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    Galio, the Colossus 
https://static.tvtropes.org/pmwiki/pub/images/galio.jpg
"Time to make an impact!"

Voiced by: Josh Petersdorf (English/Current), David Lodge (English/Pre-VGU), Juan Carlos Lozano (European Spanish), Beto Castillo (Mexican Spanish/Current), Blas García (Mexican Spanish/Pre-VGU), Taiten Kusunoki (Japanese), Júnior Nanetti (Brazilian Portuguese/Current), Élcio Romar (Brazilian Portuguese/Pre-VGU), Hyo-Min Ahn (Korean), Sergey Chikhachev (Russian)
Appears in: Legends of Runeterra

"Get behind me, Demacian! You may not have noticed, but I’m very large."

Outside the gleaming city of Demacia, the stone colossus Galio keeps vigilant watch. Built as a bulwark against enemy mages, he often stands motionless for decades until the presence of powerful magic stirs him to life. Once activated, Galio makes the most of his time, savoring the thrill of a fight and the rare honor of defending his countrymen. But his triumphs are always bittersweet, for the magic he destroys is also his source of re-animation, and each victory leaves him dormant once again.

Galio is a Warden champion who excels at coming to his allies' rescue, defending them and forcing enemies to attack him, while also dealing substantial area-of-effect damage himself.
  • His passive, Colossal Smash, periodically causes Galio's next basic attack to deal bonus damage to the target and other nearby enemies that increases with his magic resistance.
  • His first ability, Winds of War, sends out two gusts of wind towards a target location that damage enemies in their path. Once they reach their destination, the gusts converge into a large tornado that slowly moves forwards for a few seconds, continuously damaging enemies inside based on their max health.
  • His second ability, Shield of Durand, passively grants Galio a shield based on his max health that blocks magic damage if he avoids taking damage for a few seconds. When activated, Galio channels as he enters a defensive stance, reducing all incoming damage and moving at reduced speed. When the channel ends or the ability is reactivated, Galio releases an energy blast that damages and taunts nearby enemies, briefly forcing them to attack him. The damage, range and taunt duration increase the longer he channeled.
  • With his third ability, Justice Punch, Galio takes a step back and then lunges in a target direction, damaging and knocking up enemies in his path and stopping upon colliding with an enemy champion or terrain.
  • With his ultimate ability, Hero's Entrance, Galio chooses an allied champion in a huge radius around him and briefly channels, granting nearby allies his Shield of Durand. He then flies towards the location of the chosen allied champion, landing with a ground-shattering punch that damages and knocks-up surrounding foes.

    Galio's alternate skins include Enchanted Galio, Hextech Galio, Commando Galio, Gatekeeper Galio, Debonair Galio, Birdio, Infernal Galio, Dragon Guardian Galio, and Mythmaker Galio. Legends of Runeterra exclusively includes Justicar Galio, Wild Rift exclusively includes Hexplorer Galio and Mecha Galio.

    In Season 4 of Teamfight Tactics, Galio appears in his Gatekeeper Galio skin, not as a recruitable champion, but as a special summoned ally through the Cultist origin synergy bonus. He gets steadily more powerful as the team gathers more Cultists, starting as a relatively weak Tyrant Galio at 3 Cultists before evolving into Demon Lord Galio at 6 Cultists and finally becoming Supreme Overlord Galio at 9 Cultists, though the latter is only possible using the Chosen mechanic. Galio starts every round of combat on the sidelines; when his team has collectively taken 50% of their maximum health in damage, he slams down onto the battlefield, damaging and knocking up enemies in a radius centered around the largest cluster of enemies and expands based on his rank. Galio then fights as on the battlefield as if he were a champion; his critical strikes are converted to magic damage and augmented to impact a small area around his target. Galio also gains an active ability named Provocation Aura starting at Demon Lord rank, halving all damage he takes and taunting all nearby enemies for a few seconds before unleashing a burst of magic damage around Galio at the end of the duration.
    He makes his debut as a champion proper in season 5's Dawn of Heroes mid-set update using his Dragon Guardian Galio skin as a Tier 4 Draconic Sentinel Knight. His ability, Shield of Durand, creates an area around him that taunts all enemies within and grants Galio incoming damage reduction for a few seconds. At the end of the ability's duration, Galio deals magic damage all enemies in a three-hex radius and heals himself for a percentage of the blocked damage.
    In season 6, he uses his Debonair Galio skin and is a Tier 5 Socialite Bodyguard Colossus. His new ability, Colossal Entrance, passively causes his critical strikes to deal bonus magic damage in an area around his target. On activation, Galio briefly becomes invulnerable as he leaps into the air and crashes down on the largest cluster of enemies, dealing a flat amount plus a percentage of his max health as magic damage and knocking up all enemies in a large radius. The knock-up duration for each enemy is individually increased the lower their maximum health is compared to Galio's.
    In season 7, Galio does not directly appear as a champion, but two original, TFT-exclusive champions named Daeja and Shi Oh Yu appear using different chromas of his Dragon Guardian Galio skin as their models. Daeja is a Tier 4 Mirage Dragon, whose Windblast ability passively modifies her basic attacks to fire three wind projectiles that each deal magic damage to her target and shred a small amount of their magic resistance for the rest of the round. On activation, Daeja launches a blast of wind towards the largest cluster of enemies, dealing magic damage to all enemies it passes through. Meanwhile, Shi Oh Yu is a Tier 4 Jade Dragon Mystic, and her Jade Form ability grants her incoming percentage damage reduction and crowd control immunity, while empowering her next three basic attacks to deal bonus percent attack damage and apply a different additional effect. The first attack briefly stuns her target, the second's damage is dealt as true damage, and the third ends the buff's duration to damage and knock up all enemies in a line.
    Galio himself returns as a purchasable champion in season 8 using his Birdio skin as a Tier 1 Civilian Mascot. His Outta My Way! ability has him dash to the nearest enemy, dealing magic damage while granting himself and the closest ally a shield for a few seconds. He was removed along with the Civilian origin in the Glitched Out!! mid-set update, returning in season 9 using his base skin as a Tier 2 Demacia Invoker. Here, his Shield of Durand ability grants him percent incoming damage reduction for a few seconds and continuously heals him for the duration, then deals magic damage to adjacent enemies once the duration expires. He was removed in season 10, returning in season 11 using his Mythmaker Galio skin as a Tier 4 Storyweaver Bruiser. His Savior's Protection ability taunts all enemies in a 3-hex radius as he enters a defensive stance for a few seconds, rendering him immobile and unstoppable but increasing his armor and magic resistance for the duration. Once the stance ends, Galio deals magic damage to all enemies and shields all allies in the same 3-hex area.

In Legends of Runeterra, Galio is a 7-mana 0/8 Demacia Champion with Spellshield and Formidable that grants all other allies +3 Health when summoned. When you control a combined 25+ Health of allies at the end of a round Galio levels up, gaining +0/+2 and granting a Rally the first time an ally takes damage each round. His Champion Spell is Galio's Shield of Durand.
  • Achilles' Heel: The passive shield from Shield of Durand does a lot of work to help him against AP characters, but Galio is substantially weaker against heavy AD compositions that don't allow him to take full advantage of it, especially as his primary CC is a taunt which makes them attack him- not a problem when taunting AP-stacking mages who hit like a wet noodle, much more problematic when he's drawing the ire of champions like Fiora or Jax.
  • The Ageless: He's been around for centuries; good thing statues can't age.
    "One people year is fifty Galio-years."
  • Affably Evil: For the demon who passes judgement on the souls of the damned before sending them to Hell, Gatekeeper Galio sounds oddly friendly.
    (taunting an enemy Sejuani)"Matricide? My my, well done, Circle Nine!"
  • And I Must Scream: A downplayed case: he's able to wake up every century or so and makes the most out of it, but once the battle's over, he ends up having to go back to sleep, though he treats it less with fear and more somber reluctance.
    "I am not going back on the pedestal, not yet... "
  • Anti-Magic: His entire body is made from Petricite, a special mineral that absorbs and nullifies the effects of magic. Naturally, Demacians would erect their city's monument from the stuff. In-game, this translates to Galio's high innate resistance to magic damage, and his kit makes him well-suited for dueling and neutralizing mage champs.
    "I've got a high tolerance for magic. Takes a lot for me to feel it."
  • Ass Shove: Gatekeeper Galio explicitly mentions this as a threat in one of his lines. No, it's not a mistake, he's literally threatening enemies with "Rectal impalements all around!"
  • Balance Buff: Pre-VGU Galio was known for being Boring, but Practical to a fault; a tanky midlane mage who could soak up and heal from ridiculous amounts of damage, but whose only real genuine offensive strengths were his Resolute Smite (a single ranged burst damage spell on a moderate cooldown) and Idol of Durand (a gargantuan AoE taunt ability and damage nuke... tied to one of the longest cooldowns in the game), resulting in him rarely being touched by anyone. Galio's 2017 VGU preserved his status as a tanky Mage Killer who still has his poke and AoE taunt, and also gave him more mobility abilities like Justice Punch and Hero's Entrance to more forcefully assert himself into the fray.
  • Big Damn Heroes: Hero's Entrance naturally invokes this when he rushes to the aid of an ally. Can also be pulled off with a well timed Shield of Durand taunt. He slams into the fray at the climax of the "Warriors Season 2020" cinematic, joining Garen and Lux in the fight against Sylas and his Freljordian allies.
  • Big Red Devil: Gatekeeper Galio. Hilariously, his post-VU voiceover shows he's rather meek and submissive to his master... Teemo.
  • Blood Knight: Galio was made for battle, specifically for defending people. As such, he loves waking up to smash the enemies at the gates and send them home packing.
  • Blow You Away: Winds of War creates two shockwaves of wind that converge into a vortex.
  • Boisterous Bruiser: Post-VU. Galio spends the vast majority of his time asleep, keeping vigil over the walls of Demacia. When he has the chance to wake up and stretch his wings, he's overly eager and excited to fight when he can.
  • Born of Magic: He was created as what was essentially a giant, gargoyle-shaped statue designed to "eat magic" and protect Demacia should the need arise... then during a 13-day long, nearly hopeless siege against Noxian archmages, it spoke. And started moving on its own. And then utterly squashed the Noxians. Later on, hints began trickling out that due to the exact nature of the petricite he's made of (it doesn't merely nullify magic, but stores it), it's possible that something like this might have been intentional to a degree, with Swain believing that Durand had secret intentions while sculpting Galio.
  • Buffy Speak: Galio never refers to anyone by name, often resorting to this while describing others, such as calling Lux "young girl person" or Volibear "furry growly man." Considering he normally spends centuries in between short periods when he can be awake, and the people he's talking to are very likely going to die in the interim, it makes sense why he doesn't bother trying to remember names.
  • Calling Your Attacks: He sort of does this while casting Justice Punch, although he doesn't actually call it as such. The closest he gets is shouting "Freedom punch!", while other one-liners include "Hammer fist!", "Haymaker!", or "Big blast!"
  • Characterization Marches On: Galio was introduced in 2010 as "The Sentinel's Sorrow", a rather solemn Gentle Giant who acted on eternal penance after failing to save his master. This was shuffled around with his 2017 VGU; he's now a much more bombastic Boisterous Bruiser while awake, but he still retains a tragic edge by him becoming dormant during times of peace, making him unable to properly experience life or maintain friendships without magic.
  • Chew Bubblegum: One of his joke emotes has him proclaim "I came to chew bubblegum and kick butt, and I'm all out of butt."
  • Circles of Hell: Gatekeeper Galio references the circles constantly in his taunts, judging where to send League's sinners.
  • Cool Shades: Like all members of the Demacian Commando unit, Commando Galio has a pair, though his (post-VU, anyway) are bright orange.
  • Cruel Mercy: A really sad yet hilarious variant when Gatekeeper Galio taunts Amumu, in the place where he'd normally sentence them to a circle of hell:
    "You know what? Your life's already hell, so I'm gonna leave you be."
  • Deal with the Devil: Literally; Gatekeeper Galio offers Sona the ability to play the etwahl really well.
  • Demoted to Extra: Not Galio himself, but his sculptor, Durand. Before his champion relaunch, Durand was a major character in Galio's history, and his Idol of Durand ultimate was assumed to be a sort of Self-Inflicted Hell done as penance for failing to prevent Durand's death. Post-relaunch, while he still created the statue that would become Galio as we know him, his significance has been relegated to a single name-drop in his bio. Amusingly though, the title of Galio's Damage Reduction-taunt-explosion ability, now titled Shield of Durand, still technically works, since now instead of it being "an ability named in direct tribute of his fallen master," it now means "a literal shield created by Durand."
  • Disproportionate Retribution: Gatekeeper Galio, on a few sins of his foes.
    (taunting an enemy Garen)"Wet the bed, blamed it on your sister? Tsk, tsk, tsk, Circle Eight."
    (taunting an enemy Graves)"Have you been smoking? Circle Three."
    (taunting an enemy Ivern)"Being a weirdo tree hugger! Circle One!"
  • Divergent Skin Evolution: Before his full visual update, Galio's "Enchanted" and "Hextech" skins were only mild appearance changes that were nothing too special, the former being a straight-up model recolor. After the update, though, not only did they gain massively-improved and more distinct-looking appearances, they even gained unique particle effects. What's better is that while nowadays this sort of quality is reserved only for 1350 RP Epic-tier skins, the prices on these skins still remain at a low 520 RP.
  • Draw Aggro: Shield of Durand is one of the best AoE taunts in the game, able to force an entire team to fight Galio while his own team fights back.
  • Dynamic Entry: Appropriately titled Hero's Entrance, Galio's ultimate is able to cover a lot of distance, is ridiculously fast, makes a huge splash onto enemies, and looks just plain awesome. His Teamfight Tactics incarnation has a similar ability as its way of entering the field; at nine Cultists, the shockwave from his entrance covers most of the battlefield and can stun the entire opposing team.
  • Energy Absorption: Shield of Durand scales higher the longer he channels the defensive stance. Galio is made to absorb all kinds of punishment.
  • Everyone Has Standards: Evidently even Gatekeeper Galio is a bit put-off by Gangplank's resumé.
    (taunting an enemy Gangplank) "My my, where do I start with you?"
  • Evil Costume Switch: Gatekeeper Galio turns him into a Big Red Devil with darker lines and voice in addition to green and ghostly Faux Flame effects. His character is changed to an extremely powerful judge who condemns souls to hell based on their sins... and he isn't picky, to say the least.
    (taunting an enemy Poppy)"Being naive! That's not really a sin, but, Circle One."
  • Exact Words: Hero's Entrance flies right to where the targeted ally was when Galio first used the ability. This means that if his initial target uses any sort of mobility to get away, Galio will still land right where they began instead of where they ended up.
  • Flying Brick: An unconventional example; he's a big, strong, nigh-invulnerable hero to Demacia and will literally soar into action when called.
  • Foil: Riot considers him to Sion — Galio's an unwavering, eternal guardian, while Sion is an unstoppable, relentless juggernaut. Galio is a golem given sentience and a sense of humanity, while Sion is a former human who lost his humanity and has become little more than a war machine. Galio is a Warden designed to rush to the aid of his allies and protect them, ensuring the fight remains orderly and clean for his allies, while Sion is a Vanguard encouraged to charge recklessly into the enemy team and cause as much chaos and disruption as possible, and possibly take someone with him. Their splash arts even mirror each other — Galio stands gloriously before a group of enemies he's running off instead of killing, with a big smile on his face against a bright, sunny sky, but Sion is clearly standing atop a poor victim he's brutally murdering with his iron leg, a grim expression on his face, against a dark, war-torn background.
    "Hah hah! Ours would be a fight for the ages, they'd find pieces of us for miles around!"
  • Folk Hero: He exists as a large stone statue guarding the walls of Demacia. He remains motionless for generations and centuries, only awaking when war comes to the walls. It's happened such that Galio's life is only spoken of by elders and ancients, since to the majority of people, he's just a pretty gargoyle. Galio himself admits that being a symbol isn't easy, and he himself doesn't necessarily know what he's supposed to be a symbol for, but he'll do his best anyway.
    "I'm not sure why life chose me, but I'm glad it did."
  • Gentle Giant: A big friendly giant made of magical stone. He's been watching over Demacia for generations and has grown fond of its people.
  • Humans Through Alien Eyes: His understanding of how humans work is a bit limited, given that he can only perceive them from his perch in the center of Demacia.
    "People vanish! And new ones take their places! It must be magic."
  • Humongous Mecha: Hextech Galio turns him into one, according to the skin splash, at least, where he's big enough to hold two humans in his one hand.
  • Impaled with Extreme Prejudice: A favorite of Gatekeeper Galio.
    "HAH ho ho! Rectal impalements all around!"
  • Incoming Ham: Hero's Entrance is an across-the-map dash that's about as far from subtle as it could possibly be.
    "HI, EVERYBODY!"
  • Large Ham: Post-VU. He's overenthusiastic about everything because he doesn't get to stay awake very long.
    "I love walking! It sounds like THUNDER!"
    "WHA-HOOOA!? I didn't know I had a TAIL!"
    "It's time to MOVE! Shake off the moss."
  • Light Is Good: A pristine gargoyle sculpted from marble-like stone and adorned in gold, he's one of the most unambiguously good-natured and kind Demacian champs, always there to put himself on the line for his people.
  • Mage Killer: His passive's damage scales with bonus Magic Resistance, and his W grants him a magic-absorbing shield when he hasn't been damaged for an extended period. In the story, he specifically was built to counter magical assaults on Demacia, and awakes in the presence of great magic. This means he only gets to experience the joy of life when magic is near.
    "They made me to stop magic, and yet I hate when it's gone."
  • Mayfly–December Friendship: His friendship with Lux is inertly much like this — Lux is a mortal human mage, while Galio is not only a colossus who's been around for centuries, but is only able to experience life in the rare presence of magic, meaning that the people he knew at one waking period will almost certainly be gone by the next. Despite genuinely caring for Lux and wanting to stick together so he could always stay active, he's also hesitant about this fact, knowing that due to the anti-magical rhetoric of Demacia they both fall under, chances are likely of them never being able to meet again.
  • Mighty Glacier: He's a massive and weighty champ that takes a bit to maneuver, and is one of the few tanks in the game that actually hurts more as he makes himself tougher to kill. The "glacier" part is apparent when attempting to position optimally for Shield of Durand (i.e. in the middle of the enemy team), since it slows him down so dramatically.
    "I'm going. You try moving three hundred tons."
  • Number of the Beast: Supreme Overlord Galio in Teamfight Tactics has a faintly excessive 6,666 HP.
  • Obfuscating Stupidity: It's mentioned that he was designed to look like a large simpleton to hide his mental acuity.
  • One-Steve Limit: In the Brazilian servers, the Gatekeeper Galio skin was named "Galio Infernal", Portuguese for "Inferno Galio" and unrelated to the Infernal line of skins. When he ended up getting an actual Infernal Galio skin years later, Gatekeeper Galio was renamed to "Galio Guardião das Trevas", meaning "Darkness Guardian Galio".
  • Our Gargoyles Rock: Gargoyles, as far as we know, aren't a thing in Runeterra, but Galio evokes the imagery and feel of a gargoyle; his underbite teeth, bird legs, and wings specifically draw callbacks to gargoyle imagery, while also representing his righteousness. At the same time, Galio, even before his VU, was never referred to as a gargoyle, but as a "gargoyle-like construct." The Running Gag continues.
    Galio: [responding to Poppy] Gargoyle? Heh, no, I'm more of a magic-nullifying colossus.
    Gatekeeper Galio: [the same] Gargoyle? No, I'm more of a demonic vessel of torment.
  • Practical Taunt: His Shield of Durand has him unleash one through an explosion, though its range is based off of a charge time while slowed. This is a takeover from his infamous pre-rework ultimate, where he would be able to instantly taunt entire teams as he charged up for a much more devastating explosion.
  • Resistant to Magic: Galio is quite literally immune to magic thanks to his composition. In the main game, he's got generally strong magic resist numbers and passively generates a shield to block incoming spells in combat.
  • Retcon: Prior to his 2017 VGU, Galio's backstory heavily revolved around the failure to save his creator and master, Durand, making him a more openly solemn character whose long rest as an immobile statue was done out of penance. Following his relaunch, Durand became a lot more downplayed, and in addition to giving Galio a more boisterous edge, it was changed that he's straight-up incapable of movement without the presence of magic, which is to say, most of the time.
  • Situational Sword: While not cripplingly so, due to the way his passive works, Galio works better against AP-heavy team compositions than AD ones.
  • The Stoic: Normally takes this state, when he's slumbering as the silent, solemn defender of Demacia's walls. That all vanishes when he gets to come out and fight.
  • Top-Heavy Guy: Galio has a huge torso and a buff set of arms, but tiny, little digitigrade legs.
  • Units Not to Scale: Exaggerated. All of Galio's splash arts depict as being absolutely colossal (hence his name), being several hundred feet tall and able to hold a human in his hand like a doll. In-game, he's roughly the same size as Garen, which is especially weird since several of his lines imply that he actually is supposed to be a giant while on the Summoner's Rift. He appears in all his titanic glory at the climax of the "Warriors Season 2020" cinematic. His Teamfight Tactics incarnation is appropriately large, at least, with only Elderwood units that have stacked their growth ability quite a bit being able to match him for size.
    (taunting an ally) "Quick! Hide in my crevices."
    "Would you like to ride on my massive shoulder?"
  • Who Wants to Live Forever?: Implies that his existence is rather lonely in a particular tearjerker of a line, in which he laments that having to return to being a statue means he'll likely outlive the friends he's made this time around before he wakes up.
    "Going to sleep means saying goodbye."
  • Wind from Beneath My Wings: Galio's Winds of War is generated by a single mighty flap of his wings. While the usual breaking of Newton's 3rd law accompanying this trope is somewhat mitigated by the fact he's a walking, talking giant made of stone, this opens up questions about how he can even fly at all.

