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Characters: League Of Legends Five

This is part of the character sheet for the game League of Legends. Check back often, as new champions are added regularly. This page contains all champions beginning with the letters T through Z as well as significant non-player characters.
A -- F | G -- K | L -- O | P -- S | T — Z

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    Talon, the Blade's Shadow 

Voiced by: Travis Willingham

"The three deadliest blademasters in all of Valoran are bound to the house of Du Couteau: my father, myself, and Talon. Challenge us if you dare."
Katarina Du Couteau

Talon was an orphan living on the streets at a very young age, surviving only on his wits and his skill with a blade. Eventually, assassin guilds began to send their agents to him, giving him the option of joining them or dying at their hand. Talon responded by returning the agents to their organizations dead and taking their weapons to add to his collection. One night, Talon was finally disarmed by a bladesman mightier than he and resolved himself to his fate. His opponent revealed himself to be General Du Couteau, Noxian nobleman and father of Katarina and Cassiopeia, and offered Talon a position in his service. Talon accepted servitude under the one condition that he served Du Couteau and no other, as he would not take orders from one unable to defeat him. With the General's sudden disappearance, Talon joined the League to find the man he had pledged his blades to.

Talon is a assassin-fighter champion who can deal extreme physical burst damage, chasing and assasinating single targets, but must endanger himself by going into melee range. His passive, Mercy, increases the damage his basic attacks deal against targets affected by movement-impairing effects. His first ability, Noxian Diplomacy, makes his next basic attack deal bonus damage and make the target bleed, damaging and revealing them for a brief duration. His second ability, Rake, throws three blades in a cone that immediately return to him, damaging and slowing enemies both in the way out and back. With his third ability, Cutthroat, Talons instantly teleports behind a nearby enemy target, silencing them and increasing all damage he deals to them for a brief duration. With his ultimate ability, Shadow Assault, Talon releases a ring of blades that damage all opponents they pass through, and then becomes invisible and gains movement speed for a brief duration. When the invisibility fades or the ability is reactivated the blades return to him, damaging all enemies they pass through again.

Talon's alternate skins include Renegade Talon, Crimson Elite Talon, and Dragonblade Talon.

Associated tropes:

  • Anti-Villain: Fights for Noxus only because General Du Couteau spared his life.
  • Badass Cape: Made out of blades.
  • Badass Normal: Even by League standards: he has no formal training and lives only by his sheer paranoia, distrust of everything but the General (According to Word of God, even after joining Du Couteau he lives in his sewer hideout and only heads out for assignments) and his collection of blades. Even though he inexplicably Flash Steps like Katarina and can cloak, he explicitly has no magical capacity, he's just that fast and quiet.
  • Because I'm Good At It: He probably could have just vanished as far as the world was concerned once Du Coteau disappeared but he continues his assassinations and search for him because it's all he knows how to do.
  • Blade Below the Shoulder: Type I, most likely.
  • Blood Knight: He doesn't care who his targets are or about things like morality, ideology, money, or allegiance. He does what he does because General Du Coteau tells him to... and for the sake of killing itself.
  • Captain Ersatz: His default skin greatly resembles Altaïr, meanwhile his personality is that of Garret.
  • Charles Atlas Superpower: He became almost superhumanly good at stealth and assassination without magic simply by doing it again and again from a young age.
  • Deadly Euphemism: "Noxian Diplomacy" is the name of the skill where he stabs his target hard enough to bleed them.
  • Defeat Means Friendship: General Du Couteau was sent to kill Talon and defeated him but decided that Talon would be better used serving Noxus more officially. Talon agreed, as long as Couteau was the only person to order him.
  • Flash Step: Cutthroat has him blink to a target like Katarina's Shunpo, though Talon can only use it on enemies.
  • Foil: To Riven. She left Noxus due to being broken mentally while Talon joins them out of gratitude. Also worth Noting that Riven is a Melee Fighter while Talon is an Assassin. Curiously, both characters have Crimson elite skins despite their supposed differences in allegiance.
  • Gameplay and Story Integration: As an assassin both story- and gameplay-wise, it's usually suicide for him to fight multiple enemies at once or in any situation where he doesn't have an inherent advantage. He needs to either track down vital targets, burst them down, then make his getaway or let someone else initiate a fight so that things still end up in his favor.
  • Glass Cannon: In theory, but he benefits from a tanky build much in the same manner that Nocturne does.
  • Hey, It's That Voice!: Tiny mini skirts, anyone?
  • Honor Before Reason: Defied by him several times.
  • I Fight for the Strongest Side: His sole reason for fighting in the name of Noxus. Or rather, for Du Couteau as the moment Du Couteau bites it, he will go back to his loner ways.
  • In the Back: This sort of effect happens with Talon's Cutthroat ability — he teleports behind the enemy, silences them, and increases all damaged caused by himself to the target for 3 seconds.
  • I Owe You My Life: And he serves General Du Coteau because of it.
  • Knife Nut: His animations and abilities can be accurately described as "Blades everywhere". He also has a huge collection of blades from all the men he's killed.
  • Mage Killer: Although he isn't outright stated to be one, gameplay wise he does seem to be geared towards countering mage-type champions in the middle lane: he can blink to them and silence them at the same time, negating their main strengths (range and spells) in one move, slow them one they're in melee range so they can't escape, and turn invisible once they try to counterattack with their spells. He's also focused on attack and physical damage, which counters many squishies (that mages usually are) with how its relevant defensive stat armour is usually much lower than magic resistance early in the game.
  • Mercy Kill: His passive, Mercy, which deals extra damage to crippled (crowd controlled) foes, definitely has this idea.
  • Not Me This Time: In Quinn's backstory, Talon was accused of assassinating 4 Demacians and attempting to strike at the king himself. Quinn (correctly) dismissed this as "not his style" and went on to prove herself right.
  • Precision-Guided Boomerang: His Rake ability describes it as a volley of daggers that return to him, but the animation for the "daggers" much more resemble bladed boomerangs.
  • Professional Killer: So much, that after General Du Couteau disappeared, he felt the only logical thing to do was search for him.
  • Punch Clock Villain: It'd seem so initially since Talon agreeing to work for Noxus was the only way for him to survive at the moment, but after Du Couteau's disappearance and the deal he made being impossible to continue now, he still searches for Du Couteau as he feels he has no purpose now without killing under Du Couteau's orders. On the other hand, just because his deal is arguably complete if he can't serve it as it was agreed upon, it certainly doesn't meant the Noxian government would allow that to continue.
  • Right Behind You: Cutthroat instantly blinks him behind his target. He even does this to the summoner questioning him at the end of his Judgement.
  • The Social Darwinist: Comes with the territory of being Noxian, though Talon in particular shows nothing but disgust for the weak and only accepts orders from General Du Coteau because he bested him.
  • Troubling Unchildlike Behavior: A young Talon stabbed his accomplice after he screwed their plan up, beginning his career of killing very early in his life.
  • Worthy Opponent: General Du Couteau, the first person to ever defeat him.
  • Undying Loyalty: When General Du Couteau disappeared, he felt the only thing he could do was to search for him.
  • You Have Failed Me: His change in occupation from thief to killer was when his partner in crime, fellow street urchin Kayvn screwed up in providing a distraction to let Talon get away with some food. When he showed Talon some daggers that he'd stolen in the hopes of selling them off, Talon decided that Kayvn was a liability and made him his first victim.

    Taric, the Gem Knight 

"As Taric's father taught him, every stone has its meaning. For Taric's enemies, they all mean trouble."

The son of a magical healer who learned his father's skills, Taric was determined to incorporate his fascination with gemstones into his craft. He decided to master his craft and become more than a healer, becoming a wandering knight who fought for justice until he was pulled into Valoran by League summoners. Deciding this world needed his abilities, he agreed to stay.

Taric is a support-fighter champion that prefers to aid allies in close-quarters combat, being much tankier than the average support and having powerful buffs, crowd control and healing. His passive, Gemcraft, makes his next basic attack after using an ability deal bonus damage equal to a percentage of his armor and reduce the cooldown of all his abilities. His first ability, Imbue, allows Taric to use earthen energy to either heal both an ally and himself at the same time, or only himself for a bonus amount of health. His second ability, Shatter, passively protects Taric with a crystal armor that grants him bonus armor and also emits an aura that increases the armor of nearby allies. When the ability is activated, Taric shatters the crystal, damaging all nearby enemies and reducing their armor, but losing the passive armor bonus while the ability is on cooldown. His third ability, Dazzle, fires a blast of light from his shield at a nearby enemy, stunning them and damaging them depending on how close they are to him. With his ultimate ability, Radiance, Taric slams the ground with his hammer, damaging all nearby enemies and, for a brief duration, emitting an aura of light that gives himself and nearby allies an offensive stat bonus.

Taric's alternate skins include Emerald Taric, Armor of the Fifth Age Taric, and Bloodstone Taric.

Associated tropes:

  • All Gays Love Theater: According to the Journal of Justice, he was the lead designer for an incredibly colorful and frilly musical called The Sound of Magic.
  • Ambiguously Gay: Word of Gay claims this was the intention.
  • Badass Baritone: A nonstandard example: His voice is remarkably deep and rich (loamy, you might even say), but it's also soft-spoken and gentle.
  • Boring Yet Practical: Of all the "aggressive" supports (those intended to set up kills for the carry in lane and initiate in teamfights), Taric takes the least amount of skill compared to others like Leona or Blitzcrank. Unlike them, he also only has one skill (his stun) that is useful for securing kills. However, his other abilities make him a useful hybrid between "sustain" supports and "aggressive" ones that even beginners can utilize well and makes for a solid support because of this.
  • Camp Gay/Manly Gay: Zig Zagged Trope. On one hand he's a durable mage knight in very heavy armor and weaponry and has a deep manly voice. On the other, he has long hair, speaks in a gentle tone, directs flashy musicals, and LOVES his gemstones.
  • Combat Medic: Even if he can heal people, then the very term 'knight' would logically imply this. He can take a lot of punishment, especially for a healer, and attacking in melee both restores his mana and reduces the cooldown on his heal substantially, meaning that he's actually a better medic when he's attacking something. His widely-preferred use in lane is stunning a target with Dazzle and reducing their armor with Shatter for him and his allies to tear them up, using the medic as secondary aspect to him. Fun and relevant fact — he has the highest base attack damage in the game at level 1. At level 18, he's the fourth highest in base attack damage.
  • Computers Are Fast: Taric Bot is annoying to fight because he'll always manage to pull his stun off at the worst possible time, and manage to do it from max range almost every time. If you dink around and let them farm or receive all their items on a timer, it gets worse.
  • Darker and Edgier: Bloodstone Taric discards the cape and dons a new set of red armor and even has Red Eyes, Take Warning.
  • Dissonant Serenity: Never raises his voice, ever. Not even when threatening his enemies with death, or when he's killed. Even then, he just sort of sighs or moans.
  • Drop the Hammer: It's rather big, alongside of his shield, and seems to be made out of gemstones.
  • Gemstone Assault: Basically his entire schtick.
  • Green Eyes: And the forums will tell you all about how outrageous/fabulous he is.
  • Heart Is an Awesome Power: Enemies tend to not laugh at the gemstone knight when he uses his gem-enchanted hammer to smash their faces in. The fact that they make him as durable as a a gem and he can use their magic to keep himself and his allies healthy is even better.
  • Knight in Shining Armor: Both literally and figuratively. Three of his abilities revolve around it, in fact.
  • Magic Knight: Magic? Check. Handsome armor? Check. Hideously heavy-looking melee weapon? Double check.
  • Master of None: Does a bit of each support role: healing, buffing, debuffing, and crowd control, but does not particularly stand out in any area.
  • The Medic: At one time, he was good enough at chucking out heals that he often did this and nothing else. After some game-wide sustain changes, Taric still has arguably one of the best heal-others abilities, and certainly has the best heal cooldown rates assuming he's in the thick of it.
  • Mighty Glacier: Averted. Despite having an ult that gives a good amount of AD and AP, he would otherwise be too weak to be built as either a bruiser or a tank.
  • Mutual Disadvantage: Activating Shatter removes Taric's sizable Armor bonus and lowers surrounding enemies' by the same amount for a few seconds. While Taric can probably live without it, suddenly losing 30 or so Armor is a very bad thing for his enemies if his AD carry happens to be nearby.
  • Performance Artist: His day job? Musical theater director.
  • Real Men Wear Pink: His Fifth Age skin is very, very pink.
  • Shield Bash: One of his auto-attacks is to smash his giant gem shield into the enemy.
  • Shoot the Medic First: Tanky or no, he will find himself the center of the enemy's attention more often than not.
  • Skill Gate Character: His easy-to-use stun teaches players when and where to catch opponents out of position and initiate fights, which carries over to other initiator champions that require skillshots to do the same.
  • Stone Wall: Even if he heals his allies, it will heal himself as well, potentially making anyone resilient along with him. And if he heals just himself, it heals even more. On top of that, his second skill passively increases his defenses, so he's able to start soaking damage that way anyways. Since another defensive aura also applies to his allies based on his own defense, Taric players have good reason for building lots and lots of it.
  • Took a Level in Badass: For a while he was regarded as a sub-par support since nerfs to his stun duration and defensive aura made him less capable of being a sturdy defender for his team. Season 4 changed him significantly to be more offense-oriented, re-working his passive to give him much stronger autoattacks and reducing his cooldowns to encourage aggression as well as shifting his ability scalings to Armor and HP instead of AP, letting him empower himself by buying defensive items.

    Teemo, the Swift Scout 

"Teemo rides a thin line between chipper compatriot and unrepentant killer, but there's no-one I'd rather have as a friend."

A dedicated defender of Bandle City who is extremely proficient at solo missions, Teemo is one of the most dangerous Yordles alive, although you wouldn't know it to look at him. He's an especially chipper and happy Yordle when off-duty, but when he sets out on a mission, he's an essentially brutal killer. He has handled the effects of constant isolation from his kind while being in the League by striking up a friendship with fellow Yordle Tristana of the Megling Commando Unit.

Teemo is a marksman-support champion who has powerful magic damage, various debuffs and can lay down traps for extremely high map control. His passive, Camouflage, allows Teemo to permanently become invisible if he stands still without moving or attacking for a few seconds. He will break the stealth if he takes any action, gaining a brief attack speed bonus when he does so. His first ability, Blinding Dart, fires a dart from his blowgun at a nearby enemy, damaging and blinding then, thus causing all their basic attacks to miss. His second ability, Move Quick, passively grants Teemo bonus movement speed as long as he avoids getting hit by an enemy champion, and can be activated to double the bonus for a brief duration. His third ability, Toxic Shot, passively envenoms his basic attacks, making them deal bonus magic damage over time to their target. His ultimate ability, Noxious Trap, allows Teemo to stockpile poisonous, exploding mushrooms that he can place on the ground where they will become invisible, revealing the area around them and exploding in a toxic fog when an enemy comes near them, dealing huge damage over time and slowing all surrounding foes.

Teemo's alternate skins include Happy Elf Teemo, Recon Teemo, Badger Teemo, Astronaut Teemo, Cottontail Teemo, Super Teemo, and Panda Teemo.

Associated tropes:

  • Badass Adorable: An adorable yordle scout with a lot of cute skins available. Like Tristana, his Yordle special forces rank isn't for show either.
  • Beware the Nice Ones: His /joke says "Size doesn't mean everything." He's right.
  • Boring, but Practical: There are different ways to play Teemo. Some play him as more of a ranged carry where he pumps people full of darts and gets kills either from them or from his poison. Others play him more defensively and set up Minefields or put traps in locations to reveal people on the map. Unlike Caitlyn and Nidalee's traps, his shrooms stealth and reveal a part of the Fog of War.
  • Butt Monkey: Due to the strong fan hatred on Teemo within the fandom (in terms of gameplay and cuteness), Teemo is given this treatment by official Riot staff members. From the Garen rework where Teemo facechecks a brush with Garen hiding in it, to many of the patch update videos and the Vel'Koz champion spotlight; Teemo often ends up being killed for entertaining amusement for the fans. Heck, even Riot have the official statistic on how many Teemos get killed per second.
  • Crazy-Prepared: Implicitly encouraged with his ultimate. It pays to have a very large number of traps prepared beforehand in high-traffic spots. The truly, truly Crazy-Prepared even cover probable escape paths with mushrooms so that pursuers get slowed as he makes his getaway.
  • Crutch Character: Very good at making an opponent's laning phase hell early on; not as good at team fights later on as the bruisers and tanks he likely lanes against.
  • Easter Bunny: Cottontail Temmo, complete with replacing his mushrooms with Easter eggs.
  • Eyes Always Shut: No skin has ever shown them open, and it isn't a Yordle trait since other Yordles do have them open.
    • ...At least, until he got his Super Teemo skin, which does have his eyes open in-game. They're sky blue in color.
  • Fragile Speedster: Most melee champs can beat him one on one...if they catch up to him, that is.
  • Glass Cannon: When someone inevitably decides to chase Teemo, pretty much one of them isn't going to make it out alive.
  • Gradual Grinder: Through extensive use of poison and his slipperiness, falls into this. Typically by the time you actually reach Teemo, you have taken a good bit of damage. You know exactly when you are going to die to Teemo's damage. He knows exactly when you are going to die. Very rarely can you do something about it.
  • Go Mad from the Isolation: It's been dialed back a bit in the latest story revision.
  • Hit-and-Run Tactics: Teemo doesn't do so great in teamfights, so many players resort to deliberately separating from the group and solo-push unguarded towers with his high attack speed (called split-pushing or backdooring) before running away. It helps that due to his various escape mechanics (including the infamous mushrooms), a Teemo is more likely than other champions to actually escape once someone tries to come and stop him.
  • Hope Spot: Many players barely escape with minimal life then (infuriatingly) die to a mushroom trap trying to find a safe spot to recall.
  • It Gets Easier: According to his backstory, Teemo has a "mental/emotional switch that he turns off" so the killings he does don't weigh on his conscience.
  • Killer Rabbit: Encountering an enemy Teemo can be very deadly when you are not prepared. It also does not help when you realize you have been killed by a cute looking rodent.
  • Made of Iron: Apparently can drink with the likes of Olaf and Gangplank and Gragas. When Teemo was used to surviving in the wild, beer is nothing to him
  • Pandaing To The Audience: Panda Teemo.
  • Properly Paranoid: Teemo's enemies that are careful to avoid his mushrooms. Ever since Season 4, Oracles Elixir was removed so that players can't just go around sweeping all his mines up. With fewer means left to clear territory (Sweeper trinkets and limited pink wards), people become very wary of where they're stepping.
  • Ridiculously Cute Critter: By default, and many of his skins amplify this, with there being an amusing "Astronaut" version of him, a Santa Elf, and him dressed as an Easter Bunny (IN WHICH HE HOPS AROUND). In his artwork by the Chinese version of the game, his expressions are more varied than the American and European version. Nonetheless, the expressions he has there all serve to make Teemo even more cutesy-looking.
  • Schmuck Bait:
    • People see dancing squirrel. People think, "Easy kill." People step on mushrooms and slow down while taking damage. Teemo then blinds them and pumps them full of darts, or leads them through a minefield.
    • Players joke about his "global taunt" — his mysterious ability to make every enemy player in the game want to kill him, sometimes instead of more important targets or at the cost of other objectives. Then again, picking a badass warrior prince, black mage, void demon or barbarian king and getting owned by a hamster with a blowpipe is rage inducing.
    • His "Blinding Dart" ability makes enemies do 0 auto attack damage for a while. Come on, tower dive him, he's only got 200 health left, you can kill him before the tower does a lot of damage...
  • Ship Tease: He's extremely good friends with Tristana, although both deny any romantic elements to the relationship.
  • Skill Gate Character: To an extent. He's still useful even after the gate has been passed, but higher up in the league he loses his dominance to more damaging characters. His main trick, the mushrooms, lose their edge if somebody simply gets the ability to see invisible, allowing them to be taken out. Even once they lose their edge as hidden traps of death, they are still mobile wards, and if they are concentrated in an area it can become hard to remove them all before they get run into. That being said, his poison is potent and lethal, and there is nothing you can do to render it more harmless, so even if his mushrooms are simply wards or road spikes if he's being chased he can still deal out a good bit of damage. Edit: With the recent changes to vision, this is now averted. Teemo is now one of the most dangerous characters in Lo L. Despite nerfs to the shrooms ap ratio, Teemo is rapidly becoming a source of frustration even to high ranked players.
  • Trap Master: His bread and butter. The best Teemos know exactly where to place mushrooms so that someone inevitably steps on one.
  • Troll: Teemo has this reputation as one. This is largely due to having a blind, poison, high mobility, and the shrooms that he places are all around annoying to deal with. Some players go as far as to intentionally piss the enemy off as much as possible to provoke them into chasing him (not unlike Singed) so he can lure them into a minefield or kite them to low health.
  • We Need a Distraction: Need some time to destroy some turrets or do dragon/Baron uncontested? Just use Teemo, his legendary "passive global taunt" will probably buy you the time you need, even if the enemy ends up killing him.

    Thresh, the Chain Warden 

"There are few things as invigorating as taking a mind apart, piece by piece."
- Thresh

A vicious, fiendish wraith, believed to be the spirit of a sadistic jailer and torturer who fell prey to his own rioting prisoners centuries ago. Thresh chooses a victim then carefully stalks and torments them until he's driven them to madness and death, at which time he collects their soul and drags it back to the Shadow Isles for some unknown and unspeakable purpose. Wielding a hook-tipped chain and a spectral lantern, Thresh leaves his victims as hollow corpses, keeping their souls imprisoned in his lantern. Within the League of Legends, the strongest in the world unite; the perfect arena for Thresh to seek out and break the wills of those who would oppose the Shadow Isles.

Thresh is a support-fighter champion who grows stronger and more resilient the longer the game goes on, and excels at directing movement, displacing enemies and repositioning allies. His passive, Damnation, is a completely unique mechanic; instead of gaining armor naturally as he levels up, he can collect souls that sometimes drop from nearby dying units, each soul granting him a permanent bonus to his armor and ability power that can stack indefinitely. With his first ability, Death Sentence, Thresh launchs his chained hook forward, damaging, stunning and slowly dragging towards him the first enemy hit. He can also choose to reactivate the ability to make a Death Leap, removing the stun but instantly pulling Thresh to the chained enemy. His second ability, Dark Passage, hurls his lantern at a target location where it will stay for a few seconds, granting a damage-absorbing shield to all nearby allies. Additionally, an ally can click on the lantern to be immediatelly pulled out alongside the lantern to Thresh's location. His third ability, Flay, passively increases the damage of Thresh's basic attacks based on the number of souls he's collected and the time spent between each attack, and can be activated to make Thresh sweep his chain in a direction, damaging, slowing and either pushing or pulling all opponents around him in the chosen direction. His ultimate ability, The Box, summons a box of spectral energy around himself, inflicting large damage and a massive slow to the first enemy to pass through each of its five walls.

Thresh's alternate skins include Deep Terror Thresh and Championship Thresh.

Associated tropes:

  • Absurdly Ineffective Barricade: Played with. You can escape his ultimate rather easily, but do so at your own peril because breaking a wall hurts, and slows you to the point you won't be getting that far away anyways. It acts a lot like a weaker version of one of Veigar's normal moves, slowing rather than stunning enemies (even at 1% move speed, enemies can retaliate and use movement abilities as opposed to a stun from Veigar).
  • Arch-Enemy: Lucian wants him dead. Ironically, the two of them work rather well as a bot lane duo.
  • Ax-Crazy: "What delightful agony we shall inflict."
  • Badass Longcoat: With bones sewn onto it, all connected to a fanged skull on his back. The skull even appears to animate slightly when he's moving.
  • Captain Morgan Pose: Performs one while recalling in his Deep Terror skin. While recalling on the skin, there's also a slight chance for him to bring up a tire and pose disappointedly instead.
  • Chain Pain: Tipped with a razor-sharp hook. Compared to the typical three attack animations one crit animation formula, he has a flavorful, wide variety of swings and slashes and flicks that he employs depending on distance to the target and rotation at the time of attack.
  • Charged Attack: His E ability (Flay) passively gives him this ability on his basic attacks - the longer he goes between attacks, the harder his next basic attack will hurt. The damage is based off of his attack damage and the number of souls he's collected, so it can hit like a train.
  • Come with Me If You Want to Live: Thresh will end up doing this many, many times a game by using his lantern to yank his teammates from dangerous positions to safety... if they remember to click on it.
  • Cthulhumanoid: Deep Terror Thresh to an extent. The tentacles are there, just very small. He also has them on the top/back of his head as well.
  • Determinator: It doesn't matter how far you run or how well you hide. No matter how long it takes or whatever he has to go through, Thresh will kidnap you, torture you and then collect your soul.
  • Dynamic Entry: Not him, his lantern has the potential to let others do this. Here's a tip: if an enemy Thresh throws his lantern into a brush you have no vision of for no obvious reason, start running. He's about to bring a ganker to you.
    • Sometimes, if he hooks an enemy and hit Q when it lands, he can pull himself to them. The "dynamic" bit depends on where he's entering from (ex. brush).
  • Fake Difficulty: Savvy players who know about Thresh's lantern will sometimes stand directly on it so it cannot be clicked, often depriving some poor schmuck of their only salvation.
    • This "bug" (if you can call it that way) got patched out in the latest patches, giving the lantern collision and 'not' breaking a core mechanic of this champion.
  • Faux Affably Evil: He facetiously speaks to everyone like they're dear friends of his. He also happens to be an immortal spirit of malice and sadism, out to rob people of their hope, will, strength, and minds. Oh, also their souls. Can't forget the souls.
  • Ghost Lights: In addition to the typical Faux Flame wreathing his head like the other Shadow Isles champions, there are also the souls he goes about collecting that look like this.
  • Grappling-Hook Gun: Of the hook-on-a-chain that he throws variety. He can use this to yank an enemy closer to him and pull himself closer to them if he so chooses.
  • Hell Is That Noise: In universe, children are being told nursery rhymes to watch out for the sounds of his chains. Why? Because they may very well be the last thing that they hear.
    Cling, clang, go the chains.
    Someone's out to find you.
    Cling, clang, oh the chains.
    The Warden's right behind you.
  • Hoist by His Own Petard: When Thresh dies his soul emerges from his fallen form, and is then sucked into his own soul-trapping lantern.
  • Hooks and Crooks: There's a hook on the end of one of his chains, as previously mentioned. It can really hurt.
  • Insurmountable Waist-Height Fence: His ultimate, The Box, generates a five-panel wall around himself and anyone near. Played straight for Thresh, but not for other players- unless an enemy tries to walk in or out, wherein they take damage and are slowed by 99%.
  • Irony/Laser-Guided Karma: His death animation consists of the lantern flying out of his control, then absorbing his soul.
  • The Mad Hatter: "Me, mad? Haha, quite likely."
  • Magikarp Power: He has a unique scaling mechanism: the number of souls he collects increases his AP and armor- he absolutely needs to since he otherwise doesn't gain any armor per level. Toward endgame, once he has become saturated with them, his abilities hit like a train *and* he'll be absurdly resilient to physical damage.
  • Mind Rape: He seeks to break strong people (both physically and mentally) before taking their souls.
  • Names to Run Away From Really Fast: The guy's named after the concept of being beaten within an inch of your life. He probably wouldn't make a very good babysitter.
  • Paranoia Fuel: invokedRiot said outright that this is an intended design aspect for Thresh. Like Blitzcrank he often hides in bushes to wait until you're in a position to be chained up leaving his opponents paranoid about going anywhere near a bush if they've suddenly lost sight of him. However he must leave the bushes every so often to grab fallen souls giving you a glimpse of him every so often like horror movies do for the monsters. In addition when Thresh finally does throw his chain he doesn't look in the direction he's throwing it until it's already out.
  • Punishment Box: His ultimate is named "The Box" in reference to one of these.
  • Punny Name: His weapon is a sickle. Sickles are used for harvesting in agriculture, such as wheat. Threshing is what you do with wheat after harvesting it.
  • Sea Monster: Deep Terror Thresh.
  • Softspoken Sadist: Nearly all of his many lines are playful, sadistic mockery spoken in a magnified, echoing whisper. Pretty much the only time he raises his voice is when he's been killed and when he's laughing.
  • Super Persistent Torture Technician: as his lore puts it:
    "Once Thresh takes an interest in a soul, he does not relent until he possesses it."
  • The Dev Team Thinks of Everything: There is a hidden Easter Egg in relation with his soul-collecting passive. Nunu, a champion composed of two separate entities (the kid, Nunu, and the yeti, Willump), drops two souls instead of one.
    • Strangely enough, Sejuani, the other champion composed of two separate entities (Sejuani and her boar mount Bristle) only drop one soul. Many jokes have been made about Sejuani being a ginger, due an old and highly insulting stereotype that "gingers", or people with red hair, have no souls. (It's more likely because Willump is sapient and Bristle is not.)
  • Torture Technician: He deliberately only seeks out the strongest, most stubborn people to torture. We have reason to believe he hasn't failed yet.
  • Variable-Length Chain: Either side of his long waistcoat has a horned skull ornament from which the chains for his lantern and hook are dispensed. Neither one has any observable limit.
  • Voice of the Legion: Even though he rasps, whispers, or crows everything he says, his voice can get pretty loud thanks to this.
  • Whip It Good: More or less everything he does with that hook-on-a-chain.
  • Your Soul Is Mine: His central theme - collect the souls of nearby dying enemies to get stronger, more or less indefinitely. That lantern of his carries all of the souls he's gathered. This actually carries over into gameplay even though it's said nowhere in the tooltips - throwing his lantern at souls can capture them from afar.
  • You Will Not Evade Me: Par for the course for a "kill" support, he has three ways to enact this trope. Death Sentence in particular lives up to its name; it stuns a hapless foe, pulls them a short distance back towards Thresh, and can be re-activated to bring Thresh back into melee range. Combined with Flay's re-direction potential and The Box's incredibly powerful slow, a well executed Thresh combo can lock down enemies with ease.

