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This page contains all champions beginning with the letters P to R.


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    Pantheon, the Unbreakable Spear 

    Poppy, Keeper of the Hammer 
note 
https://static.tvtropes.org/pmwiki/pub/images/poppy_originalloading17.jpg
"I'm no hero - just a Yordle with a hammer!"

Voiced by: Kate Higgins (English/Current), Danai Querol (European Spanish/Current), Pilar Coronado (European Spanish/Pre-VGU), Fernanda Robles (Mexican Spanish/Current), Laura Torres (Mexican Spanish/Pre-VGU), Ayumi Fujimura (Japanese), Marisa Leal (Brazilian Portuguese), Hyun-Ju Lee (Korean), Olga Pletneva (Russian/1st Voice), Maria Ivaschenko (Russian/Current)
Appears In: Legends of Runeterra

Runeterra has no shortage of valiant champions, but few are as tenacious as Poppy. Bearing the legendary hammer of Orlon, a weapon twice her size, this determined yordle has spent untold years searching in secret for the fabled “Hero of Demacia,” said to be its rightful wielder. Until then, she dutifully charges into battle, pushing back the kingdom’s enemies with every whirling strike.

Poppy is a Warden champion who excels at both valiantly tackling a single enemy away from their team and using crowd-control to peel enemies away from her allies.
  • Her passive, Iron Ambassador, periodically causes Poppy's next basic attack to throw her buckler at the target from a distance, dealing bonus damage. The buckler then falls to the ground, where Poppy can pick it up to gain a shield based on her max health; enemy champions can walk over the buckler to destroy it. If the enhanced attack kills its target, the buckler bounces back to Poppy, immediately granting her the shield.
  • Her first ability, Hammer Shock, makes Poppy crush the ground in a target direction with her hammer, damaging enemies it hits based on their max health and slowing them. After a short delay, the crushed ground erupts, dealing damage to enemies inside again.
  • Her second ability, Steadfast Presence, passively increases Poppy's armor and magic resistance, doubled when low on health. When activated, Poppy briefly gains bonus movement speed and creates a barrier around her that stops enemy dashes, damaging, stopping and slowing enemies that attempt to dash through.
  • With her third ability, Heroic Charge, Poppy tackles a nearby enemy, dealing damage and carrying them with her a short distance. If they collide with terrain, the target takes bonus damage and is briefly stunned.
  • With her ultimate ability, Keeper's Verdict, Poppy starts charging-up her hammer for a few seconds, moving at reduced speed. When the ability is reactivated she smashes her hammer into the ground, sending out a shockwave in a target direction that erupts upon contact with an enemy champion, damaging and sending surrounding enemies flying a massive distance towards their base. The range of the shockwave and distance enemies are sent flying increase based on how long she charged up. If the ability is reactivated immediately without charging up, she will instead deal reduced damage to nearby enemies and briefly knock them up.

Poppy's alternate skins include Blacksmith Poppy, Noxus Poppy, Lollipoppy, Ragdoll Poppy, Battle Regalia Poppy, Scarlet Hammer Poppy, Star Guardian Poppy Snow Fawn Poppy, Hextech Poppy, Astronaut Poppy, Bewitching Poppy, and Cafe Cuties Poppy. Legends of Runeterra exclusively includes Battle Academia Poppy.

In season 1 of Teamfight Tactics, Poppy is a Tier 3 Yordle Knight. Her ability, Keeper's Verdict, has her swing her hammer at the nearest foe, damaging them and knocking them up, (increasing to hitting 2 and 3 targets as her rank is increased). She was removed in season 2. She returns in season 3 using her Star Guardian Poppy skin as a Tier 1 Star Guardian Vanguard with Buckler Toss her new ability, which throws her buckler towards the farthest enemy before returning to her, damaging her target and granting Poppy a shield. She was removed in Season 4. She returns in season 5 using her Noxus Poppy skin as a Tier 1 Hellion Knight, with Buckler Toss returning as her ability. In season 6, she returns to using her base skin, retaining the same cost and ability as a Yordle Bodyguard, though the buckler's damage has been adjusted to scale with her armor instead. She was removed in season 7, returning again with the same ability in season 8 using her Hextech Poppy skin as a Tier 1 Gadgeteen Defender. In season 9, she returns to using her base skin as a Tier 1 Demacia Yordle Bastion. Her Steadfast Hammer ability smashes her target for magic damage and shields Poppy for a few seconds. If she reaches star level 4 from the Yordle trait bonus, her spell instead smashes her target into the largest cluster of enemies, dealing magic damage to the primary target based on their max health and a reduced amount to nearby enemies while briefly stunning them. She loses the Yordle origin due to the removal of the trait in the Horizonbound mid-set update. In season 10, she returns to using her Noxus Poppy skin as a Tier 4 Emo Mosher. Her Hammer Time ability passively grants her bonus attack damage based on her bonus health, and on activation increases her armor and magic resist for a few seconds and has her slam the nearest enemy three times, each dealing physical damage and healing Poppy for a flat amount. If the spell kills the target, Poppy gains one additional slam and will continue to use her remaining slams on the next closest enemy.

In Legends of Runeterra, Poppy is a 4-mana 2/3 dual Bandle City and Demacia Yordle Champion who grants all other allies with equal or less Power than her +1/+1 whenever she attacks. When she has attacked alongside allied units 3 times she levels up, gaining +1/+1 and Impact, and granting equal or lesser Power allies +2/+2 and 1 stack of Impact when she attacks instead. Her signature spell is Poppy's Keeper's Verdict.
  • Action Girl: Charges straight into the vanguard and starts bashing faces in. She's notable for being the only Yordle classified as a pure fighter (Rumble is a fighter-hybrid mix) before the release of Kled (who came out over 6 years after the release of Poppy) and she's female, no less.
  • Animesque: Her visual update rework fits more into this, with cutesy wider eyes, a very young looking appearance, and even a snaggletooth.
  • Apologetic Attacker: Poppy will express regret when she has to attack a fellow Demacian, or when she has to slay the dragon.
  • Ascended Meme: Lollipoppy's infamous face lives on. Not only does it appear on a lollipop in Lollipoppy's new splash art, it also shows up in her dance emote.
  • Badass Adorable: She's a Yordle warrior, and a melee bruiser to boot, of course she is.
  • Balance Buff: Release Poppy from 2010 was widely considered by fans and Rioters alike to have been one of the most poorly-designed champions in the game, with a staggering amount of some of the most powerful defensive potential in the gamenote , forcing her to be balanced into having an abysmal early game that ensured she was either going to be a total game-breaker or a 30-minute-long liability. She was given a VGU just in time for season 6 that almost completely reimagined her (the sole ability she retained was Heroic Charge), still retaining her impressively tanky fortitude, but with more power anchored around delivering crowd control instead of unflexible defensive stat-checking.
  • The Big Guy: Fills this role on the Star Guardians team- serious, focused and businesslike.
  • Blown Across the Room: Her ult, Keeper's Verdict, can (when fully charged) knock enemy champions about a quarter of the way across the entire map (oddly, it will always blow them directly towards their own fountain)!
  • Cannot Tell a Joke: She tries (unlike her pre-rework self, who simply had No Sense of Humor), but Poppy can't get through a joke without messing up the punchline. Of course, it probably doesn't help that the jokes she tries to tell are by far the longest in the game, requiring you to input the /joke command about half a dozen times each.
  • Characterization Marches On: Poppy was first added to the game as a stern, humorless Ambadassador who wanted nothing more than to bring peace (though with the game being what it is, that just meant kicking your ass). Her 2015 VGU completely revamped her into a chipper, youthful Dork Knight with a much sillier premise: an oblivious herald to a hammer-wielding hero of Demacia who most certainly isn't herself. The advancement is nicely established by their joke emotes: pre-VGU Poppy bluntly states she doesn't "know any jokes", but post-VGU Poppy announces that she does... she just rambles on for far too long and messes up the punchline.
  • The Chooser of the One: Poppy thinks she is this; she believes that her job is to find the proper wielder of her hammer and give it to them. But instead, she's...
  • The Chosen One: In truth, Poppy herself is the fabled hero who will lead Demacia to greatness. However, she's completely unaware of her status as such, which makes her quest to find the hero to wield the hammer both impossible and already done.
  • Chronic Hero Syndrome: Poppy doesn't believe she's the hero destined to save Demacia, or worthy of wielding the Hammer or Orlon. But as long as she still has the hammer anyway, and as long as people need her help, she won't hesitate to fight for what she knows is right.
  • Color-Coded Characters: On the Star Guardians team, she's blue.
  • Crutch Character: In stark contrast to her pre-reworked self, Poppy is a nightmare to lane against, bringing high damage and rather effective lockdown all throughout the laning phase, but she is practically forced to build tanky and she has relatively weak scalings, so the threat of her damage falls right off the map. She does, however, retain her utility as a wall between her team and the enemy's engage.
  • Cute Bruiser: She's even cuter than she was before post-rework- and even more of a bruiser.
  • Cute Little Fang: Her visual update rework spots a snaggletooth on the left side of the mouth, highlighting her youthful and upbeat appearance.
  • Fanservice Pack: Downplayed as Poppy is one of the least-sexualised champions in the game, but her original design was stumpy, squat and frankly rather ugly (much moreso than pre-rework Tristana, who was always kinda cute), and her personality was dour and stoic. Post-rework she's just as cute as she is tough with a perky, chipper and endearing personality.
  • Foe-Tossing Charge: Her 'Heroic Charge' ability will knock back even champions twice (or ten times) her size.
  • Girlish Pigtails: Her hair is arranged with these, this might not fit her old model which is very stern, but after her update, it fits her more upbeat personality, and being a Yordle.
  • Glowing Eyes of Doom: Her Scarlet Hammer skin is actually quite menacing, largely due to these.
  • Go Through Me: Somewhat like Braum, Poppy is generally not intended to dive into the enemy team and disrupt them all, but is rather intended to protect her team's priority targets. Unlike Braum, she has no way to stop long-range harass, but she can easily prevent many melee engages with Steadfast Presence preventing dashes while Heroic Charge and Keeper's Verdict both serve as very effective methods to keep somebody far away from your team.
  • Heroic Self-Deprecation: Poppy gets really down on herself over her "failure" to find the hero who should wield the Hammer of Orlon.
  • Humble Hero: She takes this to insane levels. Despite her steadfast heroism and all her accomplishments, she doesn't consider herself a hero at all, let alone the hero she's searching for.
    Humility is a mark of heroism, but many historians would agree that Poppy is kind of pushing it.
  • Humongous-Headed Hammer: Poppy is a yordle who fights using the enormous "Hammer of Orlon", which is about three times her size (the head alone almost as big as her whole body) and would probably dwarf an average-sized human. Poppy believes herself to be a herald meant to deliver the hammer to a legendary Demacian hero and has a comically glaring blind spot to how improbably good she is with using it herself, presumably because she's expecting its "intended" user to be much bigger.
  • Hypocritical Humor: She claims to not get yordles on account of them apparently being too fluffy, despite the fact that she herself is a yordle.
  • I Can Still Fight!: Steadfast Presence's passive works best when she has low health, practically doubling her armor and magic resistance when below a certain threshold.
  • Ignorant of the Call: Her driving trope. As far as Poppy is concerned, the hammer she wields with deadly effectiveness actually belongs to the "real" hero. But if monsters or bad guys get in her way while she happens to be carrying it, she's happy to use it against them.
  • Inertia Is a Cruel Mistress: Poppy is the first champion to weaponize this trope. She can conjure a field around her that blocks all dashing skills and deals damage to the offending champion
  • Irony: Everything about her and the Hammer.
    • Poppy is actually the destined hero she's searching for, but she is too humble to ever come to that conclusion. As such, she's been on an entirely pointless quest for hundreds of years.
    • Demacia hates everything magic to the point they discriminate against anyone who can use it, but Poppy, destined to be their ultimate hero is a yordle, a magic being.
  • Knight in Shining Armor: Battle Regalia Poppy pulls off the look.
  • The Knights Who Say "Squee!": Post-rework she's apparently starstruck on meeting Garen.
  • Lightning Bruiser: Activating her Steadfast Presence skill makes her pretty darn speedy.
  • Lighter and Softer: Poppy's visual update fits into this. Her updated visuals makes Poppy look younger, cutesy, and more Animesque with brighter colors and her voice acting is more upbeat, younger, and peppier. This is a stark contrast to her pre-rework self, where she's more serious and stern looking with a no-nonsense attitude.
  • Nice Girl: While she's too humble to ever admit it, it's clear Poppy is a very just and kind yordle always looking out for those in need.
  • No Sense of Direction: In one of her movement quotes, she outright admits that she's gotten lost.
  • Not the Intended Use:
  • Oblivious to His Own Description: By stint of her Humble Hero attitude, she never realizes that she is the vaunted Hero of Legend she's supposed to give the hammer to.
  • Older Than They Look: Poppy sounds young and peppy, and she's spry enough to run around the battlefield with Jarvan IV and tackle people into walls. She was also one of the founders of Demacia, making her centuries old.
    Galio: I like you, small blue thing. You're the one who doesn't change.
  • Perky Goth: Her Noxus Poppy skin gives her an Evil Makeover, but her voicelines are no less chipper and adorable than in her base skin.
  • Pintsized Powerhouse: It doesn't matter how big a champ is, she can shove them with her charge. According to Riot in 2017, Poppy would be the physically strongest champion in the game if there were no constraints!
  • Retcon: When she was originally created in 2010, Poppy was an Ambadassador between Bandle City and Demacia who earned her position after delivering a helm created by her late father for a Demacian general while fighting through intercepting Noxians. With her 2016 VGU, her backstory got a significant rewrite, notably downplaying her diplomatic ambassador angle and making her an ongoing seeker of The Chosen One (while possibly being it herself).
  • Selective Obliviousness: She received the hammer from Orlon, her friend and mentor, along with his deathbed confession that he'd been searching for the one who was destined to wield it. Poppy thought she was inheriting his quest, failing to realize that she was the one Orlon had been searching for.
    • Her inability to understand that she's the destined one reaches near-critical levels in her lore story 'The Slayer', where she's tracking rumors of a famous monster slayer who is roaming across Demacia, bringing down dangerous monsters that are threatening the innocent. The slayer always seems to be one step ahead of her and all she encounters are more monsters and bandits, who she regularly has to slay herself. Eventually she comes to a festival being held in the slayer's honor, where a statue of the hero (who has supposedly insisted on remaining anonymous) is being unveiled based on eyewitness accounts of their appearance. While the statue is shaped like a classical Demacian hero (a seven-foot tall man rippling with muscles) it also has a pair of pigtails and wields a massive hammer. A child in the crowd even points her out as the slayer, only for her father to shush her, saying that she's too short to possibly be the hero.
  • Take Up My Sword: Well, hammer anyway.
  • Throwing Your Shield Always Works: Her passive Iron Ambassador throws her shield every few seconds when she attacks. If it kills the target it flies right back to her, otherwise it bounces onto the ground so she can pick it up again. Either way, when she gets it back she also gains a damage-absorbing shield.
  • Undying Loyalty: Shown to be very loyal to Jarvan IV.
  • Use Your Head: Her post-rework Critical Hit animation has her headbutt the target.
  • What Happened to the Mouse?: Poppy appeared in the "Ruination" cinematic fighting alongside Vayne around Demacia, ending with the two discovering a Sentinel landmark together, but then Poppy completely disappears. Even though Vayne becomes the Sentinels' first new recruit, appearing in the "Before Dawn" cinematic, the Rise of the Sentinels visual novel, and in the Steadfast Heart comic, Poppy is never seen or mentioned again.
  • When All You Have Is a Hammer…: Literally. Although she does have a shield as well.

    Pyke, the Bloodharbor Ripper 
https://static.tvtropes.org/pmwiki/pub/images/b847a511170cb2ba_1.jpg
"Sink 'em all."

Voiced by: Darien Sills-Evans (English), Adolfo Pastor (European Spanish), Leonardo García (Mexican Spanish), Ryunosuke Watanuki (Japanese), Guilherme Lopes (Brazilian Portuguese), Lee Hyun (Korean), Arthur Vakha (Russian)
Appears In: Legends of Runeterra, Ruined King

"There’s plenty of room for everyone at the bottom of the sea..."

A renowned harpooner from the slaughter docks of Bilgewater, Pyke should have met his death in the belly of a gigantic jaull-fish… and yet, he returned. Now, stalking the dank alleys and backways of his former hometown, he uses his new supernatural gifts to bring a swift and gruesome end to those who make their fortune by exploiting others—and a city that prides itself on hunting monsters now finds a monster hunting them.

Pyke is an Assassin champion who plays as an extremely aggressive support, gutting enemies like fish after his allies set them up for him and sharing in the spoils with any who aid him.
  • His passive, Gift of the Drowned Ones, stores a percentage of damage dealt by enemy champions to Pyke as "grey health", which quickly regenerates after he leaves the enemy team's vision. In addition, any bonus health that Pyke gains from items or effects is instead converted to attack damage.
  • With his first ability, Bone Skewer, Pyke either quickly thrusts his bone harpoon forward, damaging and slowing the closest enemy, or winds-up for a few seconds, moving at reduced speed, before throwing the bone harpoon in a target direction, damaging the first enemy it hits, pulling them towards Pyke and slowing them, with the range of the throw increasing the longer he charges-up.
  • His second ability, Ghostwater Dive, makes Pyke dive into spectral waters, briefly increasing his movement speed and camouflaging him, making him invisible except when close to an enemy champion or turret.
  • His third ability, Phantom Undertow, makes Pyke dash a short distance in a target direction, leaving behind a drowned phantom at the location he dashed from. After a short delay, the drowned phantom quickly rushes to Pyke's current position, stunning enemies in its path and damaging enemy champions it passes through.
  • With his ultimate ability, Death from Below, Pyke marks an X-shaped area at a target location and, after a short delay, blinks there and damages all enemy champions inside the X; enemies below a certain health threshold are instead immediately executed. If he successfully executes an enemy champion this way, Pyke will be able to use the ability again for a few seconds, and the last ally that assisted him will gain bonus gold.

Pyke's alternate skin include Sand Wraith Pyke, Blood Moon Pyke, PROJECT: Pyke, PsyOps Pyke, Sentinel Pyke, Ashen Knight Pyke, Empyrean Pyke, Soul Fighter Pyke, and Prestige Soul Fighter Pyke.

In season 1 of Teamfight Tactics, Pyke is a Tier 2 Pirate Assassin. With his Phantom Undertow ability, he dashes to the furthest enemy and leaves behind a phantom. After a delay, the phantom follows to Pyke's locations, damaging and stunning all enemies it passes through. He was removed in season 2, before returning in season 4 as a Tier 2 Cultist Assassin with the same ability, using his Blood Moon skin. He gains the Slayer class in the Festival of Beasts mid-set update in addition to his existing traits. He was initially removed in season 5, but returns in the Dawn of Heroes mid-set update using his Sentinel Pyke skin as a Tier 2 Sentinel Assassin, once again with the same ability. He was removed in season 6, returning in season 7 using his Ashen Knight Pyke skin as a Tier 5 Whispers Assassin. His new Death from Below ability makes him leap to the lowest health enemy and strike an X-shaped area around them, dealing magic damage that is increased against his primary target and reducing the healing of all enemies hit. If Pyke hits an enemy below a percentage health threshold that increases with his star level, he executes them and immediately recasts the ability. He was removed in the Uncharted Realms mid-set update, returning in season 8's Glitched Out!! mid-set update using his Empyrean Pyke skin as a Tier 2 Riftwalker Hacker. Phantom Undertow returns as his ability, and in this iteration he also stabs his current target for true damage while performing the dash.

In Legends of Runeterra, Pyke is a 4-mana 1/3 Bilgewater Lurker Champion with Quick Attack and Lurk. When he Lurks, he transforms into Death from Below, a 4-mana Fast spell with Lurk that summons Pyke to strike an enemy. After allied copies of him have dealt a total of 15+ damage, Pyke levels up, gaining +1/+1 and the ability to strike the weakest enemy each time he kills an enemy. His signature spell is Pyke's Bone Skewer.