    Gangplank, the Saltwater Scourge 
https://static.tvtropes.org/pmwiki/pub/images/gangplank_originalloading18.jpg
"Neither the flames nor the depths could claim me."

Voiced by: Matthew Mercer (English/Current), Dennis Collins Johnson (English/Pre-VGU), Alfonso Vallés (European Spanish/Current), Antonio Esquivias (European Spanish/Pre-VGU), Carlos Segundo (Mexican Spanish), Tanuki Sugino (Japanese), Luiz Carlos Persy (Brazilian Portuguese, Normal), Nestor Chiesse (Brazilian Portuguese, Special Forces), Yeong-Chan Kim (Korean), Peter Ivaschenko (Russian)
Appears In: Legends of Runeterra, Ruined King

"I was cutting throats and sinking Noxian war galleys when you were still pissing your britches, boy. You don't want to take me on."

As unpredictable as he is brutal, the dethroned reaver king Gangplank is feared far and wide. Once, he ruled the port city of Bilgewater, and while his reign is over, there are those who believe this has only made him more dangerous. Gangplank would see Bilgewater bathed in blood once more before letting someone else take it—and now with pistol, cutlass, and barrels of gunpowder, he is determined to reclaim what he has lost.

Gangplank is a Specialist champion who charges in and out of combat, controlling areas with explosive gunpowder barrels while growing in power the more loot he can plunder.
  • His passive, Trial by Fire, periodically causes his next basic attack to set his target on fire, dealing true damage-over-time and granting Gangplank a short burst of movement speed.
  • With his first ability, Parrrley, Gangplank shoots a nearby enemy with his flintlock, dealing damage and, if it kills them, gaining plunder in the form of bonus gold and Silver Serpents, an unique currency used to upgrade his Cannon Barrage ability.
  • His second ability, Remove Scurvy, makes Gangplank eat a large quantity of oranges, healing himself based on his missing health and removing all crowd control effects.
  • His third ability, Powder Keg, passively stores charges, with a maximum of three to five at a time depending on its rank. When activated, Gangplank spends a charge to plant a powder-filled barrel at a target location, which will explode when he finishes it off with a basic attack or Parrley, damaging and slowing nearby enemies and activating his Trial by Fire passive. Barrels that are close together will explode in a chain reaction after one is detonated. However, if an enemy finishes off the barrel before Gangplank does, it will disappear harmlessly and grant them gold.
  • With his ultimate ability, Cannon Barrage, Gangplank signals his ship to bombard a large area anywhere on the map, calling down waves of cannonballs that damage and slow enemies inside for a few seconds. Using the Silver Serpents gained with Parrley, Gangplank can buy up to three upgrades for Cannon Barrage:
    • Death's Daughter fires a larger cannonball to the center of the area when the barrage starts, dealing bonus true damage and massively slowing enemies it hits.
    • Raise Morale grants allies inside the area bonus movement speed.
    • Fire at Will fires six additional waves of cannonballs, increasing the damage of the ability.

Gangplank's alternate skins include Spooky Gangplank, Minuteman Gangplank, Sailor Gangplank, Toy Soldier Gangplank, Special Forces Gangplank, Sultan Gangplank, Captain Gangplank, Dreadnova Gangplank, Pool Party Gangplank, FPX Gangplank, Gangplank the Betrayer, and PROJECT: Gangplank.

In season 1 of Teamfight Tactics, Gangplank is a Tier 3 Pirate with both Gunslinger and Blademaster classes. His ability, Powder Kegs, passively spawns untargetable barrels in random locations. Activating it detonates all barrels, dealing damage and applying on-hit effects to all nearby enemies. He was removed in season 2. He returns in season 3 using his Dreadnova Gangplank skin as a 5 cost Space Pirate Mercenary Demolitionist. His ability was changed to Orbital Strike, which after a delay deals heavy magic damage to all enemies in a 3-hex radius around Gangplank's target. He was removed in season 4, returning to his base skin in season 6 as a Tier 3 Mercenary Twinshot. His ability was changed to Parrrley, which shoots his current target for an increased percentage of his attack damage and bonus physical damage, plundering 1 bonus gold if it kills a champion. He was removed in season 7, returning in season 8 using his FPX Gangplank skin as a Tier 1 Supers Duelist. His Trial by Fire ability cleanses himself of all crowd control effects before shooting his target for magic damage and reducing their incoming healing for a few seconds. He was initially removed in season 9, but returns to his base skin in the Horizonbound mid-set update as a Tier 5 Bilgewater Gunner Reaver King. His Reaver King class is a unique trait that causes Gangplank to use his cutlass if he begins combat on the front two rows and his pistol on the back two rows. With his cutlass, Gangplank is a melee attacker with bonus armor and magic resistance whose basic attacks passively ignite his target for bonus true damage over time. With his pistol, he is a ranged attacker whose basic attacks passively generate bonus mana. His ability, The Dreadway summons his ship to sail across the battlefield and crash into the first enemy hit, dealing magic damage in a 3-hex radius. Any allies the ship passes through or hits with the crash gain bonus attack speed and crowd control immunity for a few seconds.