    Tristana, the Megling Gunner 

"If there's one person I'd trust to take on a difficult mission, it's Tristana — all day long!"

Tristana is a Yordle girl who enjoys big guns and big explosions. She dreamed of living in the footsteps of a legendary sniper, and spent her childhood training to achieve this goal by joining the Megling Commandos, Bandle City's oldest and most venerable military unit. Now part of the League, her skill and dedication on the battlefield is contrasted by her cheerful personality among her fellows.

Tristana is a marksman-assassin champion who excels at blasting opponents from afar with her basic attacks, while also being able to deal strong magic burst damage. Her passive, Draw a Bead, increases the range of her basic attacks and Explosive Shot ability as she levels up, giving her the longest attack range in the game at its maximum. Her first ability, Rapid Fire, greatly increases her attack speed for a few seconds. With her second ability, Rocket Jump, Tristana propels herself into the air with her rocket at a nearby area, damaging and slowing nearby enemies when she lands. The cooldown of the ability is refreshed when she kills or helps kill an enemy champion. Her third ability, Explosive Shot, passively makes enemies slain by her basic attacks explode, damaging nearby foes, and can be activated to launch a ball of shrapnel at a nearby enemy, damaging and halving any healing effects on them for a duration. Her ultimate ability, Buster Shot, fires a gigantic cannonball at a nearby enemy, damaging and heavily knocking them back, along with all surrounding foes.

Tristana's alternate skins include Riot Girl Tristana, Earnest Elf Tristana, Firefighter Tristana, Guerrilla Tristana, Buccaneer Tristana, and Rocket Girl Tristana.

Associated tropes:

  • Achilles' Heel: She has high base damage with all of her skills and can deal scary amounts of burst early game. However, her skills are scaled off in AP and not in AD (and is currently the only AD carry to have this). Because of this, she has the weakest mid-game of all the AD carries where teamfights are relatively common and her autoattacks won't do enough damage...until she fully levels up and builds all of her items.
    • Also, since her damage output all comes from autoattacks, many players can easily counter her by building items that reduces her autoattack speed (Randuin's Omen and Frozen Heart), items that reflect back autoattack damage (Thornmail), or tanks that have mechanics and skills that fuck up lategame hypercarries (Nasus, Rammus, and Malphite).
  • Attention Deficit... Ooh, Shiny!: "Look at all the pretty explosions!"
  • Badass Adorable: She's a Yordle special-forces gunner, of course she is.
  • BFG: Her weapon is a cannon that's bigger than she is.
  • Blown Across the Room: Tristana's Buster Shot knocks enemies it hits back.
  • Boring, but Practical: Most of Tristana's damage output comes from autoattacking enemies (as opposed to other marksmen that consistently inflict damage with abilities too) and it works because of her long autoattack range and immense attack speed steroid. Come lategame, Tristana is only matched by Vayne as the most deadly ranged auto-attacker.
  • Computers Are Fast: Tristana Bot will nearly always Rocket Jump away then Buster Shot someone the nanosecond she lands to escape pursuit, something only the best players can do. However, combine this trope with zero latency and you can occasionally see a knocked-up or knocked-back Tristana Bot Rocket Jump away while still in midair, which is impossible for players. Tristana Bot doesn't wait until she lands, she shoots Buster Shot as soon as she's in mid-air! The reaction time required makes this almost humanly impossible.
  • Difficult but Awesome: The only way to mitigate her "weak" mid-game is utilize her early game burst damage from her skills. This is considered risky because it involves wasting your Rocket Jump into the enemy. Players with a poor sense of judgment will Rocket Jump into an enemy (or worse, several of them) and die quickly; those who are experienced can make good use of the extra burst and slow as they close the distance and ensure that her foe doesn't escape.
  • Fragile Speedster: Rocket Jump makes her very mobile for an ADC. Since its cooldown resets on kills and assists, Tristana players will often jump to a kill then jump away from retaliation or even hop from enemy to enemy during teamfights.
  • Genki Girl: Stuff Blowing Up makes her really, really excitable.
  • Glass Cannon: Like many ranged carries, Tristana is easily killed if focused. Thankfully one of her abilities can be used as an escape.
  • Goggles Do Nothing: Most obvious in her Rocketeer Tristana skin.
  • Magikarp Power: Her passive makes her capable of hitting people at a range many champions can't even touch her from, because she gains more range as she levels up. Combined with her massive attack speed boost in Rapid Fire, the multiplicative DPS of critical strike, attack damage and attack speed items, and the fact she has two methods to keep away from you even if you do get past her massive range, a fully-built Tristana is a champion unrivaled in right-clicking you to death from afar.
    • It should be noted that while her mid-game is well known to be subpar for a ranged AD, her weak early game is mitigated by her ability burst potential during the laning phase, especially if she's paired up with an aggressive support that aims to net her kills early on. The difference is that Rocket Jumping at a weakened foe then blasting them backwards with Buster Shot to secure a kill is a far better idea in a laning phase engagement as opposed to a midgame teamfight, where it is likely suicide to try.
  • More Dakka: Press Q for Rapid Fire!
  • Not the Intended Use: Her skills have relatively high AP ratios along with high base damage. Enter AP Tristana.
  • Or Are You Just Happy to See Me?: "Is that a rocket in your pocket?"
  • Overshadowed by Awesome: Apparently, of all the adcs in the game, she's given this kind of treatment despite being one of the best late-game hypercarries in the game. Many find her kit to be so boring and uninteresting (when compared to other popular adc picks that require higher skill but more rewarding like Ezreal and Miss Fortune) to the point that many people think she's the worst adc in the game. This is even lampshaded in a fan video:
    Rammus: Everyone does your job better. Everyone. note 
    • This trope is slowly being averted. With many nerfs on some of the popular AD's like Graves, Corki, and Ezreal in season 2 along with the introduction of Blade of the Ruined King, she is being slowly seen in season 3 LCS competetive play.
  • Pirate: Buccaneer Tristana
  • Rocket Jump: One of her abilities, Rocket Jump.
  • Skill Gate Character: She's considered to be one of the easiest AD's to play as due to her self-peeling power (Rocket Jump and Buster Shot), her good farming ability to last hit on minions (her Explosive Shot), a booster that increases her attack speed (Rapid Fire) and her passive that gradually increases her autoattack range (having about 703 autoattack range at level 18 as opposed to most AD's who often have autoattack range between 500-550). However, more skillful players will often take advantage of her poor range early game and her horrendous midgame.
  • Ship Tease: With Teemo, although they both insist they're just good friends.
  • Small Girl, Big Gun: It's actually more of a cannon.
  • Splash Damage Abuse: Explosive Shot deals splash damage whenever she kills a unit, meaning that she can effectively harass enemies who normally hide in the middle of creep waves.
  • Trigger Happy:
    "I wanna shoot something!"

    Trundle, the Troll King 
Note: Trundle was given a rework, which retconned his story and changed his character because Riot had no more stories to tell with the original iteration. If you're looking for tropes on old Trundle, look at the bottom of the page.

Voiced by: Joshua Tomar

"Outsmart anyone you can't beat and beat anyone you can't outsmart."

Trundle was always more clever than your run-of-the-mill troll, a trait that he worked to his benefit. When he saw how incompetent his tribe's chieftain was, he challenged the brute to a fight for leadership, but he was easily bested. Before he was struck down, Trundle amused his fellow trolls by inventing a legend of a troll king who would prove his right with his magical weapon. His tribesman found the story so hilarious that they let Trundle set out in search of this fabled weapon, knowing that he would never return. Eventually, Trundle fought his way into the Ice Witch's domain, fighting her guards and dodging her traps until he found a club of never-melting True Ice in her vaults. The Ice Witch found him and was about to kill him, but Trundle instead promised her an unstoppable troll army in exchange for the club and his life. He returned to his tribe, killed the chieftain and declared himself the Troll King and their champion within the League.

Trundle is a fighter-tank champion who specializes in stealing his opponents' strength to boost his own and reshaping the battlefield to suit his needs. His passive, King's Tribute, absorbs the life force of all enemy units that die around him, healing him for a percentage of their maximum health. His first ability, Chomp, transforms his next basic attack into a powerful bite that damages, briefly slows and temporarily steals some of the target's attack damage. His second ability, Frozen Domain, coats a huge nearby area in ice for a long duration, inside which he gains bonus movement and attack speed and increased healing. With his third ability, Pillar of Ice, Trundle temporarily creates a huge ice pillar at a nearby location that becomes impassable terrain, preventing opponents from moving through it and slowing all surrounding foes. His ultimate ability, Subjugate, steals a percentage of the target's defensive stats for Trundle and damages them over time equal to a percentage of their maximum health for a brief duration, also healing Trundle for the same amount.

Trundle's alternate skins include Lil' Slugger Trundle, Junkyard Trundle, and Traditional Trundle.

Associated tropes:

  • All Trolls Are Different: The Ice Trolls of Valoran are towering, formerly tribal creatures working on a might makes right attitude, and with very few exceptions prefer to brute force their way through problems instead of thinking around them - Trundle himself is fiercely territorial to boot, and it's unknown if the rest of the trolls shared this attitude before he united them.
  • An Ice Person: He is now explicitly an ice troll from Freljord with a club of "True Ice" that gives him control over the cold. Unlike most other users of ice magic in the League, Trundle largely uses his powers to reshape the battlefield and keep his opponents at a disadvantage rather than causing direct damage. He prefers other methods when it comes to directly harming his enemies.
  • Artificial Brilliance: When the CPU controls him, he is very annoying to fight because he'll put the pillar in the worst possible spots.
  • Artificial Stupidity: Unless he's trying to escape, in which case he has a habit of cutting off his own escape route or knocking himself back into the enemy team with it.
  • Bigger Is Better
  • Book Dumb: Despite being explicitly more cunning than other trolls, he still doesn't know that "dreams" are a non-physical concept.
  • Call Back: He keeps a few quotes from his previous VA, most notably his taunt
    "If you want me to hit you less, die sooner."
  • Carry a Big Stick: He uses an icy club as tall as he is!
  • Clothes Make the Superman: Described as being humiliated the first time he fought his chieftain, his discovery of his True Ice club turned the next fight against him into taking "a moment to enjoy the look of numb shock on his chieftain's face before he caved it in.".
  • Dragon with an Agenda: To the Ice Witch. Trundle may be happy to serve her, but he's still looking out for an opportunity to make the trolls the dominant force in Freljord - a King doesn't serve others after all.
  • Dumb Muscle: Notably averted. He might be Book Dumb but he is clever, cunning, fast-thinking and witty all the same. His /joke voice commands, on the other hand, invoke this trope.
  • Geo Effects: Created by himself — he temporarily freezes a large area, which improves his stats while he's standing on it. He also may make an immovable pillar that can't be passed through while it lasts, which also slows enemies. Place in front on enemies running away or to you to keep em' stiller than they'll want.
  • Home Field Advantage: Standing in his Frozen Domain gives Trundle a large boost to healing, movement speed and attack speed which means trying to fight him within the area will get you beaten to a pulp and even if you get him low he'll just run away laughing.
  • I Call It Vera: Officially, his club is named 'Boneshiver,' but his joke has him call it "Clubbems."
  • I Can Still Fight: His ultimate heals himself for 20-28% of an enemy's health over a duration of four seconds, while stealing 40% of their resistances over the same duration. This, combined with his passive and Frozen Domain, can work to make him deceptively durable, even at low health.
  • I'm a Humanitarian: His quotes certainly allude to it.
  • In Name Only: Unlike the other 2 champions to have this trope (Evelynn and Karma) Trundle's relaunch changed very little about his kit, being mainly a series of buffs, nerfs and changes not too different from what any champ may get in a normal patch. However, his entire character concept was completely dumped and recreated from the ground up, to the point that, apart from being a club-wielding troll, his name is the only thing he has in common with his original iteration. And as a first for Riot, Trundle is the first champion since the beta ended to have his title changed after his release, from "the Cursed Troll" to "the Troll King".
  • Incoming Ham: When he commits to a fight, he'll make sure you know it.
  • Insistent Terminology: Considering the Leonine Contract he had to go trough to get there, he doesn't like when others refer to him as less than Troll King, calling him 'troll chief' will just mean a club in your skull.
  • Irony: Sure the skin may be called Lil' Slugger Trundle, but boy, this guy is huge!note 
  • Judge, Jury, and Executioner: Aluded (somewhat poorly) to being such in one of his movement lines. Seeing how he was able to Klingon Promote his way to the top of the heirachy and unite the ice troll tribes, it's very likely that his word is law - and he's more than happy to carry out the summary executions.
  • Klingon Promotion: Killed off the "foolish and cowardly" chieftain of his tribe, and took over.
  • Kneel Before Zod: He will sometimes yell out to "Bow down!" when using his ultimate.
  • Leonine Contract: Made one with The Ice Witch to save his life and grant him the power to rule the trolls - Not that Trundle minds serving The Ice Witch at all.
  • Lightning Bruiser: Can throw down Frozen Domain and become fast as hell on it, able to run down nearly any opponent and beat them to a pulp while using his ultimate to simultaneously make himself hardier than your toughest champion and making that guy less durable.
  • Troll Bites Champions Of Numerous Species: His Chomp ability in a nutshell.
  • My Species Doth Protest Too Much: Using his wits is apparently very un-troll like.
  • The Pig Pen: If the viking guarding the howling abyss is to believed that is - if so, Trundle must smell horrible, seeing how said viking's dead corpse is frozen inside a wall of ice.
  • Pride: It is blatantly obvious Trundle feels his position is meaningful.
  • Small Name, Big Ego: Until he actually achieves a decisive victory for control of Freljord, he's just ruler of a bunch of trolls and the pawn of the true Big Bad.
  • There Is No Kill Like Overkill: He certainly thinks so.
  • Troll: Carried over from his previous incarnation, Trundle enjoys belittling and taunting others greatly. He has a lot of character interactions where he ridicules other champions. Also his race.
  • Status Buff: There may be tons within the game, but he's unique in that he causes Ability Down (Subjugate steals Armor and Magic Resistance, Chomp steals attack damage) to his enemies while giving a proportionate Ability Up to himself.
  • Took a Level in Badass: From his rework. Prior to that, he was scrawny, nasally-voiced and his tribe leper (Albeit a gifted troll who became a matyr for his people). Now he's a hulking, deep-voiced goliath who makes the human-sized club he's wielding look like a baseball bat. It's even evident in his name change from "The Cursed Troll" to "The Troll King".
  • The Trickster: His wits let Trundle keep his life, gain a powerful ally in the Ice Witch, and helped him take over command of his tribe — and later the others.
  • Your Soul Is Mine: His passive 'King's Tribute' works on this if the icon for it is to be believed - More specificly, the 'Drained After Death' type of it. Any enemy, minion, champion or neutral monster will heal Trundle based on its maximum health if it dies in proximity of him.

    Tryndamere, the Barbarian King 

Voiced by: Brian Sommer

"Rage is my weapon."

As a member of the barbarian clans of Freljord, Tryndamere was used to war and bloodshed from an early age, but nothing could have prepared him for night that his tribe was wiped out of existence. When raiders struck his camp in the dead of night, the barbarian and his clansmen were able to repel the first wave, until Aatrox stepped out of the darkness. His magic inspired a bloodlust in the attackers, who overwhelmed the barbarians. Tryndamere threw himself at the swordsman, but he was easily swatted aside, mortally wounded among the ruins of his village. On the verge of death, Tryndamere's rage overflowed within him as he fought to stay alive. As he rose to his feet, the swordsman merely smiled and slipped back into the darkness, and though Tryndamere would search long and hard, he could not find any trace of his nemesis. Tryndamere trained for years under the chiefs of the other barbarian tribes until he was not only the strongest of them, but also their recognized leader. He joined the League not only to represent his people, but also to get revenge for the slaughter of his clan and ultimately master the rage that brought him back from the mortal brink.

Tryndamere is a fighter-assassin champion who uses powerful critical strikes to decimate enemies, getting stronger the closer he is to death and being able to outright defy it. Instead of mana he uses Fury as a resource, gaining a small amount of Fury everytime he attacks, kills an enemy or lands a critical strike, which decays when he's out of combat. However, he only spends Fury to use one of his abilities; the rest of his abilities have no cost attached to them and are only constrained by cooldowns. His passive, Battle Fury, increases his critical strike chance based on how much Fury he has. His first ability, Bloodlust, passively increases his attack damage based on how much health he's missing, and can be activated to consume all his current Fury, healing himself based on how much Fury he had. His second ability, Mocking Shout, is a battle shout that briefly decreases the attack damage of all nearby enemies and, if they have their backs turned to him, also slows them for a few seconds. With his third ability, Spinning Slash, Tryndamere performs a whirling slash attack as he dashes to a nearby target location, damaging all enemies he passes through and gaining Fury for each enemy hit. Landing a critical strike reduces the cooldown of the ability. His ultimate ability, Undying Rage, unleashes Tryndamere's unstoppable rage, instantly granting him a large amount of Fury and making him unkillable for a few seconds, which has great synergy with his Battle Fury and Bloodlust abilities.

Tryndamere's alternate skins include Highland Tryndamere, King Tryndamere, Viking Tryndamere, Demonblade Tryndamere, Sultan Tryndamere and Warring Kingdoms Tryndamere.

Associated tropes:

  • A Date with Rosie Palms: His joke is clearly a Double Entendre with this trope and how he uses his sword one-handed.
  • Attack! Attack! Attack!: The only thing in his kit remotely resembling a tactical withdrawal is his Spinning Slash (to escape through walls). Other than that he's built entirely around running in, chasing people down, and hacking them to pieces.
  • Badass Moustache: In his Sultan Skin. Damn. Also has one in the Warring Kingdoms Tryndamere skin, however it has a much more impressive...
  • Badass Beard: Very fitting since the skin is based off of Koei's depiction of Guan Yu from Dynasty Warriors.
  • Badass Normal: His ult? Sheer determination and fury, as opposed to magic.
  • Barbarian Hero: Hero? check - he's allied with Ashe, who's the most unambiguously good force of Freljord. Barbarian? Check - it's in his title.
  • The Berserker: His kit is centered around running in, slicing some faces off, and fighting on for far longer than he has any right to. He's a berserker, alright. A kill or be killed attitude to a certain death scenario is all but encouraged when he can live through it.
  • BFS: It may be bigger than he is. It is also heavy enough that he can't even carry it, he has to drag it around.
  • Captain Ersatz: Of Guts.
  • Cast from Hit Points: He used to before he was moved to the Fury system.
  • Cool Sword: Face it, Warring Kingdoms Tryndamere's sword is just beautiful.
  • Critical Hit: Entirely based around this, as his innate ability gives him critical strike chance dependent on how much Fury he has and his dash's cooldown refreshes when he scores a crit. He is also capable of not being reliant on Random Number God and scoring critical hits every single time, though that requires farming for a long time and is the main reason why he isn't really all that competitive.
  • Determinator: His Undying Rage ability makes him unable to be killed. The more damage he takes, the higher his attack damage is.
    • Story-wise his refusal to die even when his entire tribe was being wiped out and his facing down of Aatrox made him into the rage-filled warrior he is today.
  • Family-Unfriendly Death: Upon dying he stumbles and falls onto his back, tossing his sword into the air as he does so. It spins a few times then plunges down to impale him through the chest.
  • Hey, It's That Voice!: His voice actor Brian Sommers also voices Warwick and Nunu's yeti.
  • Horny Vikings: His Viking Tryndamere skin features a golden horned helm.
  • I Shall Taunt You: Mocking Shout weakens his opponents and punishes them if they're trying to run from him.
  • Knight of Cerebus: Up until the release of Demonblade Tryndamere, Legendary skins had been comical. This skin did away with the humor this time.
  • Leeroy Jenkins: His ultimate is pretty much designed for this.
  • Lightning Bruiser: As games go on, he will spin around moving toward you, tear you to pieces with his sword, and be temporarily unable to die, and probably be able to spin away straight through a wall when the enemy starts to give chase.
  • Magikarp Power: Tryndamere has two settings- "Liability to his team" and "Invincible". There is a small area in-between but it is easily missed. A farmed Tryndamere is a split-push monster and is invincible one-on-one. A farmed and fed Tryndamere is the same, but even a full team may have trouble taking him out.
  • Not the Intended Use: As part of what has almost become a Running Gag by now, players have discovered Tryndamere's high AP ratios and exploited them before they were nerfed into oblivion.
    • As for plain vanilla Tryndamere, he was envisioned as a strong front line champion to dish out heavy damage and draw the enemy's attention from the rest of his team. More often than not he gets used as a strong split-pusher to take out towers away from where most of the action is. While counter-intuitive, he makes it work by being able to do it fast if he itemizes for it plus having the option to either escape intervening enemies with Spinning Slash or just butcher them thanks to his handy ultimate.
  • One-Man Army: Becomes this once he gets enough of his build finished.
  • One-Handed Zweihänder: "My right arm is a lot stronger than my left arm!"
  • Proud Warrior Race Guy: Comes with the territory of being from Freljord.
  • Revenge: Both his old and reworked lore have him swearing vengeance on someone (Noxus and Aatrox, respectively) for killing off his tribe.
  • Royals Who Actually Do Something: The King Tryndamere skin emphasizes his royal status.
  • Screaming Warrior: Starts roaring when his Ultimate is activated.
  • Sole Survivor: It's not for nothing he's so rage-filled.
  • Spin Attack: Spinning Slash, Exactly What It Says on the Tin.
  • Sword Drag: How he walks around with his sword.
  • Traumatic Superpower Awakening: He was a mighty warrior, sure, but his refusal to die and Unstoppable Rage came from his pure catharsis at his tribe dying and he himself about to follow them.
  • Unstoppable Rage: His ultimate is simply this trope reworded. Undying Rage makes it impossible to kill Tryndamere for five seconds. Even if you drain his entire health bar, he'll simply stay at 1 HP. This is when Tryndamere is at his most dangerous as he gains attack power for every percentage of health he's missing and extra critical strike rating the more Fury he has. For those five seconds, Tryndamere truly does become unstoppable.
  • Walking Shirtless Scene: He's a barbarian, of course he is.
  • Who's Laughing Now?: Bring a Tryndamere down to an inch from death? Start running, he's just getting started.
  • Why Won't You Die?: While Undying Rage is on, Tryndamere can ignore damage that should have killed him several times over. Only for five seconds, though.
  • You Fight Like A Chicken: Mocking Shout. The victim even has a chicken icon appear above their heads.

    Twisted Fate, the Card Master 

Voiced by: Owen Thomas

"While the future may be mysterious and unknown to most, Twisted Fate is certain that his future lies within the cards."

A poor gypsy who came into a fortune via his talent for gambling. His desire to gain magical powers led to undergo experiments from Zaun scientists, which gave him the ability to control magic. With his newfound powers, he decided to join the League, though he knows one day Zaun will come calling for the debt he owes.

Twisted Fate is a mage champion who can enhance his basic attacks with magic damage and is feared for his widespread map presence, being able to teleport around the map. His passive, Loaded Dice, makes Twisted Fate roll his dice upon killing a unit to gain a random bonus amount of gold, having a higher chance of scoring a large bonus. His first ability, Wild Cards, hurls three magic cards forward in a long-range cone that damage all opponents they pass through. With his second ability, Pick a Card, Twisted Fate enhances his next basic attack with one of three different magical cards: the Blue Card deals large magic damage to the target and restores mana, the Red Card deals medium magic damage to the target and foes around it and slows them for a few seconds, and the Gold Card deals low magic damage to the target and stuns it for a brief duration. His third ability, Stacked Deck, is a passive ability that increases Twisted Fate's attack speed and makes his every fourth consecutive attack deal bonus magic damage. His ultimate ability, Destiny, reveals the ubication of all enemy champions on the map for a few seconds. While Destiny is active Twisted Fate can use Gate once, teleporting to any position in a huge area around him.

Twisted Fate's alternate skins include PAX 2009 Twisted Fate, Jack of Hearts Twisted Fate, The Magnificent Twisted Fate, Tango Twisted Fate, High Noon Twisted Fate, Musketeer Twisted Fate, and Underworld Twisted Fate.

