard class is a unique trait that causes Bard to create a Doot each time he survives player combat, with other surviving allies having a small chance of spawning one as well. Each Doot increases the chances of Tier 3, 4 or 5 champions appearing in your shop by 1%. His Tempered Fate ability lobs a blast of energy at the largest cluster of enemies (expanded to cover the entire map at star level 3) that stuns them, increases their damage taken for the duration, and spawns a Doot if it hits at least one enemy. His unique Guild bonus grants his team bonus mana on basic attacks. He was removed in season 8, returning in season 10 using a TFT original skin as a Tier 2 Jazz Dazzler. His Improv ability plays a tune of 4 random notes; each note has a chance of being a Doot which deals magic damage to his current target, a Chime with heals the lowest health ally, with a very low chance of being a Tip which drops 1 gold and plays another note for free. In season 11, he uses his Shan Hai Scrolls Bard skin and is a Tier 3 Mythic Trickshot. His Meep Meep! ability empowers his basic attack to instead throw two Meeps for a few seconds, each dealing mixed physical and magic damage.

In Legends of Runeterra, Bard is a 4-mana 2/5 Runeterra Champion who plants 3 Chimes on random cards in your deck when he attacks. When you have buffed the stats of allied units either in play or hand by a total of 20+ he levels up, gaining +1/+1, doubling his attack ability to 6 Chimes, and granting +1/+1 to a random ally in play whenever you activate a Chime. His origin is The Wandering Caretaker, which allows you to include in your deck any cards which plant Chimes, and passively plants a Chime in your deck for each copy of Bard which began the game in your deck at the start of each round if you have 3 or more mana crystals. His signature spell is Bard's Traveler's Call.
  • Acrofatic: Bard is pretty hefty compared to other champions. It doesn't stop him from flipping and spinning through the air as he pleases.
  • A Form You Are Comfortable With: The "form" we are seeing now is the form Bard typically takes on when interacting with a corporeal plane. He's really a disembodied spirit.
  • Anti-Structure: The stasis effect of Tempered Fate not only applies to champions and monster units, but also turrets, temporarily disabling any kind of interactions for a few precious seconds. Note that because allied turrets can also be affected, it's very possible to use this defensively to deny an incoming enemy push (or more practically, a single Rift Herald headbutt).
  • The Bard: To a cosmic scale. He composes songs based off the residual sounds left behind the creation of the very universe, simply because he believes the universe needs more of them.
  • Big Fun: We may not know what he's saying, but he looks like he's having a lot of fun on the Fields of Justice.
  • Big Good: He has large shades of this, being a benevolent songwriter of the cosmos who acts as a caretaker across Runeterra, but it's hard to definitively say given how we don't know the exact extents of his power or the definite nature of his moral code.
  • Big Damn Heroes: Kind of, depending on how you look at it. In his video Bard: Mountain, a village is being attacked by whom many assume to be Noxiansnote , who are after a mysterious, but apparently invaluable, stone. However, instead of saving the village specifically, Bard takes away the stone to a shrine above the villagenote  when he senses its power being used.
  • Blue-and-Orange Morality: Bard's thinking operates at several orders higher than those that mortals can comprehend, and prioritizes addressing imbalances in the universe over lesser mortal squabbles. While this generally appears as benevolence, he's ultimately acting for the sake of preventing a great cosmic catastrophe in the distant future rather than protecting humanity, meaning his interventions can seem somewhat arbitrary to outside observers, though even he knows that something is eventually coming that will require him to pick a side to be on.
  • Cool Mask: His face is represented with a signature, three-holed mask. Given that he's a spirit who gave himself the physical form to begin with, it's likely there isn't a true "face" beneath it.
  • Difficult, but Awesome: Tempered Fate and Magical Journey require precise timing to use effectively. If the ultimate is used correctly, it can help save important teammates or secure important objectives such as Baron or dragon. Inappropriate use of the ultimate or his Magical Journey can actually backfire and help the enemy team.
  • Everyone Calls Him "Barkeep": "Bard" is not his real name, but a name that was given to him by the people of Runeterra. His real name is something much harder to pronounce.
  • Flight: The movement speed boost from the first half of his passive, Ancient Chimes, makes him fly around for a short time.
  • Gameplay and Story Integration: Bard's lore states that his ultimate goal is to balance the universe and will do what it takes to achieve that, even if his actions are perceived as being aloof or detrimental to the cause. In-game, his difficulty curve revolves around playing effectively at the "macro" level, meaning he has to decide when to roam to another lane or objective or to stay with his partner, and what will contribute towards the bigger picture in the long-term. In essence, a good Bard player will think like Bard, prioritizing on a larger scale that their teammates might perceive as them trolling or dicking around.
  • God Is Good: Is the closest thing the game has to a god (alongside Aurelion Sol), and is probably the most overtly good champion in the entire game. However, he is not invincible and his morality is often seen as "neutral" by many, considering his only concern is preventing disasters on a universal scale.
  • Humans Are Special: In his perspective, for better or worse. Runeterra catches his attention due to it being a rich tapestry of various cosmic sounds to compose with, but also sees the mortal activity producing them as worryingly destructive to the universe.
  • In Mysterious Ways: Bard's judgement on when to intervene in big disasters is based on his perception of how important it will be to the fate of the natural cosmic order as a whole. This is why he has no ties to large-scale Runeterran catastrophes like the ancient Iceborn/Watcher apocalypse of the Freljord, the fall of Shurima, or the Ruination of the Shadow Isles, but he will act in a local conflict to rescue a cosmic artifact from falling into destructive hands.
  • Informed Flaw: According to his own champion reveal, Bard is weak against Rek'Sai due to her ability to detect him while he's roaming, allowing her to swiftly come in and kill him. In practice, Bard should easily be able to escape Rek'Sai by simply taking a portal through a wall and stunning her if she tries to follow him.
  • Levitating Lotus Position: Is seen doing this in his splash art and recall animation.
  • Magic Music: Bard's abilities and general manner of communion are especially connected to musical tones, usually played out of his odd, shawm-like instrument. This is because Bard perceives reality as a whole as a plane of "notes", with him traveling the universe in gathering various cosmic sounds, allowing him to assemble majestic songs with the power to change the cosmos.
  • Nice Job Breaking It, Hero: His Magical Journey and his ultimate. Using Magical Journey can help save your allies with an escape, only to have the enemy chase you by using the said portal. And since his ultimate can affect both allies and foes, it can actually backfire if used inappropriately, by freezing your allies solid.. and then letting your pursuers catch up.
  • Our Spirits Are Different: The little golden sprites that are seen hanging around Bard are called "Meeps". The reason they are traveling with Bard is because they are attracted to his spiritual energy. As their relationship is symbiotic, Bard welcomes them. The Meeps have been traveling with Bard for so long that they have become part of him, metaphorically speaking. After doing bonus damage in-game, they return to the spirit world.
  • Quirky Bard: No pun intended. Bard is designed to be a unique "roaming support", spending chunks of his early game away from his botlane partner to assist in catching out opponents for other lanes. Striking the balance between assisting your main carry and assisting the rest of your team requires a lot of good judgement, foresight, and experience, not helped by how slow and somewhat finicky his abilities are, but the potential consequences of playing him right can make him into a very powerful pick.
  • Ridiculously Cute Critter: The Meeps that accompany Bard are somewhat peculiar, but overall pleasant little companion spirits not unlike Pikmin. Some of Bard's skins change their designs to be even cuter, like Snow Day Bard (which makes them into penguins) and Astronaut Bard (which turns them into chubby Little Green Men).
  • Schmuck Bait: His Magical Journey portals are good at setting traps, as this video demonstrates.
  • Shaped Like Itself: His Bard Bard skin is sort of this; unlike Draven Draven or Mundo Mundo where they dress up as themselves, Bard Bard is based off of actual, theatrical musical bards.
  • Thinking Up Portals: Magical Journey allows him to create portals in walls for him and his allies to pass through. Unfortunately, so can enemies.
  • The Voiceless: His voice-over, or lack there of, is basically droning sounds. Very soothing droning sounds, but still. The reason behind this is to prevent the wrong people from knowing his secrets. But if he's speaking to a specific party, then they'd be able to understand him just fine, with potential eavesdroppers only hearing the droning sounds you hear in game.
  • Walking the Earth: Or universe, as it were. Being a roaming support (instead of your typical "stay in bot lane all early game" support), he could be this to Summoner's Rift.

    Bel'Veth, the Empress of the Void 
https://static.tvtropes.org/pmwiki/pub/images/belvethloadscreen.jpg
"I am the voice of the silence."

Voiced By:
Anoush NeVart (English)

“This world will not be forgotten. I will replace it—a child devouring its parent.”

A nightmarish empress created from the raw material of an entire devoured city, Bel’Veth is the end of Runeterra itself... and the beginning of a monstrous reality of her own design. Driven by epochs of repurposed history, knowledge, and memories from the world above, she voraciously feeds an ever-expanding need for new experiences and emotions, consuming all that crosses her path. Yet her wants could never be sated by only one world as she turns her hungry eyes toward the Void’s old masters...

Bel'Veth is a Skirmisher champion that gradually empowers herself by consuming her enemies, granting her the ability to exert immense pressure in battle and across the Rift.
  • Bel'Veth's passive, Death in Lavender, causes her basic attacks and on-hit effects to deal reduced damage, and she gains no natural attack speed per level. In exchange, she has an infinite attack speed cap, her basic attacks are faster than normal, and whenever she takes down a large monster or champion, she gains permanent bonus attack speed. After using an ability, Bel'Veth's next two attacks also gain increased attack speed.
  • With her first ability, Void Surge, Bel'Veth dashes in one of four directions, dealing damage to all enemies she passes through and applying on-hit effects. Each direction has its own unique cooldown that scales with attack speed.
  • Her second ability, Above and Below, makes Bel'Veth slam her tail down in a line, dealing damage, knocking up, and slowing enemies hit. Upon hitting an enemy champion, the ability reduces Void Surge's dash cooldown in the direction of the champion hit.
  • In her third ability, Royal Maelstrom, Bel'Veth channels to surround herself in a damaging storm of slashes, gaining damage reduction and life steal while active. Each slash targets the weakest nearby enemy, dealing increased damage based on their missing health, and the amount of slashes scales with attack speed.
  • Her ultimate ability, Endless Banquet, passively causes every second consecutive attack on an enemy to deal bonus true damage. This ability cannot be activated on demand; instead, she must target a piece of Void Coral, which is dropped from taking down epic monsters and enemy champions. Once Bel'Veth collects a piece, she transforms into her true form, immediately slowing and dealing true damage to nearby enemies based on their missing health, then gaining increased health, attack speed, attack range, out-of-combat movement speed, and the ability to dash through walls with Void Surge. The duration of transformation is long, and can be refreshed by consuming more Void Coral. If she transforms using Void Coral dropped from slaying the Rift Herald or Baron Nashor, the duration is longer and she also causes minions that die near her to be reborn as Void Remora that march down the lane in which they were spawned.

Bel'Veth's alternate skins include Battle Boss Bel'Veth and Cosmic Matriarch Bel'Veth.

In season 8 of Teamfight Tactics, Bel'Veth is a Tier 4 Threat. Her Endless Banquet ability has her dash a short distance before unleashing a flurry of attacks on her target. Each attack's damage scales with her attack damage while the number of attacks performed scales with her attack speed. Each cast also grants Bel'Veth a stacking attack speed boost for the rest of the round. In season 9, she was changed to a Tier 5 Void Empress. Her Empress class is a unique trait that causes enemies that Bel'Veth kills to drop Void Coral that she will consume, dealing a percentage of her max health as magic damage to enemies in a 2-hex radius. The first Coral Bel'Veth consumes transforms her into her true form, granting her percent bonus max health, while all subsequent Coral heals a percentage of her max health instead. Her Royal Maelstrom ability has her lash at the lowest health enemy in range a number of times based on her attack speed, each dealing physical damage plus a percentage of the target's max health as bonus true damage.
  • A Form You Are Comfortable With: The intent behind Bel'Veth's "human" form, with the intent to make herself seem approachable when delegating with humans. Unfortunately, she still maintains the creepy, alien-like design of the rest of her body below the "neck", so in practice, it just makes her look even creepier.
  • Affably Evil: She unambiguously wants to assimilate Runeterra into an unholy Lavender Sea at some point, but she knows that the Watchers stand in her way and that she needs all the help she can get, so it's best to stay on everyone's good side. As scary as she is, she's also fairly polite, and anything that can be directly construed as a threat is more along the lines of Brutal Honesty than malicious taunts.
  • Animal Motifs: Manta rays; her form overall has a similar shape to a ray, especially with the two horns/antennae and massive fins. Her voidspawn resemble little fish called remora which cling to a host fish, like manta rays, and live a symbiotic relationship.
  • The Assimilator: Bel'Veth has spent her existence consuming endless amounts of knowledge and power from the many lives the void has taken. Not even other voidborn are safe from her corruption.
    She hungers for new experiences, memories, and concepts in vast amounts, devouring whole cities and their populations before repurposing the information into a sprawling alien landscape known as the Lavender Sea.
  • Authority in Name Only: She addresses herself as an "empress", but as The Void has no sense of governance, this is clearly just a formality for the sake of the people of Runeterra, allowing her to present and impose herself as the true "leader" of the Void.
  • The Cameo: If you're playing as Malzahar, Bel'Veth's voice may be periodically heard during certain points in the game, commanding her prophet and herald to do her bidding.
  • Can't Kill You, Still Need You: It's clear that Bel'Veth in her immense power is capable of assimilating Runeterra to her grotesque alien whim and kill those who oppose her. However, while she can also overpower Kai'Sa quite handily, she allows her to live as she needs her help in destroying the Watchers.
  • Chain Lethality Enabler: Bel'veth provides an interesting twist on the ability trope; rather than an execute like prior champs, her ultimate can only be activated if she targets "Void Coral" which is dropped on champion takedowns and causes a blast dealing damage based on missing health, making it a pseudo-Finishing Move of sorts. This unique condition means she can cast it at no personal cost as long as she's helped kill someone, potentially having an infinitely reusable team-wiping tool. It does have traits keeping it in check though: if she blows up one piece of void coral, any nearby void coral will be destroyed, keeping her from spamming the ult after a multi kill. And obviously there's the downside of having no activatable ult outside of it, meaning she needs to rely on the fundamentals of her normal abilities to get ahead.
  • Dash Attack: Outside of auto-attacks, her main damage ability is Void Surge, also providing her with a key mobility tool. The ability is noteworthy for also applying on-hit effects, meaning it benefits from abilities like lifesteal and true damage enhancements.
  • Death of a Thousand Cuts: Just about every piece of her kit — from the many stat adjustments of her passive, to her on-hit effect applications of Void Surge, to the scaling of Royal Maelstrom, to the passive true damage that comes with Endless Banquet — encourages prioritizing building attack speed and dishing out basic attacks like there's no tomorrow.
  • Early-Bird Cameo: Months before she was officially revealed, she was alluded to in artwork for the Malzahar-focused story "Feast of the Prophet" — note the silhouette of what at first appears to be the night sky behind him.
  • Enemy Mine: Despite her desire to assimilate all of Runeterra, Bel'Veth is genuinely willing to strike up a partnership with Kai'Sa as they have one common enemy: The Watchers. Bel'Veth is considered an affront to the Watchers and their desire to outright cease all concept in the universe, and they will act immediately on it once they're freed from their prison in The Freljord. Bel'Veth seeks assistance in destroying them first, and she offers to spare Runeterra from an immediate doom should they succeed. Her voice lines also has her trying to get Lissandra and Viego to side with her against the Watchers.
  • Evil Versus Oblivion: Bel'Veth opposes the Watchers because she wants to assimilate and remake reality while the Watchers want to annihilate it altogether. That said, since Bel'Veth's remaking of the world will transform it into something neither recognizable nor livable for life as it currently exists, she could still be considered to be destroying the world in her own way.
  • Fragile Flyer: Like Anivia and Kayle before her, Bel'Veth is shown to always be floating around like an airborne creature and has a heavy emphasis on roaming and mobility. But in her base form, one small mistake can mean getting burst down quick. Even with the health boost from her ultimate and the even greater mobility thanks to her flying over terrain, she's still just as easily focused down if she mispositions.
  • Fragile Speedster: Void Surge alone grants Bel incredible mobility, being able to dash around and through enemies to pelt them with damage. Her ultimate too doubles as a blink on activation, letting her reposition to nuke her enemies. One wrong move though and she can be shredded like the floppy sea disc she is.
  • Glass Cannon: With her unique passive and her vast array of mobile abilities, Bel is potentially one of the strongest junglers in the game and powerhouse in duels. But her frail stats persist throughout the game and she can be easily burst down if the enemy gets ahold of her. This is somewhat mitigated in her Super Mode which also grants even more attack speed and useful defensive stats, but she's still a Fragile Speedster.
  • Greater-Scope Villain: Bel'Veth considers herself the true ruler of the void, outpowering other void monsters like Vel'Koz and controlling Malzahar from behind the scenes. Her actions are what lead to Kassadin and Kai'Sa becoming void slayers as well as the continued reach of the void across Shurima.
  • Human Disguise: She has a humanoid form that she assumes when trying to draw others to her side. But it's all an angler ruse for what's actually a horrifying void monster, with four eyes and a big maw of sharp teeth. Tellingly, her bio page on the website crops her splash art to focus on the true face on her chest, leaving the humanoid visage emerging from her head out entirely.
  • Humanity Is Infectious: Not that it will help humanity at all — all voidborn emerge from when the Sentient Cosmic Force that is the Void clashes with Runeterra, being warped perversions of physical and theoretical concepts exclusive to mortal realms. Born out of recycling millions of years worth of consumed knowledge, memories, experiences, and emotions that all pointed to the craving for a "leader"; Bel'Veth is a twisted manifestation of such ideas. She masquerades in a vaguely human form and she composes herself as a diplomatic leader negotiating her faction's mission with the outside world, but that doesn't change the fact that she's an alien abomination whose mission is to consume all of Runeterra.
    “You are the city,” Kai’Sa spits through the reverberating wall of sound. “Belveth... is you.”
    “Yes,” says Bel’Veth, gently undulating its—her?—wings. “The raw components of their lives served as the genesis for my birth. Memories. Emotions. History. I am as much Belveth as they were, and I claim the title as my own.”
  • I Am the Noun: When Kai'Sa asks her what part of the Void she comes from, Bel'Veth simply replies that she is the Void.
  • It Can Think: Bel'Veth displays an unsettling level of intellect compared to other voidborn. She manages to unnerve Kai'Sa by revealing that she named herself rather than being named by a Shuriman, which alone displays a presence of mind and self-awareness other voidborn lack. Then she very quickly displays her ability to reshape what the Void had consumed into her own "Lavender Sea", as well as bargain with Kai'Sa for a tenuously compatible goal.
  • Magikarp Power: Bel'Veth starts off pretty lacking in damage output before having any items or camps cleared. She's reliant on Death in Lavender in order to build her damage output, meaning she has to farm a lot and be really opportunistic with scoring champion takedowns. Otherwise most junglers can beat her in a skirmish early on. Provided she does build up those stats though, Bel'Veth's late-game damage output is insane, being able to shred enemies with the hundreds of auto-attacks she dishes out.
  • The Man Behind the Man: She's implied to be the being that corrupted Malzahar, turning him into a harbinger of the Void.
  • Meaningful Name: Out-of-universe, her name is a mashup of "Ba'al" (the storm god of Canaanite Mythology) and "maveth" (a Hebrew word meaning "death"). This loosely correlates to the in-universe explanation, where "Bel'Veth" is named after an ancient Shuriman phrase that loosely translates to "God of Oblivion".
  • Mechanically Unusual Fighter:
    • Bel'Veth's kit changes a lot about her interactions with attack speed and on-hit effects, but the short of it is that in exchange for no natural attack speed growth per level, she gains a lot from killing enemies, and is the only champion in the game with infinite scaling in the stat.
    • She can't directly cast her ultimate ability like most champs; she has to pick up a dropped item from the champions and epic monsters she takes down.
  • Not So Above It All: She's a giant Humanoid Abomination seeking to assimilate all knowledge and life into her Lavender Sea... And she also finds her own voidlings adorable, calling them her "smoochy boochy babies".
  • Omnicidal Maniac: Defied. She's seen what the Watchers want, and she's decided she's Disappointed by the Motive, instead seeking to remake the world rather than destroy it.
  • Paper-Thin Disguise: Bel'Veth's human disguise isn't fooling anyone. First off, she's easily 8 feet tall. Her false face's mouth doesn't quite match the words she speaks, she 'walks' by swaying from side to side towards her target - And oh yeah, she has an eyeball in the center of her head.
  • Purple Is Powerful: Purple is the color motif of the Void in general, but Bel'Veth has a more specific motif of the "Lavender Sea", a corrupted facsimile of Runeterra made in her ideal of a Void-consumed paradise, which is engulfed in — you guessed it — lavender.
  • Rapid-Fire Fisticuffs: Bel'Veth's auto-attack animations begin mostly as wide swipes with her wings, but if her attack speed is stacked high enough (specifically 1.8 or higher), she'll instead rapidly stab at her enemies with her wing tips. Because her attack speed infintely scales with takedowns, you can expect this to be seen a lot.
  • Red Baron: Her name in Shuriman translates to "God of Oblivion", so you should know what you're up against.
  • Time Abyss: By void standards, Bel'Veth is impossibly ancient, being the culmination of millions of years of consumed life and knowledge.
    Though Bel’Veth is new to Runeterra, her birth is untold millennia in the making—the end result of an allergic reaction between the Void and a nascent reality.
    Bel’Veth’s mind contains millions of years of perfectly preserved knowledge, giving her near-omniscience as she prepares to destroy both Runeterra and the domain of her progenitors, the Watchers.
  • Villains Never Lie: As pointed out in her own color story, Bel'Veth has zero reason to lie about anything. Her message of the Void consuming Runeterra in an eventual future is not merely a threat, but a promise that demands no lies, half-truths, or questions. Based on this, the only possible reason she would ever want to seek alliance with mortals in stopping The Watchers is because she genuinely requires it. Just about the only doubt is her promise of a tentative postponement of her own oblivion, but even then, she's also quite transparent that the moment of peace to gain from defeating The Watchers together may just be that — a moment — but it's better than nothing.
  • You Will Be Spared: Bel'Veth offers to make a deal with Kai'Sa to destroy their common enemy in The Watchers in exchange for staving off her own consumption and assimilation of Runeterra down the line. Kai'Sa is greatly hesitant as she has nothing to go on except Bel'Veth's own word, but the fact she's even making the offer gives her pause for thought.
    “Aid me in the destruction of the Watchers, and I will spare your kind... for a moment. A month. A year. More. Perhaps, in that time, you will find a weapon that can slay me, or a hero who can face me. You will not... but you can try. I offer one chance. It is more than they will give you.”