In Legends of Runeterra, Gangplank is a 5-mana 5/4 Bilgewater Champion with Overwhelm, who summons a Powder Keg when summoned, which adds +1 power to all offensive spells. When you damage the enemy Nexus in 5 separate rounds he levels up, gaining +1/+1, passively summoning an additional Powder Keg at the start of every round, and casting the skill Powderful Explosion every time he attacks, which does 1 damage to all enemies, including the Nexus. His Champion Spell is Gangplank's Parrrley.
  • Abusive Parents: After the destruction of the Dead Pool Gangplank crawled to the Temple of Nagakabouros, where Illaoi reveals in her thoughts that Gangplank's father abused him when he was younger.
  • Achilles' Heel: Champions with ranged auto-attacks are really detrimental to Gangplank, especially if he has to match up against them in top lane, since not only can they safely outrange and poke him, they also have a much safer time disarming his barrels when compared to melee champs. Even if he does get ahead, the teamfight phase makes confronting more enemies a necessity, so Gangplank players will need to get creative on their positioning and barrel placement lest they get shot down.
  • Ain't Too Proud to Beg: After losing everything, Gangplank really was reduced to begging for help from Illaoi to help him reclaim Bilgewater for himself. Subverted that he's instead subjected to Illaoi's test, managed to prevail, and as a result, takes a Don't You Dare Pity Me! stance.
  • An Arm and a Leg: Due to the destruction of the Dead Pool Gangplank's left arm was too mangled to be healed, so he had it removed and replaced with a mechanical prosthesis.
  • Arch-Enemy: Miss Fortune's most personal and most hated nemesis, Gangplank killed her parents and left her for dead, causing her to spend years plotting his downfall. The animosity becomes mutual after she dethrones him and topples his empire.
  • Armor-Piercing Attack: His barrels ignoring armor and his passive dealing true damage means stacking armor is less effective against him.
  • Artificial Limbs: Due to his injuries from surviving the destruction of the Dead Pool, he had to get a mechanical left arm.
  • Art Evolution: Received an upgrade to his classic model, artwork, and character portrait, twice. Actually thrice in regards to his classic model and artwork.
  • Badass Boast: "Dead men tell my tale!"
  • Badass Normal: He has a pistol, a cutlass, a supply of oranges, and a ship ready to bombard the battlefield on command. The only thing even remotely magical is the oranges - and those aren't really a part of him.
  • Bait-and-Switch: Gangplank's second visual rework, accompanying his gameplay rework, was considerably more drastic than his previous one, putting him in a fancy new captain's outfit. Then the Burning Tides event happened and Gangplank was removed from the game after Miss Fortune's assassination attempt supposedly killed him. When he reappeared, he'd been given another new skin as his base skin, burned, tattered and dirty, with Artificial Limbs to represent the arm he lost in the attack. The supposed "base skin" from the visual rework was revealed to be his 'Captain Gangplank' skin, representing what he'd lost rather than what he had.
  • Balance Buff: Release Gangplank was known for having a somewhat confused gameplay style, with abilities that were strong on their own but lacked coherence, flexibility beyond stat-checking, and low on counterplay options. His 2015 VGU properly tied them together by replacing Raise Moralenote  with his Powder Kegs, a vastly more complex, dynamic, and potentially rewarding mechanic that helped give him a proper skill curve. Because the rest of his abilities were left more or less intact, he's still structurally unusual, but his barrels (and other goodies like Cannon Barrage upgrades) now give him a much better justification for it.
  • Beyond the Impossible: Caught in a bear trap, hit by a magical binding, frozen solid, taken to literal hell, or hit by any other form of crowd control? Just eat an orange and walk it off.
  • Combat Pragmatist: It's quite telling how in a world of devastating magic and deadly martial techniques, Gangplank can still ruin an opponent's day by simply pulling his flintlock and shooting them in the face. That's not to mention the number of explosives, backline cannons and flammables he's got.
    "A turned back deserves a knife."
  • Continuity Nod: His post-upgrade default skin is wearing the tattered remains of his pre-upgrade default skin's greatcoat, though it's only visible from behind him.
  • Cool Ship: While we don't ever see them in-game (at most, we only see their cannon barrages), Gangplank has had a history of owning incredibly badass-looking ships.
    • His earliest-known ship, The Dead Pool, was used during his initial reign of terror in Bilgewater before it was destroyed by Miss Fortune's schemes.
    • By the end of Shadow and Fortune, Gangplank managed to somehow steal the Leviathan, an enormous and monstrous-looking steel galleon formerly owned by Swain, taking Noxus' greatest war machine for himself.
    • By the time of his return as seen in Legends of Runeterra, he also has a new primary ship: The Dreadway, an impressive successor to The Dead Pool.
  • Create Your Own Hero: Shot a young girl in cold blood, but didn't stop make sure it finished her. That little girl was Sarah Fortune, who would grow up to topple him from his place at the top.
  • Critical Hit Class: Gangplank is a unique case of this, as rather than dishing out Critical Hit-based attack damage through basic attacks, his power comes through casted abilities. His Parrrley can proc virtually every on-hit passivenote  including Critical Hits, and can also transfer explosively when used on Powder Kegs. Given how Powder Kegs already deal hefty damage that ignores armor, Gangplank players generally should build at least some critical chance to multiply his deadliness (to say nothing of "Critplank" builds dedicated solely to maximize its output).
  • Crutch Character: A strange example since his late-game scaling is actually excellent; in this regard, it has to do with his carry potential. Gangplank's early base numbers aren't as explosive as later on, but his kit is also much more suited for trading and bullying enemies in lane than in teamfights, where it becomes more likely for opponents to catch him out or disarm the barrels that make up a bulk of his damage. Players that are creative and quick-thinking with their barrel placement can continue to devastate enemies by that point, but his ability to be an actual carry serving as the backbone of his team's victory becomes surprisingly limited the longer games continue.
  • Damage Over Time: Hitting an enemy with his passive will light them on fire briefly, chipping away at their health. This includes champions, monsters, and even turrets, adding to his already insane damage numbers. He can reset this ability every time he explodes a barrel too.
  • Darker and Edgier: Pre-update, while he was seen as a pretty ruthless pirate in lore, his actual in-game characterization was somewhat jolly. To match up with Riot's vision of Bilgewater being more lawless due to being near the Shadow Isles, post-VGU Gangplank was given the proper weight he earned as a ruthless (former) pirate king, portraying him as less humorous and instead very, very angry.
  • Death from Above: The aforementioned hail of cannonballs that will wear down anyone in their radius.
  • A Death in the Limelight: Gangplank is mainly featured in the Burning Tides event, getting a VU and kit rework... only to be not quite killed off in the end of Act III.
  • Difficult, but Awesome:
    • Gangplank's unusual kit alchemy makes playing him a somewhat uphill battle. He lacks direct mobility, his early game is somewhat sluggish and tricky to make the most of, and his barrels constantly require careful positioning and timing to set up against the enemy team without them quickly dismantling them. However, once he has his farm going and is able to flesh out his stats, his firepower can absolutely wreck shop, with a well-placed Powder Keg chain having the power to cripple enemy teams and win teamfights on the spot.
    • One specific bit of Gangplank tech is the "triple-barrel" combo, where Gangplank places two barrels down, detonates the furthest one from him, then drops down a third one onto his enemy right before the in-range second barrels explodes, giving an enemy mere milliseconds to react before the final explosion rips through their health bar. This is pretty hard to pull off since the window of time for him to create the proper chain reaction is only just enough to let him light the first barrel then immediately plop down the last one — if he moves even a single step in between these actions, it won't have enough time to work. This means Gangplank needs to be already be standing between his first two barrels and also be in range of the actual enemy for the last barrel to hit them, which carries some risk and can leave him vulnerable to enemy punishment. However, a successful combo provides one of the most monumentally powerful instances of burst damage in the game, and is one hell of a way to spook the enemy team (especially if he has brush or the fog of war to conceal his first two barrels).
  • Don't Explain the Joke: He has a taunt toward Graves where he does a Pun involving a grave before awkwardly explaining it and declaring "never mind".
    You will never have a grave, Graves...see, it's 'cause your name, it's...your name is like a grave, it's - I - never mind.
  • The Dreaded: In a Wretched Hive as chaotic as Bilgewater, Gangplank stands as the most feared and powerful pirate to have lived. All accounts of his reign as pirate lord describe him as tyrannical and merciless, and people fear him ever coming back into power after Miss Fortune bests him.
  • Dressed to Plunder: You can tell he's a pirate by his stereotypical pirate attire.
  • Edible Ammunition: Pool Party replaces his barrels with watermelons.
  • Empowered Badass Normal: Ruined King reveals that he forged an alliance with Thresh in order to control the Black Mists for himself, hence where Gangplank the Betrayer comes to be, layering onto his already threatening arsenal of danger.
  • Enemy Mine, Teeth-Clenched Teamwork: During the latest Harrowing at 2014, Gangplank put aside his rivalry against Miss Fortune and teamed up to fight the Black Mist encroaching Bilgewater.
  • Equal-Opportunity Evil: His new ship in Legends Of Runeterra, the Dreadway has a diverse crew of men and women of all species, even the odd Yordle.
  • Even Evil Has Loved Ones: He and Illaoi once shared genuine love for each other, and in the present he still holds so fondness for her, enough that the two can talk civilly.
  • Evil Laugh: If the cannonballs raining down to flatten you didn't catch your attention, Gangplank's laughter will inform you of a Cannon Barrage in your midst.
  • Exploding Barrels: His Powder Keg can be dopped anywhere on the battlefield and be blown up with a swing of the sword. However, should an enemy champion hit it while it's one tick away from being blown up by Gangplank himself, it'll be disarmed (much like if they're left out for too long) and they get extra gold.
  • Faux Affably Evil: He addresses Twisted Fate and Graves rather pleasantly... while also dishing out death threats.
  • Firing in the Air a Lot: Well, it's really just once, upon casting Raise Morale or Cannon Barrage.
  • Flaming Sword: Gangplank's passive lights his cutlass ablaze, setting the next enemy he strikes on fire.
  • Gameplay and Story Integration:
    • The story of Miss Fortune buying off a crewman's life was undoubtedly a Continuity Nod to Gangplank's Raise Morale having the "execute a minion" aspect removed.
    • Furthermore, in the wake of Burning Tides, after Gangplank was killed by Miss Fortune, he was removed from the game, stating that he died. As the event came to a close he was re-enabled, though his previous classic skin was turned into an alternate skin and he was given a new classic skin with new lines - specifically, one depicting him after his fall from power.
  • Game-Over Man: He makes a cameo in Arcade Miss Fortune when recalling and playing a Duck Hunt-esque game... to taunt her on TV as she failed to shoot a duck.
  • Ghost Pirate: Spooky Gangplank takes the translucent-with-glowing-blue-smoke approach.
  • Glass Cannon: A pretty extreme case; Gangplank has only one escape tool, his oranges, no movement abilities, and pretty squishy health and mana bars, making it a trial to sustain himself in the longterm. Compensating for this though is a ridiculous amount of damage potential, combining his passive, barrels, really strong gunfire, and an ultimate that can strike anywhere on the map gives him a ton of options for dishing out damage. He's potentially one of the strongest champs in the game should he max out his attack power and stack up with on-hit effects for Parrrley to abuse.
  • Hair-Trigger Explosive: Just whacking his barrel with his sword is enough to make it blow up.
  • Hand Cannon: That flintlock of his is almost the size of his head, and packs an appropriately explosive amount of damage.
  • He's Back!: As detailed in his Legends Of Runeterra cards, GP is back on his feet after being felled by Miss Fortune with a new ship, new crew and same bad attitude.
  • Homing Projectile: His one direct damage ability, Parrrley, is point-and-click, which eases his need to farm non-stop and makes detonating his barrels much easier.
  • Hope Spot: So you just barely made it out alive with a sliver of health, awesome! Then the cannonball barrage begins right where you're standing...
  • How the Mighty Have Fallen: At the end of the Burning Tides event, Gangplank went from the most feared pirate lord in all of Bilgewater, to being left with nothing but his wits, the weapons he can carry, a mechanical left arm and oranges.
  • Hyperactive Metabolism: The only logical explanation, short of magic, for why he can heal himself by eating oranges.
  • Irony: Given how one of Gangplank's signature in-game moves is sending off a cannon barrage from the sky, it's almost poetic that the incident that dethroned him from being Bilgewater's king was being bombarded by cannons from the sky.
  • Jack of All Stats: One of Gangplank's strongest draws is how well he fits into a variety of team roles. He can be a carry, a jungler, a tank, and even support Gangplank isn't completely unheard of. His scaling also allows for a number of varied builds and core items; he can be more of assassin, a bruiser, etc.
  • Kukris Are Kool: Special Forces Gangplank trades his flaming cutlass for a flaming kukri.
  • Lightning Bruiser: Turns everyone around him into these with his Raise Morale - and Gangplank himself is no slouch thanks to his infamous oranges. Though overall it's a bit Zig-Zagged, as this can be his primary build path, since he's someone who's meant to stay on the field while hacking away with solid damage and being able to live a good while as well, but his base stats still make him squishy overall. Without his oranges, it can be brutal for him to get focused down.
  • Loot-Making Attack: Along with being his primary source of damage, Parrrley's main goal is to amass gold for Gangplank. Early on when he has to play safe, the bonus gold for killing minions speeds up his farming so he can buy items faster and then overwhelm his opponent. It also grants him Silver Serpents which can eventually be exchanged for upgrades to his ultimate. By the end of the match, it's not uncommon to see Gangplank with the highest gold count of the entire game.
  • Luck-Based Mission: Cannonball Barrage used to be this. Since an enemy would be slowed if a cannonball hit them (and the slow stacked), there would be two outcomes: walking out completely unharmed or getting obliterated by several cannonballs in a row. It was changed to be less polarizing; everything in the blast area is slowed and getting hit applies only one additional slow. The luck element was eventually done away with entirely, as the ultimate now deals the same damage and slow to the entire area.
  • Magikarp Power: In contrast to most AD-based damage dealers, Gangplank allocates his focus on devastating on-hit effects not on basic attack interactions, but his abilities. In the early game, this is a boon as his high mana costs and long cooldowns prevent him from really dominating in lane trades, especially since his Parrrley is encouraged to be used for farming instead. However, once he builds up his farm and picks up the speed, his abilities become his greatest assets and can be unleashed to deal some terrifying damage which other toplaners can only dream of.
  • Meaningful Echo: In his Captain skin (which represents him before he nearly died, and has its own unique lines), one of Gangplank's quotes is very similar to one that he says while using his Classic skin which represents him after losing it all, and the difference between the two clearly shows the dramatic change in him.
    Captain Gangplank: "Cruelty with purpose, boys!"
    Classic Gangplank: "Cruelty for all."
  • Mechanically Unusual Fighter: He focuses on on-hit physical damage, but channels it not through up-close skirmishing or assassinations, but explosive, mage-like abilities that nonetheless play with on-hit qualities. One could charitably describe him as an "AD Caster", but this is usually applied to melee divers (such as Pantheon, Kha'Zix, and Riven), or marksmen who maximize persistent ranged damage through autos and spells (such as Varus, Corki, and Jhin), neither of which accurately apply to Gangplank. Part of why he's generally so popular and valued, especially among high-level players, is simply because no other champion is built like him and can achieve what he can.
  • Mundane Made Awesome: Remove Scurvy is literally Gangplank just eating a bunch of oranges. This heals him and cleanses crowd control, meaning that handful of fruit lets him make a mockery of anything and everything up to the power of time and space itself.
  • The Musketeer: Swings his cutlass normally, but pulls his pistol out for Parrrley.
  • Necessarily Evil: While Gangplank is a monster, everyone in Bilgewater was afraid of him, so his presence kept its most extreme powers in line. As soon as word spread that he was "dead", the entire city was thrown into chaos.
  • Never Found the Body: Many saw Gangplank's death, but no one found his corpse. One of Miss Fortune's first orders after she defeated him was to make sure he's dead: find his corpse.
  • No One Could Survive That!: See above. His flagship was blown up with him on it.
  • No-Sell: Gangplank can get stunned, silenced, slowed, rooted, feared, etc. all at once... and just walk it off once he pops an orange in his mouth. "Malzahar ults me at low health, but I ate oranges and it was k". Perhaps those magical oranges do the trick.
  • Not Quite Dead: Miss Fortune fully intended to kill Gangplank, setting off a long, elaborate plan that ended with GP blowing up on his ship. The salty sea dog lived, and while slightly worse for wear, is still kicking and pissed off.
    "I am reborn of salt and brine."
    "Death spit me out."
    "I'll come back stronger."
  • Old Flame: He and Illaoi were once an item, and fairly happy together by their own recollections. Illaoi eventually broke it off in order to pursue her role as Truth Bearer.
  • Only Known by Their Nickname: While a good chunk of Bilgewater characters really do have outlandish names (Sarah Fortune, Malcolm Graves, Tobias/Twisted Fate, etc.), Gangplank is exclusively known as just "Gangplank", and it's been greatly suggested by one of his writers to not actually be real. Time will tell if we'll ever know him as anything else.
  • Pet the Dog: He's a cold and heartless man, but Gangplank takes care of those who serve him well. Demonstrated in Act I of "Burning Tides" where he orders his men to give a street urchin coin and meal for informing him of Twisted Fate's presence while torturing a mutineer.
  • Pirate: Even gains a buff saying 'Yarr, I'm a mighty pirate' in game - not that it does anything.
  • Poke the Poodle: Dreadnova Gangplank's initial reaction to seeing a tiny, adorable alien creature? Shrug, punt it, then point his gun at it, though this immediately gets the attention of a giant space tentacle.
  • Powder Trail: His barrels all connect to each other by a thin line of gunpowder, which lights up whenever he detonates them.
  • The Power of Hate: After what Miss Fortune put him through - stealing his throne and blowing a ship up in his face - he's driven entire by pure, unadulterated anger and hate. He's got no shortage of voice lines reminding you of such.
    "I found my hate in the fire."
    "I rarely forget, and never forgive."
  • Red Baron: He's known in-universe as "the Reaver King", informing his cruelty and ruthlessness.
  • Sadist: Gangplank's capacity for inflicting pain is well documented. A lot of art featuring him displays him cruelly torturing and fearmongering against others; Captain Gangplank's splash art for example is from the POV of a prisoner aboard his ship, looking at Gangplank smirking while peeling an orange. Even his gameplay has elements of drawing out damage and pain on his opponents, from setting them aflame, crippling their defenses, and raining cannonballs on them.
    "A slit throat is too painless."
  • Self-Made Orphan: On his 18th birthday, Gangplank stabbed his father in the back and took control of his ship. Having raised him to be the most ruthless pirate possible, this made his father quite proud.
  • Simple, yet Awesome: Parrrley is as basic as clicking on an enemy and firing a gun at them. But with it's high damage, bonus gold on kill, applying on-hit effects like crits and lifesteal, and ability to blow up Gangplank's barrels, it's potentially one of the most powerful basic abilities in the game and the crux of Gangplank's explosive playstyle.
  • Stout Strength: It's a bit of a stretch to call him "fat", and he appears to have some good muscles, but his normal appearance shows that he's noticeably portlier than most other male champions. Others outfits allow him to hide it much better, including his Captain skin.
  • Sword and Gun: Wields a cutlass and flintlock in tandem. But of course, he's a pirate after all!
    "Pistols or blades, don't matter to me."
  • Talk Like a Pirate: Completely ignoring the fact he actually is a pirate, he has an ability called "Parrrley". The list just goes on from there.
  • Torture Technician: "Scrimshaw" appears to be one of his favorite pastimes. He first appears in the "Burning Tides" storyline while carving up a mutineer's leg, and his Captain Gangplank artwork is drawn from the perspective of another poor guy he's about to go to work on.
  • Trademark Favorite Food: Oranges, or at least orange-like citrus fruits referred to with various regional names, such as "Bilge bitters". It's partially due to the very real need for vitamin C among sailors (hence Gangplank's ability where he consumes them being called "Remove Scurvy"), but the sheer prevalence of oranges around Gangplank cements that he also enjoys them for the taste. Legends of Runeterra shows that he keeps a vastayan "Citrus Courier" around to collect and distribute them for the crew.
  • Trap Master: Gangplank's barrels grant him very potent area control thanks due their high damage and flexible deployment. Landing an explosion on an enemy also lets him go in with his other tools to damage them further, especially his burn passive which refreshes for every explosion. By late game, you'll see him placing fresh barrels almost every second thanks to their very fast cooldown and increased quanitity.
  • Troll: True to his occupation, he has gained the ire of a few other villainous champions by committing various acts of thievery, most notably raiding Zed's temple and making off with Swain's personal warship.
  • The Unfettered: Whatever it takes to regain his throne in Bilgewater, he's probably already done it.
    "I'll hack my way back to Bilgewater."
    "I'll burn it all down if I can't have it."
    "Mercy sank with my ship."
  • Villainous Demotivator: Ever since his "execute a minion" mechanic for Raise Morale got scrapped, he seems content to just fire his pistol in the air and achieve the same effect with just the threat alone.
  • Walking Armory: Swords, guns, cannons, explosives, oranges, Gangplank comes to battle with the whole arsenal ready.
  • Walking Shirtless Scene: Gangplank the Betrayer ditches his coat and instead shows off a surprisingly sculpted physique glowing with sea god magic.
  • Would Hurt a Child: To show just what a bastard he is, his lore establishes he butchered Sarah Fortune's parents, shot the girl in the head, then set her home on fire.
  • You Killed My Mother: Turns out, Gangplank was behind the murder of Miss Fortune's mother, and then her father and home to boot. Needless to say, this came back to bite him in the ass.