Associated tropes:

  • Amazing Technicolor Population: His older model had light-blue skin.
  • Awesome Yet Practical: Destiny provides large amounts of utility for his team by revealing the entire map and letting them know exactly where all enemies are and Gate is very versatile for ganking lanes and reaching faraway fights to help out (or even as an escape tool if one is desperate). He's a common tournament pick because top-tier players can be counted on to keep track of when his ultimate is available, letting Twisted Fate's team exploit this invisible map-wide pressure: even the act of using Destiny as a bluff (without following up with Gate) can be a powerful deterrent to force enemies to back off.
  • Badass Beard: As can be seen.
  • Beast and Beauty: An inverted example; he started dating Evelynn. Yes, she's shockingly beautiful, but she's also capable of ripping a man into tiny shreds with her talons and enjoying every second of it. When she broke up with him, he didn't take it very well. Drunkenly so.
  • Bio-Augmentation: He was unable to do magic, and so let Zaun scientists experiment on him. It ended up giving him the ability to teleport.
  • Boy Meets Ghoul: Yes, we said Evelynn.
  • Card Sharp: Twisted Fate met Graves in a high-stakes card-game when they both showed four aces for their final hand. His emotes also make note of this:
  • Captain Ersatz: Twisted Fate is definitely not Gambit. Or Tubalcain Alhambra, for that matter. He's also been mentioned to look like John Marston, especially in his High Noon skin. Then there's also jokes about his Underworld skin looking like something out of Dark Watch.
  • Color-Coded for Your Convenience: See that card above Twisted's head? Its colour tells you exactly what his next auto attack will do to you. Blue? He gets the mana cost refunded and then some. Red? He'll slow and damage everyone in a small area. Gold? You're completely stunned for a short duration as he and/or his teammates wail on you.
  • Consummate Liar: He claims to have never lost a fair game... or played one.
  • Cowboy: Wears cowboy boots, wears a hat of a similar shape to the stereotypical Cowboy hat, has a Texan-like accent, and states some Western-esque lines.
  • Crutch Character: Needs to (and certainly can) finish games early, as his strength later on for head-on fights without a significant advantage is not nearly as good as most other champions.
  • Death Dealer: We're assuming the cards are affected by magic in some way. Especially since he can throw them to deal extra damage in addition to stunning, slowing enemies, or restoring his mana, or throw three of them at once to one of the largest ranges of an ability in the game.
  • Defog of War: One of the few champions capable of doing so, and his is global.
  • Difficult but Awesome: He's a powerful high ELO and tournament pick due to his powerful gank presence, excellent pushing, low cooldowns, and strong poke damage, but picking the right cards for the right situations requires some dexterity (and often, quick thinking), and using his ult poorly will just get you killed. His kit is also not suited for extended combat in teamfights, making the use of his single-target stun to be quite risky with multiple enemies around since he'll be vulnerable to anyone who isn't stunned - in addition to being fairly poor at fighting the vast majority of opponents one-on-one after the lull of using Wild Cards and Pick a Card, which do not do a lot of damage compared to many other mages. It's quite telling that in spite of all this creating a strong dichotomy for TF players between "game-changer" and "free gold for the enemy", he's still a consistent ban at high ELO ranked play for fear that someone actually knows how to competently gank.
    • Furthermore, while his Gold Card (and to a lesser extent Red Card) is extremely useful, enemies can see the cards and will back off the moment they see it drawn. It's possible to very quickly select it before anyone can react, but since Pick a Card first starts very fast then slows down, this requires a deft hand and eye.
  • Drowning My Sorrows: After Evelynn broke up with him.
  • Empowered Badass Normal: Already a high-profile conman and Death Dealer, his augmentation enfused him with magic and let him enchant his thrown cards to greater effect and even teleport.
  • Eye-Obscuring Hat: Wears one in the splash art.
  • Foil: To Graves - Graves is an attack-damage scaling ranged-carry whose kit encourages getting into your enemies' face as much as possible and his passive makes him naturally hardier than other carries to facilitate aggression. Twisted Fate is an ability-power scaling ranged-assassin whose kit makes him poor for head-on fights against most other champions, encouraging you to stay away from enemies almost all of the time save for when you can place yourself in a position where you have a significant numbers/health advantage, likely with his ultimate, and he's a rather standout example in the League for the Glass part of Glass Cannon.
  • Fortune Teller: To predict you're gonna die very soon at his hands. Or know that you've got healthy friends nearby, so he isn't going to go and die at yours.
  • The Gambler: Doesn't exactly gamble anymore, but he certainly evokes the trope with his use of cards, as well as his jokes. But given his joke about "never playing a fair game", it was never exactly gambling for him.
    • His reworked Loaded Dice passive gives him a random amount of gold from 1-6 when he gets the last hit on anything. Riot lampshaded his cheating nature by stating: "Naturally, it will skew toward the higher amounts".
  • Glass Cannon: He takes hits like a kleenex and his kit doesn't really encourage making yourself able to take much more.
  • Glowing Eyes of Doom: His eyes are a glowing teal-blue with no pupils.
  • Gypsy: His parents were, and he follows the stereotype as a Card Sharp.
  • Hat Damage: Referenced by one of his attack lines.
  • Hope Spot: Many players have experienced making a successful getaway with low health... then the visual indicator from Destiny signifying "you are visible" comes right before the enemy Twisted Fate arrives to finish them off.
  • I Just Want to Be Special: Twisted Fate wanted to be able to use magic so badly he betrayed Graves to a man wanting revenge on Graves for conning him, to be in an experiment that might give Twisted Fate what he wanted. As you know, the experiment worked.
  • Irony: He's a conman who betrayed his friend, now in the League with one of the most coordination and team-reliant gameplay amongst mage characters.
  • Lampshade Hanging: Gold Card is usually the most dangerous card for enemy players to be hit with, rendering them temporarily helpless for its duration. This is what Twisted Fate may say upon selecting it... You can tell his voice is just dripping with sarcasm.
  • Luck-Based Mission: Averted, Pick A Card flashes through the 3 colors in a set order. It still takes some experience to reliably pull the desired one, though.
    • Furthermore, the cards actually continue to cycle through the order even after being locked in and the chosen card remains an active buff on Twisted Fate (it stops once on cooldown and not being activated), indicated by the card continuously pulsating like it does when being chosen. A player who manages to count these (no small feat while trying to move, use other abilities and keeping track of enemy possible movements to actually fight them) will be able to predict what card will come next from the next use of the ability.
  • Mating Dance: He shares a Tango skin with Evelynn.
  • Nice Hat: As can been seen.
  • Pre Asskicking Oneliner: He has a number of context-sensitive lines upon locking in his options from Pick a Card as well as using Destiny and Gate. After having received new lines, he has even more statements for using his abilities than Large Ham Jayce... though less boisterously-stated.
  • Occult Blue Eyes: Though a very bright teal color, and glowing entirely as that color. This was probably due to the experiment which gave him his magic.
  • Rebel Relaxation: Done by him in his classic splash art.
  • Required Secondary Powers: Destiny/Gate mandates very good map awareness to make the full use of it since perfect opportunities to gank a lane or cut off a fleeing enemy can come and go within moments. It also requires a good sense of judgement on his player's part as to when to use it, including predicting what the situation will look like when he actually gets there, since the difference between him making a Big Damn Heroes entrance and him teleporting into nothing (or worse, a highly dangerous situation for him) can be just a few seconds. One world-class mid player stated his belief that every aspiring AP mid player should learn to play Twisted Fate to develop a keen map awareness to use when playing other champions.
  • The Rival: To Graves, though Twisted seems to think he's a mark above his former companion.
  • Stage Magician: The Magnificent Twisted Fate.
  • Title Drop: Twisted Fate's lines after casting his ultimate, Destiny.
  • True Sight: His ultimate gives him vision of all enemy champions, so visible or not, You Can't Fight Fate as you try to make your getaway.
  • We Used to Be Friends: With Graves, as coordinated swindlers and Card Sharps, until Twisted Fate sold Graves out to undergo the experiment which gave him his powers. That kind of threw a wrench into their relationship.

    Twitch, the Plague Rat 

"The existence of Twitch proves that anything is possible on Runeterra."

Twitch is a homicidal and psychopathic giant sentient rat that inhabits the sewers of Zaun, where he viciously and seemingly randomly ambushes and attacks sewer workers and scientists trying to get as much grime and rot as he can for unknown purposes. The truth about his origins and motivations is a complete mystery, although there's rumors that he was a normal rat that was mutated into sentience due to the magical pollution in the sewers, and that he hopes to find a way to recreate the process and create more beings like him.

Twitch is a marksman-assassin champion who fights by poisoning several opponents at once using his deadly concoctions after ambushing them from the shadows. His passive, Deadly Venom, makes his basic attacks afflict their targets with a stacking poison that deals unblockable true damage over time. His first ability, Ambush, makes Twitch invisible after a brief delay, granting him bonus movement speed and, upon breaking the stealth, grants him an attack speed bonus for a few seconds. His second ability, Venom Cask, hurls a vial of poison at a nearby area where it explodes, slowing and applying two stacks of his Deadly Venom to all enemies inside. His third ability, Contaminate, instantly damages all targets afflicted with his Deadly Venom, the damage increasing depending on how many stacks the targets had. His ultimate ability, Rat-ta-tat-tat, grants Twitch bonus attack damage and attack range for a long duration, during which all his basic attacks turn into piercing shots that pass through their target, damaging them as well as all enemies behind them.

Twitch's alternate skins include Gangster Twitch, Kingpin Twitch, Whistler Village Twitch, Medieval Twitch, and Vandal Twitch.

Associated tropes:

    Udyr, the Spirit Walker 

Voiced by: Creator/J.S.Gillbert

"Through us, nature's will is done."

In Freljord, the Spirit Walkers are a unique caste whose only goal is protecting the balance of nature from those who would disrupt it. Once a generation, a child is born under a full moon and is taken to the Spirit Walker to continue the tradition. Udyr was that child when, in the dead of winter, he and his master were attacked by the Ice Witch. The Spirit Walker gave his life in protecting Udyr. Udyr's primal cry was so fierce that it brought down an avalanche, burying him so deeply that the Ice Witch was long gone when he clawed his way to the surface. With no one to guide him, Udyr was taken over by the spirits of nature and became a wild man, surviving on his own for many years until one day he smelled a visitor approaching without fear. The intruder repulsed Udyr's assaults with ease, forcing his rage to subside to the point where he could speak once again. The man was Lee Sin the monk who had come seeking guidance only to find another who had lost his way. Lee Sin brought Udyr back to his home in Ionia where the monks taught him to control his rage and to work with the spirits of nature instead of being ruled by them. Grateful to his adopted home, Udyr fought against Noxus when they attempted to invade Ionia. But as time went on, he felt that an even greater threat was emanating from the land of his birth, so he returned to Freljord to continue protecting the balance of nature and joined the League to help him in his goal.

Udyr is a fighter-tank champion who excels at short-range hand-to-hand combat, rapidly switching between different combat stances to deal with different situations. Udyr has a completely unique skillset: instead of three basic abilities and an ultimate, he has four different stances he can access from the beginning of the game. Each stance gives an immediate effect upon switching, as well as a passive effect. His passive, Monkey's Agility, grants Udyr a stacking and temporary movement and attack speed bonus whenever he switches stances. His first ability, Tiger Stance, passively makes his basic attacks deal bonus damage, and upon switching grants Udyr a large attack speed bonus and makes his next basic attack apply a powerful damage over time effect to its target. His second ability, Turtle Stance, passively makes Udyr's basic attacks heal him for a percentage of the damage dealt, and upon switching grants Udyr a damage-absorbing shield. His third ability, Bear Stance, passively makes Udyr's basic attacks briefly stun their target, although this effect can only happen once every few seconds on the same target, and upon switching grants him a short movement speed bonus that also lets him move through units. His fourth ability, Phoenix Stance, passively makes Udyr's every third basic attack release a burst of flame that damages all enemies in a cone in front of him, and upon switching makes him release a fiery aura for a few seconds that damages all nearby enemies.

Udyr's alternate skins include Black Belt Udyr, Primal Udyr and Spirit Guard Udyr.

Associated tropes:

  • Anime Hair: Spirit Guard Udyr pretty much has Vegeta hair while in maxed-out Bear Stance.
  • Animal Motifs: Five of them, one applied to each of his abilities! The monkey one is the least so as it is a passive effect of him with little visual flare and it receives no apparition of a spirit in the Spirit Guard Udyr skin.
  • Bare-Fisted Monk: "Weapons are for the weak."
  • Bears Are Bad News: Bear Stance is not something most opponents will like to see, as it consists of a Wild Man running furiously at them to stun them when he hits them.
  • Bilingual Bonus: Udyr means abomination in Danish and Norwegian.
  • Close Range Combatant: Udyr's abilities' are all only usable from "Smack them" range... aside from his Phoenix Stance, which is slightly beyond that range.
  • Foil: To Lee Sin, another martial-artist monk. Lee Sin is disciplined and tidy in appearance. Udyr is a Wildman with a matching beard, dresses in bearskins, and who looks like he hasn't bathed in weeks. In gameplay, Lee Sin is an assassin who bolts around in combat to get to favorable positions while Udyr is a Mighty Glacier that merely endures being in a bad spot and overpowers enemies with sheer power at hand-to-hand range.
  • The Four Gods: Alluded to in his different stances.
  • Implacable Man: With the low cooldown of his stances, namely Bear Stance and Turtle Stance to this explanation, Udyr utilizing Turtle Stance and Bear Stance to shield him from damage and speed him up with little downtime is one of the more difficult targets to displace from their path in the game.
  • Gradual Grinder: Udyr's damaging abilities aren't quite as impressive the first time they get clicked compared to other champions' and his kit doesn't let you fully utilize both of their singular power once you're using the other one, but their downtime is minimal, grants benefits to autoattacking repeatedly, and his Turtle Stance's shield helps him await his damaging abilities to take their toll.
  • Glowing Eyes of Doom: He's probably not that bad of a guy now, though. Not very pitying, though.
  • Green Eyes: Of a blue-green nature. It fits with his animal powers.
  • Guttural Growler: Quite apparent in his Spirit Guard skin.
  • Lightning Bruiser: By quickly switching between 2 or 3 stances, he can increase his damage, movement speed, and survivability.
  • Lunacy: Implied by his backstory, where he was born "under a red moon."
  • Master of None: Take a choice on what to make him do, or be very mediocre.
  • Mighty Glacier: Comparatively in gameplay, compared to other fighter champions which have access to quicker gap-closers that aren't hampered by slows while Udyr's abilities and attacks all hit at kissing-distance range or only just past it for his Phoenix Stance. Udyr makes up for this with good damage and sustainability, which makes him very strong against jungle monsters at early levels. Notably, recent changes make him more viable by switching out some sustain and other things with additional mobility. Udyr now does a tiny leap when charging towards an opponent with Bear Stance's speed boost active to land the stun.
  • Nature Hero: Udyr fights "to defend the natural world from all who would threaten its balance", with four animal spirits at his aid. His Spirit Guard Udyr skin is a portrayal of him as truly being one with his four spirits.
  • Nemean Skinning: Rather fitting for a Wild Man, he wears a pelt... that also changes colors and heads to match his active Stance. His Bear Stance appearance is used for his splash art and his automatic appearance when games start and no stance is yet active.
  • Panthera Awesome: Tiger Stance serves as Udyr's choice ability for single-target damage, doing a large chuck of physical (used to be magic) damage over a few seconds to the first target he hits, a large attack speed boost, and causes his autoattack while in Tiger Stance to do 15% more damage based off his attack damage (used to be even more attack speed from staying in Tiger Stance).
  • The Phoenix: Udyr has a Phoenix Stance. Unlike the other uses of the trope, Phoenix Stance is merely uses the fire aspect of the creature to make Udyr's main-source of area-of-effect damage, radiating flames around him for its duration (used to also provide an attack damage and ability power boost as well), and in front of him like Fire Breathing Weapon for the first hit and every three autoattacks while in the stance.
  • Took a Level in Badass: In his back story, after he was taught by the Monks.
    • Furthermore in his Spirit Guard Udyr skin, with him having fully merged with his animal spirits.
  • Screaming Warrior: Well, roaring. His stances' activations are accompanied with a relevant loud animal cry.
  • Spam Attack: If Udyr has a stance that is off-cooldown and he has enough mana to use it, you should probably cast it. With 6 seconds being the cooldown of all of his stances, a passive which refreshes and stacks up to three times from using any stance, and only a 1.5 second global cooldown to the stances stopping Udyr from using another instantly, Udyr should be casting his stances a lot.
  • Turtle Power: Udyr would have a lot less Mighty in his Mighty Glacier concept without his Turtle Stance's spammable shield and healing+mana-regeneration on-hit.
  • Tranquil Fury: The monks appear to have taught him well — all his words have a rather calm delivery, despite his own constant mentioning of his animal rage.
  • Wild Hair: He could smuggle a knife in that beard, but he wouldn't because those things are for the weak.
  • Wild Man: Reformed.

    Urgot, the Headman's Pride 

"We can rebuild him. We have the techmaturgy."
Professor Stanwick Pididly

Formerly a soldier of Noxus who enjoyed charging into battle, Urgot's body was was eventually battered to the point where he was Kicked Upstairs into the role of High Executioner, his arms replaced with jagged blades. Accompanying troops on an ambush mission — the kidnapping of Jarvan IV, Crown Prince of Demacia — resulted in his demise at the hands of Garen. In honor of his service, he was returned for reanimation, but his body was so banged-up that entire new limbs were needed to replace his old flesh. He fights in the League to continue serving Noxus' interests, as well as to take revenge on the one who killed him.

Urgot is a marksman-tank champion who dominates his lane with his extreme damage and bullying potential early on, but transitions into more of a utility tank later in the game. His passive, Zaun-Touched Bolt Augmenter, makes his basic attacks reduce the damage the target deals for a brief duration. His first ability, Acid Hunter, sends out a bladed missile in a line forward that damages the first enemy hit and applies his passive to them. His second ability, Terror Capacitor, protects Urgot with a damage-absorbing shield that, while it lasts, makes his basic attacks and Acid Hunter briefly slow their target's movement speed. His third ability, Noxian Corrosive Charge, sends an acid bomb at a target area that damages and reduces the armor of enemy targets hit for a few seconds. Additionally, if Urgot holds the cursor over an enemy afflicted by the acid, his Acid Hunter missiles will authomatically lock on the target, ignoring all other units and flying directly at them from a humongous range. His ultimate ability, Hyper-Kinetic Position Reverser, targets a nearby enemy champion and, after a brief delay, swaps its location with Urgot's. Additionally, the target's movement speed is slowed and Urgot gains an armor and magic resistance buff for a few seconds.

Urgot's alternate skins include Giant Enemy Crabgot, Butcher Urgot, and Battlecast Urgot.

Associated tropes:

  • Arm Cannon: Also a Swiss-Army Weapon; It shoots bolts of green stuff, canisters of more green stuff, and green missiles which home towards targets hit by the canisters of green stuff.
  • The Berserker: Was one of these until Garen chopped his hand off while he was attempting to dislodge his axe from a tree that wasn't Garen.
  • Body Horror: Being crippled with countless injuries over a long time-frame didn't help his physique. Being cut in half, killed, possibly mutilated further, and stitched back together with techmaturgy didn't either.
  • Captain Ersatz: Of Yagrum Bagarn, the corpus-infected dwarf from Morrowind. Mojo also comes to mind.
  • Cursed with Awesome: He's bristling with tons of incredibly dangerous and powerful weaponry and is far deadlier than he was in his berserker days, but the extreme, neverending agony he's in is a pretty significant downside.
  • Crutch Character: Urgot has a strong early game, but his skills scale poorly for the lategame. Mind you, he still has a fair bit of utility in his damage reduction, slowing and repositioning.
  • Determinator: It's explicitly stated by Stanwick Pididly that all other attempts at creating cyborgs like him ended in the death of the subject and that the only reason Urgot is still alive is because of his immense, all-consuming hatred for Demacia in general and Garen specifically.
    "There are warriors who become great for their strength, cunning, or skill with arms. Others simply refuse to die."
  • Fate Worse than Death: Urgot considers his reanimation this; given the agony he's obviously in, it makes perfect sense why. He doesn't completely hate it, however — not as long as he's still alive to get his revenge on Garen.
  • Giant Enemy Crab: Giant Enemy Crabgot
  • Gonk: See Jiggle Physics
  • Half the Man He Used to Be: Garen got him with a sword. Twice.
  • Jiggle Physics: UGH.
  • Leeroy Jenkins: This was essentially his job prior to his first disfigurement.
  • Macross Missile Massacre: If you get locked on with the acid, expect a lot of Missile Hunters to fly at your face.
  • Mighty Glacier: Fairly slow and cumbersome, but can waste anything he sets his sights on, not to mention being naturally bulky and benefiting from a fairly tanky build. Something of a misconception: Urgot is actually FASTER than the majority of AD carries (base 335 movement speed where most of them have only 325 or 330) but feels slower due to his shorter autoattack range (425, by far the shortest of any of them). This forces him to do a lot more running and get much closer than is generally safe for an AD carry to attack if he can't get his Acid Hunter locked, which is why he's more often built as a semi-bruiser.
  • Missile Lock On: Once you're hit by a Corrosive Charge, locked-on Acid Hunters can hit you from anywhere; good movement prediction allows Urgot players to hit targets they can't even see anymore.
  • My Greatest Failure: On the part of the developers, who almost uniformly consider his mechanics (ranged-DPS-mage-tank hybrid) the most muddled thing they ever made. A few adjustments helped him find a stronger place in the game. He was Riot's first attempt to integrate some of the more advanced HoN and DotA abilities: his ultimate ability causes him to swap places with an enemy. Of course the HoN version comes on a support champion while Urgot is a ranged damage dealer and has no reason to even want to plant himself into the middle of the enemy team. The DotA version can also be used on anyone, friend or foe. After much confusion the community declared him useless and he stayed that way for a while. Then they realized that his early and mid-game damage was absolutely staggering and that a lane with Urgot was a lane that essentially belonged to his team and that his late-game damage was still pretty impressive, plus his ult made for excellent ganks, tower dive thwarts, and initiations. Mind you, he only got better after removing quite a bit of the "mage" aspect he had on release by changing his missiles from magical attacks into physical attacks.
    • However, the developers still consider him a failure. While nowadays he's much more effective and playable than what he was at the beggining, Urgot is still a very niche character whose only strong point is bullying opponent during lane, as late game he can't deal noticeable damage. He's slated for a rework to make him less binary.
  • The Power of Hate: A letter to the Journal of Justice enquired why Professor Pididly hadn't begun mass-producing Urgot-like killing machines. Pididly replied that no other subjects had shown the necessary mental fortitude for the cyborgization/reanimation process to work, theorizing that "Urgot’s raw hatred is what keeps him alive, even battling back from behind the jaws of death."
  • Revenge: His outright purpose for joining the League as shown in his League Judgement, on Garen.
  • Spam Attack: Acid Hunters is not an ability made to be cast merely once. A Missile Lock On with his Corrosive Charge ability will make doing so much easier for you.
  • Unstoppable Rage: This is the sole thing that gives him the resolve needed to stay alive.
  • We Can Rebuild Him: We have the techmaturgy.
  • Who Wants to Live Forever?: Urgot sure doesn't, and he's quick to remind you of just how painful his immortality is. Mind you, that doesn't mean he wants to die — at least, not before avenging the necessity of his new life against Garen.
  • Woobie, Destroyer of Worlds: He may be a monster, both inside and out, but with most of his lines expressing how painful his immortality is you can't help but feel a little sorry for him. On the other hand, lore outright states that the current in-universe theory by Urgot's creator for why Urgot is able to live in constant agony while all other attempts to create similar projects have failed is because of his all-consuming hatred and desire to kill Garen.

    Varus, the Arrow of Retribution 

Voiced by: Gavin Hammon

"The life of an arrow is fleeting, built of nothing but direction and intent."

Once a stoic Ionian archer, Varus was chosen to safeguard the corrupting Pit of Pallas, preventing the spread of its darkness while resisting its attempts to drive him into madness. However his loyalty proved his downfall, as he was bound to defend the Pit from Noxian invasion even as they ravaged his hometown. To avenge the murder of his family Varus gave into the dark powers he had warded off for so long, despite knowing he would eventually be consumed by it.

Varus is a marksman-mage champion who combines the attack enhancements and strong scaling of a marksman with the burst damage and crowd control of a mage, although he doesn't quite excel at either. His passive, Living Vengeance, grants him an attack speed bonus when he kills an enemy unit, and double that bonus if he kills or helps kill an enemy champion. With his first ability, Piercing Arrow, Varus charges up a shot for a few seconds while moving at reduced speed. When the ability is reactivated he fires a powerful arrow that damages all opponents on its path, the damage and range of the arrow depending on how long he charged it. His second ability, Blighted Quiver, passively makes his basic attacks deal bonus magic damage and apply Blight to their targets, which stacks up to three times. If he damages them with any of his other abilities the stacks of Blight are consumed, dealing damage per stack based on the target's maximum health. With his third ability, Hail of Arrows, Varus launches a volley of arrows into the air that fall at a nearby spot, damaging all enemies inside and cursing the ground, leaving behind for a few seconds a blighted area that slows and halves any healing effects on enemies inside. His ultimate ability, Chain of Corruption, fires a tendril of dark energy that damages and immobilizes the first enemy champion hit in a line and then slowly spreads to nearby enemy champions, applying the same effects to them and then continuing to spread until it runs out of targets.

Varus' alternate skins include Blight Crystal Varus, Arclight Varus, and Arctic Ops Varus.

Associated tropes:

  • Bishōnen: He used to fit this trope before (and right after) he took in the Pit's corruption as seen in his Arclight skin. Even with his changed appearance he and his slender frame still have elements of it.
  • Charged Attack: His Q ability Piercing Arrow charges until it's released when you hit it again, increasing in range and damage the longer you wait.
  • Cleopatra Nose / Fantasy Counterpart Culture: The small Ionian town he's from makes use of a smattering of Greek terms, and his Greek nose continues this trend.
  • Combat Tentacles: His ultimate.
  • Combos: His Blighted Quiver passive ability applies Blight on his targets hit, which initially does nothing until set off by him damaging targets afflicted with Blight by another ability of his, doing magic damage equal to a percentage of the target's total health - Blight being stackable up to three times before being set off. Unlike other champions with ability/autoattack interactions, Varus is a bit counter-intuitive in that he needs to attack then use an ability.
  • The Corruption: The Pit could qualify. And no one has any idea what happen to it after it's done with Varus...
    • It does more than enhance his abilities, he can actually weaponize it when he hurls Chain of Corruption from his arm. Corruption spreads after all...
  • Crusading Widower: He lost everyone he loved- including his wife and son.
  • Dark Is Not Evil: He's a ghastly-looking archer ripe with a corrupting force infesting his body who shoots giant dark tentacles from his forearm, but he is not evil, simply out for revenge against Noxus.
  • Deadly Upgrade: His judgment made it clear that whatever that thing is, it's both very powerful, and progressively eating away and replacing him.
  • Despair Event Horizon: The annihilation of his village and family from the Noxian invasion led him to abandon his duty of guarding the corruption of the Pit of Pallas and stopping it from escaping, and instead embrace it for a Deadly Upgrade to aid in a Roaring Rampage of Revenge.
  • Disease Bleach: He used to have brown hair. Used to.
  • Empowered Badass Normal: Only the best and most disciplined warriors get considered for the task he chose. Post-corruption, he became something far more powerful and terrible than a human, being able to slay 6 soldiers with one cursed arrow and getting worse from there.
  • Energy Bow: Given how it glows and changes shape during his abilities, it's a bit unclear how much the corruption changed his original weapon.
  • Environment Specific Skin: Arctic Ops Varus.
  • Everybody's Dead, Dave: When Varus returned to his village, he found only "a smoldering graveyard". Certainly, nobody to talk him out of joining with the corruption.
  • Evil Is Not a Toy: He knew this and accepted the Pit anyway, though he seems to regret that decision, tragically.
  • Fallen Angel: He's not actually an angel but his Arclight Varus skin evokes the idea, basically giving him a heavenly angel appearance minus wings.
  • Geo Effects: His E ability leaves behind a circle of desecrated ground that slows and reduces enemy healing.
  • Glass Cannon: As is par for the course with any ranged carry not named Graves. He has good range (rivaling Caitlyn's) and abnormally high amounts of crowd control for a pure damage-dealer (Hail of Arrows slows and Chain of Corruption stuns) though a lack of escapes means maintaining as much distance as possible from the front-line is essential.
  • Glowing Eyes of Doom: Even before the Blight warped his appearance his eyes were glowing gold. Now they're just purple.
  • Grappling-Hook Pistol: Uses one at the end of his recall animation in his Arctic Ops Varus skin.
  • Anti-Heroic Albino: He's a man starkly white in appearance that only has Revenge against Noxus for destroying everything else in his life, and he knows the Deadly Upgrade he got from embracing the Pit of Pallas will consume his life in due time... and who knows what will happen to the corruption after that!
  • Humanoid Abomination: Whatever he became after giving into the call of the Pit, it sure as hell ain't totally human.
  • Light Is Not Good: Arclight Varus. Even with his white-and-gold ensemble and light-themed ability particles, he's no angel for sure. Makes sense for the skin since Arclight Varus actually is Varus' original form right after he let the corruption take him but before he showed any outward signs of it.
  • Living on Borrowed Time: The owl tatoo is the only thing keeping the pit's corruption in check, and even then, it is slowly consuming him.
  • Not Afraid to Die: Varus was perfectly OK with giving a Deadly Upgrade to himself to aid a Roaring Rampage of Revenge.
  • Purple Eyes: He fits the 'purple-eyed albino' part of the trope.
  • Pay Evil unto Evil: Unlike a lot of examples, he's well aware of what he's doing and doesn't even pretend to be a good guy.
  • Power Echoes: His voice noticeably reverberates.
  • Power Glows: You know when to stay away from him, because whenever his passive activates, his weapon glows either red (for a minion kill) or purple (for a champion kill).
  • The Power of Hate: Implied to be the other main reason why that thing hasn't fully taken him over yet.
  • Power Tattoo: The tattoos of the clever Owl make him wiser, more perceptive, and also able to not be instantly consumed by the corruption.
  • Purple Is The New Black: Supposedly, the being that's consuming him appears black, but is iridescent like oil on closer examination. In-game, it's just purple and black.
  • Purple Is Powerful: All over him. Also, whenever his passive activates by killing an enemy champion, his bow starts glowing bright purple.
  • Rain of Arrows: His E ability, which also slows Champions down.
  • Required Secondary Powers: His aforementioned Power Tattoo means that the instrument of his revenge (the Blight that he so casually slings around) merely slowly eats him away, rather than violently murdering him, as it does to the people he shoots.
  • Revenge: He doesn't delude himself with notions of justice, he wants Noxian blood spilt, and lots of it.
  • Roaring Rampage of Revenge: After he gave into the Pit. Abnormally, it seems he's painfully aware how foolish and short-sighted his original bid for revenge was, but at this point, it's literally all he has left.
  • Scarf Of Ass Kicking: One of the most noticeable parts of his character besides his bow, considering how long it is and how little clothing he's wearing otherwise.
  • Sealed Evil in a Can: What he was the guardian of before cracking it open in the name of revenge. The tattoos on his body are still keeping it in check, but only so well.
  • Stealth Pun: 'Varus' is also a deformity of the knee, more commonly known as bowleggedness. Some suspect this is also an "arrow in the knee" joke.
  • To Be Lawful or Good: He chose to hold to his duty defending the temple when Noxus invaded instead of protecting his home village. He regretted that decision, to say the least.
  • The Last Dance: Variation of the trope - the assured dying was self-inflicted from his Deadly Upgrade.
  • Tragic Keepsake: Varus has a necklace which he'll occasionally look at and then gaze upward at the sky as an idle animation. The necklace is a memento from his family. Also, his bow was the one he was teaching his son how to use, at least before it became something else entirely.
  • Undeathly Pallor: Fitting him Living on Borrowed Time, his skin is very pale.
  • Unstoppable Rage: Ever since he gave into the Pit, he's basically been an engine of pure, implacable hate for Noxus. His passive reflects this by giving him a decent-sized attack speed boost after killing a minion and a large boost after killing an enemy champion, facilitating a potential killing spree.
  • Voice of the Legion: In his Classic and Blight Crystal skins. Averted with Arclight Varus... except he still has the same lines about his thirst for revenge, making it a slight subversion.
  • Walking Shirtless Scene: He's technically not wearing pants, either, but his upper body's completely bare.
  • Woobie, Destroyer of Worlds: The guardian of the pit of corruption whose village was burned and family was killed by invading Noxian forces. Overwhelmed by regret and fury he absorbed the power of the pit of corruption, failing the sole task he was given in the process, in an attempt to gain the power he needed to exact his revenge.
    "Beware a man with nothing to lose"
  • You Can't Go Home Again: Not only is home razed to the ground, he burnt his last bridge when he took on the Deadly Upgrade.