    Blitzcrank, the Great Steam Golem 
https://static.tvtropes.org/pmwiki/pub/images/blitzcrank_originalloading.jpg
"FIRED UP AND READY TO SERVE."

Voiced by:
Duncan Watt (English/Original)
Joe Zieja (English/Current, Space Groove Blitzcrank (Both Blitz & Crank))-
Rais David Báscones (European Spanish)
Gerardo Reyero (Mexican Spanish)
Yutaka Aoyama (Japanese)
Leonardo Santhos (Brazilian Portuguese)
Yeong-Chan Kim (Korean, Original, Space Groove Blitzcrank (Crank))
Beom-Sik Shin (Korean, Space Groove Blitzcrank (Blitz))
Alexander Gavrilin (Russian)

"A SINGLE GEAR TURNING CAN MAKE ALL THE DIFFERENCE."

Blitzcrank is an enormous, near-indestructible automaton from Zaun, originally built to dispose of hazardous waste. However, they found this primary purpose too restricting, and modified their own form to better serve the fragile people of the Sump. Blitzcrank selflessly uses their strength and durability to protect others, extending a helpful metal fist or burst of energy to subdue any troublemakers.

Blitzcrank is a Catcher champion who is rightfully feared for their ability to catch enemies out of position, pulling them to their side and disabling them while their allies finish them off.
  • Their passive, Mana Barrier, grants Blitzcrank a shield equal to a percentage of their max mana when they drop to low health. This effect has a long cooldown before it can be used again.
  • With their first ability, Rocket Grab, Blitzcrank fires their right hand in a target direction, which damages and grabs the first enemy it hits, pulling them to Blitzcrank's location.
  • With their second ability, Overdrive, Blitzcrank supercharges himself, greatly increasing their movement and attack speed for a few seconds but briefly slowing him down once the effect ends.
  • Their third ability, Power Fist, transforms Blitzcrank's next basic attack into a powerful uppercut that deals increased damage and knocks the target up into the air.
  • Their ultimate ability, Static Field, passively electrifies Blitzcrank's fists, causing their basic attacks to mark their targets, stacking up to three times. After a small delay, the marks are consumed to shock the target, dealing damage per mark. When activated, Blitzcrank releases a powerful electrical blast, damaging, briefly silencing and breaking any shields of nearby enemies, but disabling the passive effect while the ability is on cooldown.

Blitzcrank's alternate skins include Rusty Blitzcrank, Boom Boom Blitzcrank, Goalkeeper Blitzcrank, Piltover Customs Blitzcrank, Definitely Not Blitzcrank, iBlitzcrank, Riot Blitzcrank, Battle Boss Blitzcrank, Lancer Paragon Blitzcrank, Lancer Rogue Blitzcrank, Witch's Brew Blitzcrank, Space Groove Blitzcrank, Victorious Blitzcrank, Zenith Games Blitzcrank, and Beezcrank. Wild Rift exclusively includes Cottontail Blitzcrank.

In season 1 of Teamfight Tactics, Blitzcrank is a Tier 2 Robot Brawler. Their ability, Rocket Grab, pulls the furthest enemy next to them, damaging and stunning them, while causing nearby allies to prioritize attacking the pulled enemy. Blitzcrank's next basic attack is also empowered to briefly knock up their target. They was removed in season 2. They return in season 3 using their iBlitzcrank skin largely unchanged, with Robot replaced by Chrono as their origin. They were removed in season 4, returning to their base skin in season 6 with the same cost and ability as a Scrap Bodyguard Protector. They lose the Protector class due to the removal of the trait in the Neon Nights mid-set update. They were removed in season 7, returning to their iBlitzcrank in season 8 as a Tier 1 A.D.M.I.N. Brawler. Their Static Defenses ability reduces all damage they take by a percentage for a few seconds. They were removed with in season 9, returning in season 10 using their Space Groove Blitzcrank skin as a Tier 4 Disco Sentinel. Their Boogie Barrier passively deals magic damage to a nearby enemy every 2 seconds, and on activation shields them and boosts their passive for a few seconds to trigger every 1 second and deal additional magic damage based on the target's max health.
  • Art Evolution: They were given an enormous visual facelift for Wild Rift, which on top of improving the fidelity of their model and animations, tweaked several of their proportions to look less goofy and archaic while in motion, namely by shifting them to be more of a Top-Heavy Guy with relatively smaller, but still-sizable fists.
  • Benevolent A.I.: Blitz's primary function is to assist the people of Zaun, meaning they're always ready to lend a helping hand if need be. This includes basic maintenance like disposing of waste or street cleaning, as well as more exciting ventures like stopping thieves and rescuing people from an elevator crash.
    Lift Conductor:"You saved us. All of us", she says, her voice shaking from what I think is shock. "Thank you."
    Blitzcrank: "I am simply fulfilling my purpose, I am glad you are not hurt. Have a good day."
    "Ensemble"
  • Boring, but Practical:
    • Blitzcrank is heavily dependent on their Rocket Grab to snatch opponents and chain them with CC, and given its long cooldown in between tries, high initial mana cost, and the fact smart enemies tend to stay away from them or hide behind minions, Blitzcrank players may experience a lot of downtime. The most obvious tradeoff is that regardless, Rocket Grab is scary as hell, as a single hook onto a critical target can win teamfights on the spot, and merely the threat of it will cause even most super-fed enemies to stay away from Blitzcrank.
    • Interestingly the case of their in-lore development as well. Viktor created Blitzcrank specifically with long-term durability and efficiency in mind, discarding more popular, flashier tech in favor of building them from recycled parts of retired golems, creating something much greater than the sum of their parts.
  • Building Swing: "Ensemble" shows that Blitz can use their arms to grapple around Zaun like a big, metal Spider-Man.
    "Instead of entering through the doorway, I swing around the outside and lock my grip on the bottommost bar where ridged steel brackets frame the glass windows."
  • Combos: Landing Rocket Grab onto an enemy, followed by a Power Fist and Static Field are their bread and butter for suppressing enemies with CC and damage. When combined with a team who can follow up on it, it's very likely to doom a single target.
  • Cool Car: Their Piltover Customs skin modifies them to resemble a fiery hotrod, including replacing their lower half with wheels, consequently changing the sounds of their Overdrive to that of burning rubber.
  • Crutch Character: They're a much more powerful pick at lower ELO games (earning them consistent bans) because of how effectively Rocket Grab exploits bad positioning and predictable movement patterns. They generally aren't seen (or banned) as often at mid or high ELO since players there make fewer positioning mistakes in general. Even then, it's certainly possible to do well as Blitzcrank against skilled players.
  • Early-Installment Weirdness: Their original voice lines that are still in the game paints them as an arrogant jackass who looks down upon humanity, rather than the sweet Gentle Giant we eventually got.
    "The time of man has come to an end."
  • Gentle Giant: They're a towering steam golem who stand several feet higher than most humans, but are a friendly and surprisingly humble public helper.
  • Good Samaritan: They started off with a programmed desire to serve Zaun as a cleanup robot, and soon developed their own sense of altruism through other deeds, including orchestrating neighborhood evacuations during chemical disasters, redirecting food distribution systems for efficiency, and repairing elaborate filtering systems for clean water. It wasn't long before they took up more dangerous tasks, including rescuing a family from a burning clock tower, stopping chem-punk robberies, and saving a group of passengers from a malfunctioning, free-falling elevator.
  • Grappling-Hook Gun: Of the sort that only works on other people. Perhaps the most one-sided initiating skill in the game: when you pull it off successfully, the unlucky target is dead. Of course, it's a skillshot with a high mana cost and a long cooldown, so pulling it off successfully is more work than you might think.
  • Groin Attack: In the Journal of Justice, they once punched Singed in the crotch for trash-talking them .
  • "Instant Death" Radius: Late-game the radius of their grab range tends to be this, if their team is there to quickly annihilate the champion they grab. Thus, a very fast way to clear enemies from an area (even if temporarily) is to hit Overdrive and start running toward them looking to pick someone off.
  • It Can Think: In their backstory, they were a golem programmed with the most basic decision-making capacities needed for their work with toxic waste reclamation. Over time they started to exhibit more and more signs of sentience, to the point where they were deemed an autonomous being.
  • Launcher Move: Power Fist keeps Blitz's opponents in place once they're able to hook them, allowing the rest of their team to go all in.
  • Lead the Target: A necessary requirement to grab targets that are not standing still or running in a perfectly straight line since the skillshot is fairly fast, but most opponents will anticipate it if Blitzcrank ventures anywhere near them. Conversely, it means that if you are trying not to be on the receiving end, then your best bet is to walk without rhythm and move in erratic directions to prevent an easy hook by running predictably.
  • The Load: A Blitzcrank that can't land their Rocket Grab is fairly worthless. Even worse is one that pulls enemy champions that want to get close to your team with their attacks and AoE abilities. Of course, most teams won't take the chance that the opponent will be The Load and ban Blitzcrank on the possibility they'll be good.
  • Machine Monotone: THIS IS THEIR ME-THOD OF SPE-ECH, at least in speaking. When in written prose like their color story, their narration is rendered a little more eloquently.
  • Megaton Punch: Boasts some huge intimidating fists. Ability-wise, they can use Power Fist to uppercut an enemy several feet into the air.
  • No Plans, No Prototype, No Backup: Despite constructing him in the first place, Viktor has no idea what led to Blitzcrank developing sentience, and since Blitzcrank themself hasn't revealed why, he has no way to replicate this bit of accidental genius.
  • No Social Skills: Justified; being a machine means they don't have a complete understanding of how humans express themselves. Instead they have to catalogue human interactions and build a reference library for themselves.
    "My metal plates clank as I clamber onto the Howl, drawing stares from the passengers and what looks like a grimace from the conductor. My knowledge of facial expressions grows each day."
    "Ensemble"
  • Non-Human Non-Binary: An inexplicably sapient steam golem, Blitzcrank is predominantly referred to with "they/them" pronouns, and is the first playable champion not referred to by gendered pronouns. They were originally introduced to the game using male pronouns, but they're now coded as genderless in all official writing since the game's Continuity Reboot, even in their in-game tooltips.
  • Not the Intended Use: Given their status as an aggressive support for nearly their entire lifespan, it may come as a shock to some players that Blitz was originally released as a solo bruiser. Starting around 2023, Riot's devs have given Blitzcrank some buffs to give them more solo power, specifically in the jungle where they can roam and assist allies in lane.
  • Odd Friendship: They and Rammus are buds despite one being mechanical and the other being organic. This is likely due to them being kindred spirits as they are both lonely from being the only one of their kind while sharing a certain benevolent spirit.
  • Overdrive: Blitzcrank has a move called this. It allows them to run at high speed and significantly boosts their attack speed while it's active. It was later changed to have an even larger burst of speed and attack speed in exchange for a self-inflicted slow soon afterward to balance their chasing potential.
  • Palette Swap: Their Rusty skin holds the distinction of being the only skin removed from the game for the poor quality of the changes.
  • Paper-Thin Disguise: Whoever that large metal man in the poorly-fitted suit, fake nose and glasses is, they are most Definitely Not Blitzcrank.
  • Robot Buddy: If they're on your team. Off-field, they're a pretty nice fella in the lore.
  • Rocket Punch: The skill is actually called Rocket Grab, but the theory is similar.
  • Schmuck Bait: Of all the people to be wary of when they're forced under their towers, Blitzcrank probably beats them all. Most baiters need to trick you into diving them under their tower before trapping you; Blitzcrank will just pull you straight to it if you're within range, knock you into the air and silence you, ensuring you take several tower shots in a row.
  • Shock and Awe: Static Field passively strikes enemies with a lightning bolt a second after they punch them and unleashes a wide blast of electricity when activated.
  • Signature Laugh: Their monotone "HA HA-HA-HA HA" laughs are some of the most recognizable in the entire game. Their appearance in "The Climb" is denoted with one of them.
  • Silly Walk: Waddles like a duck due to their flipper shaped feet and gigantic torso.
  • Simple, yet Awesome: Blitzcrank is a rare champion whose power is effectively built around supplementing a single initiation ability, that being their Rocket Grab. Straightforward to use, and also a contender for the most universally decisive regular ability in the entire game.
  • Steampunk: They are "The Great Steam Golem", after all, which amusingly makes them a bit of an artifact as a Zaun-made product, as Zaun has been Retconned to be more about Bio Punk chemtech.
  • Super-Strength: Makes sense when you've got a robot grappling entire people with one hand. They're also able to halt a falling elevator, loaded with dozens of passengers, with just one arm.
  • Top-Heavy Guy: A massive torso and arms atop two tiny, flipper-looking feet.
  • Token Good Teammate: More than just a really effective service robot, Blitzcrank has carved themself a name as a genuine hero among Zaunites. While they're very much aware of the reckless lawlessness Zaun is mostly known for, they sees its potential to become the greatest city in all of Valoran and makes it their responsibility to help it get there.
  • You Will Not Evade Me: Rocket Grab is the most basic and yet also the most powerful example of this trope in the game and informs the rest of Blitzcrank's kit, making their other abilities about reorienting to land a hook then shut down the enemy once they're up close.

    Brand, the Burning Vengeance 

Kegan Rodhe "Brand"

https://static.tvtropes.org/pmwiki/pub/images/brand_originalloading.jpg
"Ready to set the world on fire? Heh heh heh..."

Voiced by:
Unknown (English)
Juan Carlos Lozano (European Spanish)
Shinshu Fuji (Japanese)
Eduardo Dascar (Brazilian Portuguese)
Jeong-Hwan So (Korean)
Vladimir Antonik (Russian)

"This place will burn, not by cinder flying on breath of wind, but by the vengeance of my hand."

Once a tribesman of the icy Freljord named Kegan Rodhe, the creature known as Brand is a lesson in the temptation of greater power. Seeking one of the legendary World Runes, Kegan betrayed his companions and seized it for himself—and, in an instant, the man was no more. His soul burned away, his body a vessel of living flame, Brand now roams Valoran in search of other Runes, swearing revenge for wrongs he could not have suffered in a dozen mortal lifetimes.

Brand is a Burst Mage champion who can easily burn close-knit teams to cinders, dealing massive multi-target damage and using his abilities in tandem to reach maximum efficiency.
  • His passive, Blaze, sets enemies damaged by Brand's abilities ablaze, dealing damage-over-time based on their max health and stacking up to three times; Brand's abilities gain bonus effects against ablaze targets, and he regains mana if he kills an ablaze enemy. After reaching three stacks on the same target, the blaze explodes after a small delay, damaging the target and nearby enemies and setting them ablaze.
  • With his first ability, Sear, Brand launches a fireball in a target direction, damaging the first enemy it hits. If the target is ablaze, they will also be stunned.
  • His second ability, Pillar of Flame, causes a target location to erupt in a column of fire after a small delay, damaging enemies inside. Enemies that are ablaze take bonus damage.
  • His third ability, Conflagration, blasts an enemy with fire that spreads to surrounding enemies, damaging them. If the main target is ablaze, the fire will spread in a wider radius.
  • With his ultimate ability, Pyroclasm, Brand launches a torrent of fire at an enemy, which then bounces to another nearby enemy up to four times in a row, damaging all targets. Enemies that are ablaze are slowed.

Brand's alternate skins include Apocalyptic Brand, Vandal Brand, Cryocore Brand, Zombie Brand, Spirit Fire Brand, Battle Boss Brand, Arclight Brand, Eternal Dragon Brand, Debonair Brand, Prestige Debonair Brand, Street Demon Brand, and Empyrean Brand. Wild Rift exclusively includes Marauder Brand.