    Garen, the Might of Demacia 

    Gnar, the Missing Link 
https://static.tvtropes.org/pmwiki/pub/images/gnar_originalloading2.jpg
"Gnar kada!"

Voiced by: Dorothy Elias-Fahn (English/Mini form), Lucien Dodge (English/Mega form), Ana Esther Alborg (European Spanish/Mini form), Susana Moreno (Mexican Spanish/Mini form), Yukari Tamura (Japanese/Mini form), Úrsula Bezerra (Brazilian Portuguese/Mini form), Nam-Suk Mun (Korean/Mini form), Larisa Brokhman (Russian/Mini form)
Appears in: Legends of Runeterra

"Gnar!"

Gnar is an excitable yordle whose playful antics can erupt into a toddler’s outrage in an instant, transforming him into a massive beast bent on destruction. Frozen in True Ice for millennia, the curious creature broke free and now hops about a changed world he sees as exotic and wondrous. Delighted by danger, Gnar flings whatever he can at his enemies, be it his bonetooth boomerang... or an uprooted tree.

Gnar is a Specialist champion who shapeshifts from a squishy ranged form into a durable melee form without the player's control, forcing them to anticipate and play accordingly to his fits of rage. He does not use mana or any other resources, with his abilities only being limited by cooldowns.
  • The basis for Gnar's kit is his passive, Rage Gene. His base form is Mini Gnar, with bonus range, movement and attack speed. While in combat he builds up Rage, and upon reaching maximum Rage, using an ability or waiting a few seconds transforms him into Mega Gnar, gaining bonus health, attack damage, armor and magic resistance and steadily depleting Rage until he transforms back into Mini Gnar.

As Mini Gnar:
  • With his first ability, Boomerang Throw, Gnar tosses his bone boomerang in a target direction, damaging and slowing the first enemy it hits. The boomerang then return towards Gnar's position, damaging enemies it passes through and greatly reducing the ability's cooldown if he catches it on the return.
  • His second ability, Hyper, passively causes Gnar's third consecutive basic attack or ability on the same target to deal bonus damage based on their max health and grant him a movement speed bonus. Hitting another enemy won't reset Hyper stacks for the previous ones.
  • With his third ability, Hop, Gnar jumps to a target location and gains an attack speed bonus. If he lands on a unit he will bounce a small distance forward, damaging and slowing them if they're an enemy.
  • His ultimate ability, GNAR!, is passive in this form, increasing the movement speed bonus of Hyper.

As Mega Gnar:
  • His first ability, Boulder Toss, hurls a rock in a target direction that stops when it hits an enemy, damaging and slowing nearby foes. The rock then falls to the ground; picking it up reduces the ability's cooldown.
  • With his second ability, Wallop, Gnar stands on his back legs before slamming his fists down into the ground, damaging and stunning enemies in front of him.
  • With his third ability, Crunch, Gnar leaps to a target location, damaging and slowing nearby enemies when he lands. If he uses Hop to transform from Mini Gnar into Mega Gnar, he'll still be able to bounce off units.
  • His ultimate ability, GNAR!, causes Gnar to throw a tantrum and hurl all nearby enemies in a target direction, damaging and slowing them. Enemies thrown into terrain are stunned and take bonus damage.

Alternate skins include Dino Gnar, Gentleman Gnar, Snow Day Gnar, El León Gnar, Super Galaxy Gnar, SSG Gnar, Astronaut Gnar, Elderwood Gnar, and La Ilusion Gnar. Legends of Runeterra exclusively includes Arcade Gnar.

In season 1 of Teamfight Tactics, Gnar is a Tier 4 Shapeshifter with both Wild and Yordle origins. His ability, GNAR!, transforms him into Mega Gnar, increasing his health and damage, then causes him to jump to the furthest enemy and shove every nearby enemy towards his team, damaging and stunning them. He was removed in season 2. He returns in season 3's Return to the Stars mid-set update with the same cost and ability, but was changed to use his Astronaut Gnar skin and reclassified as an Astro Brawler. He was removed in season 4, returning in season 6's Neon Nights mid-set update using his Gentleman Gnar skin as a Tier 3 Socialite Yordle Striker. He retains GNAR! as his ability, though instead of leaping and shoving enemies after transforming he instead throws a short distance boulder at the farthest enemy in range, dealing bonus percent attack damage plus bonus physical damage to all enemies it hits. Mega Gnar also no longer has increased attack damage in exchange for his spell's mana cost being reduced, which simply throws the boulder without transforming back. In season 7, he uses his Elderwood Gnar skin as a Tier 2 Jade Shapeshifter. His Mega Gnar ability causes him to leap to his target and stun all surrounding enemies as he transforms for the rest of combat, granting Gnar bonus attack damage and armor but making him unable to cast his ability afterwards. He was initially removed in season 8, but returns using his Super Galaxy Gnar skin as a Tier 3 Gadgeteen Prankster, for the first time beginning as Mega Gnar and having no transformation component in his spell. His Robo-Rage ability has Gnar slash around him dealing physical damage to all enemies in a 2-hex radius. Against his current attack target, the ability deals percent bonus damage and is also a guaranteed critical strike. He was removed in season 9, returning in season 10 using a TFT original skin as a Tier 2 Pentakill Superfan Mosher. His Rabid Fandom ability has him leap past his current target, transforming him into Mega Gnar with increased health and attack damage, with subsequent casts simply striking his target for physical damage. In season 11, he returns to using his Elderwood Gnar skin as a Tier 2 Dryad Warden, once again permanently in his Mega Gnar form. His Boulder Toss ability passively grants him bonus attack damage each time he attacks or takes damage, stacking up to 50 times. On activation, he throws a boulder that strikes all enemies in a line for physical damage.

In Legends of Runeterra, Gnar is a 4-mana 3/3 dual Freljord and Bandle City Yordle Champion with Quick Attack. When he strikes, he creates a Pokey Stick (a 2-mana Fast spell that deals 1 to anything and draws a card) in hand, or reduces the cost of Pokey Stick by 2 if you already have one. At the end of a round where you've damaged the enemy Nexus, Gnar levels up into Mega Gnar, gaining +2/+2 and Overwhelm and granting the strongest enemy Vulnerable but losing his original form's Strike ability. At the end of a round where you started with the attack token while Mega Gnar was in play, Mega Gnar reverts to Gnar. His Champion Spell is Gnar's Wallop.

  • Ascended Meme: The name "Gnar" first appeared on an EU West forum two years before this champion's teaser was released, there was also another fan Champion concept using the same name.
  • The Baby of the Bunch: He's a very young prehistoric yordle that has a similar biological age as a four-year old human.
  • Badass Adorable: An adorable baby yordle who's very small and squeezable... well, at least Mini Gnar is.
  • Ballistic Bone: According to a loading screen fact, Gnar's boomerang is made out of the tusk of a drüvask (giant Freljordian war boars, the kind that Sejuani rides).
  • Battle Boomerang: His Q ability in Mini form. Unlike other boomerangs in the game, it doesn't automatically return to him, and he needs to properly catch it, otherwise it'll go on a very long cooldown.
  • Beware the Nice Ones: Gnar is an energetic, friendly yordle at heart, but piss him off and you'll face Mega Gnar (as Rengar had to find out the hard way).
  • Close-Range Combatant: Mega Gnar trades his mini counterpart's long range for a close-quarters bruiser playstyle, being able to corner and pound most enemy champs into dust thanks to his high durability and base damage.
  • Competitive Balance: He has two forms. A Glass Cannon\Fragile Speedster Long-Range Fighter Mini form, and a Lightning Bruiser Close-Range Combatant Mega form. He also has almost no control of when he swaps forms, meaning players will need to get skilled with both forms and monitor the transitions to maximize his effectiveness.
  • Contemporary Caveyordle: Easily identifiable from modern yordles by his prominent lower canines, his adorably fluffy tail, and his tendency to turn into a giant hulking deathbeast when angry.
  • Cute, but Cacophonic: His mini form's vocal tone is pretty squeaky. His Mega form is conversely deep and vicious.
  • Difficult, but Awesome: He's one of the most difficult champions to play given how his kit works, rage mechanic and his somewhat poor early-game (see Magikarp Power below). Once mastered, at least decently, he can be a powerful duelist/playmaker and devastating to play against.
  • The Dog Bites Back: Rengar is unknowingly hunting him in his backstory, and when Rengar sees him in yordle form, he doesn't know what Gnar turns into. While affable and friendly to the yordle at first, Gnar's babbling and wasting of time gets on Rengar's nerves, and he plucks away his boomerang and tosses it into a nearby tree to try and get the yordle to leave him be. Gnar is not amused.
  • Dynamic Entry: If Mini Gnar is ready to transform and casts Hop, he will transform in mid-air, and ideally be positioned for an immediate GNAR!
  • Fish out of Temporal Water: He's basically a Yordle Caveman, frozen in ice, who is unfrozen and ends up in the League.
  • Glowing Eyes of Doom: His eyes glow extremely brightly from inside that ice block.
  • Goomba Springboard:Hop has him jump onto a point, and f a unit is on that point, he'll bounce off it to jump again in the same direction. Use it when Gnar's transformation is beginning, and he'll "bounce" with the same AoE impact as Crunch, potentially turning it into a Goomba Stomp.
  • Ground Punch: Mega Gnar's Wallop ability - he rears up before smashing the ground with his front arms.
  • Ground Pound: Mega Gnar's Crunch ability has him jump into the air before landing onto a point painfully for enemies nearby.
  • Harmless Freezing: Apparently being frozen in true ice for long periods of time is a yordle's equivalent of going into stasis or cryosleep.
  • Hit-and-Run Tactics: Mini-Gnar's kit is built around this. His Hyper passive gives him movement speed every third consecutive strike, his boomerang slows enemy movement down, hies Hop skill can keep him out of harm's way and he has natural movement speed bonus in Mini-Gnar form.
  • Hulking Out: At the end of the teaser, Gnar is shown rapidly growing in size. And an actual gameplay mechanic with his passive.
  • Human Popsicle: Due to being in the wrong place at the wrong time, he was frozen in True Ice alongside countless Iceborn.
  • Involuntary Shapeshifter: Gnar has no control over when he loses his temper and goes Mega. As a matter of fact, neither do his players, as he will transform once his rage bar gets filled up, leaving players only able to delay it a bit when that happens by not using any abilities or have it happen even sooner by using an ability.
  • Killer Rabbit: Daaawwwww....isn't he so cute...wait, is that his MEGA form!?! His splash art neatly foreshadows this, featuring him idly looking at the ground...but he's standing in a very large footprint while his front hands and a bit of his face have blood splattered on them.
  • Long-Range Fighter: Mini Gnar is purely projectile based; he has a ranged auto-attack that builds stacks of burst damage, a long-ranged skillshot that hits twice, and he can avoid facing anyone up front by bouncing away with Hop.
  • Magikarp Power: Starts out weak with pretty lackluster damage, but becomes a ridiculously powerful duelist or ranged hypercarry late game if built properly.
  • Nice Guy: According to Riot Opeli, Gnar is a very friendly kid at heart who is befriends others easily as long as they're nice in return. Opeli even thinks Lulu and Annie make good friends for Gnar.
  • Ninja Pirate Zombie Robot: He's a caveman werewolf hunter Yordle.
  • Older Than They Look: Gnar's biological age is the equivalent of a human four year old. He also hails from an era where his people were essentially the ancestors of Yordles.
  • Prehistoric Monster: Mega Gnar looks like some cross between a yordle and a dinosaur, being bigger and hairier than Mini Gnar along with having big teeth and muscles.
  • Punched Across the Room: Mega Gnar's ultimate, GNAR!, has him toss enemies around him in a circle toward a direction. If they land into terrain from it, they'll be additionally damaged and stunned.
  • Red Eyes, Take Warning: His eyes become red in-game when his rage starts nearing its peak.
  • Retcon: In the Latin American forums around Gnar's release, a Rioter confirmed that Gnar was originally frozen by Anivia, who intended to preserve him and his potential to fight, presumably against The Watchers (who were responsible for the death of his parents). With his updated lore in 2018, however, it instead implies that him getting frozen in the original Watcher apocalypse was a complete accident, just a result of him being in the wrong place at the wrong time.
  • Ridiculously Cute Critter: His Mini form is among the cutest champs in the game.
  • Sealed Badass in a Can: He was frozen in ancient times during Lissandra's Iceborn apocalypse, specifically in True Ice. Due to Watcher corruption, the seal is slowly breaking out, which allowed Gnar to emerge.
  • The Shadow Knows: In his default skin's splash art, you can see his shadow on the wall behind him... and it certainly doesn't look like his mini-form.
  • Sharp-Dressed Man: Gentleman Gnar; cane (his weapon), pocket watch (his Boomerang Throw skill), top hat and monocle included.
  • Shipper on Deck: In Dino Gnar's splash art, there's two figurines of Garen and Katarina, but instead of trying to beat the crap out of each other, it depicts on Katarina running towards Garen's embrace like a romantic couple. Uh-huh.
  • Throwing Your Gun at the Enemy: Super Galaxy Gnar replaces his boomerang for a laser blaster. He only "shoots" it when recalling.
  • The Unintelligible: Aside from "Gnar" most of his dialogue in his Mini form is nonsense, but might be a case of Speaking Simlish - that being said, he has lines where he is clearly attempting to mimic signature lines from other champions. His Mega form, however, is just straight-up roaring.
    (Facing Garen) "Demaglio!"
    (Facing Annie) "Tibbuhs!"

    Gragas, the Rabble Rouser 
https://static.tvtropes.org/pmwiki/pub/images/gragas_originalloading.jpg
"If you're buying, I'm in!"

Voiced by: J.S. Gilbert (English), José Escobosa (European Spanish), Miguel Angel Ghiglizazza (Mexican Spanish), Shunsuke Sakuya (Japanese), Flávio Back (Brazilian Portuguese), Jang-Won Lee (Korean), Mikhail Georgiou (Russian)
Appears In: Arcane (Cameo)

"Now this'll put hair on your chest!"