    Vayne, the Night Hunter 

"Not all shadows are to be feared. At least, if Vayne has her way."

As a young girl, Shauna Vayne saw her entire family tortured before her very eyes and narrowly escaped death herself. Since then, she has used her family's wealth to train herself to become a dangerous warrior against evildoers everywhere. Viewing the League as a haven of some of the worst criminals in Runeterra, Vayne demanded entry to study their weaknesses, preparing for their eventual reckoning.

Vayne is a marksman-assassin champion who can deal extremely high single-target damage, even to tanky enemies, but must play carefully due to her extreme fragility. Her passive, Night Hunter, increases her movement speed if she's moving towards a visible enemy champion. Her first ability, Tumble, allows her to roll a short distance in a chosen direction, while also increasing the damage of her next basic attack. Her second ability, Silver Bolts, makes her basic attacks and Condemn ability mark her target with silver rings that, once three of them stack, are consumed to deal bonus damage equal to a percentage of the target's maximum health, although only one target can be marked by the rings at the same time. Her third ability, Condemn, fires a massive crossbow bolt a nearby target, damaging and knocking them back. If they collide with a wall they are pinned to it, taking bonus damage and being briefly stunned. Her ultimate ability, Final Hour, temporarily releases Vayne's fighting instincts, greatly increasing her attack damage, triplicating the bonus movement speed from her Night Hunter passive and making her briefly invisible after using Tumble.

Vayne's alternate skins include Vindicator Vayne, Aristocrat Vayne, Dragonslayer Vayne, and Heartseeker Vayne.

Associated tropes:

  • Achilles' Heel: Like Tristana her damage output is solely autoattacks since her abilities mostly boost her auto attack potency (the exception, Condemn, is usually reserved for its utility). This makes her vulnerable to anything that slows her attack speed (like Randuin's Omen or Frozen Heart) or returns autoattack damage (like Thornmail, although it should be noted that Thornmail does not reflect back the Silver Bolt % health damage).
  • Anti-Hero: According to RiotRunaan she could have been the Batman to Lucian's Superman, at least before he shifted from The Hero to an Anti-Hero after his wife's death.
  • Anti-Frustration Features: The coding for Runaan's Hurricane was specifically modified to not apply Silver Bolts to the two other targets, since the passive only stacks when fired on the same target. Previously, Vayne's that built the item would end up screwing themselves over by removing stacks of Silver Bolts on her target the moment she applied them.
  • Armor-Piercing Attack: One of Vayne's signature moves deals extra true damage (which ignores armor altogether) based on a percentage of the target's health upon attacking it three times consecutively, meaning that stacking armor or health means little to the Vayne hunting you down.
  • Automatic Crossbows: With items her crossbow sees some ludicirous firing speeds.
  • Bad Ass Boast:
  • Badass Cape: It's shown off quite nicely when she runs around and when leaving Tumble.
  • Bare Your Midriff: In her Dragonslayer and Heartseeker skins.
  • BF Crossbow: Carries a huge one on her back in addition to her normal one. She uses it to fire the giant shot that pins enemies to walls in her Condemn and during her ult she unslings it and uses it for all her attacks for the duration (hence the damage buff and loud chunky hit sound).
  • Captain Ersatz: She definitely takes a lot from Batman and the Huntress.
  • Cool Shades: Her outfit involves a pair of what appears to be ruby-lensed shades.
  • Confusion Fu: Her ultimate lets her turn invisible briefly after using Tumble, letting her screw with her opponents for a bit. That Vayne that just disappeared could reappear in a few seconds to inflict more damage before disappearing again. Or she might have escaped through a brush. Or she might be right behind you.
  • The Cowl
  • Crazy-Prepared
  • Dark Is Not Evil: In a way similar to Batman, she employs a dark hunter-in-the-night theme to pursue evildoers.
  • Difficult but Awesome: Vayne is best at dealing high sustained damage over time rather than in quick bursts, which is easier said than done in a pitched fight. Even worse is her reliance on positioning to fully maximize the Tumble + Condemn combo to secure kills when everyone trying to kill her specifically (not to mention, she is highly dependent on auto-attacking, which her auto-attack range is quite short). Bad Vaynes die quickly, good ones are absolute monsters in late game and destroy even tanks with impunity. The League community seems to have a special respect for how awful of a laning phase Vayne has (among all Attack Damage Carries) yet how absolutely devastating she becomes in the right hands.
  • Detect Evil: Her passive informs the player if they're heading toward an enemy by increasing her movement speed. This ties into her backstory where she tunes her senses to pick on evil scents.
  • Fanservice: Heartseeker Vayne. That is all.
  • Fragile Speedster: Combined with Glass Cannon. Her passive lets her move faster when moving toward enemies (moreso during her ultimate) and her Tumble lets her have a lot of potential mobility with some good timing and juking.
  • Glass Cannon: A very extreme example. Even compared to other attack damage carries, her damage potential is absolutely staggering and tears even high health opponents apart in very few basic attacks at anything near her full build of items. However, so much as being breathed on is lethal for her.
  • Good Is Boring: Like Poppy, she lacks a proper joke.
  • Good Is Not Soft: If you willingly use black magic to harm others, Vayne will be your Judge, Jury, and Executioner. No questions asked.
  • The Hunter: Of all evil creatures and persons.
  • Gun Kata: Her dance animation is an allusion to Equilibrium though with a crossbow instead of a firearm.
  • I Am Not Left-Handed: One might get the impression that her huger crossbow is too heavy for normal use, given how it's usually only brought out for the Condemn bolt. Then she uses Final Hour and shows that she's quite proficient at rolling around and shooting people to death with it as well.
  • Internal Reformist: Although in the League of Legends, "reform" means purging the more monstrous creatures/persons allowed to fight on the Fields of Justice- and not the kind that involves respawning in 30 seconds either...
  • Knight Templar: She is compared to Lucian, much more willing to do whatever it takes to destroy the darkness. She also doesn't give any indication of whether she's excluding non-evil entities or whether she's treating them all as the same.
  • The Load: Like any champion with a knockback, an incompetently-played Vayne can end up saving an enemy by pushing them away from her and her team's clutches.
  • Magikarp Power: Quite weak early and requires a ton of babysitting, but if she gets even one kill, look out. A well-fed Vayne can VERY easily wreck an entire team on her own.
  • One-Man Army: Once Vayne is equipped with good items, she can mow down an entire team in seconds thanks to both the sheer amount of damage she can pump out and her excellent mobility and juking (to compensate for the lack of toughness other One-Man Army champions possess).
  • Opaque Lenses: Her classic and Aristocrat skins.
  • Percent Damage Attack: Vayne is (in)famous for her Silver Bolts being able to deal true damage based on her target's maximum health. In theory, a Vayne is literally guaranteed to kill any target with enough continuous autoattacks (even with gross imbalances in the two champions' items) though in practice it's a difficult task to get so many attacks off without getting killed herself.
  • Pinned to the Wall: Condemn pushes an enemy back and stuns them if they collide into a wall by doing this.
  • Scarily Competent Tracker: She can smell traces of magic when hunting her targets down.
  • Sexy Spectacles: Especially the Heartseeker skin, which is appropriately released during Valentine. She drops the glasses for the Dragonslayer skin though.
  • Silver Bullet: Silver Bolts lets every third attack deal extra true damage.
  • Stripperific: Averted with most of her skins, but her Dragonslayer and Heartseeker skins show a whole lot more.
  • Spy Catsuit: Dressed rather reasonably for a female champion but her pants are skin-tight.
  • Unnecessary Combat Roll: Averted. Her Tumble is very useful for gap-closing or evasion and boosts her next attack. During her ultimate it even turns her invisible for a brief period afterwards.
  • Vampire Hunter: Sure, she doesn't just hunt vampires, but the archetype is there.
  • Vigilante Woman: Her actions are outside Demacian-sanctioned law and is likely a fugitive despite officially being aligned to the city-state, interestingly.
  • Zettai Ryouiki: Heartseeker Vayne; also the only skin to trade the thigh-high boots for stockings.

    Veigar, the Tiny Master of Evil 

"Who says evil needs to come in a fearsome-looking package?"

A yordle who, unusually for his people, decided to visit the outside world. At that point he landed in a Noxus prison, where he went mad due to isolation from his people. Thereafter he decided to learn as much about Black Magic as possible with the ultimate goal of bringing every city state in Valoran under his rule.

Veigar is a mage champion with uncapped magic power potential and the capacity to outright blow apart other mage champions. His passive, Equilibrium, increases his mana regeneration based on how much mana he is missing. His first ability, Baleful Strike, passively grants Veigar a small increase to his ability power whenever he kills an enemy champion, and can be activated to launch a blast of dark energy at a nearby enemy, damaging them and permanently increasing his ability power if the attack kills the target. With his second ability, Dark Matter, Veigar can call down a meteorite of dark matter that falls at a nearby location after a brief delay, dealing heavy damage to all foes around its landing point. His third ability, Event Horizon, summons a circular fence of dark energy at a nearby area, briefly stunning any enemies that try to pass through its boundaries. With his ultimate ability, Primordial Burst, Veigar blasts a nearby enemy with a powerful dark explosion, the damage of the ability increasing not only based on his ability power, but also the target's own ability power, making it ideal for smashing other mages to smithereens.

Veigar's alternate skins include White Mage Veigar, Curling Veigar, Veigar Greybeard, Leprechaun Veigar, Baron Von Veigar, Superb Villain Veigar, and Bad Santa Veigar.

Associated tropes:

  • Badass Adorable: He's so evil, it wraps around to cute. And is also focused on dealing pure damage. His old passive involved leeching AP from opponents.
    "I am evil! Stop laughing!"
  • Bad Santa: Bad Santa Veigar, naturally. According to Riot, he only has a Naughty list.
  • Captain Ersatz: Of Black Mage from 8-Bit Theater.
  • Card-Carrying Villain: Listen to his lines for about 2 minutes.
  • Computers Are Fast: It's been well established that if anything, the AI is good at pulling off nuke spell combos at superhuman speeds. Veigar is no exception, and his ability to execute his full combo within the space of his stun makes him as brutal as Annie Bot.
  • Dastardly Whiplash: Superb Villain Veigar comes complete with a top hat, monocle, and giant handlebar mustache.
  • Elemental Powers: Veigar's moves deal with the element of darkness and space. Baleful Strike is "a sinister attack", Dark Matter is... well... Dark Matter, Event Horizon twists the edges of space, and Primordial Burst refers to the Big Bang.
  • Evil Laugh: "Yes! Muahahahahaa!"
  • Glass Cannon: Veigar is both fragile and lacking in mobility. He needs to be in the right place in the right time, but he has high burst potential that can kill single targets in the blink of an eye.
  • Go Mad from the Isolation: Yordles are generally more prone to this. Veigar is just the result of this happening.
  • Harmless Villain: Well, sorta. For all the doom he claims he will bring, he hasn't really accomplished much other than obtaining the crazy nuking powers. He recently tried to steal the yordles' Mothership with magical balloons, but was foiled by some geese popping the balloons. Only time will tell whether he will prove to be Not-So-Harmless Villain or not. He was accepted as a honorary member of the Black Rose according to some sources. Seeing his potential to grow exponentially stronger in dark magic...
  • Irony: A large ham that works well when he ambushes from a side lane.
  • Killer Rabbit: He's a Yordle. He's less physically imposing than a Hobbit. And yet, late game, if Veigar is well-fed, any appearance of Veigar is a Mass "Oh, Crap!" for the opposing team.
  • Large Ham: All his declarations of being evil are done in a very hammy (but humorously high-pitched) voice.
  • Leprechaun: Leprechaun Viegar
  • Mage Killer: Somewhat. His ultimate scales off of his target's ability power as well as his own, making him especially deadly against other burst mages.
  • Magic Staff: It's normal-sized, but for a Yordle it's positively huge.
  • Magikarp Power: The best thing to do when fighting Veigar is DO NOT LET HIM GET FED. Do not let him farm too much because, like Nasus, he has an ability that becomes more powerful if he gets the last hit in. The problem is that like Nasus, he must must must MUUUUUST spend the early game farming, and this can turn against him becuase he can be harassed but can't harass back or else he'll lose time farming or get focus-fired. The other problem, for the opposing team, is that Veigar is an even better example than Nasus. Nasus's Siphoning Strike only powers up that ability on last hits. Veigar's Baleful Strike powers up all of his abilities, as it increases AP on last hits. He also has extremely high AP-to-damage ratios.
  • The Napoleon: Not to the same extent as, say, Rumble, but he still sees short jokes in every mention of the word and doesn't really appreciate it.
    "It's only a short way? Is that a short joke!?!"
  • Odd Friendship: The official website lists Veigar's friend as Lulu, the Fae Sorceress. No details from Riot have yet to appear about this bizarre development.
  • Right Hand of Doom: He wears a (relatively) massive gauntlet seemingly made for hand to hand combat. This is probably because it looks more evil.
  • Squishy Wizard: He has one of the lowest HP pools in the game.
  • The Von Trope Family: Baron Von Viegar
  • Woobie, Destroyer of Worlds: A member of a short and cheerful race, he was driven insane from isolation while imprisoned in Noxus. He then spent years learning dark magic, and vowed to end conflict by bringing all nations to their knees.
  • Your Soul Is Mine: In addition to occasionally loudly asserting that he'll swallow the soul of whatever he's attacking, he also gets a nice, permanent ability power bonus if he successfully kills an enemy champion.

    Vel'Koz, the Eye of the Void 

Voiced by: Erik Braa

A creature from the Void that takes the form of an eye with several lesser eyes and tentacles around it. Vel'Koz was created for the sole purpose of learning, and entered Valoran to learn about its organisms. Unfortunately, the tests and scans it uses often destroy or disintegrate its subjects. During a search at the ruins of Uristan he quickly stumbled upon the the tower where Zilean resided, learning of the ability to learn about the past, future and present all at once and the untold knowledge it holds. He joins the League to learn more about it.

Vel'Koz is a mage champion who can deal extreme burst damage from range, but must keep his opponents at bay as he's fragile and lacks any effective escape mechanisms. His passive, Organic Deconstruction, marks opponents struck by his abilities with temporary Deconstruction stacks that, once three of them stack, are consumed to deal bonus unblockable true damage. Damaging an opponent with his basic attacks will reset the duration of the stacks. His first ability, Plasma Fission, sends out a ball of plasma that damages and slows the first enemy it hits. When the ball hits, reaches the end of its path or the ability is reactivated it will split in two bolts, each one travelling in opposite directions perpendicular to the direction of the cast, that will apply the same effects to the first enemy they hit. His second ability, Void Rift, allows Vel'koz to store up to two charges that can be expended to create a temporary rift to the Void in a line in front of him, damaging all enemies it contacts with. After a brief delay the rift explodes, damaging all enemies in contact with it again. His third ability, Tectonic Disruption, sends a shockwave to a nearby area where it will explode, damaging and knocking up all enemies around it. If the enemies are close to Vel'koz they will be also knocked slightly away from him. His ultimate ability, Lifeform Disintegration Ray, makes Vel'koz channel for a brief duration, releasing a devastating laser that damages and slows all enemies in its path and will follow the cursor, which allows it to be aimed.

Vel'Koz's alternate skins include Battlecast Vel'Koz.

Associated Tropes

  • Ascended Meme: In his Champion Spotlight the summoner playing Vel'Koz is named "Tentakill".
  • Blue and Orange Morality: As expected with a Void champion. There is not a single tone of satisfaction or glee in his description of analyzing the combustion point of humans, or concluding that the pitch of their screams is the best way to determine a human's gender. He finds elbows obscene however.
  • Bizarre Alien Biology: Played straight and inverted. He's weird because he's a floating telepathic tentacle monster with an eyeball in its mouth that shoots lasers. He thinks human biology is strange for reasons like having an internal skeleton, the fact all of our internal organs are vital, and skin and limbs aren't transferable.
  • Combat Tentacles: While not as physically-inclined as most examples, Vel'Koz does seem to use them to cast his abilities, so they fit the spirit of the trope.
  • Cuteness Proximity: He's surprised to find that this is even a thing!
  • Death Ray: His ultimate, Life Form Disintegration Ray, has him fire a beam of "infinite energy", which follows the cursor, and damages and slows it's victims.
  • The Dreaded: He's an Eldritch Abomination Mad Scientist from the Eldritch Location of the Void.. And yet he is doesn't quite understand why this makes others dread him.
  • Earthquakes Cause Fissures: One of his abilities, Void Rift, creates a fissure in the ground at the target location. For added horror, this fissure is also a portal to the Void.
  • Eldritch Abomination: As with all voidborn creatures.
  • Enemy Scan: His purpose in a nutshell: He's on Valoran to gather information on everything and everyone. How does he scan other stuff? By firing his laser at it. Said laser tend to make dustpiles of whatever it hits, but it provides Vel'Koz with way more data on the subject than should be feasible. Thus, by disintegrating a rabbit, he's able to determine that it is nocturnal, has great sense of hearing, is a mammal, breeds like no tomorrow and is incredibly weak.
  • Evil Laugh: He has 3 very creepy laughs, befitting of a Mad Scientist-like being.
  • Evil Sounds Deep: His voice is just slightly less deep than Cho'Gath's, and is much smoother than any of the other Void champions. This does not make him any less creepy, at all.
  • Expy: His Battlecast skin bears some resemblance to a Sentinal from The Matrix.
    • With his mass of tentacles surrounding a huge eye and his constant search for knowledge, Vel'Koz has quite a bit in common with Hermaeus Mora. Also both their methods of gathering said knowledge usually destroys the creature that the knowledge is being taken from.
    • He has also been described as the offspring of Abathur and Harbinger.
    • Riot has stated that they based some of Vel'koz's movements off of Shuma-Gorath.
  • Eye Beams: His ultimate could count as this, as it projects from the large eye in his mouth.
  • Eyes Do Not Belong There: In addition to the three normal eyes, Vel'Koz has one large, Eye of Sauron-style eye inside his mouth.
  • Fan Nickname: Flying Spaghetti Monster, of course.
  • Frickin' Laser Beams: Vel'Koz's ultimate ability is a powerful laser attack, which can be aimed with the mouse cursor.
  • Glass Cannon: According to his reveal, Vel'Koz can decimate enemies from a distance with his abilities, but any that can weather his attacks and get to him, can kill him easily.
  • Home Sweet Home: He really does miss the darkness of the void.
  • Humans Through Alien Eyes: Essentially the theme of his character. Vel'Koz finds common biological knowledge and facts about humans (like that when bisected both halves die and can't be reattached) alien and constantly takes notes of them.
  • Hurricane of Puns: The team at Riot hinted at his release with a lot of eye-related puns. The forum community fired back with many others, including "Tentakill" and the fact that the leaked images featured Vel'Koz being tested against Annie.
  • It Will Be Spared: Unlike the rest of the Void-born who have primal urges so strong they dictate everything they do, Vel'Koz, thanks to having an urge for obtaining knowledge about everything, is capable of realizing that there are some things the void shouldn't just consume/destroy as the objects can provide more knowledge intact - like Zilean's time-affected tools in his tower for instance. He's willing to go to great lengths to ensure whatever fits this trope is preserved - even turning on his own kin to protect it.
  • I Want My Mommy: Apparently what his subjects tend to cry for.
  • Mad Scientist: Every creature from the void has some basic urge driving them onward: Cho'Gath is destructive, Kog'Maw is hungry, Kha'Zix never wants to stop evolving and Vel'Koz will never stop obtaining knowledge through disintegration. When considering this, he's more along the lines of The Smart Guy of the void than an outright Mad Scientist - but try to explain that to his test subjects.
  • Mind Probe: His lore implies that each of his attacks is this, absorbing information as they break the target down physically.
  • Power Echoes: His voice is quite echo-ey, giving off a minor Voice of the Legion effect. His voice can also bring to mind The Voice of Chaos Undivided's voice as well.
  • Power Floats: He obviously isn't slithering around on that lower tentacle of his.
  • Punctuation Shaker: As is typical of Void monsters, his name is two syllables split by an apostrophe.
  • Robot Me: Battlecast Vel'Koz, keeping with the theme of some of other robotic Void champions.
  • Softspoken Sadist: This is a guy who will bend your bones until they snap, heat your flesh until it melts, make you scream to determine your gender, rip off your skin to transfer it onto another creature, and find you really, really, repulsive. And he'll do so without a hint of sadism or satisfaction. To him, figuring out which of your organs are non-vital as he removes them one by one while you're still alive is just another day on the job outside of his beloved void.
  • Squishy Wizard: Like Lux, Veigar, Xerath, and all the Squishy Wizards before him, Vel'koz has devastating spells at long ranges as well as disabling mechanisms to keep enemies at bay. Should these fail to protect him, his lack of mobility and fragility basically ensure that he's dead.

    Vi, the Piltover Enforcer 

Voiced by: Cia Court

"It's a shame. I've got two fists, but you've only got one face."

One of Piltover's finest law enforcers and the crime fighting partner of Caitlyn, Vi's early days had her on the other side of the law. Growing up on the streets taught her to lie, cheat, and steal with gusto, relishing the thrill of every crime until one day her escapades put others at risk. When a raid on a mine left people trapped beneath rubble, Vi chose to play the hero, fashioning a pair of hextech gauntlets out of a broken mining rig to smash the rubble with one punch. From then on she only stole for herself and only from other crooks until Caitlyn tracked her down and offered her a job to repay her debt to society. Vi jumped at the chance, seeing the opportunity to pummel crooks without running from the cops as a dream come true.

Vi is a fighter-assassin champion who is suited to charge fist-first into battles, knocking away all opposition to get to her target and mercilessly pummel it down. Her passive, Blast Shield, grants Vi a temporary damage-absorbing shield based on her maximum health when she hits an enemy with her abilities, but this effect only works once every few seconds. With her first ability, Vault Breaker, Vi starts winding up a punch for a few seconds while moving at reduced speed. When the ability is reactivated she launches herself forward with a powerful flying punch that will damage and knock back the first enemy it hits, the damage and range of the flying punch depending on how long she charged it up. Her second ability, Denting Blows, passively makes Vi's every third basic attack on the same target deal bonus damage based on the target's maximum health, reduce the target's armor and increase her attack speed for a few seconds. Her third ability, Excessive Force, allows Vi to store up to two charges that can be expended to make her next basic attack hit with such force that it deals bonus damage to the target, as well as damaging all foes in a cone behind it. With her ultimate ability, Assault and Battery, Vi targets a nearby enemy champion and starts chasing it down, knocking aside and damaging all other enemies in her path. When she reaches her target she will hit them with a vicious uppercut that will damage and knock them up into the air.

Vi's alternate skins include Neon Strike Vi and Officer Vi.