In season 1 of Teamfight Tactics, Brand is a Tier 4 Demon Elementalist. His ability, Pyroclasm, fires a fireball that bounces several times between enemies, damaging them on each hit. In season 2 he was unchanged apart from being updated to an Inferno Mage. He was removed in season 3. He returns in season 4's Festival of Beasts mid-set update as a Tier 1 Dragonsoul Mage using his Eternal Dragon Brand skin. His ability was changed to Dragonfire Pillar, which erupts the ground below the enemy with the highest current health, damaging all enemies in the area and stunning the enemy in the epicenter for a few seconds. In season 5, he uses his Zombie Brand skin as a Tier 2 Abomination Spellweaver. His ability was changed to Sear, which throws a fireball at the nearest non-seared enemy, searing them for magic damage over time and reducing their magic resistance for the duration. He was initially removed in season 6, but returns in the Neon Nights mid-set update using his Debonair Brand skin as a Tier 1 Debonair Arcanist. Sear returns as his ability, though in this iteration the fireball's damage is instantaneous while only marking enemies as ablaze for a few seconds without reducing magic resistance; against ablaze enemies, the fireball consumes the mark to deal bonus damage and briefly stun the target. His Debonair VIP bonus buffs his spell to fire a second fireball that deals reduced damage at another nearby target, prioritizing ablaze enemies.
  • All Bikers are Hells Angels: Vandal Brand.
  • And I Must Scream: There is a very real chance that Kegan is still inside him somewhere, but Brand is the one in control of the body.
  • An Ice Person: His Cryocore skin replaces the fire with a frosty substitute.
  • A Pupil of Mine Until He Turned to Evil: Formerly the apprentice of Ryze, he became his enemy when the allure of the Runes proved too powerful.
  • Attack! Attack! Attack!: Brand's kit is designed for landing all of his abilities simultaneously on an enemy to incinerate them before they can retaliate. If he can't fully commit to that, he has no way to escape danger unless his allies are around to save his crispy skin. Playing him optimally means you're set up to strike first or when the enemy can't fight back, allowing him to score those kills then retreat to safety, almost more like a magic-based assassin.
  • Ax-Crazy: Consumed by power, he just wants to burn the world down and is too far gone to listen to reason.
  • Balance Buff: Brand always maintained a steady reputation as a combo-based burst mage, but for a while was considered a little too specialized against lone targets. The midseason 6 mage updates rectified this gave him the additional aspect of his passive where combo-ing enough abilities together causes his enemies to explode, making him much stronger at clumped-up enemy teams.
  • Bilingual Bonus: In German, Danish, Dutch and Swedish, "Brand" means "fire", specifically an out-of-control and dangerous fire.
  • Body Horror: Without the flames covering it up, his body is charred and emaciated like you'd expect from a man that's perpetually on fire.
  • The Cameo: Garen and Lux in his judgement.
  • Child by Rape: Implied; in Brand's new lore, his host Kegan was known as the "reaver bastard" as a child because his father had been an enemy reaver- so unless he and Brand's mother had been Star-Crossed Lovers (unlikely given what reavers are known for), this is the most likely explanation.
  • Combos: Brand's Blaze passive actively encourages players to use his abilities in tandem, with each ability procing different effects on a target already hit by a different ability, as well as creating additional AOE burst if he gets three of them at once.
  • Damage-Increasing Debuff: All of Brand's abilities apply a burn status effect that, not only does Damage Over Time, also improves the effects and damage of his other abilities, granting bonus range, crowd control, and making it even easier to trigger the explosion from Blaze.
  • Damage Over Time: Blaze residually burns anyone hit by Brand's abilities, leaving them hurting even after he's either retreated or been whacked.
  • Everything's Deader with Zombies: Zombie Brand, where he gets a modern zombie makeover, losing none of his pyrokinesis.
  • Fireballs: Sear looks as basic of a fireball as you can get. It's also Brand's only form of hard crowd-control, locking an enemy in place if he's already hit them with other abilities.
  • Herd-Hitting Attack: Brand is a champ that really wants his enemies close together; the massive explosion his passive causes on an enemy will spread to others around them and can keep triggering if Brand already struck them with an ability. The result is a champ with the power to score a full pentakill with the proper setup.
  • Incendiary Exponent: He's on fire, and soon anyone and anything trying to stop him will be as well.
  • Meaningful Name: His name comes from the word "Firebrand", which means "one that creates unrest or strife."
  • My Suit Is Also Super: Many players were fairly surprised that one perpetually Wreathed in Flames would be able to wear pants.
  • Not the Intended Use: Brand is intended to be a simple midlane burst mage, with large amounts of burst AOE damage to blow up multiple enemies. However, he occasionally sees play as a kill support, similarly to Annie oddly enough, and for mostly the same reasons: great base damage and decently-reliable crowd control, which can be amplified with more conventional midlaning tools that can be easily purchased with support items.
    • In 2020, Riot noticed that some players were also picking him as a Jungler, so they buffed his passive damage against monsters.
  • Omnicidal Maniac: Exists only to burn down the world of men and yordles... and all the other races of Runeterra.
  • Playing with Fire: Originally he was a full-on fire elemental that got dragged into Runeterra by summoners. Now he's a human with uncontrollable flame powers. Every one of his abilities reinforces these powers by blasting enemies with fire and letting them burn from the residual damage.
  • Retcon: When originally conceived, Brand was brought about when Kegan stumbled onto and was consumed by one of the World Runes mostly by complete happenstance. This was rewritten much later, where he ended up becoming Ryze's apprentice and partner in his quest to gather them, but was tragically overcome by their tempting power in the process.
  • Sealed Evil in a Can: When Kegan found it, it was trapped in a perfect cage of unmelting ice. He couldn't resist touching it.
  • Skill Gate Characters: While somewhat harder to pick up than Annie, he is still a good mage for newer players to pick, and he teaches a lot of valuable skills, namely leading targets, burst timing, management of debuff stacks, and the monitoring of enemy team positioning for maximum AOE effectiveness. The downside is that he's almost completely offense-based, lacking any mobility or defensive tools beyond his stun; a solid champion to all-in with, but also an easy champion to all-in on.
  • Squishy Wizard: To the extreme. Brand's burst damage is extremely high and can potentially pentakill the enemy team. But without his abilities, his damage is abysmal and he takes hits like paper. His only form of escape tool, the stun effect from Sear, requires the enemy to already be on fire, giving almost no way to fend off attackers that he hasn't already struck first.
  • Technicolor Fire: Any skin outside of his base will usually opt for more fantastical flame colors. They could be blue (Cryocore and Spirit Flame), purple (Dragonmancer), green (Zombie and Debonair), gold (Arclight), and so on.
  • Volcanic Veins: Quite noticeable across his whole body.
  • Wreathed in Flames: To be expected from a man consumed by fire, especially his arms and the top of his head.

    Braum, the Heart of the Freljord 
https://static.tvtropes.org/pmwiki/pub/images/braum_originalloading12.jpg
"The heart is the strongest muscle."

Voiced by:
JB Blanc (English)
Eugenio Barona (European Spanish)
Martín Soto (Mexican Spanish)
Tanuki Sugino (Japanese)
Jonas Mello (Brazilian Portuguese, League of Legends)
Antônio Moreno (Brazilian Portuguese, Legends of Runeterra)
Jae-Beom Lee (Korean)
Konstantin Karasik (Russian)
Appears in: Legends of Runeterra, Tales of Runeterra, Ruined King, Song of Nunu: A League of Legends Story

"Today, we fight as enemies. Tomorrow, we might fight as brothers."

Blessed with massive biceps and an even bigger heart, Braum is a beloved Iceborn hero of the Freljord. Every mead hall north of Frostheld toasts his legendary strength and tells tales of how he felled a forest of oaks in a single night, and punched an entire mountain into rubble. With his shield, an enchanted vault door forged in ages past, Braum roams the frozen north as a cheerful protector, helping the vulnerable as he works toward his dream of a peaceful Freljord.

Braum is a Warden champion who excels at protecting and soaking damage for his allies, literally positioning his body between them and any incoming danger to stop it.
  • His passive, Concussive Blows, causes his basic attacks to mark the target, stacking up to four times; his allies can also apply stacks by attacking marked enemies. Once a target reaches four stacks, they will be damaged and briefly stunned. This effect cannot affect the same target more than once every few seconds; instead, Braum's attacks deal bonus damage against foes that have been recently stunned.
  • His first ability, Winter's Bite, shoots an ice blast from Braum's shield in a target direction, damaging, slowing and applying one Concussive Blows stack to the first foe it hits.
  • His second ability, Stand Behind Me, makes Braum leap to an allied champion, granting both of them an armor and magic resistance bonus. It can also be cast on Braum himself to just gain the defensive bonus.
  • With his third ability, Unbreakable, Braum raises his shield in a target direction for a few seconds, intercepting all incoming projectiles from that direction, completely nullifying the first to hit him and reducing the damage of subsequent ones. Braum can move with the shield raised, gaining bonus movement speed while doing so.
  • With his ultimate ability, Glacial Fissure, Braum leaps into the air and slams his shield into the ground, creating an ice fissure that travels in a target direction, damaging and knocking up enemies in its path. The fissure then remains on the field for a few seconds afterwards, greatly slowing enemies inside it.

Additional skins include Dragonslayer Braum, El Tigre Braum, Braum Lionheart, Santa Braum, Crime City Braum, Sugar Rush Braum and Pool Party Braum.

In season 1 of Teamfight Tactics, Braum is a Tier 2 Glacial Guardian. His ability is Unbreakable, which raises a barrier that redirects all attacks passing through it to Braum and reduces their damage by large percentage. In season 2 he was unchanged apart from his class being updated from Guardian to Warden. He was removed in season 3. He returns in season 4's Festival of Beasts mid-set update with the same ability as a Tier 2 Dragonsoul Vanguard using his Dragonslayer Braum skin. He was removed in season 5, returning in season 6 using his Crime City Braum skin as a Tier 4 Syndicate Bodyguard. His ability was changed to Vault Breaker, which slams Braum's door into the ground, sending out a fissure through his target that deals magic damage and stuns all enemies in the area as well as all enemies within 2 hexes of Braum. In season 7, he returns to using his Dragonslayer Braum skin as a Tier 2 Scalescorn Guardian, with Unbreakable returning as his ability.

In Legends of Runeterra, Braum is a 4-mana 0/6 Freljord Champion with Challenger and Regeneration who summons a Mighty Poro (a 3/3 Poro with Overwhelm) the first time he survives damage. When he takes 10 damage without dying he levels up, gaining +1/+1 and summoning a Mighty Poro every time he survives damage. His signature spell is Braum's Take Heart.

Braum is one of the playable champions appearing in Ruined King.
  • Animal Companion: He's likely to have a poro with him at all times. Ruined King even gives them gameplay functionality as a dungeon ability and a combat buff for allies.
  • Animal Motifs: The sturdy ram, represented on his giant door shield. Riot confirmed that his original tribe had a strong connection to the giant volcanic ram-like demigod Ornn, who originally created said door shield in the first place.
  • Artistic License – Physics: When playing as or against Crime City Braum, you might notice how his Winter's Bite (which is replaced with a Thief Bag with a gold bar sticking out of it) flies top-first, despite all the weight supposedly being at the bottom. Riot is aware of this, but they concluded during testing that in terms of gameplay, this is much clearer than if it was flipped the correct way.
  • Badass in a Nice Suit: Wears one in his Crime City skin. Some of the chromas give him either more or less suit, up to and including just making him topless.
  • Badass Santa: Braum is one of the Christmas skins for 2016. And compared to Gragas being a normal "fat guy" Santa Claus, Braum is certainly not.
  • Bald Head of Toughness: As one of the strongest champs around, his baldness reflects his incredible endurance, especially somewhere as frigid as the Freljord.
  • Barrier Warrior: His Unbreakable skill, which can completely negate a skill's damage and reduce damage taken for a moment thereafter.
  • Big Eater: He's a stout-hearted fighter who needs a lot of supper to maintain his build. In Legends of Runeterra, if he's called to battle while a "Friendly Innkeeper" is on your side, the innkeeper will chuckle to alert the kitchen that "We'll need more food!"
  • The Big Guy: Of the Ruined King party; he's the group's dedicated tank who can take on a heck of amount of damage for his team, as well as grant allies shields, deal decent damage with his own attacks, and disrupt the enemy with stuns and delays. He's also generally the nicest and heartiest of the group.
  • Boisterous Bruiser: He's very loud, and is certainly enjoying himself during the fights.
  • Breakout Character: Surprisingly, despite not being a massively important character in Runeterra, Braum has the most featured appearances across all of the franchise's games of any champion, appearing in League of Legends, Wild Rift, Legends of Runeterra, Ruined King, and Song of Nunu.
  • Call to Agriculture: It hasn't happened yet, but he dreams on retiring to become a humble poro herder once he accomplishes his dream in fully uniting the Freljord.
  • The Cape: Braum is an improbably strong and kind man who fights to spread cheer and hope wherever he goes, he always shows unwavering bravery against seemingly impossible odds, he primarily defends those weaker than himself, he constantly projects a wholesome and approachable demeanor, and he is full of Simple-Minded Wisdom centered around compassion and respect. It's debatable if his heart comes from his strength or if his strength comes from his heart.
    ''You are safe with Braum."
  • Captain Obvious: His mother's advice apparently includes...
  • Department of Redundancy Department: His tongue-in-cheek comments for buying Randuin's Omen, and the Aegis of the Legion:
  • Door Fu: His shield is actually a fancy door. The apocryphal story for it is that it was originally created by Ornn to be completely impassable and indestructible, and that Braum came to possess it by punching through the mountain it was built into. While we don't know for sure where it actually came from, it's strong enough to with withstand a completely-berserk Tryndamere, and Braum doesn't mind using it against his opponents.
  • Dynamic Entry: Instead of leaping to an enemy, Stand Behind Me brings him to an ally in need.
  • Early-Bird Cameo: Not directly Braum himself, but in the splash art for Winter Wonderland Lulu, one Poro off to the left can be seen with a huge mustache, a forward nod to his announcement video.
  • Easter Egg: Like Vi's special interactions with Caitlyn and Jayce, Braum has several comments which you'll hear only if he blocks an enemy ultimate with Unbreakable.
  • Exposed to the Elements: Iceborn like Braum have an innate resistance to the effects of cold, though they do still feel it and thus, like Sejuani and Ashe, at least cover themselves - Braum himself, however, is an anomaly even amongst iceborn, being a Walking Shirtless Scene who doesn't even feel the cold, and he fully embraces this to further his tales.
  • Fantasy Counterpart Culture: A minor example, with him using blue tattoos like ancient Celtic warriors. Aside from that, he doesn't have much in common with their stereotypes.
  • Folk Hero: Demonstrates quite a few of these qualities: His Friend to All Living Things nature, his lore's presentation as a bedtime story, and in said story his cleverness and kindness being played up as much as his strength. His biography describes his escapades as having been gradually exaggerated as Freljordian folklore, and while this obfuscates some of who Braum really is, it reflects very well on how genuinely kind and heroic he is.
    Ashe: Are the tales about you true?
    Braum: Hahaha, all stories have some truth!
  • Friend to All Living Things: His niceness extends to beyond humans, and he's most often seen as a friend to poros, who in turn often accompany him in portrayals such as his skins and even his announcement video, "Trials of the Poro". In Legends of Runeterra, he has voice interactions with every one of the poro cards.
    "Smallest of creatures have biggest of hearts!"
  • Frothy Mugs of Water:
    • He makes a few jokes about drinking towards Gragas, only to subvert the alcohol part by saying he only drinks goat milk.
    • In the Ruined King game, when Yasuo proposes a toast after shunning Braum's overly friendly nature for most of the game, Braum takes Yasuo's gourd...and either Yasuo is drinking one hell of a Gargle Blaster or Braum Can't Hold His Liquor (perhaps because he drank from the gourd like one would from a mug, rather than just take a swig) and ends up on the floor.
      Braum: Braum must.. sit.. which way is the ground?
      Yasuo: Heh, you've got a new story to tell: 'The mighty Braum, felled by a drink.'
      Braum: We...will never speak of this.
  • Gameplay and Story Segregation: In the Trials of the Poro video that revealed him, his shield blocked an entire hail of arrows. In game, you cannot block Varus's ability Hail of Arrows, because it's an ability placed onto an area and not a skillshot or targeted ability.
  • Gentle Giant: He is really, really big and one of the most genuinely nice champions in the game. In-game, his kit encourages protecting and assisting allies over directly damaging enemies.
  • Geo Effects: His Glacial Fissure ultimate creates one by disrupting the ground beneath enemies in its path and knocking them up. Afterwards, the ground slows enemies that walk over the torn earth for a while.
  • Good Feels Good: He doesn't enter conflict to fight, but to give help to those who greatly need it.
  • Good Scars, Evil Scars: Dragonslayer Braum has a scar over his eye.
  • Go Through Me: Even moreso than the other shield-bearing support Leona. Braum's abilities are designed to protect those behind him and force enemies to deal with his much-harder-to-kill shell first.
  • The Heart: Referred to in his title. He seems to like everybody, even in the faction-divided Freljord, and hopes to one day unite it all as one big family. This is especially prominent in Ruined King, where he serves as a shoulder to lean on for the cynical, often amoral Ragtag Bunch of Misfits that make up the majority of the party.
  • Heroic Build: His ripped physique aids him in his mission to be the shield for all.
  • Hope Bringer: His many escapades have spread throughout the Freljord as stories of dynamism and hope, and even with how far-fetched the tales become, he embraces their fanciful nature if it inspires others to follow in the same path of generosity and kindness.
    Maokai: In all my years, I have never felt a heart so pure.
  • Hope Spot: Chasing a kill and counting on one last ranged attack to seal the deal? Not if Unbreakable has anything to say about it. Braum even turns this trope around on champions who frequently rely on their long-distance ultimates (Ashe, Caitlyn, Draven, and Ezreal) to finish off wounded enemies, emphasized further with his special lines for doing so. Doesn't work this well with Lux however.
  • Husky Russkie: His voice sounds like a much more genial Heavy.
  • An Ice Person: Like most of the other Freljordian champions, he has ice-themed abilities, including creating a trail of spikes and firing projectiles.
  • Improvised Weapon: His massive shield, which was originally a door.
  • In a Single Bound: The Ruined King game shows him more than capable of leaping into the air only to come crashing down - this being Braum, he doesn't so much 'leap' as he does a vertical pushup against the ground itself, which - thanks to his Super-Strength - sends him flying upward great distances with such speed that he can catch up to his shield (thrown prior to the pushup) mid-air.
  • Leaning on the Fourth Wall: Potentially, with one of his quotes. He seems to be aware that a champion being played by an enemy Summoner this game could very easily be a champion being played by an ally in another game.
  • Loved by All: There's hardly a soul who doesn't love Braum; his infectiously kind nature manages to charm everyone he meets like the team of troubled anti-heros he joins in Ruined King and the various tribes of the Freljord.
  • Luckily, My Shield Will Protect Me: Himself and his allies. His kit revolves around his massive shield (which is a magical door he ripped from its hinges). He uses it both defensively and offensively.
  • Manly Facial Hair: Braum sports en enormous brown moustache as part of his masculine design - he even shares it with the poro he saves!
  • Megaton Punch: In some of his autoattack animations he forgoes the shield entirely and just smacks the enemy with his fists.
  • Momma's Boy: Downplayed. He has great respect for his mother, who greatly inspired his desire to become the Heart of the Freljord, and he refers fondly to his mother's advice from time to time.
  • Myopic Architecture: The door that he uses as his shield, being made by Ornn, was indestructible. The mountain surrounding the door, on the other hand, was not. Downplayed since it was still, well, a mountain - Braum just happens to be so strong that a mountain counts as a weak point to him.
  • Nice Guy: Kind and affable, even to his enemies. It's amazing how even that manly chest can hold such a big heart.
  • Non-Human Sidekick: The poro Braum saved in the Trials of the Poro video apparently followed him, appearing in Braum's joke emotes by standing on his shield and bouncing up along with Braum's movement of his shield.
  • No-Sell: A properly timed/placed Unbreakable can negate all opponents' projectiles for the duration, even continuously-firing ones like Miss Fortune's "Bullet Time" or Lucian's "The Culling". Somewhat downplayed as Braum will still suffer the effects of any CC that he absorbs (such as Ashe's Enchanted Crystal Arrow) and will still take damage (albeit reduced) from any hit he absorbs after the first; not so much "No Sell" as "Less Sell".
  • Older Than They Look: As was admitted in development roundtable, he's old enough that current grandmothers heard stories about him when they were young. It was eventually confirmed that he was an Iceborn, possess natural agelessness.
  • Playing with Fire: Dragonslayer Braum.
  • Retcon:
  • Secret Test of Character: Maokai puts him through one in the Ruined King game. Braum is seeking the Blessed Waters to cure an illness spreading through the Freljord, Maokai tells him there is none, and directs the party to help him restore life to a small corner of the Shadow Isles by purifying one of his seeds. When they return, he notes that Braum never left their side despite the cure being nowhere to be found, simply because he's that sort of person - and that's enough for him to grant Braum some of his leaves, which contain small motes of the blessed water - enough that when made into elixirs, they can cure the illness plaguing Braum's people. Braum, realizing this, is on the verge of Manly Tears.
  • Shield Bash: Naturally, since that gigantic shield is his only weapon. His animation for attacking towers even looks like he's using it as a battering ram.
  • Simple, yet Awesome: His core build strategy is building Armor and/or Magic resistance depending on the enemy team's composition, and HP (Bonus health and regen). Two of his abilities consist of a simple leap to a nearby ally, and holding up his shield and generating a wall of ice from it. And his primary form of Crowd Control primarily involves smacking the enemy a few times. Doing these things together in a dynamic fashion, and correctly, so that Braum absorbs the worst the enemy team can throw at him, while setting them up to be picked apart by his team, is extremely effective and awesome looking.
  • Spirited Competitor: Thinks the League is a huge amount of fun, and compliments his opponents for their efforts.
  • Stone Wall: He's not meant to charge into enemy lines; rather, he stands between his allies and enemies and becomes an impenetrable wall that blocks any attempts to harm them.
  • The Storyteller: Ruined King shows that he loves to tell stories around the fire. It's a handy skill that lets him break ice with the rest of the party.
  • Super-Strength:
    • Braum hauls around an unbreakable door and can smash through mountains. Fortunately for game balance, he can't smash apart his enemies as easily in-game.
    • In “The Raid”, Braum goes beyond even that, with him and his shield being the only thing standing between an avalanche and certain death for two others. He plants his shield, braces himself, and stays standing while the Avalanche is forced to part around them. He even does it with such relative ease that he can find the presence of mind to look back with a reassuring smile.
  • Support Party Member: Intended to be a "true" defensive tank support, in contrast to the aggressive tank supports, Leona and Thresh.
  • Taking the Bullet: Unbreakable has him intercept projectiles aimed at his allies. Though his shield reduces the damage, he does get hurt from doing so.
  • Tattoo as Character Type: The tattoos on his torso are very heavily inspired by the Ancient Celts.
  • Third-Person Person: Downplayed. Unlike someone like Draven, he uses both 'I' and this trope.
  • Walking Shirtless Scene: Apart from his shoulder-guard and his ginormous belt.