Pyke is one of the playable champions appearing in Ruined King.
  • Admiring the Abomination: It appears that ever since his death, the only beings he seems to genuinely sympathize with anymore are the various aquatic beasts he fights on behalf of, finding kinship in their hunting prowess. This appreciation even extends beyond Bilgewater, as he's impressed by Rek'Sai and her domination of the Shuriman deserts she hunts in.
    Hmm... clever girl...
  • Affably Evil: Pyke may be a bloodthirsty murderer, but as long as you're not (yet) on his list, or better yet, helping him execute somebody who is, he isn't above cracking a scathing joke or musing about the depths to those around.
  • Ambiguous Situation: Pyke remembers being on the crew of a ship called the "Terror". But no modern record of the ship exists, yet there are people in the present that he killed who do remember his name and face. Whether the Terror is just his mind misremembering things or it was somehow phased out of reality by magic is unclear.
  • Animal Motifs: He has a prevalent motif with sharks, especially their sharp teeth; his design has several cues to teeth like his jagged bandana design and the literal shark jaws used as shoulder guards. His weapon bares a loose resemblance to real-life shark tooth weaponry, and his entire game plan evokes playing as a predator looking to pick off targets from below.
    Sometimes a shark takes the bait, and sinks the whole ship.
    • PROJECT: Pyke has more of a snake motif, including summoning a huge, robotic snake mount for his recall, segmenting his knife like a snake's spine, turning into a snake for Ghostwater Dive, and replacing his phantom with a snake.
  • Anti-Frustration Features:
    • Unlike most other Finishing Moves in the game, Death From Below instantly executes enemies under a flat max-HP thresholdnote . When playing as Pyke, enemy lifebars are helpfully given a white marker to indicate where that threshold is, and those under it are given big red cross-through indicators to show that if your ult lands, it's a guaranteed kill. This feature was eventually implemented as a quality-of-life buff to champions with similar mechanics such as Urgot and Cho'Gath.
    • If Draven gets the last assist on a Death From Below execute he'll gets the bonus gold from his adoration stacks all the same, ensuring that a Draven ADC can still get the most out of his passive when paired with Pyke support.
  • Ascended Meme: A rather esoteric example. Pyke gains 1 movement speed while crossing the river, a reference to a disproved urban legend that Nami once did the same thing.
  • Back from the Dead: His crew abandoned him and watched him drown, but he didn't stay dead for long.
  • Bald of Evil: A creepy and merciless fellow with not a single hair on his head.
  • The Beastmaster: LoR shows that he's got an affinity with other aquatic predators around Bilgewater and will cooperate with them to get kills.
    With the Shipwreck Hoarder: "Wait your turn, girl. I get mine first."
    With the Jaull Fish: "Let's kill 'em all!"
    With the Devourer of the Depths: "You'll get your share."
    With Redfin Hammersnout: "Break the boats; I'll drag 'em under."
  • Blade on a Rope: He wields a large, nasty-looking knife called the Bone Skewer that he can use as a harpoon to pull enemies towards him, or a simple shanking tool if they're already in close range.
  • Blood Is the New Black: His original teaser, prior to release, rendered his bandana which looks like a mouth of shark teeth as actually being streams of blood running down the cloth, making him look all the more deranged and terrifying.
  • But for Me, It Was Tuesday: Invoked by one of his taunts:
    Heard a lot of 'last words'... forgot 'em all.
  • Chain Lethality Enabler: If Pyke kills a champion with Death from Below, the ability can be recast for a short time, resetting again and again if he can kill someone. A skilled Pyke player is capable of wiping out all five enemy champions in one fight, and both he and his allies share extra gold from all of it.
    • LoR's version of Death From Below functions similarly; if a leveled up Pyke kills an enemy, he'll target the weakest enemy after them. And if he kills that enemy, it just keeps going until he eventually he attacks an enemy that's too durable to kill in one hit.
  • Charged Attack: Charging Bone Skewer will turn it from a basic knife stab to a reeling harpoon. The damage stays the same though.
  • Combos: Bone Skewer and Phantom Undertow are designed to be used with either one after the other, locking down Pyke's enemies to lay down damage from his team.
  • Continuity Cavalcade: His classic splash art is a minor example. Created by Victor "3rdColossus" Maury, it contains many minor trinkets found in previous splash arts he also developed, including Dragon Trainer Tristana's necklace, Elderwood Hecarim's heart stone, and a button from Swain's collar. One of the drowned pirates in the background is even lifted from an old fanart of pre-rework Gangplank.
  • Consummate Professional: Pyke plays with this given how he's driven by his bloodthirsty desire for usually-misplaced revenge and the mental machinations of the Jaull-fish, but he definitely has the attitude, approaching his assassinations with a cold, yet professional frame of mind. This can be a good thing if he considers you useful enough to help in his mission, as not only will this effectively put you off his kill list (for the time being, anyway), he'll ensure you get a cut of the spoils.
  • Covered in Scars: You can tell he's been in the slaying business for a long time by all the scars on his head.
  • Crafted from Animals: The knife he wields appears to be crafted from the bone of some sea monster, as implied by calling it "Bone Skewer".
    Fine tool, the barber-blade. Made of tempered sharkbone. Keener than steel. Sticks in real good, snagging on bone and flesh.
    "Then, Teeth"
  • Creepy Blue Eyes: Possesses glowing, pale blue eyes.
  • Crutch Character: Pyke has a strong early-to-mid game power thanks to his multitude of crowd control options, heavy roaming power that allowed him to basically support every lane, and ability to boosts his team's overall gold flow thanks to his ultimate, granting his assisting ally extra gold when he successfully kills a low-health enemy. However, he will start to fall off as most of his strength are not as useful in teamfights. Since his damaging power is low compared to other Assassins in the same timeframe, roaming alone and getting picks by yourself is highly discouraged. By the lategame, it's the best to stick to your team and pull one of the more important picks for your team before finishing off retreating targets.
  • Damaged Soul: Already somewhat unhinged in life, undeath has left him violent, confused, and very pissed off a lot of the time.
  • Deadpan Snarker: Pyke is a very grim character, but he does have moments of dark sarcasm to himself.
    (upon respawning) I'm already dead. More death ain't gonna hurt.
  • Death from Above: Death from Below, ironically enough, has Pyke diving onto his target as if he's about to plunge them into the sea.
  • Death or Glory Attack: When using Death From Below, you'd better be sure you are in a position to commit to using it, especially if there's more than one enemy champion for you to hit; when you use it on a champion that can resurrect or become invulnerable at the last minute, not only does it not count as a kill, but you've just wasted your Ult, and are likely exposed to getting killed by their teammates...and that's before you consider that you can still be killed in the middle of the Ult. It's also even more of a buzzkill whenever someone teleports away from the X.
  • Defeat Means Friendship: In Illaoi's introductory chapter of Ruined King, she seeks battle with Pyke to end his terrorizing of Bilgewater, eventually putting his spirit to test under Nagakabouros. But to her shock, Pyke passes the goddess's test, something unheard of from the undead. It then turns out the Kraken Goddess cleared the Jaull-Fish's control over Pyke, allowing him to talk terms with the main party and agree to hunt down Gangplank with them.
  • Dissonant Serenity: Pyke is almost disturbingly calm for the vast majority of his lines. It's especially notable when executing an enemy with Death From Below, where he sounds more like he's putting them to bed rather than condemning them to a watery grave.
    (softly) No thrashing... sleeeeep.
  • The Dreaded: Any wise captain will be wary of Pyke, as he could be lurking anywhere in Bilgewater ready to take names. Illaoi is searching for him at the beginning of Ruined King to pacify him, and everyone she talks to fears invoking his name. Miss Fortune is pissed when he appears on her ship, knowing what he's all about.
  • Doppelgänger Attack: The doppelganger left behind by Phantom Undertow can set up for a very potent lockdown. Pyke can stun any number of enemies that the doppelganger zips through while evading danger thanks to his dash.
  • Early-Bird Cameo: Before his teaser, he could be seen poking his head out of the water 45 seconds into the 2018 MSI announcement video. Eerily, he only appears in the video, being completely absent from the website and wallpaper.
  • Eaten Alive: His reveal cinematic shows this is how he died, being caught in the jaws of a sea beast. Even his outfit references this, with the shark jaw guards he wears referencing a mouth closing around him.
  • Eldritch Location: A few of Pyke's lines mention "The Swimming City", which based on context makes it sound like a euphemism for The Underworld, but it's been confirmed to be a real place — it's not a literal city with structures "in the stone and steel and mortar sort of way," and yet is described to be alive and perpetually moving.
  • Empowered Badass Normal: While alive he was considered an expert at hunting sea monsters, and death only made him stronger.
  • Enemy Mine:
    • He apparently strikes deals with Nautilus to give the Titan the seafaring tithe from Pyke's victims.
      You'll get your cut, titan.
    • During the Sentinels of Light event, he was mentally reined in by Nagakaborous and the Sentinels of Light, who briefly overrode his hunt against the captains of Bilgewater in order to gain his assistance in targeting their new common enemy: Viego.
    • In Ruined King, alongside Viego, he and Miss Fortune strike a deal to help each other hunt down Gangplank, the last name that was written onto Pyke's list.
  • Even Evil Has Standards:
    • The in-universe justification for why executing enemies with Death From Below shares the gold gained from kills with allies; he may be a vengeful revenant, but those who help him achieve his goals will be rewarded.
    "Crews share the wealth."
    • His line against an enemy Jarvan indicates he's not interested in harming Mooks or minions, even if it means reaching his target easier.
    Jarvan IV: (upon seeing an enemy Pyke summoned) "A murderer has surfaced. Guard yourselves, Demacians."
    Pyke: "Ain't them I'm here for, Jarvan."
    • We see in Ruined King that Pyke actually has quite a few standards when it come to who he puts on his list and even where he will put them. Truly evil people go to the top while those who might still be redeemed go to the bottom, with the possibility of being removed always open. Pyke primarily takes free will into consideration he doesn't consider someone like Ahri list-worthy, as her killing is akin to a predator acting on instinct, rather than someone who consciously commits immoral acts for personal benefit.
    • It seems even he has little patience for Fizz's antics.
    Fizz: (upon seeing an allied Pyke summoned) "Shark!"
    Pyke: "That wasn't funny the first time, Fizz!"
  • Evil Sounds Deep: Remove the underwater filters and he still sounds pretty deep and menacing.
  • Evil Sounds Raspy: He speaks in a gargled and raspy voice that sounds like he's talking underwater.
  • Flawed Prototype: The basis of PROJECT: Pyke is that he's a failed prototype unit that went mad from all the untested upgrades installed onto his brain, so his handlers disposed of him on the outskirts of the city. From there, he rebuilt his body with scrapped equipment and has now set out on a crazed revenge spree just like Mainline Pyke has.
  • Finishing Move: His ultimate will instantly kill anyone under a low enough HP threshold. If it's successful, he can reuse it in quick succession.
  • Flanderization: Pyke's obedience towards his ever-updating kill list is amped up more in Rise of the Sentinels. Usually he's depicted as following it out of a sense of cold professionalism and his own deep-seated hatred towards captains, but in the event, the list itself seems to be his defining motivation, showing him acting on pursuing new names completely without question or hesitation.
  • The Fourth Wall Will Not Protect You: His teaser video ends with him addressing the viewer, claiming that they "look familiar" as the camera snaps onto his face.
  • Fragile Speedster: Pyke cannot build a tanky loadout at all thanks to his passive, and his overall damaging capabilities diminishes by the late game, but he has a versatile set of mobility options that will help him catch important targets and secure kills easier for the team. He actually gets even faster as the game goes on thanks to his mobility tools scaling with lethality.
    Swim faster than they run.
  • From Nobody to Nightmare: From just one of many harpooners trying to eke out a living in Bilgewater (albeit one who had managed to make a bit of a name for himself) to a supernatural terror relentlessly and inexorably carving his way through the city.
  • Gameplay and Story Integration: "The List" is an actual spell in LoR that lets Pyke and his allies target a specific enemy, literally picking his next victim like how it works canonically.
  • Ghost Amnesia: In the lore, his list keeps changing to include new names, and not only does he assume they were always there, he remembers his death with the new person present at the scene. Part of this is due to the Jaull controlling and using him as an attack dog feeding him new names, as well as undeath badly warping his mind in general.
  • Ghost Pirate: Slightly less of a "ghost" and more of a Revenant Zombie with spooky spectral powers, but he definitely looks the part. His ultimate is based on the "X marks the spot" seen on treasure maps.
  • Glass Cannon: High potential killing power and crowd control, but he's very limited in terms of defensive options. While he has very high base health and armor values for an assassin, his passive makes any bonus health he has convert directly into attack damage, preventing him from getting very beefy.
  • Glowing Eyes of Doom: If you see his cold eyes glowing in the dark, you know you're screwed. They glow even brighter if he's slain someone with his ultimate.
  • Good Scars, Evil Scars: You can tell he's bad news by the three large scars running along his head, with one appearing to go all the way over his left eye.
  • Hazy-Feel Turn: With Nagakabouros's magic, Illaoi can quell the Jaull's control over Pyke's murderous instincts, allowing him to cooperate for a better cause. Though it's implied the effect isn't guaranteed to stick and that he's still vulnerable to being controlled again.
  • The Hedonist: When he wasn't hunting sea life, he was surrounding himself with cheap booze and sex workers, making his life really vapid and fleeting in retrospect.
  • Hit-and-Run Tactics: Encouraged with his passive ability; he's barred from getting tanky and thus can't survive a direct brawl, and is instead meant to pick off enemies then slink back out of vision to quickly regain his health so he can do it all over again.
  • Hunter of His Own Kind: There's something ironic about Sentinel Pyke being a ghost that fights other ghosts. Granted, the ghosts of the Shadow Isles are a different breed than the revenant he is.
  • Hunter of Monsters: He was this in life, and he was an unusually realistic (for a given definition of "realistic") deconstruction of one. His life was generally one of deprivation and cheap pleasures; the work was incredibly dangerous, disgusting, and physically taxing; the pay was mediocre at best and abysmal at worst; and exploitation by employers was just something to get used to. Pyke himself reflected his line of work, as even though he was well-known as one of the best in his line of work, he was a dirty, nasty wretch with no friends and an abrasive personality whose time off the clock was spent boozing and whoring.
  • In the Hood: A couple of skins like Sand Wraith and Ashen Knight give him a hood to enhance his roguish influences.
  • Invisibility:
    • Ghostwater Dive makes Pyke completely invisible unless he edges too close to an enemy champ. The only indication you'll get that he's nearby is a signal around you and your allies that looks like circling sharks.
    • In Ruined King, Pyke has a unique self-buff called "Stealth" that lets him become untargetable by single-target attacks. He can take advantage of this state to cleave and execute unsuspecting enemies.
  • Kill Steal: His ultimate uniquely circumvents this scenario. One of the dangers of aggressive "kill" supports in bot lane is that ideally, the kill credit (and thus, all-important gold) should go to the marksman, and it can become easy as a high-damage kill support to accidentally get the last hit instead of them (of course, this might be an occasional necessary evil in order to secure a kill at all). Death From Below makes it so this isn't an issue, as any kills using it are then credited to your last assisting teammate, meaning you can freely and securely execute low-health enemies without having to worry about uneven gold distribution.
  • A Lighter Shade of Black: As shown by being a playable party member in Ruined King and teaming up with the Sentinels to fight the Ruination, Pyke is willing to fight against greater threats than himself. Keep in mind that he's still a relentless killer.
  • The Long List: It's not demonstrated in-game, but he has a long, long list of people he needs to avenge himself on, which he pulls out and unrolls when he taunts.
  • Loves the Sound of Screaming: Says as much himself.
    "Every kill makes the voices louder, and I looooooooove when they're screaming."
  • Magikarp Power: While a Crutch Character in League, LoR's version of Pyke is a Lurk unit that requires a really specific set up in order to get stronger, starting with 1-power and only getting more if he has other Lurkers in his deck to trigger his passive. Once he is leveled up though, he becomes a board-clearing menace that can single-handedly secure the win, killing the entire enemy team with one strike.
  • Making a Splash: Being a drowned Revenant Zombie, he has a grungy saltwater theme to him, similar to Nautilus. He dives into the water for Ghostwater Dive, and the ghostly clone he forms with Phantom Undertow seems to be made of seawater (and according to his joke animation, he himself is also similarly made of water).
  • Malevolent Masked Man: A nasty customer with a bandanna covering his face.
  • The Man Behind the Man: He's far too badly damaged to know it, but he was resurrected by the Jaull as a supernatural attack dog, and most of the entries on his list were placed there by them.
  • Meaningful Appearance: His shark-jaw shoulder guards for the shape of a mouth around his head; he was, after all, Eaten Alive and is plagued by the manipulations of beings who alter his memory of the event. In other words, he's still in the jaws of the beasts he hunted.
  • Meaningful Name: The word "Pike" can have multiple meanings; it's the name of a predatory fish known for its large teeth, it's a type of pointed weapon like a spear used for impaling, it's also form of diving; all apt for an undersea killer that skewers people to death.
  • Mechanically Unusual Fighter:
    • You read correctly, Pyke is classified as an assassin played as a support, not just one or the other. He's a support in that once he has an opportune opening to catch opponents, he can really get in your face to lay down the CC for your team, and he's an assassin due to his unique ultimate that allows him to directly secure kills without having to worry about the negative effects of Kill Stealing. He cannot, however, deal tons of damage without his team due to his lack of constant defense and dueling power, necessitating having to work with at least one teammate at a time. Think of him as being able to both start and end a fight, but has little to nothing for in between.
    • His passive also significantly changes how stats interact with him, informing his overall playstyle. He cannot increase his health through items, it instead converting to damage, enforcing his status as a hit-and-run-heavy Glass Cannon assassin, seemingly to dissuade players from instead playing him as a solo brawler.
  • Misplaced Retribution: It's said that he blames everyone in Bilgewater for what his former crew did, even the ones who obviously had no part in it. The Jaull has definitely added names to his list and may have also toyed with his memories to get him to take out people who they want gone.
  • Morph Weapon: PROJECT: Pyke's knife is a Hard Light weapon that can transform into different forms depending on his ability. Bone Skewer transforms it into an actual harpoon as opposed to just a knife on a rope, it can turn into a snake for Phantom Undertow and his ultimate uses a pair of lashing chains to execute his enemy.
  • Mummy: Sand Wraith reinterprets Pyke as a sort of mummy guarding an ancient tomb. He also has sand abilities as opposed to water.
  • Never Hurt an Innocent: He has no quarrel with anyone not on his list. His Wild Rift cinematic for example has him face-to-face with a cabin boy whose boss he just killed, and Pyke just looks confused and annoyed at the latter's panic, not really posing a direct threat.
  • Ninja Pirate Zombie Robot: His initial concept was described as a "shark themed pirate-ninja guy that had a cape made of hooks". With his PROJECT skin, he embodies just about everything literal about the trope name.
  • Noble Demon: Pyke is a remorseless and terrifyingly effective killer, but the code for where he works his dirty business is entirely to do with clearing names off his kill list. If you're off the list, he'll leave you alone, and if you decide to help him, he'll make sure his crewmate gets their fair share of work and the rewards. This is still a very tenuous dynamic since he's ultimately subject to the whims of whatever inhuman creature is controlling him, but this is what allows him to be swayed into joining a good cause or even becoming a Sentinel of Light.
  • Not the Intended Use: Hoo boy did he get hit with this hard. Intended as a support, Pyke quickly became popular as a top, mid and jungler thanks to his good CC and base damage, stealth, extremely powerful healing passive - and that's not including his ultimate, an area-of-effect execute that grants bonus gold to assisting allies. He's since gone through a number of nerfs designed to force him back into the support role, with a notable one being that he now no longer gets any extra gold as a result of executing enemy champions with Death From Below—that said, he does still get extra gold whenever someone manages to land a kill steal from him before he finishes his ult.
  • Ocean Madness: One of Pyke's central themes, and he has a lot of voice lines painting the depths of the ocean as an Eldritch Location that is responsible for what he has become.
    I floated all the way to the bottom, found there ain't none.
    Bottom of the sea's the top of another world.
    Went too deep, the deep came back with me.
    The deeper I sank, the less I died.
    Madness lurks below.
  • Pay Evil unto Evil: Most of his victims are pirate captains, both former and current, who all have huge body counts in their own right. As a result, a lot of Pyke's targets are asshole victims who he deems deserving of his wrath. Though how truly a victim deserves it is up for debate when the Jaull Fish manipulates his perceptions constantly.
    Nasty people meet nasty ends.
  • Pet the Dog:
    • His whole "sharing gold with your allies" thing isn't just a game mechanic — it represents a genuine sense of nobility (or at least professionalism) with helping him score his kills. If you pull your weight, you've earned it.
    • Ruined King shows this mentality extending to even normal conversations, as despite his supernatural lot in life, he's quite civil and even empathetic to a degree. Despite Miss Fortune being on his list, he insinuates that she's actually quite low on it and will gladly share a kill on Gangplank with her. He also affirms to Braum that he's "a fool", but honorable and off his list, and he even offers a semblance of comfort for Ahri, letting her know that she's not evil just because nature demands her to do unethical things.
      Miss Fortune: Our day may come, but today is not that day. Instead, how about a drink?
      Pyke: You're serious?
      Miss Fortune: A toast... to the strange fate that awaits us all, at the bottom of the sea.
      Pyke: I'll drink to that, Captain.
  • Psycho Knife Nut: An ever-so-unhinged sea ghost who hunts his victims down with a bone dagger. He uses the knife for all sorts of threatening gestures like stabbing his list.
  • Red Baron: The "Bloodharbor Ripper" is what he's called in canon, and is an apt title for someone as bloodthirsty as he is.
  • Red Is Violent: One of his most iconic design elements is his red tooth-patterned bandana. The original rendition of this item was covered in actual blood, showing what an unhinged threat he posed to people around him.
  • Revenant Zombie: Is explicitly referred to as "revenant", and he fits all the characteristics; he shows no signs of rotting or falling apart, he distinctively remembers his past life (especially how he died and those who abandoned him) and is driven by the single purpose of enacting revenge on his (he thinks) betrayers, though it is strongly implied that while he has definitely taken out members of his old crew, the Jaull whose magic resurrected him is mostly just using him as a means to take out people on the surface. The Shadow Isles also explicitly have no pull on him, as the nature of his undeath has nothing to do with them.
  • Reverse Grip: He always holds his knife like this when idle, ready to stab you to death if you get too close.
  • Scare Chord: A very shrill one plays right before Death From Below lands. He also gains similar fanfares after a kill streak, with the amount of Stings based on how many he killed.
  • Scary Black Man: One of the few Black champs in League, and is one of the most terrifying characters in the series.
  • Serial Killer: All of his victims are pirate captains, their names being added to his list by the Jaull Fish. Originally it was only the crew that betrayed him he was after, but all of the Ghost Amnesia at work means he can be used to by the Jaull to go after anyone theoretically.
  • Serrated Blade of Pain: An undead Serial Killer fighting with a jagged bone knife; all the better for snagging victims with.
  • Shame If Something Happened: Said in a taunt to Ezreal:
    Pretty face! Shame if someone stuck a harpoon into it!
  • The Sleepless: He confirms this is the case in Ruined King, not bothering to rest around the campfire like everyone else.
  • Slouch of Villainy: The recall animation for his Sand Wraith skin has him summon a giant sand throne (tossing aside the fancy pharaoh crook and pottery) just to do this pose.
  • Status Infliction Attack: One of Pyke's specialties in Ruined King is inflicting debuffs and ailments on enemies. His basic attack inflicts a random ailment like bleed or ignite, and he has other abilities that deal more damage against afflicted enemies.
  • Stealth Expert: Ghostwater Dive temporarily camouflages him, which he can use to set up flanks or quickly trigger his passive to heal himself. He benefits greatly from brush and fog of war for the same reason as he can just as easily go on the offense or retreat thanks to his tools.
  • Super Not-Drowning Skills: Justified given that he's already dead, so being underwater for long periods poses no real risk to him. His field skill in Ruined King is to dive into bodies of water found in dungeons.
  • Support Party Member: An unusually aggressive one; he's excellent in singling out enemy champions and securing the kills with his ultimate, but this is meant as setup and payoff for his team, who should ideally do the bulk of the damage that he alone lacks.
  • Teeth-Clenched Teamwork: He makes it clear in a taunt to his allies that he doesn't like them, but he likes his enemies less.
    (taunting an ally) "You're not on my list yet. Keep it that way. (Beat) Oh, wait, I wrote it on the back."
    "I don't like you, I like them less."
    "You're growing on me... like a barnacle... on my ass..."
  • Token Evil Teammate: While the main squad of Ruined King and the Sentinel squad in Rise of the Sentinels have a few champions who definitely skew into moral grayness, Pyke is among them despite being a half-crazed and supernaturally-driven Serial Killer. Even to him, fighting off the threat of the Ruined King is worth temporarily halting his anti-captain vendetta.
  • Tragic Villain: Pyke is someone who was always living in circumstances wildly beyond his control, from the life-threatening and low-reward work he got as a fisher to being the attack dog of a mystical sea creature that screws with his mind. While there is a personal vendetta fueling his actions, everything else is portrayed as being completely outside his own agency, giving him little hold over himself even in undeath.
  • Unreliable Narrator: Particularly in his short story, where he doesn't notice when his list and memories are changed.
  • Vengeful Ghost: He's on a revenge spree against the crew that left him for dead at sea. But over time this gets twisted into a general vendetta against all sea captains.
  • Walking Shirtless Scene: He's got nothing under that tattered cape of his, making him look more like a body dragged out of the depths.
  • Wooden Ships and Iron Men: In life, Pyke was a hardened and wretched man whose life was one of cheap booze, cheaper whores, bad pay for worse work, and whatever satisfaction he may have gained from the hunt had long since given way to a cold, mechanical, ruthless efficiency.
  • You Will Not Evade Me: When tapped, Bone Skewer just has Pyke stabbing the opponent, possibly as a last-hit option; when it's held long enough on the other hand, he will throw his harpoon, and drag in the first opponent hit as if he were Scorpion.

    Qiyana, Empress of the Elements 

Qiyana Yunalai

https://static.tvtropes.org/pmwiki/pub/images/qiyanaloadscreenqiyana.jpg
"You may now appreciate me."

Voiced by: Montse Hernandez (English), Lupita Leal (Mexican Spanish), Ayana Taketatsu (Japanese), Lia Mello (Brazilian Portuguese), Ha-Ru Kim (Korean), Julia Gorokhova (Russian)

"Some day, all this will be Ixaocan. A glorious empire, with an empress to fit."

In the jungle city of Ixaocan, Qiyana plots her own ruthless path to the high seat of the Yun Tal. Last in line to succeed her parents, she faces those who stand in her way with brash confidence and unprecedented mastery over elemental magic. With the land itself obeying her every command, Qiyana sees herself as the greatest elementalist in the history of Ixaocan — and by that right, deserving of not only a city, but an empire.

