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This page contains all champions with names beginning with the letters N to O.


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    Naafiri, the Hound of a Hundred Bites 
https://static.tvtropes.org/pmwiki/pub/images/naafiri.jpg
"We give chase!"

Voiced by: Morla Gorrondona

"We track for a thousand years. None can flee for that long."

Across the sands of Shurima, a chorus of howls rings out. It is the call of the dune hounds, voracious predators who form packs and compete for the right to hunt in these barren lands. Among them, one pack stands above all, for they are driven not only by canine instincts, but by the ancient power of the Darkin.

Naafiri is an Assassin champion who commands a pack of vicious hounds to hunt down and shred fleeing enemies.
  • Naafiri's passive, We Are More, causes her to periodically summon a Packmate to her side. Packmates attack whatever Naafiri targets, each dealing damage that increases whenever she uses an ability. Hitting enemy champions with abilities or killing enemies reduces the passive's cooldown.
  • With her first ability, Darkin Daggers, Naafiri hurls up to two daggers per cast in a line, damaging enemies and causing them to bleed, additionally healing Naafiri if they hit an enemy champion. If a dagger hits an enemy that's already bleeding, it prematurely removes the effect to instantly deal the remaining damage alongside additional bonus damage. Packmates will also lunge at the first target hit and attack them for a duration, prioritizing champions.
  • For her second ability, Hounds' Pursuit, Naafiri channels for a moment before dashing towards a target along with her Packmates, all of them becoming untargetable while dashing. Naafiri stops upon colliding with the first enemy champion she hits, damaging them based on the amount of active Packmates and slowing them.
  • With her third ability, Eviscerate, Naafiri leaps onto a target location before thrashing outward, damaging enemies. Packmates disappear during the dash, reappear upon her arrival, and are also restored to full health.
  • Naafiri's ultimate ability, The Call of the Pack, empowers her and the pack, gaining additional Packmates, out-of-combat movement speed, and vision, as well as a shield when she first hits an enemy champion. Champion takedowns refresh all effects of the ability.

Naafiri's alternate skins include Soul Fighter Naafiri and PROJECT: Naafiri.

In season 9 of Teamfight Tactics, Naafiri was added in the Horizonbound mid-set update as a Tier 2 Darkin Shurima Challenger. Her Darkin origin is a unique trait shared with Aatrox that causes Naafiri to begin combat equipped with the Darkin Dagger, which summons packmates that deal physical damage to the first enemy hit each time its holder casts their ability, and passes on to the nearest ally champion when the holder dies. Her Eviscerate ability passively gives her bonus omnivamp and on activation strikes her target for physical damage.


  • All Animals Are Domesticated: She's visually and thematically based on African wild dogs, which are undomesticated predators that live to kill prey in the wild. Despite this, Naafiri has many moments where she behaves more like the "unruly house pet"-type of dog, with a few goofy moments showing her enjoying simple pleasures like getting petted and scratched behind the ears.
    (opening the shop) "We hope you allow dogs... for your sake."
  • Beyond the Impossible: Twice!
    • Naafiri did something no Darkin has ever done: Because of how multiple wild desert dogs each bit into her dagger at once, the Darkin way of assimilating whomever touched it didn't work as usual: her mind was fractured, split across multiple entities, becoming essentially a Hive Mind touching and affecting an entire pack of dogs.
    • Naafiri can spread her Hive Mind to uninfected dogs by simply having her a member of her blood-magic infused pack kill them, then reanimating them with said blood magic. Meaning that unlike the other Darkin, she doesn't need to worry about her original body: even the 'alpha' she commands is more of a Gameplay and Story Segregation fueled concession: The player needs to know which of the many hounds they are directly controlling, but as far as lore is concerned? They are all equally Naafiri, meaning that as long as a single hound survives, Naafiri isn't trapped in her dagger - and it's up in the air whether or not the dagger could even contain her mind any longer now that she has learned to disembody it.
  • Blood Knight: As vaguely silly as Naafiri's whole setup sounds, she is still a ravenous swarm of dogs who live to hunt down prey, and she's a furious Darkin who sees everyone as a potentially worthy meal.
    "We never release our bite, even if the blood chokes us!"
  • Body Horror: She's got the standard Darkin traits like angry-red muscles everywhere. And she has dozens of razor-sharp blades protruding from her neck and torso, which she can project, throw, and retract at will.
  • Cursed with Awesome: Naafiri was initially humiliated by the fact that she was embodied in a pack of feral dogs rather than a single human, finding it to be an Ironic Hell — instead of finding one worthy vessel, she ended up with several that aren't nearly as capable individually, smell far worse, and get fleas. However, she realized that the strength of the hound is the pack, which collectively is a mighty apex predator just as deadly as any other unleashed Darkin.
  • Death of a Thousand Cuts: Naafiri's damage happens pretty gradually relative to other assassins; her main damaging ability, Darkin Daggers, is intended to hit an enemy multiple times in order to deal any kind of burst damage, and she then has to rely on her packmates to get additional hits in, which means waiting or playing defensively to build spawn them first.
  • Demonic Possession: Like the other Darkin champions, she broke from the confinement of her weapon's form by possessing a host, though her situation was less than ideal compared to the likes of Aatrox or Varus, at least at first. She was first discovered by a human, but he was savvy and careful to not touch a Darkin weapon directly, so he didn't become her new vessel — that position instead went to the wild Shuriman dune hounds that caught him before tearing him, his horse, and everything else in his possession to shreds, including Naafiri's dagger form. As a result, her consciousness is now spread across dozens of hounds.
  • Devious Daggers: Her weapon form is a dagger, a shape that manifests on the alpha dog's "mane" and the snouts of her packmates, suiting her play style of hunting and killing enemies.
  • Early-Bird Cameo: Nidalee, Milio and Varus have voice lines for meeting Naafiri despite the latter not being revealed as of those lines being added.
  • Evil Virtues: Naafiri initially despised the idea of having her consciousness stuck amidst a bunch of dogs, but quickly learned that the pack mentality they share is incredibly valuable as it helps them survive and thrive even in Shurima. Understanding cooperation just makes her more dangerous, as she now wants to teach the rest of the Darkin how to hunt together.
  • Furry Reminder: Naafiri has more or less accepted taking the form of angry dogs, and is quite willing to indulge in (or at least joke about) their new collective animal instincts. On top of guiding the pack as predators to hunt down prey, she snarls and growls viciously, she's especially eager to chase down and kill cats and yordles, and she's eager to rip apart Shadow Isles champions for their bones. She also isn't above wagging her tails affectionately and accepting pets and belly rubs, and in response to an enemy making a joke, she'll irately invite them to smell her backside.
  • Hive Mind: One mind spread across a pack of bloodthirsty canines. She commands an "alpha" as her main appearance.
  • Large and in Charge: The alpha she commands is significantly bigger than the rest of the pack, and has a much more intricate design compared to the summonable packmates.
  • Laughably Evil: Naafiri has a slightly more absurd premise than usual for a Darkin champion — instead of manifesting as a ghastly, devil-like humanoid, she finds her consciousness split among an entire pack of wild hounds — and in significant contrast to her more tortured, angsty peers, Naafiri loves her new form. As a result, she's a far more gleefully vicious killer willing to crack dark jokes as she rips apart her enemies, and is pretty shameless about indulging in the sillier behaviors that come from becoming a pack of dogs.
  • Lightmare Fuel: Terrifying, remorseless predator — who thumps her tail, 'grins' doggishly, and even rolls over when petted.
  • Meaningful Name: Similar to how Aatrox is a play on "Atrocity", Naafiri can be read as a play on "Nefarious".
  • The Mind Is a Plaything of the Body: While currently taking on the appearance of a dog, Naafiri, as a Darkin, was once a human who later ascended to Physical Godhood, and still has the mind of one. Despite that, her new vessel has apparently still managed to affect her mind enough that she enjoys getting pets and has the instincts to chase yordles as if they were squirrels.
  • The Minion Master: Packmates are controlled via casting any of Naafiri's other abilities, mostly sending them to attack enemies.
  • Natural Weapon: Unlike other Darkin who manifest their weapons to fight, and are trained warriors first and foremost, Naafiri relies on her dog attributes like biting and clawing, as well as the blades sprouting unnaturally from her torso, to deal damage.
  • Non-Standard Character Design: She's not the first Darkin we've seen possessing a non-human form, given the appearance of Naganeka in Legends of Runeterra, but she is the first Darkin champion to do so, manifesting as a non-anthropomorphic wild dog. Not only that, she's technically several dogs.
  • Not So Above It All:
    • One of her animations has a disembodied hand petting her, including giving her belly rubs, and she behaves accordingly.
      (Joke command) "Who's a good dog? ...We are."
    • She's also evidently got the instinct to chase Yordles as if they were squirrels.
      (Upon first encountering a Yordle) "Ooh, yordle!"
  • Not the Intended Use: While intended largely as a jungle champion, Naafiri's kit also lends itself well to the mid-lane as well, as she is very capable of using Darkin Daggers to help clear minion waves. That, and the amount of DPS she can put out on a champion via her hounds (especially if she lands her dagger-throws well enough) can be staggering, not to mention the chase potential she has with Hounds' Pursuit, thus making her a very viable mid-lane bully.
  • The Power of Friendship: A villainous example — the greatest lesson that Naafiri learned after becoming an entire horde of vicious wild dogs is that individuals are inadequate hunters, but an entire pack dominates all. Not only does this make her and her pack an extremely dangerous Hive Mind, this also carries into her desire to reunite with the other Darkin and work together in order to reassert themselves as the dominant killers of Runeterra.
    (Upon first encountering Aatrox) "Focus your rage, Aatrox, the pack needs you."
  • Savage Wolves: She takes the form of a dog who is an alpha of a pack, and is more bloodthirsty than the average hound.
  • Skill Gate Characters: Naafiri's kit makes her an accessible champion for newcomers learning the jungle and assassin gameplay: her kit emphasizes the importance of last-hitting, skillshots, and executing efficient jungle clears, but she's mechanically straightforward, quite forgiving for what she does (Packmates can automatically secure last-hits for the player, as well as tank enemy skillshots), and if she's executed correctly, her enemies will feel it, being a deadly, hypermobile menace with massive chase potential, with it being possible to overwhelm your opponents through the sheer number of Packmates. The downsides are that she doesn't have as much instant burst damage as more complex assassins (instead relying on a more Death of a Thousand Cuts MO usually found with skirmishers, but with far less of the usual maneuverability), she's astonishingly vulnerable to crowd control, has very limited escape potential, and with her gameplay patterns being so obvious (including the reliance on her Packmates), more experienced enemies can shut her down before she can really get the kills going.
  • Smurfette Principle: The first and, as of her release, only female Darkin playable in League.
  • Spike Shooter: She can fire off the blades in her body as projectiles, as seen with Darkin Daggers.
  • Voice of the Legion: Justified given that she's speaking through dozens of hounds, creating the impression of a threatening layered voice.
  • Zerg Rush: She constantly spawns Packmates who empower her attacks and abilities, encouraging you to build up the pack before engaging a target. Her ultimate increases the total number of packmates, bolstering her damage output as a result.

    Nami, the Tidecaller 

Nami of the Marai

https://static.tvtropes.org/pmwiki/pub/images/nami_originalloading.jpg
"I decide what the tide will bring."

Voiced by: Cassandra Lee Morris (English), Cristina Yuste (European Spanish), Leyla Rangel (Mexican Spanish), Mai Nakahara (Japanese), Michelle Giudice (Brazilian Portuguese), Ji-Yeong Lee (Korean), Elena Kishchik (Russian)
Appears in: Legends of Runeterra

"I am the tide, and I cannot be turned."

A headstrong young Vistara of the seas, Nami was the first of the Marai tribe to leave the waves and venture onto dry land, when their ancient accord with the Targonians was broken. With no other option, she took it upon herself to complete the sacred ritual that would ensure the safety of her people. Amidst the chaos of this new age, Nami faces an uncertain future with grit and determination, using her Tidecaller staff to summon the strength of the oceans themselves.

Nami is an Enchanter champion with a highly versatile set of skills, controlling flowing waters to heal and empower her allies and impede and disrupt her enemies.
Nami's alternate skins include Koi Nami, River Spirit Nami, Urf the Nami-tee Mascot, Deep Sea Nami, SKT T1 Nami, Program Nami, Splendid Staff Nami, Cosmic Destiny Nami, Bewitching Nami, Space Groove Nami, Prestige Space Groove Nami, and Coven Nami. Legends of Runeterra exclusively includes Nami Tidecaller and Cascade Dragon Nami, and Wild Rift exclusively includes Glorious Crimson Nami.

In season 2 of Teamfight Tactics, Nami uses her Deep Sea Nami skin and is a Tier 5 Ocean Mystic. Her special ability is Tidal Wave, which summons a huge slow-moving wave that crosses the board, damaging, knocking up and stunning all enemies hit, and empowering allies to do additional on-hit damage for several seconds. She was removed for season 3, before returning in season 4 as a 1-point Enlightened Mage, using her Splendid Staff skin, whose spell, Aqua Prison, damages and holds an enemy unit for a few seconds. She was removed in the Festival of Beasts mid-set update, returning in season 7 using her Cosmic Destiny Nami skin as a Tier 2 Astral Mage Mystic. Her new Ebb and Flow ability fires a wave at her target that bounces to up to two additional units regardless of team affiliation, dealing magic damage to enemies hit and healing allies. She was removed in the Uncharted Realms mid-set update, returning in season 10 using her Space Groove Nami skin as a Tier 1 Disco Dazzler. Her ability is identical to her season 4 spell aside from being renamed to Disco Prison

In Legends of Runeterra, Nami is a 3-mana 2/3 Bilgewater Champion with Attune who grants +1/0 to the weakest ally that isn't herself or Immobile whenever you cast a spell. When you have gained a total of 8+ spell mana in a game she levels up, gaining +1/+1 and upgrading her ability to instead grant +2/+0 when triggered. Her Champion Spell is Nami's Ebb (2-mana Fast Bilgewater spell that deals 2 damage to a random enemy unit or the enemy Nexus, then generates Flow, a 2-mana Fleeting Burst spell that heals 2 to an ally or your Nexus and generates Ebb and Flow, a 2-mana Fleeting Fast spell with both effects).

  • Alien Hair: Her hair appears to be made of fins/tendrils.
  • All Up to You: Nami took up the mantle of Tidecaller when the previous one was corrupted by the Void. She's now in a Race Against the Clock to save her people by seeking out the Aspect of the Moon, Diana, to provide a tool that can fend off the Void for a while longer.
  • Battle Couple: Or rather "Battle Throuple". Her lovers, Loto and Tama, can be summoned as followers in Legends of Runeterra.
  • Berserk Button: Polluting the ocean, as seen when she reacts to the Dreg Dredgers.
    You did not just throw trash in my sea!
  • Birds of a Feather: She and her girlfriend, Tama, are both avid singers. Tama's song is actually a vocal arrangement of Nami's theme.
  • Body Sushi: Played with in her SKT T1 skin's recall animation: she summons up a bed of rice and lies on it to become sushi. She is then taken back to base by a large pair of chopsticks.
  • Bilingual Bonus: 'Nami' means 'wave' in Japanese.
  • Brooding Boy, Gentle Girl: Her lover Loto is a darkly-patterned, self-sacrificial fighter who's similarly determined to save their people, while she's much more gentle and elegant by comparison. Though Nami's not without her own brooding side.
  • Chain Lightning: Ebb and Flow bounces between an enemy, ally, then enemy or ally, enemy, then ally depending on which she targets first.
  • Cleavage Window: In nearly all of her skins, her "outfits" will reveal ample cleavage.
  • Clothing Appendage: Her green dress appears to be her skin.
  • Combat Medic: Ebb and Flow is meant to strike an enemy and then bounce off to heal an ally (or vice versa). With a bit of extra AP, her supporting and damaging powers are even more powerful.
  • Cool Big Sis: She's close with a young Marai named Ai'la, who's ecstatic to hear about Nami's journeys to the surface.
  • Cool Crown: You know it is, it's the symbol of the Tidecaller after all.
  • Crippling Overspecialisation: Almost every Enchanter support champion, whether Soraka, Janna, Lulu, Taric, or even Sona, has been played in a non-support position (usually mid) at least once in the game's history, although Riot usually nerf the unruly support back into line eventually. Even Yuumi has been played in what was technically the carry role when she was being paired with Garen in the bot lane. Nami is the sole exception, the only support who has never effectively been played in any other role- she can't clear the jungle at all, in mid or top lane the near-complete lack of wave clear in her kit is simply too crippling, she can't really be built as an ADC, and the AP scaling on her abilities is so mediocre in general that accumulating large amounts of AP on her isn't really worth the effort of making her a carry anyway. Nami has only ever been a botlane support, and barring massive changes to her kit, will never be anything else.
  • Damage Discrimination: Ebb and Flow discriminates between allies and enemies, healing and harming them respectively. Also comes into effect with her passive, Surging Tides: Hit an enemy with an ability, and they take damage and are slowed. Hit an ally with that same ability, and they get a speed boost.
  • Difficult, but Awesome: Of a sort. Except for her skillshot stun (which can catch multiple enemies, but is slow to fire), her abilities are simple enough that a first-time Nami player can do reasonably well. Using Nami to her full extent, however, requires careful knowledge of how to use her abilities together.
  • Elemental Motifs: Water; her name, species, hydrokinetic powers, and nautical attire reinforce her connection to water and the oceans.
  • Elemental Speed: The basis of her passive; allies she casts spells on, including herself, will gain a little trail of water behind them as they move, along with a handy speed boost.
  • Friendly, Playful Dolphin: For all her regality and quotes about her people depending on her, she's not above joking around, moonlighting as a "shark caller," and having pool parties.
  • Friend to All Living Things: She values all life in the ocean, from her tribe (the Marai) to the various sea creatures she befriends on her journey. She also shows a great concern for anything that's come in contact with the Void, a topic that hits close to home for her.
  • Gameplay and Story Segregation: In lore, a warrior. In game, a support/utility character. Justified since all matches take place on land, where she's literally out of her element: a fish out of water.
  • Giant Wall of Watery Doom: Her ultimate; it has a long range, and the further away you are from Nami, the more you get slowed after the wave hits you.
  • Half-Human Hybrid: The reveal of Xayah and Rakan have revealed Nami to be of Vastayan heritage. Nami herself falls towards the more bestial side of the spectrum, possessing more fish traits in her form.
  • Heroic Spirit: She was terrified of the Abyss, but went in anyway.
  • Humanity Ensues: As Splendid Staff Nami, she is described as a koi who became a mermaid due to exposure to Talon's power.
  • Humans Through Alien Eyes: She thinks of how strange things like feet and the need to breathe air are. A particularly funny one is her comment "Urgh... Whale breath..." (no doubt a comment on the use of ambergris in perfumes). Her short POV story 'First Steps' contains a lot of this, as she sees fire for the first time and doesn't know what to make of it, and describes humans having "two backward arms where fins ought to be".
    Yuumi: So you're a human, without the legs?
    Nami: If you're a catfish, without the fish.
  • Jack of All Stats: She can heal, but not as quickly as Soraka and Sona. She can crowd control, but not as well as Alistar, Thresh, and Blitzcrank. She can peel and slow, but not as well as Janna and Lulu. This trait makes her highly valued in competitive play because top-tier players know how to use each of her traits to their fullest.
  • Jumped at the Call: She became the Tidecaller because she decided to go on her own to fulfill her missing predecessor's quest. According to her comic, "Into the Abyss", the chosen Tidecaller fell victim to being entranced by an undersea well of the Void; Nami only narrowly escaped this fate.
  • Legacy of the Chosen: Nami's tribe has many Tidecallers over centuries, and she is the latest one.
  • Lunacy: Downplayed in that while Nami doesn't appear too affected by it, the Moonstone the Marai needs to survive is. It was originally implied to be related to the Lunari and Diana, then confirmed years later with the Vastaya rewrites. It can only be created by the Aspect of the Moon, currently Diana, who has fled Targon.
  • Luring in Prey: Deep Sea Nami has a glowing lure over her head which attracts a hapless human diver in pitch-black waters.
  • Making a Splash: Of course she uses water-based powers! This ranges from summoning tidal waves, trapping opponents in large bubbles, and using water to cleanse her allies' wounds.
  • Magic Staff: Looks like a cross between a traditional wizard's staff and a halberd tipped with blue crystals. In-game, she usually uses it to cast spells. However in her official lore comic, Into The Abyss, Nami demonstrates that she can use it as a melee weapon.
  • Meaningful Name: Nami is Japanese for "wave", befitting for a mermaid sorceress of the oceans.
  • Navel-Deep Neckline: With her scales which opens above her waist in this style. This is apparently a feature of all Marai.
  • Nerf: Nami's passive in LoR could originally grant both bonus power and health to her allies whenever her player cast a spell, making the units on her team much stronger and harder to kill. While the power buff was retained, she can no longer grant bonus health as it made her teams too durable for the enemy to handle.
  • Non-Mammal Mammaries: She has breasts covered by an Organic Bra of scales. Justified by her vastayan heritage — her ancestors were humans who magically assumed nonhuman traits.
  • Odd Friendship: She and Fizz, a mischevious (sometimes dangerous) trickster, are on good terms.
    Nami: There's a pair of gills I'm happy to see.
    Fizz: Fizz and Nami, rulers of the sea!
  • Our Mermaids Are Different: She leans toward the non-human edge of the spectrum with features like green scaly skin, fins on her arms, and kelp-like hair. Though her face and torso are still quite humanlike. Also, she is related-wise to fellow champions Ahri, Xayah & Rakan, Udyr or Sett due to her Vastayan heritage.
  • Polyamory: Nami is confirmed to have two mutual Marai lovers named Loto and Tama. The two appears as her followers in Legends of Runeterra.
  • Queer Establishing Moment: LoR confirms that Nami is both biromantic and polyamorous, introducing her two lovers, Loto and Tama, alongside her.
  • Race Against the Clock: The damage the void has caused to the Marai is slowly getting worse, making Nami all the more desperate to find ways to fend it off. She seeks out Diana's help by traveling outside of her home and natural habitat because of this.
  • Seen It All: Fending off the corruption of the void has taken a serious mental toll on her. It's what drives her quest to seek out the Aspect of the Moon at all costs.
    I [peered into the darkness], and it almost broke me. Almost.
  • Shoot the Medic First: Occupational hazard for sustain supports, unfortunately.
  • Sirens Are Mermaids: River Spirit Nami, modeled on the Brazilian Iara, lures men under the water in her lore and will sing while doing her recall animation.
  • Squishy Wizard: Like Janna or Zyra she has strong peeling abilities but if she's still being chased after those are used, she's dead.
  • Support Party Member: Her role in both League and Legends of Runeterra; Nami's spells are all built to boost her allies survivability and offense, from granting a boost of speed, healing injuries, and layering extra damage onto her their attacks. LoR conveys this by her passively buffing her allies whenever spell cards are used.
  • Two Girls and a Guy: In LoR she joins the roster along with two follower units, Loto, the Abyssal Defender, and Tama, the Marai Songstress. The three form the trope's structure, though instead of humans it's two mermaids and a merman, and they're also a rare mutually-romantic example, the three of them being a throuple.
  • The Unchosen One: Nami's embarks on her quest because the actual Chosen One failed, and her people are racing against time to fend off the void's corruption.
  • Units Not to Scale: Deep Sea Nami, judging by her splash, is gigantic, easily dwarfing what appears to be a fully-grown human in size. Naturally, this doesn't hold in game.
  • Unscaled Merfolk: Normally she's a classic fishtailed mermaid. Coven Nami though replaces that with a set of tentacles, evoking sea witch imagery for her new role as a priestess of a dark sea god.
  • Water Is Womanly: Justified. Nami wields water magic as a mermaid, but her predecessor was male.