    Briar, the Restrained Hunger 
https://static.tvtropes.org/pmwiki/pub/images/briarleague.jpeg
"Nice to meet you! I'm hungry! I mean... Briar!"

Voiced by:
Julie Nathanson (English/Original)

"I don’t lose control, I free myself from control."

A failed experiment by the Black Rose, Briar’s uncontrollable bloodlust required a special pillory to focus her frenzied mind. After years of confinement, this living weapon broke free from her restraints and unleashed herself into the world. Now she’s controlled by no one—following only her hunger for knowledge and blood—and relishes the opportunities to let loose, even if reining back the frenzy isn’t easy.

Briar is a Diver champion who can tear through enemies in an uncontrollable frenzy, sustaining herself on their blood. She has no mana, with her abilities instead using her health as a resource.
  • Her passive, Crimson Curse, has two effects:
    • Briar has no base health regeneration, and instead has to heal herself by attacking enemies.
    • Briar's attacks and abilities apply a stacking bleed effect for a short duration that deals physical damage per stack and heals Briar for a percent of all pre-mitigated damage.
  • Her first ability, Head Rush, has Briar leap to a target, damaging, stunning and reducing their armor for a short duration if they're an enemy.
  • Her second ability, Blood Frenzy, has Briar leap to a location and enter a Blood Frenzy, self-taunting to the nearest enemy (prioritizing champions) for a period of time. While in Blood Frenzy she gains both attack and movement Speed, and her attacks now deal physical damage in an area of effect.
    • Recasting this ability will have Briar perform Snack Attack, where she empowers her next attack to deal bonus damage based on the enemy's missing health, and heals Briar for a percent of all damage dealt.
  • Her third ability, Chilling Scream, removes Blood Frenzy and enters a charge state, gaining damage reduction and restoring health. Releasing the charge has Briar unleash a scream that pushes back and slows enemies. Enemies that hit terrain take additional damage and are stunned.
  • Her ultimate, Certain Death, has Briar kick her hemolith and fly to the location of the first champion hit, marking them as her prey. She deals a large amount of damage on landing, and applies fear to surrounding enemies. She also enters an empowered Blood Frenzy with bonus armor, magic resist and movement speed, and this lasts until she's killed her prey.

Additional skins include Street Demon Briar.
  • Achilles' Heel: As with champions whose gameplay is heavily based around Life Drain and self-healing, Grievous Wounds are considered a necessity when attempting to fight her just because of how out-of-control she can get if she can act on her many methods of healing herself with impunity. This on top of the fact that being a champion that doesn't use energy means that timing and cooldown management are a necessity to maximize the downtime between casting her abilities.
  • Actually Not a Vampire: Briar is very heavily inspired by Eastern European vampire lore, and was even teased directly as a "vampire" champion, but on account of vampires not existing in Runeterra as a monster (and seemingly not even as a word), Briar isn't technically one. She's instead some kind of artificial humanoid girl produced of Blood Magic by the Black Rose, created to be a deadly assassin but proving far too indiscriminate and uncontrollable to function as such.
  • Adorable Abomination: A vampiric hommunculus with an insatiable bloodlust, and yet one of the sweetest and ditziest champs in the game with a youthful and cute design.
  • Animal Motif: Vampire bats; she has very bat-like facial features including the angled nose, sharp teeth, and her Pointy Ears. Not to mention how she drinks blood, coinciding with her clear vampire influences.
  • Anti-Armor: Head Rush reduces her target's armor.
  • Attack! Attack! Attack!: Briar's kit is pure, unrestrained offense, using her strong engage and Blood Frenzy to tear into enemies. Blood Frenzy's unique properties means that she can basically attack enemies on autopilot, with her other abilities providing utility like hard crowd control to accentuate that offense. The downside though is that she has no real escape tools, and because she can't regenerate health, she's encouraged to keep fighting so that the enemy can't kill her in retaliation.
  • Ax-Crazy: Fundamentally, Briar is a creature of violence that exists specifically to kill, and as soon as she feels any kind of hunger pangs, she's not above ripping everyone around her to shreds. She can maintain a general Mask of Sanity when need be and carries a certain degree of self-restraint when it comes to her magic pillory, but her complete disregard for anything beyond her ravenous id makes her wildly unpredictable.
    Let's see... today I'm going to... climb a tree, learn the Noxian anthem, kill my enemies, and... oh! Make a baby laugh!
  • Barefoot Loon: Her lack of footwear is used to accentuate her off-kilter worldview.
  • Berserk Button: Her cinematic, "Feeding Frenzy", features her entering a frenzy in response to her new "escape buddy" friend getting hurt by the guards in her prison.
  • The Berserker: Briar's frenzies result in her indiscriminately slaughtering everything around her, be it friend or foe, though she has enough of a hold on herself to snap herself out of it. This directly translates to her in-game kit, as her Blood Frenzy and Certain Death abilities self-apply a taunt on the nearest enemy that causes her to uncontrollably attack them, though the player is still allowed some input during this with options to either commit to an assault or end the frenzy to back off.
  • Bite of Affection: Invoked; she mentions in some voice lines about nibbling on people, only to remind herself not to do it because it's rude.
    "It is not polite to nibble on friends!"
  • Bloodlust: Tasting blood is enough to send her into an frenzy.
  • Blown Across the Room: When fully charged, Chilling Scream blasts enemies backwards, and if they collide with terrain, they become stunned and take a surprisingly high amount of damage. The ability is far slower than the likes of Vayne and her Condemn, and the way the ability is designed suggests it be used more at the end of engages, but if it properly lands, it's almost a death sentence.
  • Bored with Insanity: Played with in a novel way; Briar did not become burned out or self-conscious of her own disordered thinking from spending too much time in that state, as is normally how this trope goes. Rather, she was given a sanity inducer and stuck in a cell to observe fellow Black Rose monsters left to stay rabid and concluded that she would rather be shackled but with clarity of mind. Also downplayed, as Briar also believes that an occasional, short berserk rampage is a good way to decompress.
  • Cast from Hit Points: Briar is one of the few champions in the game that casts abilities not with mana, but by sacrificing a portion of her own health.
  • Chinese Vampire: Briar's Street Demon skin is evocative of a jiang shi, complete with blue skin and a talisman hanging from the front of her hat.
  • Close-Range Combatant: She's primarily an auto-attacker, with her frenzied state amplifying stats like movement and attack speed to make her more threatening one-on-one. Her other abilities benefit from close quarters too like Chilling Scream' ability to slam enemies into walls, making her scary when fighting in the jungle.
  • Contortionist: Briar possesses remarkably strong flexibility and full-body dexterity, especially for someone who usually keeps her arms bound up in a spiky pillory. Her joke emote has her show off both by rolling, walking, and flipping with her feet next to her ears.
  • Curious as a Monkey: Briar's personal motivation is to wander out and see the world now that she has both the freedom and lucidity to appreciate the experience. She oohs and aahs over new places and asks frequent silly questions.
  • Cute and Psycho: She's a living tightrope act between endearing childishness and frightening brutality. When fully restrained and lucid, Briar is playful and charming, almost enough to make you forget that she's a perpetually-hungry not-vampire with only a tenuous level of self-restraint keeping her in check. When she decides her appetite can't be ignored, that all goes out the window, with her voice shifting from chipper and cute to positively ferocious.
  • Cute Monster Girl: She's a wild killing machine born from hemomancy with an almost completely pale complexion, blank white eyes, razor-sharp fangs, and a menagerie of other vampire bat-like features on top of being prone to violent frenzies when she frees herself from her pillory. However, she still has the general form of a young woman and a mostly friendly, almost ruthlessly optimistic personality, making her unusually adorable whenever she isn't biting peoples' heads off.
  • Cuteness Proximity: She'll react in affection to the various jungle monsters... and still eat them.
    (Meeting wolves) "Just one pat...!"
    (Meeting Scuttlecrab) "You're so cute I have to eat you!"
  • Dark Is Not Evil: Despite her dark and manic look, she's oddly sweet when not in a frenzy.
  • Death or Glory Attack: Briar's ultimate ability, Certain Death, provides almost exactly that: once she marks a target for death, she will charge it with a greatly empowered Blood Frenzy, hounding it to deal continuous damage until either her target goes down or she does.
  • Difficult, but Awesome: Briar has a mechanically simplistic kit for a Diver, but has very few tools to actually get out of a fight if it goes south, not helped by her literally being forced to attack targets with her self-taunts with only a couple of options to stop herself. As a result, Briar players need to be very aware of how able (or unable) they are to kill an enemy and make the right decision of when to go in and enter a frenzy, followed by either opting continuing to fight or cancelling the frenzy to escape.
  • Disproportionate Retribution: Her response to seeing the terrified janitor she's designated as her "escape buddy" being knocked aside as the guards come to accost her? Fly into a frenzy and gruesomely butcher every single soldier that gets in her way as she makes her escape.
  • Double-Edged Buff: Briar has an extreme case of a tradeoff through "Blood Frenzy; she gains a boatload of stats in movement and attack speed, extra on-hit damage, and an area of effect on her attacks. But in exchange, she's completely uncontrollable by her player save for ending her frenzy with another ability. So, the decision is a matter of extra damage potential in exchange for the game's AI making all the decisions.
  • Dual Wielding: In her frenzied state, her pillory transforms into a pair of wrist-mounted blades.
  • Dynamic Entry: Her ultimate features her kicking her hemolith over a potential massive distance with a sound cue, and if she hits an enemy champion, she'll dash all the way to the target and deal heavy damage to everything around them on arrival, as well as making surrounding enemies flee.
  • Feral Vampires: As stated in her Champion Insights, Briar was designed with Eastern European vampires in mind, which are depicted as crazed, terrifying monsters that kill indiscriminately for sustenance.
  • Fish out of Water: Now that Briar's free after years and years of imprisonment with virtually no understanding of the outside world, she's finding herself needing to catch up on a lot on what's out there and how people "should" behave. She's fascinated by the concept of reading books to gain knowledge without killing people, and is confused by the design of several mundane social cues, such as handshakes.
  • Gameplay and Story Integration:
    • Briar being a blood-crazed berserker is reflected well in the game by merit of her self-applying a taunt onto nearby enemies, allowing her to attack them indiscriminately with only a few options for the player to take while she's in a frenzy.
    • Briar's whole playstyle, in fact, lines up with her lore to a T. Just like how Briar believes that she must strike a balance between both going out of control and being under control, so too must her player. As stated in her Champion Insights, her kit is intended to reward players with strong awareness and decision-making skills, who know when they should go in and cut loose and when they should rein themselves in and back off.
  • Gameplay and Story Segregation: On the other hand, her lore states she'd wind up slaughtering both enemies and allies alike during frenzies, which, while considered by the devs for a time, obviously did not make it into the finalized version of her moveset.
  • Hartman Hips: Briar has a thicker lower body and legs compared to her more petite upper body, which, according to her Champion Insights, was allegedly done to evoke the image of bottom-heavy I.V. bag or blood droplet.
  • Horror Hunger: She has an insatiable appetite for blood, and can enter crazed frenzies where she slaughters everything around her to satisfy her cravings. Of note is the fact that as part of her creation, she doesn't actually require sustenance from usual sources like food and water, nor does she risk death from starvation; she simply must eat, and without her pillory, nothing but her own restraint will stop her.
    Feels like my hunger is always talking to me. I never understand what it's saying, but I know it's never happy...
  • Human Weapon: She was created by the Black Rose to be a blood-fueled assassin who wouldn't need food or water to survive as they hunted down their targets. Briar, however, would be a terrible assassin on account of how uncontrollable and destructive she got during her frenzies, slaying friend and foe alike while being unresponsive to orders, with one particular instance resulting in her failing to kill Swain when the Black Rose attempted to use her to assassinate him.
    I might be a weapon, but now only I wield myself!
  • Humanoid Abomination: It's unclear what exactly Briar is, but "human" certainly isn't it. Most of her form resembles that of an ordinary young human woman, but she also has completely cataracted eyes, clawed hands, bat ears, and razor-sharp teeth. All her biography says is that she was created by hemomancers, "born from and fueled by blood," but whether she's some kind of reconstructed zombie like Sion or an entirely artificial creature is unknown.
  • I Just Want to Be Free: Having been created with the sole purpose of being a crazed weapon and subsequently being imprisoned for years, Briar's long period of introspection behind bars thanks to the lucidity offered by her pillory made her realize that she wanted to be free to explore the world beyond her cell. That being said, her overall definition of "freedom" also includes the freedom to choose whenever she goes into a frenzy, which she's very capable of doing and is something she'll happily indulge in if she's in the right (or wrong) mood.
  • I Just Want to Have Friends: Given that her whole existence has been spent in isolation as a Human Weapon, Briar has a deep want for friendship and will try to befriend the first person she sees to grimly hilarious results.
    Companionship and the occasional warm pint of blood are the motivations that keep Briar going, and they’re also what bring her back from her frenzy.
  • Jerkass to One: While Briar is eager to make new friends and happily greets everyone she meets with enthusiasm or at minimum cordiality, she amusingly cares rather little for Sion, who was apparently a fellow captive at her old prison.
    (first encountering an enemy Sion) "Oh, Sion... You escaped too, and you're here. With me."
    (killing an enemy Sion) "Oh no. Sion's dead. I am so sad. Hehehehe, I'm lying."
  • Kick Chick: While in her non-frenzied state and in her pillory, Briar primarily attacks with kicks and knee-strikes, although she can also slam her pillory into enemies. Her Head Rush ability in particular is a jumping axe kick.
  • Leg Focus: Briar's splash arts generally feature a lot of emphasis on her hips, legs, and feet and she liberally employs kicks in combat, with it being explicitly stated in her Champion Insights that she was designed to be more bottom-heavy, with thicker hips and legs to contrast with her more petite torso. Justified in that her hands are constantly bound by her pillory while lucid, and as a result she'd only really have her legs (and mouth) to interact with just about everything around her if she isn't in a frenzy.
  • Life Drain: As befitting a vampire who has a hankering for blood, Briar's attacks and abilities apply a stacking bleed debuff to enemies that heals her while it's active, has stronger healing the lower health she has, and can recast her Blood Frenzy ability while it's active to use Snack Attack, an attack which heals her for a large percentage of the damage it deals.
  • Man Bites Man: During Blood Frenzy, Briar can recast the ability to use Snack Attack, where she takes a bite out of her target to deal damage and heal a large amount of the damage dealt.
  • Mechanically Unusual Fighter:
    • Briar is the only champion without any kind of idle health regeneration, and has to instead regain health by attacking enemies.
    • Briar is also the only champion who can self-apply the taunt debuff as a part of her Blood Frenzy and Certain Death abilities.
  • Mood-Swinger: Briar's personality has two modes: quirky, outgoing, and dorky in her innocence (even if what she's talking about is less than comforting), and frighteningly enraged monster who screams in almost animalistic fury. These two modes come and go on a whim, and Briar doesn't find swinging between the two at all unusual.
    PREY! WEAK AND— ugh, sorry, old habit! (chuckles) Uh, hi!
  • Mystical White Hair: Despite her generally youthful appearance, Briar has naturally snow white hair, no doubt the result caused by the circumstances regarding her creation. The lower half of her haircut fades into reddish-pink highlights, but this comes not from her, but the blood of her victims (she's evidently a messy eater):
    Aww, my hair's fading already, and I'm fresh out of blood!
  • The Needless: Briar is directly stated to not require food and drink to survive or even keep her strength up. Her all-consuming, unquenchable thirst for blood is only a hardwired compulsion meant to keep her wanting to kill.
  • Nice Girl: Strangely enough for a Black Rose-created superweapon, Briar is a sincerely friendly and outgoing person while lucid, if somewhat naïve (and unaware of just how terrifying she actually is).
    We don't have to fight! You could just... share your blood!
  • Nightmare Fuel Station Attendant: Even when she's in a sincerely friendly mood, Briar doesn't feel the need to hide her frightening obsession with consuming the living, as well as other generally creepy and disturbing interests. Her cinematic, "Feeding Frenzy", shows her almost manically pursuing a janitor for her prison that she considers an "escape buddy" that will show her the way out, remaining completely oblivious to the fact that he and everyone else is terrified of her, even as she's making a bloody horror show of the guards that "hurt" her "friend".
    (first encountering an opponent) "Hi! Is this the part where we break legs?!"
  • No Social Skills: Given she's been locked in confinement for most of her life, it's safe to say Briar's not quick to pick up on social cues.
    (Hearing a joke) "Oh, I was supposed to laugh at that! Ehe, um— (evilly) HA HA HA HA HAA!"
    "I once heard someone say they're having 'friends' for dinner (laughs) And people say I'm hungry!"
  • Non-Malicious Monster: Briar isn't actively malicious, just really hungry for blood, something that was hardwired into her psyche as part of her creation. Having only known savagery and isolation for years, she's excited to see the world and make friends with people in a completely innocent way, but unfortunately, Warm Bloodbags Are Everywhere.
  • Painfully Slow Projectile: Certain Death has a long casting time and is one of the slowest (semi-)global ultimate projectiles in the game, and along with making a very audible and distinct sound to anyone in its range, it's not going to be surprising if an enemy casually dodges it. If it does manage to hit someone (ideally if they're already preoccupied by a skirmish or teamfight, or if they're among narrow terrain where it's difficult to move out of the way), that unfortunate sap will quickly find themselves being attacked by a very angry vampire at lightspeed that will only stop attacking if she decides to or one of you dies.
  • Pintsized Powerhouse: Briar is one of the more petite female champions in the game, but she's designed to be a Diver that's expected to itemize with tanky fighter items that buff up her health bar and accentuate her Life Drain capabilities.
  • Pointy Ears: She has a pair of bat-like ears that point upward, further emphasizing her inhuman nature.
  • Prophet Eyes: It's unclear if she's actually blind or not, but Briar's eyes are completely white. Her designers compare the look to that of the full moon, tying in vampiric and gothic symbolism, as well as a both romantic yet unsettling thematic connection that just like the moon, Briar will always be watching. When she's in a blood-fueled frenzy, they turn into a shade of bright red/hot pink as part of her Game Face.
  • Psycho Pink: Her color scheme and abilities use lots of bright pink/magenta in lieu of a more bloody red.
  • Psychopathic Womanchild: Briar is stated to have been designed with the intended appearance and demeanor of a goofy and sheltered fresh college graduate in her very early 20s, which is unfortunately offset by her near-mindless savagery in her unrestrained state and her blasé dismissal of her bloodlust curse even while relatively sane.
  • Restraining Bolt: Briar's pillory, which not only keeps her physically restrained, but comes with a "hemolith" that refocuses her mind. It was created by the Black Rose when she failed her first mission in an attempt to better control her, and upon failing her second mission, she was seized by Swain's forces and confined to a cell with the pillory remaining on at all times. She eventually developed the ability to slip out of the pillory, but she tends to keep it around as she enjoys the presence of mind it provides... most of the time.
  • Running on All Fours: She doesn't do it in-game, but one of her lines of dialogue laments how "moving on four limbs was so much easier!" The "Feeding Frenzy" cinematic does show her doing this while in her unrestrained rampage as she chases down guards to rip apart.
  • Sanity Has Advantages: Her time in prison left her little to do besides observe her fellow inmates, some of which were fellow uncontrollable Black Rose creations. Briar quickly grew appalled at how simple-minded and animalistic the unrestrained monsters were, doing nothing but fighting and raving for blood all day every day, and decided she would rather keep the soundness of mind that came with her pillory. That said, she won't deny that an Unstoppable Rage with a toggle can be useful in a fight, and thus has learned how to slip her own leash when necessary.
  • Scary Teeth: Has a mouth full of menacing, razor-sharp fangs.
  • Self-Restraint: She figured out how to counteract her pillory and broke out of prison, but she keeps it around because she likes the calm it brings and having control over her frenzies. That being said, she also enjoys going into violent frenzies from time to time, so it's all a matter of what she's into hunger and mood-wise at any given moment.
    (speaking to herself) Remember: You. Can. Choose. Don't need to cut loose right away... You... can... choose.
  • Skill Gate Characters: She's a nasty champion if she gets a good snowball, especially by the mid-late game as she can easily shred through many champions she can sink her claws into while quickly regenerating from it. However, the limited control over her frenzy state comes with a number of ways for more skilled opponents to exploit: on top of Grievous Wounds being a straightforward weakness to dampen her crazy healing potential, she's very vulnerable to crowd control, champions that can kite out her chasing ability (which ultimately amounts to running slightly faster and the moderately-ranged Head Rush), and champions who can become invulnerable and/or untargetable. She's ultimately very sensitive to champion matchups, and a well-prepared enemy with the right tools to shut down or nullify her berserk state is going to have a much easier time keeping her at bay.
  • Smarter Than You Look: Briar is generally portrayed as a ditzy Fish out of Water who is both very naive yet eager to learn about even the basics of things like social etiquette. Despite this, she drops a handful of lines that indicate that she sometimes has some pretty complex thoughts, being aware of Noxus' militant ideology and questioning some philosophical roadbumps they present to her.
    "Now that I think about it, fighters are honest, but it's the liars who start wars."
    "Is 'not choosing' a choice? No... Yes! ...Yes."
  • Stock Punishment: One of Briar's most defining visual features is the elaborate pillory that she's bound in. Created to be a Restraining Bolt by the Black Rose, rather than being a simple set of wooden planks, this pillory is a huge metal contraption with spikes pointed around her head and neck, along with a "hemolith" to keep her mind under control, and she remained locked in it 24/7 once Swain's forces got a hold of her and imprisoned her. Nowadays, Briar doesn't mind it at all, having figured out how to slip out of it but choosing to stay in it for the peace it brings. When she's done being peaceful, it breaks apart into dual arm blades for her to strike with.
  • Super-Persistent Predator: While Blood Frenzy's self-taunt will only last 5 seconds, this isn't the case for the one on Certain Death; if she lands it, the subsequent enhanced frenzy causes her to pursue her target no matter where it goes or what it does until either she or her prey is dead, unless her player decides end it early.
  • Super-Scream: She can scream loud enough to send a concussive wave at enemies, which is shown in-lore through her reveal cinematic. This is also the basis for Chilling Scream, which serves as a damage and crowd control tool.
  • Temperate Berserker: Briar's core character theme: a devastating and Ax-Crazy killing machine whose violent tendencies are restrained by her magic pillory, with Briar being cognizant over when to stay Willfully Weak and when to cut loose and enter an Unstoppable Rage. In gameplay, she is by far at her most dangerous while berserk, but activating this state this sacrifices the ability to actually control her as she automatically homes in on the nearest target to shred apart, meaning players will need to be careful over when to pick her fights.
  • The Unfettered: Her pillory aside, Briar's whole deal in the present day is to enjoy her newfound freedom as she learns about the world around her and rein in her ravenous hunger as she does so, but her Self-Restraint is 100% on her own terms - she fully believes that exercising control and giving in to her frenzies should be given equal importance, and will happily undo her restraints to go on rampages if she feels the need to.
  • Willfully Weak: Subverted; she thinks she's being this, willfully staying in her pillory in order to keep her uncontrollable bloodlust in check, but her overriding logic has less to do with containing herself for the sake of others and more based on a belief that both complete rage and complete suppression are equally bad, and therefore a little bit of violent homicide is perfectly acceptable. As a result, she's only "weak" when she feels like it, and if she's starving and decides to cut loose, all bets are off.
    (first encountering an opponent) "You're nervous! Is it the pillory? I can take it off!"
  • The World Is Just Awesome: Having only been granted sanity while stuck in a dingy cell for years listening to the cries of her fellow inmates and the gossip of the guards, Briar hungers to experience the wonders of the outside world for herself with nearly as much intensity as her blood frenzy. Her introductory cinematic ends with her gazing out at the horizon with fascination after finally busting out of prison.
  • Would Hurt a Child: Played for Laughs while fighting the Raptor camp in the jungle — one of her lines is an enthusiastic "I'll fight you and your kids!"