Qiyana is an Assassin champion who draws strength from the map's natural features —be it the rivers, the bushes or the rocks— to cut through any who oppose her.
  • The basis of Qiyana's kit is her second ability, Terrashape. With it, Qiyana dashes a short distance in a target direction and draws an Element from the closest feature —either the river, a wall or brush— into her weapon. While she has an Element equipped, Qiyana gains attack speed and damage and moves faster when close to sources of that Element.
  • Her passive, Royal Privilege, causes Qiyana's attacks and abilities to deal bonus damage, with this effect only triggering on the same target once every few seconds. When Qiyana draws an Element, this cooldown is reset on all enemies.
  • Her first ability, Edge of Ixtal, strikes with Qiyana's weapon a short distance in a target direction, damaging enemies she hits. Drawing an Element resets the ability's cooldown and transforms it into Elemental Wrath, with Qiyana throwing her weapon in a target direction, damaging the first enemy it hits and enemies behind them and applying a different effect depending on what Element she currently has equipped:
    • River freezes enemies the attack hits, briefly immobilizing them and then slowing them.
    • Wall deals bonus damage to enemies below half health.
    • Brush leaves a grass trail behind that makes Qiyana invisible and increases her movement speed.
  • With her third ability, Audacity, Qiyana dashes a fixed distance through a nearby enemy, damaging them.
  • With her ultimate ability, Supreme Display of Talent, Qiyana sends a windblast in a target direction, knocking back enemies it hits. If it collides with the river, brush or a wall, it creates an erupting shockwave either inside it (for the river or brush) or along its entire perimeter (for walls) that damages and stuns enemies inside.

Qiyana's alternate skins are Battle Boss Qiyana, True Damage Qiyana, Prestige True Damage Qiyana, Battle Queen Qiyana, Shockblade Qiyana, Lunar Empress Qiyana, and La Ilusion Qiyana.

In season 2 of Teamfight Tactics, Qiyana is a Tier 3 Variable Assassin, whose Origin matches the randomised element of the map. Her special ability is Edge of Ixtal, which blasts a short line in front of her, damaging and stunning enemies hit. She may also dash a short distance beforehand to a position where she can strike the most enemies possible. She was removed in season 3, returning in season 7 using her Shockblade Qiyana skin as a Tier 2 Tempest Assassin. Her ability remains unchanged aside from being renamed to Elemental Blade and disarming enemies hit instead of stunning them. She was removed in season 8, returning to her base skin in season 9's Horizonbound mid-set update as a Tier 2 Ixtal Rogue Slayer. Her ability remains unchanged aside from being renamed to Supreme Display of Talent and briefly stunning enemies again, which is increased for the first enemy hit. In season 10, she uses her True Damage Qiyana skin and is a Tier 5 True Damage Crowd Diver. Her Sample and Remix copies a number of her target's items based on her star level and gives them to a nearby ally for the rest of the roundd, then strikes her target for physical damage and knocks them back a short distance. If her target has no items, the spell deals bonus true damage and knocks them back to the edge of the board instead. Her True Damage Bling Bonus creates a permanent item component for her player if her spell kills its target and copies at least one item. In season 11, she uses her Lunar Empress Qiyana skin and is a Tier 2 Heavenly Duelist, whose Heavenly bonus grants increased attack damage. Her Supreme Display of Talent ability empowers her basic attacks to deal bonus physical damage in a short line behind her target for a few seconds, dashing to a position where she can hit as many targets as possible.
  • Alpha Bitch: She's very condescendingly sassy towards those she considers below her... which is pretty much everyone.
  • Ambition Is Evil: Qiyana's brutal quest for the rulership of Ixaocan ironically illustrates why her having it would be a very bad idea.
  • Asskicking Leads to Leadership: Originally the tenth in line for a seat in Ixtal's Yun Tal ruling caste, Qiyana's prowess in elemental magic allowed her to prove herself as superior to her sisters in the eyes of the masses, with the respect she possesses being described as more powerful than tradition.
  • Badass Boast: She's incredibly full of herself.
    "I will grant this place the privilege of being conquered by me!"
  • Beauty Is Bad: Was specifically designed to fill in a "cute but evil" champion niche. She's very attractive, but behind her appearance is an incredibly power-hungry narcissist who intends to carve her path to rulership with blood.
  • Black Sheep: In her own words, her parents rule Ixaocan with fairness and compassion. She dismisses this thinking as boring.
  • Cain and Abel: Non-lethal, but still present. She resents her older sisters for being groomed for the throne while she, being the tenth in line, was ignored, and even challenged her eldest sister, Inessa, to a duel just to prove herself superior, resulting in Inessa never being able to walk again.
    "One throne, nine sisters. Nine tragic accidents waiting to happen."
  • Child Prodigy: It's implied the mastery of individual elemental schools takes lifetimes of study for most Ixaocan mages. Qiyana mastered all known techniques when she was 7.
  • The Conqueror: She wants to expand Ixtal across Runeterra, boldly challenging beings as powerful as Azir for their territory.
  • Cool Crown: Wears a spiky tiara with three gems in it.
  • Crutch Character: A Qiyana who gets her basic abilities already has free access to her most versatile tools for assassinations, and she's regularly encouraged to make aggressive trades and get kills early with them. Part of this is because her shortage of non-personal utility and focus on damage becomes more apparent as games go on (and especially if enemies start getting more tanky) which her scaling alone cannot compensate for, so if she wants to dominate by late game, she must start early.
  • Difficult, but Awesome: In terms of mechanics, Qiyana doesn't have as high a skill floor as most assassins, with the core of her diving with Audacity and an element-empowered Edge of Ixtal, and perhaps a Supreme Display of Talent being straightforward, but effective. Where she gets tricky is figuring out the variables; knowing which element to draw at what time, how to execute the different plays with them, and what champions to use them on are all important, escalating as games develop with the map opening up and enemies becoming more defined in power. A decent Qiyana can make good dents in the enemy, but a seasoned, experienced Qiyana can utterly eviscerate them.
  • Easter Egg: If she uses any emote within 10 seconds of killing an enemy, she'll instead perform a dab.
  • Egopolis: She decides to name the river after herself while walking through it.
  • Elemental Powers: Differs from many other champions in that she can access more than one, but rather than any kind of traditional elemental structure, her elements correspond to the environment around her, namely the wind from the brush, ice from the river, and stone from rocky terrain. With her ultimate, she can also set things on explosive fire.
  • Field Power Effect: Her abilities allow her to claim different powers depending on the terrain.
  • The Fighting Narcissist: Gives Draven and Aurelion Sol a run for their money in claiming the honor as the biggest example in the game, mixing a lot with an Alpha Bitch attitude.
    "The best thing about water? My reflection."
  • Gameplay and Story Segregation: In lore, a mage. In game, an Attack Damage assassin, whose elemental magic just serves to give her a buff to her abilities.
  • Glass Cannon: Her AD-to-damage ratios encourage this kind of build, rushing in to deal massive damage before stealthing away or carving her way out. But if she's caught, she's finished.
  • Hartman Hips: Her incredibly wide hips (they're much wider than her shoulders) and impressive thighs are easily her most notable features.
  • Hiccup Hijinks: Her joke emote has her attempt a Badass Boast, only to inopportunely hiccup during it. Twice!
  • Insistent Terminology: A couple of her lines make it clear that she wants you to know it's an "ohmlatl" she wields, not a "ring-blade".
  • It's All About Me: She's just as self-centered as Draven, rushing off to a battlefield and demanding that her servants carry her back on a palanquin and killing anything she believes to have disrespected her.
  • Jack of All Trades: Ability-wise, her kit is chock-full of damage, crowd control, mobility, and even stealth. Her kit is limited by the terrain around her when she picks a fight, as it determines which element she can use at any given time.
  • Jerkass: Qiyana is a complete Alpha Bitch and Narcissist who cares only for her own position.
  • Lack of Empathy: As shown in her short story Fit to Rule when a village one of her sisters, Mara, is in charge of gets raided by Piltovans. She's more concerned with the fact that her sister was proven wrong in that she couldn't protect the village if she was in charge then the fact that half the village was slaughtered.
  • Laughably Evil: She's a completely unapologetic Alpha Bitch through and through, but her arrogance and ego is so prominent, it's comedic.
  • Massive Numbered Siblings: Has a whopping total of nine older sisters.
  • Might Makes Right: She's so powerful that she believes not only that it puts her above Ixaocan customs of royalty and leadership, but she can't be wrong, period.
    I'm not arrogant, I'm right.
  • Minidress of Power: Her base skin, one which reveals everything from the cleavage up.
  • Ms. Fanservice: She wears a tiny minidress that both completely bares her shoulders, including her cleavage and shows off her legs, combined with sheer black tights.
  • Mystical White Hair: Her silvery-white hair denotes her power as a mage.
  • Narcissist: Has several lines talking about her own perfection, demands constant praise and attention, and displays a noted Lack of Empathy.
    "(sigh) I wish there were someone else as perfect as me."
  • One-Man Army: She single-handedly raided the Piltover mining site encroaching on Ixtal's borders, killing all but one of its workers.
  • Parental Neglect: Due to her being the last in line of 9 other sisters, therefore the furthest away from the throne, Qiyana experienced the least amount of grooming and attention from her parents.
  • Pride: Her constant desire for respect is one of her greatest motivations, and she'll do her damnest to earn it, regardless of any potential long-term consequences.
  • Rings of Death: Her weapon is a large bladed hula-hoop with three points emerging from it, through which she channels her elemental powers. Realistically, it also has a handle on one section of the blade so she can hold it easily.
  • Royal Brat: Tenth in line for the throne and an incredibly Smug Super who will do whatever it takes to secure the throne for herself.
  • Royals Who Actually Do Something: Currently holds a seat in the Yun Tal caste, with her ascent to becoming the ruler of Ixaocan described as inevitable. She is also their greatest elemental mage, serving to protect Ixtal from outlanders.
  • Smug Super: The most powerful known elemental mage in Ixtal, and it's almost comical how enormously egotistical she is.
  • Spare to the Throne: Tenth in line to the throne behind all her sisters and was groomed the least by her parents for future responsibilities, but her massive talent in elemental magic and the popular support she got as a result means that she's likely to take the throne anyways.
  • Spoiled Brat: She may be the last in her line, but she's still a princess, and the treatment she's received has clearly gotten to her.
  • Young Conqueror: A villainous example; Qiyana is an extremely capable mage and fighter with grand visions for Ixaocan, but she's also a Spoiled Brat and a borderline sociopath, with her path to power and her assertion of it being filled with lots and lots of violence.

    Quinn and Valor, Demacia's Wings 

Quinn of Uwendale

https://static.tvtropes.org/pmwiki/pub/images/quinn_originalloading.jpg
"Justice takes wing."

Voiced by: Lauren Mayhew (English), Yolanda Mateos (European Spanish), Cristina Hernández (Mexican Spanish), Toa Yukinari (Japanese), Priscila Franco (Brazilian Portuguese), Hyun-Jeong Jo (Korean), Ramilya Iskander (Russian)
Appears In: Legends of Runeterra, Garen: First Shield

"Most soldiers only rely on their weapons. Few truly rely on each other."

Quinn is an elite ranger-knight of Demacia, who undertakes dangerous missions deep in enemy territory. She and her legendary eagle, Valor, share an unbreakable bond, and their foes are often slain before they realize they are fighting not one, but two of the kingdom’s greatest heroes. Nimble and acrobatic when required, Quinn takes aim with her crossbow while Valor marks their elusive targets from above, making them a deadly pair on the battlefield.

Quinn is a Specialist champion who uses her eagle companion Valor to scout, track and focus her targets, and can take wing together with him to quickly fly around the map.
  • Her passive, Harrier, periodically causes Valor to swoop down on a nearby enemy, marking them as Vulnerable for a few seconds, which grants vision of the target and causes Quinn's next basic attack against them to deal bonus damage.
  • Her first ability, Blinding Assault, sends Valor flying in a target direction, stopping at the first enemy he hits, damaging them and other nearby enemies. The enemy that was hit also suffers nearsight for a short duration, losing allied vision and greatly reducing sight range, and is marked as Vulnerable.
  • Her second ability, Heightened Senses, passively increases Quinn movement and attack speed for a short duration after attacking a Vulnerable target. When activated, Valor briefly reveals a large area around Quinn.
  • With her third ability, Vault, Quinn dashes to a nearby enemy, damaging and briefly slowing them, and then jumps back into attack range of them, marking them as Vulnerable.
  • With her ultimate ability, Behind Enemy Lines, Quinn channels for a short duration, after which Valor flies down and picks Quinn up, carrying her around to grant her a massive movement speed bonus, which is briefly lost upon taking damage from an enemy champion, monster or turret. This lasts until Quinn reactivates the ability, attacks or uses Blinding Assault or Vault; upon doing so, Quinn will perform a Skystrike, blanketing her surroundings with arrows that damage nearby enemies and mark enemy champions as Vulnerable.

Quinn's alternate skins include Phoenix Quinn, Woad Scout Quinn, Corsair Quinn, Heartseeker Quinn, Warden Quinn, and Star Guardian Quinn. Legends of Runeterra exclusively includes Arcade Quinn.

In season 6 of Teamfight Tactics, Quinn uses her Corsair Quinn and is a Tier 2 Mercenary Challenger. Her Disarming Assault ability sends Valor to attack the enemy with the highest attack speed, damaging and disarming all enemies in an area around the target. She was removed in season 7, returning in season 9's Horizonbound mid-set update using her base skin as a Tier 3 Demacia Slayer. Her Skystrike ability marks all enemies in the row or column with the most enemies, increasing their damage taken for a few seconds. Arrows then rain down, dealing physical damage evenly split amongst all marked enemies.

In Legends of Runeterra, Quinn is a 5-mana 3/5 Demacia Champion with Scout who also summons a copy of Valor (a 2/1 Demacia Follower costing 2 mana with Scout and Challenger) when she's summoned. When she's seen you attack 4 times she levels up, gaining +1/+1 and summoning an attacking copy of Valor which automatically challenges the strongest enemy unit every time she attacks. Her signature spell is Quinn's Blinding Assault.
  • Aborted Arc: Initially, Quinn was written as being heavily invested in pursuing Talon, with the intent that the two could be built off as assassin foils between Demacia and Noxus. However, there were little-to-no plans in actually developing this dynamic, and was largely abandoned as the years went on, especially after the game's Continuity Reboot.
  • The Ace: Raised as a hunter in her remote village of Uwendale, she bypassed the years of training required to become a Demacian ranger-knight through sheer talent.
  • Affirmative Action Girl: Of sorts; it's generally believed that she was given the name "Quinn" just because the community had been complaining that Q was the only letter of the alphabet not yet represented by a champion. The name had already been suggested several times by members of the community to address this oversight before she was finally revealed.
    RiotRuaan: We chose the name because it fit her. We wanted something short, pointed, and intelligent-sounding, and Quinn really fit the bill. It's also an androgynous name, we didn't want something overly-feminine. The fact that it starts with "Q" and finishes up our alphabet is a cool side bonus, though.
  • Animal Eye Spy: One of her abilities, using Valor to reveal the surrounding area, implies this.
  • Assist Character: Valor to Quinn, who swoops in for some of her abilities, including their ultimate, in which he carries her at high speeds. Before their preseason 2016 rework, they originally had an ultimate where Valor would completely swap out for her, temporarily serving as melee assassin.
  • Automatic Crossbows: Her weapons, hand-crafted from the horns of the tuskvore that killed her brother.
  • Awesome by Analysis: Best shown in her journal-teaser: King Jarvan the Third's order to capture Talon for the murder of four Demacians, as well as attempting to strike at The King himself, was scribbled with notes pointing out the flaws in logic and why Talon likely wasn't behind said murders.
  • Badass Cape: Has a distinctive feathery/wing look to it.
  • Badass Normal: Unlike other marksmen with magic or hextech augmented weapons, all she has is a custom-made crossbow, highly competent ranger skills, and a Badass eagle helping her out.
  • Balance Buff: Quinn was initially envisioned as being a deadly marksman-assassin fusion whose ideal gameplay fantasy was that of farming up and whittling down enemies from range as Quinn before hitting Tag Team to swap out with Valor — who had increased movement speed, retained all of Quinn's abilities, but was solely melee-ranged — before finally finishing the enemies off with Skystrike. In practice, this wasn't reliable as this meant she was balanced around engaging at much closer range than most marksman, a very unnecessary risk given that she's still very squishy and lacks escapes. Her ultimate was significantly adjusted during the preseason 6 marksmen update, changed to the lower-cooldown, purely utility-based Behind Enemy Lines that gives her some of the best roaming speed in the game, nowadays making her play more like a proper scout that can clear through the map at rapid speeds, thus orienting her assasination abilities onto her regular base kitnote .
  • The Beastmaster: Eagle? check. Uses it in combat? Check.
  • Bling of War: Quinn was promoted into the ranks of the elite in Demacia, and as such got herself the standard fare of royal blue and golden yellow armor. Even so, the colors are more subdued than Jarvan's or Garen's.
  • Boring, but Practical: Much of her kit is just utility: Heightened Senses gives vision while activated, and Behind Enemy Lines gives her bonus movement speed for roaming. This doesn't make them at all useless; vision is powerful for anyone, especially marksmen, and her movement speed is designed to make her phenomenal at roaming around the map and in between objectives.
  • Bottomless Magazines: Zig-Zagged compared to the rest of game's projectile-shooting champions. One of her attack animations follows up with her racking her crossbow's firing mechanism back to mimic reloading, but she never actually run out of bolts...
  • Bring News Back: When she journeyed into the Freljord to see what the political situation was, she gave her notes to Valor to take back to Demacia when it looked like the Ice Witch would kill her. Subverted, since she lived to deliver her message in person, and Valor refused to leave her.
  • Combat Pragmatist: Has hints of this. At the very least, she has no problem commanding Valor to Go For The Eyes.
  • Cool Helmet: Goes well with aforementioned Badass Cape.
  • Dare to Be Badass: Her promotional materials and her in-game lines includes this: "Demacia needs heroes."
  • Death by Origin Story: Quinn's twin brother, Caleb. They originally desired to become Demacian knights together, but Caleb perished at the hands of a giant tuskvore threatening their village.
  • Dude, Not Funny!: invokedHer response to Valor's jokes is an exasperated outburst clearly along the lines of this trope, except when Garen is the subject... at which point she'll agree with Valor.
  • Evil Detecting Eagle: Valor likes Ashe, which is rare; on the other hand, he doesn't like Lissandra that much, and Quinn notes how similar she is to Demacia nobility.
  • Exposed to the Elements: Woad Scout Quinn is supposed to be a cold weather fighter? Riiiiiiiiiiight.
  • Eye Scream: One of her abilities has her send Valor to gouge the enemy's eyes to momentarily blind them. Handy for harassing other marksmen while preventing them from shooting back at her.
  • Everyone Has Standards: She is uncomfortable with the fact that those born in Demacia with magical powers are taken away by the Mageseekers.
  • Forest Ranger: The forest isn't solely her jurisdiction and she's notably more armored than most examples, but she still greatly evokes the concept. She's the representative champion of Demacia's "ranger-knights", a special branch of the military specialized in reconnaissance and preserving Demacian wilderness.
  • Fragile Speedster: She has less range and easily utilized damage than other marksmen, but her movement speed boosts and Vault ability let her run circles around those who don't outrange her. Her ultimate also grants her a huge movement speed boost, and can allow her to roam the map faster than nearly any other champion.
  • Hidden Buxom: Corsair Quinn reveals that she's got a respectable breast size tucked away behind her usually modest attire.
  • Hidden Depths: In 'Shield of Remembrance', she is disgusted by the Mageseekers' treatment of those who are perceived to have magical powers. She also laments the fact that the anti-magic sentiment is causing fear and distrust to spread throughout Demacia and in turn, bring the worst out of its people.
  • Hope Spot: So you got away from Quinn and her team, only to hear "Valor, to me!" — now an angry Demacian eagle is in hot pursuit and just revealed where you're hiding.
    Quinn: NOW!
  • Jack of All Trades: The sheer flexibility of her kit allows Quinn to be a good choice for basically any role barring support.
  • Last of His Kind: Valor is the only known Azurite Eagle, and they've long been thought extinct. Demacians are on the lookout for additional specimens in the hopes of rebuilding the species.
  • "Knock Knock" Joke: Her jokes are all this. Or rather, Valor's jokes are all this. And all of them at the expense of fellow Demacian champions.
    (Valor perches on Quinn's arm and squawks) Who's there? (Valor squawks) Garen who? (Valor squawks) Yeah, I guess he does say that a lot.'
  • Noble Bird of Prey: Valor, her eagle companion.
  • Non-Human Sidekick: It's Quinn and Valor.
  • Not the Intended Use: She was originally advertised at being a botlaner, but due to her relatively short range and focus on close-quarters assassination, players have found her to be a lot stronger virtually everywhere else. Riot has since decided to roll with it and primarily balance her like a top laner, though seeing her as a midlaner or even a jungler isn't unheard of.
  • Perpetual Molt: Prominent in their login screen.
  • The Phoenix: Her alternate skin, complete with flaming effects and combustion upon death.
  • Rain of Arrows: When Quinn switches back into combat at the end of her ultimate, she launches arrows in an area around her.
  • Scarily Competent Tracker: A little downplayed, but she was still able to track down an assassin who evaded an entire battalion of Demacia's finest.
  • Screw the Rules, I'm Doing What's Right!: While patrolling the border for any signs of Sylas and his followers, she lets a woman along with her daughter who is born with magical powers, escape from Demacia.
    "I’m uncomfortable with forcing a woman to stay and risk having her child taken simply because of a quirk of her bloodline."
  • She-Fu: A vital part of her kit is her Vault ability, jumping into an enemy and then backflipping off them, damaging and slowing them in addition to marking them as vulnerable according to her passive. This tends to be her favored ability to improve against melee opponents with the lower cooldown making it... difficult at best for them to hope to effectively engage her for more than the instant before she uses Vault on them.
  • Speaks Fluent Animal: Downplayed; she and Valor can't actually speak with each other, but they understand each other intuitively enough that they might as well be talking.
    RiotRuaan: Quinn doesn't "speak bird," but she does understand Valor. As a note, I know her in-game jokes KIND of push this a bit too far, but we thought the idea was too funny to pass up.
  • Tag Team: During her ultimate, Valor grabs Quinn in his claws, giving increased movement speed. Reactivating the ultimate will cause her to deal damage in an area.
  • True Companions: Despite Valor being an eagle, it doesn't get much truer — as reflected in the quote above.

    Rakan, the Charmer 

Rakan of the Lhotlan

https://static.tvtropes.org/pmwiki/pub/images/rakan.jpg
"Let's dance!"

Voiced by: Ronan Summers (English), Juan Antonio Soler (European Spanish), Luis Fernando Orozco (Mexican Spanish), Shinji Kawada (Japanese), Pierre Bittencourt (Brazilian Portuguese), Do-Hyeong Nam (Korean), Ilya Bledny (Russian)

"I got freedom. I got a lady. I got a cause I'd die for."

As mercurial as he is charming, Rakan is an infamous vastayan troublemaker and the greatest battle-dancer in Lhotlan tribal history. To the humans of the Ionian highlands, his name has long been synonymous with wild festivals, uncontrollable parties, and anarchic music. Few would suspect this energetic, traveling showman is also partner to the rebel Xayah, and is dedicated to her cause.

Rakan is a Catcher champion who uses his high mobility to dance in and out of combat, dazzling and distracting foes away from his allies. He and Xayah are the first individual champions whose abilities specifically interact with one another.
  • His passive, Fey Feathers, periodically grants Rakan a shield, with the effect's cooldown being reduced whenever he damages an enemy champion. If Xayah is on his team, the pair gain access to a second passive, Lover's Leap, allowing them to join the other's recall to return to base together.
  • His first ability, Gleaming Quill, flings a magic feather in a target direction, damaging the first enemy it hits. If it hits an enemy champion or monster, Rakan will heal himself and nearby allies after a short delay or upon touching an allied champion.
  • With his second ability, Grand Entrance, Rakan dashes to a target location and, after a dramatic pause for effect, stylishly twirls into the air, damaging and knocking-up surrounding enemies.
  • His third ability, Battle Dance, makes Rakan dash to a nearby allied champion up to two times in a row, shielding them upon arrival. If Xayah is the target of the dash, it'll have a longer range.
  • With his ultimate ability, The Quickness, Rakan breaks into a sprint and enchants his coat with captivating magic, increasing his movement speed for a few seconds. Contacting an enemy while sprinting damages and charms them, forcing them to harmlessly walk towards Rakan for a short duration; hitting an enemy champion also further increases Rakan's movement speed. Each enemy can only be charmed once this way.