    Nasus, the Curator of the Sands 
https://static.tvtropes.org/pmwiki/pub/images/nasus_originalloading14.jpg
"The cycle of life and death continues. We will live, they will die."

Voiced by: Erik Todd Dellums (English/Current), Eugene "Gene" McDaniels (English/2009-2013, Pre-VGU), Abraham Aguilar (European Spanish), Andrés Gutiérrez Coto (Mexican Spanish), Joji Nakata (Japanese), Renato Rosenberg (Brazilian Portuguese), Yeong-Chan Kim (Korean), Vadim Medvedev (Russian)
Appears in: Legends of Runeterra

"For centuries, I have watched. We approach a time of reckoning."

Nasus is an imposing, jackal-headed Ascended—those heroic and god-like figures once revered by the people of Shurima. Fiercely intelligent, he was a guardian of knowledge and peerless strategist whose wisdom guided the empire to greatness for many centuries. After the failed Ascension of Azir, Nasus went into self-imposed exile, becoming little more than a legend. Now that the Sun Disc has risen once more, he has returned, determined to ensure it never falls again.

Nasus is a Juggernaut champion who excels in the long game, having the potential to deal absolutely staggering amounts of single-target damage if he is allowed to farm enough.
  • His passive, Soul Eater, grants Nasus bonus lifesteal, healing him by a percentage of the damage dealt by his basic attacks.
  • His first ability, Siphoning Strike, causes Nasus' next basic attack to deal bonus damage. If Siphoning Strike kills its target, the bonus damage will be permanently increased.
  • With his second ability, Wither, Nasus forcibly ages a nearby enemy champion, slowing their movement and attack speed by a rapidly-increasing amount over the next few seconds.
  • With his third ability, Spirit Fire, Nasus summons a circle of blue spirit flames at a target location for a few seconds, continuously damaging and reducing the armor of enemies inside.
  • His ultimate ability, Fury of the Sands, transforms Nasus into a towering avatar of death for a few seconds, increasing his health, armor and magic resistance, surrounding him with a raging sandstorm that deals damage to nearby enemies based on their max health, and halving the cooldown of Siphoning Strike.

Nasus's alternate skins include Galactic Nasus, Pharaoh Nasus, Dreadknight Nasus, Riot K-9 Nasus, Infernal Nasus, Archduke Nasus, Worldbreaker Nasus, Lunar Guardian Nasus, Battlecast Nasus, Space Groove Nasus, Armored Titan Nasus, and Nightbringer Nasus. Wild Rift exclusively includes Dream Raider Nasus and NOVA Nasus, and Legends of Runeterra exclusively includes Corrupted Nasus.

In season 2 of Teamfight Tactics, Nasus uses his Lunar Guardian Nasus skin and is a Tier 1 Light Warden. His special ability is Fury of the Dawn, which surrounds him with light for several seconds that gives him bonus maximum HP and does damage to all nearby enemies. He was removed for season 3. He returns in season 4's Festival of Beasts mid-set update as a Tier 1 Divine Syphoner using the same skin. His ability was changed to Wither, which debuffs the enemy with the highest percentage health, dealing damage over time for 5 seconds and slowing their movement and attack speeds by 50% for the duration. He was removed in season 5, returning in season 7's Uncharted Realms mid-set update with his season 2 ability and the same skin as a Tier 1 Shimmerscale Guardian. In season 8, he uses his Space Groove Nasus skin and was changed to a Tier 1 Anima Squad Mascot. His ability was changed to Bonk!, which strikes his target for physical damage and slows their attack speed for a few seconds. In season 9, he uses his base skin and was changed to a Tier 4 Shurima Juggernaut. His Soul Eater ability drains the souls of a number of the nearest enemies that increases with his star level, stealing a percentage of their max health and attack damage as well as a flat amount armor and magic resistance for a few seconds; while empowered, Nasus deals percent bonus damage with every third basic attack.

In Legends of Runeterra, Nasus is a 6-mana 2/2 Shurima Ascended Champion with Fearsome who passively has +1/+1 for every unit you've slain during the game. When he deals 10 or more damage in a single strike he levels up, gaining +1/+1 and Spellshield and passively giving all enemies -1/-0. When you restore the Sun Disc, he levels up again, gaining +7/+7 and upgrading his passive ability to give all enemies -3/-0. His Champion Spell is Nasus' Siphoning Strike (5-mana Shurima Slow spell that makes an ally strike an enemy unit; if that enemy dies, all your Champions everywhere gain +2/+2).
  • The Ageless: Several of his lines hint towards his immortality.
  • Ambiguous Situation: In Ouroboros, Nasus was accompanied by a child who "tore into shadows of memory that dissipated on the ground" upon being cut down by Xerath's minions. What's more is that the child was named after Renekton (Nasus even calls him brother) and Xerath's minons acknowledged his existence. Was this a real child? A very convincing illusion created by Nasus that was dispersed by the attackers?? Or was Nasus simply hallucinating the boy and his interactions with them?
  • Ascended Meme: Archduke Nasus (released among a series of joke skins for April Fool's Day 2015) was slightly born out of a fan joke of calling Nasus' mighty poleaxe a "pimp cane". While giving Nasus Pimp Duds is almost assuredly out of the question where Riot's concerned, they reworked the joke by outfitting him into something much classier, finally giving him his own Classy Cane to smack enemies with.
  • Awesome, but Impractical: His infinite Siphoning Strike scaling makes him a beast in damage by late game, but you don't see him very often in high-level competitive play because not only does this mean he needs a lot of time to safely farm, and thus has a punishable early game, but he also struggles in teamfighting as his Siphoning Strike is a single-target ability, and so is his gap-closing crowd control in Wither, making him easy to peel despite his tankiness. He can still devastate unprepared teams and can do well if he has a team that can coordinate to combat his weaknesses, but he's still quite situational.
  • Art Evolution: Yet another example of an original champion who very much needed a visual upgrade then got one in Season 3.
  • Attack of the 50-Foot Whatever: Nasus as seen in most canon depictions is only slightly taller than most humans, but his ultimate implies this ability. Legends of Runeterra later shows that he can alter his size and invoke this trope at will.
  • Badass Bookworm: Well, he is a librarian. Specifically he tends to Shurima's vast archives that have developed with over centuries of conquering and assimilating cultures and territories. Of course, that doesn't Doesn't mean he won't beat your ass 5 ways to Sunday with that staff of his.
  • Badass Boast: Like...90% of his lines.
  • Bad Powers, Good People: Come on, Nasus can not only drain life, he can cause his target to age much faster! His passive is called "Soul Eater", his Spirit Fire is described to "desecrate the earth" and his ultimate, "Fury of the Sands" used to be called "Avatar of Death". Despite all this, he comes off as somewhat of a Gentle Giant.
  • Bash Brothers:
    • Tragically with Renekton. The two were once inseparable, and always helped the other achieve their goals. While they were completely different in personality, they were close, loyal brothers and loved one another. Both served in the Shuriman military; Nasus was a tactician and scholar while Renekton was a commander on the front lines. Nasus planned the wars, and Renekton won them.
    • When Nasus came down with a terminal disease, it was decided by the priesthood that he would Ascend to save his life and allow him to continue his work. But the disease made him too weak to ascend the steps to the Sun Disc. Renekton opted to sacrifice himself to carry Nasus to the top; this selfless sacrifice, in love for a brother, caused both of them to Ascend, Renekton as a strong crocodile, and Nasus as a cunning jackal. As such, the two continued to serve Shurima as its guardians.
  • Beware the Nice Ones
    • He's one of the most serene, scholarly champions, but he's also an Ascended with tremendous mid/late-game power should he get fed or left free-farming.
    • Ouroboros shows that Nasus can be brutal in battle. His response to Xerath's first emissary stabbing him is to first break his fingers and tear the ligiments while drawing the sword out while holding onto the former's hand. Then Nasus pounces on him. The second guy he kills is knocked off of his horse, rupturing his organs, then finishing him off with Wither. This cements that Nasus, while a benevolent person overall, is definitely not someone you want for an enemy.
  • Big Brother Instinct:
    • Nasus and Renekton were as close as brothers could get. But after a millennia of being sealed away in a tomb with Xerath, Renekton's gone crazy. Nasus did want to being an end to Renekton by killing him, but was renewed with hope after a fight with Xerath and now believes Renekton can be redeemed.
    • Subverted with his Infernal Nasus skin, which has it's own unique taunts for Renekton, but instead of it being about striking him down for its own good, it's more about a show of strength.
  • Body Horror: In the final days of his mortal life, Nasus contracted a terminal illness that reduced him to a corpse-like state. He seems to inflict this condition others with his weapon.
  • Boring, but Practical: Jungle Nasus is not fast nor a particularly good duelist, but clears the jungle safely, has good ganks and is good at keeping enemy junglers at bay. He is also flexible and can adapt his item build depending on team composition and gold income.
  • Cain and Abel: He's on the receiving end of this from Renekton, who blames Nasus for his centuries-long entrapment in the Tomb of the Emperors with Xerath (forgtetting thanks to Xerath's machinations that it was his own idea). Nasus wants his brother to return to his senses, but he isn't exactly in a state where he can be reasoned with.
    Renekton: You'll suffer as I have, Nasus!
    Nasus: I suffer to see you like this.
  • Casting a Shadow: His attacks and skills are accentuated with this.
  • Cold Ham: Keeps his cool at all times, but boy, do his words carry a godlike weight to them.
  • The Comically Serious: With one of his visual upgrade jokes. Frankly expected; if you had the head of a dog and were treated by people as such, you'd be pretty annoyed too. It's also a Call-Back to the Season One Trailer Blooper, whereas the trailer ended with Ryze throwing his ball and Nasus suddenly acts like a dog and tried to fetch the ball, ruining the whole trailer.
  • Cultured Badass: In his old lore, he was the lore-keeper of his previous world, who would teach mortals that were pure of heart. Up until the lore was retconned, he cared for the League's archives. However, this trope is still invoked in his new lore as he was still the caretaker of Shurima's archives before it was destroyed. In fact, it was Nasus who urged the preservation of all books, scrolls, teachings and histories of conquered enemies. Founding libraries all across the empire, the greatest library of them all bore his own name.
  • Darker and Edgier: His visual rework can be described as this, as he started off looking less intimidating and his voice was more serene (but stern) compared to the guttural voice he has now. Infernal Nasus is darker still, with him replacing his enlightened lines about life and death with those foretelling the doom of the world.
  • Dark Is Not Evil: In the season one trailer, he appears as a largely inarticulate monster, working with the likes of Cho'gath and Warwick. He's huge, menacing, and constantly rambles on about death in a deep, booming voice. He's also a truly noble creature.
  • Difficult, but Awesome: While Nasus' lane will be safe from ganks since he'll be happily farming under his turret, that Nasus won't be able to roam as soon or as well, his ganking jungler is more likely to get a kill than him which will stifle his golds income, and any early teamfight scenarios, like invading the enemy jungle, will be impossible. This is Difficult, but Awesome for your team, not so much for the Nasus player himself, and Nasus is still considered one of the best top laners.
  • Dissonant Serenity: He never raises his voice, even when constantly speaking about death and the eternal, and even with his evil-skewing Infernal Nasus skin.
  • Early-Installment Weirdness: League's first cinematic saw Nasus on a team with a bunch of villainous characters facing the heroes, his seemingly dark powers and Anubis-like appearance making him look like he belonged. As the lore got fleshed out and Nasus emerged as a purely heroic figure, this early appearance sticks out like a sore thumb.
  • Egyptian Mythology: His appearance invokes the god Anubis. In a way, he also invokes the god Thoth. Both were scholars and, like Anubis, judged the souls of the dead.
  • Evil Costume Switch: Infernal Nasus, depicting a version of Nasus who ascended to bring about the fiery apocalypse.
  • Evolving Attack: His Siphoning Strike ability, which gains bonus damage every time Nasus kills something with it. If he's given enough time to concentrate on the skill, he can forgo buying damage-increase items entirely and build entirely defensive items and still hit like a truck.
  • Foil: To his brother, Renekton. Both are fighter champions based on Egyptian mythology and both have ultimates similar in appearance that increase their size and empower them (including AoE damage). However, Nasus is a quintessential late-game champion who starts weak and is forced to farm a lot but becomes unstoppable once his Q accumulates last-hits while Renekton is a quintessential early-game champion who has an aggressive kit very useful for getting kills in lane but falls off later due to poor scaling. Lore-wise, Nasus is far more calm and collected while Renekton is destructive and bat-shit crazy (although he wasn't always like that). Plus, Nasus was the curator of Shurima's archives while Renekton was the gatekeeper and bodyguard to the royal family.
  • Genius Bruiser: Nasus was a general in his mortal life, being a peerless tactician. He was also a famed historian, scholar, and wizard. While he did know how to hold his own in a fight, the "bruiser" part didn't apply until he Ascended.
  • Gentle Giant: While he wields evil looking magic and can be solemn and depressing, Nasus is very much a cordial, kind soul who wants to make the world a better place.
  • Glowing Eyes of Doom: He's been depicted with glowing, monochromatic eyes, sometimes white, and sometimes a deep, crimson red. Whatever the case, he's actually a good guy.
  • The Juggernaut: Riot uses Nasus as the main inspiration for the juggernaut class of champion, so it stands that Nasus is a juggernaut himself; that is, he's a slow, tanky, powerful colossus that deals massive damage to enemies close to him. Although he's very kitable and getting in range can prove difficult, Nasus is a terror that cannot be ignored in teamfights lest he one-shot all the squishy characters on your team.
  • Magikarp Power: In the early game, Nasus is quite an easy target, but Siphoning Strike can hit like a train in the late game. The number one rule of fighting against Nasus is "Do. Not. Let. Him. Free. Farm," or he will turn those 200 creep kills into a staff-whack that removes half of your health. It also has no cap on its damage, meaning he's one of the few infinitely-scaling champions, and thus will definitively ruin an enemy team if the game goes on for too long.
  • Mighty Glacier: Taken to extreme levels. Has very high natural damage that scales off how many minions he's killed with Siphoning Strike, made stronger by sheen procs, allowing him to build full tank, but has no mobility to back it up.
  • My Greatest Failure: Renekton losing his mind and Xerath breaking free seem to be this to him, if the "Shurima: Descent into the Tomb" video is anything to go by.
    My failure is complete...
  • Physical God: One of the legendary Ascended heroes of Shurima, putting him in the same tier as Renekton, Azir and Xerath.
  • Power Makes Your Voice Deep: His original voice was deep; his post-remodel voice sounds like he's shouting at you from the bottom of a deep well.
  • Retcon: Originally he was implied to be the actual Anubis of Egyptian myth, but he's since been retconned to being a native of Shurima. However, unlike the other champions who were involved in this retcon, not much was changed in his backstory.
  • Sibling Team: Was this with Renekton, from when they became ascendants, until Shurima's fall.
  • Skill Gate Characters: He's a fighter that's relatively cheap in IP, making him a prime candidate for a beginner's first fighter. He teaches new players the importance of farming and last-hitting (instead of constant pushing like most first-timers do) by giving them a concrete reward for doing so through Siphoning Strike stacks. Likewise, enemies facing a Nasus usually learn the hard way why it's a bad idea to let enemies farm unharassed when his Siphoning Strike blows them up 25 minutes later. While not necessarily bad after the beginner stage, he does have noticeable weaknesses that can be exploited like his weak early game power.
  • Super Mode: His ultimate certainly counts. He gets bigger, becomes surrounded by a storm that deals damage around him, gains bonus armor, magic resistance and health, and gets reduced cooldown on his main damaging ability.
  • Take Me Instead: As a show of how much he still values his brother, he says this verbatim in Legends of Runeterra should Renekton die while on his side.
  • Tranquil Fury: He never raises his (famously deep) voice. Although he gets a bit louder, even his Infernal Nasus skin still retains the tranquil bit. Only instead of going on about life and death, he's going on about the destruction of the world. The only instance of his anger we see in the lore is positively chilling, however, as he allows Xerath's subordinate to stab him before effortlessly beating him to a pulp and causing him to age until he's collapsing in on himself.
  • Warrior Poet: Despite being a physical God-Emperor among men and is absolutely no slouch in a fight, he's more known for his intellect and serene outlook, tending to wax poetic on the eternity before and after him.
    Azir: Tell me, what will become of Shurima?
    Nasus: I study history, but we must write it.
  • Was Once a Man: Originally a human, he Ascended at an unknown point in time along with Renekton.
  • What the Hell, Hero?: This is basically a summary of Nasus' opinion on Azir. While they are allies and Nasus is certain that Azir can restore Shurima to its former glory, he's understandably... peeved by the fact that it was Azir's arrogance (combined with Xerath's betrayal) that led to the destruction of Shurima in the first place. It doesn't help that Azir won't admit his mistakes.
  • Who Wants to Live Forever?: Prior to Azir's return bringing Shurima back, Nasus was seriously contemplating simply letting death take him as he had no purpose but to wander the sands eternally.
    Nasus' newly won blessing allowed him countless lifetimes to spend in study and contemplation over the nature of life and death. But this same extended lifespan would, after the fall of Shurima, also prove to be his curse.
    — Scribe Kah'nir, History of the Ascended Host

    Nautilus, the Titan of the Depths 
https://static.tvtropes.org/pmwiki/pub/images/nautilus_originalloading.jpg
"Bewaaare the depths."