    Caitlyn, the Sheriff of Piltover 

Caitlyn Kiramman

https://static.tvtropes.org/pmwiki/pub/images/caitlynasu.jpg
"I'm on the case."

Voiced by:
Kirsten Potter (English)
Elena Ruiz de Velasco (European Spanish)
Dulce Guerrero (Mexican Spanish)
Yuko Kaida (Japanese)
Mabel Cezar (Brazilian Portuguese)
Lee Seul (Korean)
Olga Zubkova (Russian/Original)
Polina Kuzminskaya (Russian/Current)
Appears in: Legends of Runeterra, Arcane

"To be the best hunter, you have to be able to think like your prey."

Renowned as its finest peacekeeper, Caitlyn is also Piltover’s best shot at ridding the city of its elusive criminal elements. She is often paired with Vi, acting as a cool counterpoint to her partner’s more impetuous nature. Even though she carries a one-of-a-kind hextech rifle, Caitlyn’s most powerful weapon is her superior intellect, allowing her to lay elaborate traps for any lawbreakers foolish enough to operate in the City of Progress.

Caitlyn is a Marksman champion, adept at using her humongous range and variety of tools to zone and keep her opponents at bay while she snipes them from afar with deadly shots.
  • Her passive, Headshot, gains a stack whenever Caitlyn attacks, increasing to two stacks if attacking from brush. Upon reaching six stacks, Caitlyn's next basic attack will deal bonus damage that increases with her critical strike chance. Enemy champions hit by a Yordle Snap Trap or 90 Caliber Net can immediately be headshot from twice her normal attack range.
  • With her first ability, Piltover Peacemaker, Caitlyn fires a piercing harpoon in a target direction, damaging enemies in its path. Foes hit beyond the first take reduced damaged, except those caught in a Yordle Snap Trap.
  • Her second ability, Yordle Snap Trap, passively stores charges, up to five. When activated, Caitlyn spends a charge to set a bear-trap at a target location for a long duration that briefly immobilizes and reveals the first enemy champion that walks over it, while also increasing the damage of her Headshot passive against them.
  • Her third ability, 90 Caliber Net, fires a heavy trawl net in a target direction, damaging and slowing the first enemy it hits while also pushing Caitlyn in the opposite direction from the recoil.
  • With her ultimate ability, Ace in the Hole, Caitlyn takes aim at an enemy champion in a large radius around her and, after a small delay, fires a powerful sniper shot at them, dealing heavy damage. The bullet can be intercepted by another enemy champion mid-flight, however, inflicting the damage to them instead.

Caitlyn's alternative skins include Resistance Caitlyn, Sheriff Caitlyn, Safari Caitlyn, Arctic Warfare Caitlyn, Officer Caitlyn, Headhunter Caitlyn, Lunar Wraith Caitlyn, Pulsefire Caitlyn, Pool Party Caitlyn, Arcade Caitlyn, Prestige Arcade Caitlyn, Battle Academia Caitlyn, Arcane Caitlyn, Snow Moon Caitlyn, Heartthrob Caitlyn, and DRX Caitlyn. Legends of Runeterra exclusively includes Gilded Caitlyn, and Wild Rift exclusively includes Mythmaker Caitlyn.

In season 3 of Teamfight Tactics, Caitlyn uses her Pulsefire Caitlyn skin and is a 1 cost Chrono Sniper. With her Ace In The Hole ability, she briefly takes aim before firing a bullet at the furthest enemy that deals heavy magic damage to the first enemy hit. She was removed in season 4, returning in season 6 using her Arcane Caitlyn skin with the same cost and ability as an Enforcer Sniper. She was removed in season 7, returning in season 10 using her Arcade Caitlyn skin as a Tier 4 8-bit Rapidfire. Her Champ Hunt ability locks onto to the 4 furthest enemies and fires a shot at each of them, each dealing physical damage to the first enemy hit. In season 11, she uses her Snow Moon Caitlyn skin and is a Tier 1 Ghostly Sniper. Ace in the Hole returns as her ability, though it instead deals physical damage rather than magic.

In Legends of Runeterra, Caitlyn is a 3-mana 3/3 Piltover & Zaun Champion with Quick Attack, who randomly plants 2 Flashbomb Traps (a Trap that when drawn deals 1 damage to a random unit belonging to the drawing player) in the top 10 cards in the enemy deck whenever she strikes. When 5 Traps planted by your cards have been triggered she levels up, gaining +1/+1 and changing her Strike ability to plant 4 Flashbomb Traps in the enemy deck's top 10 cards and deal damage to the enemy Nexus equal to how many of your traps were activated during the current round. Her signature spell is Caitlyn's Piltover Peacemaker.

Caitlyn is one of the primary protagonists of Riot's first animated LoL series, Arcane. While the series is considered extended canon to the Runeterra universe, any info added from the series into this section should be carefully compared with the current official canon lore first, before being added. For tropes about Caitlyn, exclusive to the TV series, see here.
  • Abnormal Ammo: Prior to an effects update in 2019, Caitlyn fired clockwork gears of varying sizes out of her sniper rifle. Following the update, they've since been made into actual bullets.
  • Adventure Archaeologist: Safari Caitlyn is apparently Dr. Caitlyn Kiramman, and dresses in a manner similar to Lara Croft (even if her hat is reminiscent of Indiana Jones).
  • Affectionate Nickname: Vi calls her "Cupcake", referencing her favorite food.
  • Always Accurate Attack: Ace in the Hole is as simple as clicking on an enemy in her (massive) range, and will always follow the path they travel. The flipside is that it also makes her shot very predictable, giving a chance for the target's allies to block it or the target being able to tank the bullet themselves.
  • Alternate Timeline: Pulsefire Caitlyn is explicitly from from a future timeline, and she also drops hints that other thematic skin lines (Star Guardians, Super Galaxy, PROJECT, etc.) are all this in-universe to a certain degree.
  • Arch-Enemy: Her biggest personal enemy is the mysterious "C", a Zaunite who kidnapped her parents in her youth and has been evading the long arm of the law.ch
  • Art Evolution: Caitlyn was the subject of what Riot considers its first "art and sustainability update"note , leaving her gameplay intact, but addressing her greatly outdated design with a new and improved model, animations, and skins.
  • Badass Normal: All she's got is her gun and knowledge of opposing champions.
  • Balance Buff: Caitlyn's always been known to have some of the most devastating long-range power of any marksman, and she was given a rework in the 2015 midseason marksman update to better distribute her moments of weakness and payoff. Her Headshot passive was given a substantial boost that synergizes with her traps and 90 Caliber Net, rewarding her for being much more on the ball with her abilities instead of passively right-clicking on the edge of teamfights.
  • Bang, Bang, BANG: Her rifle shots normally sound like they have a Hollywood Silencer, then sound noticeably louder when they land a critical hit. This trope can literally happen when she fires several times in a row and gets her passive off.
  • "Bang!" Flag Gun: In her joke animation, her sniper rifle ends up firing a burst of confetti and a flag with Jinx's spray-painted tag on it.
  • Battle Couple: With Vi.
  • Bear Trap: Well, Yordle Snap Trap baited with a cupcake.
  • BFG: Her standard sniper rifles in most of her skins are as tall and almost as thick as her, but her Pulsefire skin's gun is probably bigger than her entirety, being like a large, segmented particle cannon.
  • Boring, but Practical: Caitlyn's teamfighting mostly involves standing at the very edge of the fray and firing into it, occasionally using 90 Caliber Net when enemies get too close. Not as flashy as ADCs who can dash around the battlefield outplaying their enemies (Ezreal, Vayne, etc.) or charge right into the fight with their team (Sivir, Graves, etc.) but Caitlyn is regarded as one of the safest ADC's for a reason, and you can't deal any damage while you're dead.
  • Boom, Headshot!: Her passive makes so every few shots, Caitlyn gets to deal extra damage on a single attack to the head. Amusingly, she actually aims for a turret's head if she procs a Headshot on one. She even says the trope name verbatim regularly, and it also gets Played for Laughs with her Pulsefire skin:
    "Boom. Cranial blast."
    "Boom. Traumatic brain injury."
    "Boom. Nonexistence."
    "Boom. Brainhole."
  • Bread, Eggs, Milk, Squick: The description for Pool Party Caitlyn:
    "For Caitlyn, nothing says a perfect summer's day like lounging at a luxurious poolside, eating shaved ice and drinking tropical libations. And shooting people. She really loves shooting people."
  • By-the-Book Cop: In contrast with her partner Vi's Cowboy Cop attitude, Cait will always try to use legal means if she can and keeps her work very meticulous and routine.
  • Cold Sniper: She's a very stern and disciplined shot, keeping herself level-headed at all times. Otherwise she's ultimately a good-hearted person who can be as loving to her allies as she is merciless to her enemies.
  • Costume Evolution: Caitlyn's first outfit was rather simplistic and revealed a lot of skin, consisting mainly of her giant top hat and a Minidress of Power. More recent depictions of Caitlyn (solidified by her preseason 12 ASU) outfit her in much more realistic and utilitarian garb, giving her proper pants (still with her many, many belts), sleeves, and the overall proper aesthetic for a sheriff of Piltover. Her Level-Up art in Legends of Runeterra doesn't even depict her with her signature top hat, instead she wears a much more conservative beret note .
  • Critical Hit Class: Cait's role as a sniper emphasizes strong, single-target damage, meaning she benefits very well from building crits. Her passive will deal bonus damage scaling with her critical-strike chance, encouraging her to try proccing it as often as possible by playing around cover and her traps.
  • Crosshair Aware: Everyone on both teams can see who Caitlyn locks onto for her ultimate a few seconds before it connects, giving the enemy team a chance to protect their more important teammates.
  • Dying Declaration of Love: Very implied, though she passes before she can finish;
    "Tell Vi that I..."
  • Enemy Mine: Pulsefire Caitlyn is traveling to apprehend Pulsefire Ezreal, and if they start a game together, she'll note he's going to have to come with her when the battle is over.
  • Exactly What I Aimed At: It's possible to invoke a Batman Gambit to take out a low-health target by targeting one of their allies instead so he/she takes the bullet since just gunning for the real target may cause a Heroic Sacrifice from the less-important teammate.
  • Expospeak Gag: Some of Pulsefire Caitlyn's lines are basically overly-technical versions of much simpler phrases:
    Pulsefire Caitlyn: Set weapon power to 360. Disable scope.
  • Great White Hunter: Her Safari skin invokes this idea, decking her out in classic hunting attire and setting her up in a savannah.
  • Fair Cop: Being a law-enforcer, she naturally qualifies, but the trope is directly invoked by her Officer Caitlyn skin.
  • Firing One-Handed: Her Piltover Peacemaker ability has her fire her rifle with one hand.
  • Foil:
    • To Vi, obviously. Caitlyn is a calm, collected, matter-of-fact Consummate Professional who likes to get things done as quickly and efficiently as possible, while Vi is a rude, aggressive, and violent Blood Knight who couldn't care less about doing a clean job as long as she gets a good fight out of it.
    • She's one to Jinx, the two's shared enemy. Caitlyn's mature, focused demeanor clashes even further against Jinx's immaturity and wanton disregard for destruction, and gameplay-wise, Caitlyn is a long-ranged precision sniper who's best when hanging just at the edge of a team fight and playing it fairly safe, while Jinx is an incredibly aggressive and fairly close-ranged carry who focuses on indiscriminate AoE with explosives.
  • Gameplay and Story Integration:
    • She wields a sniper rifle - this gives her one of the largest autoattack ranges in the gamenote , outranging other ranged weapons in the game, including other guns, bows, thrown axes, and their own vomit.
    • Caitlyn and Vi make for a very potent duo on Summoner’s Rift. Case in point: Caitlyn's Ace in the Hole has two main weaknesses, her target leaving its range/vision and someone taking the shot for their teammate. Vi's Assault and Battery handily removes both of these, dashing straight to a target to hold them in place and pushing aside all enemies to give Caitlyn the clean shot! (Performing this combo even triggers one of three Easter Egg comments from Vi.)
      Vi: Yeah! Teamwork!
      Vi: High five, Cupcake!
      Vi: Boom! Headshot.
    • "On The Case: Piltover's Finest" is a hidden buff that triggers when Caitlyn and Vi are on the same team, giving them each 1 bonus gold for every kill Vi assists Caitlyn in, and vice-versa. Facing Jinx will also give you a hidden buff that will give you 1 gold every time you kill her.
  • Glass Cannon: Par for the course for being a marksman. She has some very powerful long-range damage, but is immensely squishy and has limited tools for getting out of danger.
  • Graceful Ladies Like Purple: Purple is the most prominent color in her design, reflecting her upper-class background and proffesionalism.
  • Great Detective: Who only lost one suspect, a mysterious hextech laboratory head named "C" who kidnapped her parents.
  • Hat of Authority: Definitely not what you'd expect for a sniper getup, but her purple top hat is what most other champions immediately notice about her (other than her belts); it's how you know who the sheriff is. She also gains some rather nice headgear for nearly every other skin. Legends of Runeterra depicts her with a snappy beret in her Level 2 art, which also gives her a more militaristic uniform.
  • Hollywood Silencer: Her rifle makes the soft "pfft" sound, though it's about as loud as other ranged autoattacks and is recognizable enough to give her presence away regardless.
  • Hover Bike: In her Pulsefire skin, her gun doubles as one during her sprint animation.
  • In-Universe Nickname: Vi affectionately calls her "Cupcake." Jinx uses "Hat Lady" as a petty insult.
  • Law of Inverse Recoil: Her 90 Caliber Net launches her backwards. Considering the fact that it's probably a really heavy net, this recoil is somewhat understandable.
  • Leaning on the Fourth Wall: Pulsefire Caitlyn's line for killing Ryze could be referencing alternate timeline versions of himself, or possibly the actual in-game versions based off of Riot's multiple reworks.
    Pulsefire Caitlyn: Are you version six or seven? I've lost count.
  • Like Brother and Sister: She and Jayce have been close friends for many years and remain on good terms. Arcane depicts Cait as having been Jayce's research assistant in their youth, and their reveal trailer for Wild Rift has the two compete in a friendly shooting contest. Of course, it's completely platonic, as Caitlyn is all-but-confirmed to be a lesbian.
  • Lipstick Lesbian: Compared to Vi's Butch Lesbian, Cait presents as much more traditionally feminine and maintains a clean and elegant image. There were a lot of implications for many years that she and Vi are romantically involved, but had remained ambiguous. Once Arcane came around and gave the two plenty of time in the limelight together, they were finally approached as a proper couple with an outwardly flirty dynamic, and any ambiguity still left would only ever be resolved if both of them said aloud "We are a couple." She even has a new 'death' voiceline that sounds like a Dying Declaration of Love.
    • In 2022, Caitlyn and Vi were featured in a Pride Month art posted by Riot, complete with sapphic colors, confirming them as a couple.
  • Long-Range Fighter: Even compared to other ADCs, she's got incredible range and map control thanks to her far-reaching attacks, traps, and an ultimate that can easily travel a third of the map. To balance this out though, she has much poorer mobility and escape tools, meaning she can just as easily crumple under close-ranged pressure.
  • Mini Dress Of Power: One interpretation of her classic skin. She still has a bit of a skirt in her new outfit, but the fanservice aspect is largely phased out.
  • Morph Weapon: Pulsefire Caitlyn's gun constantly changes form when in battle, such as shifting into a thicker barrel for Piltover Peacemaker. It's also able to transform into a hover bike as she "sprints" and even a nice lounging chair for her taunt animation.
  • Ms. Fanservice:
    • On release she was pretty restrained compared to the usual LoL girl, but as time has went on, she retroactively become one of the least modest champions coming from Piltover, as her outfit — a revealing corseted minidress with no pants — covered a lot less of her skin than other Pilties, including Camille and even Vi, to say nothing of other skins (her "Officer Caitlyn" skin really made her look like a pole dancer in a fetish costume). Following her gradual Costume Evolution and culminating up to her 2021 ASU, this aspect has since become greatly toned down — she's still quite attractive, but her outfit is now more realistic and features more coverage.
    • Her Pool Party skin is a straight fanservice attire. She's the only female champion to just wear an outright bikini.note 
  • Not So Above It All:
    • Caitlyn is a very composed, serious sheriff who you know means business for 99% of the time. That doesn't stop her from being absolutely giddy around Seraphine and asking for her autograph.
    • Legends of Runeterra also has her dropping her professionalism just for a quick jab at Veigar.
      Caitlyn: Veigar, I wasn't sure you'd make it on such short notice.
      Veigar: Dear diary: kill Caitlyn.
  • Of Corsets Sexy: Her pre-VGU "dress" was essentially a corset with a short skirt attached.
  • One-Hit Polykill: Her Piltover Peacemaker ability fires a shot that damages all enemies hit in a line as it travels, but loses 10% damage per target hit up to a 50% decrease.
  • Opposites Attract: Caitlyn is calm, elegant, was born into a rich family, and prefers to keep things by the book. Vi is brash, energetic, born into a life of hardship in Zaun, and isn't afraid to play loose with the rules. Despite how different they are, she and Vi naturally compliment each other.
  • Race Lift: Starting with her ASU, Caitlyn is depicted with slightly East-Asian features as opposed to the purely Caucasian look she's depicted with prior. This coincides with her Arcane design, as her English voice actor in that show is of Chinese descent, and Caitlyn's parents (whose ethnicity was never specified prior to the series) are shown to be an Asian father and white mother.
  • Reasonable Authority Figure: Pardoned Vi when she heard about Vi's activities - stealing from other criminals - instead of arresting her.
  • Recoil Boost: Firing her 90 Caliber Net pushes her back in the direction she fires it. This makes it useless for attempting to slow fleeing enemies, but is perfect to get out of a bad situation or quickly close the distance to a target.
  • Red Oni, Blue Oni: The blue to Vi's red. While Caitlyn is a By The Book Cold Sniper with a British Accent, Vi is a brash, aggressive Ladette who speaks in a rougher voice and often Trash Talks her opponents.
  • Shaped Like Itself: A part of one of Pulsefire Caitlyn's jokes:
    Pulsefire Caitlyn: It's easy to understand time recursion. The first step is that you have to understand time recursion. (zapped by her rifle's battery)
  • Short Range Guy, Long Range Guy: The long range half of her duo with Vi.
  • Smitten Teenage Girl: Hearthrob Caitlyn reimagines her as a preppy high schooler with very pronounced Ship Tease with Vi. Her recall, where she opens her locker to discover a valentine from Vi, has her lean in all the way as she swoons uncontrollably.
  • Sniper Rifle: A nice, telescoping one that has some of the longest auto-attack range in the game.
  • Sweet Tooth: She does have a fondness for cupcakes if her Yordle Snap Trap is any indication. Made more explicit with her Pulsefire skin, where she'll occasionally lament her lack of cupcakes when she chugs down a health potion. Vi loves to allude to it whenever she can.
  • Taking the Bullet: Cait's ultimate is a long-ranged sniper shot, but her target's allies can intercept the bullet for their them to fulfill this trope.
  • Temporal Paradox: While she doesn't explicitly cause any, Pulsefire Caitlyn is out to stop Pulsefire Ezreal from creating them through stealing artifacts from their proper timeline, and she herself wonders if she's inadvertently creating more by killing enemies.
    (killing an enemy Caitlyn) "Oh. I hope you weren't my grandmother. Oh, she made delicious cupcakes... "
  • Time Police: Pulsefire Caitlyn is still a cop in her future timeline, this time focused on stopping Pulsefire Ezreal from interfering with multiple timelines.
    (starting the game) "Let's go save the future. And then fill out the appropriate paperwork."
  • Time Travel: Pulsefire Caitlyn discusses various methods a lot, and she herself prefers using a portal. She might also remark how Gnar's stasis in ice is a primitive yet effective method.
  • Too Many Belts: One around her waist and two around each leg, not to mention her multiple armbands.
  • Tomboy and Girly Girl: The elegant and polite girly girl to Vi's rowdy and boisterous tomboy. Bonus points for being a butch-femme pairing.
    • The shared splash art for Heartthrob Caitlyn and Heartbreaker Vi really drives the dynamic home.
  • Trap Master: Fitting her role as an ADC with strong area control, Caitlyn's Yordle Snap Trap allow her to deny enemy movement and trigger her passive if she manages to snag anyone. While the traps can't be disabled, they are still visible at all times and can be maneuvered around, allowing for counterplay.
  • Uptight Loves Wild: Her dynamic with Vi, being a posh, upper-class Piltie sharing a deep bond with the rowdy punk from Zaun.
  • Vocal Evolution: Caitlyn's voiceover was updated as part of her 2021 ASU. Partially as a result of it being recorded almost a whole decade after her original one, Caitlyn is a lot more matured and stern, but the bigger line count gives her more opportunities to be more emotional or more lighthearted.