Rakan's alternate skins include Cosmic Dawn Rakan, Sweetheart Rakan, SSG Rakan, Invictus Gaming Rakan, Star Guardian Rakan, Elderwood Rakan, Arcana Rakan, Broken Covenant Rakan, Redeemed Star Guardian Rakan, Dragonmancer Rakan, and Prestige Dragonmancer Rakan.

In season 3 of Teamfight Tactics, Rakan is a 2 cost Celestial Protector. With his Grand Entrance ability, he dashes to a target and knocks them and any adjacent enemies into the air while dealing magic damage. He was initially removed in season 4, but returns in the Festival of Beasts mid-set update as a Tier 2 Elderwood Keeper using his Elderwood Rakan skin. His ability was changed to Disarming Diversion, which makes Rakan dash towards the furthest enemy in his attack range, disarming enemies he comes into contact with, taunting his target and granting himself a shield for a few seconds. He was initially removed in season 5, but returns in the Dawn of Heroes mid-set update using his Invictus Gaming Rakan skin as a Tier 3 Sentinel Renewer. His new ability, Gleaming Quill, throws a feather that deals magic damage to the first enemy hit while healing all allies around Rakan for a percentage of their missing health, the radius increasing if the feather kills an enemy. He was removed in season 6, returning in season 7's Uncharted Realms mid-set update as a Tier 3 Ragewing Guardian Mystic. Disarming Diversion returns as his ability, and in this iteration the spell also buffs his basic attacks also generate additional shielding for a few seconds. He was removed in season 8, returning in season 11 along with Xayah as a singular Tier 5 champion with the Dragonlord and Lovers origins, the latter being a unique trait that changes which of the two fights on the board as well as their class depending on the row they are placed in. When the fielded Lover casts their ability, their partner provides an additional effect from the sidelines. Rakan is deployed when placed on the front two rows, using his Dragonmancer Rakan skin and bearing the Altruist class. His Grand Entrance ability has him dash to the largest group of enemies, dealing magic damage to all foes in a 2-hex radius upon arrival, reducing their damage dealt for a few seconds, and granting Rakan a stacking shield for every target struck. When supporting from the side, he casts Gleaming Quill whenever Xayah casts her spell, sending three feathers to heal the lowest health allies which can ricochet if Xayah's Trickshot class is active.
  • Amazon Chaser: For Xayah. Every time she does some kind of action move he gives one of these lines to her:
    "Every time you do that it drives me crazy!"
    "I love watching you kill" [...] "Let's make out."
    "I think you intimidate human females." [...] "It's kind of hot."
    "They couldn't keep up with you!"
  • Attention Deficit... Ooh, Shiny!:
    • He's prone to this. He was actually confirmed to have a form of ADHD, an unintended result of his writer taking inspiration from various sources, some of whom had ADD or manic behaviors.
      Rakan: (off in the distance) "KA-CAW! KA-CAW!"
      Xayah: (shouting) "You used the secret call, is everything alright?"
      Rakan: "We have a secret call? I was just making this noise because I like it! KA-CAW!"
    • It's even more evident in his color story, which is told from his perspective, and shows that his mind is constantly jumping from thought to thought, sometimes with no relation to each other.
      "[Xayah] nods, and begins telling me the safest path to take. She plans things, which is why I know she will be okay. Wow, the sky is gorgeous right now. That cloud is shaped like an eggplant. I saw a dog once..."
  • Badass Cape: Much like Xayah, a rather awesome one made of feathers.
    "You see this cape? Hah! God-damn, I'm sexy!"
  • Barrier Warrior: In addition to having a regenerating barrier of his magical feathers for himself thanks to Fey Feathers, he can grant them to his allies with Battle Dance. Granted, these barriers are so weak early game following notable nerfs that they can barely block anything, but with the right items and his excellent scaling on AP, he can save most anyone from lethal damage when the barriers are used right.
  • Battle Couple: With Xayah, if they're on the same team and she's nearby. Xayah can share a damage-boosting buff with Rakan, and he has increased range on his Battle Dance when rushing to her side.
    Rakan: Kiss me, honey.
    Xayah: Why now?
    Rakan: Give them a pretty last image.
  • Bitch Slap: Rakan has two different sets of auto-attack animations, the first being a surprisingly long-range (for a melee attack) slap with his wing cape, and the second for much closer range that's basically this.
    "My palm sends its regards!"
  • Camp Straight: Very camp, and also very committed to his relationship with Xayah.
  • Charm Person: It's in his title. He's also the second champion in the game who can "Charm" note  enemies using his ultimate, The Quickness, and of those four he is the first one who can affect multiple foes at once.
  • The Charmer: It's not just his title! His charisma extends beyond in-game mechanics; he's a very emotionally aware guy with countless human and vastayan admirers in the past, though currently he's in a committed relationship with Xayah.
  • Dance Battler: A lithe and graceful male example, at that.
  • The Dandy: He's very stylish. That little golden disc he carries and tosses around is actually a pocket mirror, which he uses in his idle and taunt animations.
  • The One Guy: He knocks Ezreal from being in the position of “only male star guardian”, as it was revealed that Rakan himself in the “Light and Shadow” trailer was one of Star Guardian Ahri’s former team members, who was thought to have perished but instead was corrupted alongside Xayah by Zoe. It appears that he was the only male member on Ahri’s former team, making him this.
  • Fantastic Racism: Not as much as Xayah, but he's really not a fan of any non-Vastayans (especially Ionians), even those with Vastayan blood like Udyr or (as he mistakenly believes) Swain who "misuse" their power.
  • Foil: To his lover, Xayah. Rakan is a support who's goal is to keep Xayah and the rest of the team active and safe, while Xayah's an AD carry much more interested in doing damage. Rakan's a ridiculously show-offy Large Ham performer, while Xayah's a much more utterly bored-sounding rebellion leader. Also, she wears mostly purple with a wing on her left side while Rakan is mostly yellow with his wing on his right.
  • Fun Personified: Fantastic Racism aside, he's clearly having a blast in-game, and almost all of his lines are loud and bombastic. At times, it's clear he doesn't even know what he's really doing on Summoner's Rift other than showing off and smacking baddies.
  • Gameplay and Story Segregation: Due to the game's loose grasp on canonicity, it's entirely possible for Rakan to be fighting Xayah for no apparent reason. This is pretty standard as League of Legends goes, but Rakan actually acknowledges this fact and has his own theory for it:
    (Upon killing an enemy Xayah) "I find this parallel universe stuff very upsetting!"
  • Go Through Me: As a result of his Battle Dance sending him to the opposite side of the champion he's dashing toward, it's very easy for Rakan to dive in front of skillshots that might otherwise be hitting his targeted ally. As often as it can save someone from a skillshot though, it could directly lead to Rakan dying a miserable death alone instead if used poorly, but most supports would be fine with that if it saved someone.
  • Half-Human Hybrid: Vastayan people are seeming magical hybrids, taking on humanoid forms while retaining bestial traits. Rakan falls on the less bestial side of the spectrum, but has bird-like traits such as talons and feathers.
  • Hidden Depths: By default he's very energetic and lively, but he'll have some very cold, bitter words for his enemies, especially Ionians.
    "We don't want your harmony! We want our freedom!"
    (when killing an Ionian) "I don't want to like killing, but this time, I did."
  • Incoming Ham: Many of his "first move" lines upon starting the match sure give you a taste of what to expect from him:
    "Okay everybody, I'm here, I'm here. The party starts now!"
    "Fellow travellers! You are all about to witness majestic epicness! Unless I get killed. But... probably not!"
  • Indy Ploy: Unlike Xayah, Rakan doesn't go into battle with any kind of strategy and makes everything up on the fly.
    Rakan: Hey, I have a plan.
    Xayah: You... have a plan?
    Rakan: Yeah! I'll go on instinct!
    Xayah: That's the opposite of a plan.
  • Large Ham: Coming from his performer's background, he's rather bombastic in stark contrast to Xayah.
  • Let's Dance: His selection quote, which is pretty literal given he's a Dance Battler.
  • Magikarp Power: As much of a Magikarp as a support can be, anyway, but Rakan needs to play carefully early on due to his in-your-face playstyle not matching up with his rather low base values, and his passive being weak enough early to not even block an auto-attack fully, making him rather easy to kill if he gets caught out and doesn't have an ally nearby to dash towards to safety. Later on, he has virtually everything a support could want rolled up into one kit, making him much more effective once he gets some items and levels.
  • Mechanically Unusual Fighter: He's the only champion to gain different major gameplay attributes when paired up with another champion, Xayah. Notably, the major changes only apply to him: his Battle Dance gains bonus range for Xayah, and he gains the same effects as her Deadly Plumage when she's nearby.
  • Mood-Swinger: Big time. One second he will be carelessly joking about how awesome his cloak is. The next he'll be grimly recounting how his kind keep getting screwed over by humans.
  • Sickening Sweethearts: He has these moments with Xayah.
  • Trrrilling Rrrs: Rakan tries this with Xayah if she's nearby. It doesn't take.
    Rakan: I am Rrrrakan!
    Xayah: Ugh, what's with the accent?
    Rakan: I'm... trying something new. Do you like it?
    Xayah: No. No I do not.
  • Walking Shirtless Scene: He doesn't wear a shirt on the Rift. Not even his alternate skin has one!

    Rammus, the Armordillo 
https://static.tvtropes.org/pmwiki/pub/images/rammus_original.jpg
"OK."

Voiced by: Duncan Watt (English), Miguel Ayones (European Spanish), Oliver Magaña (Mexican Spanish). Shunsuke Sakuya (Japanese), Léo Rabelo (Brazilian Portuguese), Jeong-Hwan So (Korean), Igor Tomilov (Russian)

"OK."

Idolized by many, dismissed by some, mystifying to all, the curious being Rammus is an enigma. Protected by a spiked shell, he inspires increasingly disparate theories on his origin wherever he goes—from demigod, to sacred oracle, to a mere beast transformed by magic. Whatever the truth may be, Rammus keeps his own counsel and stops for no one as he roams the Shuriman desert.

Rammus is a Vanguard champion who rolls around at high speeds, slamming down on his foes and forcing them to target him before exposing his spiky shell to punish their attacks.
  • His passive, Spiked Shell, causes Rammus' basic attacks to deal bonus damage based on his armor.
  • With his first ability, Powerball, Rammus curls into a ball and begins rolling around for a few seconds, gaining bonus movement speed that quickly increases over the duration. Upon colliding with an enemy, Rammus returns to normal, damaging, knocking-back and slowing surrounding foes.
  • His second ability, Defensive Ball Curl, has Rammus expose his spiky shell for a few seconds, during which he moves slower but gains a large boost to his armor and magic resistance, increases the damage of Spiked Shell, and deals its damage to any enemies that attack him. Rammus' basic attacks extend the duration of the ability.
  • His third ability, Frenzying Taunt, taunts a nearby enemy, forcing them to attack Rammus and increasing his attack speed for a few seconds, the duration of which is refreshed when his other abilities are active.
  • With his ultimate ability, Soaring Slam, Rammus leaps into the air and slams down at a target location, damaging and slowing nearby foes. If Soaring Slam is cast while Rammus has Powerball active, the ability's range is increased, deals bonus damage to enemies near the center and also knocks them up. After landing, three aftershocks are released over the next few seconds that deal further damage and slow enemies inside.

Rammus's alternate skins include King Rammus, Chrome Rammus, Molten Rammus, Freljord Rammus, Ninja Rammus, Full Metal Rammus, Guardian of the Sands Rammus, Sweeper Rammus, Hextech Rammus, Astronaut Rammus, and Durian Defender Rammus.

In season 8 of Teamfight Tactics, Rammus uses his Guardian of the Sands Rammus skin and is a Tier 3 Threat. His Sand Slam ability passively grants him a large armor boost. On activation, Rammus leaps and slams down on the largest cluster of enemies, dealing magic damage based on his armor, briefly knocking them up, and reducing their attack damage for a few seconds.
  • Achilles' Heel: Rammus is an excellent tank against anything that uses Attack Damage due to his damage boosts from building Armor but is vulnerable to Ability Power. To a lesser extent, it's possible to circumvent his Defensive Ball Curl and Thornmail damage payback through AD-scaling abilities. These are somewhat mitigated by his Defensive Ball Curl increasing his MR temporarily and his Taunt preventing AD casters and bruisers from using their abilities (respectively). The main reason for this is to give him a Necessary Drawback to prevent him from entering game breaker territory: Riot tried to make his passive apply to both Armor and Magic Resistance but this was removed for ostensibly "not fitting the lore".
  • Beware the Quiet Ones: Don't write him off as a threat just because he's not as intimidating as other champions, a good Rammus will roll in when least expected and taunt you into killing yourself as you attack him.
  • Big Damn Heroes: He often randomly shows up, saving Shurimans in their time of need. One example from his lore was during a Noxian invasion, he showed up and destroyed a temple, crushing many Noxian soldiers and causing them to retreat. His short story has him saving a caravan from swarms of beetles. And again, many theories exist why he does this. Some claim he does it out of love for Shurima, others say its due to a territorial nature, and one theory claims Rammus may just be sleeprolling by and not intending to save people.
  • Cartoon Creature: Rammus sorta looks like a cartoony turtle, but he's also got big clawed hands, a tiny simplified head, and spikes all over his shell. His title also implies he's got armadillo features including his ability to roll into a ball. His modern lore really plays with the concept as a means of conveying his lack of a clear origin.
  • Catchphrase: "OK."
  • Combos: Every part of Rammus' repertoire doesn't seem too impressive on its own, but makes him loaded with synergized attributes. Frenzying Taunt is terribly short-ranged, and Defensive Ball Curl further slows him while it's in effect to make it hard for him to stick onto enemies in isolation. However, Powerball and Soaring Slam can provide Rammus the mobility he needs to get close to enemies to use the previously-mentioned two abilities, and their slows help bring enemies he's close to below his slowed movement speed while using Defensive Ball Curl. Frenzying Taunt is also great to keep an enemy with him while he's used Defensive Ball Curl or force them to stay within the tremors of Soaring Slam. Powerball also causes Soaring Slam to knock enemies hit by the center of it into the air and greatly improve his movement speed to increase the range of it and potentially its damage, and Frenzying Taunt's bonus attack speed's duration is constantly refreshed while Rammus is using his other abilities.
  • Counter-Attack: Rammus' bonus damage on his attacks provided by his passive Spiked Shell also is caused to enemies that hit him with basic attacks while he's in Defensive Ball Curl. Obviously, you should not hit him while he's using that ability but oh no it appears he used Frenzying Taunt to force you to do so.
  • Crippling Overspecialization: Speaking of the aforementioned Achilles heel, it's entirely in the player's hands whether they want to engender Rammus's aforementioned weakness by going overboard with armor and not enough health or magic resist, but most usually see it best to do so anyways.
  • Cult of Personality: He's the subject of one for various reasons, including possibly being an ancient Ascended being. Followers constantly seek him out with offerings in exchange for his potential wisdom, and also participate in an annual "somersaulting through Shuriman cities in droves imitating his famous roll." The story Caravan North sees a boy named Ojan offer Rammus a wooden figurine of Rammus that he made which Rammus...just tries to eat, and quickly spits out. Ojan is entirely undeterred and still gathers the broken bits of the statue to hold onto for luck after Rammus leaves (granted, Rammus did just save his life anyway).
  • Defend Command: His Defensive Ball Curl increases his armor and magic resistance significantly, boosts Spiked Shell's damage and causes enemies to take Spiked Shell's damage whenever they land a basic attack on him while he's curled up. However, it also continuously slows him while in effect, though the slows provided by his Powerball and Soaring Slam abilities and the taunt from Frenzying Taunt are just what Rammus needs to prevent you from moving away from him in spite of how slow Defensive Ball Curl makes him.
  • Depending on the Artist: A pretty minor case, but Wild Rift gives him actual nostrils, whereas his league design doesn't have any discernable nose.
  • Dishing Out Dirt: His old ultimate caused small earthquakes beneath him, adding another layer of AoE pain to his I Shall Taunt You combo.
  • Double-Edged Buff:Defensive Ball Curl grants him greatly increased armor and magic resist, and any enemies that hit him will take damage back due to his spiky shell. The tradeoff though is his drastically lowered movement speed, slowing down his mobility to a literal crawl.
  • Draw Aggro: Frenzying Taunt forces Rammus's opponents to focus him rather than his teammates, and coupled with Defensive Ball Curl, he also deals damage just by letting himself get hit.
  • Dynamic Entry: Soaring Slam allows him to leap into the air a good distance before crashing down onto enemies. When combined with the speed boost and knockup of Powerball, it acts as a mighty engage to gank with.
  • An Ice Person: Freljord Rammus is made of ice as seen by his render.
  • I Shall Taunt You: Frenzying Taunt. What keeps fans guessing is how he manages to do this so well when he barely says anything - though the ability's icon depicts him simply sticking his tongue out and touching the sides of his head with both of his thumbs and his fingers kept apart, in the simple style of a childish taunt.
  • Lava Adds Awesome: Molten Rammus recolors his base model to be covered in molten rock and seams resembling flowing lava.
  • Leaning on the Fourth Wall: Rammus' current lore incarnation paints him as essentially being a Lampshade Hanging on his out-of-universe concept. It's as if Riot's design team didn't know what the heck to do with his lore beyond his Mysterious Past nature, so they decided to run with that and made a champion whose lore is based around the fact no one in the world of Runeterra knows what his deal is.
  • Lightning Bruiser: Normally he's more of a Mighty Glacier, but while rolling, he's possibly one of the fastest champs in the game. Further more, the range of Rammus' ultimate increases as he has more movement speed, allowing him to very suddenly drop in onto his enemies and start tanking. Joke videos have been made where a full team with speed buff abilities have taken advantage of the game's lack of hard caps for movement speed to film a Rammus crossing the entire map in a matter of seconds. In Dominion, Rammus was classified as 'Ninja' for this specific reason. He was also often banned by anyone with a brain and without someone who wants to play him. A good Rammus could zip across the map and steal points like there's no tomorrow.
  • Magikarp Power: Until Rammus hits lv 6, and builds a Thornmail and some form of Immolate (current player consensus is via Cinderhulk Enchantment on his jungling weapon), he can't provide much assistance from the jungle. Once he has those however, he becomes any ADC's nightmare, and a pain for even mages when he comes rolling out of no where, and prevents them for moving for about 4 seconds, while they're unable to use their abilities.
  • Mighty Glacier: Rammus is one while he uses Defensive Ball Curl, continuously reducing his movement speed while it's active but greatly improving his armour and magic resistance in addition to causing more more damage with Spiked Shell, including back to enemies that used basic attacks on him. However, when he's not...
  • Monochromatic Eyes: His eyes are always a flat yellow color.
  • Mysterious Past: Rammus' new lore is incredibly inconclusive regarding his past, with many differing theories on who or what he is.
    Some believe Rammus is an Ascended being, an ancient god amongst men who rolls to Shurima’s aid as an armored guardian in its times of need. Superstitious folk swear he is a harbinger of change, appearing when the land is on the verge of a great shift in power. Others speculate he is the last of a dying species that roamed the land before the Rune Wars sundered the desert with uncontrolled magic.
    With so many rumors of great power, magic, and mystery surrounding him, Rammus compels many Shurimans to seek his wisdom. Soothsayers, priests, and deranged lunatics alike claim to know where Rammus dwells, but the Armordillo has proved elusive. Despite this, proof of his presence predates living memory, with crumbling mosaics depicting his image on the most ancient walls of Shuriman ruins. His likeness adorns colossal stone monuments made in the early days of Ascension, leading some to believe he is no less than an immortal demigod. Skeptics often point to a simpler explanation: that Rammus is just one of many such creatures.
  • Ninja: Ninja Rammus puts his normal silence to good use.
  • Overshadowed by Awesome: He's competent in the jungle, but there are also others that can do his job better.
  • Practical Taunt: Sure, the enemy is forced into attacking you for up to 3 seconds, but that means he's attacking you, unable to use skills, unable to change targets, and unable to run away. Meanwhile, you and any of your teammates in the area still have full faculties and control, and 3 seconds is not an unrealistic amount of time for a competent kill. One of Rammus' abilities causes his defense to sky-rocket and deal damage back to anybody attacking him, from close or afar, which can stack with Thornmail. Thus if Rammus taunts you, its because he wants you to kill yourself by trying to kill him. And all the while, the enemies aren't pounding on your Glass Cannon allies. His taunt is also the easiest and safest to use, even in spite of its single-target melee limitations.
  • Punny Name: Rammus the Armordillo. Or "Ram us, please".
  • The Quiet One: He has four lines, all one syllable each. As they're lines that he says in response to commands though, his words don't carry extra weight. The most anyone has heard him say is "Shut up." Believe it or not, this was originally an English-exclusive thing; he actually has a few more lines in his French, German, Spanish, Polish and Italian translations, and his English voice was just a temporary place-holder after Riot was displeased with their initial recording, but fans liked his quiet image enough that it became part of the character, with his future dubs just as short.
  • Retcon: Originally, Rammus was written as a regular armadillo who became magically enhanced by the Plague Jungles before stumbling into the Institute of War. Since the game's Continuity Reboot, Riot has opted to make him much more mysterious, with a few hints of him possibly being an ancient Ascended, a supernatural spirit of change, or perhaps just the last of an extinct species.
  • Rolling Attack: His Powerball ability has him roll into a ball for its duration and allows him to move increasingly faster over its duration, though it counts as channeling and prevents him from using other abilities or attacking while it's in use. When he collides with an enemy unit, the ability stops, knocking all nearby enemies away from him, stunning them, and slowing them. This can allow enemies to try Taking the Bullet against Rammus in Powerball to stop him from reaching more vulnerable allies or put an end to an escape attempt. Also, despite him obviously rapidly-spinning-forward while using it, he is entirely capable of simply staying on the same spot or otherwise moving toward opposite directions freely.
  • Schmuck Bait: His ultimate kicks up an earthquake underneath him that deals periodic damage in an surprisingly large area, meaning a LOT of combined damage in a teamfight. Basically, a writ-large "hit me!" sign. See above for more on "hitting him".
  • Skill Gate Characters: A fairly easy champion to jungle with and good at punishing autoattack-heavy enemy teams, but he's also extremely limited in options regarding his engage and taunting (both of which can be easily stopped with strong crowd control), and he's one of the worst duelists in the jungle.
  • Studded Shell: Rammus is a strange mix of armadillo and turtle-like features, part of which includes a thick shell covered in spikes. He can damage enemies by letting them strike him which gets the latter to stab themselves on his spikes.
  • Terse Talker: He has a whopping six voice lines, all of which are along the lines of "Yeah" and "Okay".
  • Time Abyss: Possibly, as there are statues depicting his likeness from incredibly early Shuriman history, back to the earliest days of Ascension.

    Rek'Sai, the Void Burrower 

Appears In: Legends of Runeterra

https://static.tvtropes.org/pmwiki/pub/images/reksai_originalloading.jpg
<menacing chittering rasp>

"Fear not ambush from the hills, nor winged beasts from the skies. The true terror of Shurima comes from the sand, and gives no warning of her presence."
—Sivir

An apex predator, Rek’Sai is a merciless Void-spawn that tunnels beneath the ground to ambush and devour unsuspecting prey. Her insatiable hunger has laid waste to entire regions of the once-great empire of Shurima—merchants, traders, even armed caravans, will go hundreds of miles out of their way to avoid her and her offspring’s hunting grounds. All know that once Rek’Sai is seen on the horizon, death from below is all but guaranteed.