Associated tropes:

  • Action Girl: She charges into the fray and starts punching away - and she loves it.
  • Ascended Meme: One of her quotes when she lands her ultimate is "Get dunked," a common expression among the community for when a champion completely obliterates an enemy.
  • Arch-Enemy: Jinx.
  • Attack! Attack! Attack!: Vi's entire kit revolves around bashing someone's face in.
  • Bash Sisters: Lore aside, Caitlyn and Vi make for a very potent duo on the fields of justice. 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!
  • Blood Knight: Accepted Caitlyn's invitation because it gave her an opportunity to do all the fighting she wanted without having to worry about negative attention from the law.
  • Cain and Abel: Kept seemingly deliberately ambiguous, but Jinx's nickname in production when talking about her was generally "Vi's Sister". There's no official lore that states the two of them are related, but in game dialogue about Vi's sister (Lyte's "I'm not supposed to talk about her") and Jinx's sister ("You should see my sister!") are vague enough that they could be related.
  • Captain Ersatz:
    • Her metallic-motif visuals and abilities wouldn't be out of place in Borderlands. One of her abilities is even called Vault Breaker.
    • Her creative team specifically mentioned Kara "Starbuck" Thrace from Battlestar Galactica and Jack from Mass Effect as the primary basis for her character.
  • Cool Hat: Officer Vi rocks a police cap.
  • Cool Shades: She has a pair on her forehead in Neon Strike Vi, but Officer Vi wears obligatory mirror shades. Performing her /taunt with her Neon Strike Vi will actually cause her to flip her shades up and down from her eyes to her forehead.
  • Cowboy Cop: Cares more about beating up criminals than actually arresting them. She also has a tendency to do things like smash through walls to chase down crooks faster or breaking their belongings to make them talk, something that's not particularly within-regulations.
  • Dumb Muscle: Downplayed. She is very strong and physical by Piltover standards and she's smart enough to modify her gauntlets for combat use, it just pales in comparison to the many geniuses also fighting for the city-state that invented their own gear.
  • Dynamic Entry: Her ultimate is designed for picking out a key enemy target and running straight through their frontline to pin them down.
  • Foil: To Caitlyn, 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.
  • Foe-Tossing Charge: If you're between Vi and the target of her ultimate then get out of the way — if you don't then Vi will happilly shove you out of the way without slowing down.
  • Friendly Enemy: There are special easter eggs involving three unique quotes based on Caitlyn's ultimate if she's your ally or enemy Caitlyn targeting Vi. In addition, she has a unique taunt animation and quotes towards an enemy Caitlyn. Also, if both Caitlyn and Vi are in the same team and near each other, they are given a minor movement speed boost.
  • Good Cop/Bad Cop: The bad cop to Caitlyn's good cop, not that Vi minds at all.
    Harrot: Good Cop/Bad Cop works pretty well when the bad cop is carrying those gauntlets.
  • Hunter Of Her Own Kind: After the mining facility incident where she came across her Power Fists, she returned to the life of crime by only stealing from other criminals.
  • Implacable Woman: Her ultimate locks on to an enemy champion and chases after them, becoming immune to disables and knocking aside any other champions in the way. Only killing her will stop her reaching her target.
  • Indy Ploy: "Plan? I don't need a plan!"
  • Ironic Echo: Vi has a special voice-line that only triggers when she targets Jayce with her ult. One of Jayce's attack shouts is "Power slam!" Vi mocks him by shouting "Hey, Jayce! POWER SLAM!" as she spikes his face into the dirt.
  • Jack Bauer Interrogation Technique: If she really means what she's saying from her selection line, then this is apparently how she gains intel.
  • Jack of All Stats: The developers intend to make her like this, though it is possible to make her a Lightning Bruiser with the correct item customization.
  • Jumped at the Call: A job consisting of beating up crooks without breaking the law? She accepted that in a heartbeat.
  • The Lad-ette: Rude, violent, coarse, and is always looking for a good fight or even just an opportunity to beat someone's ass.
  • Leitmotif: Her patch into the game was accompanied by a vocalized pop-punk piece on the log-in screen, matching her aggressive character to these rocking chords.
  • Lightning Bruiser: Oh yes. She's similar to Riven in that she has dash skills, high innate damage, and a mini-shield to improve her durability. Once she's built properly there's little that can stop a Vi from bashing her way through the frontline.
  • Loot To Destroy: More the act than the connontations: She sometimes detroys the ill-gotten gains she comes across. She doesn't need it, and by smashing it she pushes many a thief's Berserk Button.
  • Megaton Punch: Her entire shtick.
  • Ms. Fanservice: Her default look is quite tame, but Neon Strike Vi is Sensual Spandex with Absolute Cleavage, while Officer Vi pulls out both cleavage and midriff. Much like Caitlyn it makes her look more like a stripper than a cop.
  • Odd Couple: Caitlyn is a ranged carry who must play a bit defensively by sniping enemies from a long distance in order to dish out a lot of damage. On the other hand, Vi is an offensive "in your face" type of fighter who is more durable than Caitlyn and excels in a battle's frontline, dealing a large amount of damage while taking some heavy hits at the same time. Whether in the same lane or the same team, they make a VERY deadly combination.
  • Power Fist: Two of 'em - best decribed as Power Armor for the arms. Vi is quite proud of them, seeing how she's modified and repaired them over and over after she took them from the mining rig, and as such she has a bit of "Don't touch" attitude towards having them studied by others.
  • Punctuated Pounding: Although she's not so much speaking as she is kiaiing
  • Red Oni, Blue Oni: The red to Caitlyn's blue. 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.
  • Reformed Criminal: Became this after meeting up with Caitlyn.
  • Rose-Haired Girl: She's of the 'Strong and passionate' kind.
  • Screaming Warrior: Less so than champions like Olaf, but still punctuates each of her strikes with a kiai-like shout.
  • Sensual Spandex: Her skintight, figure-hugging and practically unarmoured Neon Strike skin is this.
  • Short Range Gal, Long Range Gal: The short range half of this duo with Caitlyn.
  • Tattooed Crook: Has her name tattooed below her left eye, though she's on the side of the law now. Officer Vi exchanges the Roman numeral VI on her face for a normal "6" tattooed on her Absolute Cleavage.
  • The Southpaw: According to ohmikegoodness during AMA about Aatrox, Vi is left-handed.
  • Tomboy and Girly Girl: The tomboy to Caitlyn's girly girl.
  • Too Many Belts: As is the standard for Piltover champions.
  • Trash Talk: A lot of her quotes involve this.
  • Unskilled, but Strong: Doesn't possess any training beyond her experience with street brawling but she does have those Power Fists and it's implied she's strong even without them.
  • You Are Number Six: Possibly. Word of God states that she took her name from the tattoo on her face, which she doesn't know how she got. VI is the roman numeral 6.
    • And then her Officer Vi skin shows that she has a number six tattooed on her left breast...

    Viktor, the Machine Herald 

Voiced by: Owen Thomas

"In one's hand, techmaturgy is a tool. As one's hand, it is liberation."

A brilliant Zaunite techmaturgist that invented the technology that lead to the creation of both Blitzcrank and Urgot. After the credit for his research was stolen by Professor Stanwick Pididly, he locked himself in his laboratory and turned himself into a cyborg, striving to both eliminate his human emotions and bring about what he saw as the future of Valoran: the complete replacement of biological anatomy with machine augmentations.

Viktor is a mage champion who is known for his versatility, being able to empower his abilities and stats to fit different playstyles, from resilience to support or burst damage. His passive, Evolving Technology, makes him start the game with a unique item, known as the Hex Core, that grants him bonus ability power and can, at the cost of some gold, be permanently upgraded into one of three Augments that grant him different stats and empower one of his basic abilities. His first ability, Power Transfer, launches a device that damages a nearby enemy and then returns to Viktor, granting him a damage-absorbing shield. He can choose to upgrade his Hex Core with an Augment: Power that grants him bonus health and health regeneration and also makes his Power Transfer briefly increase his movement speed. His second ability, Gravity Field, lays down a temporary gravitic device at a nearby area that will slow all enemies inside and, if they spend too much time inside it, will also briefly stun them. He can choose to upgrade his Hex Core with an Augment: Gravity that grants him bonus mana and cooldown reduction and also increases the range of his Gravity Field. His third ability, Death Ray, fires a sweeping laser beam from his robotic third hand that damages all enemies it passes through. He can choose to upgrade his Hex Core with an Augment: Death that grants him bonus ability power and also sets on fire all foes hit by his laser, dealing damage over time. His ultimate ability, Chaos Storm, conjures a storm of electric energy at a nearby area that damages and silences all enemies inside, and then remains on the battlefield for a few seconds, constantly damaging all enemies around it. The storm authomatically chases the closest, most damaged enemy champion, but can also be manually controlled by Viktor.

Viktor's alternate skins include Full Machine Viktor, Prototype Viktor and Creator Viktor.

Associated tropes:
  • Badass Cape: Mostly blue and splits half-way down to end in two tails.
  • Captain Ersatz: He bears a significant resemblance to members of the Adeptus Mechanicus.
  • Cybernetics Eat Your Soul: This is what he was going for when he became a cyborg, as he wanted to eliminate all of his painful, jealous emotions. He didn't quite eliminate his hatred of Professor Pididly, though.
  • Cybernetics Makes Your Voice Deep: We're talking Apocalypse Tank deep here.
  • Cyborg: This guy is more machine than man, and 100% For Science! insane.
  • Difficult but Awesome: His Death Ray. Early on, it can be an incredible harassment tool, capable of outpoking anybody, not to mention hurting like hell, but it's easy to miss and has a high mana cost, so you have to make the shots count. Later on, if aimed and timed properly, it can take out entire minion waves in one shot, allowing quick, unobstructed pushing, not to mention it hurts like hell.
  • Death Ray: The name of his E ability, although unlike the trope, it isn't an instant kill - for obvious reasons. It's a reddish-yellow beam than hurts like hell, and can be upgraded to essentially amplify it's damage by another 30% over a short duration. The ray itself is shot out throgh the palm of his third hand, and since said hand is autonomous, Viktor himself doesn't have to stop to make the shot. Before a patch, said Death Ray could even shoot out while Viktor was dancing. There's something akwardly funny about a Mad Scientist doing the shuffle while shooting lasers at his enemies.
  • Evil Laugh: Using his Death Ray ability is usually accompanied by him laughing.
  • Evil Overlord: Less so than Mad Scientist and lacking in spikes and Black. Even so, Viktor has quite a following thanks to his talk of hextech augmentation. Anyone can join and be his acolyte, as long as they're willing to be augmented to his liking.
  • Evil Parents Want Good Kids: Although Viktor's morality is... debatable, his listed "friends" are both creations of his: Urgot, a patriotic and tough (if disgusting) soldier, and Blitzcrank, a sentient robot who seems to be perfectly happy fitting in with the rest of humanity. Perhaps whatever of his humanity is left is still able to be proud of them, despite their not agreeing with his scheme.
  • Expy: Prototype Viktor bears a great likeness to Professor Membrane from Invader Zim
  • Foil: Viktor and Jayce contrast nicely as the two epitomes of each of their respective cities, as each represents the two different kinds of scientific progress Zaun and Piltover represent. Furthermore, their kits are opposite; while Jayce is based on various different combos to poke, whittle down, and trade with small groups of opponents utilizing physical damage, Viktor is based on emphatically destroying entire groups of enemies with magical damage. Even their non-damaging abilities are fundamental opposites to one another: while Jayce's Acceleration Gate speeds up his allies in a line, Viktor's Gravity Field slows down his enemies in a circle.
  • For Science!: He joined the League to test his inventions against suitable opponents and is one of the poster-boys for Zaun: If you've got science and don't care about morals, come to Zaun! Bring your robots too - All sentients are equal!
  • Herr Doktor: His accent is quite heavy, and a mix of German and Russian.
  • Ironic Echo: Viktor shares Jayce's movement quote: "Pave the way". However, whereas Jayce's line is said with the intention of securing Piltover's future, Viktor's is used as a sign of the inevitability of Hextech augmentation.
  • Jack-of-All-Trades: Becomes one of three things depending on what he upgrades.
  • Large Ham: He speaks with a grandiose kind of assurance, produces small Evil Laughs as he uses his Death Ray, and when he's ready to go full out and casts his ultimate Chaos Storm, he lets loose one of four Pre Asskicking One Liners.
  • Mad Scientist: His automations haven't helped his sanity.
  • Malevolent Masked Man: His face kind of looks like he's wearing a mask after he was done augmenting himself
  • Multi-Armed and Dangerous: Unlike most tropes of this kind, he has an odd number of hands: 3. The third hand is autonomous, shoots lasers and is apparently not beyond doing a poke-prank.
  • Never Be Hurt Again: By cutting himself off from the rest of society during his augmentation, he ensured that he alone would get credit for the breakthrough.
  • Organ Autonomy: He can never take his third arm to nice places.
  • Power Crystal: His signature Hex Core is a purple gem mounted in his staff that becomes either yellow, blue or red depending upon his chosen augmentation. His conflict with Jayce also stems from the Machine Herald's theft of a different, more powerful energy crystal.
  • Pre-Asskicking One-Liner: Casting Chaos Storm is accompanied by a voice response from Viktor, the BEHOLD! instance being the most hammy.
  • The Rival: With fellow champion Jayce.
  • Techno Wizard: No straight up magic - just technology fueled by it.
  • Totalitarian Utilitarian: He only wants to make everyone better, can't you see?! Who cares if his augmentations damage your sanity? It's all for the greater good!
  • Transhuman: If you can make yourself better through applied science, Viktor has been there, done that, gotten the souvenir and lost his sanity thanks to it already.
  • Utopia Justifies the Means: Believes that the future of Valoran will come in the form of hextech augmentation for all and he's willing to force that future if he needs to.
  • Well-Intentioned Extremist: Getting augmented to further one's capabilities sounds great on paper.. then you see just how insane Viktor is, and the fact that he's perfectly willing to force it on you if trying to "reason" with you first fails.
  • With Great Power Comes Great Insanity: Being heavily augmented seems to have this effect, not that Viktor has enough of his sanity/humanity left to realize that this is a bad thing.

    Vladimir, the Crimson Reaper 

Voiced by: Kevin M Connolly

"That which runs through you will run you through."

In his youth in Noxus, Vladimir killed two other boys just so he could see their blood flow from their bodies. Knowing he could not suppress his urge to kill and realizing he was not safe from the inevitable persecution, he fled his home. After finding an old monk at the end of a trail of bodies, he trained with him to learn the magic of hemomancy before absorbing the monk's blood, granting him the magical essence of the monk and every hemomancer that came before him. Having no further purpose, he returned to Noxus and enrolled in the League of Legends to sate his bloodlust.

Vladimir is a mage-tank champion who is heavily based around healing himself while damaging enemies, being much more resilient than the usual mage. He uses health instead of mana to cast his abilities. His passive, Crimson Path, grants him bonus health based on his ability power and bonus ability power based on his health. His first ability, Transfusion, absorbs the blood from a nearby enemy, damaging them and healing himself. With his second ability, Sanguine Pool, Vladimir dissolves into a pool of blood for a few seconds, damaging and slowing enemies he oozes under while healing himself by a percentage of the damage dealt. Additionally, he becomes untargeteable and impossible to harm in this liquid state. His third ability, Tides of Blood, releases a torrent of blood that damages all nearby enemies and grants Vladimir a temporary Empowered stack that increases Vladimir's healing and regeneration, as well as the damage and health cost of further Tides of Blood, stacking up to four times. His ultimate ability, Hemoplague, infects all enemies in a nearby area with a deadly blood disease that increases all damage they take for a few seconds. When the effect ends, all afflicted enemies are damaged.

Vladimir's alternate skins include Marquis Vladimir, Count Vladimir, Nosferatu Vladimir, Vandal Vladimir, and Blood Lord Vladimir.

Associated tropes:

  • Achilles' Heel: Like everyone else heavily dependent on healing skills to sustain themselves, Grevious Wounds (through Ignite or various items/abilities) is a serious threat since it temporarily halves said healing. Additionally, he's vulnerable to percent health-shredding attacks since he tends to bulk up on HP due to his passive, though not to the extent of a true tank.
  • Actually Not a Vampire: NOT VAMPIRE, Hemomancer.
  • Ax-Crazy: As a teenager, he killed two boys his age just because he enjoyed the "intoxicating scarlet bloom that surged forth."
  • Badass Biker: Vandal Vladimir's splash art shows him riding a pretty nasty bike.
  • Bloody Murder/The Power of Blood: His abilities utilize blood to inflict damage, slow enemies and other effects.
  • Cast from Hit Points: Like Mordekaiser or Mundo, he possesses no mana, instead using his health to power most of his abilities.
  • The Dandy: His League Judgement pays special attention to his regal clothing, expensive jewelry, perfect hair and manicured nails.
  • Darker and Edgier: His legendary Blood Lord skin is very much this, wearing intimidating black armour, having a new set of violent casting animations and dropping all the lame blood puns for threatening new voiceovers.
  • Evil Overlord: Blood Lord Vladimir
  • Fan Nickname: Sanguine Pool is often called the "troll-pool" since it makes him infuriating to catch. Competent Vladimir players tend to use it just at the right moment to avoid the heaviest damaging spells from enemies, effectively ruining their day.
  • Faux Affably Evil: His cheerful, punny demeanor almost makes you forget that he's a brutal, homicidal not-vampire.
  • Mighty Glacier: Slow and fairly short-ranged for a mage outside of his ult, but can put out an incredible amount of sustained damage in a radius while being frustratingly hard to kill.
  • Our Vampires Are Different: Actually, Vlad isn't a vampire... but it's kinda hard to tell. The most obvious difference between Vlad and a vampire is that Vlad isn't in any way undead.
  • Pungeon Master: He doesn't have a single line that isn't some kind of blood-related pun.
  • Squishy Wizard: Zigzagged. The more ability power he gets, the larger his health pool becomes, and vice versa. Pre-nerfs Vlad could easily achieve the highest health pool in the whole game, not impairing his damage output much. Most of that health winds up fueling his spells. Most offensive builds will acquire spell vamp early on so he can recover the HP he spends on his abilities. Only 2 of his abilities cost HP, and while Sanguine Pool uses a potentially staggering 20% of his current HP, it makes him completely untargetable meaning that properly timed, he can avoid taking a lot more damage from enemy champions.
  • White Hair, Black Heart: Although his hair in the art looks more red due to the lighting. Subverted with his Nosferatu skin, which makes him both bald and as ugly on the outside as he is on the inside.
  • Wicked Cultured: His Judgement suggests he has a certain appreciation for fine architecture.
  • Your Vampires Suck: In Vladimir's Champion Spotlight video it was recommended you get a Sunfire Cape, because "real vampires sparkle."

    Volibear, the Thunder's Roar 

"The Ursine cannot know peace without war."

A member of the primal Ursine people of the Freljord mountains. Although legends told of them once being great warriors long ago, the three leaders of the tribe maintained a long-standing isolation from the affairs of the outside world. As an advisor and shaman, Volibear could not ignore the feeling of dread that was growing within him. Seeking wisdom, he climbed to the summit of the Ursine's sacred mountain, a peak eternally surrounded by thunderstorms. As Volibear neared the summit, a bolt of lightning struck him and bestowed a vision of his people being caught unprepared by invading creatures of ice and being slaughtered. When he tried to warn his tribesmen, the three leaders refused to allow him to break the peace, threatening to take his life if he acted. Volibear knowing the danger looming on his people, would not be silenced and threw himself into combat against the three. Before he was struck down, he called on the force of the maelstrom and used the raw power of lightning to defeat them. Recognizing this as a sign of his right to lead, the three appointed Volibear as the new leader of the Ursine. Aligning himself with Sejuani, Volibear prepared his people to face the oncoming evil, ready to bring the storm's wrath against their enemies.

Volibear is a tank-fighter champion who can deal and take a lot of punishment, being able to damage both single and multiple enemies at the same time. His passive, Chosen of the Storm, triggers whenever his health drop below a certain point, healing Volibear over time for a percentage of his maximum health, although this effect only works one before going on cooldown. His first ability, Rolling Thunder, makes Volibear run on all fours for a few seconds, gaining bonus movement speed that is increased if he's moving towards an enemy champion, and also making his next basic attack deal bonus damage and toss the target into the air behind him. His second ability, Frenzy, passively grants Volibear bonus attack speed whenever he attacks, stacking up to three times, and upon reaching three stacks can be activated to ferociously bite a nearby enemy, dealing damage based on both Volibear's maximum health and the target's missing health. With his third ability, Majestic Roar, Volibear lets out a powerful roar that damages and slows all nearby enemies, also making all nearby enemy minions run away from him in fear for a brief duration. His ultimate ability, Thunder Claws, enhances Volibear's claws with lightning for a duration, making his basic attacks release chain lightning that deals bonus damage to the target and then bounces to nearby enemies, also damaging them.

Volibear's alternate skins include Thunder Lord Volibear, Northern Storm Volibear, and Runeguard Volibear.

Associated tropes:

  • Achilles' Heel: Volibear needs to build a lot of health in order to maximize his passive and Frenzy strength. This can easily be countered with Percent Damage Attack items and abilities.
  • Ascended Meme: He was created in response to an ongoing joke on the forums about armored bears.
  • Asskicking Equals Authority: In his most recent lore, Volibear became the new chieftain of his people by taking on the former triumvirate and, by summoning the maelstrom, subduing them. He immediately got the position afterwards since being able to wield the maelstrom is considered a chief's divine right to lead the Ursine.
  • Bears Are Bad News: He is a bear. A giant armored bear.
  • Captain Ersatz: Some people have compared Volibear to Iorek Byrnison, another armored polar bear warrior king, from the His Dark Materials trilogy.
  • Chain Lightning: His ultimate makes his autoattacks apply this for its duration. It also has a surprisingly high amount of "bounces" compared to other Chain Lightning attacks in media; if you have to flee from Volibear, don't do so by running past your own minion train or you'll just make his job that much more satisfying.
  • Challenging the Chief: Subverted in that the triumvirates (the chiefs at the time) challenged Volibear, not for the title, but so he would keep his mouth shut about telling others of his vision of the Ursine being wiped out and therefore, rousing them out of their life of peace.
  • Close Range Combatant: As it turns out, letting an angry armored bear charge toward you and get into mauling range is a bad idea.
  • Development Gag: When he's pitted against an enemy Zilean, he gets the buff 'Chronokeeper Hater.' This is reference to an infamous war on the Riot forums where people either supported or were against the inclusion of an armored bear champion. Tom 'Zileas' Cadwell, the design director for Riot and the developer whom Zilean was named after, was on the side against bears.
  • Easter Egg: His 'Chronokeeper Hater' buff and the associated sound clips that play whenever he kills an enemy Zilean.
  • Foe-Tossing Charge: Rolling Thunder increases his speed greatly for a short duration and sends the first foe it hits flying behind him, a bit like Singed.
  • Finishing Move: His Frenzy's active ability increases its damage to its target proportionately to the percentage of currently lost health on the target.
  • Leeroy Jenkins: Volibear has no ranged abilities (aside from his ultimate, which requires one target at melee range). He has to get into melee. Coupled with the speed boost on his Q, and he is an intentional example of the trope. Once fed, Volibear upgrades into an Implacable Man, however.
  • Lightning Bruiser: No pun intended...but that works too.
    • Mighty Glacier: By comparison, since his speed comes from a charging ability that is susceptible to stuns or slows unlike other instant gap-closers (somewhat like Garen). Volibear has no problems at all ripping his opponents to pieces, he just has to get to them first.
  • I Can Still Fight: His passive heals 30% of his health over 6 seconds when he drops to below 30% health, giving him the potential to force through a close fight and win. Only every 120 seconds, though.
  • Incredibly Lame Pun:
  • Mighty Roar: His Majestic Roar ability, damaging and slowing enemy champions hit, and making minions and neutral monsters run in around uselessly in terror for its duration.
  • The Only One Allowed to Defeat You: To Zilean, if his special soundbites are anything to go by.
  • Proud Warrior Race Guy: Although he had to shake them out of retirement, but the Ursine are incredibly fierce warriors.
  • Punny Name: Based off the screen name of a Riot Games producer.
  • Reasonable Authority Figure: Subverted. Until he became the chief of the Ursine, Volibear started out as a well-respected shaman who worried about his people losing their warrior spirit. The triumvirate that ran the tribe wouldn't listen to him, so Voli took matters into his own hands.
  • Shock and Awe: He throws lightning around with his Ultimate.
  • Skillgate Character: Newbie players can master his ganking power since his Q grants him movement speed and can put someone out of position by flinging the victim behind him along with slowing enemies down with a mighty roar. More experienced players will save their CC on Volibear to prevent him from doing a lot of collateral damage on the team's squishies.
  • Unstoppable Rage: His Frenzy's passive ability gives a lot of attack speed if he maintains it, along with an active ability that's a Finishing Move for when he's done with letting you live.

    Warwick, the Blood Hunter 

Voiced by: Brian Sommer

"Eventually the beast catches up with all of us."

A ruthless manhunter employed by the amoral scientists of Zaun to bring them human test subjects, Warwick bit off more than he could chew when he asked his friend Singed to create a potion that would allow him to surpass his human limitations in his hunting. To obtain the final ingredient, the heart of a celestial being, Warwick set his sights on Soraka the Starchild of Ionia, befriending her and tricking her into losing her immortality. Although he stabbed her, she drove him off with her powers, leaving him disfigured and disgraced. Enraged and desperate, he returned to Singed and demanded the incomplete potion, which transformed him into a vicious wolf-man form. While he exalted in the power the tranformation gave him, he began to lose control of himself, succumbing to the vicious beast instincts of his new body. Now he is faced with a race against time, to slay Soraka and consume her heart to stabilise his transformation before he loses his last traces of self and becomes nothing more than a slavering beast, the League has so far has helped slow the process in exchange for joining the League.

Warwick is a fighter-tank champion who specializes in sustaining himself as he fights while he picks off and mauls a target of his choice. His passive, Eternal Thirst, makes his basic attacks deal bonus damage and heal Warwick, with these effects stacking if he keeps attacking the same target. His first ability, Hungering Strike, slashes a nearby opponent with his claws, damaging them based on their maximum health and healing Warwick for a percentage of the damage dealt. With his second ability, Hunter's Call, Warwick lets out a bloodthirsty howl, granting him an attack speed bonus and half that bonus to all nearby allies. His third ability, Blood Scent, is a toggled ability that reveals all enemy champions with less than half health in a large area around Warwick and grants him a movement speed bonus if any enemies are revealed this way, but lets the affected targets know Warwick is near. With his ultimate abillity, Infinite Duress, Warwick jumps at a nearby enemy target, keeping them completely immobilized as he savagely mauls them for a brief duration.

Warwick's alternate skins include Grey Warwick, Urf the Manatee, Big Bad Warwick, Tundra Hunter Warwick, Feral Warwick, Firefang Warwick, and Hyena Warwick.

Associated tropes:

  • Ax-Crazy: He doesn't just hunt out of necessity, it's obvious he enjoys it thoroughly.
    "It's only fun if they run!"
  • Blessed with Suck: His transformation has turned him into an amazing hunter, but he's at risk of losing his sanity every passing day.
  • Captain Ersatz: Of Strygwyr the Bloodseeker, the demon-orc hybrid wearing wolf pelts from Defense of the Ancients: All-Stars.
  • Genius Bruiser: Warwick is a very intelligent and cunning hunter, setting up a very clever plan to ensnare Soraka, but the threat of losing his human intelligence is hanging over his head like the Sword of Damocles. In his old lore he was a brilliant alchemist who apprenticed Singed.
  • Healing Factor: He's one of few junglers that can consistently keep his health high throughout his entire clearing route.
  • Injured Vulnerability: Press "E" to turn on Blood Scent and reveal low-health enemies and increase your own movement speed. Though they are now aware that you're in the area, that's alright, because it's only fun if they run!
  • Lightning Bruiser: He's naturally durable and hard-hitting, but when he's stalking his prey, he can speed up greatly with Blood Scent and immediately close gaps in Infinite Duress for the kill.
  • Man on Fire: Firefang Warwick
  • Mighty Glacier: When built fully defensive, Warwick's innate sustain makes him extremely difficult to kill, as the sustain from his passive is independent of the damage his auto attacks deal and he has arguably the single best attack speed steroid in the game. Even if he only has two or three defensive items built, Warwick can hold the line against an entire enemy team far longer than you'd expect.
  • Psycho for Hire: A manhunter who specialises in acquiring "test subjects" for the mad scientists of Zaun.
  • Psycho Serum: Drank a transformation elixir made by Singed, though the Psycho part comes from it being incomplete (lacking a celestial being's heart) and thus unstable.
  • Retcon: Was originally a brilliant chemist that apprenticed Singed that was transformed into a werewolf by Soraka (in the old lore).
  • Savage Wolves: Huge, strong, and without a shred of pity.
  • Screaming Warrior: Howling, really, but close enough. Often the first thing you hear before Warwick even appears on the screen is the howl from his Blood Scent ability.
  • Skill Gate Character: Being on the low end of the IP cost spectrum makes him and Nunu a likely choice for a new player's first jungler. Warwick in has high innate sustain that makes it easy to clear camps as well as an enemy-revealing ability, both of which make him a safe choice to learn how to jungle. However, his dependence on Infinite Duress to gank means he's practically limited to ganking after level 6 (which can be bad) and in general his kit is lacking in options compared to more difficult but more versatile junglers like Jarvan IV, Lee Sin, or Elise.
    • Averted when you take him top lane, however.
  • Super Senses: If you're at low health, it can trigger one of his abilities and reveal your location to him. On the other hand, it can also warn you that he's in the area.
  • What Could Have Been: Warwick's first lore was similar to that of Varus', being forced to defend a stronghold against hopeless odds in the Ionian Invasion (and fighting for Ionia). He drinks a potion that turned him into a werewolf and since then became a free agent to avoid being hunted down by all sides. Interestingly, this concept was revisited in his third lore, drinking an incomplete and unpredictable potion that transforms him. Only he does it of his own free will this time.

    Wukong, the Monkey King 

Voiced by: Spike Spencer

"The first step to wisdom and greatness is realizing how little you know."
— The first lesson of Master Yi

Kong was the greatest warrior in the Plague Jungles who, having conquered all of the trials the jungle had to offer him, traveled north to test himself against the "hairless monkeys." When he came upon the League and found Master Yi meditating, he challenged him and was soundly defeated. He offered himself to Yi so that he could learn from his powerful Wuju techniques. Yi gave him a powerful staff and renamed him Wukong, promising to teach him only if he in turn agreed to one day take on a student of his own and not let the Wuju style die out.

Wukong is a fighter-tank champion that excels at using mobility and trickery to easily slip in and out of fights, being able to take several opponents at once. His passive, Stone Skin, increases his defensive stats for each nearby enemy champion. His first ability, Crushing Blow, elongates his staff, making his next basic attack have additional range, deal bonus damage and reduce the target's armor for a brief duration. His second ability, Decoy, misleads enemies by making Wukong invisible while he leaves behind an immobile duplicate of himself for a brief duration, at the end of which the clone strikes all nearby enemies and dissapears. With his third ability, Nimbus Strike, Wukong rides his flying cloud and dashes to a nearby opponent, damaging them and granting himself bonus attack speed for a short duration. Additionally, if the target has at least two other foes nearby, Wukong will additionally summon two clones that will also dash to and damage those targets. His ultimate ability, Cyclone, makes Wukong spin with his staff stretched outwards for a few seconds, knocking up and constantly damaging all nearby enemies while continuously gaining movement speed as he spins.