Equal parts jolly and imposing, Gragas is a massive, rowdy brewmaster on his own quest for the perfect pint of ale. Hailing from parts unknown, he now searches for rare ingredients among the unblemished wastes of the Freljord, trying each recipe as he goes. Often intoxicated and extremely impulsive, he is legendary for the brawls he starts, which often end in all-night parties and widespread property damage. Any appearance from Gragas must surely foreshadow drinking and destruction—in that order.

Gragas is a Vanguard champion who slams right into the enemy team, enduring incoming damage while throwing down powerful area-of-effect damage and crowd control.
  • With his passive, Happy Hour, Gragas takes a drink from his cask after using an ability, healing him based on his max health. This effect can only happen once every few seconds.
  • His first ability, Barrel Roll, rolls Gragas' cask to a target location, where it will ferment for a few seconds. Once the duration ends or the ability is reactivated the cask explodes, damaging and slowing nearby enemies; the strength of the damage and slow increases the longer the cask fermented.
  • With his second ability, Drunken Rage, Gragas guzzles down brew from his cask, reducing all incoming damage for a few seconds and transforming his next basic attack into a powerful cask slam that deals bonus damage to the target and other surrounding enemies based on their max health.
  • His third ability, Body Slam, makes Gragas charge in a target direction, stopping upon hitting an enemy, damaging, knocking back and stunning nearby foes. The ability's cooldown is reduced if he hits a target.
  • His ultimate ability, Explosive Cask, hurls Gragas' cask to a target location, causing a massive explosion that damages and knocks back surrounding enemies.

Gragas' alternate skins include Hillbilly Gragas, Scuba Gragas, Santa Gragas, Gragas Esq., Vandal Gragas, Oktoberfest Gragas, Superfan Gragas, Fnatic Gragas, Gragas Caskbreaker, Arctic Ops Gragas, Warden Gragas, Space Groove Gragas, and High Noon Gragas.

In season 5 of Teamfight Tactics, Gragas uses his Warden Gragas skin and is a Tier 1 Dawnbringer Brawler. His ability, Drunken Rage, grants him incoming damage reduction for a few seconds and causes his next basic attack to deal bonus magic damage. He was removed in season 6, returning in season 10 using his Space Groove Gragas skin as a Tier 2 Disco Spellweaver Bruiser. His Boogie Hour ability heals Gragas over brief period, then deals magic damage to surrounding enemies, slowing their atatck speed for a few seconds.

  • Acrofatic: Despite being decisively the fattest champion in the League, his Body Slam Dash Attack ability grants him a fairly great amount of mobility even among other melee champions.
    • His rarely seen Critical Hit animation (due to his kit being fairly lacking reasons to build the stat) is flopping his massive belly very outwards. He can clearly move himself with surety.
  • The Alcoholic: To be concise...
    • In the Mexican Spanish dub, the same line was translated as "The only time I have a drinking problem is when I run out of it!"note 
  • Berserk Button: Gragas takes his brewing seriously. Which is why when an attempted deception related to it is pulled on him twice in "A Well-Earned Tip", he gets bar-destroyingly pissed off.
  • Big Fun: How his in-game lines make him seem, with a good amount of boisterous statements and being an obvious alcoholic party-animal.
  • The Big Guy: Gragas is only a human, but he's massive.
  • Boisterous Bruiser: A big, bellowing party animal who loves to start fights and get drunk. Not necessarily in that order.
  • Booze-Based Buff: He restores health due to drinking from his cask every time he uses an ability, and Drunken Rage lets him guzzle deeply from his cask to get a few seconds of damage reduction, followed by a powerful slam with the cask. Since his brews have been imbued by a magical piece of ice, it's a Justified Trope.
  • Boring, but Practical: Gragas has a pretty simple gameplay pattern of using body slams and Explosive Cask to engage and disengage enemies, everything else in his kit not known for being especially flashy. He is also one of the most consistently relevant bruisers in the game's history, especially in competitive circles, since boring as those specialties may be, disruption in general is a good thing to have, and he's very good at it. Body Slam is not only a strong Dash Attack, it has priority over every other dash in the game and will override anyone trying to escape or engage with knockback, and a Flash/Body Slam combo is considered one of the most powerful and borderline unstoppable engages in the game, especially good for jungle ganks.
  • Difficult, but Awesome: His Barrel Roll ability travels quite slowly - it takes around two full seconds for it to reach its destination at full range from the start of casting the ability. His mana costs are rather high, making his early game somewhat painful. The knockback of his Explosive Cask ability can save enemies or doom allies if misused. With practice, he's a Lightning Bruiser who will deal large amounts of burst damage, using his ultimate to split enemy teams apart or kill squishier enemies by pushing them into his own team's front-line.
  • Drunken Master: He takes reduced damage while taking a drink from his Drunken Rage ability and empowers his next autoattack to become a cask slam on based off his target's max health. Justified Trope, as his ales have been affected by the exotic ingredients he's been using in them.
  • Gargle Blaster: Gragas' goal is to concoct a beverage so potent that even he can't handle it.
  • Gasshole: Every completed use of his Drunken Rage ability is accompanied by a loud burp.
  • Good Old Fisticuffs: His autoattacks are a downward hammer fist or a downward headbutt. Powered by his Drunken Rage ability, they'll hit a fair bit harder than the average Squishy Wizard's (though usually less than other champions that usually make use of autoattacking stats).
  • Gonk: Fattest champion in the League, bar none.
  • Hair-Trigger Temper: Responded to a volley of insults with a headbutt. Granted this is how most bar fights begin.
  • Jiggle Physics: Fortunately not for his bared breast, but his belly is constantly shaking as he moves and attacks.
  • Lightning Bruiser: Despite his massive size, he can still charge at you and Body Slam you, as one of his abilities can attest. His Drunken Rage ability makes him naturally hardier than most mages.
  • Made of Explodium: His Barrel Roll and Explosive Cask abilities. Unlike most examples, his kegs don't explode with any sort of fire or heat in its animations. They're just barrels of ale which... explode. Though not explicitly stated, the reason behind it can be inferred to be due to the magical shard of ice he found. Explosive Cask explodes with such force it can knock enemies back farther than the range of most champions.
  • Magikarp Power: His early game is somewhat painful since his main source of damage (which also serves as his only source of ranged damage at first and main source of pushing) will drain his mana pool in no time flat, leaving him nearly helpless. Once he gets past that and builds some ability power, his Barrel Roll ability annihilates minion waves with ease, his Body Slam will let him escape hairy situations and close in to exploit your enemies' tactical errors, the knockback of his Explosive Cask ability is significant enough to win late-game fights just by producing a very temporary numbers advantage for his team, and his kit in general can pull off a lot of burst damage.
  • Mundane Utility: The magical shard of ice he found in the Howling Abyss which he uses for making his liquor "had a handy side effect".
    Not only did this unmelting shard imbue his lager with incredible properties... it kept the mixture chilled at the perfect serving temperature.
  • Never Gets Drunk: Well, yes and no. He is pretty much always drunk, but his massive girth gives him such a high resistance to alcohol that he's unable to get as drunk as he wants to. This is why he seeks to brew something that will.
  • Not the Intended Use: Originally designed to be a short-range beefy tank that absorbed damage and used his long-range attacks to debuff and displace opponents and help his team, not kill. Players quickly picked up on how greatly he scaled his magical power and he for a long time was favored in a squishier, more burst damage-based mage position. Eventually Riot decided that in this case this style of play was clashing with his theme too much, so they remade him to function more as the beefy brawler he'd been originally envisioned as, but at the same time kept much of his magic damage scaling to make him more of a "bruiser mage" via the best of both worlds.
  • Oktoberfest: His skin of the same name wears lederhosen and throws around beer casks.
  • Out of Focus: Gragas has perhaps the least lore impact of any Freljordian champion, as while he has a biography that more or less fits with the current state of canon, he's otherwise irrelevant, being almost completely unmentioned in flavor text or in-game interactions of other characters.
  • Pet the Dog: In "A Well-Earned Tip" he spares the serving boy who'd brought him a fake mishmash brew his wrath (apparently because he knows bartenders often advertise expensive beers they don't actually have to try and look impressive and the mix he'd been brought instead is pretty much standard practice) and gives him a hefty tip taken from the jerkass merchant who'd tried to scam him (who had been rude to the boy by refusing to tip earlier).
  • Silliness Switch: Playing Gragas in general is markedly more humorous than his other compatriots in the League. Even among the more lighthearted champions, Gragas' concept of a nearly undressed large boisterous fatass that throws exploding barrels of ale and body slams into his enemies can be seen as a step above them in facetiousness.
  • Sophisticated as Hell: Gragas Esq. retains all the drunken uncouthness of regular Gragas in a high-class suit.
  • Squishy Wizard: His unintentional build path as mentioned above due to his solid AP scaling. But then again, his wine is actually magically brewed, so this isn't as far-fetched as one would believe. AP Gragas as the norm is very good at dealing a lot of rewarding poke-damage from any distance and is able to zone someone with good skill, and his ult is able to scatter as well as inflict massive damage enough to disengage any teamfight if used right.
  • Stout Strength: He even lives in mountains! He's pretty much the fattest character in the game by far and is stated in his background to loom over the tallest man. At first glance he's doesn't seem anything more than an uncouth though impressively large drunkard but nonetheless, he holds his own among the League's experienced soldiers and deadly assassins.
  • Stone Wall: Gragas is encouraged to build health in addition to ability power. With his passive healing from using his abilities it can be difficult to force him out of the lane.
  • Super Serum: His brews have been affected by the exotic and magical ingredients used in them.
  • Throw a Barrel at It: It's his whole schtick.
  • Use Your Head: Against all pretenses of reason, logic and comfort, one of Gragas' regular autoattack animations is a downward headbutt which he can utilize against all manner of monsters and fully-armored warriors in-game without fear of self-harm.
  • Violent Glaswegian: Pretty much what his drunken, red-bearded character design is going for.
  • A Wizard Did It: The odd properties of his barrels of ale in game can be seen as being explained behind the magical shard of ice he found and uses.
    • This was used even further by living by a Nexus in his old background - even his enormous height and width was explained by it.
  • Walking Shirtless Scene: His clothing is rags around his waist and groin and some ropes wrapped around his limbs and one across his torso like a sash. There's nothing else.
  • Wrestler in All of Us: His Body Slam ability is a highly entertaining concept and you should use it. However, it's nothing like a wrestling body slam (where a wrestler picks an opponent up across his chest and slams them down onto the ground), instead slamming his own body against his opponents.

    Graves, the Outlaw 

    Gwen, the Hallowed Seamstress 
https://static.tvtropes.org/pmwiki/pub/images/gwenloadscreen_0gwen_8.jpg
"Head high, chin up, scissors ready!"

Voiced by: Abby Trott (English), Erika Langarica (Mexican Spanish), Arisa Sakuraba (Japanese), Érica Kou (Brazilian Portuguese), Si-Woo Bang (Korean), Lyubov Aksenova (Russian)
Appears in: Legends of Runeterra, Ruined King (Cameo)

"The wind at my back feels so good. I can’t lose this. I won’t."

A former doll transformed and brought to life by magic, Gwen wields the very tools that once created her. She carries the weight of her maker’s love with every step, taking nothing for granted. At her command is the Hallowed Mist, an ancient and protective magic that has blessed Gwen’s scissors, needles, and sewing thread. So much is new to her, but Gwen remains joyfully determined to fight for the good that survives in a broken world.

Gwen is a Skirmisher champion, able to dash about the battlefield while ignoring CC, using her long scissors to cut enemies apart.
  • Her passive, Thousand Cuts, gives her basic attacks and Needlework additional magic damage and lifesteal based on her target's maximum health.
  • Her first ability, Snip Snip!, has Gwen rapidly snap her scissors to damage enemies in a cone in front of her at least twice. She can increase the number of times she snaps the scissors by landing basic attacks before using the ability, up to a maximum of six. Enemies in the center of each snip take true damage, as well as the bonus magic damage from Thousand Cuts.
  • Gwen's second ability, Hallowed Mist, has her create a surrounding field of mist that grants her Armor and Magic Resist, and renders her untargetable and invulnerable from enemies outside of it. The mist will attempt to follow Gwen if she walks out of the field or recasts the ability, but only once, disappearing if she attempts to leave after it moves.
  • Her third ability, Skip 'N Slash, is a short dash that gives her basic attack increased range, speed, and damage for a short period of time. The ability's cooldown is reduced if Gwen hits an enemy while empowered in this time.
  • Her ultimate ability, Needlework, has her throw a needle in a line to deal damage and slow enemies hit. She can then use Needlework up to two additional times, throwing 2 extra needles with each subsequent cast of Needlework.

Gwen's alternate skins include Space Groove Gwen, Cafe Cuties Gwen, and Soul Fighter Gwen. Legends of Runeterra exclusively includes Star Guardian Gwen, and Wild Rift exclusively includes Mythmaker Gwen.

In season 5 of Teamfight Tactics, Gwen is a Tier 5 Inanimate Mystic. Her Inanimate origin is a unique trait that creates a cloud of mist around Gwen's starting position for the first several seconds of combat, granting allies damage reduction while they remain in the mist. Her ability, Skip 'N Slash, makes Gwen dash around her target and snip three times in a cone, increased to six snips with every other cast. Each snip deals a flat amount of magic damage plus bonus magic damage based on enemies' maximum health and steals a flat amount of their armor and magic resistance for the rest of the round. She was removed in season 6, returning in season 9 as a Tier 4 Shadow Isles Slayer. Her Snip Snip! ability has Gwen dash around her target while snipping at them three times in a cone, each dealing magic damage to enemies hit, with every third cast also granting Gwen bonus armor and magic resistance for a few seconds. She was removed along with the Shadow Isles origin in the Horizonbound mid-set update.