Rek'Sai is a Diver champion who burrows through the earth, detecting and tracking her prey and building a network of tunnels that grant her great mobility. She does not use mana or any other resources, with her abilities only being limited by cooldowns. She has two different sets of abilities, depending on whether she's burrowed into the ground or unburrowed.
  • Her passive, Fury of the Xer'Sai, generates Fury whenever Rek'Sai damages an enemy with her basic attacks and abilities, which decays quickly when out of combat. When burrowed, Rek'Sai quickly consumes Fury to heal herself.
  • Her ultimate ability, Void Rush, is the same whether burrowed or unburrowed. With it, Rek'Sai targets an enemy champion she has recently damaged and tunnels underground, becoming briefly untargetable before emerging near the target and ferociously lunging at them, dealing heavy damage based on their missing health.

While unburrowed:
  • Her first ability, Queen's Wrath, empowers Rek'Sai's next three basic attacks, causing them to deal bonus damage to the target and also strike other enemies around her.
  • With her second ability, Burrow, Rek'Sai burrows herself into the ground, gaining access to her second set of abilities. While burrowed, Rek'Sai becomes unable to use basic attacks and her vision range is greatly reduced, but she gains increased movement speed and Tremor Sense, which allows her and allied champions to detect enemy movement in a wide radius around her, even through walls and in the fog of war.
  • With her third ability, Furious Bite, Rek'Sai bites a nearby enemy, damaging them. If used when she has max Fury, the attack deals bonus true damage.

While burrowed:
  • Her first ability, Prey Seeker, fires a pulse of void-charged earth in a target direction that explodes upon hitting an enemy, damaging and revealing nearby foes for a few seconds.
  • With her second ability, Unburrow, Rek'Sai bursts out of the ground, damaging and knocking up surrounding enemies and going back to her unburrowed set of abilities.
  • With her third ability, Tunnel, Rek'Sai digs through the ground in a target direction, leaving behind a tunnel entrance at both the location she tunneled to and from, which remain on the battlefield for a long duration or until an enemy champion destroys them. Rek'Sai can click on either entrance to rapidly move to the other.

Rek'Sai's alternate skins include Eternum Rek'Sai, Pool Party Rek'Sai, Blackfrost Rek'Sai, and Elderwood Rek'Sai.

In season 1 of Teamfight Tactics, Rek'Sai is a Tier 2 Void Brawler. Her ability, Burrow, briefly renders her untargetable and heals her before unborrowing, damaging and knocking up the nearest foe. In season 2 her skin was changed to Eternum Rek'Sai and she was changed to a Tier 2 Steel Predator. Her skill was changed to Furious Bite, which does a large amount of true damage to her target. She was removed in season 3, returning to her base skin in season 6's Neon Nights mid-set update as a Tier 2 Mutant Bruiser Striker. She retains Furious Bite as her ability, though in this iteration it instead deals physical damage and heals Rek'Sai for a flat amount; the heal is increased if the target was previously bitten that round. She was removed in season 7, returning in season 9 with the same skin as a Tier 3 Void Bruiser. In this iteration, her Furious Bite ability deals physical damage to her target, which is converted to true damage if the target is below 66% health, and if it kills the target, causes Rek'Sai to dash past them and heal a percentage of her max health. In the Horizonbound mid-set update, she gains the Slayer class in addition to her existing traits. She was removed in season 10, returning in season 11 using her Elderwood Rek'Sai skin as a Tier 1 Dryad Bruiser. Her Uproot ability briefly stuns and deals magic damage to surrounding enemies scaling with both Rek'Sai's ability power and maximum health, while increasing her armor and magic resistance for a few seconds.

In Legends of Runeterra, Rek'Sai is a 3-mana 3/6 Shurima Lurker Champion with Lurk who grants Lurker allies everywhere an additional +1 Power each time she Lurks (in addition to the normal Lurker bonus) or attacks, and shuffles herself into your deck at the end of the round. When Rek'Sai attacks with 10+ Power she levels up, gaining +1/+1 and Overwhelm, generating 3 random Lurker followers in hand, and no longer shuffling herself into your deck. Her signature spell is Rek'Sai's Call the Pack.
  • Achilles' Heel: How to juke Rek'Sai when she's burrowed and you're outside of her tremorsense zone: Step 1: Stand still. Step 2: Congratulations, it's that easy.
    • In lore its revealed in Sai Khaleek that one could become invisible to her entire species by soft-stepping.
  • Animals Not to Scale: She's both variants at the same time. The normal Xer'Sai is about the size of a dog, Rek'Sai is the size of a house. In the Rift however, she's scaled down for Competitive Balance.
  • Always Accurate Attack: Void Rush is technically avoidable if you manage to close 1500 units of distance from Rek'Sai in the short time between her burrowing and her leaping at you, but to put this into perspective: Flash only gives you 400 units. Outside of some extremely rare exceptions, if you're within her sights, there will be no escape.
  • Balance Buff: When Rek'Sai was first introduced, her Void Rush ultimate was almost a completely different ability — rather than being an offensive diving tool, it was a global teleport that allowed her to dash to any tunnel on the map that she left behind. This would allow her to set up and impose pressure virtually anywhere at her discretion, but the consequence of this is that she was played more as like a passive, roaming vanguard to assist in macro-driven ganks, not a Super-Persistent Predator that could furiously chase down targets on her own (being a macro-based utility also highlighted a huge skill disparity; Rek'Sai was relentless in highly coordinated pro play thanks to the ultimate, but most solo queue players found her obtuse and boring). Void Rush was updated in patch 7.11, making her more of a traditional diver with a relentlessly effective engage tool.
  • The Dreaded: For travelers foolish enough to be passing through her domain of the Shuriman desert. The Noxian noble Aelon, who came to Shurima hoping to trap Rek'Sai for the Noxian arena, was utterly terrified after witnessing her and the carnage she was capable of:
    Aelon: The outerbeasts are a plague, which destroyed these lands, but Rek'Sai is death incarnate.
    • She's this even for the other Void champions.
    Utora: Rek'Sai is the Queen of her species, the Xer'Sai. Vel'Koz is on a different level of Void species hierarchy. The information Vel'Koz has on Rek'sai is - if I ever encounter Rek'Sai in the wild I should get as far away as quickly as possible :) wait - but then Tremor Sense...I think Vel'Koz would be smart enough to never be in that position in the first place :P
  • Death of a Thousand Cuts: Rek'Sai is mainly a melee DPS champion, but when fed, her DPS burst can allow her to duel with all sorts of champions and more than often come out on top.
  • Dig Attack: Rek'Sai has the ability to burrow under the ground for improved mobility. One of her attacks involves bursting out from underneath an enemy, dealing damage and knocking them into the air.
  • Eldritch Abomination: She is a void monster. It should be obvious.
  • Eyeless Face: Doesn't have any eyes.
  • Female Monster Surprise: An odd case of this. Unlike the other Void champions who have speech to convey they're clearly male, Rek'Sai has nothing aside from Word Of God saying she is a female. Even on her release page people keep referring to her as a male.
  • Finishing Move: Her new ultimate. If she just suddenly vanished underground in the middle of a fight and you're low on health, you'd best pray she wasn't aiming for you.
  • Hell Is That Noise: Whenever she ults. And you thought the sound of Sion's ultimate was terrifying!
  • Hive Queen: Implied by comments on her being called "the Queen of the Xer'Sai" as well as some of her abilities referring to her as a queen.
  • Immune to Fate: Bel'Veth's lines towards Rek'Sai implies that she exists outside of the Watcher's view as she resists the change.
  • It Can Think: Not to a fully sapient degree like Bel'Veth, but Rek'Sai is described as having developed a genuine "motherly instinct" as queen of the Xer'Sai, something The Watchers didn't expect from her. Voidborn were created with the single, unthinking purpose of consuming and unmaking Runeterra, so the fact that Rek'Sai has some degree of autonomous thought and behavior akin to a "normal" beast — presumably with a desire to spawn and protect further brood — makes her unique among her kin.
  • Large and in Charge: Xer'Sai are already large and imposing monsters, but as their "queen", Rek'Sai is easily over ten times the size of most of her species.
  • Not the Intended Use: Rek'Sai was meant to use her burrowed form to reach and locate targets, and then pop out under them and tear them apart. Players quickly noticed that Prey Seeker has an excellent 100% AP scaling, amazing range at 1300 units, is free of any cost, and with maximum cooldown reduction has a mere 4 second cooldown at the highest rank. Introducing AP Rek'Sai, who spends team fights moving around burrowed while firing off Prey Seeker potshots at the enemy every 4 seconds, dealing high damage at a comfortable range while her Tunnel and increased move speed while burrowed make her difficult to catch.
  • Punctuation Shaker: Like the other Void monsters, her name is two syllables split by an apostrophe.
  • Purple Is Powerful: Fitting for a queen of her species, Rek'Sai is mainly purple with some blues. It also clearly marks her as from the void.
  • Sand Is Water: Swims through the sands of Shurima effortlessly.
  • Super-Persistent Predator: To quote her lore blurb:
    Once Rek'Sai detects you, your fate is sealed.
  • Threatening Shark: To quote her designer, Beat Punchbeef:
    When we started working on Rek'Sai it was with two concepts in mind: Burrower and Land Shark.
    • Her Pool Party skin actually gives her the appearance of a shark.
  • The Unintelligible: Unlike all the other Void monsters, she "speaks" only in growls and roars. This was done purposely to make her seem like a "true beast".
  • Wild Card: A powerful, but non-sapient creature who acts largely on primal, animalistic desires, Rek'Sai is something of a rogue among other voidborn. The fact she has a motherly desire to preserve and produce further Xer'Sai makes her anathema to The Watchers' desire to cease all of existence, but she also lacks the motivation (and likely the intellect) to aid in Bel'Veth's goals of merging the consumed Runeterra into her own version of the Void, only hunting prey for the sake of hunting prey.

    Rell, the Iron Maiden 
https://static.tvtropes.org/pmwiki/pub/images/rell_originalloading.jpg
"Nothing gets in, no one gets out."

Voiced by: Laya DeLeon Hayes (English), Cassandra Valtier (Mexican Spanish), Mutsumi Tamura (Japanese), Bia Dellamonica (Brazilian Portuguese), Da-Seul Lee (Korean)

"Forge your heart into something strong. Unbreakable."

The product of brutal experimentation at the hands of the Black Rose, Rell is a defiant, living weapon determined to topple Noxus. Her childhood was one of misery and horror, enduring unspeakable procedures to perfect and weaponize her magical control over metal... until she made a violent escape, killing many of her captors in the process. Now branded as a criminal, Rell attacks Noxian soldiers on sight as she searches for survivors of her old “academy”, defending the meek while delivering merciless death to her former instructors.

Rell is a Vanguard champion who fearlessly rides into the thick of battle, using her control over metal to burst through her opponent's defenses while empowering her own.
  • Her passive, Break the Mold, causes Rell's basic attacks and abilities to steal a percentage of the target's armor and magic resistance. The effect can stack on a target up to five times, as well as apply onto multiple targets at once.
  • With her first ability, Shattering Strike, Rell thrusts her lance in a target direction, dealing damage and briefly stunning all enemies hit, as well as breaking any shields currently on them.
  • Her second ability, Ferromancy, has two different forms. Rell starts the game mounted on her metal steed, and when activated, Rell uses Ferromancy: Crash Down, leaping into the air and transforming her steed into heavy armor, damaging and knocking up enemies upon landing and gaining a shield. While in her armored form, Rell moves slower, but gains increased attack speed, attack range, armor, and magic resistance, and by reactivating the ability, Rell uses Ferromancy: Mount Up, transforming her armor back into her metal steed, granting her a short burst of movement speed that increases when moving towards an enemy champion, causing her next basic attack to deal bonus damage and fling her target behind her.
  • Her third ability, Full Tilt, passively grants her mounted form bonus movement speed when out of combat. On activation, Rell charges up herself and an ally, granting them ramping movement speed that increases when moving towards each other or towards an enemy champion. After a brief delay, Shattering Strike becomes buffed to deal bonus magic damage.
  • Her ultimate ability, Magnet Storm, causes Rell to erupt in magnetic fury, yanking nearby enemies towards her and summoning a field of gravitational force around her for a few seconds, continuously damaging and dragging surrounding enemies towards her, although they can still attack and use abilities.

Rell's alternate skins include Battle Queen Rell, Star Guardian Rell, and High Noon Rell.

In season 5 of Teamfight Tactics, Rell uses her Battle Queen Rell skin as a Tier 4 Ironclad Redeemed Cavalier. Her Attract and Repel ability makes Rell leap into the air as she tethers herself to the farthest ally. Upon landing, Rell breaks the tether, shielding all allies around and between both units and stunning enemies in the same area. She was removed in season 6, returning in season 7 using her base skin as a Tier 2 Darkflight Cavalier. Her Iron Bond ability instead tethers herself to the lowest percent health ally, dealing magic damage to all enemies between them and granting both Rell and her ally bonus armor and magic resistance based on a percentage of Rell's for a few seconds. In season 8, she retains the same ability using her Star Guardian Rell skin as a Tier 2 Star Guardian Defender.
  • Abusive Parents: Rell's parents saw her less as their child and more like an exploitable tool to reclaim her family's former nobility. When they discovered her metal magic powers (before she turned 8), they constantly sent her off to different apprenticeships to make her into their future political/military trump card, a path that led her into the Black Rose's academy, whose headmistress also turned out to be her mother.
  • Academy of Evil: A survivor of one formed by the Black Rose, raising and honing child candidates to become Noxus' most powerful soldier. Rell made it out because she was the strongest, but the horror of having to fight other kids and her discovery that many of her victims were rendered "null" to bolster her own power caused her to lash out, escape, and become dedicated to rescue its other victims.
  • Ambiguously Brown: She has a much darker complexion than most other Noxian champions. It's unclear where her ancestry lies, but she is considered by writer Jared Rosen to be biracial, and that her parents "come from very, very different parts of Runeterra."
  • Animated Armor: Her "horse" is just a bunch of pieces of metal armor animated in the shape of a ridable steed using Rell's metal magic. When dismounted, Rell equips the armor onto herself.
  • Arch-Enemy: She's being set up as a rival for Samira, a mercenary who's been assigned to capture Rell and bring her back to the Black Rose by any means necessary.
  • Balance Buff: Rell was given a midscope update in 2023 due to her original kit — even for an intentionally slow and heavy Stone Wall — being too straightforward and limited, with nearly all of her power coming from landing Ferromancy: Crash Down, stringing into a few accompanying lockdown abilities (her original E ability, Attract and Repel, allowed her to tether onto an ally before reactivating it to instantly stun enemies between and around them, which caught some flack for being too linear and predictable of a crowd control spell). The rework committed to expanding on the mounted/dismounted combat fantasy, granting her previously-superfluous dismounted form offensive buffs to give her something to do while waiting for her cooldowns, as well as gaining Full Tilt, a different kind of supporting buff that encourages her to be more aggressive and proactive in her initiation power, while transferring the stun of Attract and Repel into Shattering Strike. She's still very much a heavy tank support, but has more avenues to communicate her bulk in more directly assertive ways (consequently also allowing her to also play as an early-game jungler).
  • Battle Ballgown: When dismounted Rell's stolen armor takes on the distinct look of a huge armored dress. The "dress" part is made even more prominent in her Battle Queen skin.
  • Blood Knight: While she has noble intentions, she's also very much up for getting her violent revenge as soon as possible. While recalling, she'll loudly voice her impatience at having to return to base before fighting again.
  • Boring, but Practical: Playing an uber-heavy tank support with low damage, low mobility, and requiring a lot of team coordination doesn't sound like a very exciting prospect, but the sheer amount of crowd control she can lay down can make her a terror to play against.
  • Cool Horse: A unique variation as her mount looks and behaves vaguely like a horse, but it's actually just an artificial steed bound together by Rell's magnetism powers. She can quickly disassemble and reassemble it into armor for her to wear and vice versa.
  • The Dog Bites Back: The horrific abuse she was put through in the Black Rose academy for her childhood was not lost on her, and by her 16th birthday, she had enough and violently began tearing it apart. Discovering that her already-abusive mother was also a part of the faculty really blew her lid.
  • Early-Bird Cameo: Rell's lance could be seen in the left side of this promotional artwork made for the item/shop overhauls of early preseason 11, weeks before Rell herself was announced.
  • Evil Matriarch: Neither of her parents are shown as good people, but Rell specifically has it out for her mother as she was a headmistress of the Black Rose academy and oversaw all the "nulling" procedures she inflicted on Rell's victims. Several lines of Rell's dialogue implies that her mother survived her escape, but this wasn't deliberate — she has absolutely no qualms at the idea of finding and killing her for good.
  • Extra-ore-dinary: Her main magical power, allowing her vast control over metal, with smidges of Magnetism Manipulation here and there. "Ferromancy" is an exceptionally rare talent, one that got her inducted by the Black Rose while she was young so they could forge her into a Tyke Bomb. Her "Insights" article explains why they specifically want her skillset: it's because her future enemy is Mordekaiser, whose return is seen as inevitable.
  • Flat Joy: Her /joke emote has her mount transform into The Kiddie Ride, and her dialogue is a hilariously-deadpan "Weeeee" or "I'm the happiest girl in the world."
  • Foreshadowing: Months before Rell was revealed, Samira in her color story was on mission to capture "a weapon that threatened the empire", one who left behind a metal prison cell for a "null kid" that was violently ripped apart and emptied. Rell's backstory gives this incident context, revealing that she was Samira's target.
  • Gameplay and Story Segregation: A rather notable example; she's supposed to be a Person of Mass Destruction but she has extremely low damage even by support tank standards, she's supposed to be a diehard loner who doesn't trust anyone but her kit is hard-coded to only practically be playable in the support role.
  • Glacier Waif: She's still in her late teens and doesn't have as bulky muscles as say, Illaoi, but she's immensely durable thanks to her ability to bend and wield heavy metal armor for herself.
  • Hero with Bad Publicity: A "hero" with a serious vendetta, anyway. To the Noxian public, Rell is a wanted criminal known for bringing immense destruction wherever she goes that needs to be brought to justice. To the audience, we know that Rell is merely fighting for her life from an evil conspiracy that exploited her, as well as rescuing the other child survivors of the Black Rose's machinations.
  • Hormone-Addled Teenager: Rell expresses attraction to a wide variety of champions with practically no common thread between them, namely Seraphine, Ekko, Sett, and Leona. Hilariously, her lack of social skills due to her upbringing results in her having no way to articulate her feelings outside of terrible flirting.
  • I Work Alone: She isn't particularly inclined to working with others given her traumatic background, and if she does (which she ironically has to, given her status as a support tank), it'll be of a Teeth-Clenched Teamwork deal.
  • Informed Attribute: In her bio, she was explained as having magic sigils grafted into her body, and one of her key designers in her Insights article calls attention to "the sigils on her arm — especially the one that holds her lance — to make sure it's clear when playing her." Bizarrely, these sigils are nowhere to be found on her splash art or in-game model (her arms are mostly covered by armor), possibly due to some kind of artist miscommunication.
  • Irony: Meta-wise; for a character who in lore was raised to become a Man of Kryptonite for Mordekaiser, she shares a weirdly large amount of gameplay similarities to his earlier "Master of Metal" incarnation (as opposed to his current, post-reboot "Iron Revenant" depiction). Not only does she preserve his since-deprecated mastery over metal, she even shares similar mechanics, namely gaining defensive stats from damaging enemies and an ability that shields an ally with metal magic to bolster their resistances and annoy enemies approaching them. Presumably this was entirely intentional.
  • Jousting Lance: It appears to be segmented in certain places and held together only by Rell's magnetic powers, allowing her to briefly extend its piercing range with Shattering Strike.
  • The Kiddie Ride: She turns her armor mount into the shape of one with her joke emote, complete with awkward, jerky animatronic movement.
    Rell: Weeeeee.
  • Knight in Shining Armor: Despite having the dark and gritty aesthetics of Noxus in her, she largely plays the image of a valiant knight that fights for the innocent straight. Part of this is a symbolic gesture for those she intends to rescue — who wouldn't want to be saved from a hellish Academy of Evil by a former student-turned-badass on an armored horse?
  • Man of Kryptonite: The Black Rose singled out her and her metal manipulation powers as a valuable means of combating Mordekaiser should his soul find its way back into another suit of death metal armor. According to one of her writers, Rell would feasibly win against Mordekaiser in a straight-on fight, though he could still retreat back into his death realm to reform later.
  • Mounted Combat: While she is inclined to get off and fight on foot when the need be, Rell largely spends her time riding on a horse-shaped steed made of armor and magnetism magic. She has a much sturdier movement speed while mounted than the molasses speed she gets while not.
  • No Social Skills: As expected of someone raised in a brutal Noxian battle academy since she was a young child, Rell isn't the most socially adept person, with her personality consisting of either bloodthirsty rage at Noxus or very bad attempts at flirting.
  • Person of Mass Destruction: While her damage is ironically quite middling in gameplay, her ferromancy in canon can get very intense when she's angry. When she discovered the Awful Truth behind the Black Rose's academy, her ensuing wrath ripped the entire facility apart, "like the earth had been torn open into a twisting whirlwind of razor-sharp slag."
  • Powered by a Forsaken Child: Her great magical power was the result of the Black Rose forcibly extracting the magic from children she beat in combat, and imbuing their powers into her. When she found out about this, she ripped the academy apart.
  • Precision F-Strike: One of her lines in the Brazilian Portuguese dub translates the aggressive, but mostly clean line "These sigils are a reminder. Screw my sigils!" into "Estes símbolos são lembranças. Foda-se meus símbolos!", being much closer to "Fuck my sigils!"
  • Roaring Rampage of Revenge: Ever since she escaped the Black Rose academy, Rell's spent her time pursuing and killing conspirators of the Black Rose and its academy, and she also has her sights on dismantling the entirety of Noxus for allowing their schemes to happen.
  • Socially Awkward Hero: Rell's youth was spent in a vicious battle academy to make her into a living weapon, not to develop her social skills. She often gets around this by generally not sticking with friends, but to anyone she has a crush on, she's a very messy flirt.
  • Spanner in the Works: The Black Rose was running an operation to induct child mages, either to craft into a weapon for their liking or depower as fuel to bolster the ideal candidate with, and all from the eyes of the public. What they didn't count on was said candidate — Rell — violently escaping along with several surviving Null, putting them in a scramble to recover them and de-publicize any leaked information of their plans.
  • Stone Wall: Rell was originally teased as an "ultra heavy tank support", and she's sure built like it. Ridiculously durable, packed with crowd control, and has solid support-based utility, but has very conditional mobility and damage; Ferromancy: Crash Down and Mount Up give solid bursts of momentary mobility, but using the former reduces her to her glacially plodding foot speed after the jump, and she has to start in this form while the cooldown ticks down in order to gain the speed boost from the latter.
  • Tractor Beam: Her ultimate works like this, able to forcibly magnetize all nearby enemies onto her, continuously dragging them and rendering them unable to walk away from hernote . While they can escape using dashes and even continue to use their abilities and attacks, Rell's AoE can allow her to put an entire enemy team at her mercy at a time, and it can catch opponents again if they manage to escape her for a moment.
  • Tsundere: Her drive for revenge against the Black Rose and Noxus can make her pretty hard-assed and antisocial even with her allies, but deep down, she's ultimately a kindhearted hero who doesn't really know how to express gratitude, making the moments where she does (with varying levels of reluctance) all the sweeter.
  • Tyke Bomb: She was inducted by the Black Rose so they could take advantage of her metal manipulation powers.
  • Whatevermancy: Magnetism Manipulation or metal-bending magic to the audience, "ferromancy" in Runeterra.