Wukong's alternate skins include General Wukong, Volcanic Wukong, and Jade Dragon Wukong.

Associated tropes:

  • Blood Knight: He left the Plague Jungles because he wanted to find stronger opponents to fight.
  • Carry A Big Staff: Of the magically enlarging kind. His /joke involves him planting it on the ground, then slowly elongating it untill it can barely fit on the screen. What's more, the staff is apparently alive, seeing how upon death, it tunnels into the ground like a snake.
  • Confusion Fu: Misdirection is the name of the game with his decoys. There's very little difference between him having suddenly stopped moving and one of his decoys, so the variety of deceits even a savvy enemy can fall for is large.
  • Determinator: Wukong is driven by challenge - he seeks out the strongest fighters in the world to pit himself against them - and even if he loses the battle, he learns from it and tries again.
  • Doppelgänger Attack: They'll hang out motionless for a couple of seconds, absorb any punishment possibly thrown their way, and then deliver an area attack before disappearing in a puff of smoke. His other attack combines this with Dynamic Entry as Wukong and two clones of him charge at the enemy.
  • Dueling Games: A few days before his first preview blurb, competing game Heroes of Newerth announced its new champion: Wukong, the Monkey King. Technically HoN created concept art first, but didn't do anything with it until rumours about a Monkey King in LoL surfaced. Needless to say, accusations of copying were flung from both ends.
  • Expy: He shares a lot of traits with Sun Wukong. Including his staff, being born from stone, getting a master, being able to make clones of himself and the list goes on.
    • Let's not beat around the bush; he's obviously based on Sun Wukong.
  • Green Eyes: The sclera of his eyes are lime green and he makes use of some sort of natural magic to boot.
  • Hey, It's That Voice!: Take the word "butt" out from Butt Monkey from Shinji and take many levels in badass. That's Spike Spencer to you.
  • I Know You Know I Know: Because pressing 'S' to stop looks almost identical to having pressed 'W' for decoy, some Wukong players will simply stop instead of actually casting the ability, sending enemies upon a merry chase after an imaginary one. Once enemies grow wise to this, those same Wukong players will start to actually use the ability, meaning valuable cooldowns will be used on the clone. The trick is to know which enemies are wise to the tactic, and which aren't - often a Luck-Based Mission.
  • Lightning Bruiser: Fast and tricky, but is also a bulky fighter who can charge into melees and fight his way through, gaining Armor and Magic Resist for each nearby enemy.
  • Monkey On Fire: His Volcanic Wukong skin
  • Me's a Crowd: Two of his attacks create a clone of himself, either offensively or defensively.
  • Multiple Demographic Appeal: Created with the explicit intent of advertising the game in China, Korea, and Japan.
  • Public Domain Character: Based on Sun Wukong, natch.
  • Red Oni, Blue Oni: Wukong to Master Yi, respectively. One is a Blood Knight who wants To Be a Master, the other is The Obi-Wan Old Master.
  • Spin Attack: His ultimate, Cyclone.
  • Student and Master Team: Having both Wukong and Master Yi on the same team is a deadly combination - Wukong will dash in, cause confusion and control opposition, leaving them ripe for Old Master Yi to Highlander in and clean up house. Against each other, a Wukong will have a hard time with a Yi - Highlander means that even if Yi is misdirected by the clone, it won't be long before he catches up again, not to mention that a Yi will likely be packing lifesteal, so using the clone to escape might actually heal him in the process. On the other hand, Wukong's ultimate knocks opponents up, which is a type of CC that Highlander offers no protection against, and the movement speedboost means that a Yi without his ultimate will have a hard time escaping or catching up.
  • Taken for Granite: Upon death, he will turn into a white meditating statue. This is likely a reference to his origin story, in which he was 'born' from a runestone.
  • Taking the Bullet: Even if enemies have grown wise to the fact that Wukong has used his clone, it is still a very solid skill-shot blocker.
  • To Be a Master: His quotes allude to this.
  • Trickster Archetype: The monkey.
  • Worthy Opponent: His reason for leaving the plague-jungles behind; He wanted to find someone who could best him so that he had another top to reach for.

    Xerath, the Magus Ascendant 

Voiced by: Michael McConnohie

"I have no need for vengeance. Time has brought ruin to the mages of Shurima and I alone remain."

A mage from the ancient civilization of Shurima. He cast off his human form to harness the unlimited power of arcane magic, which frightened his fellow mages so much that they trapped him in a magic prison. Centuries later, Xerath finally scraped his way out of his tomb, but still could not rid himself of the sarcophagus that cut off his full power, leading him to join the League to discover a way to become free of it.

Xerath is a mage-assassin champion who specializes in bursting down several opponents at once from the safety of his humongous range. His passive, Mana Surge, makes his next basic attack restore a small amount of mana, and a much larger one if the target is an enemy champion, every few seconds. His first ability, Arcanopulse, makes Xerath charge up energy for a few seconds, moving at reduced speed. When the ability is reactivated he fires a powerful beam of energy in a line forward, its range depending on how long he charged it up. His second ability, Eye of Destruction, calls down a blast of energy at an area, damaging and lightly slowing all enemies inside. Enemies hit in the center of the blast take bonus damage and are inflicted a much stronger slow. His third ability, Shocking Orb, shoots out a sphere of mana forward that damages and stuns the first enemy hit, the stun duration increasing depending on how long the sphere traveled. His ultimate ability, Rite of the Arcane, anchors Xerath to the ground and unleashes his full power, immobilizing him but allowing him to fire up to three bolts of energy at any location in a ridiculously large range, damaging all opponents inside.

Xerath's alternate skins include Runeborn Xerath, Battlecast Xerath, and Scorched Earth Xerath.

Associated tropes:

  • Ambition Is Evil: He wants magical power beyond imagination, and didn't care what it did to Shurima or anything else around him.
  • A Fate Worse Than Death: He was entombed for centuries. However, he struggled within that time to eventually get free from the place he was trapped in but not the spell limiting his power.
  • A God Am I: While he never quite says that, his aspirations seem pretty close to this idea.
  • Crosshair Aware: His energy bolt attack telegraphs a line on the ground before it actually fires. It still fires off fast enough that it's very hard to dodge on reaction.
  • Difficult but Awesome: With high cooldowns and mana costs, missing his spells is quite painful. The ability to consistently stay at a safe range and properly aim separates Xerath's that are nuisances and those that are utter terrors.
  • Eldritch Abomination: More or less became a magical one.
  • Energy Being: What Xerath is now. In fact, what most people would see as being 'his body' is actualy the torn-apart sarcophagus that the mages of Shurima imprisoned him in - Xerath himself is 'just' the bluish white energy inside it.
  • Expy: A good portion of his backstory, as well as his power-set and general demeanor, seem fairly similar to that of Doctor Manhattan.
  • Heel Face Door Slam: His decision to turn back was cruelly interrupted by Tabia being crushed by falling debris, leaving very little for him to turn back to.
  • Ignored Epiphany: A female mage named Tabia attempted to get him to stop his ritual. He had a fleeting moment imagining getting away from this and magic. Then the temple they were in began collapsing around them as his spell went out of control and Xerath decided there was simply no turning back now.
  • Immortality: Either Complete Immortality or The Ageless. It is unknown whether he can actually be killed, but the mages of Shurima couldn't when they tried, and so had to seal him away instead.
  • I Regret Nothing: Played for Drama within his Judgement — he lost his body, his home, the woman he loved, and centuries for power he is now unable to actually fully wield... but he calls it an inconvenience and believes he will break free to use it.
  • It's All About Me: His reason for joining the League, pretty much: he couldn't care less about the Summoners or the reasons for the League existing, he just wants to be able to get at and consume the energy from the Nexuses in order to understand magic deeply enough to remove the last of the sarcophagus remnants from his body and, once more, have the possibility to gain limitless power.
  • Kill Sat: This is essentially his ultimate and Eye of Destruction skill.
  • Lava Adds Awesome: Scorched Earth Xerath
  • Long Range Fighter: Emphasis on long. While anchored, he's fully capable of hitting you from outside your visionrange without fear of retaliation.
  • Magikarp Power: Previously, he had a pretty bad early game and couldn't do too much until he gets a fair amount of items, but once he did . . . the rework ironed out his power curve a bit by removing his focus on free magical defense penetration.
  • Mighty Glacier: One of his abilities roots him in place to give him three massive range nukes.
    • Previously he could root himself in place but increase the range of all his abilities and give him free magical penetration, though canceling it would give him a boost of speed.
  • No Sell: When anchored during his ultimate, you cannot dislodge Xerath through any means - try doing so regardless while playing Thresh and Xerath will mock you at your feeble attempt to yet again restrain him.
  • Physical God: Were he actually to regain his former power, he will probably hit omnipotence-level. Right now, some would still deem him as such.
  • Power Incontinence: Well, Xerath's body couldn't, hence the ritual. An Averted Trope after that, since he was perfectly fine at controlling it afterwards.
  • Pure Energy: He fires it by blasting energy bolts that look like the game's representation of mana (neon cerulean liquid energy).
    • It used to look like lightning because the designer who worked with him was unskilled with the engine according to Xelnath.
  • Sealed Ambition In A Can: Xerath was subdued and trapped into a magical sarcophogus within an underground tomb due to casual disregard for any life affected by his aspirations to gain more magical power. Why is he not destroying everything now that he is out? Simple, time already destroyed those who sealed him in, leaving little to exact revenge upon. Now he only wishes to study magic further without any of the misunderstandings that happened back then. Him becoming a champion is more of a show of good will rather than political gain.
  • Squishy Wizard: Played straight.
    • It used to be averted, in a sense. His old passive granted him 15% of his Ability Power as Armor; a fully built Xerath (with a Zhonya's Hourglass for good measure) could easily have as much Armor as the team's dedicated tank. Still, this did nothing against magical attacks.
  • That Man Is Dead: How Xerath responded to how it felt exposing his mind; It was a bunch of past memories that didn't matter anyway. On the other hand, he was clearly more surprised by the Judgement's visions more than he visibly let on to the summoner conducting it.
  • The Unfettered: He wants to study magic, and may whatever god you pray to grant you mercy if you stand in his way, because Xerath will not.
  • Was Once a Man: But he realized that held him back from true power, and so he performed a ritual to take care of that.
  • Where I Was Born and Razed: Subverted. Though his rituals and studies were damaging Shurima and he might have caused this if he was allowed to continue, the civilization keeled over in the centuries after by itself.

    Xin Zhao, the Seneschal of Demacia 

Voiced by: Richard Epcar

"Death is inevitable; one can only avoid defeat."
Demacian Manual of Arms

A warrior who is always seen near Jarvan III, King of Demacia. Once a prisoner of Noxus and a competitor in the escalating gladiatorial tournament known as The Fleshing, Xin Zhao was to fight a record-destroying 300 men in combat. When Jarvan II approached him before the match and offered him freedom and a chance to strike back at those who sentenced him to death. In the escape, Xin Zhao proved his loyalty to the king by taking a poisoned arrow for him, earning him a permanent place in the service of the king and country that gave him freedom and a purpose.

Xin Zhao is a fighter-assassin champion who focuses on diving headfirst into the enemy team, scattering it apart as he focuses down a single target. His passive, Challenge, makes his basic attacks apply a debuff to their target that reduces their armor for a brief duration, but this effect can only be on one target at the same time. His first ability, Three Talon Strike, makes Xin Zhao's next three basic attacks deal bonus damage and reduce all his cooldowns, with the third attack also knocking the target up into the air. His second ability, Battle Cry, passively makes Xin Zhao's every third basic attack heal him for a small amount, and can be activated to grant him an attack speed bonus for a few seconds. His third ability, Audacious Charge, makes Xin Zhao dash at a nearby target with his spear, damaging and slowing them and all nearby targets while also applying his Challenge passive to the main target. His ultimate ability, Crescent Sweep, is a powerful spinning spear cleave that damages all enemies in front of him based on their current health and buffs Xin Zhao's defensive stats for each enemy champion it. Additionally, all targets hit that are not affected by Xin Zhao's Challenge are knocked back, allowing him to isolate his target from their allies.

Xin Zhao's alternate skins include Commando Xin Zhao, Imperial Xin Zhao, Viscero Xin Zhao, Winged Hussar Xin Zhao, and Warring Kingdoms Xin Zhao.

Associated tropes:

  • Battle Cry: One of his abilities is called this: it increases his attack speed for a duration.
  • Blade on a Stick: "Here's a tip- and a spear behind it!"
  • Blood Knight: Dutiful or not, ultimately he lives for being in the fray and finding challenging foes to face.
  • Button Mashing: His 3 main abilities synergize together so well in a brawl that it's possible to just keep pressing them over and over again.
  • Captain Ersatz: Of Zhao Yun from Dynasty Warriors, down to his surname. Made completely transparent as of the "Warring Kingdoms" skin.
  • Crutch Character: He used to be viewed as a "pub-stomper" (champion with a kit only effective against noobs) due to inexperienced players not knowing how to deal with someone whose entire shtick is "stab you to death as fast as possible". Averted in Season 3 where itemization and meta-game changes brought him back to viability, to the point where some consider him broken in competitive play.
  • Department of Redundancy Department: See Captain Ersatz. Xin Zhao's long awaited Warring Kingdoms skin makes him look like Zhao Yun. Of course, Xin Zhao was designed to resemble Zhao Yun from the beginning!
  • Determinator: One of his passives heals him every third attack and encourages sustained fighting of the player. Before it was remade, it was known as "Tireless Warrior."
  • Didn't Think This Through: He was a Game Breaker when he was released, due to having extremely high base damage for a purely offensive kit that unintentionally let him skewer opponents easily even without items. This was balanced in time, though to this day the "Win Nhao" nickname for this over-powered period is still used as a shorthand for any champion that's also considered a Game Breaker on release.
  • Fan Nickname: He was more than a little overpowered upon his initial release, leading some fans to refer to him as "Win Nhao". Then he fell further and further out of favor and use and eventually became known as "Lose Nhao" due to his eventual pre-remake status as a troll pick. Whilst not quite back to "Win Nhao" status, he's a viable pick once more.
  • Foe-Tossing Charge: Creseent Sweep knocks away all enemies within its reach, except for the one marked by his passive as "Challenged".
  • Hot-Blooded Sideburns: True to the Medieval Chinese manly-man warrior archetype he was inspired by.
  • Implacable Man: Xin Zhao is most famous for his sheer stickiness. His Q is a spammable knockup. Flashed away? His E covers the same distance. Finally get to the safety of your support or tank? He ults you all, isolates you again, and is now even beefier because he hit multiple champions. God help you if he has something like red buff, Spirit of the Lizard Elder, Frozen Mallet, or Youmuu's Ghostblade.
  • Kiai: Well known for shouting during his abilities and attacks. His ultimate has him yell out a louder one.
  • Leeroy Jenkins: Any champion described as an Initiator is meant to do this: throw themselves into a crowd of enemies, drop their disables, lay some smackdown, and hope their team can capitalize on the resultant chaos. Basically, they're a human nuke, and Xin Zhao performs this role very well. Xin Zhao, as an assassin, has an ability that of course puts him right in the fray.
  • Lightning Bruiser: His battle cry ability increases his attack speed, can increase it even more if he uses it, and it's often considered a good idea to give him attack speed to take advantage of his abilities and passive so he winds up getting about as much attacks per second as Master Yi. If you see a Xin building this and attacking a turret, then get him off. QUICK.
  • Named After Somebody Famous: Shares the same family name as Zhao Yun. Yes, THAT Zhao Yun.
  • Names to Run Away From Really Fast: His gladiatorial name was "Viscero" in the Fleshing. It's the Latin root from which we get "visceral" or "of the guts".
  • One-Man Army: He didn't get a chance to fight 300 opponents at once, but apparently survived numbers that were likely still very impressive. His ultimate ability grants him defensive stats based on the number of enemies that are surrounding him. He may be outnumbered, but not even the odds can stand against him.
  • Rapunzel Hair: His ponytail is around the length of his body.
  • Rated M for Manly: His charge is virtually instantaneous in speed, he knocks you upward into the air with a hook-swing from the back-end of his spear, and his ultimate can turn a teamfight into a duel between you and him with a sweep of his spear.
  • Rule of Three: Three Talon Strike knocks an enemy up on the third strike. Recognizing that the ability has been activated and avoiding the third strike is essential to surviving a gank or an initiation by a Xin Zhao. One of his passives also heals him for every third attack that he makes.
  • Shouting Warrior: Has an ability called Battle Cry (in which he does just that) and tends to yell during his strikes, including his ultimate.
  • Skillgate Character: To some extent. If anyone is looking for a champion that excels in 1v1 scenarios in the jungle or the top lane, Xin Zhao is the guy who is capable of doing so and someone that a newer player can easily master with. Thus being said, even compared to the other duelists with harder mechanics but superior dueling potential (Lee Sin and Jax for example) and going beyond the gate part of things, he is still a viable pick in competitive play and solo queue alike.
  • The Stoic: He's this in the backstory in order to keep his past from surfacing among his new Demacian lieges.

    Yasuo, the Unforgiven 

Voiced by: Liam O'Brien
"The story of a sword is inked in blood."

Yasuo was a prodigy swordsman who mastered the legendary wind technique, and was hailed as an up-and-coming hero of Ionia. However his pride led him away from his post and into the battle versus Noxus, leaving one of Ionia's Elders defenseless against their soldiers. Although he turned himself in for failing to protect the Elder, Yasuo found himself accused of being the actual murderer himself. Hoping to clear his name by finding the real assassin, Yasuo fought against his school and spent the next several years tracking down the true killer. In his search he was forced to cut down the Ionian warriors who sought to bring him to justice, culminating in Yasuo's own brother, Yone. Yone was killed, but not before telling Yasuo that the Elder had been slain by a wind technique; who else could the killer be? With this truth to guide his search, Yasuo buried his brother and continued his quest, using the League for protection and assistance in locating the killer.

Yasuo is a fighter-assassin champion that uses the wind to maneuver and shield himself on the battlefield, striking down foes with combo-based abilities. He does not use mana or any other resource for his abilities; as long as they're not cooling down, he can cast them. Instead, he uses a unique resource called Flow that he gains by moving. His passive, Way of the Wanderer, grants him two different bonuses: Intent doubles his critical strike chance but slightly reduces the damage of his critical hits, while Resolve activates when he takes damage and has maximum Flow, converting all of his Flow into a damage-absorbing shield that lasts for a brief duration. His first ability, Steel Tempest, thrusts his sword forward, damaging all enemies in front of him. The third consecutive cast of the ability will instead send a whirlwing traveling forward in a line, damaging and knocking up all enemies in its path. His second ability, Wind Wall, passively increases the Flow Yasuo gains when he uses his Sweeping Blade ability, and can be activated to create a wall of wind that moves forward, blocking all projectiles that hit it (be it basic attacks or abilities). With his third ability, Sweeping Blade, Yasuo dashes to a nearby enemy target, damaging them, generating Flow and increasing the damage of the next dash. The ability has an extremely short cooldown, but Yasuo is unable to use it again on targets he has recently dashed to. His ultimate ability, Last Breath, can only be activated if a nearby enemy champion is knocked up into the air, and makes Yasuo dash to that target with a sword combo that damages them and all nearby airbone enemies, suspending them into the air for an even longer duration and also granting Yasuo an armor penetration buff for a few seconds.

Yasuo's alternate skins include High Noon Yasuo.

  • And This Is for...: Invokes this with one of his shouts when using Wind Wall.
  • The Alcoholic/Drowning My Sorrows: He carries around a traditional flask with him and his joke implies he hits the bottle to help ease the pain of what happened.
  • Anti-Armor: Last Breath grants a massive amount of armor penetration against enemies' bonus armor, which differentiates him from most other users of Armor-Piercing Attack in that it strikes harder against heavily-protected enemies than less-protected ones. This prevents him from cleaving straight through squishy enemies' base armor to deal true damage though he's not exactly a slouch at cutting them to ribbons either.
  • Anti-Frustration Features: In order to address complaints during testing about his high dependence on knock-ups to start Last Breath, a line is shown between Yasuo and any enemies currently treated as knocked into the air to alert the player. This was because responding to ally's knock-ups required really fast reactions at times and due to varying spell lengths, it was often the case that a Yasuo would run toward a group of enemies attempting to cast Last Breath only to find that the airborne effect had worn off.
  • Arrogant Kung-Fu Guy: Up until his fall from grace.
  • Ascended Meme: Like Vi's verbal reference to "getting dunked", an interaction between Yasuo and Master Yi is a clear reference to another one of the latter's memes.
  • The Atoner: He wants to clear his name and make up for his costly negligence by tracking down the elder's true killer.
  • Badass Normal: No magic behind the wind manipulation he uses, just a man and his sword using perfected wind-slash techniques.
  • Bare Your Midriff: Male example. The upper part of his torso is usually covered but his (wind-related) animations end up showing off some more skin too.
  • Barrier Warrior: Of a sort. His passive grants a shield that absorbs incoming damage, and he can create a wall of wind that destroys most projectile attacks.
  • Bilingual Bonus: His Japanese-sounding shouting is actually authentic (if flawed in pronunciation in grammar in a few ways.)
  • Black Sheep: Could have been considered this, since Yasuo used to be arrogant.
  • Blood Knight: His arrogant and aggressive tendencies were the start of his misfortunes. Even in present day his lines still carry a certain willingness to fight.
  • Bloodless Carnage: Another aversion in the same vein as Darius; every strike from his sword causes blood to splash on the ground near his target. It's subtle, but noticeable.
  • Blow You Away: His abilities are heavily wind-based.
  • Cain and Abel: The Cain to Yone's Abel...allegedly.
  • Captain Ersatz: His resemblance to Mitsurugi has not gone unnoticed. As well as Haohmaru.
    • He's also pretty obviously based on Miyamoto Musashi. The facial appearance and ponytail in particular are very similar to popular artistic portrayals of Miyamoto, and his combat style is similar to Miyamoto's prior to his creation of his famous twin-sword style.
  • The Chosen One: Of sorts. Because of his mastery over the wind technique, many assumed that he was destined to be a hero — and then certain events led them to think otherwise.
  • Clear My Name: The central theme of Yasuo's lore.
  • Combos: Yasuo's abilities directly depend on each other to be executed optimally: Steel Tempest needs to be used during Sweeping Blade to get the most out of it, getting three stacks of Gathering Storm from Steel Tempest is needed to knock enemies Airborne for Last Breath to be used, finishing the knock-up on Last Breath will reset the cooldown on Sweeping Blade, and so on.
  • Deflector Shield: Wind Wall creates one for all projectiles just by the rapid movement of his sword.
  • Difficult but Awesome: Wind Wall has a hefty cooldown and only lasts for a few seconds, but a properly-timed one can prevent a lot of crowd control and damage from touching Yasuo and his team. Yasuo can make clutch saves by absorbing "finisher" spells like Ezreal's Trueshot Barrage, but the spells' speed means this requires great reaction time and positioning.
    • Using his ultimate counts as this as well. It can only be used on enemy champions knocked airborne by disables, and although Steel Tempest can do so it requires Yasuo to hit three times with a rather short-ranged skillshot. Allied spells can also allow Yasuo to use his ultimate, but only a few keep targets airborne for a good length of time. The best Yasuo players will need to react to short windows of opportunity; the milliseconds-long knockup on Thresh's Flay can be just as helpful as an Alistar's Pulverize for Yasuo to enter the fray.
  • Drunken Master: Downplayed. Most of his lines and gameplay don't touch on it, but his joke and recall show him drinking from a flask and very skillfully manipulating it with his sword.
  • Fashionable Asymmetry: Wears a torn muffler over his left side and an ornate wing-shaped armguard on his right arm.
  • Fighting Fingerprint: This actually ended up working against him, since it was determined that the elder died to a wind technique and him being a master of it lead suspicion to him.
  • Foil: To Riven of all people, of sorts. Both are combo champions, both use the wind style, both seek atonement for their actions, yet come from opposite sides in a war, and are of opposite appearances. (White-haired female versus dark-haired male.) Naturally he has interactions with her too, including a special one where he comments on the similarity of her technique:
  • Fragile Speedster: His abilities all revolve around dashes and rapid slashes and his passive encourages high movement speed and constant running around to generate his Flow meter. The "fragile" part is helped by a decent-sized innate shield that he gets when he has maximum Flow.
  • Full-Contact Magic: Not quite magic, his powerful gusts of wind that he casts are the direct result of a sword slash or thrust.
  • Good Scars, Evil Scars: Sports one across the bridge of his nose.
  • Gratuitous Foreign Language: Shouts in Japanese during two of his abilities. Partially justified by his Ionian background though it's noteworthy that he's the first Japanese-inspired champion to actually speak the language in-game.
  • Good Old Ways: Implicitly suggested by his sole use of his sword (no magic) and his background. Officially, his Japanese shouting is regarded as an ancient dialect of Ionian, which no other Ionian uses, not even the ninja preserving the Ancient Tradition. The only other such speaker is Karma, who chants another ancient Ionian dialect that's more vaguely Hindi-like.
  • Hey, It's That Voice!: Looks like Gaara finally made it into the League.
  • Iaijutsu Practitioner: Unlike the other sword-users of the League, Yasuo runs around with his blade sheathed out of combat. Naturally when he starts attacking, he's not going to pause to draw before he strikes. When his sword is drawn and he later goes out of combat, he does a motion of Swipe Your Blade Off before sheathing it.
  • Ignored Epiphany: His brother attempted to teach him of humility. It seemed to work, if only for a while. Subverted when the Elder was killed.
  • Katanas Are Just Better: His Weapon of Choice, befitting his Ionian background.
  • Magikarp Power: like most melee carries. His laning is nothing to sneeze at but he is a bit too fragile for toplane and jungle and usually pitted against ranged champions mid. He's strongest in teamfights where he can spam dashes, do multi-knockups, block several skillshots with his wind wall, and take out several champions with his ultimate. Compare to other melee carries such as Tryndamere, who needs to force duels to be strongest, and Jax or Yi, who are better at cleanup.
  • Miscarriage of Justice: The end result of Yasuo failing his mission.
  • Mr. Fanservice: A reasonably attractive male champion that, apart from his scarf and armguard, has a bare upper torso.
  • My Greatest Failure: Abandoning his post to protect the Elder which led to others believing he was the killer.
  • Poor Communication Kills: Yasuo initially did not know why he was suspected of killing his elder and escaped before he could find out. He only found out after Yone tracked him down, and even then neither took the time to explain themselves until after Yone was already mortally wounded.
    His (Yasuo's) mission drove him ever forward, until he was tracked down by the one foe he dreaded most – his own brother, Yone... Bound by a common code of honor, the two warriors bowed and drew their swords.
  • Pragmatic Hero: He may seek to bring the Elder's true killer to justice, but he certainly hasn't held back defending himself against his countrymen trying to kill him.
  • Ronin: His passive and several of his quotes highlight how he is a wanderer now.
  • Rule of Three: Steel Tempest is a three-part dashing combo move that knocks enemies up on the third hit, like a certain ex-Noxian's Broken Wings ability.
    • This is repeated in his ultimate Last Breath, which does three dramatic slashes before he lands to the ground.
  • Samurai Cowboy: The High Noon skin, giving Yasuo a cowboy get-up and a gunblade to match.
  • Samurai in Ninja Town: Given how he has special derisive taunts to all four of the ninjas, it's likely that he doesn't think too highly of them.
  • Samurai Ponytail
  • Single-Stroke Battle: When Yone confronted him in a duel, he was so out-matched that he was cut down by Yasuo's first and last strike.
  • Situational Sword: Yasuo is the only champion in the game whose ultimate ability cannot be cast unless an enemy is affected by a specific type of crowd control, knock-up. This is extremely useful when placed on a team with champions like Janna, Jarvan, or Xin Zhao, who can all knock up enemies, but otherwise he relies on his own knock-up from executing the Steel Tempest combo correctly, which is limiting if he's stopped from doing so or messes it up.
    • Likewise, the usefulness of his Wind Wall varies from "extremely high" to "waste of a skill slot" depending on how projectile-heavy the enemy champions are. This and Last Breath's dependence on knock-ups make him one of the most team composition-reliant (both his own and his enemy's) champions Riot has released to date.
  • Slice-and-Dice Swordsmanship: Inverted. His animations show him stabbing and thrusting with his katana (often regarded as a primarily slicing weapon) as well as slashing with it. One of his principal damage spells, Steel Tempest, features him making a huge thrust that causes wind to hit enemies a decent distance behind his initial target.
  • The Unfettered: Subverted. His preview (from the point of view of Yone) made him out to be an uncontrollable killer, a sword without a sheath, before his canonical backstory was released, where it became apparent that he was framed.
  • Too Many Belts: Yasuo's bracers are fastened by six belts...each.
  • Video Game Dashing: Sweeping Strike does this and has a nearly non-existent cooldown time when the ability is maxed out. Marking targets with it and being mid-dash is important to setting up his Steel Tempest combo.
  • Wutai: The heavy Japanese overtones of his backstory - including a reference to the rising sun - further add to Ionia's Asian themes.
  • You Can't Go Home Again: At least not until he tracks down the true killer and avenges his elder. Even if he clears his name of that, it's dubious if he can simply return home after killing several of his former allies (including his own brother) that were sent to apprehend him.
  • Your Mom: A possible taunt to an enemy ninja uses this.
    • Becomes incredibly hilarious if used on Zed since his mask is metal.