Voiced by: Unknown (English), Rafael Azcárraga (European Spanish), Oliver Magaña (Mexican Spanish), Yoshihisa Kawahara (Japanese), Sérgio Fortuna (Brazilian Portuguese), Seok-Pil Choi (Korean), Radik Mukhametzyanov (Russian)
Appears in: Legends of Runeterra

"When lost in utter darkness, there is nothing left but forward."

A lonely legend as old as the first piers sunk in Bilgewater, the armored goliath known as Nautilus roams the dark waters off the coast of the Blue Flame Isles. Driven by a forgotten betrayal, he strikes without warning, swinging his enormous anchor to save the wretched, and drag the greedy to their doom. It is said he comes for those who forget to pay the “Bilgewater tithe”, pulling them down beneath the waves with him—an iron-clad reminder that none can escape the depths.

Nautilus is a Vanguard champion who offsets his slow and lumbering nature with excellent crowd control, impressive resilience and very significant area-of-effect damage.
  • His passive, Staggering Blow, causes his basic attacks to deal bonus damage and briefly immobilize the target. This effect only works once every few seconds on the same target.
  • With his first ability, Dredge Line, Nautilus hurls his chained anchor in a target direction, damaging the first enemy it hits and pulling Nautilus and the target towards each other. If the anchor hits terrain instead, Nautilus will pull himself to it, and half of the ability's cooldown and mana cost are refunded.
  • His second ability, Titan's Wrath, shields Nautilus for a few seconds based on his max health. While the shield holds, Nautilus' basic attacks deal bonus damage-over-time to the target and other foes around them.
  • With his third ability, Riptide, Nautilus stomps the ground, releasing three consecutive rings of underwater explosions that expand outwards, damaging and briefly slowing enemies they hit.
  • His ultimate ability, Depth Charge, sends out an underground shockwave chasing an enemy champion that explodes upon reaching them, damaging, knocking up and stunning them. Other foes the shockwave passes through while traveling are also damaged, knocked up and stunned, although less than the main target.

Nautilus' alternate skins include Abyssal Nautilus, Subterranean Nautilus, AstroNautilus, Warden Nautilus, Worldbreaker Nautilus, Conqueror Nautilus, Shan Hai Scrolls Nautilus, Fright Night Nautilus, and Cosmic Paladin Nautilus.

In season 2 of Teamfight Tactics, Nautilus is a Tier 3 Ocean Warden. His ability is Depth Charge, which sends a slow-moving projectile towards the furthest enemy, damaging, knocking up and stunning them, and also damaging any other enemies it passes through on the way. He was initially removed in season 3, but returned in the Return to the Stars using his AstroNautilus skin as a 2 cost Astro Vanguard. His ability was changed to Impact Crater, which erupts the ground beneath Nautilus' target, damaging them while knocking up and stunning them for a few seconds. Enemies adjacent to the target receive half the damage and knock-up/stun duration. He was initially removed in season 4, but returns in the Festival of Beasts mid-set update as a Tier 2 Fabled Vanguard using his Shan Hai Scrolls Nautilus skin. He retains Impact Crater as his ability, though it no longer affects adjacent enemies. If the Fabled trait bonus is active, casting the ability also grants Nautilus incoming damage reduction for 5 seconds. In season 5, he uses his Warden Nautilus skin as a Tier 2 Ironclad Knight; his ability remains unchanged aside from being renamed to Anchor Slam and having its ability to partially affect adjacent enemies restored. He was removed in season 6, returning to his base skin in season 9's Horizonbound mid-set update as a Tier 3 Bilgewater Juggernaut. His Riptide ability passively grants Nautilus bonus armor and magic resistance from all sources, and on activation summons a whirlpool that deals magic damage to enemies in a 2-hex radius and pulls them towards the center, knocking up and stunning them. He was removed in season 10, returning to his Shan Hai Scrolls Nautilus skin in season 11 as a Tier 4 Mythic Warden. His Depth Charge ability creates three explosions in a line toward the largest group of enemies, dealing magic damage and stunning all foes hit.

In Legends of Runeterra, Nautilus is a 0/12 Bilgewater Champion costing 7 mana with Tough and Fearsome. He levels up when you trigger Deep (when your deck has 15 or fewer cards remaining in it), gaining +13/+1, shuffling all 4+-cost allies that had been Tossed during the game back into your deck, and reducing the cost of all Sea Monster allies by 4 while he remains in play. His Champion Spell is Nautilus' Riptide (4-mana Bilgewater Fast spell that stuns an enemy, then shuffles it into the opponent's deck if you control Nautilus).
  • Adaptational Badass: Nautilus is formidable in his own way in League as a Stone Wall loaded with crowd control. Meanwhile in Legends of Runeterra, he starts off in the same way, but once the player tosses enough cards and he levels up, he transforms into an enormously powerful Lightning Bruiser with the highest damage and health of any champion card in the game.
  • Anchors Away: Nautilus is armed with the anchor of the ship aboard which he served. He grabbed it as he was being dragged to the sea floor.
  • 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 Nautilus.
  • Berserk Button: Don't try and use others to pay your blood toll. When a treacherous captain attempts this in the color story "Dead In The Water", Naut rises from the sea to personally drag him into the depths by hand.
  • The Brute: On Darius' team in A New Dawn.
  • Creepy Old-Fashioned Diving Suit: He was physically merged with his diving suit, which happens to be massive and heavy, thereby making him a sinister Mighty Glacier, with his red eyes and weaponizable anchor adding to his nightmarish appearance.
  • Crosshair Aware: Depth Charge lets everyone know who it's heading towards. The target's teammates have a tough choice to make: get out of the way to prevent being knocked up or stay where they are (in the path of the shockwave) so that Nautilus can't get an easy Dredge Line on the target.
  • Cutscene Power to the Max: Big time in A New Dawn, although it's arguably more realistic for a living submarine man. He doesn't hit that hard in game, being instead the king of crowd control, but in A New Dawn his Riptide ability was shown as a massive earthquake, and his anchor was able to kill Jax and fling Graves around like a toy.
  • Dark Is Not Evil: He may look quite frightening and have a pretty nasty set of powers, but he has no ill will towards most life, only punishing the greedy who do not pay the tithe to the Bearded Lady. That said, he has no qualms in making his punishment swift and incredibly violent.
  • Determinator: Despite having incredibly hazy memories, and being weighed down by an impossibly heavy diver's suit-anchor combo, Nautilus woke up after death and walked across the sea floor for who knows how long, in utter blackness and loneliness, in order to find the people who decided he was better off dead.
  • Eldritch Abomination: His post-retcon backstory makes him a somewhat downplayed case. He has definable origins as a normal human sailor with clear motivations, but he's recognized as something of a titanic force of nature, one who appears to those who fail to pay the tithe to the Bearded Lady and carries out incredibly destructive acts of violence as punishment.
  • Evil Debt Collector: Serves as the toll collector for Nagakabouros. Ships that don't offer Her a gold Kraken soon find themselves facing his wrath.
  • Gameplay and Story Integration: Nautilus in his suit is so lumbering, he couldn't swim back to shore. As a result, his movement speed is tied for the slowest in the game and every melee champion moves faster than him, leaving him reliant on using his anchor through his Dredge Line ability for mobility. The tradeoff is that the extremely heavy diving suit benefits his durability as much as you'd expect it to.
  • Glowing Eyes of Doom: This can be justified as being the lights of his diver's suit. Taken to a logical conclusion with his Titan's Wrath ability, causing his eyes to glow even brighter while it lasts.
  • Grappling-Hook Pistol: His Dredge Line ability uses his anchor for this, capable even of dragging Nautilus to terrain, turrets, and walls.
  • Half-Human Hybrid: Is stated to be part human, part....something. He is fused with his suit, so no one really knows what he has become underneath that but in some concept art, he has tentacles coming out of his armor.
  • Hero Killer: In the "A New Dawn" cinematic he gets both of the kills on the "bad" team, crushing Jax under his anchor and forcing Graves to blow himself up to take Nautilus with him.
  • Hitbox Dissonance: Nautilus' Dredge Line is the only "hook" ability in the game that has interactions with both enemies as well as terrain, and has two different hitboxes running simultaneously for each, with the hitbox for terrain being a lot bigger in order to make dragging himself to walls more forgiving. However, they also have inconsistent "sampling" rates determining whether the anchor collides with anything or not, which means it's also possible for his anchor to glance past an enemy only to instead hit the enemy behind it (and in an extremely niche case, it can potentially hook through terrain). Combined with issues of visual clarity and properly representing the anchor's dual hitboxnote , the ability has become a bit infamous for appearing far more generous to hit than what it appears it should allow.
  • Hooks and Crooks: He uses his anchor as a very effective grappling hook to overcome his lumbering speed.
  • Horrifying the Horror: Played for Laughs in Legends of Runeterra, which reveals that even he holds Teemo as an object of awe and disgust.
    Teemo: Another day in the field.
    Nautilus: (upon seeing ally Teemo summoned) Monster!
  • The Juggernaut: Slow and cumbersome even when he is using his hook to get him places, but do not let him get close. He's ridiculously durable, deals extremely high sustained damage, and has enough crowd control to ensure that you'll never get away from him alive. Extremely well portrayed in the "A New Dawn" video where nothing Graves does to him even seems to slow him down until he gets a giant stone pillar dropped on him.
  • Left for Dead: His backstory made concise.
  • Magikarp Power: When jungling, Nautilus is slow, weak and ironically enough very fragile during his first clear, making him susceptible to invading enemies. Given just a couple of levels and ranks in Titan's Wrath he quickly becomes a powerhouse who survives lots of abuse and deals tons of damage while his shield holds. He is not a very extreme example of this trope as he gets over his weakness rather quickly, but it's still there.
  • Making a Splash: Multiple splashes, in fact! His Depth Charge ultimate causes multiple watery explosions towards a target, each one increasing the speed of which the explosion homes in on its target.
  • Meaningful Name: "Nautilus" is Greek for sailor, and is also the name of a family of mollusk found deep in the ocean, fitting with his deep-sea theme (as well as his occupation as a salvage diver when he was still human).
  • Mighty Glacier: Once he activates Titan's Wrath, he upgrades from a Stone Wall to this, adding AOE damage to his autoattacks while the shield still holds. He's encouraged to build tanky due to the shield size (and by extension the buff duration) scales as a percentage of bonus HP.
  • Ocean Madness: By the time Nautilus got back to land only to realize there was no possible life for him to return to, he returned to the sea and let his anger fester, turning into the vengeance-driven titan of Bilgewater's depths he currently is.
  • Odd Friendship: With Maokai in Legends of Runeterra. Nautilus declares himself the ocean's vengeance, while Maokai gladly self-identifies as the "fury from the blighted land." Their designs mesh mechanically, as Nautilus wants his deck to have 15 or fewer cards in it, while Maokai wants to see cards tossed from his own deck and allies die, leading to some pretty stellar synergy.
  • Pet the Dog: As show in Legends Of Runeterra, the normally curt and grim Titan has a small soft spot for the innocent and young beings who live in the shallows. Some even referring to him as Uncle Nautilus.
  • Power Glows: His Titan's Wrath ability, causing his anchor to glow red, and his eyes glow even brighter.
  • Power Makes Your Voice Deep: Yes. He has arguably the deepest voice in the entire game and that's saying something. His voiceover in Legends of Runeterra loses a slight amount of bassy echo, but that still doesn't change much.
    Ally Nautilus: My voice is deeper than your voice.
    Enemy Nautilus: (trying to go even deeper) I disagree.
  • The Power of Hate: Long after he'd given up hope of ever reaching home, he was still motivated to keep trudging on in the dark depths in order to find his former crewmates that left him for dead. He ended up reaching land eventually.
  • Resource Reimbursement: Dredge Line has him toss out his anchor to either drag enemies to him or to drag himself onto terrain. If he opts for the latter, half of the ability's cooldown and mana cost is refunded, enabling him his only real form of fast movement.
  • Retcon: In his initial lore, Nautilus was a sailor commissioned by the Institute of War to explore the Guardian's Sea, with the incident that sent him overboard and becoming whatever he is now being more or less a complete accident, and his ongoing plot being him seeking revenge on those who left him for dead. With the post-Institute lore, Nautilus was reworked into being a Bilgewater treasure hunter before turning into his state, and one who eventually gave up in searching for the individuals who betrayed him. In his current state, he now serves as a self-appointed enforcer of Nagakabouros' will, one who rests as a dreaded spirit beneath the depths.
  • Revenge:
    • During the pre-mass retcon era, his reason for being in the League to have his revenge on those responsible for his lost life and time. Hell, it might have been the reason he's alive in the first place!
    • In the post-retcon lore, while his backstory and setup is similar (he was manipulated by his greedy captain into deep-diving into what turned out to be eldritch murk for supposed treasure, leaving him for dead), he's not directly seeking out for revenge on specific individuals, as those who had left him to die had vanished for years by the time he returned to the surface. He now acts a general punisher of those who fail to pay the tithe as his captain did.
  • Sadistic Choice: In his first lore iteration, his crewmates chose cutting him loose rather than try to pull him up but risk everyone's lives. He is not very happy about that.
  • Shockwave Stomp: His Riptide ability. The waves that fan out can hit his enemies twice, meaning it may be better to hold your ground against Nautilus. Or... you're in a Morton's Fork situation.
  • Sitcom Archnemesis: Legends of Runeterra gives him this relationship with Fizz. Fizz enjoys giving Nautilus insulting nicknames, which Nautilus returns with death threats. In their wider lore, Fizz occasionally brings Nautilus' wrath down on innocent sailors by stealing their tithes as a prank.
  • The Sky Is an Ocean: His joke has him plant his anchor and start swimming mid-air.
  • Stone Wall: A very dedicated tanking character with large amounts of disruption and a respectable damage output, but has the lowest possible base movement speed, a trait usually reserved for ranged characters.
  • Stuff Blowing Up: His ultimate is Depth Charge, blowing up upon impact with its main target and causing them to fly up into the air.
  • This Is Gonna Suck: When summoned in Legends Of Runeterra, a nearby Dreg Dredger will either cheer at their good fortune, or scream in panic, depending on whose side the Titan is on.
    Dreg Dredger: NYEEEAAAHHH! Nautilus!
    Nautilus: You are right to panic.
  • Tunnel King: Subterranean Nautilus substitutes the anchor for a massive drill.
  • Units Not to Scale: Nautilus is pretty big, and a believable size for a man in a heavy deep-sea diving suit. However, according to his appearance in "A New Dawn" and in his color story, he's actually titanic, capable of holding an entire man in his fingers.
  • Walk, Don't Swim: His diver's suit was so heavy that he had to trudge along the ocean floor all the way to land.
  • Was Once a Man: Well, technically he still is one, but he's somehow become one with the diving suit and infused with some terrible dark energies, so he's not quite the way he used to be either.
  • You Can't Go Home Again: He was forced to slog on the ocean floor for so long, by the time he surfaced nothing that remained of his former life was left. There weren't any traces of the corrupt captain and his crew who left him for dead, so he couldn't even seek Revenge on them.

    Neeko, the Curious Chameleon 

Neeko of the Oovi-Kat

https://static.tvtropes.org/pmwiki/pub/images/neekoloadscreenbotcarry.jpg
"Neeko is best decision!"

Voiced by: Flora Paulita (English and Brazilian Portuguese), Andrea Arruti (Mexican Spanish), Michiyo Murase (Japanese), Myeong-Ho Lee (Korean), Alyona Andronova (Russian)
Appears in: Legends of Runeterra

"The Oovi-Kat are gone. Neeko must build her own tribe, now."

Hailing from a long lost tribe of vastaya, Neeko can blend into any crowd by borrowing the appearances of others, even absorbing something of their emotional state to tell friend from foe in an instant. No one is ever sure where—or who—Neeko might be, but those who intend to do her harm will soon witness her true colors revealed, and feel the full power of her primordial spirit magic unleashed upon them.

Neeko is a Burst Mage/Catcher hybrid champion who uses deception and illusions to bewilder and outplay her enemies before returning fire with colorful burst magic.
  • Her passive, Inherent Glamour, allows Neeko to collect the essence of any one nearby ally champion or neutral unit, including jungle camps, pets, and wards. At her own discretion, Neeko can disguise herself with as the unit, keeping up the illusion even when using basic attacks or using non-damaging abilities. Receiving immobilizing crowd control or casting a damaging spell breaks the disguise.
  • With her first ability, Blooming Burst, Neeko tosses a seed at a target location that blooms and damages nearby enemies. If the explosion kills a unit or hits an enemy champion or large monster, it will bloom again up to two times in a row.
  • Her second ability, Shapesplitter, passively causes her every third consecutive basic attack to deal bonus damage and grant Neeko a short burst of movement speed. When activated, Neeko slips out of sight, becoming briefly invisible and gaining bonus movement speed for a few seconds while sending a temporary, harmless clone of her current form running in a target direction. The clone's movement can be commanded manually.
  • Her third ability, Tangle-Barbs, flings a tangling spiral in a target direction, damaging and briefly immobilizing enemies in its path. If the spiral hits at least one enemy it grows in size and speed and immobilizes for longer.
  • With her ultimate ability, Pop Blossom, Neeko charges-up spiritual essence for a short delay and then leaps into the air, briefly suspending nearby enemies in the air before landing, releasing a powerful explosion that damages and briefly stuns enemies. When disguised with Inherent Glamour, the charge-up will be obscured from her enemies.

Her alternate skins are Winter Wonder Neeko, Star Guardian Neeko, Prestige Star Guardian Neeko, Shan Hai Scrolls Neeko, Bewitching Neeko, and Street Demon Neeko.

In season 2 of Teamfight Tactics, Neeko is a Tier 2 Woodland Druid. Her special ability is Blooming Burst, which throws a seed at a random enemy dealing three consecutive hits that explode with a bigger ara of effect each time. Neeko's Help is also a special item in the game which can be used on any champion you own to exchange it for an additional 1-star copy of that champion. In season 3, she uses her Star Guardian Neeko skin and is a 3 cost Star Guardian Protector, with her Pop Blossom ultimate slamming down and dealing damage to nearby enemies while stunning them. She was initially removed in season 4, but returns in the Festival of Beasts mid-set update as a Tier 3 Fabled Mystic using her Shan Hai Scrolls Neeko skin. She returns to using Blooming Burst as her ability, though if the Fabled trait bonus is active, the third explosion is empowered to deal greatly increased damage. She was removed in season 5, returning to her base skin in season 7 as a Tier 4 Jade Shapeshifter. Her new ability, Inherent Glamour, passively causes her to disguise herself as the nearest allied champion at the start of each round, adding their bonus attack damage, attack speed and ability power to her own, copying all other stats except health, and granting her a shield that scales with their maximum health. When the shield breaks she transforms back into her base form and casts Pop Blossom, which works identically as it did in season 3, and remains her active ability for the rest of the round. She was removed in the Uncharted Realms mid-set update, returning to her Star Guardian Neeko skin in season 8's Glitched Out mid-set update as a Tier 4 Star Guardian Spellslinger. Her Hop Blossoms ability summons her frog familiar to hop three times between different enemies, each dealing magic damage in a small area around the target, with the final hop being empowered to deal bonus damage and affect a larger area. She was initially removed in season 9, but returns to her base skin in the Horizonbound mid-set update as a Tier 3 Ixtal Bastion. Her Pop Blossom ability has her leap to her current target, shields her for a few seconds, then slam down after a brief delay, dealing magic damage in a 2-hex radius. In season 10, she uses a TFT original skin and is a Tier 3 K/DA Superfan Guardian. Her Cosplay ability has her cosplay the highest health ally, granting her bonus health based on the ally's max health and shielding her for a flat amount. Once the shield breaks or expires, she deals a percentage of the shield's value as magic damage to adjacent enemies. In season 11, she returns to her Shan Hai Scrolls Neeko skin as a Tier 2 Mythic Heavenly Arcanist, whose Heavenly bonus grants increased health. Her Hop Blossom ability has her hop into the air for a few seconds, granting her percentage incoming damage reduction and healing her over the duration, before slamming down dealing magic damage to surrounding enemies.