    Renata Glasc, the Chem-Baroness 
https://static.tvtropes.org/pmwiki/pub/images/renataloadscreen_0renata.jpg
"It's 'Ms. Glasc'—if you value your life."

Voiced by: Debra Wilson (English), Alejandra de la Rosa (Mexican Spanish), Yoko Soumi (Japanese), Do-Yeong Kim (Korean)

“We don't have to be enemies. Let me change your mind.”

Renata Glasc rose from the ashes of her childhood home with nothing but her name and her parents’ alchemical research. In the decades since, she has become Zaun’s wealthiest chem-baron, a business magnate who built her power by tying everyone’s interests to her own. Work with her, and be rewarded beyond measure. Work against her, and live to regret it. But everyone comes to her side, eventually.

Renata is an Enchanter champion, specializing in crowd control and bending the flow of battle to her will by ensuring her allies do their jobs, and enemies do the dirty work for her.

  • Her passive, Leverage, causes Renata's basic attacks to mark up to one target at a time, dealing bonus damage to unmarked targets. Allies who damage a marked target consume the mark to deal that bonus damage again.
  • Her first ability, Handshake, fires a claw from her prosthetic hand that damages and roots the first enemy it hits, and can then be cast again to shove the victim a short distance in a chosen direction. Any enemies the victim collides with in a small area are dealt the same damage, and if the shoved victim is an enemy champion, any secondary enemies hit are additionally stunned.
  • Her second ability, Bailout, grants either herself or an ally escalating attack speed and movement speed toward enemy champions over its duration, refreshing the duration if they partake in a kill. If the target dies under its effects, their health is refilled to maximum but will rapidly drain unless they partake in a kill, in which case they are placed at a set percentage of their maximum health.
  • Her third ability, Loyalty Program, launches missiles that apply a shield to every ally they pass through, damaging and slowing any enemies hit. The effects can be applied to allies and enemies around her when the ability is cast, as well as at the explosion site itself.
  • Her ultimate ability, Hostile Takeover, sends out a cascading cloud of chemicals that drives enemy Champions Berserk, which increases their attack speed and forces them to attack anything nearby, starting with Renata's enemies, then neutral mobs, then Renata's allies, and lastly Renata herself.

    Renata's alternate skins include Admiral Glasc, Fright Night Renata Glasc, La Ilusion Renata Glasc, and Prestige La Ilusion Renata Glasc.

    In season 6 of Teamfight Tactics, Renata Glasc was added in the Neon Nights mid-set update as a Tier 4 Chemtech Scholar. Her Toxic Wave ability sends forth a wave towards the largest cluster of enemies that poisons all enemies in its path for an extended period, dealing periodic magic damage and slowing their attack speed over the duration. The poison damage can stack on enemies hit by multiple waves, but if Renata dies, all poisoned enemies stop taking damage and only suffer the attack speed slow for the remaining duration.

  • Ambiguously Brown: She's somewhat dark-skinned, but her heritage isn't apparent based on her looks. Producer Reav3 confirms her to be of mixed ancestry, having no discernable ethnic background amidst the melting pot that is Piltover/Zaun.
  • An Arm and a Leg: She lost her right arm during the attack that claimed her parents' lives.
  • Artificial Limbs: In place of her right arm is a robotic piece of chemtech, which she uses for Handshake to magically grab enemies and toss them around.
  • Attack Drone: While she uses a handy revolver for her basic attacks, many of Renata's abilities are done through a floating drone that carries a huge "decanter" of some kind of alchemical agent.
  • Became Their Own Antithesis: She has a lifelong disdain for the classist culture of Piltover, who are responsible in some way for everything in her, and the people of Zaun's, lives going wrong. Yet as a businesswoman herself, she engages in the same exploitive, power-hungry, and capitalistic evil that Piltover's elite subject Zaun to, making a for a tense duality of character within Ms. Glasc.
  • Benevolent Boss: While Renata is a ruthless and calculating corporate overlord who demands loyalty from nearly everyone she deals with, she does properly reward said loyalty. Her color story features one of Renata's subordinates, who is paid well enough that her parents were able to buy a new house, her brother and his fiancé were able to find jobs through Renata's connections, and Renata even encourages her to pay her family a visit. That being said, she apparently has a penchant for making her accountant cry.
  • Badass in a Nice Suit: Renata wears a stark white suit with silver trim and a black waistcoat.
  • Being Good Sucks: She chose not to follow in her parents' moral footsteps due to this, seeing their charitable practices as having left them impoverished and vulnerable to the cutthroat business world of Piltover and Zaun.
  • Brainwashed and Crazy: The compound she developed had the effect of turning those administering it into erratic and malleable aggressors. Renata's ultimate puts it to use by causing enemies struck to begin attacking their nearby allies until the status effect wears off.
  • Blinded by Rage: Hostile Takeover causes enemies to become "berserk", forcing them to target and use basic attacks against anything nearby, prioritizing their own teammates. Dispense it against a clumped-up group of enemies, then watch as the carnage unfolds.
  • Combat Medic: A somewhat unconventional one given she doesn't have a traditional healing ability, but otherwise counts. She's an Enchanter by her ability to buff allies and prevent them from dying, but she also has strong tools to harass and lock down her enemies. Because of the ways certain abilities are designed, she pretty much has to work in a 2v2 lane to get value, but said value speaks for itself.
  • Commissar Cap: As Admiral Glasc, she dons one to make M. Bison and Alexi Stukov envious.
  • Corrupt Corporate Executive: Boy howdy. Renata's M.O. is to forcibly tie other people's interests to hers so people would never dare turn against her, as they stand to gain so much by working with her.
    (starting up a game around her team) "I prefer my takeovers to be hostile. Indulge me."
  • Even Evil Has Loved Ones: Despite how much she disagreed with her parents' business philosophies, she still fundamentally holds them dear to her heart. And one of her death quotes indicates that she hopes to see them again when she dies.
  • Evil Counterpart: She stands as one to Zeri. Zeri is kind, believes in keeping her community safe, and derives all of her power from her magic, making her an idealistic Working-Class Hero. Renata on the other hand is arrogant, manipulative, and a self-made woman in every sense who builds power through control and her own concoctions, and would burn down Zaun if it meant standing on top.
  • Evil Is Angular: Her design is chalk full of jagged angles, from her sharp shoulders, her angular hairstyle, her clawed prosthetic, and so on.
  • Evil Is Hammy: She lives and acts like a woman on top of the world, strutting across the Rift with confidence and condescending arrogance that make her chew every scene she's in.
    "I don't need to get my hands dirty. Oh, but I do enjoy it."
    "Do you know who I am? If you don't, you will."
  • Evil Old Folks: She's visibly aged with her graying hair and wrinkled face, something of a first for female champions who, even with characters who are supposed to be old (e.g. Camille, Lissandra), are all depicted with very youthful and conventionally attractive traits. And Renata herself has a very wicked streak that comes with that age.
  • Fiction 500: As the owner of Glasc Industries, Renata is the single wealthiest woman in all of Zaun.
  • Full-Name Basis: One of the very few champions to be identified in-game by her full name. Of that select few, she's also not a supernatural deity like Aurelion Sol or Tahm Kench; Renata Glasc is simply a woman who wants to make sure you know exactly who she is.
  • Grapple Move: Handshake is a unique "hook" ability for the game, where if Renata successfully grabs an opponent, she can toss them in any direction she chooses, allowing her to either pull them towards her, throw them towards her allies for easy punishment, or simply shove them away and into their allies, stunning them.
  • Impoverished Patrician: Renata was implied to have grown up as one of these. The Glascs were a well-known family with access to impressive alchemical products and cures, but their charitable practices functionally ran them dry and forced Renata to grow up quite poor. It wasn't until her parents died and she began operating her business without ethics that her fortunes began to turn around.
    "When my parents handed out their cures, they asked for nothing... so we had nothing. Kind... but foolish."
  • It's All About Me: While she and Glasc Industries ostensibly serve Zaun (and Piltover to a degree), Renata ultimately serves herself and her personal quest for power. Despite her fondness for the city, she openly ruminates that should the need arrive, she'd gladly burn down Zaun just to smoke out Piltover. She's also inclined to declare Seraphine a "traitor", not because she doesn't serve Zaun in her quest for unity, but rather because Seraphine doesn't serve her in specific.
  • Lady in a Power Suit: She's the most successful businesswoman in all of Zaun, rivaling the economic powers of the city above, Piltover. She always wears a cleanly tailored and very angular white suit. If you keep her from her goals in any way, she will use her influence to destroy you and everything you love.
  • Last Chance Hit Point: Bailout provides a unique variant of this — if whoever it's applied onto gets killed by the enemy, their health briefly resets, albeit at a vulnerable, rapidly-dwindling state, giving them mere seconds at the most before they die for real. Should the affected player manage to kill someone before expiring, the state itself expires, giving the player a second wind.
  • Laughably Evil: She's quite an insidious character even in a place like Zaun, and she possesses very few outright sympathetic traits or motives. She makes up for it by having quite a sassy sense of humor, and the degree she revels in her corrupt practices is almost cartoonishly blunt.
  • Magikarp Power: She's persistently fragile, low on damage, and has very high initial cooldowns even when compared to other ability-dependent Enchanters, and along with working with a partner who also needs lots of farming and attention, don't expect to see much action during the laning phase. Once she and her botlane partner amasses enough gold and levels, and games move more towards teamfighting, her powers become much more accessible and relevant, and her enemies will have more to fear from her.
  • Malevolent Masked Women: While her gas mask serves a perfectly functional purpose, its creepy design should set off some red flags that despite what she and her Zaunite Cult of Personality wants you to believe, she really isn't a nice person.
  • Meaningful Name: "Renata" comes from a Latin word meaning "reborn", likely alluding to her ability to recover allies from certain death, as well as her reinvention from a starving child in her parents' home to one of the most powerful businesswomen in all of Zaun. Glasc is likely a riff on pharma company Glaxo-Smith-Kline.
  • Mind Control: It's greatly suggested that her chemtech induces some form of this, no doubt allowing her to amass such a massive following. While she can't directly control or command enemies in gameplay, Hostile Takeover is pretty close, forcing enemies into blindly attacking each other.
    "I provide people with two options: Do what I want, or do what I want but with more steps."
  • No Cure for Evil: Downplayed; of all the "Enchanters" in the game (support champions that prioritize buffing allies and stalling out enemies), she's the only straightforward evil one and has no means of directly healing allies. However, she still comes with the shielding ability of Loyalty Program, and a much more indirect form of longevity with Bailout, which allows allies to defy certain death should they secure a kill on an enemy.
  • Painfully Slow Projectile: Hostile Takeover deals immensely dangerous crowd control, but it's also very slow, having a notably long deployment period and travel speed that aware enemies can outrun. This makes it mediocre for directly engaging fights, suggesting it be used on foes engaging onto her first, or those who are already distracted by a different engage or crowd control.
  • Parental Abandonment: Her parents were murdered during her childhood by Piltovan business rivals, leaving her to make alternate use out of their alchemical products than the altruistic practices that got them assassinated.
  • Pragmatic Villainy: When she was starting her empire, she took part in many philantropic enterprises, giving out money and medicine in order to build her public image. Her full bio states that she continued this policy: she gave loans and sold her products to anyone, even those who couldn't afford them, demanding instead full loyalty to her. She also set up schools and workshops for Zaunite kids, giving them education and work and allowing her to build a loyal cadre of scientists that owe everything to her.
    "I gave out breathers in exchange for Zaun's loyalty. Hah, those dividends are priceless!"
  • Psycho Pink: Much of Renata's alchemical mixtures are a flourescent pink, as are several parts of her main outfit. In both cases, this is a warning to back off.
  • Rags to Riches: Her family was technically successful, but their charitable practices resulted in her functionally growing up in poverty, worsened when her parents were assassinated and she tried to pick up after their businesses. It took many years of small-time projects, ostensibly philanthropic endeavors, and behind-the-scenes bullying of smaller powers for her to grow her charities into a multinational business of incredible profit.
    "I remember starving in the sump, a pathetic little nothing of a girl. Look at me now!"
  • Red Eyes, Take Warning: She has searing hot pink eyes, likely as a result of her long-term work with chemtech. It should key you into how dangerous she is.
  • Rich in Dollars, Poor in Sense: Played for Laughs in her joke emote, suggesting that despite her riches, she has a poor sense of low-scale valuation.
  • Sharp Dressed Woman: In both senses of "sharp"; she presents like the rich, larger-than-life mogul that she is, and all of the angular shapes of her look come together to convey a sense of danger and malice.
  • Silver Vixen: Even as one of the physically oldest women in League, her outfit and looks put a lot of emphasis on her bust and femininity. Even her skins still keep her the same functional age unlike champs like Camille who get aged down in several skins.
  • Take Over the City: Renata now functionally owns all of Zaun, but is aiming higher. Her ultimate plan is to take control of the Sun Gate, the key trade port in and out of Piltover. Doing so would make her de-facto ruler of the entire region, if not more.
  • Token Evil Teammate: Her gameplay appeal comes from being a villainous enchanter, something that has never really existed before her.
    • Every enchanter in League from before embodies some part of their support-status in their canon character, be they gentle healers like Soraka and Taric or spiritual guardians like Karma and Janna. Renata on the other hand is selfish, manipulative and makes use of highly toxic concoctions to control and subdue both her teammate and the enemy.
    • The support enchanters provide is usually meant to bolster their bot-lane partner's agency through buffs and disabling the enemy, and many enchanter ultimates are emphasize team utility like through stat boosts, using crowd control on the enemy or protecting them from the enemy's deadliest tools. Not Renata Glasc though. When she's your support, she's the one in control; her abilities all force her partner to make split decisions in exchange for powerful benefits like saving them from the brink of death if they can kill their enemy in time or marking which enemies to prioritize with her passive. The full expression of this comes from her ultimate, literally forcing the enemies under her control and letting them tear each other apart, often scoring kills for herself rather than let her teammates take all the credit.
  • Trouble Entendre: All of her ability names are borrowed from real-world financial terms, yet manage to be quite apt for her deadly Combat Medic playstyle: she rescues failing allies with Bailout, ensures their safety and gratitude with a Loyalty Program, assimilates enemies to her cause with a Hostile Takeover, and even her innocuous Handshake involves her using a giant magic hand to toss people around.
  • Villain in a White Suit: In contrast to the dark color theming of most Zaunite champions, Renata Glasc wears a pure white suit into battle, and ends up looking all the more villainous for it.
  • Villain with Good Publicity: In the public eye of the PNZ, Glasc is a ubiquitous name associated with quality, and Renata is seen as a darling of the chemtech industry. Behind closed doors, she's a ruthless and predatory businesswoman who will stop at nothing to get what she wants.
    "I gave out breathers in exchange for Zaun's loyalty. Hah, those dividends are priceless."
  • Virtue Is Weakness: Renata has a longstanding resentment towards altruism and charity, practices that her parents abided by for their business that resulted in their poverty, yet still enough of a corporate threat to be taken out by chem-baron enforcers. Presently, she only sees altruism as a means to an end to satisfy her hunger for power and wealth.
    "When my parents handed out their cures, they asked for nothing, so we had nothing. Kind, but foolish."
  • With Us or Against Us: Though with her particular case, it's more like you're either helping her advance her goals in conquering Zaun, or you're in the way. She heavily frowns on rebellious Zaunites like Zeri and Seraphine, and even ones she considers of potential like Singed are on her bad side for not directly allying with her.
    (killing a Zaunite champion) "You were regrettably expendable, my dear."

    Renekton, the Butcher of the Sands 
https://static.tvtropes.org/pmwiki/pub/images/renekton_originalloading.jpg
"As I live, all will die!"

Voiced by: Patrick Seitz (English), Rafael Azcárraga (European Spanish), Gabriel Pingarrón (Mexican Spanish/1st Voice), Octavio Rojas (Mexican Spanish/Current voice), Taketora (Japanese), Jorge Vasconcellos (Brazilian Portuguese), Min-Hyuk Jang (Korean), Maxim Pinsker (Russian)
Appears In: Legends of Runeterra

"Blood! And vengeance!"

Renekton is a terrifying, rage-fueled Ascended warrior from the scorched deserts of Shurima. Once, he was his empire’s most esteemed champion, leading its grand armies to countless victories. However, after the fall of the Sun Disc, Renekton was entombed beneath the sands—and slowly, as the world above changed, he succumbed to insanity. Now free once more, he is utterly consumed with wreaking vengeance upon his brother, Nasus, who he blames for the centuries lost in darkness.

Renekton is a Diver champion that is at his best when constantly fighting, furiously hacking and slashing through as many opponents as possible. He does not use mana or any other resources, with his abilities only being limited by cooldowns.
  • His passive, Reign of Anger, generates Fury whenever Renekton damages an enemy with his basic attacks, which decays quickly when out of combat. Once Renekton has enough Fury stored, his next basic ability will consume it to gain an empowered effect. Renekton additionally gains increased Fury from all sources when below half health.
  • With his first ability, Cull the Meek, Renekton spins his blade, damaging nearby enemies, healing himself and generating Fury for each enemy hit. When enhanced by Fury, the damage and healing are increased.
  • His second ability, Ruthless Predator, transforms Renekton's next basic attack into a two-hit combo, dealing bonus damage, generating extra Fury and briefly stunning the target. When enhanced by Fury, any shields on the target are broken and he strikes them three times, increasing the damage dealt and stun duration.
  • With his third ability, Slice and Dice, Renekton dashes in a target direction, damaging enemies in his path and generating Fury for each enemy hit. If he hits a target, he can reactivate the ability to dash again. When enhanced by Fury, the second dash deals bonus damage and briefly reduces the armor of enemies hit.
  • His ultimate ability, Dominus, transforms Renekton into an avatar of rage for a few seconds, increasing his health, generating Fury over the duration and unleashing an aura of wrath that damages nearby enemies.

Renekton's alternate skins include Galactic Renekton, Outback Renekton, Bloodfury Renekton, Rune Wars Renekton, Scorched Earth Renekton, Pool Party Renekton, Prehistoric Renekton, SKT T1 Renekton, Renektoy, Hextech Renekton, Blackfrost Renekton, PROJECT: Renekton, Dawnbringer Renekton, and Worlds 2023 Renekton. Legends of Runeterra exclusively includes Corrupted Renekton.

In season 2 of Teamfight Tactics, Renekton is a Tier 1 Desert Berserker. His skill is Cull the Meek, which deals damage to all adjacent enemies and heals him for each one hit. He was removed in season 3, returning in season 8 using his PROJECT: Renekton skin as a Tier 1 LaserCorps Brawler. His new ability, Dominus, grants him flat bonus maximum health and empowers his basic attacks to deal a percentage of his maximum health as bonus magic damage for a few seconds. In season 9, he returns to using his base skin as a Tier 1 Shurima Bruiser. Cull the Meek returns as his ability, though here it only heals a large amount for the first enemy hit and a greatly reduced amount for each subsequent foe.