    Camille, the Steel Shadow 

Camille Ferros

https://static.tvtropes.org/pmwiki/pub/images/camille_originalloading.jpg
"Precision is the difference between a butcher and a surgeon."

Voiced by:
Emily O'Brien (English)
Margot Lago (European Spanish)
Magda Giner (Mexican Spanish)
Takako Honda (Japanese)
Roseli Silva (Brazilian Portuguese)
Si-Hyun Kang (Korean)
Karina Dymont (Russian)
Appears in:' CONV/RGENCE

Weaponized to operate outside the boundaries of the law, Camille is the Principal Intelligencer of Clan Ferros—an elegant and elite agent who ensures the Piltover machine and its Zaunite underbelly runs smoothly. Adaptable and precise, she views sloppy technique as an embarrassment that must be put to order. With a mind as sharp as the blades she bears, Camille's pursuit of superiority through hextech body augmentation has left many to wonder if she is now more machine than woman.

Camille is a Diver champion who demands patience, timing and precision, rewarding those characteristics with fantastic mobility and the capacity to easily pin down and slay key targets.
  • Her passive, Adaptive Defenses, periodically causes Camille's next basic attack againt an enemy champion to grant her a shield based on her max health. The shield blocks physical or magic damage depending on whether the target has more attack damage or ability power, respectively.
  • Her first ability, Precision Protocol, makes Camille's next basic attack deal bonus damage and grant her a short burst of movement speed. She can then reactivate the ability to repeat the effect; waiting briefly before doing so will make the second enhanced attack to deal bonus true damage.
  • With her second ability, Tactical Sweep, Camille sweeps her leg-blade in a cone in a target direction, damaging enemies she hits. Enemies hit in the outer edge of the sweep are slowed, take bonus damage based on their max health and heal Camille by the same amount for each enemy champion hit.
  • Her third ability, Hookshot, fires a pair of cables from Camille's hips in a target direction. If they hit a wall, Camille will pull herself to it and gain the ability to cast Wall Dive, kicking off the wall in a target direction, with the range of the jump being doubled if she jumps towards an enemy champion. Camille will stop if she hits an enemy champion, damaging and stunning nearby enemies and gaining an attack speed bonus.
  • With her ultimate ability, Hextech Ultimatum, Camille leaps towards an enemy champion, knocking away all other enemies upon landing and creating a hexagon-shaped energy field around the target. The target cannot leave the energy field by any means, and Camille's basic attacks deal bonus damage while inside the field.

Camille's alternate skins include Program Camille, Coven Camille, Invictus Gaming Camille, Arcana Camille, Strike Commander Camille, Winterblessed Camille, and Prestige Winterblessed Camille. Wild Rift exclusively includes Stargazer Camille and Mythmaker Camille.

In season 1 of Teamfight Tactics, Camille is a Tier 1 Hextech Blademaster. Her ability, Hextech Ultimatum, roots and damages her target before forcing her allies to target them as well. She was removed in season 2, returning in season 6 as a Tier 1 Clockwork Challenger. Her ability was changed to Defensive Sweep, which sweeps her legs in a cone, dealing magic damage to enemies hit, giving Camille a shield for a few seconds, and causing her basic attacks to heal her for a flat amount while the shield holds. She was removed in season 7, returning in season 8 using her Program Camille skin as a Tier 2 A.D.M.I.N. Renegade. Her new Tactical Sweep ability deals physical damage to enemies in a small cone in front of her and briefly disarms them.
  • Achilles' Heel:
    • Even with highly precise gameplay, Camille is highly suspectible against champions with all-in and overwhelming playstyle. Anyone that can keep rushing her down and eat her burst like a breakfast faster than she could whittle down your health like Jax, Olaf, Volibear, and several other bruisers can easily outdone her, even in lategame.
    • Her Adaptive Defenses only works when fighting one type of damage at the time, so if a champion managed to bring multiple damage type like Jax or Yone or having a teammate attacking her with the damage type she isn't currently blocking with her shield, then she's pretty much busted.
  • Adaptational Heroism: In Convergence, while she starts off cold and antagonistic towards Ekko, she ultimately ends up being portrayed in a much better light than she is in the main lore.
  • Adaptational Nice Guy: In Convergence, Camille is portrayed as much kinder and willing to work with Zaunites to achieve a common goal. This is a far cry from in her short stories and comics, where she displays extreme Fantastic Racism for Zaunites and assassinates a chembaron in front of his new wife for the crime of daring to enter Piltie society.
  • Adaptive Armor: Her Adaptive Defenses passive grants her a shield that only blocks either physical or magic damage, depending on the target's primary damage type of whoever she attacks.
  • Anti-Hero: Camille is very ruthless and shows no hesitation to murder her enemies. However, she does so to maintain order and peace in Piltover, and protect the innocent from being exploited by criminals.
  • Anti-Humor: She gives Diana a run for her money in terms of sheer lack of understanding of a joke.
    "A joke? Hmm... what do you get when you cross me in a dark alley? Eviscerated."
    "A Noxian, a Zaunite and a Freljordian walk into my blade. The End."
  • Arbitrary Skepticism: Apparently, despite living in a city of Magitek marvels on a world containing countless oddities, the idea that something like Kled might exist is a bridge too far for her.
    Attacking an enemy Kled: You know, I don't even believe in you.
  • Artificial Limbs: While she has hextech augmentations all over her body, her most noticeable features are her artificial blade legs.
  • Armed Legs: Even before she underwent hextech augmentation to replace her legs with long, vicious blades, her weapon of choice was the Shon-Xan footed glaive.
  • Cyborg: She's a half-human, half-hextech death machine, and has the precise efficiency of one. She even has a robotic distortion effect on her voice similar to Orianna.
  • Cybernetics Eat Your Soul: She was raised to be a cold and efficient enforcer for her family from childhood, but when her heart was replaced with a hextech core it took away most of her remaining humanity, just as her lover (the hextech surgeon forced to perform the operation) had feared.
  • Deadpan Snarker: In spite of her cold and unfeeling nature, Camille's not above laying on the snark in some of her voicelines.
  • Difficult, but Awesome: Camille's MO is all about precision, and so is her gameplay kit. She has many tools for efficient dueling, but she also requires pinpoint positioning, timing, and decision-making skills in order to make the most of it, and her abilities are less effective in full-on teamfights come late game. In the words of Riot, “Like other champs that demand razor-sharp ability executions, Camille is noticeably less effective in the hands of an unpracticed player.”
  • Early-Bird Cameo: She was referenced a few months before her announcement in, of all things, Evelynn's short story "The Shadows Beckon." In it, while discussing Evelynn's capabilities as an assassin, Takeda mentions both a high-ranking Demacian knight that Evelynn killed and an heir to the Clan Kozari in Piltover which she didn't. He was instead killed by someone Evelynn calls "the Gray Lady."note 
  • Electronic Eyes: A part of her hextech augmentations, typically glowing a piercing cyan color. As seen in "Awaken", they can also shift to a deep orange.
  • Foil: To both members of Piltover's Finest, Vi and Caitlyn. All three of them work to preserve the peace in Piltover by hunting down those who would disrupt it, but unlike the duo, who are police officers who apprehend and lock up criminals, Camille operates entirely outside of the law and on her lonesome, ruthlessly slaughtering anyone and everyone who would disturb the city's functioning.
    • Caitlyn and Camille are both calm and collected Consummate Professionals with British accents who prefer to do things as precisely and efficiently as possible. However, Camille works outside of the law and outright kills those who stand against her, while Caitlyn is the very woman who works to uphold law and order in the city, locking up criminals instead. The two also have vast differences in their playstyle: Camille is a Diver who jumps straight into the enemy team to take down her target at close range, while Caitlyn is a Marksman who fights from afar with her rifle.
    • This is even more evident with Vi. Both of them are single-target Divers, each with a shield-granting passive, a gap-closer with light CC, an auto-attack steroid, and an instant single-target lockdown ultimate. However, aside from the fact that both of them work to preserve order in Piltover, they couldn't be any more different. Camille is a calm and cold Consummate Professional Killer that operates outside the law to murder all who would disturb the peace, cutting down enemies with her leg blades with a playstyle that requires precision and high mechanical skill. Vi is a loud and brash lad-ette and Blood Knight that works as a cop to lock up criminals and evildoers, preferably pounding them into the dirt with her Power Fists, whose playstyle is more of "just ram into the enemy team and punch things." Even Camille herself acknowledges their similarities, going as far as to telling Vi that she would become just like her one day.
      "Hmmm, it's like looking into a crude, boorish mirror."
  • Foreshadowing: Her duel with Jhin shown in the "Awaken" cinematic would later turn out to be relevant to canon, as in issue 4 of the Zed comic, Jhin would make his way to Piltover. Issue 5 takes place a week after the brawl, with Akali finding the remains of the theatre in which they fought, with Camille mentioned to be on a search for him in Zaun.
  • Good Is Not Soft: She works to preserve the order and functionality of Piltover, but she's still a relentlessly deadly assassin. Her Severed Ties comic has her kill a corrupt Zaunite baron after marrying a naive Piltie lady in an effort to gain power. In front of her. All while she's tearfully begging Camille to stop.
  • Grappling-Hook Pistol: She fires wires from her legs that latch onto terrain. The initial ability is even called "Hookshot."
  • Hartman Hips: Her hips are much wider than her shoulders. But it's not Fanservice; it's largely because of her augmented blade-legs and the grappling-cable mechanism embedded in her hips.
  • In-Universe Nickname: Simply referred to as "The Gray Lady" by most average civilians and criminals.
  • Kick Chick: The first champion to emphasize leg-based combat, with nearly all her abilities using kicks with her artificial blade legs.
  • Kick the Dog: By default, her interactions with other champions are cold and pitiless, but one of her taunts towards an enemy Vi is particularly scathing.
    "Ever wonder how you became an orphan?"
  • Knight of Cerebus: It's more of a case of her happening to be introduced at the same time as Piltover's lore rewrites, but with her reveal came the Cerebus Retcon of Piltover not being the idyllic Science Hero-spawning city it once was.
  • Knight Templar: Those who threaten the safety and the balance of power in Piltover die. There is no court of appeal.
  • Lady of War: An elegant, ruthless operative from a wealthy family, with a kick-based fighting style dependent on precision and proper timing.
  • Lightning Bruiser: A terrifying mix of mobility, durability, and damage. Camille can easily play around her enemy's mistakes thanks to her ability to dip in and out of range and sustain herself with heals and shields. When the need to go all in arises, Hookshot and her ultimate can quickly pin down and single out an enemy to go full one-on-one, which is very easy with how much she can amp up her auto-attacks.
  • Logical Weakness: Her passive makes her very effective at taking on single targets with primarily one type of damage. Hybrid-damage champions, such as Jax, or those with a large amount of true damage, like Olaf, are thus her bane.
  • The Man Behind the Man: After deposing her corrupt brother, she controls Clan Ferros from the shadows through the facade of her favourite niece.
  • No, Mr. Bond, I Expect You to Dine: In the short story Tea With the Gray Lady, Camille offers tea to a pair of dazed Zaunite criminals who she plans to interrogate. When the Dumb Muscle of them chooses to repeatedly insult the bladed-legged lady who's holding them both captive, she instantly decapitates him, but still continues her offer to the other. It's ungodly creepy.
  • Older Than They Look: While Camille doesn't look exactly young (probably somewhere around her 40's to 50's), she doesn't look like she's in her 80's like she actually is. Champ Insights explained that this is because "her hextech core (which powers her legs) has slowed, but not stopped, her aging process... She’s not immortal, but she’s older than she looks."
  • Professional Killer: An elite assassin who's so single-mindedly devoted to her job that many wonder just how much of her is actually human.
  • Red Baron: She takes on the moniker of "The Gray Lady", a title with a surprising amount of history to it. In between Piltover and Zaun exists a quasi-cult known as The Church of the Glorious Evolved, of which Viktor is hailed as its messiah, and a mythical being also known as The Gray Lady is depicted as its patron saint. Said being is not supposed to be Camille herself; she was just revered by members of the church as such, and the connection caught on elsewhere.
  • Statuesque Stunner: Camille's enhanced blade legs are disproportionately long, making her unnaturally tall.
  • Sudden Name Change: In her original announcement, she was mistakenly given the surname Medarda, but it was changed to the correct Ferros before official release. The Clan Medarda still canonically exists (most prominently featured in the short story "Progress Day"), so it's possible that Riot originally meant for her to be more directly connected but changed their minds.
  • Supermodel Strut: Due to her extremely long cybernetic legs, Camille has the most exaggeratedly hip-swinging walk in the entire game, complete with a hand posed on her waist, giving her the air of a regal and elegant Lady of War. However, due to said unnaturally-shaped and overlarge Armed Legs, the effect to some can be closer to Fan Disservice.
  • Token Evil Teammate: Okay, so she's not 100% evil as she's technically fighting for the side of order for the greater good, but you probably couldn't tell that by her actions alone, especially in comparison to the many other "good" champions of Piltover.
  • Trademark Favorite Food: She does like tea. Even other characters acknowledge this fact.
    Warwick: Blood... hextech, and... *sniffs* tea...
  • Well-Intentioned Extremist: She seeks to preserve Piltover's constant order and efficiency, and does so through assassinating those who work against it.