In Legends of Runeterra, Neeko is a 2-mana 2/2 Runeterra Champion with the unique Shapeshifter subtype. Her Origin, Many-Shaped Jungle Friends!, allows your deck to include Bird, Cat, Dog, Elnuk, Fae, Reptile, and Spider followers from all regions. She can be played in disguise as one of three random 2-cost followers from among these types, appearing and acting as that card while she's in play. When she attacks, if you've attacked with at least six different unit subtypes this game, she levels up, shedding her disguise if she has one, gaining +1/+1, and giving all allies everywhere with any subtype, including herself, +1/+1 each time she attacks. Her Champion Spell is Neeko's Shapesplitter (2-mana Fast spell that creates an Ephemeral copy of an ally, then swaps its position with the copy).
  • Acting Unnatural:
    • Whether or not you as a Neeko player end up looking conspicuous to the enemy while disguised is a matter of in-game behavior, but regardless, Neeko has a few voice lines to herself while disguised that evoke this.
      (Not-So-Innocent Whistling) I am definitely not Neeko. Nope. Not Neeko!
      I am normal! Everything's normal. Nothing is suspicious.
      Dee dee deeee~ Just minding my own business not being Neeko.
    • Even her Legends of Runeterra card gets in on this when she is disguised:
      I am definitely not Neeko. Nope. Not Neeko.
  • All Love Is Unrequited: Confirmed by her writer to have been romantically interested in Nidalee, but it went unrequited. Later updates across different games seem to hint that this is changing.
  • Ascended Meme: It didn't originally start with her, but Neeko is associated with a minor meme of "George the Suicidal Frog", based off a random frog in Summoner's Rift that can be found randomly jumping off a cliff during gameplay. Her teaser video has her catch said frog before he falls (only for him to jump anyway as soon as she puts him down), and in her Star Guardian skin, the frog becomes her magical familiar.
  • Aura Vision: As Neeko states herself:
    Sho’ma is like, um... The shape of someone’s spirit, who they really are inside.
  • Badass Adorable: A cute, sweet lizard girl whose powerful magic isn't to be trifled with.
  • Bait-and-Switch: In June 2023, Legends of Runeterra posted an announcement trailer "Twilit Protector | New Champion?!!" for a new champion with no counterpart in League: an avian being from Targon known as the Twilit Protector. However, within the first few seconds of watching the video, it's revealed to actually be Neeko in disguise (the Twilit Protector is merely a Follower card), and that the true champion being revealed is in fact Neeko. The video's title and thumbnail have since been updated to properly reflect the reveal's true nature.
  • Balance Buff: Neeko was given a mid-scope rework in 2023 in response to criticisms of her kit not taking her thematic potential far enough. By far the biggest update was to her passive Inherent Glamour: previously, she could instantly disguise as any ally champion at will, but receiving any damage no matter how minute would instantly nullify it and put the passive on a long cooldown, negating her potential to actually trick enemies. Post-rework, the disguises are no longer broken by taking damage (only crowd control), and her potential disguises now extend to neutral jungle monsters and wards, albeit at the cost of requiring her to collect her disguises first by being in close proximity of her subjects. Shapesplitter was also given a buff to make her clone more maneuverable and mobile to confuse enemies (before, her clone simply ran in a straight line no matter what the context), and a brief knock-up was added to Pop Blossom to improve its damaging lockdown potential.
  • Bilingual Bonus:
    • Neeko's native concept of spiritual "sho'ma" derives its name from the ancient Greek "Σωμα" (pronounced "soh-ma"), which fittingly means "body" yet ironically also means "that which is material" (as opposed to spiritual).
    • In the English version of the game, some of Neeko's lines when attacking, while initially just sounding like Kiai, are real words in Brazilian Portuguese: this includes phrases like "Isso!" (meaning "That!", used in the same way as "Take that!"), or "Ataco! Ataco!" (meaning "Attack! Attack!"). This is no doubt a reflection of Neeko's native Brazilian actress from in the English version of the game (who also voices Neeko in the Brazilian Portuguese version of the game — those lines are naturally the exact same between voiceovers).
  • Cloudcuckoolander: She comes from a remote vastayan civilization and doesn't entirely understand the social conventions or forms of communication familiar to the rest of Runeterra. Combined with her Constantly Curious and friendly nature, she comes off as a little quirky.
    (moving around with a jungle buff) "Neeko is not a sad tomato... She is a strong tomato!
  • Confusion Fu: Disguise, stealth, and misdirection are big parts of her kit, intended to bewilder her opponents before blasting them with colorful magic.
  • Confusing Multiple Negatives: This gem that she sometimes says while disguised:
    No one suspects Neeko to not be Neeko and to be not Neeko instead.
  • Cute Monster Girl: She's a cute half-chameleon girl, by far the most innocent and inquisitive of all the vastaya champions.
  • Cutscene Power to the Max: In the 'Light and Shadow' animation, she disguises herself as Xayah, tricking Rakan into attacking her instead. In-game, Neeko can only disguise herself as her allies, and there is absolutely no way for allied champions to damage each other.
  • Disposable Decoy Doppelgänger: Shapesplitter has Neeko briefly become invisible before reappearing alongside a clone of herself, which can't attack, but replicates her ability-casting animations and can be manually piloted before expiring after a few seconds. It also takes on whatever form Neeko herself is using through her Voluntary Shapeshifting, giving it additional fake-out potential as it can let her appear as anyone on her team.
  • Does Not Like Men: A relatively playful version, where it's because she finds most of them dirty, and that in general, male sho'ma takes getting used to. She has less of a problem if they're prettier like Ezreal, Rakan, or Aurelion Sol, and she's perfectly fine with respectable male demigods like Ivern and Taric.
    (disguising as Graves) Yuck! Take a bath! Gross.
  • Doppelgänger Attack: With Shapesplitter, she's able to make a harmless clone of whatever she currently appears as and make it appear to walk in the direction of her choice. Note that if she's disguised as someone, the clone also takes their appearance, potentially making it appear like there's three of them (four if the copied champion can already clone themselves like LeBlanc or Shaco) the enemy will have to choose from, one of which is completely expendable.
  • Early-Bird Cameo: Around a month before her official announcement, Neeko was briefly hinted at in one of Ezreal's field notes in the Runeterra map, where during his trip to the east-Shuriman jungles (the same place as in "The Elixir of Uloa"), he ran into himself curiously watching him from a distance, which he chalked up to hallucinations from taffa-flower water.
  • The Empath: Being able to sense and mimic other people’s sho’ma is a form of this trope. Her native vastaya tribe, the Oovi-kat, even base their language upon the exchange and mimicry of others people’s emotions (which is implied to explain her pecular speech habits.)
  • Fish out of Water: After being forcibly displaced from her home, she runs into a lot of trouble due to not understanding the new, strange world of Runeterra she found herself in. When inquired by a vastayan sailor about what tribe she came from when first arriving to Harelport, she — not fully understanding his spoken language — mimicked his appearance to show she had peaceful intentions, but only caused an uproar.
  • Flowers of Nature: As part of her connection to nature, she wears several pink and yellow flowers in her hair as decoration. She also has a set of five petal-like things around her head, which are actually biological glands she uses to sense others' sho'ma.
  • Funny Foreigner: She's not familiar with the rest of Runeterra and so some of her mannerisms come off as awkward or strange, but it lends an endearingly amusing charm to her.
  • Furry Reminder: Aside from the shapeshifting thing, Neeko's taunt emote has her threateningly hiss at her opponents. A few of her lines also note that "Neeko is on her fourth tail," referencing how many lizards regenerate new tails if the old one is lost (although in her case, going through tails is a cultural celebration of growth, similar to a birthday).
  • Glass Cannon: She's not very speedy or remarkable in terms of durability, and her ultimate requires her to get into close range in order to land its effects. Thankfully in turn, she's a burst mage whose disruptively explosive power still makes her a force to be reckoned with.
  • Green Thumb: Several of her abilities center around dealing damage with plant life or colorful, primordial spirit magic.
  • Half-Human Hybrid: She's a vastaya, so it's a given, although she's much closer to their collectively ancestral vastayashai’rei than others. She specifically inherits traits of chameleons and other lizards.
  • Has a Type:
    • She seems to be into other vastayan girls; besides he primary Love Interest Nidalee, she has interactions with Ahri and Nami expressing attraction.
      (Meeting Ahri) So beautiful! Like moonlight on fresh snow.
      (Meeting other Vastaya) Hello, Vastaya! Do you know Nami Nami? Is she... nice?
    • As she confesses of herself:
      Neeko miiiight have a thing for birds. And bird people.
  • Heli-Critter: Played for Laughs in her joke animations, where she uses her tail as a propeller to casually hover in place.
  • Hero-Worshipper: Nidalee was one of the first people Neeko felt a strong kinship with following her arrival to Runeterra, and even after they parted ways, Neeko regards her with fondness.
  • Hollywood Chameleons: Although her shapeshifting comes from her vastayan ancestry rather than her animal traits, the trope is there.
  • Intentional Engrish for Funny: Where Neeko came from, spoken language wasn't nearly as prevalent a form of communication among her kin, and now that she's required to use it a lot more for the rest of Runeterra, her inexperience shows. To really lean into this, her English voiceover was provided by a Brazilian voice actress who normally works in Brazilian Portuguese (and also voices that respective dub).
  • Last of Her Kind: The last known member of the ancient vastayan race of Oovi-Kat, which fell after their home island was violently destroyed by an unknown force.
    • Subverted after Legends of Runeterra released the Manasoul Student, another Oovi-Kat Vastaya called Daani who was taken to Noxus after the rest of his village was apparently wiped out. Neither is currently aware of each other.
  • Malaproper: As part of her Intentional Engrish for Funny schtick.
    (on respawn) Neeko was out, but never down!
  • Mook Horror Show: "The Monster Of Kalduga Outpost" is framed as this, of all things, for the Noxians of an outpost Neeko happens to visit. She means well, but to the Noxians unaware of her true nature, she's effectively The Thing, and things instantly get out of hand, not helped by Neeko failing to understand what she's causing.
  • Morality Pet: To Nidalee; around most other champs, Nidalee is shown to be very hostile and territorial, seeing everyone as a potential threat to her home and pack. With Neeko though, she's much warmer, and even possibly a bit romantic.
  • Morphic Resonance: In canon artwork, such as her pre-announcement teaser, she preserves her flower decorations and tail while changing forms. It doesn't go quite that far in the actual game, but to a disguised Neeko and her team, she preserves the green glowing marks around her body.
  • Musical Gag: A section of Neeko's theme features several short melodies being played by a violin which are each responded to by an identical passage from a dulcimer, almost as if the dulcimer's doing its best to copy itself after it.
  • Nice Gal: A sweet and open-minded girl without a bad bone in her body, simply wanting to find a new tribe to bond with and protect, i.e. make new friends. She even greets her enemies with a polite "Hello, enemy!"
  • Not the Intended Use: Intended as a straightforward mid lane burst mage (with her 2023 rework nudging her to also do a smidge of jungling and roaming), but she's also seen play as a top-laner building for on-hit damage, taking advantage of the auto-attack bonuses of Shapesplitter. In this role, Neeko is used as a kryptonite against melee champions as she has many means to harass opponents from afar during the laning phase, which she can then translate reasonably well into more ability power-based items come the late game.
  • Older Than They Look: Like most vastaya, her physical age is disproportionate to her behavioral age. She's been commented by her writer to be a couple hundred years old — estimated to be at least 180 — but looks and acts like she's in her late teens or early 20's.
  • Paranoia Fuel: Provides an In-Universe example in "The Monster Of Kalduga Outpost". Her shape-shifting eventually leaves only 4 people standing, after the rest murdered each other out of fear and paranoia. The four decide to part ways in the different cardinal directions of the world, and duel to the death if they ever see each other again as a result — since that would mean the one they met is the titular monster.
  • Poirot Speak: On top of occasionally weird grammar and syntax choices, sometimes Neeko slips a few words from her native vastayashai'rei language in her speech.
  • Running on All Fours: Downplayed Trope. When she is not running, she walks bipedally. She does it fairly well though with some cinematics clocking her in at anywhere from 20 to 40 miles per hour.
  • Sex Shifter: Sex is no object for those she can mimic, though she does find male sho'ma "strange" and takes getting used to.
    (mimicking a male champion) Do I smell as bad as I look? (sniffs) Yes.
  • Ship Tease: Of a borderline sort; she really enjoys sharing the appearances of other female champions and is confirmed to swing that way, though several of her lines could be interpreted both as flirty or simply friendly. In any case, she's "curious" about Evelynn, she loves Illaoi's strength, meekly asks Shyvana out for lunch, and she'll ask other vastayans if they know Nami and if she's nice.
  • Spot the Imposter: While a disguised Neeko is capable of using basic attacks on targets that are not enemy champions without blowing her cover (complete with the same base range as whoever she's disguised as), she can't replicate abilities, including passives, which could result in odd and conspicuous sights like a Sona not using any abilities, a Vayne who procs no Silver Bolts, a Kalista who never kites around, or even an Annie, Jhin, or Graves with no "charge" blocks under their health bar.
  • Suffer the Slings: Neeko appears to be using some kind of magical sling weapon to launch projectiles for her basic attacks and Blooming Burst.
  • Third-Person Person: She almost never refers to herself as "I", instead preferentially using "Neeko".
  • Tipped Off by the Tail: Neeko's shapeshifting, Depending on the Writer, waffles between "flawless" and "almost flawless", usually based on the Rule of Funny, and in the latter cases, she still retains her giant lizard tail and floral hair decorations.
  • Trademark Favorite Food: According to a few of Neeko's voice lines and a Q&A, Neeko's is cheese breads, most likely a specific Brazilian variant called pĂŁo de queijo due to Riot calling it a pastry (this is a reference to her Brazilian actress).
  • Voluntary Shapeshifting: A big part of Neeko's shtick, with her able to disguise her appearance as that of any allied champion. This stems from her Oovi-Kat/vastayashai'rei heritage, able to intermingle her "sho'ma" with the spirits of others, mimicking their physical forms.
    • Rioters have delved into the in-universe mechanics of this in more detail: Vastaya in general have some degree of shapeshifting ability, but Neeko's is far greater due to her spirit being attracted to that of an animal already good at changing. The size of sho'ma also matters — she could potentially shapeshift into things much bigger than her, but not for very long.

    Nidalee, the Bestial Huntress 
https://static.tvtropes.org/pmwiki/pub/images/nidalee_originalloading.jpg
"The wild calls. I answer."

Voiced by: Kelly Burge (English/Original), Roxana Ortega (English/Current), Victoria Angulo (European Spanish), Carla Castañeda (Mexican Spanish), Toa Yukinari (Japanese), Rita Lopes (Brazilian Portuguese), Hyun-Shim Kim (Korean), Natalia Kaznacheeva (Russian)
Appears in: Legends of Runeterra

"The untamed know no fear."

Raised in the deepest jungle, Nidalee is a master tracker who can shapeshift into a ferocious cougar at will. Neither wholly woman nor beast, she viciously defends her territory from any and all trespassers, with carefully placed traps and deft spear throws. She cripples her quarry before pouncing on them in feline form—the lucky few who survive tell tales of a wild woman with razor-sharp instincts, and even sharper claws...

Nidalee is a Specialist champion who shapeshifts between two distinct but complimentary forms to mark and hunt down her prey. She starts with a free rank of her ultimate ability, Aspect of the Cougar, which allows Nidalee to switch between Human Form, which is ranged and excels at initiating the hunt, and Cougar Form, which is melee and excels at finishing off her prey.
  • Her passive, Prowl, increases Nidalee's movement speed when moving through brush, increasing if she's moving towards a visible enemy champion. Additionally, some of her Human Form abilities briefly mark enemy champions they damage as Hunted, revealing them, granting Nidalee the same movement speed bonus when moving towards them and empowering some of her Cougar Form abilities.

In Human Form:
  • With her first ability, Javelin Toss, Nidalee throws her spear in a target direction, damaging the first enemy it hits based on distance traveled and marking them as Hunted if they're an enemy champion.
  • Her second ability, Bushwhack, sets a trap at a target location for a long duration that triggers when an enemy walks over it, dealing damage-over-time and marking them as Hunted if they're an enemy champion.
  • With her third ability, Primal Surge, Nidalee heals a nearby allied champion based on their missing health and also grants them an attack speed bonus for a few seconds.

In Cougar Form:
  • Her first ability, Takedown, makes Nidalee's next basic attack deal bonus damage based on the target's missing health. If the target is Hunted, they'll take increased damage.
  • With her second ability, Pounce, Nidalee lunges in a target direction, damaging nearby enemies upon landing. If she targets a Hunted enemy, Nidalee will instead jump at the target from a longer distance. Using this Hunted bonus or killing an enemy champion while in Cougar Form reduces the ability's cooldown.
  • With her third ability, Swipe, Nidalee claws at enemies in a cone in the target direction, damaging them.

Nidalee's alternate skins include Leopard Nidalee, Snow Bunny Nidalee, French Maid Nidalee, Pharaoh Nidalee, Bewitching Nidalee, Headhunter Nidalee, Warring Kingdoms Nidalee, Challenger Nidalee, Super Galaxy Nidalee, Dawnbringer Nidalee, Cosmic Huntress Nidalee, Damwon Nidalee, Ocean Song Nidalee, Kittalee Nidalee, and La Ilusion Nidalee. Legends of Runeterra exclusively includes Soul Fighter Nidalee.

In season 1 of Teamfight Tactics, Nidalee is a Tier 1 Wild Shapeshifter. Her ability, Primal Surge, heals herself and her weakest ally, then transforms her into Cougar Form and increases her attack damage. She was removed in season 2. In season 4, she's a Tier 1 Warlord Sharpshooter using her Warring Kingdoms skin. Her new ability Javelin Toss, throws a spear that damages the first enemy hit; the damage increasing by 10% for every hex it travels. In season 5, she uses her Dawnbringer Nidalee skin as a Tier 3 Dawnbringer Skirmisher. Her ability was changed to Aspect of the Cougar, which makes Nidalee leap toward the lowest health enemy, transforming into her Cougar Form and leaping every few seconds thereafter. While transformed, Nidalee is a melee attacker, but every fourth basic attack deals bonus magic damage and she gains bonus attack speed and dodge chance. She was removed in season 6, returning in season 7 using her Cosmic Huntress Nidalee skin as a Tier 1 Astral Shapeshifter. Primal Surge returns as her ability, though in this iteration it doesn't heal, and her Cougar Form increases her movement and attack speeds while causing every third basic attack to deal triple damage.