In Legends of Runeterra, Gwen is a 4-mana 3/4 Shadow Isles champion with Quick Attack and Hallowed. When she attacks, she gains any Hallowed bonuses received by an ally and casts Snip Snip!, which drains 2 health from the enemy Nexus. When a copy of Gwen deals 10+ damage (with either strikes or Snip Snip!) she levels up, gaining +1/+1 and changing Snip Snip! to Snip Snip Snip!, which drains 1 health for every 2 Power she has (minimum of 2 instances and maximum of 50). Her Champion Spell is Gwen's Thread the Needle.
  • Achilles' Heel:
    • Gwen is good at keeping pace during fights, but since her dash has a fairly short range and a moderate cooldown if she doesn't attack an enemy afterwards, she struggles somewhat to escape a fight that isn't going her way. Hallowed Mist gives her some leeway in avoiding ranged damage or crowd control if ganked, but is contingent on her having it available at all, and is effectively moot if said ganker fights at close range instead.
    • She also has poor ganking power herself, and only a few ways to hold an opponent down to secure a kill. While champions with no hard crowd control aren't anything new, champions like Master Yi and Kai'sa compensate with strong roaming power or reach on top of having more reliable tools to stick to enemies, like Highlander's massive resetting movespeed buff or Killer Instinct's incredibly long-ranged dash. Gwen doesn't have such luxuries. Her dash has a short range and has a long cooldown if she's unable to hit anything, and her ultimate's slow is similarly unreliable for catching enemies since she only gets three casts. This culminates in enemies with even just halfway decent movement tools having a good chance of escaping a bad fight with her.
  • Animesque: Quite possibly beats Kayn in this regard. She has the wardrobe, the weapon, the hair style, and even her dialogue contains a few stock shonen phrases.
  • Badass Adorable: She was adorable as a doll and is still quite cute as a human. She's also imbued with Hallowed Mist that allows her to throw down with anyone on the roster in close-quarters combat.
  • Bait-and-Switch: Meta-wise, Gwen's entire existence acts as the payoff to one of these — in the champion roadmap following Viego's release, Riot teased a champion heavily implied to be Isolde herself due to the repeated emphasis on a "tailor" theme and sharing similar design motifs to Viego. Nobody was expecting that the champion would instead be Isolde's doll.
  • Become a Real Girl: A doll imbued with life magic that lets her become a human.
  • Beware the Nice Ones: She's a sweet and energetic doll, but she's also more than happy to go snip-snip on her enemies.
  • Blade Spam: Snip Snip! provides somewhere between two to six total rapid-fire slashes of her scissors within a second, acting as her main damage-dealing ability. The way it's designed greatly encourages her to use basic attacks before she uses it too, meaning that she's meant to layer blade spam upon further blade spam.
  • Blood Knight: In spite of her cheery personality and elegant appearance she has a lot of lines showing how excited she is to fight other champions.
    "Back when I was a doll, I really wanted to fight. This is my chance, my only one."
    "These turrets look strong, it will be quite fun cutting them down!"
    "A great day to fight!"
  • BFS: Gwen's shears were originally normal-sized, but when imbued with the same Hallowed Mist that powers her, they're now as big as her, creating a visual parallel to Viego and his enormous sword.
  • The Cameo: Upon arriving on the Shadow Isles in Ruined King, Gwen's doll form can be seen resting on a bench you walk by.
  • Character Development: She begins the start of the Ruined King Saga as a brave, but naive and over-eager fighter searching for a purpose with her newfound life, and by the end of it, she more confidently found her place as a slayer of what remains of the Black Mist in Runeterra. Following the Ruined King event, her voiceover was updated to reflect her following Viego's defeat, replacing lines foreshadowing her upcoming journey with the Sentinels with new ones reflecting their past together.
  • Cute Bruiser: A former doll now manifest in the form of a young human girl, Gwen's in-game specialty is getting her stab on with giant scissors in sustained duels.
  • Death of a Thousand Cuts: It's even referenced in her passive title, Thousand Cuts. Gwen is all about extracting as many individual basic attacks and ability strikes on her enemies as possible and as quickly as possible, rewarding her for being able to remain in prolonged skirmishes as she slices and dices her way to victory.
  • Elegant Gothic Lolita: Her black dress adorned with the emblems of the Ruined King and her Ojou Ringlets bring this image to mind straight away.
  • Exotic Eye Designs: As a carryover from her original button eyes, both of her pupils are cross-shaped, with her left pupil being at a different angle and a searing hot pink. Due to in-game limitations, her model depicts this more as one of her eyes being blue, the other a pale purple.
  • Flechette Storm: It needs some time to build up, but this is the ideal end result of Needlework, allowing her to generate a storm of needles to apply her piercing magic damage.
  • Gameplay and Story Segregation: Despite being solely motivated to protect everyone she holds dear, her kit is very selfish and almost incapable of assisting her allies, not even having a form of hard crowd control to contribute to fights. Her Hallowed Mist only affects and protects her from ranged attacks, despite being shown several times that she can protect anyone enveloped by the mist from harm.
  • Girly Bruiser: One of the cutest skirmisher champions, trading out stern badassery for a cute, doll-inspired design and a whimsical tailor theme to her name. And giant scissors. Hoo boy, does she know how to use them.
  • Good Counterpart: Gwen is implicitly framed as this to Viego — while Viego is a relentlessly selfish overlord that drives the world to darkness with a curse powered from his eternal suffering, Gwen is driven by the love shared by her creator (ironically Viego's wife) to help all that she can based on the uncertain amount of time she may have. Even the Hallowed Mist she's empowered by is implied to be a direct counterpart to the Black Mist, bringing the warmth of life instead of cruel undeath.
  • The Heart: Appropriately — considering that she's powered by the goodness of Isolde — she ends up filling this role in the newest team of Sentinels appointed to defeat Viego, acting as the bright, peppy, and optimistic epicenter among a ragtag group of stoic badasses and gritty antiheroes (not that they overshadow her in terms of fighting ability). She even tailors their uniforms and hair!
  • Humanity Ensues: Began life as a simple doll, the magic of the Blessed Isles transformed her into a human. Her bio specifies that she was brought to life through a force called the "Hallowed Mist", a force not only separate from the Black Mist, but appears to instill properties that makes it a good repellent.
  • Invisibility Cloak: It's very context-specific, but in Rise of the Sentinels, Gwen uses the Hallowed Mist to shroud her friends from the Black Mist. Viego is completely unable to see her or Senna once they hide in it, implying that it's so antithetical to the Black Mist's deathly energy that they're completely incapable of interacting with it.
  • Jerkass to One: She's pretty friendly toward most people, even with some enemy champions, but she's much more ruthless against Viego, and amusingly enough, Seraphine.
    (encountering Viego) "Viego. You never deserved love. Especially not hers."
    (killing Viego) "She pitied you. I never did."
    (encountering Seraphine) "A stage, a voice. Is that really all you are?"
    (killing Seraphine) "A pretty voice, Seraphine. What a shame that's all you were."
  • Life Drain: Her passive grants healing to Gwen based on the damage she deals to enemies, which is itself proportionally based on their maximum health. Considering that Snip Snip! and Needlework also apply the passive, expect Gwen to be able to siphon a good amount of health while in combat.
  • Lighter and Softer: By far the most light-hearted thing the Shadow Isles have spawned.
  • Lightning Bruiser: Gwen can do loads of damage overtime, the healing from Thousand Cuts and the defense buff from Hallowed Mist make her decently durable, and Skip 'n Slash lets her jump around fights rapidly.
  • Love Imbues Life: To what degree was she ever "alive" as a normal doll is unclear, but she was given a live human form by the Hallowed Mist and the youthful joy in Isolde's soul, and retains cherished memories of being made and doted on by her creator.
  • Magikarp Power: Gwen benefits im mensely from scaling up on account of just how much more AP does for her; more durability, better Life Drain, and most of all, much higher damage, the likes of which that even tanks and bruisers would need to be wary of due to how her passive works.
  • Mortality Phobia: Considering she only just first came to experience life after a very long millenium as a doll, it should be no surprise that death is her greatest fear.
  • Nice Girl: Gwen is a bundle of warmth and love that just wants to enjoy the world... and hack away anyone that threatens it.
    "Alright everyone. First, we must win. After, I'll be glad to fix any clothes, hair, or broken spirits."
  • Nigh-Invulnerability: Hallowed Mist allows her to create a field around her that renders her immune to damage and effects that come from enemies outside it, similar to Xin Zhao, on top of bolstering her resistances. The tradeoff is that she's still a close-ranged fighter and will become open to such attacks if its user is in the field, the field will only follow her position one time, and it only lasts for four seconds. Despite its limitations, it's still a very powerful tool for a duelist, giving her some means of avoiding outside interference while granting her more resists to deal with whoever she's focusing on.
  • Ojou Ringlets: Sports a brilliant example in her classic skin.
  • Sense Freak: She used to only be able to observe the world as a doll, and with her human form, she's ecstatic to explore the world and experience anything she can now interact with.
  • Shear Menace: Uses a pair of giant tailor's scissors, accented by needles for projectile attacks. They belonged to her maker, Isolde, and were empowered by the Hallowed Mist to become the weapons they are in the present.
  • Simple, yet Awesome: Gwen is far from being the most technical Skirmisher in the game, one with a straightforward goal of getting the most strikes from Snip! Snip! as she can (especially with her true damage sweetspot), with a short dash to position herself better and Hallowed Mist and Needlework to keep her alive during it. Because Gwen has so much innate Life Drain and ways to circumvent threats with her mobility and Hallowed Mist, this playstyle can totally cut it when played well, allowing her to put out frightening levels of damage that will shred even tanks with ease and being deceptively durable while doing so, meaning she's overall not to be underestimated.
  • Skill Gate Characters: However, for all the power she has, her weaknesses become more and more apparent as the game goes on. Gwen is vulnerable to ganks on account of her dash's short range and long cooldown early, and Hallowed Mist's effectiveness at helping her escape from said ganks will vary wildly depending on the enemy team's composition. Gwen's dash-and-shred strength is also offset by her own weak ganking power; if she dashes into the fray, she must be absolutely sure she can reliably kill her target fast, or else she'll be quickly maimed to hell and back by the defending camp, especially under turrets. Combined with her reliance on AP bruiser items (which are expensive as hell compared to other mage items not named Rabadon's Deathcap), Gwen is heavily reliant on snowballing and scaling up to be an extreme threat, and her only real uses beyond pure damage in teamfights are dueling and splitpushing.
  • Skip of Innocence: She puts plenty of innocent pep in every step she takes, and even her dash ability is just a slightly longer one that grants her a few bonus offensive stats upon use.
  • Soul Fragment: She stands as a completely autonomous individual, but she was created directly from a portion of Isolde's soul after it split into various fetters.
  • Textile Work Is Feminine : Just like her maker, Gwen's sewing skills are framed as a delicate and feminine art, especially when she's already decked out in frilly Lolita fashion that emphasizes her girliness.
  • Toy Transmutation: Usually Gwen is an inversion, but in some in-game circumstances, she reverts back into her original doll form, such as in her joke animation or if she gets killed.
  • Video Game Dashing: Skip 'N Slash provides a lot of maneuverability and lets Gwen avoid all sorts of skillshots and crowd control to get in her opponent's face.
  • The World Is Just Awesome: She's utterly enamored with the world, and will fight against anyone that tries to ruin it for her.

    Hecarim, the Shadow of War 
https://static.tvtropes.org/pmwiki/pub/images/hecarimupdate.jpg
"Behold the might of the Shadow Isles!"

Voiced by: Scott McNeil (English), César Díaz Capilla (European Spanish), Ruben Moya (Mexican Spanish), Hiroshi Shirokuma (Japanese), Ricardo Juarez (Brazilian Portuguese), Man-Yeong Park (Korean), Andrey Danilyuk (Russian)
Appears In: Legends of Runeterra, Ruined King (Cameo), Ruination

"Break their ranks and ride them down without mercy. Crush the living and feast on their terror."

Hecarim is a spectral fusion of man and beast, cursed to ride down the souls of the living for all eternity. When the Blessed Isles fell into shadow, this proud knight was obliterated by the destructive energies of the Ruination, along with all his cavalry and their mounts. Now, whenever the Black Mist reaches out across Runeterra, he leads their devastating charge, reveling in the slaughter and crushing the foe beneath his armored hooves.

Hecarim is a Diver champion adept at using his high speed to dive right into the enemy team, spreading chaos and mayhem while he hacks and slashes his way through.
  • His passive, Warpath, increases Hecarim's attack damage based on his movement speed.
  • With his first ability, Rampage, Hecarim cleaves nearby enemies with his halberd, damaging them. Hitting a target briefly increases the damage and reduces the cooldown of further uses of Rampage, stacking up to two times.
  • His second ability, Spirit of Dread, surrounds Hecarim with a ghostly aura of dread for a few seconds that continuously damages enemies inside it. Hecarim is healed by a percentage of all damage dealt to enemies inside the aura.
  • His third ability, Devastating Charge, grants Hecarim bonus movement speed that increases over the next few seconds and allows him to move through units. His next basic attack makes Hecarim charge at the target from a distance, dealing bonus damage and knocking them back, increasing based on distance traveled.
  • With his ultimate ability, Onslaught of Shadows, Hecarim summons a host of spectral riders and charges alongside them towards a target location, damaging enemies in their path. Enemies around his final destination are feared, forced to flee from Hecarim by a duration that increases the longer he charged.

Hecarim's alternate skins include Blood Knight Hecarim, Reaper Hecarim, Headless Hecarim, Arcade Hecarim, Elderwood Hecarim, Worldbreaker Hecarim, Lancer Zero Hecarim, High Noon Hecarim, Cosmic Charger Hecarim, Arcana Hecarim, and Winterblessed Hecarim.

In season 4 of Teamfight Tactics, Hecarim is a Tier 2 Elderwood Vanguard using his Elderwood skin. His Spirit of Life ability emits an aura around him that deals magic damage over time to enemies in its radius, while also healing Hecarim over the duration. He was removed in the Festival of Beasts mid-set update. He returns in season 5 using his base skin as a Tier 2 Forgotten Cavalier; his ability remains unchanged aside from being renamed to Spirit of Dread. He was removed in season 6, returning in season 7 using his High Noon Hecarim skin as a Tier 4 Ragewing Cavalier. His new ability, Onslaught of Shadows, summons a wave of spectral riders which charge through his target in a line, damaging and stunning all enemies in their path. Though not a playable champ in season 10, Hecarim returns as the Country buff active, appearing with his High Noon Hecarim skin if your team loses 30% of their total health.