    Cassiopeia, the Serpent's Embrace 

Cassiopeia du Couteau

https://static.tvtropes.org/pmwiki/pub/images/cassiopeia_originalloading.jpg
"There is no antidote for me."

Voiced by:
Karen Strassman (English)
Ana Plaza (European Spanish)
Kerygma Flores (Mexican Spanish)
Mie Sonozaki (Japanese)
Sarito Rodrigues (Brazilian Portuguese)
Hyun-Shim Kim (Korean)
Victoria Zaitseva (Russian)

“Secrets are sharper than blades…”

Cassiopeia is a deadly creature bent on manipulating others to her will. Youngest and most beautiful daughter of the noble Du Couteau family of Noxus, she ventured deep into the crypts beneath Shurima in search of ancient power. There, she was bitten by a gruesome tomb guardian, whose venom transformed her into a viper-like predator. Cunning and agile, Cassiopeia now slithers under the veil of night, petrifying her enemies with her baleful gaze.

Cassiopeia is a Battle Mage champion who excels at keeping foes at bay, harrassing and wittling them down with poisons while inflicinting extremely powerful sustained damage.
  • Her passive, Serpentine Grace, prevents her from purchasing boots, instead increasing her movement speed per level.
  • Her first ability, Noxious Blast, creates a venomous explosion at a target location that poisons enemies inside, dealing damage-over-time and briefly increasing Cassiopeia's movement speed if she hits an enemy champion.
  • With her second ability, Miasma, Cassiopeia spits venom in an arc at a target location, creating several poison clouds for a few seconds that deal damage-over-time, slow and prevent enemies inside from using movement abilities.
  • With her third ability, Twin Fang, Cassiopeia fires fangs at a nearby enemy, damaging them and refunding the mana cost if they kill their target. Hitting a poisoned enemy deals bonus damage and heals Cassiopeia.
  • Her ultimate ability, Petrifying Gaze, unleashes Cassiopeia's gaze in a cone in a target direction, damaging enemies inside; foes facing away from Cassiopeia are slowed, while those facing towards her are stunned.

Cassiopeia's alternate skins include Desperada Cassiopeia, Siren Cassiopeia, Mythic Cassiopeia, Jade Fang Cassiopeia, Eternum Cassiopeia, Spirit Blossom Cassiopeia, Coven Cassiopeia, and Bewitching Cassiopeia.

In season 3 of Teamfight Tactics, Cassiopeia was added in the Return to the Stars mid-set update using her Eternum Cassiopeia skin as a 3 cost Battlecast Mystic. Her ability is Noxious Blast, which poisons the nearest non-poisoned enemy. While poisoned, enemies take magic damage over the duration and any incoming shields have their effectiveness reduced by 50%. She returns in season 4 using her Spirit Blossom skin as a Tier 4 Dusk Mystic. Her new ability, Petrifying Gaze, damages and stuns enemies in a cone for a few seconds, while also increasing the damage they take from all sources for the duration of the stun. She was removed in the Festival of Beasts mid-set update along with the Dusk origin, returning in season 9 using her base skin as a Tier 1 Noxus Shurima Invoker. Her Twin Fang ability deals magic damage to her current target and reduces their incoming healing for a few seconds - the damage is increased if the target already had reduced healing.
  • Ancient Conspiracy: Taking after her mother's footsteps, Cass became part of the Black Rose at a young age unbeknownst to her sister Katarina and their father General Du Couteau. The expedition to uncover Shurima's lost power which —among other things— resulted in her serpentine form was directly motivated by finding a weapon to aid the Black Rose's looming secret war, and while it might not be what she was looking for, she intends on using her newfound power for that purpose.
  • Anti-Escape Mechanism: Miasma creates a field which not only slows and chips away at enemies within, it also "grounds" them, making them unable to use any mobility spells like dashes or teleports. While balanced by a long cooldown, this ability gives her a powerful safety net to offset her squishiness and lack of burst as will force the enemy to play by Cass' terms, allowing her to zone out or outright trap her foes as she sinks her fangs into them.
  • Ascended Meme: Players have always joked about her ability to "wear" boots. She was updated with a new passive, Serpentine Grace, which gives her increasing movement speed as she levels up but removes her ability to buy boots.
  • Badass Family: She's part of the Du Couteau family, with her sister Katarina being a Noxian assassin (and also a playable champion), their father Marcus Du Couteau who taught Katarina the craft, and their mother Soreana, who was secretly involved in the Black Rose behind his back.
  • Balance Buff:
    • Cass received one of the biggest overhauls during the 2016 midseason mage updates, done to better solidify her identity as one of the game's most brutal sustained-damage mages. Her old passives were completely phased out and replaced with Serpentine Grace, allowing her to more fluidly move around to kite by late game (as well as opening up more room for items), and her Miasma was given a huge boost as her spell for area control as not only was it made bigger, it also "grounds" enemies instead of merely just slowing them. Twin Fangs was also made easier to use — before the update, it only gained its notoriously short cooldown if the enemy was poisoned, making it awkward to spam out only to then realize was gone once the poison wore off. Following the update, it always has a low cooldown, but only deals Scratch Damage to unpoisoned targets, still maintaining her windows of when to attack.
    • Prior to the update, Cass was given a modest VGU in 2014 which twigged around several of her stats, as well as gave her a passive that enforced her Magikarp Power status called Aspect of the Serpent (which replaced an older passive, Deadly Cadence, which gave her stacking mana reduction). Aspect of the Serpent gave her stacks for each tick her poison damage she dealt, giving her bonuses at certain thresholdsnote . This was removed as part of Cass' 2016 update because its power curve ultimately felt unnatural.
  • Blue Blood: As a Du Couteau, she's from of Noxus's most powerful families and grew up with swathes of riches and knowledge at her disposal.
  • Body Horror: She certainly views her new form as one, anyway. And the process of the transformation was described as searing her flesh like acid.
  • Brains and Brawn: Between her and her sister, Cass is a strategist first and foremost, and also becomes a proficient mage following her transformation. Katarina meanwhile is a walking knife factory that faces enemies face to face.
    From an early age, she displayed a keen mind and sharp wit, and while her sister Katarina Katarina flourished under their father’s tutelage, it was their mother Soreana in whose footsteps Cassiopeia would follow.
    The Serpent's Embrace
  • Child Soldier: While Katarina assassinated targets, Cass spied for the family.
  • Combos: Twin Fang is lackluster by itself, even with its very low cooldown (although it can be a great tool for last-hitting). But when used on poisoned targets the spell provides most of Cassiopeia's infamous sustained damage, along with a small but welcome amount of self-healing.
  • Cursed with Awesome: Her own opinion on the matter. She still hates her new inhuman physique, but is starting to rejoice at the sheer power her new body has bestowed.
  • Damage-Increasing Debuff: Anyone Cass or her allies have poisoned will take extra damage from Twin Fangs, incentivizing her to constantly apply pressure with her abilities to max out the ability's damage.
  • Damage Over Time: Enemies hit by Noxious Blast and Miasma will suffer from residual poison damage.
  • Death of a Thousand Cuts: Somewhat uniquely for a mage, Cassiopeia dishes out magic damage through this method, landing poisons and spamming Twin Fangs on enemies in a manner not too dissimilar to auto-attack-based marksmen, trading out instant burst for movement speed and crowd control to keep her foes in place as she shreds them over time.
  • Difficult, but Awesome: If you can play Cassiopeia well she can put out an insane amount of damage, along with highly useful crowd control and a unique dash-stopping effect. However she lacks the upfront burst of other mages, and must land her poison spells consistently to perform. This is reflected by who uses her: rarely seen at most skill levels (and usually The Load when she is). Meanwhile, the pros regard her as one of the most difficult champions to lane against.
  • Disability Superpower: Cassiopeia is the only champion in the game prohibited from buying boots (and it's not even like she's the only one incapable of wearing them —Vel'Koz and Nocturne also completely lack any form of feet— she's just the only one anybody made a big deal about). While this means she can't take advantage of their cost-effective movement speed bonuses and other abilities (like the cooldown reduction on the Boots of Lucidity or the MR penetration on Sorcerer Shoes), her passive, Serpentine Grace, instead gives her a free amount of bonus movement speed that scales with her level, until she is just as fast as a champion with level 2 boots. This means she can keep up with the rest of the champions in the game while not only saving the gold she would have had to spend on boots to spend on more powerful items instead, but also giving her effectively an extra item slot.note 
  • Even Bad Women Love Their Mamas: Her lore paints her as incredibly close to her mother, having learned everything she knows from her and staying beside her even when Katarina and General Du Couteau returned to Noxus. Cass personally saw to killing her mother's attempted assassins.
    Still little more than a child, Cassiopeia never left her mother’s bedside. While Soreana’s recovery took many months, the bond between them became stronger than ever before.
    The Serpent's Embrace
  • Everyone Has Standards: Cassiopeia is not a good person, but she still hunts down and brutally executes a Noxian serial killer who butchered women and children.
  • Family-Unfriendly Death: Her old death animation had her turn to stone with a shriek, then falls on her side and smashes into pieces.
  • Femme Fatale: Before her transformation, she was both beautiful inredibly cunning and a bit of an asshole, something that made her the perfect candidate for the Black Rose.
    In time, and under her mother’s tutelage, Cassiopeia blossomed into a young woman of tremendous beauty, cunning and intelligence, if somewhat lacking in empathy. She saw those around her as tools to be used to achieve her goals, and then cast aside just as quickly.
    The Serpent's Embrace
  • Femme Fatalons: Doesn't use them in combat, although in her back story she ripped a group of servants limb from limb while still in shock from horror due to her transformation.
  • Fragile Speedster: She's as squishy as any other wizard, but unlike most of them, she has a speed boost for herself in Noxious Blast that can be constantly refreshed thanks to its very low cooldown... as long as she hits it. A fair portion of her damage also comes from spamming Twin Fang on poisoned targets, making her fit this trope better than mages who have higher damage burst spells on long cooldowns.
  • Gameplay and Story Integration: Her passive prevents her from wearing boots on account of her snake tail. It's common Fridge Logic that champions in the game can use items even if they have no way or reason to (e.g gun-wielding champions hitting harder by buying swords, champions without feet like Nocturne moving faster from buying boots etc) but Cassiopeia is the only case where Riot have drawn attention to it by prohibiting her from buying boots at all.
  • Glass Cannon: Her damage output is potentially devastating, but she's extremely fragile and dependent on maintaining range with a slow and a speed boost, with her only real CC being a bit unreliable. As a tradeoff, she's capable of doing much more damage than other mages with her low cooldowns, but it takes her longer to reach the same level of damage as most mages over the course of a fight, as they generally cast all their abilities as quickly as possible and then run away while waiting for their abilities to refresh. Cass, on the other hand, relies on opening up with her ultimate, then laying down Miasma and proceeding to rapidly spam Noxious Blast and Twin Fang, using the speed boost from Noxious Blast to twist and weave through the enemy ranks. The glass aspect is alieviated over time should she reach late game with durability items in hand.
  • Glowing Eyes of Doom: You better hope that you're not looking into them when she uses Petrifying Gaze...
  • Gone Horribly Wrong: Her plan was to raid the tomb of the Sun Disc and take its power for herself and the Black Rose, killing any witnesses that impeded her work. Then in order, she fails to kill Sivir, gets bitten by an ancient guardian-kickstarting her tranformation into a snake lady, Sivir survives and revives Azir in the process which brings the Shuriman Empire back to life, therefore hampering Noxus's plans to consolidate Shurima. If there's any cloe to a silver lining there, it's probably the snake body.
  • Gorgeous Gorgon: Despite now being a monstrous lamia and even Cassiopeia herself claiming she is now hideous, she is still extremely attractive.
  • Honey Trap: Her day job prior to being cursed was to tempt people and make them into pawns for her schemes.
  • Lightning Bruiser: A fully-built 6-item Cassiopeia is a terrifying opponent, with an insane DPS output, frighteningly high movement speed that is enhanced even more by her spammable Qnote  and most-common choice of rune note  and a surprising amount of durability from items like Seraph's Embrace or Rod of Ages and Zhonya's Hourglass, combined with her healing from her Twin Fang. While she lacks any actual mobility skills like dashes or blinks, she's still one of the game's strongest mage carries, if you can get her that far.
  • Like Mother, Like Daughter: She takes after her mother as a cunning schemer for the Black Rose.
  • Magikarp Power: Cassiopeia is considered one of the few, true mage "hard carries", as her passive allows her to forgo buying boots for more offensive items, meaning that by the very late game she'll have more damage than probably any other champion in the game. However, this power spike will not be hit until the late mid-game/early late-game at best.
  • Medusa: Her Mythic skin is a direct homage to the legend.
  • No Body Left Behind: Her death animation has her turn to ash and blow away in the wind, possibly an effect of her Shuriman curse. This was formerly exclusive to her Coven skin before its effects were applied to her base skin as well.
  • Out of Focus: Cassiopeia received a biography and color story that firmly places her in the current canon of Runeterra, yet despite this, as well as being part of the Du Couteau family and the Black Rose, she's never been mentioned in other parts of the world following her transformation. Katarina hinges much on the family drama within the Du Couteau house (Katarina, Talon, and the previously-presumed-dead Marcus), yet Cass is only alluded to once by Kat in issue #8, who simply relays "Mother and sister... left us."
  • Painful Transformation: The process of becoming a lamia is described as horrifically painful, and lasting several days to boot. No wonder she hated her new form so much at first.
    Overcome by its arcane toxins, she was carried back through the desert by her hired soldiers, screaming as her body twisted into something new and unspeakable…
    Cassiopeia locked herself in the disused crypt of the Urzeris residence, and endured the untold agonies of this transformation. Gone was the brilliant and beautiful daughter of Soreana Du Couteau, replaced by a monstrous, slithering slithering creature that skulked in the shadows, spitting poison, and crushing stone as easily as glass.
    The Serpent's Embrace
  • Pay Evil unto Evil: In her colour story "The Shedding of Skin", Cassiopeia stalks, torments and eventually brutally kills a Noxian soldier... who turns out to be a monstrous serial killer, who murders children to use them as drake meat, and murdered and mutilated a trio of tavern wenches, leaving them almost unrecognizable. It recasts the story from one of Cass indulging her sadistic impulses to hunt to one of her dispensing vigilante justice.
  • Poison Is Evil: A Femme Fatale who can spit poison is a bit on the nose...
  • Poisonous Person: Her transformation gave her the ability to generate a highly corrosive venom. This plays into her gameplay, relying on her powerful venom affliction to melt down enemies with her spells.
  • Power-Upgrading Deformation: She's a half-serpent monstrosity with no ability to use beauty and charm to her advantage, but her new powers are very useful all the same.
    For weeks she wept and howled, grieving her lost life… until the day she could weep no more. She dragged herself up from the depths of despair, determined to accept—maybe even someday embrace?—her fate.
    The Serpent's Embrace
  • Resource Reimbursement: Twin Fang fully refunds its mana cost if it kills its enemy. Given the ability's cooldown and highly spammy playstyle, this provides not only an incentive to farm up enemies, but also a means to keep herself sustained over long neutral standoffs against champions.
  • Retcon: Initially, Cass was cursed with her snake form after breaking an oath she swore on a serpentine Freljordian blade. In 2014, this was changed to transformation by a magical sentinel in Shurima while attempting to break into the emperor's tomb.
  • Snake People: Serpent from the waist down, plus she has the slitted yellow eyes and apparently fangs.
  • Snakes Are Sexy: One of the most seductive champions in League. Her skins tend to ramp up her fanservice elements, like the elegant and revealing dresses of Spirit Blossom and Coven.
  • Spam Attack: Twin Fang has an incredibly short cooldown, basically functioning as a magical auto-attack. When used on poisoned enemies, Cass can quickly and painfully melt down her opponents' life bars, giving her some of the highest single-target damage in her class.
  • Squishy Wizard: Like many mages, Cass's gaze is deadly, but she crumples if stared at too hard back. She does have a few traits to offset this though like the lfiesteal on Twin Fang and her Miasma to ward off dives. And it actually becomes harder to kill her as the game progresses.
  • Super-Strength: Her snake body is apparently strong enough to crush stone; handy for all the enemies she petrifies.
  • Taken for Granite: If you look at her when her ultimate hits you, you're stunned, with the visual effect of your champion being turned to stone for the duration.
  • Treasure Hunter: Using her family's resources, clandestine connection to the Black Rose, and close proximity to Shurima, Cass frequented multiple expeditions in the deep desert to raid ancient ruins with the help of Sivir, a path which would've developed into them uncovering the lost tomb of the Ascended and her becoming cursed.
  • Universal Poison: Any type of poison will do for her Twin Fang's damage boost. This includes Singed's and Teemo's.
  • The Vamp: Prior to her transformation, she could rely on her looks and charms to fool enemies. While she's got some seductive qualities as a lamia, she's much more reliant on her physical abilities now.
  • The Wild West: Her Desperada skin gives her a cowboy hat and corset, and her snake body takes on a rattlesnake pattern.
  • You Have Outlived Your Usefulness: She used to callously let go of those that aided her when their services reached their limit. She tried to do this to Sivir as well, once she found what she was looking for in the tomb, but this instead triggered the tomb's guardians who turned Cass into the snake lady we know today.
    She saw those around her as tools to be used to achieve her goals, and then cast aside just as quickly.
    The Serpent's Embrace

    Cho'Gath, the Terror of the Void 
https://static.tvtropes.org/pmwiki/pub/images/chogath_originalloading.jpg
"You'd wish the world you know to end! Yeeeesssss..."

Voiced by:
Unknown (English)
Unknown (English/Gentleman)
J.S. Gilbert (English/Battlecast Prime)
Antonio Esquivias (European Spanish)
José Lavat (Mexican Spanish)
Ryūzaburō Ōtomo (Japanese)
Dário de Castro (Brazilian Portuguese)
Seong-Tae Park (Korean)
Vladislav Kopp (Russian)

"Your souls will feed the Void!"

From the moment Cho’Gath first emerged into the harsh light of Runeterra’s sun, the beast was driven by the most pure and insatiable hunger. A perfect expression of the Void’s desire to consume all life, Cho’Gath’s complex biology quickly converts matter into new bodily growth—increasing its muscle mass and density, or hardening its outer carapace like organic diamond. When growing larger does not suit the Void-spawn’s needs, it vomits out the excess material as razor-sharp spines, leaving prey skewered and ready to feast upon later.

Cho'Gath is a Specialist champion who disrupts and devours his enemies whole, growing in size and health with each new victim consumed until becoming an almost unkillable behemoth.
  • His passive, Carnivore, causes Cho'Gath to regain a small amount of health and mana whenever he kills an enemy unit.
  • His first ability, Rupture, causes sharp void stakes to emerge from the ground at a target location after a small delay, damaging, knocking up and briefly slowing enemies inside.
  • With his second ability, Feral Scream, Cho'Gath sends out a deafening screech in a cone in a target direction, damaging and briefly silencing enemies it hits.
  • His third ability, Vorpal Spikes, causes Cho'Gath's next three basic attacks to send out a volley of spikes in a short line in front of him, damaging enemies they hit based on their max health and slowing them.
  • With his ultimate ability, Feast, Cho'Gath devours a nearby enemy whole, inflicting a large amount of true damage that increases with his max health. If the attack kills its target, Cho'Gath gains a permanent stack, increasing his health and size. Only six stacks can be gained from devouring non-champions, however.