In Legends of Runeterra, Nidalee is a 4-mana 5/3 Shurima Cat Champion with Quick Attack and Ambush 2 (can be played as a 2-mana 2/2 Shadow in the Brush if you don't already have one in play, which generates a Burst Spell that can be cast to transform her back to normal for her Ambush cost). When she's seen you summon or transform allies 4 times, she levels up into Packmother Nidalee, gaining +1/+1 and Overwhelm; on striking the enemy Nexus in this form, she reverts to her original form and creates a Javelin Toss in hand, a 0-mana Slow spell that deals 4 damage to an enemy, or to the enemy Nexus if there are no enemy units to target. Her Champion Spell is Nidalee's Prowl (1-mana Shurima Burst spell that gives an ally +2/+0, or +2/+2 if it's a hidden Ambush unit).
  • All Witches Have Cats: Her Bewitching skin changes her cougar form into a black cat. Her updated splash art even shows her holding a black cat.
  • Amazonian Beauty: She is quite toned in her LoR redesign, which makes sense given her very active lifestyle.
  • Art Evolution: Nidalee got a massive design overhaul in Legends of Runeterra that focuses on the Morphic Resonance between her human and Pakiti form compared to her outdated model. Her clothes are more practical for hunting, she gains a fur collar and belt to emphasize her bestial self, and she has green marks and accessories that are visible when she transforms. The most drastic changes are the inclusion of claws on her hands and feet and cat ears, accentuating her shapeshifting nature and connection to her pack.
  • Balance Buff: When Nidalee was first added to the game in 2009, she completely lacked her Hunt aspect and was almost stupidly frontloaded into her human form — Javelin Toss was one of the most powerful skillshots in the game, and it was very common to see players stay in human form indefinitely to chuck out spears with the power of a nuke and almost never touch cougar form (which was only reserved for jungle clearing and AD bruiser builds). She was updated in 2014, integrating the Hunt mechanic, properly necessitating her gameplay pattern of marking her targets before pouncing onto and executing them, and shifting her stats around to accomodate it. Her human form's spears are still very deadly, but she's nowhere near as reliant on them, now possessing better means to properly assassinate her enemies (as well as giving her clearer moments of weaknesses so she's not completely hell to play against).
  • Bizarre and Improbable Ballistics: An ability of her's involves throwing a spear, which does more damage based off how far away it is from Nidalee upon impact, seemingly like a gyrojet.
  • Bruiser with a Soft Center: A very territorial and merciless huntress, but ultimately she's just looking out for her pack. When Milio encountered her on his path to Ixaocan, he noted that she didn't like him at first, but she was at least willing to let him travel peacefully with the pack, Milio declaring that beneath her distant exterior, she's actually "super sweet".
  • Cat Girl: She didn't actually have cat ears originally, but she can turn into a cougar and was raised by cats. LoR then goes all the way and gives her ears and furry patches.
  • Characterization Marches On: Nidalee was introduced to the game very early on as a heavy-on-fanservice play on the Jungle Princess archetype, with most of her lore depicting her as flirty, clingy, and overall mostly existing to play into a joke of her being a "cougar". Following the game's Continuity Reboot, these elements have been significantly phased out, and focus has instead shifted greatly into playing on her Wild Child origins, depicting her as a fiercely protective and violently territorial hunter, one who is strongly protective of her kin of the jungle and has no compunctions tearing any trespassers to bloody shreds.
  • Clingy Jealous Girl: Implied in an old, no-longer-canon Journal of Justice, when her boyfriend, a summoner named Bob Nashahago, promptly fled when the gossip column ran with Blitzcrank's dating service finds him a match with Janna instead.
  • Combat Medic: Primal Surge heals for a decent amount and grants an attack speed boost- with some AP items it can heal quite a bit whilst still increasing the potency of Javelin Toss (the combat part). Anyone targeting her first will find she doesn't die quite as easily as other medics as she escapes in cougar form.
  • Crutch Character: One of the most impressive starters in the jungle with a decent amount of versatility and damage, but doesn't possess a powerful endgame, meaning she's really got to work to stay ahead.
  • Difficult, but Awesome: There are a lot of components to Nidalee's kit that make her daunting for new players; her two different forms means she has a lot of individual abilities to optimize, and falling behind is really detrimental due to her being an early-game champ. Her spears and Cougar Form allow her to deal some very frightening 1v1 damage even by the late game, but this requires that she actually land the spears or set up traps to trigger the "Hunt" debuff. She also has to approach teamfighting really patiently due to her lack of crowd control or AoE damage, instead relying on her teammates to help single out enemies she can assassinate. When first picking Nidalee up, prepare to have a lot of practice in how to land relatively slow-moving spears at fast moving targets, as well as set up traps to set up 1v1 trades.
  • The Dreaded: According to "Milio's Super-Special Adventure Reports", Nidalee is feared as a boogeyman of the Ixtal jungles dubbed the "Kashdaji Queen", spoken of as a "half-woman, half-cat, and half-ghost" who stalks the jungle at night, waiting to pounce on kids out past their bedtime.
  • Fur Bikini: As part of her Jungle Princess look. Though her redesign in supplementary material ditches the look.
  • Half-Human Hybrid: She's something of the type, though she claims to be neither human nor vastayan (the universe's previously confirmed demi-humans).
  • Have I Mentioned I Am Sexually Active Today?: Almost paraphrased in her old joke, but replace "sexually active" with "mating seasons".
  • I'm a Humanitarian: Implied — several of her lines after killing enemies have her celebrate how her pack and she herself are going to eat well tonight, and considering a vast majority of champions in the game are humans (or at least human-adjacent), the suggestion is pretty obvious. Perhaps being part-cougar, she sees nothing wrong with eating her kill.
    Nidalee: Nothing will be wasted.
  • Informed Species: Her Cougar Form looks more like a hybrid between a lion and a sabertooth tiger than an actual cougar.
  • Jack of All Stats: She has strong damage and mobility, a decent heal and attack speed steroid, traps that grant excellent vision, and can take advantage of brush and jungle well thanks to her movement speed passive. She can be played reasonably well as a support, fighter, or mage but generally not as well as specialists in those types.
  • Javelin Thrower: She chucks spears for her ranged basic attacks. Then there's Javelin Toss, one of her signature abilities, that launches a relatively slow but painful spear whose damage increases based on net distance traveled.
  • Jungle Princess: While not specifically a princess, she is heavily based on the archetype; she lives in the rainforests, was adopted by cougars, wears a Fur Bikini, fights with spears, and is a leader foremost to her tribe. She's fiercely protective of her people, especially against outsiders like Piltovans.
  • Lightning Bruiser: Nidalee is both fast and really hard hitting; due to her Hunt mechanic, she can zip around the battlefield at respectable speed, and catching an enemy in a trap or with a spear usually means death, because soon after, a powerful cougar will pounce from the bushes and delete their health bar. And because of Primal Surge and Pounce, she is frustratingly hard to catch and kill.
  • Low-Tech Spears: Nidalee, the "Bestial Huntress", is a Jungle Princess initially characterized by her connection to the wild, which is signified by her use of a spear as her main weapon. Though the "primitive" elements of her character have been toned down over time, both to mitigate the problematic parts of her archetype and to accentuate her magical nature as a shapeshifter.
  • Morphic Resonance: Whether in human or cougar form, she always has that green gem on her forehead. Additionally, the painted stripes on her human body resemble the natural ones on her beast form. Legends of Runeterra makes the two forms more seamless through the more cat-like traits of her human form, as well her tattoos being changed into green accents that make her cougar form more fantastical.
  • Ms. Fanservice: A sexy cougar in a Fur Bikini whose dance emote has her pole dance on her spear, and whose original /joke was "Did I mention it's mating season?".
  • Panthera Awesome: No matter what skin she's in, she always turns into some kind of giant cat as her ultimate. LoR shows just how massive she is compared to her human form, dwarfing a poacher of average-height.
  • Race Lift: An odd case where Nidalee's complexion changes depending on her skin, something that's not apparent with any other champ. Skins like Leopard and Headhunter basically just turn her white.
  • Raised by Wolves: In her old lore. In her new lore, she's a member of the catlike Pakaa tribe and has led them as long as anyone can remember.
  • Retcon: Originally, Nidalee arrived to the Kumungu jungle as a child by traveling with her treasure-seeking parents, and was only adopted by her cougar family after her real parents succumbed to a mysterious, unspecified illness. With her 2023 rewrite, her early origins are now far more mysterious, with nobody knowing how she came to rule the jungle.
  • Ship Tease: Neeko was corroborated to have once had a crush on Nidalee, though it went unrequited before she began Walking the Earth for her own path. However, Nidalee's 2023 voiceover update gives her a few lines that hint at her harboring at least some close kinship with her old friend. LoR goes further through Nidalee's card art, showing her gently holding Neeko's cheek with the flavor text being about swearing to protect the latter.
    (first encounter with Neeko) "Love takes as many shapes as you do, Neeko."
    (killing Neeko) "Neeko... my world feels empty without you..."
  • Simple, yet Awesome: Javelin Toss is about as straightforward as just chucking a spear, and not a particularly fast one either. But once Nidalee's built enough ability power, the spear can deal insane amounts of damage, especially if she hits her mark from its maximum distance.
  • Stealth Pun: She had a hidden passive when in cougar form that gives a very small amount of exp to any nearby friendly champions lower level than her. Because she's a "cougar".
  • Stripperiffic: Wears a Fur Bikini and not too much else. As shown in "Human Blood", this proves to be an amusingly effective distraction to precede a spear attack and cougar transformation (although the accompanying art in that story portrays her wearing a much more conservative outfit and the story itself doesn't actually describe her garb).
  • Tamer and Chaster: "Human Blood" introduces a redesign for Nidalee's outfit, ditching the Stripperiffic Fur Bikini in favor of a more covered and practical leather hunting garments. Her LoR redesign sort of takes a middle ground, still showing skin but also giving her a more defined outfit than her bikini look.
  • Trap Master: Nidalee's Bushwhack allows her to place up to 10 invisible traps across the map, which when set off deal a slight bleed effect, triggers her Hunt passive, and globally reveals the target for a few seconds. Perhaps not the most immediately punishing in the game, but can be very powerful substitutes for wards if you can predict where enemies across the map will be moving, as well as set up for assassinations if you're especially forward-thinking.
  • Unflinching Walk: Because of the old mechanics behind her spear toss, the game used to encourage you to do this each time you toss it. Badass indeed.
  • Vocal Evolution: After keeping the same voiceover since her introduction in 2009 (most of which was pretty simplistic, had a long-outdated reference to Summoners, and at most playing her up as quite the tease), Nidalee received a voiceover update in 2023 to bring her up to date with modern standards of the game. On top of being much more dignified and fierce, modern Nidalee speaks with a more Latin American-inspired accent to fit in line with Ixtal, rather than the generic American accent of before.
  • Voluntary Shapeshifting: She can go from human to cougar form and back again for free and with a cooldown of only a few seconds.
  • Wild Child: It's unknown how she came to be alone in the Shuriman jungles as an infant, but she was found and raised by cougars like she was one of their own, becoming the Jungle Princess archetype we know today. Come her 2023 voiceover update, and she takes it a little further with how she puts down Udyr.
    (first encounter with Udyr) "You think you understand the jungle, shaman; but you will always be an outsider."
    (killing Udyr) "Once an outsider, always an outsider, shaman."
  • You Have GOT to Be Kidding Me!: She doesn't really take Naafiri seriously for the form she took.
    (killing Naafiri) Dogs? Really, Naafiri?
  • You Will Be Spared: As told in "Human Blood", Nidalee spared the life of a man on the condition he packs his stuff and leaves the jungle with his comrades. He doesn't heed her warning, and he doesn't live very long to regret it.

    Nilah, the Joy Unbound 
https://static.tvtropes.org/pmwiki/pub/images/nilahloadscreen.jpg
"Joy, unceasing and forever."

Voiced by: Sandra Saad (English), Diana Huicochea (Mexican Spanish), Mitsuho Kanbe (Japanese), Bona Kim (Korean)
Appears in: Legends of Runeterra

"Bliss in life, and bliss forever after."

Nilah is an ascetic warrior from a distant land, seeking the world's deadliest, most titanic opponents so that she might challenge and destroy them. Having won her power through an encounter with the long-imprisoned demon of joy, she has no emotions other than unceasing jubilation—a small price to pay for the vast strength she now possesses. Channeling the demon's liquid form into a blade of unparalleled might, she stands defiant against ancient threats long forgotten.

Nilah is a Skirmisher champion intended to be played in bottom lane as a carry, using her whip to gradually shred enemies from a distance while also bolstering her and her allies' defenses with her passive.
  • Nilah's passive, Joy Unending, amplifies the healing and shielding of allies near her — allies that heal or shield Nilah gain a bonus heal or shield for themselves, and those who cast a heal or shield on themselves also grant Nilah herself a bonus heal/shield. In addition, if Nilah last hits an enemy minion, she and her nearest allied champion will gain the normal amount of shared experience, plus half of the experience that would have been lost due to sharing.
  • Her first ability, Formless Blade, passively causes her attacks and ability damage against champions to ignore some of their armor and heal Nilah for part of the damage dealt. The effect scales with crit chance, and any excess healing converts into a shield. On activation, Nilah strikes with her whip in a line, damaging all enemies hit. Hitting an enemy causes her basic attacks to become empowered, gaining increased attack range, speed, and causing them to splash in a cone for additional damage.
  • With her second ability, Jubilant Veil, Nilah shrouds herself in a watery veil, gaining bonus movement speed, reducing incoming magic damage, and causing them to avoid all incoming basic attacks. Touching an ally champion hides them in the veil for a briefer period.
  • Nilah's third ability, Slipstream, lets her dash through a target unit, traveling a fixed distance and damaging all enemies she passes through. Casting Formless Blade while dashing pulls a wave in her path, dealing damage after a short delay which grants its empowering effect. She can store up to 2 charges at once.
  • With her ultimate ability, Apotheosis, Nilah lashes her whip around her, dealing damage, and with a final burst pulls nearby enemies in towards her. The ability heals Nilah for the damage dealt — converting any excess healing into a shield — an effect which scales with crit chance and is also granted to nearby allies.

Nilah's alternate skins include Star Guardian Nilah and Coven Nilah. Legends of Runeterra exclusively includes Lunar Eclipse Nilah, Wild Rift exclusively includes Soul Fighter Nilah.

In season 7 of Teamfight Tactics, Nilah was added in the Uncharted Realms mid-set update as a Tier 4 Lagoon Assassin. Her Slipstream ability has her dash through her target and damaging them. If the target was shielded, Nilah gains a shield of her own based on a percentage of the damage she dealt to it. If the target dies or remains shielded afterward, she recasts the ability again. In season 8, she uses her Star Guardian Nilah skin and was changed to a Tier 3 Star Guardian Duelist. Her new Apotheosis ability whirls her whip around her, dealing magic damage to nearby enemies while rapidly healing herself and nearby allies over a brief period. She deals another burst of magic damage to surrounding enemies once the heal has finished. She was initially removed in season 9, but returns to her base skin in the Horizonbound mid-set update as a Tier 4 Bilgewater Vanquisher. Her Formless Blade ability passively causes her basic attacks to strike up to two additional enemies in a cone for reduced damage, with every third attack striking in a line for bonus damage and granting Nilah a stacking attack speed boost for the rest of the round. On activation, Nilah shields herself and dashes away to a safer position.

In Legends of Runeterra, Nilah is a 2-mana 2/3 Bilgewater Champion with Brash that creates a copy of Slipstream (1-mana Burst spell that draws 2 cards and gives them Fleeting) in the top 6 cards of your deck when she attacks. After you've drawn 15 cards, Nilah levels up, gaining +1/+1 and upgrading her effect to also deal 2 damage to all enemies and the enemy Nexus instantly when she attacks, but this damage cannot reduce them below 1 health. Her Champion Spell is Nilah's Formless Blade (1-mana Burst spell that deals 2 damage to a unit, but cannot drop them below 1 health).
  • Ascended Fangirl: A rather dark variant: the girl who would become Nilah was a young bookworm who adored the legends and heroes of generations past, and her excitement and desire for adventure led her to the "seventh layer of the underworld" below the Kathkan capital. That girl, as she was known, would never return. Instead, Nilah emerged 10 years later, having allegedly spent the interim learning magic and war and dueling with the demon Ashlesh, now a perpetually joyful warrior on the hunt for demons and other monsters.
  • Ambiguously Evil: Nilah possesses a weapon created out of Ashlesh, a destructive demon of legend that hungered for primal joy. While Nilah seems like a virtuous demon slayer who simply uses its power against its kin, Nilah herself is only capable of feeling joy and bliss, and her biography is uncertain on whether Nilah controls the demon's powers, if "Nilah" is a "pretender" wearing the girl's flesh, or something in between.
  • Blithe Spirit: She one day showed up to Bilgewater and decided to stay, and she's been causing all sorts of chaos in the city ever since, with her duels against its giant sea serpents drawing quite the uproar.
  • Blood Knight: Whether she's a virtuous warrior with ambiguously demonic powers or just a puppet masquerading as one, one thing's for certain: Nilah loves a good fight, and will take on anything it looks like she can bring down (which includes things like demons and demigods).
    Nilah: Raging demigods, dragons, the age of the world... not enough. Who's next?
  • Challenge Seeker: She wants to fight the biggest and baddest adversaries she can find in the hopes that her triumphs will go down in history.
  • Close-Range Combatant: A very unusual case in that she's almost entirely melee-focused, but is designed to play as a botlane carry, a lane who will present Long-Range Fighter as her opponent 99.9% of the time. She has plenty of tools to accomodate for the range discrepency, but her playstyle is about cramming herself up in your face and flaying you apart while you're in breathing distance.
  • Critical Hit Class: Nilah's abilities scale directly off of her crit-chance; passively she gains lifesteal and lethality off of Formless Blade, as does the life-regeneration of her ultimate.
  • Dissonant Serenity: Fitting for a Champion with the title of 'the Joy Unbound,' she looks and acts quite happy and cheerful, even when killing people and monsters, not to mention threatening demons and the heavens.
  • Death of a Thousand Cuts: Whipping her enemies to death is her game. The range and attack speed boost she gets off of Formless Blade encourages Nilah to land a strike and then whittle down the enemies in front of her with auto-attacks. Her other abilities aid her in slipping around and keeping just far enough from danger to extend her pressure.
  • Demonic Possession: Possibly. Nilah's biography is purposefully unclear if Nilah is a Heroic Host or is Ashlesh, the demon of Joy, pretending to be a heroic host.
  • Fantasy Counterpart Culture: Implied. Nilah features a design inspired by South Asian aesthetics that don't have a direct equivalent in Runeterra — she instead comes from a country called Kathkan on an "eastern continent" away from Runeterra, though the most that's known about it is that it's not Camavor.
  • Foreshadowing: In "The Boys and Bombolini", Twisted Fate mentions Graves' past with alternate partners, offhandedly listing Shauna Vayne and "that lady with the laughing jar", who would be revealed as Nilah a few weeks following the story's release.
  • Full-Name Basis: Not Nilah herself, but she calls everyone around her by their full names if she knows them. Graves doesn't take kindly to it, but she insists on calling him "Malcolm Graves" since "There is great power in a true name."
  • Getting Smilies Painted on Your Soul: It seems that while she came out the victor of her battle with Ashlesh, her taking the demon's powers also caused her to take its undying pursuit of joy. While Nilah can observe and yearn for various emotions, her emotional spectrum is so stunted that's only capable of processing everything in an endlessly positive manner, creating quite a dissonance considering the loss and tragedy of her past. She may or may not actually mind, but often, she describes it as a price to pay for what she's earned.
    Nilah: Joy is not an easy power to master. It infects you. Becomes you.
  • Heroic Host: Maybe. She emerged from the Seventh Layer carrying the power of an ancient demon of joy in tow, but aside from her eerily perpetual positivity and bliss, her actions have mostly consisted of hunting down demons, beasts, and other supernatural entities, and occasionally disrupting local communities with her amazing feats. It's strongly implied that the aforementioned demon of joy is one of the primordial "ten" that Fiddlesticks was the first of, yet Nilah's desire to slay it says a lot.
    Nilah: (killing Fiddlesticks) Hah! First of nothing! Tell the other eight where to find me!
  • Hijacking Cthulhu: Nilah somehow gained Ashlesh's power for her own. That being said, it came at a cost; the girl Nilah once was completely disappeared from the world's consciousness and Nilah is unable to feel any emotion but joy.
  • Hunter of Monsters: Nilah's made a name for herself from taking on varying beasts. She first encountered Ashlesh, the demon of joy (the exact outcome is uncertain, but they've definitely interacted given that Nilah possesses its power), and following her return from the Seventh Layer, her takedowns include Viper, the progenitor of Camavoran dragons, Imago, demon of change in the Carnelian Valley, and Nabavelicus, a mad demigod and perpetrator of countless atrocities. Nowadays, she spends her time in Bilgewater slaying the various giant serpents of its surrounding seas.
  • Making a Splash: All of her abilities control water to some extant; her weapon is a construct made of water and she creates waves and splashes with all of her abilities.
  • Meaningful Rename: Nilah's younger self had a different name that was erased from all memory when she ventured into the Seventh Layer. When she returned, she began calling herself "Nilah", the same name belonging to a legendary river of fate.
  • My Name Is Inigo Montoya: "I am Nilah of the Seventh Layer. May you find joy in the world beyond!"
  • Noodle Incident: She and Graves had briefly worked together on something unspecified in the past. Whatever it was, Graves seemed to have gotten the shorter end of the stick.
    (encountering Graves) "How many times must I embarrass you, Malcolm Graves?"
    (killing Graves in-game) "Call me when you need me, Malcolm Graves... but I tire of this."
  • O.O.C. Is Serious Business: Given how relentlessly joyous and upbeat she is in literally every other line, the fact she stutters and is unnerved during her kill line for Kindred says something about them.
    Nilah: S-strange... I feel a third presence. Something far older.
  • Perpetual Smiler: As she can only express joy, she always goes into battle with a cheeky smile.
    Nilah: There is great power beyond this smile. Be wary.
  • Power at a Price: From whatever arrangement she has with Ashlesh, Nilah gained the demon's immense power to use for good, but she was also forced into a permanent state of bliss and positivity while her original identity was completely wiped out of existence, literally losing herself to joy. Nilah herself doesn't object to it, but that's highly likely because she's now completely incapable of doing so, and she does in fact register this setup as a burden.
  • Quirky Bard: Following in the theoretical footsteps of pre-VGU Mordekaiser and the unintended footsteps of Yasuo, Nilah is Riot's stab at a true melee-focused botlane carry champion. While she can briefly extend her range for poke using Formless Blade, even more so than other marksmen like Samira or Quinn, Nilah wants to dance around enemies at mid-to-close range to deal damage, with significant parts of her kit built for allowing herself and her support to keep up with the constant ranged DPS of most botlane pairings.
  • Shrouded in Myth: On top of not being from Runeterra as we know it, Nilah's early years are a mystery. At some point in her youth, she made a trek to see the Seventh Layer that rest beneath the capitol of her home country, suddenly causing all documents and memory of her to cease. Who we now know as Nilah emerged after spending a full decade in a separate realm, and she hasn't dispelled what happened to her during her absence — whether she ended up meeting the heroes who guarded the sealed Ashlesh, fought Ashlesh, or became possessed by it, isn't clarified at all.
  • Skill Gate Characters: Nilah has a reputation of being a pretty harsh skill-check champion, being deceptively powerful and punishing towards those on lower skill levels but having a much harder time the higher you go up. Most would assume a melee botlaner in a ranged-focused lane to be an easy kill, but her kit makes it very easy to catch the enemy off-guard as she has tools to be surprisingly slippery and avoiding all-ins during the early game, with the bonus experience (and thus, levels) of her passive making her own dive come by much faster than one would expect, something that can allow her to snowball incredibly fast. Issues start piling up as enemies learn to take advantage of her weaknesses, with champions that can more steadily poke her out (her safety tools mostly only come by in short bursts) and make her heavily reliant on her support, which is itself also affected by her passive that encourages her to be specifically paired up with Enchanters. In general, Nilah is heavily dependent on champion matchups, usually relegated to being a niche counterpick in higher levels.
  • Un-person: When the girl who became Nilah made her journey to the Seventh Layer, all knowledge of her existence simply ceased to be. All records of her name disappeared, memories of her face faded from memory, and it was like she had never existed, and it's gone unexplained as to why.
  • Vibrant Orange: True to her energetic personality, she dons a yellow-orange garb in her base design.
  • Walk on Water: In her reveal trailer, she runs out atop the sea to face off against a monster.
  • Whip Sword: The Formless Blade manifests as a slit-ended blade of water that Nilah swings around like a whip. Lead producer Reav3 describes it as an urumi, a multibladed real-world example which originated from India.