In Legends of Runeterra, Hecarim is a 6-mana 5/6 Shadow Isles Champion with Overwhelm, who summons two attacking 2/2 Spectral Riders with Ephemeral whenever he attacks. When you have attacked with 7 or more Ephemeral allies during a game he levels up, gaining +1/+1 and granting all Ephemeral allies +3/+0 for the rest of the game. His Champion Spell is Hecarim's Onslaught of Shadows.
  • Ambition is Evil: Most of Hecarim's actions in life were driven by this, from leaving his master to die for not naming Hecarim his successor as Knight Commander of the Iron Order to murdering Kalista in order to secure his role as the Ruined King's favored servant. In death, Hecarim is less ambitious and more psychotically obsessed with violence.
  • Arch-Enemy: Kalista is this, whenever she can separate herself from her Mind Hive enough to remember him clearly. A more clear-cut example would be Commander Ledros, who loved Kalista and blames himself for not being fast enough to save her from Hecarim's betrayal.
  • Asshole Victim: Like most beings from the Shadow Isles, he's one of the many victims of the Ruined King's curse, but It's really hard to feel sorry for him considering his history of slaughtering various people for his ambition gains, and his own enjoyment including betraying Kalista, and slaughtering those in the Blessed Isles ultimately leading to the curse.
  • Attack! Attack! Attack!: Hecarim's entire kit places emphasis on charging straight in and hacking away until something is dead. His Rampage ability is meant for this, lowering the cooldown by a second each time it hits an enemy down to a cap, and can be spammed almost endlessly due to its low cost. Spirit of Dread heals him for a percentage of the damage enemies take within its circle while it's active. Smashing your enemies is now both fun and healthy! On the other hand, this all leaves him limited options besides "tactical withdrawal" and "full-out assault", unlike some other junglers.
  • Attack of the 50-Foot Whatever: His Worldbreaker skin in the splash art is huge, easily making him one of the canonically biggest champions. Naturally, this does not translate to gameplay; he's no bigger than the already big standard skin Hecarim.
  • Blood Knight: One of his skin names, but applies to Hecarim as a whole.
  • Body Horror: When the Ruined King triggered the doom of the Shadow Isles, Hecarim's fate was to be fused with the horse he was riding at the time.
  • The Cavalry: Most junglers fulfill this role at some point or another but Hecarim takes it to a more literal level, galloping full-speed into the fray then smashing into the enemy's flank unexpectedly.
  • Chronic Backstabbing Disorder: His expanded backstory from the Shadow and Fortune story reveals that he suffered from a serious case of this in life. He not only left the Knight Commander of the Iron Order to die during a battle, but also literally stabbed Kalista in the back after promising to support her in the event that negotiations with the Blessed Isles broke down.
  • Cursed with Awesome: While most spirits of the Shadow Isles are miserable monstrosities, Hecarim rivals Thresh with how much he revels in his immortal, undead form. Happily leading his similarly undead Iron Order to wreak havoc on the Isles.
  • Death or Glory Attack: Hecarim seems to be built around this. Devastating Charge and Ghost into the enemy team followed up by Onslaught Of Shadows is a very powerful initiation maneuver that can throw their formation into disarray. However, this puts him right into the thick of it and thus depends on his team to follow up so that damage-into-healing from Spirit of Dread can keep him alive- if anything goes wrong he's probably screwed.
  • Dynamic Entry: A typical Hecarim gank involves starting Devastating Charge ahead of time, barreling straight into a lane, then knocking the victim toward his teammates, possibly following up with Onslaught of Shadows. This happens so fast that he can successfully gank even if the enemy saw him ahead of time and began to retreat as he approaches, something that few junglers can claim to do.
  • Evil Sounds Deep: Hecarim probably has the second-deepest voice in the entire game after Nautilus, which makes for one intimidating centaur-ghost-knight thing when combined with the spooky echo and the depressing things that he says.
  • Fake Difficulty: Like Cho'gath, Hecarim is large enough to physically cover smaller teammates like Yordles, potentially forcing enemies to target him instead of his tiny friend.
  • Faux Flame: He and his lance are wreathed in a blue spectral fire.
  • Foe-Tossing Charge: His Devastating Charge ability knocks enemies back. Onslaught of Shadows is a Foe Scattering Charge that causes enemies around him to run directly away from him when he stops.
  • Fragile Speedster: He starts off like this, having below-average dueling potential or toughness relative to other comparable fighters. He does, however, have impressive mobility with Devastating Charge that lets him roam around rather quickly and gank lanes relentlessly. The goal of many Hecarim builds is to capitalize on this and build items that let him become a Lightning Bruiser so that he becomes a terror later on in teamfights. It definitely helps that his Warpath passive gives him more hitting power the faster he runs.
  • Glass Cannon: He's this by default, though building towards survivability is a good idea to keep him alive after he plows into the enemy team and spreads havoc.
  • Headless Horseman: Literally with Headless Hecarim, although he does wear a pumpkin on his shoulders, much like The Headless Horseman of Sleepy Hollow.
  • Healing Factor: Gains health based on damage dealt around him when activating Spirit of Dread. It's not much early on but activating it at the right moment in all-out teamfights allows him to soak up absurd amounts of damage.
  • Hellish Horseman: Oh yes. He's a terrifying undead, spectral centaur that will ride you down and kill you agonizingly just because he can.
  • Horsemen of the Apocalypse: A literal horse/man of War.
  • Horse Jump: Devastating Charge lets him hop over small walls to reach an enemy and his ultimate lets him pass through any terrain for a moment.
  • Ineffectual Loner: Sort of. He works well as a jungler and can roam around independently but overall he depends on being near his teammates lategame to maximize the healing effect of Spirit of Dread.
  • Lightning Bruiser: The more movement speed he gains, the stronger he gets. And he can be built to be tanky as hell. Good luck.
  • Night of the Living Mooks: On a smaller scale; Onslaught of Shadows conjures up a host of undead riders that flank Hecarim's charge for a moment.
  • Nonhuman Undead: A spectral centaur.
  • Our Ghosts Are Different: Well, being a ghost-centaur is pretty different on his own. His armor and helmet are perfectly normal-looking, but his body is blue underneath and radiates blue flames along with his weapon.
  • Significant Anagram: "Hecarim" is "chimera" rearranged.
  • Sinister Scythe: Reaper Hecarim fights with a spooky-looking scythe.
  • Spam Attack: Rampage can be used up to every 2 seconds and hitting something with it reduces the cooldown on the next use. This and autoattacking make up most of his damage output; players often build a Sheen due to Rampage's sheer spam potential so that every other autoattack now hits doubly hard.
  • Spin Attack: Rampage (again) has him spin his lance around him.
  • Super-Persistent Predator: It's difficult to shake off a Hecarim chasing you down, between his high movement speed, his capacity to trample through everyone in his path, and his ability to follow escapes over walls.
  • Was Once a Man: Like all those who were present during the Ruination, Hecarim was once a normal human. Now he's a spectral monstrosity fused from the waist down to his horse.

    Heimerdinger, the Revered Inventor 

Cecil B. Heimerdinger

https://static.tvtropes.org/pmwiki/pub/images/heimerdinger_originalloading.jpg
"Indeed, a wise choice."

Voiced by: Dennis Collins Johnson (English), Jason Palmer (English/Dragon Trainer, Legends of Runeterra, Hextech Mayhem), César Díaz Capilla (European Spanish), José Luis Orozco (Mexican Spanish), Natsuki Hanae (Japanese), André Bellisar (Brazilian Portuguese), Gwang-Guk Kim (Korean), Vladimir Gerasimov (Russian)
Appears In: Mechs vs. Minions, Legends of Runeterra, Tales of Runeterra, Arcane, Hextech Mayhem

"Impossible, you say? Nonsense. Just wait till you see my calculations!"

A brilliant yet eccentric yordle scientist, Professor Cecil B. Heimerdinger is one of the most innovative and esteemed inventors Piltover has ever known. Relentless in his work to the point of neurotic obsession, he thrives on answering the universe’s most impenetrable questions. Though his theories often appear opaque and esoteric, Heimerdinger has crafted some of Piltover’s most miraculous—not to mention lethal—machinery, and constantly tinkers with his inventions to make them even more efficient.

Heimerdinger is a Specialist champion who uses his versatile inventions to deal with different situations, deploying significant sustained damage, burst and crowd control as needed.
  • His passive, Hextech Affinity, increases his movement speed when he is close to an allied tower or one of his turrets.
  • His first ability, H-28G Evolution Turret, passively stores charges, up to three. When activated, Heimerdinger spends a charge to deploy a turret that attacks nearby enemies with rapid-fire projectiles and a pass-through laser that charges slowly over time or by hitting enemies with his other abilities.
  • With his second ability, Hextech Micro Rockets, Heimerdinger sends out a wave of rockets that converge at a target location and then fan out, each damaging the first enemy it hits.
  • With his third ability, CH-2 Electron Storm Grenade, Heimerdinger lobs a shock grenade to a target location that damages and slows nearby enemies. Enemies in the center of the explosion are stunned instead.
  • His ultimate ability, UPGRADE!!!, makes his next ability free to cast and greatly enhances its effects:
    • H-28G Evolution Turret becomes H-28Q Apex Turret, deploying a much larger temporary turret that has bonus health and damage. Its rapid-fire machine gun attack also damages enemies around its main target and slows all targets hit, while its pass-through laser charges much more rapidly.
    • Hextech Micro Rockets becomes Hextech Rocket Swarm, sending out a devastating barrage of four waves of rockets that deal increased damage to the first enemy they hit.
    • CH-2 Electron Storm Grenade becomes CH-3X Lightning Grenade, lobbing a grenade that bounces three times, each bounce damaging and slowing nearby enemies, or stunning those in the center of the blast.

Heimerdinger's alternate skins include Alien Invader Heimerdinger, Blast Zone Heimerdinger, Piltover Customs Heimerdinger, Snowmerdinger, Hazmat Heimerdinger, Dragon Trainer Heimerdinger, Pool Party Heimerdinger, and Heimerstinger.

In season 5 of Teamfight Tactics, Heimerdinger uses his Dragon Trainer Heimerdinger skin as a Tier 5 Draconic Caretaker Renewer; his Caretaker class is a unique trait that summons a stationary Baby Dragon turret that can be freely deployed as a separate unit, gains a percentage of Heimerdinger's attack speed, and restores mana to Heimerdinger on death. His ability, UPGRADE!!!, empowers his Baby Dragon's next basic attack to launch a volley of three fireballs across the battlefield, dealing magic damage to enemies hit, causing them to burn for additional true damage over time based on their maximum health, and reducing their healing for the duration. If Heimerdinger does not have a Baby Dragon on the board, casting the ability will summon a new one instead. In season 6, he uses his base skin and is a Tier 3 Yordle Innovator Scholar. His ability was changed to Rocket Swarm, which fires a wave of five rockets that converge on his current target, each dealing magic damage to the first enemy they hit. Every third cast is empowered to launch three waves of rockets instead. He was removed in the Neon Nights mid-set update, returning in season 7 again with his Dragon Trainer Heimerdinger skin as a Tier 1 Trainer Mage. His new Egg Toss ability lobs an egg at the highest health enemy, dealing magic damage and briefly stunning them. He is no longer a purchasable champion in the Uncharted Realms mid-set update, instead being a special summoned unit from Nomsy, his former trainee, if the Mage class is her randomly assigned trait for the match. Heimerdinger retains the same ability, while Nomsy's Prodigy origin shares 100% of her ability power with him, grants him attack speed if she dies, and allows both units to both directly benefit from and count towards the Mage class's breakpoints. He returns as a purchasable champion in season 9 using his base skin as a Tier 5 Piltover Yordle Technogenius. His Technogenius class is a unique trait that summons a staionary Apex Turret which can be freely deployed as a separate unit and shares Heimerdinger's attack speed and ability power. While the trait is active, upgrades for the Apex Turret can randomly appear in the shop costing 6 gold each, the Turret being able to equip up to three upgrades. Heimerdinger's ability is CH-3X Lightning Grenade, throwing a grenade at the largest group of enemies that deals magic damage and stuns in a large area. He loses the Yordle origin due to the removal of the trait in the Horizonbound mid-set update.

In Legends of Runeterra, Heimerdinger is a 5-mana 2/4 dual Piltover & Zaun and Bandle City (formerly mono-Piltover & Zaun) Yordle Champion. Whenever you cast any spell, he generates a Turret follower in your hand depending on its cost, each of which is a Tech unit that has Power equal to the mana cost of the spell that created it, 1 Health, and a different keyword, except for spells costing 8 or more which generate an 8/8 T-Hex. The Turrets are Fleeting when created, but cost 0 mana on the turn they're created (although if sent back to your hand they aren't Fleeting and regain their usual cost). When Heimerdinger sees 12 or more Power worth of Tech allies summoned he levels up, gaining +1/+1 and granting all further Turrets he creates +1/+1. His Champion Spell is Heimerdinger's Progress Day!.

Heimerdinger is a supporting character in the animated series Arcane. For tropes specific to that version of the character, see his character sheet.


  • Absent-Minded Professor: One of the most brilliant inventors on Runeterra and a founding father for Piltover? Yes. Scatter-brained, prone to losing track of his experiments, and hard for most people to understand? Also yes.
    Heimerdinger: I seem to have misplaced my latest work. And my mezzanine. I'm concerned about my bot, but the shrieking from the ceramics research laboratory gives me hope!
  • The Ace: Is considered this among the inventor Yordles, which includes fellow League champions Ziggs and Rumble.
  • Art Evolution: He received a VGU in the 2014 preseason, giving him a fresh take on his design (moving past his giant-brained scientist look to make him a much furrier, Einstein-esque mechanic who wore an appropriate suit), his animations, splash art, and voiceover.
  • Artistic License – Physics: One of his oldest lines has him expound entropy as "a never-ending cycle" — entropy is, very broadly speaking, a measure of disorder and chaos in any given system, and is often observed as transforming one way or the other, not strictly a "cycle"note . Later additions to the game (including Heimerdinger himself come his visual update) lampshade the lack of sense it makes.
    Professor Lymerenote : (while Heimerdinger is nearby) Order, entropy... it's not a cycle at all!
    Heimerdinger: Order, entropy; a never ending cycle. (beat) Or is it?
  • Ascended Meme: After his visual update, he gained a reference to the "raise your dongers" meme.
  • Balance Buff: Heimerdinger was released very early in the game's life, but while his kit was thematically very similar to what we have today, Riot had immense struggles early on figuring out how to balance his turret-centric gameplay, constantly tweaking how his turrets and supplementary abilities behaved. Initially in 2009, he was able to place up to six turrets at a time, but they started very weak and had to be upgraded using his ultimate ability, with turrets being designed to be upgraded up to three times to gain certain level-based bonuses, from increased defensive stats to AoE damage. His missiles — rather than firing in a spreading cone — were also made to randomly target nearby enemies, and his grenade would blind enemies. By 2011, his max turret count was reduced to two at a time, passively gained bonus properties by ability rank, while his UPGRADE!! ultimate buffed all of Heimerdinger's abilities in general for a few seconds, making his turrets slow enemies, giving him a few more rockets to fire, and giving his grenade more range. Eventually, he received a proper VGU in October 2013, where Riot settled on his current-day kit: three max turrets (with their own Charged Attack functions made to synergize with his other abilities), and an ultimate that allows him to radically buff one cast of his abilities, with significantly beefier variants of his turrets, rockets, and grenades.
  • Cool Old Guy: An elderly scientist with a grandfatherly gentleness to his interactions.
  • Death of a Thousand Cuts: His specialty. He has notable burst in his micro-rockets, but the real damage comes from when you rush through his turrets and eat a stun grenade to the face, allowing the toylike machine guns you ignored to tear you to pieces.
  • Difficult, but Awesome: Zig-zagged; it's not at all hard to play him to a competent degree, as his turrets are especially good at zoning and punishing uncoordinated enemy teams. Playing him in a high competitive setting, however, is much trickier due to his lack of obvious options, but that's not to say he's completely useless. There's a surprisingly large amount of mechanics regarding his turrets and how his abilities interact with them (which the game itself doesn't make especially clear), with there being plenty of ways to fully maximize their power through unorthodox, if tricky combos.
  • Einstein Hair: Fittingly for his eccentric scientist theme, he has a lot of wild hair.
  • Gentleman Snarker: He has the disposition of an (admittedly eccentric) professor, and he never needs to sacrifice it in exchange for wit.
    Jinx: You build the vroom-vrooms, and I'll do the kchachachooooo--za!
    Heimerdinger: Ah, I see we're using technical terms.
  • Glamour: According to the "Paint the Town" comic, Heimerdinger devised a "visual transmogrification charm" to allow him and Ziggs to work in Piltover without revealing their yordle nature.
  • Hair of Gold, Heart of Gold: His hair/fur is blonde (aside from around his face) and he's a generally well-meaning scientist, if a bit eccentric.
  • Hammerspace Hair: He stores a number of gadgets in his hair, namely the robotic claw called the Dangerously Inventive Neural Grenade Rocket-Arm (or D.I.N.G.R.) to fire rockets and bombs.
  • Head Pet: Pythagoras for Dragon Tamer Heimerdinger.
  • Humongous Mecha: In Legends of Runeterra, among many of Heimerdinger's inventions present as units, the T-Hex is among his strongest, largest (towering in at 652 feet), and he considers it his finest creation.
  • Innocent Blue Eyes: Revealed in "True Genius" that underneath the big blue goggles he has big blue eyes.
  • Insistent Terminology: Even in tooltips, it's UPGRADE!. All caps, exclamation point mandatory.
  • Jack of All Trades: He's very well-rounded for a mage, managing to encompass all three subclasses of the archetype, conveniently with one per basic ability: his turrets provide him with the sustained area control of a battle mage, his rockets give him the reaching poke of an artillery mage, and his stun grenade provides burst of crowd control to set up quick combos. Consequently though, this means he loses his strength in any specialty once he spends the respective ability's cooldown, meaning he's not as proficient as other champions more dedicated in focus.
  • Labcoat of Science and Medicine: His Pre-VU design features this, although his current appearance gives him a dark blue/teal coat that gives off more of a mechanic vibe. (Which still makes sense, given how much time he spends with machinery in particular.)
  • Last-Name Basis: It wasn't until his rewritten lore was released that we were even made aware that Heimerdinger wasn't his entire name. His full name is Professor Cecil B. Heimerdinger.
  • Macross Missile Massacre: His bread and butter poke ability, a wave of rockets that quickly converge on wherever your cursor is, then spreads out. And then you UPGRADE! it becomes a bullet hell for your enemy.
  • More Dakka: You can place up to three turrets to augment your zoning potential.
  • Mythology Gag: Heimerdinger has two different walking animations (which can be toggled through emoting): his modern bouncy gait, and a goofier-looking waddle that recreates his walk from his prior incarnation before his preseason-2014 VGU.
  • Non-Fatal Explosions: Blast Zone Heimerdinger shows all the signs of having been in one.
  • The Professor: He definitely evokes the vibe of a stereotypical, frenetic Einstein-ian scientist archetype, albeit one focused on magical engineering.
  • Retcon:
    • On release in 2009, Heimerdinger had settled down in Piltover (then called "Piltdown") along with several like-minded yordles, forming a famous Yordle Academy of Science and Progress. He had also performed an experimental procedure on himself to gain access of more of his brain, inadvertently resulting in him developing a huge, brain-shaped head. With his preseason-2014 VGU, as well as general lore retcons making yordles much more rare and mysterious among Runeterra, these traits became majorly downplayed, with Legends of Runeterra suggesting that he continues to work as a Piltie academic, but disguised with glamour.
    • Arcane further retcons this by having Heimerdinger's status as a yordle openly known (including the fact that he is older than the city itself), along with having other yordles appear as bit characters openly.
  • Ridiculously Cute Critter: Pythagoras, the baby dragon Dragon Tamer Heimerdinger wears on his head, as well as the other baby dragons he uses as turrets. The skin's /dance emote is quite possibly THE single cutest thing in the entire game, poros included.
  • Science Foils: With Ziggs. While the two respect each other and collaborate together (running a shop in Piltover, building mecha Malphite), Heimerdinger is more cautious and straight-laced than his pupil. Also while Heimerdinger tends to specialize in mechanical engineering, Ziggs specializes exclusively in explosives... which can get on Heimerdinger's nerves.
    Heimerdinger: Have you considered making quieter hexplosives?
  • Sesquipedalian Loquaciousness: He's not too bad with his in-game quotes aside from a few bits of scientific jargon, but "Paint the Town" really dials up the comically and unnecessarily long word choices. Ziggs even calls him a "walking thesaurus."
  • Skill Gate Characters: In lower levels, his turret setups and other complementary skillshots make him an utter nightmare for uncoordinated enemy teams, making him a pushing monster who when fed can turn into an "Instant Death" Radius. Once you go in higher levels, however, you're more likely to run into enemies who know how to simply poke him and his turrets out from long range (either by active counterpicks or lane swapping), or just dogpiling onto him while he's overextended and/or before he can set up his turrets.
  • Took a Level in Badass: Meta-wise, he made a rather unbelievable jump in professional leagues around mid-season 8, where an enormous meta shift that reduced the effectiveness of marksmen (one of his bigger weaknesses) resulted in bizarre marksmen-less comps running across the entire game. Previously, Heimerdinger has consistently been recognized as pretty much worthless or extremely niche in professional contexts, but following this shift, he started to see regular play and success in the LCS due to his heavy push/poke and anti-dive nature becoming perfectly viable in the meta.
  • The Turret Master: His unique ability. He can have up to three turrets out at once.
  • Weak Turret Gun: Their HP is about at par with the melee minions', and that's at their best. The damage starts off at caster minion level, then it gets better - the base damage can't match champion autoattacks, but it does scale with Heimerdinger's ability power. At least they fire somewhat rapidly. Of course, they're meant to supplement Heimerdinger's attacks, not be self-sufficient.
  • We Do Not Know Each Other: At the end of "Paint the Town", after Ziggs semi-willingly goes with Jinx on a destructive explosion spree throughout Piltover and ends up revealed as a yordle to the public, he spots a still-glamoured Heimerdinger in the crowd and pleads for him to tell them he's not dangerous. Unfortunately, given how disobedient and troublesome he had become by that point, Heimerdinger has no choice but to say "I... don't know what this creature is talking about."