Cho'Gath's alternate skins include Nightmare Cho'Gath, Gentleman Cho'Gath, Loch Ness Cho'Gath, Jurassic Cho'Gath, Battlecast Prime Cho'Gath, Prehistoric Cho'Gath, Dark Star Cho'Gath, Shan Hai Scrolls Cho'Gath, Broken Covenant Cho'Gath, and Toy Terror Cho'Gath.

In season 1 of Teamfight Tactics, Cho'Gath is a Tier 4 Void Brawler. His ability, Rupture, summons a large circle of spikes that damages and knocks up all enemies inside of it. He was removed in season 2. He returns in season 3 exactly the same. He was removed again alongside the other Void champions in the Return to the Stars mid-set update. He returns in season 4's Festival of Beasts mid-set update as a Tier 4 Fabled Brawler using his Shan Hai Scrolls Cho'Gath skin, retaining Rupture as his ability. If the Fabled trait bonus is active however, the ability also knocks up all enemies on the board, though they won't take damage unless they're in the original area. He was removed in season 5, returning to his base skin in season 6 as a Tier 3 Mutant Bruiser Colossus. His ability was changed to Feast, which devours the lowest health in range, dealing heavy magic damage. If the ability kills an enemy, Cho'Gath permanently gains a Feast stack that each gives him percentage bonus health and increased size for the rest of the game, up to a maximum number of stacks that increases with his star level. He was removed in season 7, returning in season 8 using his Dark Star Cho'Gath skin as a Tier 3 Threat. His Cosmic Bellow ability passively grants him a large magic resistance boost, and on activation fires a short-ranged beam in a sweeping arc in front of Cho'Gath, dealing magic damage to enemies hit based on his magic resistance and mana-reaving their next spell cast. He was removed in the Glitched Out!! mid-set update, returning to his base skin in season 9 as a Tier 1 Void Bruiser. Feast returns as his ability - in this iteration, the spell's damage scales with both Cho'Gath's ability power and maximum health, but the stacking health boost on kills is flat instead and no longer increases his size. He was removed in season 10, returning to his Shan Hai Scrolls Cho'Gath skin in season 11 as a Tier 1 Mythic Behemoth. His Eruption ability grants himself a shield as he breathes fire in a small cone in front of him, dealing magic damage to enemies hit while Burning and Wounding them over a moderate period.
  • Achilles' Heel:
    • Just like other tanks with large health pools, Cho'Gath gets shredded by abilities and attacks that damage his health by a percentage. Granted, though this counters his HP gains through Feast stacks, he gets enough bonus HP so that he doesn't necessarily have to stack tons of it through items and can instead focus on other defensive stats or damage.
    • Some more pronounced and specific weaknesses are his mobility and lack of actual tank abilities. He has absolutely zero dashes, blinks, taunts, or buffs of any kind, such as for his speed, armor, or magic resistance. While his passive grants him small amounts of health for each unit killed, it is useless in team fights. His only method of escaping is knocking up and slowing opponents with the easily-avoided Rupture. Dodge that and you'll whittle him down.
  • Affably Evil: Gentleman Cho'Gath is cheerfully polite.
  • And I Must Scream: He implies that dying at his hands (Or teeth) is far from a reprieve.
    Cho'Gath: Death is not the end for you, I have seen to it. For eternity, you are mine!
  • Armor-Piercing Attack: Feast deals 600+ true damage instantly at max rank. If a Cho'Gath manages to reach you when you're low, nothing short of invulnerability is going to save you.
  • The Artifact: Cho'Gath is one of the oldest champions in the game, and while Riot considers him decently healthy enough to be only worth a few buffs and nerfs, he's very clearly the product of a time before they settled on their modern design sensibilities. Beyond having no definite lore following the game's Continuity Reboot, his design follows the archaic depiction of Void creatures as merely giant, vaguely bug-like monsters rather than more abstract abominations, and his voiceover — on top of containing one of the last mentions of summoners in the game — is much lighter and silly than one would expect from a Voidborn nowadays. In terms of gameplay, he's considered a Specialist due to his kit being functional, but oddly-structured — he has the fortitude of a slow, high-health tank, but his only crowd-control is delayed and unreliable for major initiation or peel, and he possesses high-damage pick-off and snowballing potential with Feast, putting him in a funky niche other tanks and tank hybrids have grown out of.
  • Attack of the 50-Foot Whatever: Well, not quite 50 feet, but a fully-stacked Cho'Gath is huge. Most tanks are tanks in the metaphorical sense and are actually average-sized, Cho'Gath really is an unstoppable monstrosity that marches in front of his team, and can even physically shelter the smaller members with his sheer size.
  • Badass Boast: Battlecast Prime Cho'Gath gives us this gem:
  • Boring, but Practical: His ultimate, Feast, is far from flashy...and with the right build it can hit for over 1200 unavoidable true damage. It's also helpful in that it gives Cho'Gath 1 Feast stack (additional max HP) for finishing with it.
  • Carnivorous Healing Factor: The Carnivore ability heals him and restores his mana every time he kills an enemy. Given the name of the passive and his ultimate ability, Devour, the implication that he's devouring them to heal himself is clear.
  • Difficult, but Awesome: While his Vorpal Spikes and Feast don't really need skill to hit, his other two abilities need good aim to be of any use. Rupture has a long delay and leaves an obvious visual indicator on the target area, while Feral Scream has short range and can be outrun by fleeing opponents. That said, they are both strong AoE nukes and apply some nice crowd control, so landing them on even a few enemies can spell death for them; one of the reasons that he's commonly recommended to new players is the fact that he's easy to pick up and do well with, but teaches valuable skills, namely being able to predict enemy movements and lead targets.
  • Dem Bones: His Jurassic skin is a skeleton.
  • Emerald Power: His eyes glow green.
  • Evil Brit: His Gentleman skin wears a suit, top hat, and monocle, and speaks in an RP accent.
  • Evolving Attack:
    • While it's not as drastic as, say, Nasus' Siphoning Strike, it's still present- a buff Riot gave to Feast causes its damage to scale with 10% of Cho'Gath's bonus HP. Every kill with Feast permanently increases his maximum HP, further increasing its damage and stacking up to 255 times. If it were somehow possible to reach this capnote  not only would Cho'Gath gain 40,800 bonus HP, but Feast would do an additional 4080 true damage (on top of the 650 base damage at 50% AP ratio) enough to One-Hit Kill pretty much any champion in the game who isn't stacking massive amounts of HP.
    • The same goes for Vorpal Spikes, which additionally gain larger hitbox as Cho'Gath himself grows - fully-stacked Cho can cover half of lane's width with waves of spikes that knock massive chunks of his victims' health, and slow them to make hitting them again even easier. At the same obscene cap, this goes all the way up to ''130.5%`` of a target's maximum health per hit.
  • Extreme Omnivore: Cho'Gath eats any and everything he can get his maw on.
  • Fake Difficulty: His Feast ability grants him extra health. This is not a problem. It also physically enlarges him, bringing him from slightly larger-than-average (but still sane) to being so large that his Glass Cannon teammates can walk behind him so that enemies can't even click on them , forcing them to instead attack Cho'Gath, with the aforementioned increased health.
  • Finishing Move: Feast is built to be one, dealing an instant and extreme burst of true damage. If he successfully kills his target this way, Cho'Gath permanently gains more mass to make killing him even harder.
  • Genius Bruiser: Stated to be extremely intelligent, and capable of undoing high-level magic.
  • Glowing Eyes of Doom: Pretty clear that he's not a good guy.
  • Glowing Eyelights of Undeath: Has red ones in his Jurassic skin.
  • Humans Through Alien Eyes: Non-Void life absolutely disgusts him.
  • Hyperactive Metabolism: Finishing off anything with Feast will immediately increase his maximum health by a significant amount. While minions and lesser monsters stop giving stack after 6, if Cho continues Feasting on epic monsters and champions he can gain almost infinite health.
  • Jack of All Stats: Cho'Gath is noted for just how damn versatile he is, being a Tank with excellent crowd control, solid farming abilities, and respectable damage output. He is capable of fulfilling the required roles for a Top, Mid, Bottom (support) and Jungler, and provided he's well-fed, his passive will prevent him from falling to easy ganks. A good Cho'Gath player will be feared simply because it is just so damn hard to figure out what role he'll be playing on the battlefield until it's too late.
  • Large Ham: All three of his voices.
  • Macross Missile Massacre: His Vorpal Spikes if he has the Battlecast Prime skin.
  • Magikarp Power: While he starts off fairly decent, and can in fact fill several roles on the battlefield, if a player doesn't slap him down early a Cho'Gath with the right build will become a massive wall of insectoid polygons with a gargantuan HP pool and the ability to dish out serious pain that will require a lot of work to take down.
  • Mighty Glacier: He has lumbering speed, short range, and his Rupture — his only long-range ability and source of crowd control — comes with a delay after being cast. As a tradeoff, he builds up incredible amounts of health and his close-range power, while not exactly fancy, is incredibly powerful at taking low-health enemies, making his mere presence a major threat.
  • More Teeth than the Osmond Family: Just look at his splash art. Jagged fangs jut from every inch of his jaws, in some cases at quite bizarre angles.
  • Mundane Utility: As it turns out, the giant speakers on Battlecast Cho'gath that he uses to fire concussive sound blasts are also handy for playing a neat little dance beat.
  • Non-Human Undead: In his Jurassic skin.
  • Not the Intended Use: Despite being a tank, Cho'Gath has AP scaling higher than many mages. With an AP build, Cho'Gath can simply spam Rupture over and over, and while it can be dodged, if it hits it knocks you up and could shave off half of a squishy's HP. Did we mention it is AoE?
  • Obstructive Foreground: Cho'Gath doesn't need a taunt like Shen to draw fire for his teammates. He can just stand over the small members and physically prevent anything from targeting them.
  • Omnicidal Maniac: He wants to eat everything.
  • Power Echoes: His voice is heavily distorted, giving it a Voice of the Legion effect.
  • Punctuation Shaker: Typical of Void monsters, his name is two syllables split by an apostrophe.
  • Red Eyes, Take Warning: His Prehistoric skin turns him into a pale theropod-like creature with glowing red eyes and gold spikes.
  • Robot Me: His Battlecast Prime skin.
  • Sci-Fi Writers Have No Sense of Scale: His Feral Scream ability is released by "451 Exawatt Omnisonic Speakers" in his Battlecast Prime skin. That is about 2600 times the power Earth receives from the sun, and translates to 326 decibels. In 1 second, this Feral Scream releases more energy than 2000 Tsar Bombas, the more powerful nuclear device in history, or 100 gigatons of TNT. To make it even more hilarious, the damage is fairly small - most champs simply shrug off the immense amount of power.
  • Shockwave Stomp: Rupture, of the variety where stomping on the ground can cause a shockwave blast in a different location.
  • Splash Damage Abuse: A common way to farm an entire wave at once - and harass the enemy hiding behind said wave - is to toggle Vorpal Spikes on and attack the frontmost minion so as to damage everything behind it.
  • Spike Shooter: Vorpal Spikes.
  • The Sociopath: A low-functioning example. Unlike most void creatures he doesn't have Blue-and-Orange Morality, or much of a morality at all despite being one of the most sapient void beings. All he cares about is power and sees all living things as nothing but things to be eaten to claim that power.
  • Stock Ness Monster: His Loch Ness skin.
  • Stone Wall: A large portion of his laning ability comes from his passive, which allows him to recover health and mana whenever he kills something. Coupled with his exceptional farming ability, a good Cho can easily stay in lane indefinitely. At late game Cho is basically unkillable unless the whole team focuses him (and even then, he won't be going down fast). If you ignore him, he'll crowd-control you while his teammates kill you. If you focus him, his teammates will whoop your ass while you're trying to kill the damn behemoth.

    Corki, the Daring Bombardier 
https://static.tvtropes.org/pmwiki/pub/images/corki_originalloading.jpg
"I'm up to snuff, and gots me an ace machine!"

Voiced by:
Ralph (English/Original)
Jason Marsden (Tales of Runeterra)
Roberto Encinas (European Spanish)
José Antonio Macías (Mexican Spanish)
Tomokazu Seki (Japanese)
Isaac Bardavid (Brazilian Portuguese)
Sang-Baek Kim (Korean)
Prokhor Chekhovskoy (Russian)
Appears in: Tales of Runeterra

"Death from above!"

The yordle pilot Corki loves two things above all others: flying, and his glamorous mustache... though not necessarily in that order. After leaving Bandle City, he settled in Piltover and fell in love with the wondrous machines he found there. He dedicated himself to the development of flying contraptions, leading an aerial defense force of seasoned veterans known as the Screaming Yipsnakes. Calm under fire, Corki patrols the skies around his adopted home, and has never encountered a problem that a good missile barrage couldn’t solve.

Corki is a Marksman champion who pelts his foes from afar with projectiles, before using his signature bombing run to engage the enemy team and break apart their formation.
  • His passive, Hextech Munitions, has two separate effects:
    • Hextech Shrapnel Shells causes Corki's basic attacks to deal a significant percentage of their total damage as magic damage instead of physical damage.
    • The Package delivers a rocket pack at Corki's base every few minutes. Picking it up grants Corki a massive out-of-combat movement speed bonus and one use of Special Delivery, an enhanced version of Valkyrie.
  • With his first ability, Phosphorus Bomb, Corki launches a flare bomb at a target location, damaging enemies inside and revealing enemies hit by the explosion for a few seconds.
  • With his second ability, Valkyrie, Corki's gyrocopter dashes in a target direction, leaving behind a burning trail of napalm that damages enemies inside. If he has The Package, this ability becomes Special Delivery, which causes Corki's gyrocopter to dash farther and faster, knocking aside all enemies in his path and leaving behind a much larger napalm trail that deals increased damage and massively slows enemies inside.
  • His third ability, Gatling Gun, fires the gyrocopter's machine gun for a few seconds, unleashing a spray of bullets that damage and reduce the armor and magic resistance of enemies in a cone in front of Corki.
  • His ultimate ability, Missile Barrage, passively stores charges, up to seven. When activated, Corki spends a charge to fire a missile in a target direction that explodes on contact with a foe, damaging nearby enemies. Every third missile will be a Big One, which deals increased damage and has a larger explosion area.

Corki's alternate skins include UFO Corki, Red Baron Corki, Ice Toboggan Corki, Hot Rod Corki, Urfrider Corki, Dragonwing Corki, Fnatic Corki, Arcade Corki, Corgi Corki and Astronaut Corki.

In season 6 of Teamfight Tactics, Corki was added in the Neon Nights mid-set update as a Tier 2 Yordle Twinshot. His Bombardment ability fires an explosive missile that deals magic damage in a small area around his target. In season 7, he uses his Dragonwing Corki skin and is a Tier 4 Revel Cannoneer. His new Missile Barrage ability launches four missiles at his target that each deals a percentage of his attack damage to the first enemy hit, with the final missile dealing greatly increased damage in a large radius. He was removed along with the Revel origin in the Uncharted Realms mid-set update, returning in season 10 using his Arcade Corki skin as a Tier 1 8-bit Big Shot. His Blown to 8 Bits ability launches a bomb that deals physical damage and reduces the healing of enemies around his current target for a few seconds.
  • Ace Pilot: Right down to the aviator slang.
  • Acrophobic Bird: Downplayed; Corki's flying machine does actually have advantages being airborne like flying over terrain with Valkyrie and gaining a massive movement boost when Special Delivery is active. But he's no more or less vulnerable to grounded fighters as anyone else in the game, perhaps even moreso due to his fraility.
  • Art Evolution: The redesign didn't apply to either the PC version or Wild Rift, but for "Tales of Runeterra: Don't Mess with Yordles", his design was touched-up make him look more like a yordle. He's implied to be much furrier, with his mustache being large enough to cover his face similar to Heimerdinger, and he's shown with large yordle ears compressed underneath his pilot cap.
  • The Artifact: With Bandle City and yordles being less established in the days of early League, Corki in-game doesn't really resemble a modern yordle, nor does his contraption have a firm place in Bandle City lore. Tales of Runeterra gave him a significant redesign to make him look like a furry little yordle, but both League and Wild Rift still use his old gremlin-like design.
  • Balance Buff: When Corki was first added to the game, he was a bit of an anomaly as he functionally an AD carry but constantly required him to build magic items due to the scaling of his abilities that he was encouraged to weave into his attack patterns. This was tweaked around in 2016, mainly by almost completely overhauling his passive in exchange for new goodies: rather than the flat bonus true damage against enemy structures, he now gained proper hybrid damage scaling to better shred apart enemies with, as well as a powerful pseudo-ultimate ability with The Package, allowing Corki more options to forcefully control the battlefield.
  • Cluster F-Bomb: Thankfully for the game's T rating, it's concealed in his aviator slang.
  • Difficult, but Awesome: If you can land those missiles, you have a very effective, long-range, harassing and farming ability. If you miss, all you get for it is some boosted attack damage if you have a Spellblade item, and nothing if you don't. His Gatling Gun provides a good amount of armor reduction and damage in an AoE, but moving away from the enemy at all while it's active is likely to waste a significant portion of its damage potential . . . and moving away from the enemy tends to be what ranged carries are likely to be doing a lot of the time.
  • Failed Attempt at Drama: In "Tales of Runeterra: Don't Mess With Yordles", Corki attempts to do a Big Damn Heroes to rescue Teemo and Tristana, but accidentally crashes his copter on the mast of a ship... which he then bravely barrels past... into the cage the two are locked in. At least his claim that it was a distraction has some plausibility given how Lulu shows up immediately afterwards.
  • Flying Saucer: His UFO skin.
  • Fun with Acronyms: Corki's gyrocopter as it is now evolved from his test-flying the original design of the Reconnaissance Operations Front-Line Copter. Yes, it's a ROFLCopter.
  • Hybrid Power: The Hextech Shrapnel Shells portion of his passive means that a majority of his damage is converted into ability power, as opposed to the attack damage-based scalings of other bot carries. This has considerable implications as Corki is able to follow typical marksmen itemization for a damage type it's not usually built around, (most notably allowing him to deal genuine magic-based critical hits), meaning the enemy will have to adapt their usual defensive builds to him. Combined with Gatling Gun outright mitigating defensive stats, Corki can absolutely shred through tanks.
  • Kill It with Fire: He has phosphorous bombs, and if the enemy is following him, Corki can make a quick dash away in his plane, leaving napalm in his wake for anyone that follows him.
  • Macross Missile Massacre: You can fire your missiles as soon as you get them, or, you can save up all seven to quickly fire one after another. Because it's so fast, players often build Sheen/Trinity Force to empower an auto-attack to fire directly after a missile, giving him an effective one-two-punch rhythm to his firepower.
  • Mage Marksman: Corki's arsenal puts him in a somewhat "hybridized" position between a marksman and a mage. Unlike attack damage-based carries, his passive converts a bulk of his damage as magic damage, and the way his kit is designed encourages him to regularly flip between autos and missiles while maneuvering around and shredding through enemies. As a result, he has a history of being effective both as a bot carry and a solo midlaner.
  • Magikarp Power: As par for the course with marksmen. Corki is most effective when he can quickly cycle through abilities and Spellblade-proc'd autos, but at the start of the game, he has neither fast abilities nor Spellblade items. Once he finally builds up to them, his options spike up dramatically.
  • More Dakka: One of his moves is a pair of gatling guns that fire continuously for a few seconds when activated, damaging units in a cone and temporarily shredding their armor.
  • Non-Standard Character Design: Corki looks like a tiny human (or Blizzard gnome) rather than his fellow fur-covered, large-eared yordles. Of course, older yordle characters Poppy, Tristana and Heimerdinger were redesigned to fit the current mold, but Corki has yet to receive a visual update.
  • Old Soldier: The WWII vet type.
  • Porn Stache: His moustache causes actual porn stars everywhere to feel inadequate.
  • Abbreviation of Title Drop: Uses this in his joke.

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