    Nocturne, the Eternal Nightmare 
https://static.tvtropes.org/pmwiki/pub/images/nocturne_originalloading.jpg
"Embrace the darkness."

Voiced by: Jason Wishnov (English), David Robles (European Spanish), Oliver Magaña (Mexican Spanish), Shinshu Fuji (Japanese), Christiano Torreão (Brazilian Portuguese), Sang-Baek Kim (Korean), Alexander Gruzdev (Russian)
Appears in: Legends of Runeterra, The Mageseeker

"The darkness is closing in..."

A demonic amalgamation drawn from the nightmares that haunt every sentient mind, the thing known as Nocturne has become a primordial force of pure evil. It is liquidly chaotic in aspect, a faceless shadow with cold eyes and armed with wicked-looking blades. After freeing itself from the spirit realm, Nocturne descended upon the waking world, to feed upon the kind of terror that can only thrive in true darkness.

Nocturne is an Assassin champion who spreads darkness and fear through the battlefield, isolating enemies from their allies and pouncing upon them from the shadows.
  • His passive, Umbra Blades, periodically transforms his next basic attack into a whirling slash, damaging foes around him and healing Nocturne per enemy hit. Basic attacks reduce this effect's cooldown, doubled against enemy champions.
  • His first ability, Duskbringer, sends out a shadowy hand in a target direction, damaging enemies in its path and leaving behind a Dusk Trail that increases Nocturne's movement speed and attack damage and allows him to move through units when inside it. Enemy champions it hits will also leave behind a Dusk Trail as they move for a few seconds.
  • With his second ability, Shroud of Darkness, Nocturne protects himself with a shadow barrier for a brief moment that completely blocks the next ability that hits him. This ability also passively increases his attack speed, with the bonus being doubled for a few seconds after blocking an ability with the barrier.
  • With his third ability, Unspeakable Horror, Nocturne plants terrifying nightmares on the mind of a nearby enemy for a brief duration, dealing damage-over-time. If the target doesn't run away from Nocturne quickly enough, they'll be feared for a few seconds, forced to flee from Nocturne at reduced speed. This ability also passively grants Nocturne a huge movement speed bonus when moving towards feared enemies.
  • His ultimate ability, Paranoia, covers the battlefield in darkness for a few seconds, greatly reducing the sight radius of enemy champions and preventing them from sharing vision with their allies. Nocturne can reactivate the ability to pounce upon an enemy champion from a very long distance, damaging them upon arrival.

Nocturne's alternate skins include Frozen Terror Nocturne, Void Nocturne, Ravager Nocturne, Haunting Nocturne, Eternum Nocturne, Cursed Revenant Nocturne, Old God Nocturne, Hextech Nocturne, Broken Covenant Nocturne, and Empyrean Nocturne. Legends of Runeterra exclusively includes Battle Boss Nocturne.

In season 2 of Teamfight Tactics, Nocturne uses his Eternum Nocturne skin and is a Tier 3 Steel Assassin. His special ability is Steel Blades, a passive which causes every third attack to strike all adjacent enemies, applying on-hit effects and healing him for a percentage of the damage done. He was initially removed in season 3, but returned in the Return to the Stars mid-set update using the same skin as a 1 cost Battlecast Infiltrator. His ability was changed to Unspeakable Horror, which stuns Nocturne's target for a few seconds while dealing magic damage to them over the duration. He was removed in season 4. He returns in season 5 using his Elderwood Nocturne skin as a Tier 3 Revenant Assassin. He returns to using his season 2 ability (renamed Umbra Blades), with the empowered attack being buffed to increase Nocturne's attack speed for a few seconds if only one enemy was hit. He was initially removed in season 6, but returns in the Neon Nights mid-set update with his season 3 ability using his Hextech Nocturne skin as a Tier 1 Hextech Assassin.

In Legends of Runeterra, Nocturne is a 4-mana 5/3 Shadow Isles Champion with Fearsome and the Nightfall ability that gives a chosen enemy Vulnerable and all enemies -1/-0 until end of round if it's triggered. When you have attacked with 5 Nightfall or Fearsome units Nocturne levels up, gaining +1/+1, giving all allied units Fearsome, and giving -1/-0 to all enemies until end of round every time you summon a unit. His Champion Spell is Nocturne's Unspeakable Horror (2-mana Shadow Isles Fast spell that Drains 1 health from anything, and has a Nightfall effect to generate a random Nightfall card in hand).

  • Absurdly Sharp Blade: To give you a hint, they were able to slice right through Ryze's supposedly indestructible scroll.
  • Adaptational Nationality: Nocturne doesn't have any established resident faction, with his Universe page simply classifying his domain as "Runeterra". However, in Legends of Runeterra, he gets lumped into being a Shadow Isles card, seemingly because even though demons aren't the same as The Undead, he fits in well enough with the aesthetic and gameplay motifs.
  • And I Must Scream: Inflicts such terror upon its targets that they are too paralyzed to even scream for help. Also Nocturne's own fate within the spirit realm - his lack of restraint has caused him to hunt and kill every moving thing within it, leaving him with no means of escape and no means of feeding from anyone's fear... except for the minds that drift into his realm during their dreams, the most frightful of with allow him to hitch a ride back to the waking world when their owners bolt upright in terror.
  • The Artifact: Nocturne's had the same character model since 2011, and with many other demon champions that have come out since then, his model and aesthetics have shown their age. LoR makes an effort to clean up and clarify his design, but he's still rooted in a visual direction from a version of League long past.
  • Bedsheet Ghost: Haunting Nocturne looks like one.
  • Black Eyes of Evil: Victims of his ultimate gain the 'possessed by horror' variation to onlookers.
  • Blade Below the Shoulder: He has two gigantic curved blades attached to (growing from?) his forearms.
  • Casting a Shadow: More literally than normal, Duskbringer throws a shadowy claw that leaves a shadowy trail behind it. While on the trail Nocturne hits harder, moves faster and can pass through other units like a ghost, and if the claw hits an enemy champion, they'll start leaving said trail behind them for a while — granting Nocturne a shadowy highway straight to his target.
  • Catapult Nightmare: The usual reaction to your mind drawing Nocturne's notice. Pray you do it fast enough that you won't feed him enough to manifest in the waking world.
  • Creepy Long Fingers: Even with his Blades Below The Shoulder being the attention grabbers that they are, his long claw-like fingers are definitely noticeable.
  • Crutch Character: Considered to be a strong early-game champion due to his fast clearing times, strong dueling, and solid ganks (especially once he has Paranoia). However, a Nocturne doesn't typically fare too well late-game if his team is counting on him to initiate, since he can quickly get to the enemy backline with Paranoia and try to assassinate someone, but he'll likely die soon afterwards (even with a tanky build). However, a well-timed Paranoia in conjunction with a strong initiation ability is an extremely potent combo for throwing the enemy team into disarray, so keep that in mind.
  • Darkness Equals Death: Once the screen goes dark from his ultimate being used it very often means that Nocturne is within dashing-range of a target and believes he and any nearby allies are capable of killing whatever that target is. In the lore, wherever Nocturne is around is shrouded in such a darkness that it seems to fight any lightsource for dominance rather than yielding like darkness normally does.
  • Dark Is Evil: It doesn't get much darker than a demon literally made of nightmares, and it doesn't get much more evil than wanting nothing more than to savor your fear as it stalks your nightmares, using them as a bridge into the real world.
  • Dynamic Entry: Paranoia's second cast allows him to dash to an enemy and deal hefty damage, and you won't even know who it's being done to, because your screen just went dark from Paranoia 's first cast.
  • Easter Egg: If Graves uses his Smokescreen ability on Nocturne, Graves says one of two special lines of dialogue.
  • Eldritch Abomination:
    • The reason why Shadow Magic carries the penalty of death in many of Runeterra's lands? It created him, a demon feeding from fear and terror. He is usually trapped in the Spirit Realm, where his Omnicidal Maniac tendencies has ensured he is the only being left, but guess where minds go during dreams? He then latches onto the mind, terrorizing it, and when it flees back to the waking world from the resultant nightmare, he hitches a ride along with it, where the fear allows him to take shape and create even more terror. Make no mistake however - he would much prefer you staying in the Spirit Realm to be terrorized as he despises the waking world, but hey, even a demon has to feed.
    • Eternum Nocturne switches out the darkness and nightmare related theme for an equally terrifying extra-dimensional terror theme.
  • Emotion Eater: Just like fellow demonic champions. But while Evelynn feeds from pain, and Tahm Kench from despair, Nocturne feeds on fear, specifically born of nightmares. And will prolong his killings to the point where his targets have given him as much fear as possible. The only small mercy is that he lacks the restraint to let his victims recover. He scares, scares more, scares even more, drags you into the spirit realm to scare you on his home turf, and then kills you when you can no longer be more afraid.
  • Evil Is Petty: In Legends of Runeterra, Nocturne prods his enemies with their deepest fears. While most of them are existential and broad, this also includes him telling Trundle that his badass True Ice club will melt, and Zoe that Ezreal and Lux will marry and live happily ever after (and hilariously, both of them respond with Big "NO!"s).
  • Evil Is Visceral: Eternum Nocturne is made of twisted, skinless flesh covered with armor. Void Nocturne also replaces his usual metal arm blades with a pair of meaty, organic "blades."
  • Evil Laugh: Type /Laugh during play and you'll understand why this guy is titled 'The Eternal Nightmare'. He also laughs when his spell shield blocks a spell and as an alternate line during his ultimate.
  • Evil Sounds Deep: He speaks in a deep, menacing voice.
  • Fate Worse than Death: Subverted. He's literally titled 'The Eternal Nightmare', he feeds off fear, and intentionally drags out his killings... but, whether because of his own starvation or just his Omnicidal Mania, he lacks the restraint for any sort of prolonged torture. You'll die being more terrified than you have ever been in your life as he plunges his blades through your heart to get that final ounce of fear from you. But that'll be your end.
  • Glowing Eyes of Doom: His body is pitch black, so in a dark nightmare, all his victims saw were those glowing eyes.
  • Interface Screw: Your screen just went dark and you can't see your team's vision. No, it's not a bug — it's his ultimate.
  • Lightning Bruiser: He was designed to be a Glass Cannon, but anyone halfway decent with him will build him as a tank thanks to Duskbringer's attack boost, which allows you to build a fair amount of defense and still do enormous damage. When built this way, he's nearly impossible to peel off a target or escape from but can also take a good beating and fight off multiple opponents with ease.
  • Living Dream: Shadow magic uses the spirit realm to power it - this is the same realm minds visit upon dreaming. Nocturne is the result of a Shadow Magic assassin construct taking on a life of its own during the Rune Wars. It now inhabits the spirit realm, terrorizing whatever it can get its hands on, feeding on the fear. Needless to say, Shadow Magic is banned almost Runeterra-wide, and what few scrolls and tomes are written about it is locked away and the key destroyed.
  • Mundane Utility: Nocturne's Paranoia is this in the Ultimate Spellbook game mode, which grants any champion the use of another champion's ultimate ability on an accelerated cooldown. While not as impressive as some other options, the ability to disable the enemy team's minimap at a crucial moment is often too good to pass up, and many champions appreciate a long-range, targeted dash, to boot.
  • Must Be Invited: Granted, the invitation he needs is less formal than fellow demonic champions, Evelynn and Tahm Kenchnote , but like them Nocturne can't do a thing to you normally: He's trapped in a realm where his own Omnicidal Mania has ensured nothing exists but him, and he's thus completely harmless. But during dreams, your mind enters his realm, and if it's even a little frightful, he'll notice you, and if you don't immediately decide to wake up from catching his attention, then that's the invitation being given for Nocturne to continue.
  • Never Split the Party: Being off on your own almost always puts you at risk of being picked off by a jungler or assassin, but Nocturne takes it new levels. At least in most cases you can call for help and signal where you're under attack; with Nocturne's Paranoia, no one can see where you are even if you do signal you're the target. Staying relatively close to one's team makes it easier to figure out who's being attacked and possibly help since players under the darkness effect can still see a very limited distance around them.
  • Nightmare Weaver: Nocturne preys on people through their fears, in turn brought on by restless paranoia, with his specific means of entry being nightmares.
  • Nothing Is Scarier: When you hear the creeping "Darkness" sound of his ultimate being used, this is in full effect for the duration. One of your allies is probably getting sliced up and there's little you can do about it... unless you're the one Nocturne is aiming for, in which case you're probably more worried about the living nightmare doing its best to murder you.
  • Omnicidal Maniac: Killed his inadvertent creators, killed all the other shadow-assassin constructs they had created, killed whomever came across the spirit realm, and now kills those whose nightmares feed him enough to escape the Spirit Realm. And they're not quick deaths either; he feeds on fear, so he drags them out like a predator stalking prey.
  • Optional Boss: In The Mageseeker, he serves as the final boss of the "Whispers in the Woods" sidequest chain, impersonating Morgana in an attempt to feed on Sylas' inner fears.
  • Our Demons Are Different: Going by the theme of Runeterra's demons being related to the Seven Deadly Sins, if Evelynn is Lust and Tahm Kench is Gluttony, then Nocturne would be Wrath - he absolutely despises everything that isn't himself or his realm.
  • Paranoia Gambit: Twofold, both tied to his interface screwing ultimate, aptly named Paranoia.
    • Because of how it removes ally vision from his enemies before allowing him to dash to, and horribly murder, them. People who are aware of Nocturne having his ultimate tend to play much more passively if they aren't aware of his location and his ultimate hasn't been used in a while. That's right, doing nothing whatsoever instills paranoia in enemies.
    • Once the screen actually goes dark from his ultimate being used, everyone on the opposing team will have second thoughts about continuing their current actions — as mentioned under Darkness Equals Death, Nocturne seldomly uses his ultimate without being able to secure a kill — which makes it all the more potent as a tool of paranoia. Chasing a wounded enemy through the jungle when your screen goes dark? Nocturne might not be within dashing distance, but do you really want to take that chance?
  • Retcon: A few minor ones: he was initially envisioned as a unique living nightmare brought into reality from a nexus owned by the Institute of War, but was eventually rewritten as a fear-consuming demon. An additional change was marking down what type of fear he pursues — originally he pursued fear in general, but it too was later specified to be fear specifically born of nightmares, largely to give the broader domain of fear to Fiddlesticks, a more potent type of demon.
  • Sealed Evil in a Can: He's trapped in the Spirit Realm, and his Omnicidal Maniac tendencies has ensured that he is the only permanent inhabitant there. Luckily, he can't escape the Spirit Realm on his own, unluckily, guess where minds go during dreams? If there's a little fright in your dream, he will be drawn to your mind like a moth to a flame, and then your dream quickly becomes a nightmare. If you don't wake up in time and feed him enough to be capable of hitching a ride on your mind back to the waking world, then congratulations! You just opened his can.
  • Through the Eyes of Madness: If "A Twist of Fate" is any indication, his ultimate gives you a good reason to be paranoid of your surroundings. The amount of Lovecraftian horror that Ryze experiences while under the influence would make Cthulhu proud.
  • Time Abyss: Eternum Nocturne, seeing how he's 'The manifestation of all future nightmares'.
  • Tron Lines: Void Nocturne generates them on the ground beneath him in the same manner as Kassadin.
  • Voice of the Legion: All his voicelines carries a faint echoing to them. And he likes to stretch the words out as well. Eternum Nocturne pulls out all the stops, however, referring to himself as 'we' and having robotic background noises with each spoken word.

    Nunu and Willump, the Boy and His Yeti 

    Olaf, the Berserker 

Olaf of Lokfar

https://static.tvtropes.org/pmwiki/pub/images/olaf_originalloading.jpg
"Leave nothing behind!"

Voiced by: Unknown (English/Normal), Riot Lomar (English/Brolaf), Vicente Gil (European Spanish), Paco Vaquero (European Spanish/Brolaf), Jesse Conde (Mexican Spanish), Masafumi Kimura (Japanese), Mauro Ramos (Brazilian Portuguese), Marcelo Garcia (Brazilian Portuguese/Brolaf), Jeong-Min Shim (Korean), Denis Bespaly (Russian)

"When you meet your ancestors, tell them Olaf sent you."

An unstoppable force of destruction, the axe-wielding Olaf wants nothing but to die in glorious combat. Hailing from the brutal Freljordian peninsula of Lokfar, he once received a prophecy foretelling his peaceful passing—a coward's fate, and a great insult among his people. Seeking death, and fueled by rage, he rampaged across the land, slaughtering scores of great warriors and legendary beasts in search of any opponent who could stop him. Now a brutal enforcer for the Winter's Claw, he seeks his end in the great wars to come.

Olaf is a Diver champion who is built to recklessly attack without any sense of self-preservation, hacking and slashing his way through foes and getting stronger the closer to death he is.
  • His passive, Berserker Rage, grants Olaf increased attack speed for every percent of health he is missing, maxing out when at 30% of his total health.
  • With his first ability, Undertow, Olaf throws one of his axes in a target direction, damaging, slowing, and reducing the armor of enemies it passes through. The axe is then left lodged in the ground or terrain at the end of its path for a few seconds, during which Olaf can pick it up to greatly reduce the cooldown of the ability.
  • His second ability, Tough It Out, makes Olaf enter a battle frenzy for a few seconds, granting him bonus attack speed and a shield based on his missing health.
  • With his third ability, Reckless Swing, Olaf strikes a nearby enemy with a powerful double-edged blow, dealing true damage to the target, but at the cost of also hurting himself; if the attack kills its target, Olaf will regain the health lost this way. Olaf's basic attacks reduce the cooldown of the ability.
  • His ultimate ability, Ragnarok, passively increases Olaf's armor and magic resistance. When activated, Olaf removes all crowd-control effects from himself, and for a few seconds becomes immune to crowd-control effects and gains a large attack damage bonus, as well as increased movement speed when moving towards a visible enemy champion. Hitting an opponent with basic attacks and Reckless Swing extends the duration of the ability, and can be refreshed indefinitely.

Olaf's alternate skins include Forsaken Olaf, Glacial Olaf, Brolaf, Pentakill Olaf, Marauder Olaf, Butcher Olaf, SKT T1 Olaf, Dragonslayer Olaf, Sentinel Olaf, and Pentakill III: Lost Chapter Olaf.