    Yorick, the Gravedigger 

"Die first, then we’ll talk."

Hundreds of years ago, Yorick was a gravedigger on the mysterious Shadow Isles and next in line in a family who considered their jobs a sacred duty. Although he performed his task in life, he never produced an heir and died in shame. He didn't stay dead long, however, as his spirit returned to ferry souls to the next stage of the afterlife. After centuries, he started to fear that he would never redeem himself and, when he couldn't find his old body, he turned to the League for help in passing on.

Yorick is a fighter-mage champion who makes extensive use of the summoning mechanic, continuously summoning undead creatures to help and support him in battle. All his basic abilities summon Ghouls in addition to their other effects, which have a percentage of Yorick's health and attack damage, continuously lose health and authomatically attack nearby enemies. His passive, Unholy Covenant, reduces the damage Yorick takes and increases the damage of his basic attacks for each Ghoul he has out. His first ability, Omen of War, increases the damage of his next basic attack and makes it summon an Spectral Ghoul that grants Yorick a movement speed bonus as long as it lives. His second ability, Omen of Pestilence, summons a Decaying Ghoul at a nearby area in a violent explosion, damaging and slowing all nearby enemies. The Decaying Ghoul also emits an aura of death that slows all surrounding foes. His third ability, Omen of Famine, damages a nearby enemy and heals Yorick for a percentage of the damage dealt, while also summoning a Ravenous Ghoul that attack that target. The Ravenous Ghoul heals Yorick everytime he attacks an enemy. His ultimate ability, Omen of Death, creates a Revenant, a ghostly clone of a nearby ally champion of himself that he can control and that has a percentage of the target's health and attack damage. Additionally, if the cloned allied dies while the Revenant still lives, the Revenant will sacrifice itself to bring them back to life for a few seconds, giving them a short chance to take revenge in death.

Yorick's alternate skins include Pentakill Yorick and Undertaker Yorick.

Associated tropes:

  • Ancestral Weapon: His shovel has been passed down his family for generations. Well, the weapon part likely only really happened with Yorick since his ancestors were all gravediggers.
  • The Atoner: Yorick has always regretted not managing to continue on his family's name. His undead state and inability to finally rest, however, eventually led him to find a way to make up for letting his family fade — being a champion within the League.
  • Crutch Character: Nearly impossible to force out of his lane and hits like a train during that phase, but his lategame revolves around his ultimate on your team's strongest autoattacker due to his own mediocre scaling.
  • Cursed with Awesome: Sure, he feels ashamed about his family dying out with him, is unable to rectify that, and can't die to end that shame, but he's still a hulking immortal who can summons ghouls. And now he uses that within the League of Legends.
  • Dark Is Not Evil: He just wanted to finally pass out of this world. Unable to do that, he decides to bring his family's name back into the light by being a champion.
  • Fate Worse than Death: Yorick, after reaching undeath somehow, ferried souls in the haunted Shadow Isle in the hopes he would at some point fulfill a quota from a legend to let him ascend. He did that to no avail for centuries. Funnily enough, being afflicted by his Game-Breaking Bug would probably be a Fate Worse than Death also.
  • Game-Breaking Bug: It was possible for someone resurrected by his ult to keep dying every second, so people could have over a hundred deaths even if they were swimming in the summoning pool.
  • Glowing Eyelights of Undeath/Supernatural Gold Eyes: An undead gravedigger would fit these tropes, wouldn't he?
  • Gradual Grinder: He's a summoner type, so it should go without saying that sustained damage is where he shines. Though he has more counterplay against his normal abilities than any other character, which can reduce his damage by more than half, his potential damage output is positively staggering if left unattended, as is often the case in a chaotic teamfight.
  • Horsemen of the Apocalypse: Referenced in the names of his abilities.
  • Linear Warriors, Quadratic Wizards: Is a breed of character referred to as an "AD caster", meaning he has spells that are empowered by his attack damage stat. While his cumulative scalings are enormous, they ultimately wind up being forgettable in the endgame simply because there are so many AP items that provide a multiplicative bonus on each other, leaving Attack Damage in the dust.
  • Magic Knight: He's very resilient because otherwise he wouldn't live long enough for his damage to make a difference. He has to get in close and bash someone to summon his most damaging ghoul because otherwise his resilience wouldn't be put to the test.
  • Meaningful Name: His last name is Mori. As for his first name, where else have we seen a Yorick in a graveyard setting?
  • My Greatest Failure: The reason he's a champion is because he felt ashamed that he died without an heir, letting his family's cemetary and their traditions fall from memory. Champions, though, are quite famous.
  • Necromancer: He summons ghouls out of the ground. However, it isn't explained how a gravedigger in life (and in undeath for centuries as well) got these powers. The Journal of Justice explicitly considers it necromancy, dealing with how necromancy is outlawed for summoners — only for summoners though, as the champions are apparently perfectly free to use it. A more likely explanation is that the ghouls aren't necessarily undead. Yorick is a gravedigger, meaning he's constantly around the dead, even moreso in his undeath state. It would make sense that ghouls started to follow him around simply because they knew when he was done there would be a fresh meal in the dirt. Centuries past and the ghouls made sort of a symbotic relationship with Yorick. He's not summoning undead, he's calling his pets in for a meal.
    • Alternatively, Yorick could simply have a Grandfather Clause. After all, he's been an immortal undead with necromantic powers for centuries at this point. If he had these powers when he was alive, then Yorick would have been a necromancer since the first Rune War.
  • Odd Friendship: Is in a band with Sona, Karthus, and Mordekaiser, and Olaf.
  • Our Ghouls Are Creepier: No legs, spindly arms, and teeth. Lots and lots of teeth.
  • Revenant Zombie: Fits all the characteristics (no obvious major physical deterioration, retained intelligence and memories, driven by a single all-important purpose), though it's up in the air whether he's actually a true zombie or something else.
  • Shout-Out to Shakespeare: Obviously, "Alas, poor Yorick."
  • Shovel Strike: His Weapon of Choice is his family shovel.
  • Token Good Teammate: Of the Shadow Isles champions. While he seems more neutral than good, Yorick is very laid back compared to his fellow Isles residents and is the only one to have a sympathetic (and fully explained) backstory. The altars on the Twisted Treeline reflect this, with the eastern altar treating him like a hired laborer rather than an ally and the western altar granting him sympathy while it condemns the other Shadow Isles champions.
  • The Undead: He's not exactly dead, but he sure isn't alive anymore.
  • Who Wants to Live Forever?: Yorick finding himself alive on the Shadow Isles didn't make him think "I could do something with this immortality." He just acted as a ferryman for the souls on the Shadow Isles since he thought that would allow him to go past the place he was.

    Zac, the Secret Weapon 
"Even if you don’t have a spine, you still have to stand up for yourself."

The product of a Zaun experiment, with the goal of engineering a super-soldier, the Zaun Amorphous Combatant began as little more than a minuscule blob. As it grew, the husband-and-wife duo of scientists behind its creation slowly began to realize the gel-like creature was not only sentient, but childlike, and longed for a life outside of its cage. Seeing their creation grow more and more in both size and intelligence, their conscience led them to steal the blob — now rechristened as Zac — and flee to a peaceful neighborhood, where Zac was raised with love and taught to use his unique powers wisely and responsibly. The laboratories, unable to replicate the procedure that created Zac, eventually rediscovered the odd family and held his 'parents' hostage, only for the now-gargantuan Zac to rescue his caretakers, send the Zaun researchers fleeing, and vow to use his power to protect the ordinary and the innocent from the extraordinary threats of Runeterra, becoming a hero to the helpless and proudly represents himself as a defender of the innocent in the League.

Zac is a tank-fighter champion with a chaotic skillset based around his unique body, granting him sustain, mobility and area of effect damage and crowd control. He uses health as a resource instead of mana. His passive, Cell Division, causes a chunk of his gelatinous body to break off him and land at a close location whenever he strikes an enemy with an ability, where he can pick it up to restore some of his health. Additionally, his passive has a secondary effect that only works once before going on cooldown, which splits Zac into four separate balls of goo when he dies, each with a portion of his maximum health and defensive stats, that attempt to recombine, reviving Zac with the same total health they had if they succeed. With his first ability, Stretching Strike, Zac stretches his arms and smashes all opponents in a line in front of him with an elastic punch, damaging and slowing them. His second ability, Unstable Matter, releases a shower of goo from Zac's body that damages all nearby enemies based on their maximum health. With his third ability, Elastic Slingshot, Zac anchors his arms to the ground and starts charging up for a brief duration. When the ability is reactivated Zac launches himself at an area in a cone in front of him, where he will damage and knock back all targets. The range of the jump depends on how long he charged it up. His ultimate ability, Let's Bounce!, transforms Zac into a wildly bouncing blob that damages, slows and knocks up any enemies he bounces upon. While he's in this state, Zac gains bonus movement speed and bounces up to three times.

Associated tropes:

  • Asteroids Monster: His passive reflects this in two distinct ways.
  • Attack of the 50-Foot Whatever: His physical size scales on his maximum HP, so despite starting off slightly taller than the average adult male, he could very well end up giving Cho'gath a run for his money with enough tank items. Conversely, just barely escaping with a sliver of health left makes him barely larger than a Yordle for a while.
  • Badass Boast:
  • Bad Powers, Good People: A Blob Monster Super Soldier created by mad scientists, and yet he's a self-described protector of the innocent.
    "Even if you don't have a spine, you still have to stand up for yourself!"
  • Beware the Nice Ones: He's one of the, if not the nicest champion in the league, and also an absolute menace.
  • Big Eater: Has a large appetite befitting someone of his size.
  • Boisterous Bruiser: His quotes speak for themselves.
  • Blob Monster: In appearance, sure. But when talking personality there's not much 'monster' about him.
  • Bouncing Battler: His ultimate made concise.
  • Button Mashing: His abilities, especially his Unstable Matter are on a fairly low cooldown especially when maxed out, allowing a Ryze-like rapid fire combo: leap onto an enemy, explode, rubber punch, 1 auto attack, explode, 1 auto attack, rubber punch, leap, etc.
    • Zac's early levels in the jungle can be summarized as "press W repeatedly until the creeps are slain".
  • Captain Ersatz: Visually, best described as Flubber combined with Majin Buu.
    • His upbringing and personality reminds one of Superman.
  • Cast from Hit Points: Though thankfully a small blob breaks off with each ability cast which he can pick up to refund some of it.
  • Casual Danger Dialogue: His dialogue sounds the most like a Real Life person than any other champion. He actually says "How's it going?" and "Why thanks! I do work out." in the middle of beating his enemies to death.
  • Chekhov's Gunman: Watch the League of Legends Mac Client commercial again. That green blob activating Caitlyn's Snap Trap? It's an early pre-announcement appearance by Zac! He also appears in the background of the splash art for Battle Bunny Riven, a skin released nearly a year before Zac.
  • Defusing the Tyke Bomb: Originally designed as a living weapon, but given a moral, relatively normal upbringing by the scientists who created him.
  • Dissonant Serenity: His voice is downright calm most of the time and stays that way no matter what (even as he "dies" and has to recombine). He does raise his voice whenever he's being a Large Ham though.
  • Dynamic Entry: He has pretty fantastic range and speed on his slingshot ability, being able to cast it safely from several bushes and still cover a fair portion of the lane. And when he comes in, you can expect pain. It gets to the point where charging it up visibly is a good way to force opponents to back away from an area momentarily if they've experienced getting jumped on several times already.
  • Face of a Thug: Looks terrifying. Protects the helpless and innocent.
  • First Of Its Kind: And until Zaun can figure out how to replicate the process, he'll remain the only one.
  • From a Single Cell: His passive, although it's closer to From A Single Blob.
  • Fun Personified: He's a Gentle Giant with a sweet tooth and a knack for hanging out with his opponents off of the Rift. In-game he uses his Elastic Slingshot and Let's Bounce! abilities like he's doing a cannonball dive into a pool and bouncing on a trampoline, respectively, complete with enthusiastic lines all the while. And then of course he shows off how goofy it can be to be able to take the form of basically anything on a regular basis.
  • Fun with Acronyms: Zaun Amorphous Combatant.
  • Gentle Giant: He has a serene voice and he's an overall good guy that just happens to gain in physical size as he builds HP and can give his opponents a smackdown just like anyone else.
  • Glowing Eyes of Doom: Averted, he's a good guy.
  • Good Parents: The Happily Married scientists who created him, who decided to flee with Zac in tow and give him a proper upbringing.
  • I Can Still Fight: His passive enables this in two ways: the more obvious one is his splitting-on-death that brings him back into the fight at partial HP if the blobs survive long enough. The less obvious part is his passive restoring a percentage of his maximum health per blob picked up (dropping blobs costs the same percentage of his current health), meaning a heavily wounded Zac can still stay in lane and spam his abilities on minions to recover his health in short order.
  • Incoming Ham: "Woohoo!"
  • It Can Think: Showed signs of being sentient when he was just a tiny bloblet, leading his creators to realize he was more than a mindless slime.
  • The Juggernaut: He's not that quick, and while he is capable of Dynamic Entry, the fact that the power needs to be charged makes using it to chase a bit of a challenge, and to escape nearly impossible. However, because he's tough, can heal himself to the point that his powers are practically free, and brings plenty of pain to nearby opponents...
  • Leaning on the Fourth Wall: He mentions that he's "not as squishy as he looks" which besides the obvious meaning might mean he's aware that players commonly call a fragile champion "squishy".
  • Leeroy Jenkins: His passive, moveset, and the fact that he's usually tanky as all get out make Zac the patron saint of performing this trope successfully.
  • Lightning Bruiser: He will slingshot himself from the bush and into your face, then proceed to punch, explode, and bounce a metric ton of goo all over you while he remains tanky as hell, and is able to heal off the blobs he leaves behind.
  • Let's Get Dangerous: Most of his lines spoken when he's moving around make him sound like somewhat of a Reluctant Warrior. Once he starts attacking though...
  • Major Injury Underreaction: Again, his passive.
  • Nice Guy: Due to being one of the few characters without a tragic backstory or war trauma, Zac is a nice guy who just happens to take part in a bloodsport.
  • No Plans, No Prototype, No Backup: The method to create him couldn't be reproduced, so they tried to capture him again for further study. They failed.
  • Oblivious Adoption: Growing up, he couldn't figure out why he was so different from the other kids, like why he could take any shape he wanted but they couldn't. Everything was eventually explained to him.
  • Oh, No... Not Again!: He's only fairly annoyed when "dying" and splitting into 4 recombining chunks from his passive. One has to wonder how often this happens to him.
  • Percent Damage Attack: Notable for having two kinds: Unstable Matter deals damage as a percentage of his target's health and his passive mechanic which costs him 4% of his OWN current HP to use abilities (though picking up blobs to restore 4% of his maximum HP mitigates this).
  • Rubber Man: Most obvious with Stretching Strike.
  • Silliness Switch: He's a fighting force to be reckoned with, sure, but his theme overall seems a bit comical for a fighter-type champion. Especially if one is used to playing badass warriors or terror-inducing creatures then transitions to playing a giant blob monster that bounces all over the place to splatter enemies, explodes himself regularly to inflict damage, and picks up pieces of himself as a requisite gameplay mechanic. Not to mention him being a total softie with a sweet tooth that's just as concerned with what's for lunch as he is with the fighting.
  • Mighty Glacier: He becomes this if played in a solo lane instead of the jungle, having average damage output compared to other bruisers but being very sustainable, good at farming, and hard to force out of lane. Unless of course, he starts charging up his Elastic Slingshot, which is a good cue to back off from an incoming gank.
  • Super Soldier: Intended to be the living-weapon variant.
  • Sweet Tooth: Loves candy and in fact stole some sweets from his "parents" in the lab. Also appeared in a recent League commercial to be attempting to steal the cupcake inside Caitlyn's Yordle Snap Trap.
  • Token Good Zaunian: Before Zac, all the other champions who align themselves with Zaun fit the city-state's reputation for being rather amoral (or at the very least unstable). The lone exception (Blitzcrank) was more from Zaun than aligned with it in a concrete way.
  • Unskilled, but Strong: Unlike many other champions that honed their fighting skills (be it spell or blade) from early on in their lives, Zac only took to fighting after growing up and never had any proper instruction. Good thing he's a living weapon with flexibility, durability, and brute force.
  • Upbringing Makes the Hero: The main reason he ended up being a hero instead of a monster.
  • Why Won't You Die?: Unless a team collectively focuses him (which can backfire heavily), he takes a while to go down, especially when he's bouncing around, disrupting one's team, and collecting blobs all the while to keep him healthy. He also splits into four blobs upon lethal damage and can stay alive if any one of them survive long enough, making killing him take even more effort than normal.
    • Heroic Second Wind: If you barely beat Zac and are unable to kill off his bloblets, he's going to perform this. If a team is prepared to go all-in for a fight, Zac will lead the initiation of that fight for this reason.

    Zed, the Master of Shadows 

"Balance is a lie — we are the true ninjas."

An orphan taken in and trained by a master ninja, Zed's greatest desire was to surpass Shen, the master's son and the only student that was his equal in combat. Seeking an advantage, Zed ventured deep into the ninja clan's temple and discovered a hidden box containing shadows that entered his mind and gave him control of forbidden techniques. After using these dark arts to defeat Shen, Zed was shocked when his master exiled him from the order rather than recognizing him. Zed formed his own clan and passed on his techniques, but over time it became clear to him that his skills were incomplete without the box. When Zed led his students to seize it by force, his old master welcomed him back, taking full responsibility for not guiding his student away from the darkness. He asked Zed to venture into the temple with him and destroy the box with all its secrets. Shortly after they entered, Zed was heard crying out but later emerged unharmed, throwing his old master's head at Shen's feet. Zed took the temple for his shadow clan, driving Shen and his order out and vowing to rid the world of his old rival as well as the Kinkou ninja through the League.

Zed is a assassin-fighter champion with a complex ability set based around shadow clones that he can use to move and attack from unexpected angles. Like the other ninja champions, he uses a fixed Energy Meter as a resource instead of mana. His passive, Contempt for the Weak, makes his next basic attack against an enemy below half health to deal extra damage based on their maximum health, although this effect can only apply on the same target once every few seconds. His first ability, Razor Shuriken, hurls his spinning blades forward in a line, damaging all enemies they pass through. His second ability, Living Shadow, passively increases his attack damage, and can be activated to temporarily spawn an immobile shadow clone in any point in an area around him. This shadow clone mimics Zed's basic abilities, and Zed will regain some Energy if both him and his clone strike the same target with an ability. Additionally, Zed can reactivate the ability at any moment to swap positions with his shadow clone. His third ability, Shadow Slash, is a spinning slash that damages all opponents around Zed. Zed's slash will reduce the cooldown of Living Shadow for each enemy champion hit, while the shadow clone's slash will slow any enemies struck for a short duration. With his ultimate ability, Death Mark, Zed dashes to a nearby enemy champion, spawning a shadow clone both at this original location and behind the target, and then puts a mark on the target for a few seconds. When the effect ends and the mark expires, the target will take damage based on how much damage Zed dealt to them while it was activate. Additionally, while the mark lasts, Zed can reactivate the ability to swap places with the shadow clone he left at the location he dashed from.

Zed's alternate skins include Shockblade Zed.

Associated tropes:

  • Arch-Enemy: Shen. Killing your rival's father, wiping out most of his clan, then taking over their temple tends to make him into one of these.
  • Badass Army: Formed the Order of the Shadow to counter the Kinkou Order- and their numbers are large.
  • Blade Below the Shoulder/Dual Wielding: Wears two jagged knives on his wrists.
  • Captain Ersatz: Is that you, Shredder?
  • Casting a Shadow: Played with. He has access to deadly shadow magic though in game this mostly manifests in his shadow clones letting him shift positions and increasing his damage output as he slices his target up.
  • Dangerous Forbidden Technique: The Box. His shadow powers are immense but he got thrown out of his master's order for using it.
  • Dark Is Evil: He has black shadow clones deal additional damage and he makes a big deal about the dark and shrouded path.
  • Deceptive Disciple: Came back to the Kinkou to murder his old master then overthrow them.
  • Decoy Getaway: Switching positions with his Living Shadow is essential to escaping bad situations. Repeated experiences of this can lead to a game of I Know You Know I Know as his opponents try to anticipate whether he'll swap with his shadow or if he'll just keep running and play them like fools.
  • Difficult but Awesome: A fragile melee assassin with mediocre base damage and punishing Energy costs... but when used well, Zed's shadow images can allow him to harass and snipe foes from all angles, while quickly getting in or out of the fray with his ability to swap locations with each shadow. Zed also scales much better into the late game than many other assassin champions, due to his Living Shadow passively multiplying his bonus AD from items, and Death Mark effectively increasing his damage by a whopping 50% upon a target of his choice. The first half of this video is a potent demonstration of what exactly a well-played Zed is capable of... as well as a Zed played not so optimally.
    • Do note that not every aspect of Zed is highly difficult. He possesses a passive that helps him last-hit minions, reasonable wave-clear for an assassin, an escape using Living Shadow, and some potentially infinite poke through using energy instead of mana. That being said, while merely playing Zed does not have a high skill-cap, excelling as him by consistently taking out targets and maximizing his abilities is the difficult part and has a high skill-floor that continues to pay greater dividends as one gets closer to maximizing him.
  • Doppleganger Attack: His Shadow Clone mimics his other abilities, which goes a long way to maximize his burst before applying Death Mark.
  • Easily Forgiven: Despite betraying his clan and then marching his disciples against them, Zed's master was ready to accept him back if he renounced his shadow powers.
  • Empowered Badass Normal: Equaled only by Shen as a ninja disciple, then he became an entirely different sort of powerful when he got ahold of the Box.
  • Evil Counterpart: according to the developers, he serves as an "evil ninja" to Shen. They serve in two opposing orders that serve different philosophies within the ninjas (Shen is part of the Kinkou Order where the ninjas preserve balance of Ionia of good/evil, order/chaos, etc. as means of harmony- they do acknowledge evil must exist in society as long as it's Sealed Evil in a Can. Zed's Order of the Shadow have ninjas reject balance as a form of weakness and have ninjas embrace their shadows and dark side as "true ninjas" and means of bringing terror to their enemies who oppose them).
  • Evil Laugh: Has one that players love to spam. If you hear it while he's dashing toward you and slicing you apart together with his shadow clone, he's using his ultimate and you're probably screwed.
  • Finishing Move: Death Mark deals 100% of his Attack Damage plus up to 50% of all damage he's dealt to the target beforehand. His passive also helps out with this, dealing additional damage as a percentage of max health if his target is below half health.
  • Foil: To Shen. Besides their connection and rivalry in their backstories, they play opposing roles; Shen as a tank that takes the damage for his team, and Zed as an assassin that eliminates enemy threats with burst damage. Ironically, this makes them very potent when they're on the same team: a very solid initiation strategy is having Zed close in on a target with Death Mark then Shen using Stand United on him to protect Zed from inevitable retaliation so he can either escape or have breathing room to inflict even more damage.
  • The Faceless: Befitting a ninja, we never see his face.
  • Fragile Speedster: Very tricky to avoid and capture due to his high mobility, even for assassins.
  • Glass Cannon: A Zed can creep in and make exposed squishy champions rapidly implode... and will die just as fast to their teammates if he isn't skilled at using his shadow to make his getaway.
  • Highly-Visible Ninja: For all his talk about being unseen, he's blatantly visible most of the time. A good Zed, however, can make it so that his assassination target doesn't realize they're being marked for death until it's too late.
  • Hope Spot: Many assassination targets barely make it out of Zed's burst combo alive then notice the Death Mark above them about a split-second before it blows them up.
  • Ironic Name: Zed means "Justice of God". Gains another level of irony when you realize "Shen" itself means "God" in Chinese.
  • Knife Nut: Wields twin bladed claws and saw-like shurikens.
  • Mage Killer: Of a sort, he's an AD assassin that can potentially shred though a squishy caster at mid lane much like Talon.
  • Ninja: The first release of one since the Kinkou trio, though he directly opposes their goal of worldly balance.
  • Ninja Log: Before you pursue a Zed too far, remember that he can just switch places with his shadow clone, leaving you with a dead imitation for your troubles.
  • Psycho Electro: Shockblade Zed. You wouldn't want to end up under this surgeon's knife when all of them are supercharged with electricity.
  • Relative Button: Intentionally presses Shen's if he taunts near him. Whether or not a fight between the two breaks out is entirely up to the players controlling them.
  • The Rival: To Shen.
  • Roaring Rampage of Revenge: His goal now seems to be to destroy Shen and his clan.
  • Screw Destiny: Villainous example. He rejects the Kinkou's ancient tradition of balance and order and is actively working against them.
  • Sealed Evil in a Can: The box.
  • Shock and Awe: Shockblade Zed, giving Kennen a run for his money.
  • Sore Loser: Played for Laughs in his /joke. If he wins his game of janken (rock-paper-scissors) with his shadow clone, it bows and disappears. If he loses, he angrily stabs and kills it.
  • Staying Alive: He uses his shadow abilities to "cheat" death. His death animation has him make a hasty retreat.
  • The Unfavorite: Equaled Shen as top of their class but he could never get his master's favor over him.
  • The Unfettered: Believes that there should be no limits to power and those who believe otherwise don't deserve any.
    • Moreover, according to one of the writers who worked on him, Zed is pretty much entirely focused on securing the dominance of his Order of the Shadow's dominance over the old Kinkou order, to the extent that he doesn't even have opinions on matters that don't relate to his battle. (For instance, he couldn't really care less whether Noxus conquers his homeland, Ionia, or not; he just wants to destroy Shen and the other Kinkou ninjas.)
  • You Are Already Dead: Barely survive Zed's burst? The Death Mark above your head is about to finish you off in a few seconds as you walk away.

    Ziggs, the Hexplosives Expert 

"Ziggs? Unpredictable, dangerous, yes yes. But quite brilliant!"

A chaotic yordle scientist who was banned from the Piltover Yordle Academy when his hextech engine exploded, taking out a section of wall with it. Before he could leave, however, the professors who denied him were kidnapped by agents from Zaun. Seeing this as a golden opportunity, Ziggs crafted a new type of weapon he dubbed "hexplosives" and blasted his way into the Zaun prison to free the now grateful professors. Awarded the title "Dean of Demolitions," he was bidden by the academy to show off his creations in the League.