    Hwei, the Visionary 

Lukai Hwei

https://static.tvtropes.org/pmwiki/pub/images/hweilol.jpg
"A painter meets their subject eye to eye."

Voiced by: Stephen Fu (English)

"Calm and chaos—leave everything on the canvas."

Hwei is a brooding painter who creates brilliant art in order to confront Ionia’s criminals and comfort their victims. Beneath his melancholy roils a torn, emotional mind—haunted by both the vibrant visions of his imagination and the gruesome memories of his temple’s massacre. Hwei seeks to understand this light and dark, which drives him inevitably toward the artist who unraveled him. With paintbrush and palette, Hwei shapes endless possibilities as he draws ever closer to earning closure or embracing despair.

Hwei is an Artillery Mage champion with a staggering nine abilities as opposed to the standard three, granting an incredible amount of versatility for those who master his craft.
  • His passive, Signature of the Visionary, has two effects:
    • Hwei's damaging abilities mark enemies hit for a duration, causing his next damaging ability against them to consume the mark to deal damage to the target and surrounding enemies after a delay.
    • Hwei has three distinct moods: Disaster, Serenity, and Torment, which he can enter into by using his basic ability hotkeys. When one mood is selected, he's granted access to three new abilities that have different effects, giving him nine total basic abilities. Casting an ability puts its entire respective mood on cooldown, but when it returns, all of its abilities become available to use again. Pressing his ultimate button while a mood is active has him clean his brush, discarding the mood without using mana or cooldowns.
  • With his first ability, Subject: Disaster, Hwei enters a disastrous mood, gaining the following three abilities based on dealing damage:
    • Devastating Fire creates a fireball that explodes on the first enemy hit or upon reaching maximum range, dealing damage to all enemies in an area.
    • Severing Bolt creates a lightning bolt within a large range that strikes the target area after a delay, dealing damage. Immobilized or isolated enemies take increased damage.
    • Molten Fissure creates a field of eruptions that leaves lingering lava in it’s path. Each eruption deals damage to enemies hit, and enemies in the lava area are slowed and dealt damage per second.
  • With his second ability, Subject: Serenity, Hwei enters a serene mood, gaining the following three abilities based on personal utility and support power:
    • Fleeting Current creates a current in a line for a few seconds that grants movement speed to himself and allies.
    • Pool of Reflection creates a protective pool that lasts for a few seconds. Allied champions inside the area gain an immediate shield, increasing in value over a few seconds while in the area.
    • Stirring Lights creates three lights that circle him for a few seconds. Hwei's next 3 attacks or spells deal bonus damage and grant mana on hit.
  • With his third ability, Subject: Torment, Hwei enters a tumultuous mood, gaining the following three abilities based on offensive utility:
    • Grim Visage launches a terrifying face that strikes the first enemy hit, damaging and causing them to flee for a brief duration.
    • Gaze of the Abyss creates an abyssal eye at the target location that grants vision and locks onto the nearest visible enemy champion. After a delay, the eye fires at the locked-on champion, rooting the first enemy in its path for a few seconds and damaging them.
    • Crushing Maw creates crushing jaws that deals damage to enemies hit and pulls them toward the center, slowing them by a set amount that quickly decays.
  • His ultimate ability, Spiraling Despair, must be cast without a mood equipped. On activation, Hwei hurls out a globule of pure despair that sticks to an enemy champion for a few seconds. The vision expands and and deals damage over time to enemies it touches. Enemies within the zone are afflicted with stacks of Despair over time, with each stack applying an accumulative slow. Upon completion, the vision shatters, dealing damage.

Hwei's alternate skin is Winterblessed Hwei.

In season 11 of Teamfight Tactics, Hwei is a Tier 5 Mythic Artist. His Artist class is a unique trait that allows Hwei to create a 1-star copy of any ally champion placed on a special bench slot after a number of rounds have elapsed equalling to the champion's tier. His ability, A Brush with Fate, creates an expanding pool around the largest cluster of units that periodically heals allies in the area. The pool explodes after a few seconds, dealing magic damage to enemies within and applying another burst of healing to allies.
  • Anti-Frustration Features: Hwei's developers purposefully mapped out his abilities so that those with the most generally useful power are accessible when pressing certain keys consecutively: a generic fireball from QQ, a shield for WW, and a generic AoE stun for EE. This makes it easier to learn Hwei as even if one's in a panic situation and mindless spams certain keys, you'll still probably churn out spells that will be of use in most situations.
  • Art Attacker: Originally advertised as an "artistic midlander", Hwei integrates colorful inks into his fighting style, using them to create a menagerie of different spells that deal damage, buffs his team, or provides some other powerful mage utility.
  • Art Initiates Life: He can create anything from faces to rivers to lightning bolts with his paint.
  • Blue Is Calm: The fittingly-named Serenity mood colors all of his spells a light blue.
  • Classical Anti-Hero: Hwei is a noble, emotional man who seeks to use his magical artistry to punish evildoers and protect the innocent, but he's heavily burdened by his trauma and the uncertain future that Jhin left for him to figure out. During gameplay, his voiceover has him draw from one of two sets of dialogue at a time, representing a "dark path" full of angsty, cynical thoughts and a "light path" where he begins to find peace with himself, with him being programmed with a chance to flip between the two at certain keypoints of the game, done by Riot to highlight the fraught dichotomy of his complicated mental state.
  • Combo Platter Powers: His magical paint manifests as various kinds of powers, including fireballs, lightning strikes, volcanic eruptions, three kinds of water-based spells (one of which, Stirring Lights, also adds light to the mix), two different forms of Emotion Bombs, and two types of void-based abilities.
  • Combos: Hwei's passive strongly encourages him to land consecutive abilities onto enemies, rewarding him with bonus damage if he hits them with two in a row. Given how on their own, most of his spells are quite simple and limited in function, certain ability pairings are more effective on certain kinds of enemies than others, with much of the challenge playing as Hwei being to figure out what they are for any given foe in any given context, and casting them effectively.
  • Dark Is Not Evil: He's a very gloomy and dark lad, but is also capable of great empathy and ingenuity. This is reflected in the contrast between his dark, muted costume and the vibrant, saturated ink he wields, showing how he's capable of great things despite his sorrowful tone.
  • Difficult, but Awesome: Hwei's developers make it clear that this champion is not for low-skill players: he's a complicated, dense mage with nine regular abilities that each fulfill a certain gameplay niche and must be strung along to respond with whatever matchups or situations he ends up in, requiring keen awareness and judgement calls over his spell usage in addition to mechanical ability to make sure he doesn't just explode from his lack of movement and durability options. Nevertheless, those seeking to make the most out of him will find a lot of potential options with a significant degree of versatility — an opponent against a skilled Hwei must never underestimate his ability to gain an advantage while mitigating weaknesses in almost every scenario.
  • The Eeyore: Hwei is a pretty gloomy guy. While he's not without his moments of strength and tender benevolence, the disaster that claimed his home deeply affected him and rendered him a quiet, tired man that — while still empathetic and fascinated by the concepts of life and hope — overall interacts with everything from a wistful, melancholy point of view.
  • Expy: In terms of gameplay, his kit is heavily evocative of that belonging to Invoker from Defense of the Ancients and Dota 2, a versatile mage champion who has the ability to mix up three different components (instead of "reagents", Hwei has "moods"), allowing them to serve as extremely versatile mages with various forms of damage spells and utility at their disposal.
  • Foil: Riot designed Hwei in part to serve as an ideological foil to the game's other artist champion: Jhin. Both of them are genuine artists overflowing with ideas and practicing greatly theatrical means of expression, but whereas Jhin is a psychopathic madman who gleefully embraces murdering people as his medium, Hwei is kind-hearted, empathetic, but left in a state of mourning over the lives lost from Jhin's machinations. Jhin's MO is reminiscent of a theatre director that leads his targets towards a graceful execution, while Hwei is more of a painter who uses magical palette to merge together various inks as the basis for spells. Both are long-ranged champions with access to steady mixes of damage and utility, but Jhin is a marksman who runs on a very rhythmic, somewhat rigid moveset while Hwei is a mage with some of the widest spell diversity of a single champion in the game. They even have their own artistically-inspired Numerological Motifs: Jhin is obsessed with using four to represent death, Hwei is steadily built around the rule of thirds.
  • Improbable Weapon User: He fights using a giant paintbrush.
  • Jack of All Stats: Hwei has a lot of abilities to work with, all of which serve some generally useful purpose and can make for some incredible combo potential, including a few burst damage and zoning spells, different forms of crowd control, a team-wide movement speed buff, a group shield, a mana-restoring auto-attack steroid, and a vision/fishing tool. The downside is that each ability still has a cooldown to wait on, and once it's used, he's now deprived of whatever unique utility it provides until it comes back, meaning he can be quite inconsistent and vulnerable if the player doesn't manage his spells carefully.
  • Living Mood Ring: Hwei's Champion Insights article highlights that Hwei's eyes change color based on his current mood, something that appears to be natural and out of his control. It's not very obvious in-game due to how far the camera is from Hwei's face, but his model's eyes do in fact change color based on the mood of the spells he's using; yellow by default, along with red, blue, and purple. When he dies, they go completely white.
  • Long-Range Fighter: Artillery mage fans will have an easy time picking up Hwei; his spells provide a lot of coverage and utility to a team provided he keeps to the backlines, and can nuke entire teams should he cast spells efficiently. Get right up in the enemy's face though and you realize he's still a Squishy Wizard.
  • Meaningful Name: Hwei's name was based on several Chinese characters that are pronounced as "hui", including "绘" ("to draw"), "灰" ("gray", often used as a metaphor for sadness), and "灰" ("fire and ashes"). In an ironic twist, his full name, "Lukai Hwei", sounds similar in English to "look away", which is the opposite of what he wants you to do with his art.
  • Mechanically Unusual Fighter: Pressing one of Hwei's regular ability buttons pulls up three additional abilities to cast, giving him a total of nine basic abilities, each distinct in function and purpose.
  • My God, What Have I Done?: Implied; one of Hwei's potential reactions upon killing an enemy champion sounds like he's trying to hold back tears (or more concerningly, laughter) from using his art to claim another life.
  • Rule of Three: Several aspects of Hwei's gameplay obey the rule of thirds, the principle of visual arts that placing something in a thirds-line (in between one third and two-thirds of space within a piece) creates visual appeal. Hwei has three different subjects with three abilities each, his passive rewards two consecutive damage spells with a third damage spell, and his "moods" are distinctly lopsided, with one based on a positive emotion (serenity) while the other two are of negative emotions (anger and anguish). Even his full name, Lukai Hwei, was chosen by developers in part because it has a three-beat cadence to it.
  • Sensitive Artist: For better and for worse, Hwei lives for the catharsis that comes from beautiful art, seeing it as a reflection of human emotion that must be shared with the world. Unfortunately, this also left him very vulnerable to personal trauma, with the destruction of his home temple — equal parts horrifying, tragic, yet strangely beautiful — leaving him in a heavily conflicted emotional state, to a point that he's almost completely shut down.
  • Shock and Awe: Severing Bolt conjures a lightning strike to beam down on enemies.
  • Sole Survivor: Hwei is the sole remnant of Jhin's attack on his temple; not only did his masters and peers perish, the temple itself and the historic art it contained were also destroyed.
  • Squishy Wizard: Hwei has a diverse range of many different strengths, but durability is not among them. He has a modest shield from Pool of Reflection, a slight running speed boost from Fleeting Current, and a self-peel with Grim Visage, but any aware enemy with enough burst damage can easily pick him apart once his options are expended or if they can simply get the jump on him.
  • Sympathy for the Devil: Hwei has a very, very complicated opinion about Jhin, having briefly seen him as a friend who sincerely taught him to open up with his artistic expression and become the most spiritually liberated form of himself possible... before destroying Hwei's home temple, killing his masters and fellow artists, and effectively destroying everything he loved. On one hand, Hwei felt justifiably traumatized and betrayed by Jhin's actions, yet at the same time, he couldn't help but find a twisted form of beauty in what Jhin had done — a calculated, destructive performance that was Jhin's own "artistic" design — leading him on his own path of expressing himself to the world with his magical talents. As a result, Hwei often flip-flops between continuing to see Jhin as a mentor who enriched his life while also seeing him as the monster who completely ruined it.
    (approaching an enemy Jhin) Jhin. You opened my eyes to so much. I won't spare you from any of it.

Alternative Title(s): League Of Legends G, League Of Legends H

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