In season 2 of Teamfight Tactics, Olaf uses his Glacial Olaf skin and is a Tier 4 Glacial Berserker. His special ability is Ragnarok, giving him a huge boost to his attack speed and lifesteal and making him immune to CC for the rest of the round. He was removed in season 3. He returns in season 4's Festival of Beasts mid-set update as a Tier 4 Dragonsoul Slayer using his Dragonslayer Olaf skin. He retains Ragnarok as his ability, though rather than giving him lifesteal it instead causes Olaf's basic attacks to cleave in a cone in front of him for a percentage of his attack damage. He was initially removed in season 5, but returns in the Dawn of Heroes mid-set update as a Tier 1 Sentinel Skirmisher. His ability was changed to Berserker Rage, which passively increases Olaf's attack speed based on his missing health and causes his basic attacks to heal him for a flat amount. He was removed in season 6, returning to his Dragonslayer Olaf skin in season 7 as a Tier 3 Scalescorn Bruiser Warrior. His new Recklessness ability passively grants Olaf a permanent attack damage bonus every time he dies, and on activation strikes his target for bonus percent attack damage while granting him an attack speed boost that is doubled while he is below 50% health. He was removed in season 8, returning in season 10 using his Pentakill Olaf skin as a Tier 1 Pentakill Bruiser, with Berserker Rage returning as his ability
  • Armor-Piercing Attack: Everyone has options for it, but he's pretty much the biggest utilizer of it in the game. His Reckless Swing ability does true damage, which is so armor-piercing it deals full damage regardless of enemy defenses, unless they have something that makes them invincible.
  • Ascended Meme: Brolaf, now a skin! Includes a reference to Garen's favorite battle cry. Bromacia!
  • Attack! Attack! Attack!: Due to his passive and buffing ability, the best tactic for surviving a fight with Olaf is to make sure he dies first or ignore him entirely. Going somewhere in between will probably allow him to slaughter you all at some point in the fight. This quality of his is even more potent early on in the game, specifically during the laning phase: against a careless opponent, or one who underestimates him, it's entirely possible for a skilled Olaf to secure first blood within minutes (if not less than that) of arriving in lane. Bonus points if the Olaf in question is packing Ignite.
  • Axe Before Entering: His axe-throw usually hits you way before he appears on-screen.
  • Barbarian Longhair: His hair is even longer than his impressive beard.
  • Beard of Barbarism: Fitting his brutish, Viking stereotype image, he's got quite a hefty beard, even with little Braids of Barbarism.
  • The Berserker: It's his title after all; Olaf goes into battle face-first and chops away, shrugging off loads of pain while he's at it.
  • The Blade Always Lands Pointy End In: His axe when thrown, which being an axe probably makes more sense.
  • Blessed with Suck: He's damn good at fighting, but it frustrates him that he keeps slaying whatever he throws himself at so he has to wait for his glorious death in combat.
  • Blood Knight: He's only truly alive when he's in the primal state of sheer, unadulterated violence.
  • Brutish Character, Brutish Weapon: A barbarian warrior who wields two axes.
  • Cast from Hit Points: His Reckless Swing ability deals true damage to the target, and a portion of it back to Olaf. Considering his passive ability, this can be a good thing.
  • Characterization Marches On: Olaf was created as a fairly plain Blood Knight character; an angry, ax-wielding viking that kills everything in front of him for glory. Following lore expansions in 2015, however, he was recharacterized into being an angry, ax-wielding viking that kills everything in front of him for glorious death, with a new shtick that he constantly hurls himself at giant monsters for a Dying Moment of Awesome, but constantly "fails" because he's simply that good at killing and that terrible at dying. Subsequently, whenever he shows up nowadays, he brings dark comic relief with him.
  • Close-Range Combatant: His Undertow throws an axe with some range, but make no mistake, that ability is there to slow enemies and keep them within maiming distance of Olaf as long as possible. This is not unlike many a melee carry.
  • Continuity Nod: During the Rise of the Sentinels, the Sentinel team encounters Olaf in the Freljord while he's in a crazed monster-killing rampage, but Lucian gets him in their good graces as he remembers him from their team-up in Shadow and Fortune.
  • Damn You, Muscle Memory!: Olaf's mini rework completely reversed how his W ability is meant to be used. What was once used immediately at the start of a fight, is now meant to be held off until the last moment possible to gain an increasingly larger shield based off his missing health.
  • Death of a Thousand Cuts: To pertain to the direct above, despite how people tend to build Olaf casually, his passive and overall kit encourage more auto-attack DPS than just simple raw damage, since he's a very good duelist if fed that's almost difficult to shake off in terms of attack pacing.
  • Death Seeker: Olaf's only desire is to die in battle, but he's so good at fighting that he just can't seem to find anything capable of killing him. This is Olaf's reason to be in Shadow and Fortune. On hearing that there's some event involving some deadly, ghastly creatures down there in Bilgewater, Olaf pretty much took a temporary leave from Freljord and sailed all the way to Bilgewater for a chance to get killed in combat by the Shadow Isles' creatures. He fails. Again.
  • Defeat Equals Friendship: In the middle of fighting Sejuani to an epic stalemate, she offered to let him join the Winter's Claw for his unmatched strength and he accepted.
  • Difficult, but Awesome: While otherwise fairly straightforward to play, Olaf's passive encourages you to flirt with death as long as possible in fights- turning and running when it would be sane to do so for most champions wastes a lot of its potential. Activating his ultimate as late as possible while combined with Vicious Strikes will make Olaf hit like a train that can't be encumbered from hitting more and gets healed from all of its hitting. Naturally, activating it too early or too late will be much less glorious.
  • Do Not Go Gentle: A variant in that he's not remotely afraid of death, but he's shaken by the idea that he would peacefully, but anticlimactically pass in his sleep from old age. Finding this an unacceptable way for him to die, he's since spent every moment of his waking life since to earn a death worth remembering, taking out whatever monsters he runs into in the process.
  • Dual Wielding: He holds two axes.
  • Evil Counterpart: To Tryndamere, although the 'evilness' is based on the one Olaf supported (he supports the ruthless Sejuani, while Tryndamere supports the benevolent Ashe) rather than his own personality. They're both the right-hand men of their respective leaders in Freljord, and also Blood Knight manly close-combat warriors sporting Cool Helmet most dangerous when they're near death. Whereas Tryndamere's rage makes him impossible to kill, forcing his enemies to dedicate great deals of crowd control to hold him down until it wears off, Olaf's rage makes him impossible to affect with any form of crowd control, forcing his enemies to dedicate a great deal of damage to put him down through his durability while he rampages unimpeded.
  • Flanderization: Shadow and Fortune introduced Olaf as being violently reckless, but still preserving a bit of cunning in his own barbaric way. Rise of the Sentinels ups a lot of his simpleminded aggression, with the Sentinels having way more trouble getting him out of (and later, into) his Unstoppable Rage mode. He also began referring to himself in third person.
  • Foe-Tossing Charge: He spotted Sejuani and her warband and decided he would fight her to finally get his warrior's death. Sejuani was amused, so she sent her warband after him to dispose of him — what happened next was Olaf effortlessly carving a path through anyone between him and Sejuani.
  • Fratbro: The Brolaf skin turns him into an immature dude who likes hot babes and chugging beer.
  • Heavy Metal: His Pentakill skin reflects him as the drummer in the Pentakill band.
  • Honorable Warrior's Death: Ever since he was foretold a prophecy that he would die peacefully of old age in his sleep — an ignoble and anticlimactic way for him to go — all he desires is to die in glorious battle as befitting of a member of the Lokfar, hurling himself at anything that looks like it could kill him after a really good fight. (Un?)fortunately for him, no matter how massive the threat is, he's simply too good at winning and is more than a little peeved of being denied any kind of death due to his opponents dying first.
  • Horny Vikings: With the obligatory horned helmet.
  • I Can Still Fight!: Normally, players are below half their maximum health would retreat to heal up. When Olaf's below half health, he's just getting started.
  • Implacable Man: His ultimate works well to making him this, making him immune to crowd-control effects. Even when it's not triggered, he gains a bonus to armor and resistance.
  • The Juggernaut: Slow as hell, but designed to plow right through your defenses and massacre everyone he comes across. His ultimate brings it up a few notches. Funnily enough, Olaf has one of the highest base movement speeds in the game, so he's not that slow. His lack of a true gap-closer, however, makes him more easily kited than those who have them, since he has to land his axes properly to keep chasing.
  • Kung-Fu Sonic Boom: His battle with Sejuani rocked the glaciers with its force.
  • Magikarp Power: At lower levels, the vast majority of ranged champions easily handle him on a one-vs-one basis, and his jungling is fairly risky since utilizing his potential to the fullest requires him to be constantly low on health and easily killed by an enemy champion plundering in on him. In a teamfight late-game with Olaf's build complete and his allies with him to stop the enemy from simply backing away, Olaf is a Mighty Glacier with very few drawbacks of the "glacier" aspect being apparent.
  • Mighty Glacier: A melee-fighter whose damage tends to devastate whoever he hits, will do even more damage as he loses health... but he also has absolutely no innate mobility tools in his kit and completely relies on Undertow's slow to get to and from enemies.
  • Not Afraid to Die: He believes that fear of death is for cowards and lesser men. Gameplay-wise it can be advantageous to adopt this attitude (up to a limit) to unexpectedly keep fighting and kill people who were expecting him to run away like would be sane for most champions.
  • No-Sell: If an enemy Olaf is chasing you down with Ragnarok active, don't bother trying to snare him or slow him down, just run.
  • Odd Friendship: For an ambiguously sane, self-destructive Blood Knight, he sure seems to make a bunch of allies in odd places. After the events of Shadow and Fortune, he lists Miss Fortune and Lucian as his allies as they partenered up during their incursion into the Shadow Isles. He later became a part of the Sentinels during the Ruined King saga (partnering up with Lucian again), where Gwen became immediately fascinated by him and his glorious Death Seeker tendencies.
  • One-Man Army: He could probably take on Sejuani's whole tribe if he didn't have to fight her.
  • The Pig-Pen: Rise of the Sentinels repeatedly calls attention to how he has by far the worst personal hygiene of all the Sentinel recruits following his endless pursuit of bloody battles. Even after Gwen gets him a fresh haircut and uniform, he has no personal manners when it comes to sounds coming out of his orifices.
  • Plunder: His original motivation in his older lore (when he was an outsider to Valoran instead of a native).
  • Prophecy Armor: Is trying and failing to defy this. He heard a prophecy that he would die peacefully in his sleep, is doing his best to find a Glorious Death in combat, and keeps surviving anyway.
  • Proud Warrior Race Guy: A viking warrior of Lokfar.
  • Schmuck Bait: A competent Olaf knows that players have a tendency to pursue anything with low health, letting him bait them into a fight before gutting them with his passive. Also, go ahead and try to steal jungle farm from the enemy Olaf, he's at low health, what's the worst that could happen?
  • Screaming Warrior: When he activates his buffing abilities. This is a good sign to his enemies to watch out.
  • Self-Harm: Reckless Swing is so reckless he hurts himself in the process. Given how Olaf works, in general, this is not necessarily a bad thing.
  • Shock and Awe: Mildly; his Reckless Swing ability hits the target with a lightning bolt. His axes also gain a lightning aura-y effect when Vicious Strikes is up.
  • Silliness Switch: If one equips the Brolaf skin on him, he goes from vicious, rage-filled Death Seeker viking to a loutish, immature boor that's basically a stereotypical fratboy wearing sandals, a beer-drinking helmet, and equips cardboard cutout axes from beer boxes.
  • Springtime for Hitler: The most desirable death for a Lokfar viking is to fall in glorious combat. The trouble is, Olaf can't seem to find his glorious death because he just keeps slaying whatever he throws himself at (man and beast alike), so he's frustrated how he's continually failing at failing.
  • Stone Wall: How most professional players build him; due to his powerful DPS and his true damage Reckless Swing, as well as his overall lack of gap closers, most higher elo players find it better to build Olaf as a pure tank thanks to his ultimate's passive in order to disrupt enemy teams while his teammates can find a better focus, as well as being able to live longer overall. This can be said that it's usually more safe for him to build this way in the jungle; not only can Olaf get more farm efficiently from monsters with items specifically meant to tailor against them, but he can also mostly avoid most situations that involves frequently confronting enemy champions and thus be prompted to always have a form of offensive sustain (via life steal items), which often would apply more to Olaf when played in lane.
  • Taking You with Me: Likely his best option is to turn around and try this if he's at low health and cornered without an escape. Because he gets stronger at lower health, he might even survive if it's only one opponent.
  • Turns Red: Right about at half HP he gets significantly more dangerous. As of 2013, even players that are unaware of this mechanic will know to run when he ''literally'' turns red in-game.
  • Unstoppable Force Meets Immovable Object: The Unstoppable Force to Sejuani's Immovable Object — in case you're wondering what happens when the two clash, it's forceful enough to rock the entire glacier region they're in.
  • Unstoppable Rage: Get him to half health and watch him pop his ultimate. If he's not on your side, you best start running.
  • Violation of Common Sense: If you see someone with less than half health running toward a full-health enemy looking for a fight, there are three possible explanations. 1) They are performing a Heroic Sacrifice or acting as bait 2) They are not very good at this game 3) They are playing Olaf correctly.
  • Who's Laughing Now?: Most Olaf players will let you get them to at least half health before they chop you to pieces.
  • Your Mom: Twice from the Brolaf skin, the first as a joke and second as (lame) last words:

    Orianna, the Lady of Clockwork 

Orianna Reveck

https://static.tvtropes.org/pmwiki/pub/images/orianna_originalloading.jpg
"We will kill your enemies. That will be fun."

Voiced by: Heath Pennington (English), Xanthe Huynh (Star Guardian Vlogs), María Blanco (European Spanish), Adriana Nuñez (Mexican Spanish), Eri Yasui (Japanese), Aline Ghezzi (Brazilian Portuguese), Min-Jeong Kim (Korean), Marianne Schultz (Russian)

"When a moth emerges from its chrysalis, does it remember its life as a caterpillar?"

Once a curious girl of flesh and blood, Orianna is now a technological marvel comprised entirely of clockwork. She became gravely ill after an accident in the lower districts of Zaun, and her failing body had to be replaced with exquisite artifice, piece by piece. Accompanied by an extraordinary brass sphere she built for companionship and protection, Orianna is now free to explore the wonders of Piltover, and beyond.

Orianna is a Burst Mage champion who commands her floating hextech companion, The Ball, as a focus for her abilities, deploying it to control key areas, support allies and harrass enemies. The Ball is by default attached to Orianna, and will automatically blink back to her if she moves too far away from it.
  • Her passive, Clockwork Windup, causes Orianna's basic attacks to deal bonus magic damage, which increases for each consecutive attack on the same enemy, stacking up to two times and losing all stacks if she switches targets.
  • Her first ability, Command: Attack, sends The Ball flying to a target location, dealing damage to enemies it passes through that is reduced for each enemy it hits beyond the first.
  • Her second ability, Command: Dissonance, emits an electric pulse from The Ball, damaging nearby enemies and leaving behind an electric field for a few seconds that slows enemies and speeds up allies inside.
  • Her third ability, Command: Protect, passively increases the armor and magic resistance of the allied champion that The Ball is attached to. When activated, Orianna commands The Ball to dash to an allied champion, dealing damage to enemies in its path and attaching itself to them, granting them a shield.
  • Her ultimate ability, Command: Shockwave, releases a powerful shockwave from The Ball after a short delay, damaging surrounding enemies and flinging them into the air towards The Ball.

Orianna's alternate skins include Gothic Orianna, Sewn Chaos Orianna, Bladecraft Orianna, TPA Orianna, Winter Wonder Orianna, Heartseeker Orianna Dark Star Orianna, Victorious Orianna, Pool Party Orianna, Orbeeanna, and Star Guardian Orianna. Wild Rift exclusively includes Glorious Orianna.

In season 6 of Teamfight Tactics, Orianna is a Tier 4 Clockwork Enchanter. Her ability, Command: Shockwave, sends out her ball toward the largest cluster of units, then has it release a shockwave that shields all allies within two hexes while damaging and knocking up enemies in the same area, with enemies adjacent to the ball also being drawn towards it and stunned for a longer duration. She was removed in season 7, returning in season 9 as a Tier 1 Piltover Sorcerer. Her Command: Protect grants the lowest health ally a shield and empowers Orianna's next basic attack to deal bonus magic damage.
  • Abnormal Limb Rotation Range: All of Orianna's joints swivel freely, allowing her to do such things as easily wind her own key while still keeping her eyes directly on someone. She thinks nothing of it, but others find it disturbing.
  • The Artifact:
  • Attack Drone: The Ball is regularly launched at enemies.
  • Bond Creatures: The Ball protects Orianna and obeys her commands.
  • Characterization Marches On: When Orianna was first introduced to the game, she was actually the Replacement Goldfish of an ordinary human girl, and one who was heavily characterized around her being a pretty creepy facsimile of life. Following the game's Continuity Reboot, Orianna was rewritten as a girl who out of necessity was transformed into a lifeless clockwork automaton, with her characterization since shifting towards the tragedy of her lost humanity and desire to feel "human" again.
  • Chronic Hero Syndrome: A combination of this trope and a heightened desire to explore the world is what sends her to Zaun, attempting to help civilians affected by a toxic gas explosion by supplying them with self-crafted respirators. Her giving her own respirator to one last dying child is what ultimately what does her in.
  • Clockwork Creature: A dancing/fighting formerly-human-daughter.
  • Companion Cube: Her ball, and to a lesser extent herself.
  • Creepy Doll: Sewn Chaos Orianna.
  • Cybernetics Eat Your Soul: As Orianna gradually became more and more mechanized, her personality started to change, retaining her memories, but becoming distant from her former self. This culminates in her sacrificing her heart, her last organic component, in order to save her father's life, consequently removing the last traces of humanity in her. That being said, they might not have devoured her humanity entirely. Her new lore explicitly states that she still loves her father even after giving up her heart and the last part of her humanity, and it's implied that she felt disappointment upon discovering that Fieram was just a mindless automaton and not an independently thinking being like her.
  • Damage Discrimination: Command: Dissonance either speeds up allies that walk over the area of effect or slows down and damages enemies that do the same.
  • Dance Battler: Not in a typical sense though. Orianna does the dancing while the Ball does the fighting.
  • Death of a Thousand Cuts: Getting hit by the Ball once or twice isn't highly worrying early on but a competent Orianna will make sure that it happens over and over again, slowly but surely wearing down an opponent's health as she farms comfortably from a distance. If she gets seriously fed, though, one or two slices suddenly becomes a problem for her squishier opponents.
  • Difficult, but Awesome: While Orianna's basics are easy to grasp, maximizing her effectiveness to the extent that she becomes the Jack of All Trades of high-level mages requires a large amount of diligence and care. This is largely due to the fact The Ball makes a tremendous bulk of her power and her utility (except for her Clockwork Windup passive, which is not to be ignored as games go on), meaning that players need to manage the positioning and focus of effectively two units at once, not helped by how fragile Orianna can be. The tradeoff is her immense versatility, packing high mid-late game damage for poke, burst, and waveclear, a powerful AoE ult for both initiation and disengaging, shielding, and movement speed buffs/debuffs, all of which are tremendously useful.
  • Do Androids Dream?: Despite now being entirely a clockwork machine, she was once human, so she comprehends emotions/humanity, and is still implied to have some left remaining in her. In her short side-story, "Fieram," she's really not happy when she discovers that another clockwork automaton like her, who she believes to personally bond with, is just a mindless carnival attraction.
  • Emergency Transformation: It wasn't an instant process, but after her body succumbed to Zaun's toxic air, her lungs were replaced with biomechanical filters powered by a windup crank. Then after a few months, the rest of her organs started failing.
  • Eyeless Face: Her Sewn Chaos Orianna skin has X's sewn over the eyes.
  • Full-Conversion Cyborg: Orianna pushes this trope to the limit, as every part of her is now mechanical, even though she was once an ordinary human girl. Her body parts were slowly replaced piece by piece until only her heart remained, which she ended up transplanting into her father to save his life.
  • Improbable Weapon User: She wields a hovering ball of magic and technology.
  • Implied Death Threat:
  • Jack of All Stats: A strange trope to apply to such a Difficult, but Awesome champion with such unique mechanics, but in professional play Orianna is considered the quintessential midlane mage, a sort of default that all mid players have to at least have basic competency on because she can fit into almost any team composition. She can provide poke, burst, wave clear, a powerful shield and her ult is devastatingly effective for both engaging and disengaging teamfights, making her arguably the single most versatile champion played in the mid lane position.
  • Mad Scientist's Beautiful Daughter: While Corin isn't "mad," per se, he is a renowned, creative, but reclusive hextech craftsman who thought to replace Orianna's body parts with clockwork replicas in order to save her life. Orianna picked up his skills as well, gradually being able to maintain her own mechanical body and having created The Ball herself in order to protect both of them from burglars.
  • Magikarp Power: Her autoattack passive is mostly ineffectual early game, but its bonus damage increases sixfold from levelling up (on top of the actual autoattack damage itself), and it also scales with the help Ability Power items. Her Command: Attack ability also evolves in potency over the course of the game from "Well that's annoying" damage to "Ow, my FACE!" damage.
  • Not the Intended Use: Building Orianna as AD or building attack speed item to trigger her passive with her basic attacks. Really dangerous for Orianna due to her short basic attack range (not to mention, her spells have longer range than her basic attack), but has some very unique quirks to the build.
  • Obliviously Evil: She isn't particularly evil, but she doesn't seem to be able to understand mortality in the same way that when she was human.
    Why do they keep breaking?
  • Puppet Fighter: Orianna's playstyle hinges around this dynamic. While she herself has very limited power, it's made up for by the vast maneuverability and utility of The Ball, which must at least remain near her. A lot of her difficulty, yet also her overall efficacy is built around keeping track of two units at once, rewarding those with the awareness to retain control around her and The Ball's surrounding radii.
  • Replacement Goldfish: In her old lore before the retcon, the playable Orianna was actually a replacement clockwork killing machine invented by Corin Reveck after the devastating loss of her original daughter, who died trying to make it into the League of Legends.
  • Retcon: As originally conceived, the playable Orianna was actually a Replacement Goldfish of a human Orianna who tragically died trying to make it into the League of Legends. With the League and the Institute of War being undone in a mass Continuity Reboot, the setup was significantly changed, namely making the human girl and the lady of clockwork one and the same.
  • Robot Girl: Made of magic and clockwork, and the Uncanny Valley.
  • Swiss-Army Weapon: That is one useful ball.
  • Uncanny Valley: In-universe, people find her empty imitation of life to be very unnerving. During her League Judgment, she casually performs blatantly inhuman actions, such as keeping her head locked on to the summoner speaking to her while her body contorts in physically impossible positions to wind her key. The observation noted that, while she is far more human looking than Blitzcrank (who's basically a big lumpy man-shaped robot), she looks far less alive. Her delighted squeal of glee on being accepted as a champion is described as "horrifying".
  • Was Once a Man: Post lore-retcon, Orianna the young aspiring dancer and the clockwork creature are one and the same, having gradually phased out her human body parts for clockwork replacements in order to save her life.
  • Walking the Earth: Growing up with dancer's tales in the theaters about distant lands of magic and wonder gave her inspiration to explore the world from a young age. By the time she's become a lifeless clockwork creature and leaves her father after saving his life, she gets a chance.