Ziggs is a mage champion adept at harrassing opponents from afar, controlling the battlefield and dealing high multi-target damage with his powerful explosives. His passive, Short Fuse, makes his next basic attack deal bonus magic damage every few seconds, with the cooldown reducing everytime he uses an ability. His first ability, Bouncing Bomb, lobs a bomb that explodes upon contacting an enemy or bouncing three times, dealing damage to all nearby foes. The range of the bounces depends on how far away he threw it. His second ability, Satchel Charge, sends an explosive charge at a nearby area that detonates after a few seconds or when Ziggs reactivates the ability, damaging and knocking back all nearby enemies. If Ziggs is in the area of the explosion he will also be knocked back a larger distance, allowing him to use it for mobility. His third ability, Hexplosive Minefield, scatters several proximity mines over a nearby area that will explode upon entering contact with an enemy, damaging and slowing them. With his ultimate ability, Mega Inferno Bomb, Ziggs hurls an enormous bomb at any location in a humongous area around him that will explode upon reaching its destination, damaging all enemies around depending on how close they are to the center of the explosion.

Ziggs' alternate skins include Major Ziggs, Mad Scientist Ziggs, Pool Party Ziggs, and Snow Day Ziggs.

Associated tropes:

  • Big Bulky Bomb: Go ahead. Guess.
  • Bomb Disposal: He has an... unorthodox way of dealing with them.
  • Cartoon Bomb: Throws them for his basic attacks and most of his abilities.
  • Cheshire Cat Grin: So apparent that his placeholder icon in development was basically a different picture of him doing his tremendous grin while facing straight at you.
  • Death from Above: If you see a skull where you're standing note , run.
  • Demolitions Expert: His auto-attack boosting passive deals extra damage against structures and his excellent waveclear makes him a good pusher. Oh, and he uses bombs. That probably helps.
  • Eat the Bomb: Played for laughs as his joke animation.
  • Everything Makes a Mushroom: Ziggs' ultimate, Mega Inferno Bomb, produces one, just as its icon indicates. Getting hit by it is generally ill-advised.
  • Glass Cannon: Capable of frightening amounts of damage in a short period of time if he gets going, but he's screwed if anyone comes near him for more than a second. At least his Satchel Charge and Hextech Minefield help him out to blast himself to safety and slow pursuers down, respectively.
  • The Hyena: Zigg has quite a range of maniacal laughter. Notably, he's the only one that unpredictably laughs when ordered to move or attack- all other champions either only laugh on command or do so reliably on kills and the like.
  • Hypocritical Humor: One of his movement lines is "Impatient? I'm not impatient." Another is "Come on, come on, come on!" Needless to say, Hilarity Ensues when the former is spoke and coincidentally followed by the latter right after.
    • Another strike against him is having a passive named Short Fuse.
  • Kicked Upstairs: It's implied that his title and Champion nomination had less to do with showing off his creations and more with making sure his test field was as far away from the Academy as possible. However, being a city-state's champion on the Fields of Justice is considered even more prestigious than being a top-level researcher, making it this trope.
  • Kill It with Fire: All of his spells (which is just throwing bombs, really) result in some kind of fireball occurring.
  • Laughing Mad: Minor example since he's not quite as insane entirely... though he's a certainly bit unstable. His /laugh animation is rather indulgent in its enthusiasm, and as stated by a fan-made wiki... "...Ziggs makes several laughing noises as he moves about and attacks on a regular basis, with no determinate script or occasion as to when he does so. This is unique to other champions, whom only play audible sounds on action by the player."
  • Mad Bomber: Well, not exactly mad per se, but not quite all there and definitely loving the explosions his job lets him produce.
  • Mad Scientist: More manic than mad, but his Mad Scientist Ziggs skin evokes the trope.
  • No Kill Like Overkill: Official art depicts Ziggs using explosives to go "fishing" as part of Bandle City's annual Great Hunt contest.
  • Pinball Projectile: A minor example in his Bouncing Bomb ability, which bounces in arcs up to two times and then explodes or immediately explodes when it hits an enemy target. This can give the ability a range far beyond the range indicator for casting it. The ability can even bounce over walls!
  • Recursive Ammo: His Hexplosive Minefield ability totals in at 11 bombs.
  • Rocket Jump: Using Satchel Charge while he is in range of the ability does not damage him, but knock him away to make the ability double as a potential escape.
  • Snowball Fight: Snow Day Ziggs lobs snowballs and exploding snowmen.
  • Spam Attack: Bouncing Bomb has a short cooldown for the damage it does, expect to see one thrown over and over again. At max rank and 20% cooldown reduction (a reasonable amount for an AP Carry build), he can do it almost every 3 seconds- heaven help you if builds even more!
  • Squishy Hexplosives Expert: His bombs deal magic damage and they hurt. His health pool is small and a lot of things hurt him as significantly too.
  • Stealth Pun: He has a line getting annoyed and yelling out "Come on!" while his Short Fuse passive is active. It apparently doesn't just refer to his bombs.
  • Stuff Blowing Up: Just... look at his title. Of course his abilities have Stuff Blowing Up!
  • Throw Down the Bomblet: Ziggs' abilities in a nutshell... if his title didn't give it away for ya.
  • Violation of Common Sense: His joke:
    "Come on! Does this look dangerous to you?" [Eats a bomb, then burps out the explosion]
    • His taunts are only slightly better since it consists of him clapping the two bombs in his hands together causing them to explode intentionally.
  • Water Guns and Balloons: His Pool Party skin, replacing his bomb explosions and dynamite charges with balloon pops, splashes, and a duck float.
  • When All You Have Is a Hammer: Bombs, bombs, and more bombs, of course.
    "Don't worry! I got this!"

    Zilean, the Chronokeeper 

"There is no greater grief than for a loss that is yet to come."

Zilean is a time wizard driven semi-mad by his own power. Even though he can control time, he suffer chronoplasia and his consciousness often slips back into past times, for which he chooses to isolate himself rather than deal with others who are going down the timestream normally — he sees the desert outside of his tower as being a verdant forest, a wasteland, and everything in between simultaneously. He really likes clocks.

Zilean is a support-mage champion that specializes in using his unique spells to harrass and disable opponents, as well as support allies. His passive, Heightened Learning, affects all allied champions regardless of their position on the map, increasing the experience they gain and allowing them to level up faster. His first ability, Time Bomb, places a delayed bomb on any target around him that will explode after a few seconds, damaging the target (if it's an enemy) and all nearby foes. Placing a bomb on a target that already has one will authomatically detonate the previous one. His second ability, Rewind, reduces the cooldown of all his other abilities when activated. With his third ability, Time Warp, Zilean bends the time around a nearby champion for a few seconds, increasing their movement speed if they're an ally or slowing them if they're an enemy. His ultimate ability, Chrono Shift, places a time rune on a nearby ally for a few seconds that will rewind time if they're killed while protected by it, returning them to life after a brief delay.

Zilean's alternate skins include Old Saint Zilean, Groovy Zilean, Shurima Desert Zilean, and Time Machine Zilean.

Associated tropes:

  • The Ageless: He's specificly stated to be immortal - although he looks old, not Age Without Youth old, but old enough to avert Immortality Begins at Twenty
  • A God Am I: More in terms of knowledge than power.
  • Ascended Meme/ Development Gag: Zilean's hatred of Volibear comes from Riot Games' design director Tom 'Zileas' Cadwell, who was strongly (though jokingly) against the inclusion of an armored bear champion in the game.
  • Auto-Revive: Chronoshift, his ult, gives allies a permanent example if it's timed right.
  • Bears Are Bad News: If you play as Zilean in a match against Volibear, he gains the buff 'Armored Bear Hater.' The buff secretly gives him a bonus 10 gold if he kills Volibear.
    "In my day, we would never have allowed an armored bear into the League of Legends."
  • Bullet Time: Can give this to his allies.
  • Clock King: Goes hand-in-hand with his time motif. The countdown for his bomb ability even looks like a round clock.
  • Cool Old Guy: He's a pretty good guy, though he comes off as a bit weird because of his chrono-displasia, but his mocking laughter and more light-hearted lines should solidify it.
  • Difficult but Awesome: Chronoshift is surprisingly hard to land, as dying players often instinctively run away and a badly timed ult just makes enemies kill an ally again. A well timed Chronoshift can pretty much turn teamfights into 6v5s.
  • Does Not Like Shoes: ...or maybe he doesn't feel the need for them. After all, he moves around by levitating.
  • Glowing Eyes of Doom: Possibly as a result of his chrono-displacia - it's only visible in his classic skin, all the others lack this feature.
  • Hope Spot:
  • Mental Time Travel: He's doing this constantly and cannot stop.
  • Power Floats: How he does it is never really explained.
  • The Red Mage: Two of his skills define him: one is a spell that deals high AOE damage upon exploding with a four second delay and has nice scaling, another one revives the target and heals it for an amount of health, and the scaling on that is just absurdly high — technically a healing spell, but used mostly to give the carry a second life.
  • Reset Button: Are your non-ultimate skills on cooldown? Pop Rewind and they suddenly aren't any longer - and your ult just got ten seconds closer to being ready once more. Ten seconds might not sound like much, but with enough cooldown reduction and use of rewind, you can reduce his normally 180-second-cooldown-ultimate to a mere 28 seconds of cooldown.
  • Spinning Clock Hands: Appears on the target of his Time Warp ability. Red and slowing means that you aren't going to escape anytime soon - yellow and speeding up means you just got Super Speed'ed.
  • Time Is Dangerous: One can assume this is how his Time Bomb ability works.
  • Time Abyss: How long he has been afflicted with chrono displacia isn't specified - only that it's a 'long ago'.
  • Time Master. Time bombs, time warps, chronoshifts galore - every single spell affects time in some way.
  • Unstuck in Time: His story has some similarities to Billy Pilgrim's.
  • Why Am I Ticking?: The Time Bomb skill turns the target into one of these, ticking for four seconds before exploding. This can be cast on anyone, including friendly minions and champions, even stealthed ones. He can even apply two bombs on the same target using Rewind, immediately detonating the first followed by the second moments after.
  • You Can't Fight Fate: Why he hates being around people.

    Zyra, Rise of the Thorns 

Voiced by: Karen Strassman

“Closer to the flower, closer to the thorns.”

Though a humanoid female in appearance, Zyra was once an ancient, carnivorous plant of the Plague Lands. She and her species hunted and consumed the local wildlife to the point of extinction, and as her fellows starved, she was left alone and weakened. However, fortune brought Zyra a second life as a sorceress wandered into her domain, and she used her victim's magic to fashion herself a new body; one with the strength to ensnare any prey she desired. To ensure her survival, she became part of the League of Legends, who will prevent her from becoming extinct.

Zyra is a mage-support champion who can plant seeds that sprout into vicious vegetation that assists her in attacking and disabling her opponents. Her passive, Rise of the Thorns, transforms Zyra back into her giant plant form upon death, allowing her to fire a Vengeful Thorn once that deals unblockable true damage to all enemies it passes through. Her first ability, Deadly Bloom, creates an explosion of thorns that damages all enemies in a nearby area and, if it contacts any seeds, will make them sprout into temporary Thorn Spitters that shoot spikes from range at nearby enemies. Her second ability, Rampant Growth, passively increases Zyra's cooldown reduction, and makes her store charges over time that can be spent to plant a seed at any point in a large area around her. These seeds will sprout into a plant when struck by her other basic abilities, and also reveal a small area around them. The seeds will be destroyed if any enemy champion walks over them, but they will also reveal their destroyer for a few seconds. Her third ability, Grasping Roots, sends out a wave of entangling roots that damage and briefly immobilize all enemies they hit and, if they contact any seeds, will make them sprout into temporary Vine Lashers that attack nearby enemies with a short range attack that also slows them for a small duration. Her ultimate ability, Stranglethorns, makes a twisted thicket of vines expand over a large nearby area, damaging all foes inside, which then snap, knocking up all enemies inside that area. Additionally, if any of her summoned plants are inside that area they will gain bonus attack speed for a brief duration.

Zyra's alternate skins include Wildfire Zyra and Haunted Zyra.

Associated tropes:

  • Absolute Cleavage: Arguably the most prominent example in the game.
  • Armor-Piercing Attack: Her passive lets her get a free shot of true damage at whoever just killed her.
  • Captain Ersatz: Reminds many of Poison Ivy.
    • Being a redheaded, Stripperific, vine-wielding hottie who creates minions out of animated plants, as well as having a passive originally called 'Queen of Thorns', she reminds other people of, well, the Queen of Thorns from Demigod.
    • Her hair looks very similar to Jessie's from Pokémon, especially in her art.
    • She looks remarkably similar to Rosemon from Digimon, even down to the vines she uses on her arms as weapons. Rosemon is even known as the Queen of Roses.
  • Combat Stilettos: Despite not actually wearing shoes.
  • Combos: Most players use Rampart Growth to lay seeds right after using Deadly Bloom or Grasping Roots (but before the ability actually hits) so opponents can't step away from the resulting plant. A common combination is to use Grasping Roots plus a seed to snare, Deadly Bloom plus a seed to damage, then Stranglethorns for damage, knockup, and supercharging the two recently spawned plants.
  • Dark Counterpart:
    • She is like Maokai as both were sentinent plants brought to life by magic, except unlike Maokai who simply wants to die, Zyra has no intentions of dying away anytime soon. Also whereas Maokai focuses on protecting his allies, Zyra's abilities focus on causing as much harm as possible and her passive is a devastating offensive attack where Maokai heals from casting magic.
    • Her origin story is also similar to Ahri's, but where Ahri used the power of a dying mage to ascend to a humanlike body and gained a human conscience, Zyra consumed a sorceress to create a body that, while technically smaller and less powerful than she once was, puts the whole world within her grasp - and she doesn't seem to have any conscience at all.
  • Fiery Redhead
  • Form-Fitting Wardrobe: Could hardly be MORE form fitting since her "clothes" are actually part of her body (meaning she's technically stark naked).
  • Gaia's Vengeance: Stranglethorns is described as being the embodiment of nature's fury. In general though, it's more like an individual independent of nature that's harnassing it to her own ends.
  • Garden Garment: Although it's not just her clothing that's plant.
  • Gradual Grinder: A good potion of her damage comes through her plants' attacks (that scale with AP). While the burst from her full combo is sizable, Zyra depends on using her snare and her knockup to keep her opponents locked down so that her plants can get as much damage off as possible. Even early on she's capable of taking small chunks out of her enemies' life bar, plant by plant.
  • Green Thumb: Those seeds she plants can grow into full-grown plants in less than a second.
  • Humanoid Abomination: Looks somewhat human, but it's pretty easy to tell that she's about as far from anything recognizably human beyond appearance as you can get.
  • Last Of Their Kind: She's a plant, and much of her habitat died away due to a lack of food - she would have too, if not for that last meal that turned out to be a sorceress.
  • Man-Eating Plant: And now, after consuming a sorceress, she walks.
  • Ms. Fanservice: Yes. She definitely has one of the most shamelessly erotic dance animations in the game.
  • Mundane Object Fascination/The World Is Just Awesome: When she inherited the sorceress's life memories, she became fascinated with the ideas of "forests" made of bricks and stone (read: cities) and other parts of human society. Unlike most examples, her interest to find out more is fueled by a desire to take it over and claim it for her own.
  • Not the Intended Use: She was originally designed to be an AP carry, but is seen as a common bot-lane support, using her plants for poking (aggressive) and zoning (defensive) purposes. She provides some decent peel with her Grasping Vines and Stranglethorns abilities, making her a caster-turned-support with actual viability.
  • Pointy Ears: Although they may not actually be ears, she has two pointy petal-like growths on each side of her head.
  • Squishy Wizard: She's like Lux in that she's a strong nuker that's fragile and depends very heavily on a snare to keep her safe. If she botches this (or the enemy circumvents it), she's screwed to an even greater extent because she completely lacks defensive abilities.
  • Stripperific: Notable for only having leaves covering (or rather, growing over) her body. Also has a gratuitous Toplessness from the Back in her preview art.
  • Taking You with Me: A fairly common result of her passive - she gets killed, but gets in the parting shot.
  • Turns Red: Any plants within the Stranglethorns area of effect get greatly buffed (with a visible red indicator) for several seconds, allowing them to attack all the while her opponents are knocked up and slowed by the ultimate itself.
  • The Turret Master: For a given definition of "turret." Her Rampant Growth seeds will turn into one of two kinds of aggressive, stationary plant depending upon what spell she hits them with: either a Thorn Spitter that spits thorns at distant opponents or a Vine Lasher that strikes and slows enemies at melee range.
  • Unusual Ears: Four ears, and even then they look more like leaves.
  • Voice of the Legion: Gets this on occasion at the end of some of her normal lines. All her taunts and jokes also possess this quality.
  • What Could Have Been: Originally a dude. A cactus man character called Gavid the Plant King was Dummied Out close to the end of the game's beta phase. Plant King possessed all of Zyra's abilities with one difference - Gavid had a Vitalis plant that bestowed a healing aura.
  • Who's Laughing Now?: Watch your step right after you kill a Zyra; if you were low, she just might return the favor. If she takes out a couple of your nearby friends, even better).
  • When Trees Attack: While not a full tree like Maokai, she is apparently a humanlike plant.
  • White Is Death: Haunted Zyra gives her a white (living) flower in her hair, contrasting with the mostly dead or dying plant material she's made of. This is perhaps unintentional, but white flowers are worn by both sexes to traditional Asian funerals because of this trope.

    Non-Player Characters 

General Du Couteau

One of the higher Noxian generals, the father of Katarina and Cassiopeia, Talon's master, and political rival to Swain. He disappeared without a trace and has not been seen or heard from in quite some time.

Associated tropes:

  • Knife Nut: His skill with a blade is unmatched.
  • Present Absence: His disappearance effects at least three League champions.


The ghost of a Freljordian Iceborn warrior. He was ritually killed and his spirit bound to the Howling Abyss by Avarosa herself to blow a magic horn if the Watchers ever return, and also serves as the southern shopkeeper on the Howling Abyss.

Associated tropes:

The Lady and the Lord

Two spirits bound to the altars in Twisted Treeline, the Lady is one the west side while the Lord is on the east. They have special dialogue when captured by a Shadow Isles champion.

Associated Tropes

Lyte and Geeves

Lyte and his robot Geeves are the northern shopkeepers on the Howling Abyss. Lyte is Ezreal's uncle and an archaeologist from Piltover studying the Abyss.

Associated tropes:

  • Absentminded Professor: He sometimes forgets what he's talking about mid-sentence.
  • Adventure Archaeologist: A bit lite on the adventuring, but he's not content to sit behind a desk, even in his old age.
  • The Dev Team Thinks of Everything: Besides his generic champion interactions and item-purchase lines, he has special responses to the main Freljord champions (Ashe, Sejuani, Lissandra) as well as several Piltover champions.
  • Eccentric Mentor: He wants Ezreal to join him in his research.
  • Robot Buddy: Geeves
  • For Science!: He doesn't seem to know or care that he's endangering the world by digging around the Watchers, just as long as he learns something doing it.
  • Ship Tease: One response to meeting Ezreal is asking him if the rumors about him and "a Ms. Crownguard" are true.
  • Shout-Out: They are named after the screenames of two Riot developers. In addition, Lyte is a retired scholar, which would make his full name Dr. Lyte, another Mega Man reference for Ezreal.


Lucian's late wife, with whom he used to hunt evil creatures with powerful gun artifacts. She was tricked and killed by Thresh and her soul is now trapped in his lantern.

Associated tropes:

Professor Stanwick Pididly

The most prominent scholar in Zaun, Professor Pididly is responsible for a fair number of behind-the-scenes activities of questionable ethics.

Associated tropes:

  • Evil Counterpart: Or at least a more chaotic counterpart, to Heimerdinger.
  • Glory Seeker: Took credit for creating Blitzcrank despite having nothing to do with it.
  • Mad Scientist: Comes with living in Zaun. Also, responsible for making Urgot what he is.
  • Plagiarism: Nearly all relevant Zaunite technology purported to come from Pididly actually came from Viktor.

Urf the Manatee

Urf was a manatee who chose to leave the peaceful lifestyle of his people behind to become a champion in the League. He greatly admired Jax for his strength in combat, and sought to become a weapon master of his own by mastering a spatula and fish. Tragically, Urf was cut down in the prime of his life by Warwick, ending his League career before it even began. Even in death, however, Urf can still be seen around the League; his skin is used by Warwick, and his ghost haunts Summoner's Rift during the Harrowing. He also appears in the League of Legends Season 1 Bloopers and Lee Sin's Art Spotlight.

Associated tropes:

  • April Fools' Day: Urf is a regular feature during April Fools updates.
  • Easter Egg: Urf's grave on the Harrowing map. As a bonus, Urf's ghost attacks Warwick with its spatula whenever the wolf comes by in his Urf The Manatee Skin, although it doesn't deal any damage.
  • Ghostly Goals: Vengeance, according to the ingame tooltip for his ghost.
  • Joke Character: Never made it into the proper game, though.
  • Making a Splash: His proposed skillset had a lot of water themes to it.
  • Posthumous Character: Since he died before he could be released, all his subsequent appearances in other champion's skins count as this.
    • Urf's spirit lives on in the Spirit Guard Udyr skin, as he rises up intso the air from Udyr's body when Udyr tells a /joke.

     Completely reworked Characters. 
This folder is for those champions whom Riot deemed sub-par and decided to give a complete overhaul, be certain it was advertised as such before moving the champion's previous incarnation here.Criteria for moving a champion here include:

  • New Lore which renders the previous one hundred percent invalid.note 
  • New Gameplay Mechanics.
  • New Theme
  • New voicelines, with or without a new voice actor/actress
  • A 'Traditional' skin with the original voice must be released to appease the former champion's fanbase because of the severity of the rework.

Karma, the Enlightened One

"Her fan technique is a deadly art of grace and poise, but her truest strength lies in the hearts of those willing to die alongside her."

An Ionian leader and diplomat, Karma possesses almost supernatural composure. Karma was an extremely important figure in the Ionian resistance to the Noxus/Zaun invasion, at the end of which she decided to join the League. She fights with twin fans and channels a supernatural resource called Mantra.

Karma is a hybrid mage and support-type champion who can unleash a spray of blades from her fans, create a bond of energy between her and another unit that speeds up allies and slows and damages enemies, and place a shield on a friendly unit. Karma is unique in that her ultimate skill, Mantra, is available from level one and can never be upgraded. Over time, she stores charges of Mantra and expends them to add a powerful secondary effect to her other the skills: healing to her blade attack, doubling the slow/haste of her bond, and an area of effect blast to her shield. Her passive gives her extra ability power based on how much health she's missing.

Karma's alternate skins include Sakura Karma and Sun Goddess Karma.

Associated tropes:

  • Ambiguously Brown: Karma has much darker skin than the average Ionian champion, most notable on her Sakura/Lotus skin.
  • Animal Motif: Her Mantra fans fly around her in a shape similar to butterflies. Her attacks also release a small burst of flowers.
  • Awesome, but Impractical: Even though she can do some pretty neat things, her pros still don't outweigh her cons. Not having an ultimate ability sets her behind the other supports just for STARTERS. Not for nothing is she one of the least-played champions in the entire game.
  • Combat Medic: She's a magic damage and support hybrid champion. All of her abilities have both a directly offensive component along with a defensive or support component when using her Mantra passive with them. She also takes hits like her dress is made out of Kevlar — making it even better, because unlike other support champions, she has to be within melee range to heal someone.
  • Difficult but Awesome: Mastering Karma is incredibly difficult as she is by orders of magnitude the most complicated support character to play. You have to keep an eye on her Mantra and know when to best deploy it offensively or defensively. She also requires considerable amounts of farm to be effective (where the majority of support champions do not and are often deliberately played with NO farm to let their lanemate have it all) as she is highly dependant on cooldown reduction to keep her Mantra on hand when she needs it. Still, she can do some pretty neat things once you've got the hang of her...
  • Flip Flop of God: Her Sakura skin was originally referred to alternately as either "Sakura" or "Lotus" in different parts of the game until Riot settled on "Sakura".
  • I Can Still Fight: Gains extra ability power corresponding to the percentage of her health she's missing. Combined with her shield and Mantra heal, this makes her deceptively more durable.
  • Joke Character: While her small pool of dedicated defenders would disagree, the simple undeniable fact is that Karma is the least used and least successful champion in the game, regarded by most as a being completely non-viable on any competitive level. Luckily, Riot remade her.
    • Note that this only applied to summoner rift. Karma was surprisingly good in dominion and ARAM (before she was remade). Post-remake, she is only marginally more played, marginally more viable but is still a beast in ARAM.
  • Kimono: Sakura Karma wears one.
  • Mayincatec: The theme behind Sun Goddess Karma.
  • Paper Fan of Doom: She throws the blades from her her fans at enemies for her basic attack, a trick based on real-life weapons.
  • Sexy Walk: An ironic example. She's probably one of the more conservative girls in the game, yet her moving animation has her swish her hips quite a lot.
  • Shoot the Medic First: Unless they're focusing a carry such as Gangplank, expect to be focus-fired first if you're playing as Karma. not only can she throw shields with huge amounts of health on, but she can also heal... and it's not a fixed amount, it's a percentage. It doesn't help that she winds up having to practically be in melee range to use her heal. She is also a much tougher nut to crack than the typical healer, because she can cast all the above goodness on herself as well and it even gets more powerful when she is about to die.
  • The Stoic: Her background itself states her composure is virtually superhuman. Her League Judgement, showing her inner thoughts, clearly shows she does feel emotion, but she probably doesn't show it very much. She cries out in pain from being struck by corrosive acid, but quickly changes her outward reactions to that pain to blinking.
  • Violation of Common Sense: Oftentimes, people want you to harass her because then they'll put a shield nuke up and hurt you, or heal their lane partner for a boatload of health. She can also be quite tanky, meaning that if you Shoot the Medic First, you'll really regret it.

Trundle, the Cursed Troll

"I've learned a thing or two about pain! Let me show you."

Born to the Ruhgosk trolls who were cursed with leprosy by a vengeful necromancer, Trundle's regenerative abilities were far beyond his peers. He selflessly took on his entire tribe's curse through magic, but his body could only heal slightly faster than the disease could damage it, leaving him in a state of unending pain. He has joined the League to seek somebody who can purge his flesh of the affliction.

Trundle is a fighter-type champion who specializes in stealing his opponents' strength to boost his own. He can deliver an attack damage-stealing bite, infect an area with his curse to increase his movement and attack speed and reduce the duration of disables placed on him, call forth a pillar of ooze to block and slow enemies, and steal an enemy's health and defensive stats for himself, building them up over the duration to double the initial amount. His passive absorbs the life of any nearby enemy units who die, healing Trundle for a percentage of their maximum health.

Associated tropes:
  • Artificial Brilliance: When the CPU controls him, he is very annoying to fight because he'll put the pillar in the worst possible spots.
  • Artificial Stupidity: Unless he's trying to escape, in which case he has a habit of cutting off his own escape route or knocking himself back into the enemy team with it.
  • Black Sheep: To the point where he took on his tribe's curse as a desperate attempt to be accepted. It didn't work, because he was then, naturally, a horribly-afflicted leper.
  • Body Horror: His skin is covered with boils and scabs and one of his eyes bulges out.
  • Carry a Big Stick: He uses a rocky club as tall as he is!
  • Cursed with Awesome: To some extent. The curse of his people on him is extremely painful, but it's pretty useful for combat since his body can regenerate past it. His people have been Blessed with Suck in some way by having their curse removed, since it's apparently grown into their regenerative factor; removing the curse has also removed that.
  • Geo Effects: Created by himself — he temporarily infects a large area with his Contaminate, which improves his stats while he's standing on it. He also may make an immovable pillar that can't be passed through while it lasts, which also slows enemies. Place in front on enemies running away or to you to keep em' stiller than they'll want.
  • Implacable Man: Contamiate, along with a tenacity granting item, allows Trundle to shrug off crowd control like it's water off a duck's back.
  • Lightning Bruiser: Can throw down Contaminate and become fast as hell on it, able to run down nearly any opponent and beat them to a pulp while using his ultimate to simultaneously make himself hardier than your toughest champion and making that guy less durable.
  • My Species Doth Protest Too Much: Subverted Trope, he certainly didn't like being bullied or ostracized, but he feels that if there was another target that would be considered beneath even him to that everyone would have bullied, he would have joined in as well.
  • Pungeon Master: Almost as bad as Vladimir.
  • Status Buff: There may be tons within the game, but he's unique in that he causes Ability Down (Rabid Bite steals Attack Damage while Agony steals Health, Armor and Magic Resistance) to his enemies while giving a proportionate Ability Up to himself.
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