In Legends of Runeterra, Renekton is a 4-mana 4/4 Shurima Ascended Champion with Overwhelm who gets +2/+1 until end of round whenever he Challenges an enemy. Once he has dealt 10 or more damage he levels up, gaining +1/+1 and getting an additional +3/+3 every time he attacks regardless of whether or not he is Challenging. When you restore the Sun Disc he levels up again, gaining +5/+5 and casting Dominus Destruction every time he attacks or blocks, which does 2 damage to all enemy units and the Nexus. His signature spell is Renekton's Ruthless Predator.
  • Act of True Love: The origin of his powers; his brother Nasus was dying from a wasting disease, with the only way to save him being the Ascension ritual, but by the time the ritual was able to be performed he was too weak to walk into the beam of energy. Renekton picked his brother up and carried him in, despite the fact that since the ritual wasn't intended for him, the power would destroy him. However, possibly as a consequence of his noble self-sacrifice, Renekton ascended alongside Nasus rather than being destroyed.
  • Armor-Piercing Attack: His Ruthless Predator can break through any form of damage-mitigating shield when his Fury counter is at 50 or beyond.
  • Attack of the 50-Foot Whatever: Like his brother Nasus, Renekton is able to enlarge himself to titanic proportions at will.
  • Awesome Aussie: As a reference to "Crocodile" Dundee, Outback Renekton has the look down.
  • Ax-Crazy: After being trapped in a tomb for millennia with Xerath constantly feeding him lies that Nasus had betrayed him, he's since been in perpetual rampage mode, seeking out bloody revenge on his brother and anyone that gets in his way.
  • Badass Teacher: He's the one who taught Azir how to fight, which proved crucial for the then-prince to survive his father's madness after all of his brothers had died.
  • Bash Brothers:
    • Formerly, Nasus and Renekton were inseparable. They were very different from one another; Nasus was a scholar and masterful tactician who played war like chess, and Renekton was a masterful martial artist and terrifying Blood Knight, a force to be reckoned with on the battlefield. Although being total opposites, they loved each other and always worked together to help each other accomplish their goals. It's said that Nasus planned the wars, and Renekton won them.
    • This is communicated best through their mutual Ascension. Renekton is the only one of the Ascended to not have been chosen by the Priests of Shurima. Nasus was, but due to a terminal disease, he was too weak and sickly to ascend the steps to the Sun Disc to take part in the ritual. Even though he expected to be burned alive by the searing light of Nasus' Ascension, Renekton carried his brother up the steps and into the light of the ritual. When the dust cleared, the Priesthood and the crowd were shocked to see not one Ascended, but two - Nasus, in the form of a jackal, and Renekton, in the form of a crocodile.
  • Being Tortured Makes You Evil: As if being trapped in an arcane tomb for a millennia wasn't enough, being trapped with Xerath definitely shattered his sense of reason, lasting even once he came out.
  • Big Brother Instinct: Inverted with Nasus, prior to going insane. Renekton is the younger of the two brothers, but he would have gladly died for Nasus. When Nasus was on his death bed and was to undergo ascension, he was far too weak to walk all the way up the stairs, so Renekton carried him up the rest of the way, despite knowing that were he not worthy, the ritual would kill him. Such an act of love was what allowed him to ascend as well.
  • Blood Knight: Renekton was always at the forefront of every army, leading the Shuriman soldiers into battle and always returning victorious. He enjoyed the fighting, some say a little too much since he's relished in the burning down of enemy villages.
  • Broken Tears: When Renekton was first released from the Tomb of the Emperors, he ran out into the desert, passing Sivir and Cassiopeia and leaving Xerath behind. He wound up in some ruins, alone in the desert night. The story says he curled up by a wall, grasped his crocodilian snout with dark talons, and wept with madness and grief because of his brother's 'betrayal.'
  • Brutish Character, Brutish Weapon: He's lost everything but his desire for carnage and violent revenge, and his weapon is referred to as a "Crescent Axe", and has a curved, bilateral design evocative of a bat'leth.
  • Cain and Abel: Renekton is hellbent on killing Nasus for his "betrayal" in keeping him trapped inside a tomb for ages, forgetting 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.
    Nasus: I mourn the loss of Shurima's greatest hero.
    Renekton: He was betrayed by his brother!
  • Chekhov's Gunman: Was mentioned in Nasus' lore, and concept art of his design was already created before the game's release. A year later, he was released.
  • Crutch Character: Because of his area of effect sustain, multi-hit stun, rewarding proc dash, fury mechanic boosting all of that further, and his HP boosting and damage-over-time ultimate, a skilled Renekton is absolutely terrifying early and mid-game and is basically an unstoppable force of destruction, being both a massive damage dealer and very durable. But once the lategame phase hits, he needs to be EXTREMELY fed to be able to survive. He can either build more durable items so that he can frontline for his team when his damage has fallen off, or he can build all damage items, do massive amounts of damage that rivals the Assassin champions, and be significantly more squishy.
  • The Dark Side Will Make You Forget: Thanks to Xerath's machinations, he pretty much has forgotten that he willingly chose to seal himself with Xerath to keep him from being released. As far as Renekton is concerned at the moment, Nasus backstabbed him and sealed him to the tomb for what he thought to be selfish reasons.
  • Death of a Thousand Cuts: Ruthless Predator is a simple auto-attack buff, and thanks to its reset feature can be strung along with normal basic attacks to shred apart his opponents, allowing Renekton to build auto-attack-enhancing items to boost its damage massively in the late game.
  • Determinator: In his League Judgement (before it was retconned), it takes the strongest turret in the game to stop Renekton from killing Nasus.
  • Egyptian Mythology: Appearance-wise, his concept came from Sobek. By the time he reached release, the resemblance has slipped a fair bit (Sobek has a crocodile's head on a man's body; Renekton is simply a bipedal, anthropomorphic crocodile). Lore-wise, he also reminds people of Ammut, the crocodile demon accompanying Anubis who eats the hearts of people who have been judged unworthy by Anubis, just like how Renekton used to accompany Nasus (at least before the reworked lore).
  • Face–Heel Turn: Albeit unwillingly. He was driven insane from being locked in the Tomb of the Emperors with Xerath for so long.
  • Fallen Hero: Renekton is described as once being a mighty and honorable warrior, a legendary hero, even. But being trapped with Xerath in the Tomb of the Emperors drove him mad.
  • A Father to His Men: For such a bloodthirsty figure, Renekton is on remarkably good terms with the soldiers he fights alongside, who cheer his arrival and trade banter. While Azir is referred to exclusively as Emperor by his subjects, Renekton's soldiers affectionately call out to him as "Boss," or by name.
  • Foil: To his brother, Nasus. 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.
  • Heroic Sacrifice:
    • Renekton, after seeing Xerath shrug off everything he and Nasus could do, grabbed him and threw himself down the Tomb of the Emperors, telling Nasus to seal them inside. After stewing in there with Xerath for who knows how long, he went insane.
    • Almost evoked this when both he and Nasus ascended. Originally, only Nasus was supposed to ascend, but he was too weak to climb the steps due to his terminal disease. Despite the fact that it would have cost him his life, Renekton carried Nasus onto the dais where he too ascended because of the selfless love for his brother.
  • I Take Offense to That Last One: One interaction with an enemy Sivir has her challenge him, saying "I wanna see some alligator tears." Renekton is mostly annoyed by her calling him an alligator, not a crocodile.
  • The Juggernaut: He's a little too mobile to count as a Juggernaut by the game's standards (he's instead considered a Diver), but he can carry this reputation because of how simultaneously sturdy and relentless he can be. He's almost unmatched in his ability to barrel into the fray, single out and bully any target he chooses to dive onto, and getting him off his prey will require a lot of damage and/or utility.
  • Lightning Bruiser: Incredibly fast thanks to his Slice and Dice's mobility potential, and powerful thanks to his Ruthless Predator's stun and Cull the Meek's sustain, as well as being able to take a pretty good beating once he has his ultimate and a bit of armor/magic resist.
  • My God, What Have I Done?: A variant; in Legends of Runeterra, should he kill an enemy Nasus, he does so seemingly content and satisfied. If Nasus dies while on his side, however, he briefly falters from his usual bloodlust into a mixture of confusion and genuine regret.
    Renekton: I... wanted this...
  • Never Smile at a Crocodile: As one of Shurima's supreme warriors, the totem form of a crocodile was given to Renekton to reflect his brutality and bloodthirst. Some claim that, after adopting the form, Renekton became even more hungry for battle than before. This didn't make him any less of a hero to the Shuriman people, though, since he always fought for their interests.
  • Pals with Jesus: Pals with Death, at least. Wolf openly states that he likes Renekton thanks to their mutual interest in bloody death.
  • Physical God: Renekton, in his most recent lore rework, is now one of the two legendary Ascended heroes of Shurima, putting him in the same tier as Azir and Xerath.
  • Retcon:
    • Before his real release, Renekton was mentioned in Nasus' lore, painted as a treacherous tyrant who attempted to enslave their people (previously was stated to be different from Shurima). By the time Renekton finally became playable, his backstory was changed to a good guy who served as the gatekeeper to Nasus' great library until perpetual contact with evil men drove him insane and sent him into a permanent killing frenzy.
    • The 2014 Shurima event further expanded on this by making Renekton and Nasus into natives of Shurima and legendary Ascended heroes. Renekton pulled a Heroic Sacrifice to seal Xerath, leaving Nasus behind of his own will, but went mad after centuries of confinement with Xerath, breaking his sanity and now believing that Nasus betrayed him.
  • Sealed Good in a Can: Zig-zagged in his new lore. Originally, he was a protector of Shurima who, in order to make sure Xerath stayed properly sealed, had Nasus seal him away in the Tomb of the Emperors. When he finally emerged, he had already become completely insane, due to a millennia of isolation and Xerath toying with his mind.
  • Sibling Team: Formerly, with Nasus. The latter hopes they can be so again.
  • Situational Sword: A Fury-enhanced Ruthless Predator has the ability to instantly shatter any shields on the target. While this is a niche ability given the relative scarcity of shield-reliant champions he's likely to face in a solo lane, when it does work, it can be devastating, especially when pitted against champions like Sett or Mordekaiser who rely heavily on their shields to outlast their opponents in a fight.
  • Spell My Name With An S: Originally labeled Renekhton in his concept art and in an earlier issue of the Journal of Justice.
  • Taking You with Me: There was no way in hell that Renekton was going to let Xerath run rampant, even if it meant getting sealed in the tomb with him.
  • Tragic Villain: He really was thinking of a Heroic Sacrifice for the good of many when he asked Nasus to seal him in the tomb with Xerath... he just didn't expect that Xerath would drive him insane. Nasus used to want to end Renekton's suffering by slaying him, but now, renewed with hope after a conflict with Xerath, believes Renekton can be brought back.
  • Unstoppable Rage: It's essentially his default setting: using lots of combat abilities makes his combat abilities stronger.
  • Unwitting Pawn: It's implied that he's this to Xerath (and possibly Cassiopeia to an extent, since she's on his allies list) given that Xerath's described as "an architect of [Renekton's] torment" in the Shurima: Descent into the Tomb video and Renekton's taunts implies that they've become a little chummy, no doubt as a result of his insanity.
  • Was Once a Man: Originally a human, he Ascended at an unknown point in time along with Nasus.

    Rengar, the Pridestalker 

Rengar of the Kiilash

https://static.tvtropes.org/pmwiki/pub/images/rengar_originalloading.jpg
"Tonight we hunt!"

Voiced by: Jason Simpson (English), Juan José López Lespe (European Spanish), Juan Carlos Tinoco (Mexican Spanish), Akio Hirose (Japanese), Vanderlan Mendes (Brazilian Portuguese), Seok-Pil Choi (Korean), Sergey Pinchuk (Russian)

"Prey on the weak and you will survive, prey on the strong and you will live."

Rengar is a ferocious vastayan trophy hunter who lives for the thrill of tracking down and killing dangerous creatures. He scours the world for the most fearsome beasts he can find, especially seeking any trace of Kha'Zix, the void creature who scratched out his eye. Rengar stalks his prey neither for food nor glory, but for the sheer beauty of the pursuit.

Rengar is a Diver champion who stalks and pounces upon his enemies, empowering his abilities with repeated use and gaining benefits from stacking kills. He does not use mana or any other resources, with his abilities only being limited by cooldowns.
  • His passive has several effects:
    • Using his basic abilities grants Rengar a stack of Ferocity, up to four. Reaching four Ferocity stacks resets the cooldown of Rengar's basic abilities and makes his next basic ability consumes all Ferocity stacks to gain an empowered effect and grant him a short burst of movement speed. All Ferocity stacks will be lost if Rengar stays out of combat for a few seconds, however.
    • Unseen Predator transforms Rengar's basic attacks into leaping strikes when he is attacking from inside brush, causing him to jump at the target from a significant distance, as well as granting him a stack of Ferocity if he had just lost all stacks prior to leaping at his target.
    • Bonetooth Necklace grants him a Trophy that increases his attack damage for each different enemy champion Rengar kills of helps kill, up to fivenote .
  • His first ability, Savagery, empowers Rengar's next two basic attacks, granting them bonus attack speed, and also increasing the damage dealt by the first basic attack. When empowered with Ferocity, the first attack deals even more increased damage, and he gains a stronger attack speed bonus for a few seconds.
  • His second ability, Battle Roar, passively stores a percentage of damage recently dealt to Rengar as "grey health". When activated, Rengar roars, damaging nearby foes and healing his "grey health". When empowered with Ferocity, the roar deals bonus damage and also removes crowd-control effects from Rengar.
  • With his third ability, Bola Strike, Rengar throws a bola in a target direction, damaging, slowing, and revealing the first enemy it hits. When empowered with Ferocity, the bola deals bonus damage and immobilizes the target.
  • With his ultimate ability, Thrill of the Hunt, Rengar lets his predatory instincts take over and camouflages himself for a long duration, becoming invisible except when close to an enemy champion or turret and increasing his movement speed. While camouflaged, the closest enemy champion is revealed, with the target being alerted that they're being hunted, and Rengar will leap with Unseen Predator on his next basic attack, which deals bonus damage and briefly reduces the target's armor if he attacks the revealed champion.

Rengar's alternate skins include Headhunter Rengar, Night Hunter Rengar, SSW Rengar, Mecha Rengar, Pretty Kitty Rengar, Guardian Of The Sands Rengar, Sentinel Rengar, and Street Demon Rengar.

In season 1 of Teamfight Tactics, Rengar is a Tier 3 Wild Assassin. His Savagery ability causes him to leap at the weakest enemy, damaging them, then increases Rengar's critical hit chance and attack speed for next few seconds. He was removed in season 2, returning in season 7's Uncharted Realms mid-set update using his Night Hunter Rengar skin as a Tier 3 Darkflight Assassin. His Unseen Predator ability makes him leap at the lowest armor enemy instead, dealing physical damage and greatly increasing his attack speed for his next two attacks.
  • Achilles' Heel: Armor. No, seriously. This is one of the very few times the League tutorial may have been right about building Armor on Ashe. Get a Randuin's Omen on your squishy marksman, and while they won't do as much damage, Rengar's burst will be cut hard.
  • Acrofatic: He's not fat, per se', but he is very large and bulky like a real great cat, and also very agile and fast.
  • Anti-Frustration Features: Oh, Rengar. He's been reworked and reworked and reworked because, frankly, people don't like being instantly killed from stealth, with little warning. His latest rework attempts to curb this by making him start every fight with 0 Ferocity, and allowing people to see him while he's stealthed by his ultimate, if they're standing near him. He can still assassinate people, but the target is highly telegraphed (allowing their team to group up and prepare a response) and his damage is drawn out over a few seconds rather than nearly instant. In exchange, he gets cool toys like healing that helps counter-act burst damage, crowd control removal, and a much longer stealth duration.
  • Ascended Meme: Over the years, Rengar has been affectionally referred to by mains with nicknames along the lines of "Rengo" or "Rango". With the two becoming Sentinels in arms during the Ruined King saga, Graves now refers to him as "Rango".
  • Badass Boast: Any line upon gaining trophies. And this:
  • Badass Creed: "Comfort breeds weakness."
  • Balance Buff: Rengar has always had a solid identity as a powerful assassin who could jump out of nowhere near-instantly wreck the day of any lone squishy target he chose, but he's required a lot of tweaking over the years to make this gameplay more palatable for his enemies and even himself:
    • He was introduced in 2012 in a pretty precarious spot, as he was already near-unparalleled in single-target elimination, but was next to useless when it came to teamfights as he had no escapes or defense beyond Battle Roarnote , meaning he was more likely to just splitpush come late game. The behavior of his Bonetooth Necklace was also a little unintuitive as it was a core item his passive was directly built around, but he needed to pay 800 gold and an item slot for it, and also lost trophy stacks if he died. He was reworked in 2014 to nudge him towards relevance in teamfights, making his Battle Roar work better as a defensive toolnote , and changed Bonetooth Necklace into a trinket without trophy decay. His ultimate was also sidegraded, allowing his enemies to detect him even through invisibility if he stood too close (i.e. just like current Camoflauge stealth), but giving him bonus speed as he chases them down.
    • He was significantly addressed again in the preseason 2017 assassin update, done to further expand the gap between Rengar's own arsenal while giving his enemies better warning to properly respond to his dives, in turn requiring him to be more judicious of his targets. Bonetooth Necklace was made to be far more direct in functionnote , Battle Roar was buffed again into being a proper heal to let him undo some burst damage (even cleansing him of crowd control when empowered), and Call of the Hunt was once again tweaked to better help enemies figure out where he might vaguely be without fully giving him away. His Savagery ability was also greatly modified from an auto-attack steroid into a unique close-range skillshot that significantly tweaked his Ferocity managementnote , but this specific ability was reverted as players preferred the old version.
  • Battle Bolas: Utilizes bola strike as one of his skills, to ensnare enemy champions.
  • Battle Cry: His Battle Roar ability can invoke this.
  • Battle Trophy:
    • His whole shtick. His Bonetooth Necklace item gains a trophy from each individual enemy champion you slay.
    • The Headhunter Rengar splash art also pictures the skulls of Baron Nashor and the Dragon from Summoner's Rift, and the model wears Vilemaw's (From the Twisted Treeline) head on his shoulder.
  • The Berserker: Seems like one in A New Dawn, where he completely destroys Draven, and battles both Katarina and Darius.
  • The Big Guy: In Ahri's team in A New Dawn.
  • Blade Below the Shoulder: The two-pronged metal claw he wears on one wrist. In A New Dawn, it's retractable.
  • Blood Knight: Always seeking a Worthy Opponent, or rather a worthy mark to hunt that can actually put up a fight. Also a part of his Proud Warrior Race Guy culture. His "joke" pretty much drives this home,
  • Braids of Barbarism: With spikes on the ends!
  • Bull Seeing Red: When you activate his ultimate, your entire screen turns red, and your view is shifted into infrared vision, with the nearest enemy's heat signature being visible to you through stealth and the fog of war.
  • Casting a Shadow: Nighthunter Rengar has 'embraced the darkness' and his abilities have blue-dark spell effects.
  • Cat Folk: A leonine humanoid.
  • The Cavalry: Like Leona, he arrives to assist Ahri in killing Darius near the end of A New Dawn.
  • Creepy Souvenir: His trophy collection. The Bonetooth Necklace is a major part of his gameplay. If Rengar and Kha'Zix are on opposite teams, they can each get a quest to kill the other for a bonus. If Rengar wins, his Bonetooth Necklace becomes the Head Of Kha'Zix, which gives him an additional, 6th stack, raising his total attack damage to absurd levels.
  • Curb-Stomp Battle: VS Draven in the cinematic A New Dawn. This is actually a fairly good representation of what happens in-game when a Rengar leaps onto an unprotected ADC and no-one pulls him off.
  • Cuteness Proximity: Yes, even he falls prey to a bit of this. In The Hunter Hunted, his initial reaction to seeing Gnar is joy.
  • Devious Daggers: Uses a large, viciously curved, spike-knuckled trench knife as a weapon. He originally got this knife from Markon, a human trophy hunter. Markon tossed it and Rengar into a ravine filled with deadly creatures, forcing Rengar to learn to hunt for himself and not just watch another hunter to try and learn.
  • Dreadlock Warrior: Rengar wears his white mane in massive dreadlocks.
  • Dual Wielding: Wields a large wrist-mounted metal claw and a large trench knife.
  • Difficult, but Awesome: After so many reworks, he can't help but be this. It got to the point where Riot decided he can't be an Assassin anymore if they want to keep his gameplay identity intact, and so reclassed him from Assassin to Diver.
  • Dynamic Entry: Out of brush, not to mention from his ult's stealth. Garen now has competition for inducing fear of facechecking bushes.
  • Easily Forgiven: The whole incident with Gnar where he knocked away his toy. Yeah, Gnar forgives him.
  • Egomaniac Hunter: The culture of his tribe. He hunts for the thrill, glory, and trophies.
  • Eyepatch of Power:
    • To cover the eye he lost when fighting Kha'Zix. An eyepatch that glows fiery red. Combined with his blue Glowing Eye of Doom, and the resulting different colored eyes, and Rengar fits a lot of Eye Tropes.
    • Subverted in his Sentinel skin, where he has a fresh new eye back. Given how Olaf and Pyke are suddenly wearing a eye covers in their Sentinel skins, it's possible that one of them might have somehow lent one to him.
  • Foil: To his rival, Kha'Zix. While the two of them have very similar kits and abilities, they have completely opposite playstyles. Kha'Zix focuses on isolating and destroying a single target enemy before leaping back into the shadows, while Rengar, with his core item Ravenous Hydra and the mechanics on his Battle Roar, benefits from enemies being clumped up together and doesn't retreat once he's committed to a fight.
  • Genius Bruiser: While he comes off as rather simple and savage (and he's very savage), he's also very intelligent when it comes to hunting and battling matters. He's described as studying his chosen quarry before hunting it down, learning their strengths and weaknesses before commencing the actual hunt (He didn't do this when he saw Kha'Zix, which is likely the reason why he almost died).
  • Great White Hunter: He admires his prey as a worthy adversary. Bonus points for having white fur.
  • Great White Feline: He's a Vastaya who resembles an anthropomorphic white lion.
  • Groin Attack: One autoattack animation of Rengar's is thrusting his knee upward, that will probably strike most opponents in a way like this.
  • Half-Human Hybrid: The introduction of Xayah and Rakan have revealed Rengar to be of Vastayan heritage. One of Rakan's directed taunts to Rengar is to praise him for being a fellow Vastayan, but criticize him for being so "boring" because he only has the appearance of one animal creature. Rengar himself falls along the more bestial side on the Vastayan spectrum, appearing, at all times, as effectively a white lion walking upright, and runs and fights on all fours.
  • Home Field Advantage: Zig-zagged. With the changes to elemental drakes, he will have more opportunities for "Unseen Predator" attacks if an Ocean Drake is the third dragon to appear, since it increases the amount of bushes in the whole jungle. On the other hand, an Infernal Drake will burn a lot of bushes, decreasing his chances at using his passive's leap attack.
  • In the Hood: Nighthunter Rengar
  • Invisibility with Drawbacks: Rengar has the power to turn invisible, as seen in both A New Dawn and his new splash art. This camouflage is magical in nature, fueled by his Vastayan blood. While camouflaged, he cannot be seen unless someone is standing right beside him.
  • Large Ham: Not quite to the extent as other champions, but the way he says "Tonight we hunt!" seals him as this.
  • Large Runt: Towers a foot or two above most champions and is one of the bulkiest and strongest, but he's actually smaller than most of his brethren and the runt of his litter.
  • Let's Get Dangerous!: In A New Dawn, when Katarina gets off a good kick to the face, Rengar wipes the blood off his lip with a look that screams this trope, before tackling her off the tree branches.
  • Lightning Bruiser: Comes naturally with the Diver subclass. A Rengar built bruiser will deal a lot of damage to whatever enemies he leaps upon, and will be more durable than an Assassin but not as durable as a Tank. He's a very big dude who will leap on and maul you if you blink while alone and unprepared.
  • Make Me Wanna Shout: AP Rengar. His Battle Roar ability deals magic damage and scales off of Ability Power, making a Rengar with mage items viable, and making his Battle Roar two shot people.
  • Magikarp Power: Rengar is somewhat squishy and vulnerable early game, without access to his ultimate. While tankier than most assassins, if you catch him away from a bush, he's probably not that much of a threat. As the game drags on, though, and he proves himself by opportunistically hunting down the members of your team, he gets more powerful as he accumulates both items AND trophies, eventually becoming strong enough to rapidly slay multiple enemies at once.
  • Mighty Roar: His W ability is one of these, with Trash Talk too!
  • Mirror Character: To his rival, Kha'Zix. Both are hunters who seek the strongest, most powerful prey they can find. More than that, their kits are extremely identical. Both have a single, large damage ability(Savagery, Taste Their Fear). Both have ranged, skillshot slows(Bola Strike, Void Spikes). Both have long range jump abilities(Unseen Predator, Leap). Both have benefits for hiding in bushes (Unseen Predator, Unseen Threat. The names are even similar). Both have ways to alter or change their abilities(Rengar at 4 Ferocity, Kha'Zix evolving his abilities). Both have ways to self heal (Battle Roar, Void Spikes). And, most prominently, both have ultimates that grant stealth and a big power spike (Thrill of the Hunt, Void Assault). The main difference between the two is that Kha'Zix focuses on isolating and destroying a single target enemy, while Rengar can spread damage to multiple enemies and benefits from them being clumped up.
  • Night-Vision Goggles: Upon using his ultimate Thrill of the Hunt, the player experiences this; the screen becomes red-tinged, and enemy champions are shown as dark-red silhouettes. It's made to emulate a Predator's thermal vision. (Changed after his Preseason 7-rework. Champions are no longer seen as red silhouettes, while the red tint remains.)
  • No-Sell: His post-rework empowered W cleanses him of crowd control.
  • Oh, Crap!: In Gnar's backstory after managing to upset Gnar enough (by throwing away the prehistoric Yordle's boomerang) to make Gnar Hulk Out.
    Rengar: I've made a terrible mistake.
  • The One That Got Away: To an even bigger extent than Caitlyn; he's saved a place of honor in his collection for Kha'Zix, the monster who took his eye.
  • Panthera Awesome: An anthropomorphic white lion.
  • Parental Abandonment: Rengar was the runt of his litter when he was born, so his father, the Chieftain of the Vastayan Kiilash tribe, resented him for his inherent weakness and ignored him, assuming Rengar would starve to death. Rengar left out of shame, and eventually took to following a human trophy hunter named Markon.
  • Patricide: As a result of the parental abandonment mentioned above, Rengar killed his father Ponjaf and gutted him from neck to belly.
  • Predator Pastiche: As noted above and below, he comes from a tribe of hunters and warriors who seeks the most challenging opponents to kill, he can go invisible, wears a two-bladed weapon on his wrist, and wears massive dreadlocks. He even has an enmity with Xenomorph-based Kha'Zix. But instead of a scaled humanoid with mandibles, Rengar is a humanoid white lion.
  • Proud Warrior Race Guy: The Kiilash tribe of Vastayans are a tribe of trophy hunters, and their chieftain adorns his abode and body with the greatest and largest trophies.
  • Retractable Weapon: Not in game, but in the cinematic A New Dawn, his Blade Below the Shoulder is shown to be this.
  • Self-Made Orphan: Rengar noticed the trophies adorning his father's hut were dusty and old, and accused him of weakness and sloth before gutting him. The other members of the tribe wanted to make Rengar their chieftain, but he didn't care to be and left them.
  • Surprisingly Sudden Death: He's known for having a LOT of burst in a very short timespan, to the point that it's not unheard of for him to 100-0 a squishy target in 0.01 seconds.
  • Hunter of Monsters: Towards Kha'Zix, and beasts like him. While Kha'Zix is personal, a kill he wants to savor, and he has a special place on his wall for him, he also intends to find more void beasts like him, and stack their heads high.
  • Trophy Room: On every wall of his Den, he displays his kills and conquests. He has a special place on his wall saved for Kha'Zix.
  • Unskilled, but Strong: Comes off this way in A New Dawn, particularly in his battle with Katarina in a battle of his strength VS her skill. He's easily able to overpower her, but instead of trying to outmaneuver her, he just tackles her off the trees and sends them both flying towards the ground below. He fights pretty much like you'd expect a giant lion man to.
  • Worthy Opponent:
    • Considers Kha'Zix to be one. Riot themselves want to encourage opposing Kha'Zix and Rengar players to enact their final duel, with a special in-game benefit to whoever kills (or assists in killing) the other at level 16 first. If Rengar kills Kha'Zix, he takes the head of his foe as indicated in his lore, gaining the buff, 'Head of Kha'Zix.' This adds an additional, 6th stack to his Bonetooth Necklace, raising the maximum Attack Damage bonus from 30% to a monstrous 42%.
    • Nidalee, for reasons unknown, is also listed on the website as one of his rivals.
    • Gnar's backstory is told through the point of view of Rengar's hunting journal in which he describes the prehistoric Yordle's enraged form as a very worthy target. Granted when he finally finds his target his reaction is slightly less excited.
  • You Fight Like a Cow: Rengar has no less than four lines to mock you after he uses his Bola Strike on you.