    Ornn, the Fire Below the Mountain 
https://static.tvtropes.org/pmwiki/pub/images/ornn.png
"Fine. We go."

Voiced by: Matthew Waterson (English), HĂ©ctor Checa (European Spanish), Enrique Cervantes (Mexican Spanish), Tsuyoshi Kurosawa (Japanese), Vicente Figueira (Brazilian Portuguese), Boek-Hyun Han (Korean), Mikhail Belyakovich (Russian)
Appears in: Legends of Runeterra, Song of Nunu: A League of Legends Story

"I have said enough."

Ornn is the Freljordian spirit of forging and craftsmanship. He works in the solitude of a massive smithy, hammered out from the lava caverns beneath the volcano Hearth-Home. There he stokes bubbling cauldrons of molten rock to purify ores and fashion items of unsurpassed quality. When other deities—especially Volibear—walk the earth and meddle in mortal affairs, Ornn arises to put these impetuous beings back in their place, either with his trusty hammer or the fiery power of the mountains themselves.

Ornn is a Vanguard champion who forges powerful items for himself and his allies and helps to lock down enemies by extending the duration of disabling effects on them.
  • His passive has several effects:
    • Living Forge increases the health, armor, and magic resistance Ornn gains from all sources, and allows him to, instead of having to return to base to shop, forge his own items out on the battlefield, as long as he's out of combat and they're not consumables (such as potions).
    • Master Craftsman allows Ornn to provide unique upgrades for his team's Legendary items. Upon reaching level thirteen, his first eligible Legendary item will be automatically upgraded, and for every level afterwards he can upgrade a certain Legendary of one of his allies. In addition, every completed upgrade further increases the bonus stats from Living Forge.
    • Temper causes some of his abilities mark enemies as Brittle, a unique effect that increases the duration of the next crowd-control to affect them, and causes them to take bonus damage based on their max health upon being crowd-controlled. Additionally, Ornn's basic attacks against Brittle enemies knocks them back.
  • With his first ability, Volcanic Rupture, Ornn slams the ground with his hammer, sending out a volcanic fissure in a target direction that damages and briefly slows enemies it passes through. After a short delay, a small magma pillar erupts at the end of the fissure, functioning as impassable terrain for a few seconds.
  • His second ability, Bellows Breath, makes Ornn slowly walk in a target direction for a short duration, becoming immune to crowd-control effects and belching out flames that damage enemies in front of him based on their max health. Enemies hit by the final spout of flames will be briefly marked as Brittle.
  • With his third ability, Searing Charge, Ornn charges in a target direction, damaging enemies in his path and stopping upon hitting terrain, damaging and knocking-up nearby enemies and destroying player-made terrain.
  • His ultimate ability, Call of the Forge God, summons a massive lava ram at a target location that charges towards Ornn, damaging, slowing and marking enemies in its path as Brittle. Ornn can reactivate the ability to charge into the ram, redirecting it in the direction he hits it and making it also knock-up enemies in its path.

Ornn's alternate skins include Thunder Lord Ornn, Elderwood Ornn, Space Groove Ornn, and Choo-Choo Ornn.

In season 2 of Teamfight Tactics, Ornn uses his Thunder Lord Ornn skin and is a Tier 1 Electric Warden. His special ability is Lightning Breath, which deals damage to enemies in a cone in front of him and temporarily increases their chance to be critically struck. He was removed in season 3. He returns in season 4's Festival of Beasts mid-set update as a Tier 5 Elderwood Vanguard Blacksmith using his Elderwood Ornn skin; Blacksmith is a unique class that allows Ornn to forge a unique Artifact item after participating in combat, taking a few turns to forge, though the duration can be reduced with Ornn's star level. Artifact items grant a unique mixture of stats and effects and can be equipped to any champion, though each champion can only be equipped with one Artifact item at a time. His ability is Stampede, which summons an elemental from behind the furthest enemy to charge towards Ornn, damaging and slowing the attack speed of enemies it hits. If the elemental makes contact with Ornn, he redirects it towards another distant enemy, dealing another instance of damage and stunning enemies hit. He was removed in season 5, returning to his Thunder Lord Ornn skin in season 7 as a Tier 4 Tempest Bruiser Legend, while retaining Stampede as his ability. He was removed along with the Legend class in the Uncharted Realms mid-set update, returning to his Elderwood Ornn skin in season 11 as a Tier 4 Dryad Behemoth. His Forge of the Forest ability grants Ornn a shield based on both his ability power and max health as he channels unstoppably for a few seconds, dealing magic damage to adjacent enemies over the duration. Once the channel ends, Ornn equips a completed item to the nearest eligible ally that lasts until the end of the round.

In Legends of Runeterra, Ornn is a 7-mana 5/5 Freljord Champion with Tough. When played, he equips himself with either a copy of an ally's equipment or the strongest equipment in your hand, and Forges himselfnote  twice when he attacks. Once an ally has struck for at least 8 damage, Ornn levels up, gaining +1/+1 and upgrading his attack ability to also summon an attacking Spirit of the Ram (a unit with Ephemeral and Overwhelm) that shares his stats after Forging. His Champion Spell is Ornn's Bellows Breath (5-mana Freljord Slow spell that Forges an ally twice and deals 1 damage to all units twice).
  • Attack of the 50-Foot Whatever: He summons a giant flaming ram to run his enemies through for his ultimate.
  • Arch-Enemy: Volibear. When he tried taking a piece of armor from Ornn, the two had an earth-shaking fight that resulted in the deaths of Ornn's followers. He's been out for Voli's head ever since.
  • Ascended Meme: A popular skin suggestion for Ornn — one that was heavily pushed by LCS caster CaptainFlowers since 2022 — was a "trucker" skin that, among other things, would replace the ram elemental he summons with his ultimate with a giant truck. While it's not the same vehicle, April 2024 saw the release of Choo- Choo Ornn (styling him after a train conductor who summons a giant train), being announced during an LCS broadcast as being directly based on CaptainFlowers' idea.
  • Badass Teacher: Which doubles as a heartwarming Mythology Gag:
    Ornn: "I taught Doran everything he knows."
  • Beast Man: One of his voicelines has him mention that he has fur unprompted as if this is a frequently-asked question to him (don't hug him), which doesn't show up on his in-game model quite as strongly but is portrayed on his splash art. He also has large, winding horns like a ram's coming out of the top of his head while his shoulders as well as the rest of his head is covered in red hair - on his face in particular, he's fashioned the hair like a beard, mustache and sideburns.
  • Been There, Shaped History: Quite literally in some cases. According to legend, he shaped the landscape of the Freljord and later brought snow to it. He also built Braum's unbreakable door-shield, as well as the bridge that spans the Howling Abyss.
  • Blood Knight: While blacksmithing is Ornn's passion and he hates being away from his forge, he does enjoy a good brawl. Legend says he came into the world itching for a fight, and when trees and glaciers proved no challenge, he battled the very earth itself, allegedly shaping the landscape of the Freljord with his blows. After the land deemed him worthy of its secrets and revealed the strength of primordial fire, he took up smithing, which would define the rest of his life. Don't take that to mean that he's mellowed out, though.
    Fighting is my first language!
  • Bond One-Liner: Has a variety of wry, simple lines when he makes kills, and even more should he fortunate enough to make a pentakill.
  • Breath Weapon: Bellows Breath has him breathe fire.
  • Cain and Abel: Ornn and Volibear were never friendly to begin with, but Ornn is more than willing to kill his brother now. When Ornn refused to smith weapons for Volibear's army, Volibear provoked a fight, the magnitude of which resulted in the inadvertent death of Ornn's followers.
    I cannot choose my brother. Only the weapons to slay my brother.
  • Catch and Return: He does this with his own ultimate. It charges towards him upon first being cast, upon which Ornn can then charge into it to send it back towards his enemies to knock them up en-masse.
  • Combos: If opponents are smart enough to stay away from walls and avoid Searing Charge's knock-up, Ornn can use Volcanic Rupture to create his own terrain (if you stand still after casing Volcanic Rupture, then you can start dashing toward it once the symbol of the rupture appears at its location). Applying Brittle first also rewards players with a good chunk of bonus damage and disable time.
  • The Comically Serious: Ornn has no sense of humor... which makes his comedic lines all the funnier.
  • Creation Myth: While myth admits that he did not create the world, he had a major hand in shaping the Freljord as we recognize it today. He shaped the current landscape, brought snow to the Grim Up North, and several of his creations went onto become legends of their own.
  • Deadpan Snarker: He has some wit about him. Especially when it involves his comments on the craftsmanship of items or even the structures on the Rift. He's also the first champ to have comments for being the only one alive in his team, which are also full of snark.
  • The Discovery of Fire: Volibear credits Ornn with gifting this to the humans of the Freljord. Knowing Ornn, he may not have even noticed until the Hearthbloods began to show him their attempts to emulate his forging skills.
  • Dude, Where's My Respect?: Highly downplayed given Ornn is exordinarily stoic, but one of his movement lines is grumbling people say to go see Ornn to get things built but no one ever tells him thank you.
  • Exact Words: When a devious troll conned Ornn into building a door to protect his riches forever, he built one. The troll quickly discovered that no one could get past the door, including him, and accused Ornn of trickery. Ornn said that he did just as the troll asked and made a door no one could get past; the troll's treasure would be safe from thieves forever.
    "But I cannot get inside!" Grubgrack cried. "And I stole nothing from you!"
    "Time is more valuable than gold," Ornn said. "So you are a thief, and my work is as good as my word." Grubgrack tried for years to get back inside for his treasure, but the door never opened for him, and he could not even find the keyhole. With each attempt, the ram-headed door stared back at him, an eternal reminder of the time he cheated Ornn.
  • Fire, Ice, Lightning: He's fire, Anivia is ice, and Volibear is lightning.
  • Foe-Tossing Charge: Twofold. He can do it himself with Searing Charge, which knocks enemies up if he slams into terrain, and his ultimate summon will do much the same once Ornn sends it back forward.
  • Gameplay and Story Integration: He's perhaps the greatest blacksmith in the setting. The game allows you to forge nearly every item when playing him in the field and upgrade the items of his teammates.
  • Geo Effects: Volcanic Rupture creates a small pillar at the end of its cast range for a few seconds. He can then charge into it with Searing Charge to knock up everyone near it. Searing Charge can also destroy terrain created by other players, such as Trundle's pillar or Anivia's ice wall.
  • The Greatest Story Never Told: Ornn's stories have been largely forgotten by the Freljord, but if the few tales that remain of him are anything to go by, he's played an instrumental part to the modern Freljord.
  • Heavy Sleeper: He apparently slept through his house burning down. The fire raged for days, and he woke up atop a pile of ashes.
  • Hypocritical Humor: He states that favoring one tool over another is childish but he loves his hammer.
    It is childish to favor one tool over another, but hammer is my favorite.
  • I Call It "Vera": Subverted. He says in one of his quotes that he doesn't name his weapons or tools, with one exception: the tool he forged from the star metal that the Three Sisters gave him to build the Howling Abyss Bridge. Since he used it to hammer, he named it Hammer. Hammer is his favorite creation.
  • Immune to Flinching: While using Bellows Breath, Ornn becomes mostly immune to crowd controlnote , allowing him to play defense while pushing a steady offense.
  • Irony: Prefers working alone, but needs a team to get the most out of his abilities.
  • I Was Never Here: Finishing an upgrade for an ally may have him state "I didn't make that. You didn't buy it.", probably because Ornn doesn't want to be bothered by more people's requests after word spreads that he can make you something.
  • Jerk with a Heart of Gold: Incredibly antisocial. He's pretty disdainful or indifferent toward everyone, preferring to be left alone to work, but he had a soft spot for the settlement of smiths who lived at the foot of his mountain long ago.
    Ornn never admitted that he admired the Hearthblood but, deep inside his chest, his volcanic heart churned with respect for the hardworking people. They did not kneel or offer him sacrificed flesh. They did not turn his words into scriptures and spread them across the land to people who did not want to hear them. Instead, they focused on their work in silence. They were imaginative, resourceful, and hardworking. These Hearthblood folks made Ornn smile, although nobody knew because they couldn’t see the smile underneath his beard.
  • "Just So" Story: The landscape of the Freljord? The fact that there's snow? The Howling Abyss? All him.
  • Laser-Guided Karma: Ornn was once very braggadocios about his forging skills (Ornn's idea of "bragging" being that he dared to appraise his own work with a single "good"). Karmanote  repaid this "bragging" by burning his house down as he slept...at least that's what Ornn thinks happened. In reality, it was a prank gone wrong by Anivia.
  • Magikarp Power: Ornn is solid, but not particularly impressive at first, but gains a significant power spike when he reaches level 13 and upgrades his Legendary item. He can then improve the stats of his team one by one as he gives them upgraded items as well - and each upgrade boosts his own defenses even further.
  • Magma Man: Among his powers are the ability to create lava-based structures and elementals, and he himself has a somewhat volcanic-inspired design.
  • Manly Facial Hair: To go with his rather typical fantasy Dwarf aesthetical design choices, this manly demigod's red hair is tied, festooned or even braided in the manner of Dwarven beards, mustaches or sideburns.
  • Major Injury Underreaction: He wasn't hurt by it, but he had a underreaction to waking up to his house having burned down. He didn't even wake up during the fire, which lasted for days.
  • Meaningful Name: Ornn is, uh, well, ornery.
  • Mechanically Unusual Fighter: Changes the formula in a few ways. Not only does his passive and primarily gimmick defy the conventional rule that you can only buy items at base, he can also destroy player-created terrain instead of stopping on it or bypassing it, and extend the duration of his allies' crowd control.
  • Mighty Glacier: Barring a single, high-commitment dash ability, Ornn is a very slow champ whose movement speed is below-average at best. But in exchange, he gets plenty of damage, crowd control and high innate durability.
  • Misery Builds Character: Hard work is its own reward to Ornn.
    Backbreaking labor is life's greatest pleasure.
  • Mundane Utility: His joke animation has him fry an egg on his red-hot yet rock solid hand.
  • Mythology: The Lost Tales of Ornn, which provide the majority of what we know about him, are framed as such.
  • Ninja Pirate Zombie Robot: He's a fiery demigod blacksmith that looks like a half-ram half-walrus with a beard. Oh, and he can breathe fire.
  • Nonindicative Name: May complain "Still no water in the fountain." after respawning.
  • The Older Immortal: Folklore describes Ornn as the firstborn of the Freljord demigods, which include Anivia and Volibear.
  • Our Dwarves Are All the Same: Fits the trope in every way except appearance (see above). Gruff, practical, loves beer, lives underground, has a long beard, and is an unparalleled blacksmith.
  • Playing with Fire: Unlike most other Freljordians, who are usually ice specialists, Ornn prefers using fire to attack. In fact, his fire is so hot that, in one tale, he actually melts true ice.
  • Physical God: One of the mightiest beings on Runeterra and was inadvertently responsible for the shaping of Freljord's landscape, the imprisonment of the Watchers, and cataclysmic battles that turn mountain ranges into smoldering craters.
  • Real Men Eat Meat: To go along with his stoic manly schtick.
    The last time I ate a plant was never.
  • Red Baron: The Fire Beneath the Mountain, the Mountainsmith, the Shaping Hand.
  • Shock and Awe: His release skin replaces the fire effects with storm effects, which ironically is the element of his hated brother.
  • Shrouded in Myth: Compared to Anivia and Volibear, very few remember the tales of Ornn, to the point that the Freljord at large has forgotten him.
  • Sibling Rivalry: Doesn't get along with his sister or his brother. In Anivia's case, it's a harmless enough feeling of indifference. In Volibear's case, it's mountain-sundering hatred for each other.
  • Sibling Yin-Yang: With Volibear's rework, their differences are made more stark.
    • Ornn is a quiet, party-buffing, tank who is skilled at disruption and absorbing blows. He willingly helps mortals and in-fact, is fairly fond of them, even if he doesn't openly say it and he builds things that last for millennia that civilization still uses in the present.
    • Volibear is an extremely loud, hammy, and extremely violent juggernaut who is excellent at dueling, steadily wearing down his opponents health and dogging them with attacks. The reworked Volibear hates humanity and civilization in-general and is more than open about that fact, wishing to tear down all civilization and return it to the wilderness it once was.
  • Smug Super: Some of his dialogue suggests that he views fighting on the Rift as a colossal waste of his time, and is extremely disappointed when the enemy team fails to put up a fight.
  • The Stoic: Rarely deviates from the same dry tone, even when expressing disappointment or surprise. One of the only times that he raises his voice is when Volibear is involved.
  • Summon Magic: Call of the Forge God has him summon up a giant ram-shaped fire elemental from the earth to trample over enemies.
  • Terse Talker: He usually finds saying anything more than a disdainful grunt to be a waste of time which would be better spent forging.
  • Trademark Favorite Food: Cherries and to a lesser extent, beer.
    Ornn: (On a first move) "The best meal is a herd of cattle, with dark beer, and cherries... Mmm."
    • If his line when attacking Gragas is an indication, maybe not such a lesser extent.
    Ornn: "Give me the ale, and no one gets hurt."
    • Tying into his cherries-preference, he's also surprisingly positive after drinking a potion (which are apparently cherry flavored).
  • Ultimate Blacksmith: His overall theme as a champion. In the lore, his ability extends far beyond simple blacksmithing. He created the bridge that spans the Howling Abyss, a powerful trident that became the symbol of a mer-king (Most likely Fizz; the trident was just an eating fork Ornn had discarded), the spade that became Yorick's, and the door that Braum would claim as a shield. In game, he can create any practically every item available, anything from swords to bows to armor to trinkets, stretching to the point of absurdity. He can forge books and cloth. Later in game, he unlocks the ability to upgrade his allies' items, improving their stats beyond what's normally available in store.
    • It's noted in the Lost Tales of Ornn that the items he crafts are at such a level of perfection that attempting to enchant them will in fact weaken the item. One of the Three Sisters (presumably Lissandra) doing this to the bridge over the Howling Abyss is the only reason it's falling apart by the time you see it in-game.
  • Units Not to Scale: Like Anivia and Volibear, Ornn is far, far bigger than he appears on Summoner's Rift. Going by his LoR art, where he towers over Ashe, he's gotta be about 25 feet tall or so.
  • Unreliable Narrator: Not Ornn himself, but one must remember that the Lost Tales of Ornn, which provide the majority of what we know about him, are told from the perspective of an in-universe narrator in the style of mythology, and thus subject to bias as to the portrayal of other characters and interpretation of the actual events.
  • Utility Party Member: While Ornn's direct combat abilities are nothing to sneeze at, he supports his allies indirectly by unlocking item upgrades for them and extending the duration of their crowd control by marking enemies with Brittle.
  • You Have GOT to Be Kidding Me!: In Legends of Runeterra, he has special lines when he sees an allied Braum summoned, mostly due to the fact that he cannot believe that anyone managed to pull the door off its hinges in the first place.
    "Is that-? *sighs* Is that my vault door?"
    "Sure, but... how did you even get that door off its hinges?"
    • If he sees an enemy Braum however, he makes his displeasure clear
    "Braum, give me back my door."

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