    Riven, the Exile 

Riven Konte

https://static.tvtropes.org/pmwiki/pub/images/riven_originalloading4.jpg
"What is broken can be reforged."

Voiced by: Cristina Valenzuela (English), Celia de Diego (European Spanish/Normal), Alma Naranjo (European Spanish/Dawnbringer), Liliana Barba (Mexican Spanish), Junko Kitanishi (Japanese), Melissa Garcia (Brazilian Portuguese), Hyun-Jeong Jo (Korean), Daria Frolova (Russian)
Appears In: Legends of Runeterra

"A warrior’s blade reflects the truth in their heart. Mine is black, and broken."

Once a swordmaster in the warhosts of Noxus, Riven rose through the ranks on the strength of her conviction and brutal efficiency, and was rewarded with a legendary runic blade and a warband of her own. However, on the Ionian front, Riven’s faith in her nation was tested and ultimately broken. She severed all ties to the empire, seeking to find her place in a shattered world, even as rumors abounded that Noxus had been reforged. Now forced to return in chains, she faces the judgment of her former homeland...

Riven is a Skirmisher champion with an aggressive, highly mobile fighting style, combining relentless attacks and dashes in a variety of ways. She does not use mana or any other resources, with her abilities only being limited by cooldowns.
  • Her passive, Runic Blade, gains a charge when Riven uses an ability, up to three, lasting for a few seconds. Each of her basic attacks consumes a charge to deal bonus damage.
  • With her first ability, Broken Wings, Riven dashes forward while slashing with her sword, damaging enemies in front of her. She can briefly reactivate the ability up to two times to dash and slash again, with the third being a downward slash that knocks back nearby enemies.
  • Her second ability, Ki Burst, releases a blast of energy that damages and briefly stuns nearby enemies.
  • With her third ability, Valor, Riven dashes a short distance forward and gains a shield.
  • Her ultimate ability, Blade of the Exile, reforges Riven's shattered blade for a few seconds, increasing her attack damage and the range of her basic attacks, Broken Wings and Ki Burst abilities. Once per use of her ultimate, Riven can reactivate the ability to perform a Wind Slash, sending out a slicing wave of wind in a cone in the target direction that damages enemies in its path based on their missing health.

Riven's alternate skins include Crimson Elite Riven, Redeemed Riven, Battle Bunny Riven, Championship Riven, Dragonblade Riven, Arcade Riven, Dawnbringer Riven, Pulsefire Riven, Valiant Sword Riven, Prestige Valiant Sword Riven, Spirit Blossom Riven, Sentinel Riven, Battle Bunny Prime Riven, Broken Covenant Riven, and Primal Ambush Riven. Legends of Runeterra exclusively includes Cosmic Exile Riven, and Wild Rift exclusively includes Glorious Crimson Riven and NOVA Riven.

In season 3 of Teamfight Tactics, Riven was added in the Return to the Stars mid-set update using her Pulsefire Riven skin as a 4 cost Chrono Blademaster. Her ability is Energy Slash, which makes Riven dash to gain a shield before slashing forward, damaging nearby enemies. Upon every third cast, she sends out a wave of energy in a cone that deals increased damage. She returned in season 4 as a Tier 4 Dusk Keeper, using her Spirit Blossom skin. Her ability remains unchanged apart from being renamed to Sweeping Strikes. She was removed along with the Dusk origin in the Festival of Beasts mid-set update. She returns in season 5 using her Dawnbringer Riven skin as a Tier 3 Dawnbringer Legionnaire. Her ability was changed to Blade of the Dawn, which damages and stuns nearby enemies while greatly increasing Riven's attack damage for an extended period. She was removed in season 6, returning in season 8 using her Battle Bunny Prime Riven skin as a Tier 3 Anima Squad Brawler Defender. Her Bunny Blade ability shields herself for a few seconds and empowers her next three basic attacks to deal bonus magic damage. If Riven's health is greater than her target's, the bonus damage is doubled. She was removed in season 9, returning in season 10 using her Arcade Riven skin as a Tier 3 8-bit Edgelord. Her Voxel Defence ability shields her for a few seconds and boosts her basic attacks to deal bonus physical damage around her target. In season 11, she uses her Valiant Sword Riven skin and is a Tier 2 Storyweaver Altruist Bruiser. Her Broken Wings ability strikes her target for physical damage, with every third cast dealing increased damage to all enemies adjacent to her target and healing Riven for a flat amount.

In Legends of Runeterra, Riven is a 3-mana 3/4 Noxian Champion who Reforges (generates a random Blade Fragment needed to complete Blade of the Exile in hand) whenever you gain an attack token, either at the start of your priority round or when you Rally, or if you have the token when she's summoned. Whenever she sees a Blade of the Exile (a spell created when all three Blade Fragments have been cast) in your hand she levels up, gaining +1/+1 and causing the first power buff she receives each round to apply double its normal bonus. Her signature spell is Riven's Weapon Hilt.
  • Accidental Murder: She blames herself for the death of Yasuo's master, Elder Souma, who was killed when he tried to destroy her runeblade (at her request) only for a shard of the weapon to fly into his throat when it exploded in an eruption of wind.
  • Achilles' Heel: As a champion that uses no energy resource, one of the big caveats to playing Riven is that her abilities have rather long cooldowns right off the bat (her Q, for example, has a fixed 13-second cooldown after the third cast); this is somewhat mitigated by the fact that most builds for her prioritize Ability Haste to reduce the cooldown time between casting, as well as the fact that she's meant to auto-attack in between casts.
  • Amazon Brigade: During her days serving Noxus, she was a member of a lethal four-women squad of warriors. The other three are now tasked with hunting Riven down in the name of Noxus.
  • Animesque: She's a white-haired girl whose said hair inexplicably sticks directly up in four places on the back of her head, is just slender despite using a BFS among the largest in the game, has a Ki Manipulation and a Razor Wind as abilities, and was based on Marth. Of course she is. Bonus point: Her voice is a pretty well known anime/animesque video game voice actress.
  • Anime Hair: Her hair sticks way up in about four places on the back of her head, and it's definitely not done-up.
  • Anti-Hero: Flips-flops between Type I and II. Riven is pretty heroic on her own, but she's extremely plagued with bitterness and self-doubt after that one incident that scarred her greatly. Not to mention, she has never thought of taking residence in Demacia (or even Ionia, she could just apologize for her past aggression, but she probably thought the Ionians won't ever forgive her anyway) and still considers herself a Noxian, just not those kind of Noxians that sanctionized the mass poisoning that broke her.
    • Considerably downplayed after "Confessions of a Broken Blade", where she is now content to live in Ionia working to atone for the harm she did both during the war and after she deserted, when she accidentally killed Elder Souma.
  • Art Evolution:
    • Heres the old one and the updated one, she looks slightly more feminine in the new art.
    • The "Awaken" cinematic tweaked her design to have more muscle development, plus a painted-on black mark around her eyes taken straight from Imperator Furiosa.
  • Artifact Title: Her subtitle of "The Exile" is presently a major misnomer as she wasn't directly booted out from Noxus; she was simply left for dead in Ionia and chose to stay. As documented in "Sisterhood of War", a group of Noxians were sent to bring her back to the empire for crimes of desertion.
  • Asskicking Leads to Leadership: Was strong enough to command her own regiment. This is generally how promotions work in Noxus.
  • The Atoner: She resides in Ionia, the land her army tried to conquer, in an attempt to mend the damage done in her days as a soldier.
  • Author Appeal: Her designer Xypherous' love of fighting games inspired much of her gameplay. Riven's large amount of dashes within her kit and optimal playstyle to be autoattacking between ability-casts were formed from attacking generally being accompanied by movement and the Combos elements from fighting games.
  • Badass Boast: A wordless one in "Awaken", when she does a Mic Drop with her chain; given that she'd just killed someone with it, the gesture is a clear statement that she views being disarmed, imprisoned and chained up as a minor inconvenience.
  • BFS: Usually broken, but her ultimate reforges it temporarily to show it in its gigantic glory. Even in broken form, it's still quite large. While using her ultimate, she has the longest melee attack range in the game at 200 units, not counting next auto attack range boosters that Rengar and Wukong have. BFS indeed.
  • Blood Knight: Both "Awaken" and "Sisterhood of War" show that, as much as she denies it, Riven ultimately is a warrior at heart.
  • Boobs-and-Butt Pose: The splash art for her Battle Bunny skin gives a good view of her chest and butt.
  • Broken Bird: A major facet to her entire character, to the point of her first ability even being named "Broken Wings". Life hasn't been particularly kind to her, and her struggle to reclaim the pieces of her shattered blade is a very clear metaphor for her entire self.
  • Broken Pedestal: She definitely didn't take the truth about Noxus very well, if deliberately shattering her cherished Noxian weapon is any indication.
  • Chain Pain: In "Awaken", since she's denied her weapon, she has to make do. At one point she kills a gladiator with the chain around her ankle, then does a Mic Drop with it just to make a point.
  • Child Soldiers: Riven's age when she went into the military is not stated, but the lines "She showed early potential as a soldier, forcing herself to master the weight of a long sword when she was barely its height." arguably imply something like this in her induction.
  • Combos: Riven's abilities and passive encourages players to autoattack immediately after using an ability, then cast another ability right after while Riven's autoattack timer is ticking to maximize damage. Lampshaded by the title for a buff that appears on Riven after casting Broken Wings, indicating how long until its second and third casts will be wasted... the title is C-C-Combo!
  • Combat Pragmatist: Zig-zagged. In proper combat, anything is fair game - just ask the gladiators she takes down in "Awaken" with things like each other's weapons or her chain - but it has to be proper combat, with a winner and a loser, rather than a gas attack.
  • Continuity Nod: Riven's cards in Legends of Runeterra depict her in scenes from the "Sisterhood of War" series (a series released months before she was announced for LoR), encountering and fighting off the Noxian group sent to hunt her down in her farm in Ionia. She also responds to the Noxkraya Arena with a single word: "Awaken."
  • Cool Sword: The single largest one in the game, even though it's in pieces.
  • Defector from Decadence: Abandoned Noxus only because, in her mind, Noxus has already abandoned the ideals that made it powerful to begin with in favor of... well...
  • Deliberate Values Dissonance: In-universe. As a true Noxian, the main reason she was appalled at Singed's chemical attacks was because the battle was decided in a way that no one won rather than the stronger side prevailing over the weak, not because it was inhumane or because her friends all died too. She was fully ready for her friends and herself to die if it came to that, but only because they were weaker than their enemies and indiscriminate gassing makes individual strength meaningless. Losing everyone she cared about and her faith in her city-state was enough to break her.
  • Desperately Looking for a Purpose in Life: Joined the Noxian military because this. Didn't work out in the end. Following her departure from Noxus, she is again trying to find something else to believe in.
  • Determinator: Mentally and spiritually broken, she still fights on just as hard as she did the day before in spite of everything.
  • Difficult, but Awesome: Although it's not particularly difficult to play her to a mediocre skill level, maximizing her DPS requires knowing how to animation cancel attacks into ability casts (or vice versa), a tricky mechanic that's ultimately capped by your own reaction speed. Needless to say, once she's fed enough, she can burst squishes - or even entire teams - with unparalleled efficiency.
  • Do Not Go Gentle: Outnumbered and outmatched, she certainly wasn't giving up without a fight during her regiment's last stand in Ionia. She also managed to survive when her high command finally did send "reinforcements" from the sky.
  • The Dragonslayer: Dragonblade Riven.
  • Easy Amnesia: After the explosion that shattered her runeblade and killed Elder Souma, Riven lost many (but not all) of her memories of not only the incident but her part in the Noxus-Ionia war. She recovers them when the missing piece of her sword is reunited with the rest.
  • Energy Weapon: It's implied that Blade of the Exile doesn't completely remake her blade out of steel, which may explain how she's able to use it with one hand. Even before it was initially shattered, it was a runic blade that could explicitly store energy in it.
  • Evil Costume Switch: Her Noxian-themed Crimson Elite outfit.
  • Expy: According to her designer Xypherous, she's one of Marth from Fire Emblem, but specifically his abilities and gameplay feel from the Super Smash Bros. series.
  • Fashionable Asymmetry:
    • Dressed in rags, tatters, and bits and pieces of her old armored uniform. Wears an enormous glove on her right-hand. Riven says it is a simple remnant from her Noxian armor, and does not in any way magically boost her strength to carry that BFS of hers.
    • Used again for Championship Riven - her left shoulder has a bladed shoulder-pad while her right doesn't, her right arm has a larger glove with a blade attached to the lower-arm, and her left thigh is armored with a pad on the outer side that the right leg isn't.
  • Fighting Fingerprint: If a Yasuo interacts with a Riven, he'll comment on how her fighting style looks familiar, especially when she releases her ult. "Confessions of a Broken Blade" implies that Souma's wind magic — with which he charged the sword to fatally shatter it — is still in the blade.
  • Finishing Move: Wind Slash is an 'execution' move designed to finish off weakened enemies, not unlike Garen's Demacian Justice. If you're low health and you see Riven with her reforged blade, get the hell out of there.
  • Foreshadowing: The "Awaken" cinematic depicted Riven being imprisoned in the Noxian gladiator pits overseen by Draven, which — similar to the confrontation with Jhin and Camille in the same video — would be relevant to her future fate. The Rise of the Sentinels event reveals that following Noxus recapturing her at the end of the "Sisterhood of War", she was indeed thrown into the pits, which is where Senna, Lucian, and Gwen find her to assist in the fight against Viego. The big difference from that cinematic, however, is that once they properly confront each other, Draven and the crowd is in a Harrowing-fueled frenzy.
  • Gameplay and Story Integration: As one might expect, her ultimate re-forming her blade increases the range of her autoattacks and Broken Wings attacks.
  • Gladiator Games: Gets forced into one of these in the "Awaken" cinematic. It does not go well... for the other gladiators.
  • Graceful Loser: Following the purest of Noxian ideals, if you manage to defeat her in combat with your own strength, as far as she's concerned, you deserve victory.
  • Hartman Hips: In her Dawnbringer skin.
  • Happily Adopted: By an elderly Ionian couple, Asa and Shava Konte, who even referred to her as 'Dyeda' or 'daughter'. She spent time working on their farm as "penance" for her role as a Noxian soldier, up until she was forced to return to Noxus.
  • Happy Ending Override: "Confessions of a Broken Blade" provided a significant amount of closure for Riven, ending with her fully deciding to leave her Noxian past behind and coming to peace with her new home in Ionia with a new family to look after. Unfortunately, her tribulations were forced to continue with the "Sisterhood of War", as not only did her adoptive mother pass away, Noxus returned to drag her back to the empire as a prisoner for desertion. Her current whereabouts following Sisterhood of War is vague — the Rise of the Sentinels event saw her being thrown in the Reckoning pits before being rescued and deputized into the Sentinels of Light, playing a part in defeating Viego, though whether she was able to return to her farm in Ionia following the mission is unknown.
  • Hero with Bad Publicity: A limited version, but while Riven is a good person, Irelia doesn't get along with her while serving in the Sentinels since her participation in Noxus' invasion of Ionia precedes her. Even though Riven was just as much a victim of Noxus' most severe atrocities as any fallen Ionians, Irelia is reluctant to believe her claims and still considers her complicit in them.
  • History Repeats: First, war took her father's life in some battle while her mother died in childbirth. Then she was an orphan subsisting on a farm, though she didn't truly take to the life. She signed up to fight for Noxus, and found a place she could thrive along with comrades-in-arms she took to...then she saw everyone around her, comrade and enemy, slowly die to a gas attack from Noxians. She was haunted and wandered until she was accepted by an old Ionian family and forgiven to some degree for her past by an Ionian court to live on the family's farm. Then Noxians hauled her off for deserting. Hopefully, agriculture will come back into her life one more time...
  • Hammerspace: Her blade just reforges itself, presumably out of pure energy.
  • Improvised Weapon: "Awaken" sees Riven utterly trounce every armed gladiator still standing in an arena while chained to a pillar through a combination of said pillar, chains, her vambrace on her right arm, the enemy's own weapons, and her own hands in the fight.
  • Informed Flaw: She considers herself a war criminal. While we don't know Runeterra's version of the Geneva conventions, going by her lore and looking at the real-life laws of war, she would not be seen as a war criminal. She did not order the chemical attacks or command child soldiers which were the major war crimes Noxus committed in the conflict. So what we see she is pretty clean. However, her stating this could be more her feeling a general shame of being part of the conflict than actually committing a war crime.
  • It Was a Gift: Her sword was not only a gift but a commendation from the Noxian High Command.
  • Ki Manipulation: She has an ability called Ki Burst which stuns and damages all enemies in a small area around her.
  • Lady of War: Her large amount of dashes, fairly minimal innate-durability (though her shield-dash scales well with attack damage), lower base-stats compared to other fighter champions, and autoattacking between casts to mimic Combos give her less of a brute-force feel to her gameplay compared to other fighter champions. Her gameplay designer Xypherous stated the concept he had in mind for making her was that of a "battle dancer".
  • Lightning Bruiser: In a vacuum, she's got lots of damage, but is actually relatively squishy compared to most other fighters. In practice, however, she's incredibly mobile thanks to her multiple dash skills, capable of putting out impressive sustained damage, and can give herself durability thanks to her spammable temporary-health shield (the only one in the game that scales with attack damage).
  • Made a Slave: In the "Awaken" cinematic she's been captured and thrown into a Noxian arena. It doesn't seem to bother her much or make her any less lethal.
  • Magikarp Power: She's strong but on the fragile side early on; if she gets a few kills, she'll snowball rather quickly due to her excellent AD scaling.
  • Meaningful Name: The definition of the word "riven" is split or torn apart.
  • Mic Drop: Does the gesture with her slave chain in the "Awaken" cinematic, to show that Noxus will have to do better than merely disarming and imprisoning her.
  • Muscles Are Meaningless: Looking at her, you wouldn't think she could even lift her BFS, much less swing it with one hand. Later appearances, such as in the "Awaken" cinematic, shows her with more well-defined muscles, but she's still on the stocky, lean side for what must be an incredibly heavy sword.
  • Not the Intended Use: Though meant as a top-lane fighter, Riven's mobility and ganking power gives her a certain niche in the mid lane, where her enemies tend to be less durable than their top-lane allies.
  • One-Handed Zweihänder: Her reforged blade is about as large as she is, and yet she still prefers swinging it with just one hand.
  • Order Versus Chaos: Dawnbringer Riven is on the side of order against Nightbringer Yasuo on the side of chaos.
  • Parental Abandonment: Her father was killed in battle, and her mother died in childbirth. Riven thus spent her life as an orphan on a farm until she enlisted.
  • Perpetual Frowner: She doesn't smile in any of her skins, not even in her Battle Bunny Riven getup. Given her past, though, it's hard to blame her.
  • Playboy Bunny: Battle Bunny Riven, making her sword resemble a big carrot.
  • Power Echoes: It's subtle, but her voice gains a slight echo during her ultimate.
  • Pre-Asskicking One-Liner: Upon using her ultimate, she gives one of these, provided she hasn't already eliminated her targets by then.
  • Proud Warrior Race Girl: Riven believed in Noxus and their Social Darwinist ideals and rose high in their ranks.
  • Razor Wind: Gets an attack called Wind Slash mapped to her ultimate button while her ultimate is active.
  • Reforged Blade: Her Ultimate restores her broken blade for a few seconds, giving her massively increased range.
  • Rummage Sale Reject: Dressed in some humble rags and a few pieces of her old armor as part of being a vagabond and wanderer.
  • Shell-Shocked Veteran: Used to be literally (Singed is kind of a jerk), though now her battlefield betrayal was a flaming arrow loosed to set off a wagon full of chemicals in jugs. Riven only survived the subsequent fire and poisonous gas due to her runic blade's magic, it providing a reminder which drove her to shatter it in an unsuccessful attempt to find peace.
  • Social Darwinist: An unusually realistic and non-evil example. She believes in a meritocratic society and wholeheartedly endorses Noxus' policy of rewarding the brave, strong, and clever with prestige and power, but she also believes that true strength lies in the ability to maintain it without needless bloodshed and brutality. This is exactly why she defected: because she realized that Noxus' ethos had decayed from "hail the strong" to "crush the weak".
  • Spin Attack: Broken Wings' animations for its first two parts are backwards slashes, going left-right and then right-left. The culminating third slash is preceded by a forward somersault.
  • Stab the Sky: She does this when she casts her second ability, Ki Burst.
    • Championship Riven also does this for its recall animation, with her sword catching a blue light not unlike the Star Wars poster acting as this trope's article image.
  • Still Wearing the Old Colors: She wears the remaining pieces of her Noxian armor.
  • Survivor Guilt: Riven feels just about nothing but guilt regarding the Ionian Invasion; guilt that she was effectively led by the nose by a Noxus that has long since abandoned its values, resulting in the death of everyone she commanded (hence, the reason she shattered her blade was because its runic magic was the only thing that saved her life), guilt over having killed so many Ionians in what she now believes was a fool's crusade, and then guilt over having accidentally killing Yasuo's master when said master tried to destroy her rune blade for her, only for the pieces to lash out and kill him instead.
  • Sword Beam: The recast of Blade of the Exile fires a massive wave of energy, one that deals more damage to weakened targets.
  • This Means Warpaint: Her appearance in "Awaken" gives her some eyeblack, presumably to cut down on the sun's glare in the gladiator arena and to gift her extra badass points. This would eventually become a mainstay in her default appearance in Wild Rift.
  • Tomboy: Looks and acts like a tomboyish girl. You could have easily mistaken her for a boy if you looked solely at her old portrait; her new art makes her facial features (especially the lips) more pronounced.
  • Three-Strike Combo : Broken Wings can be cast up to three times in a row, the final strike being a knock up. Learning how to weave this ability in-between auto attacks and her other skills is key to getting the most out of Riven's damage.
  • Unkempt Beauty: As an ex-soldier and current exile/wanderer, she doesn't bother with things like make-up. Ask the fanbase though, she's still beautiful regardless.
  • Unstable Equilibrium: Riven is infamous for snowballing like an avalanche. If a skilled Riven player gets an early First Blood (which they often will, as she has possibly the strongest level 2 all-in potential of any champion in the game) they can rapidly become strong enough to just murder anyone who comes to try and shut them down until they can practically solo an entire team. This cuts both ways, however, as a Riven who falls behind will often become nothing more than a gold-vending machine for the opposite team.
  • Unwitting Instigator of Doom: After abandoning Noxus, Riven came to see Elder Souma, hoping he could destroy her runeblade. The elder shattered the weapon, but was killed when an eruption of wind send a shard into his throat. In the wake of his death, a Noxian warband slaughtered many Ionians, which the powerful master's presence could have prevented. Furthermore, the eruption of wind that had devastated Elder Souma's meditation hall when he broke the sword accidentally implicated Yasuo in the "murder", forcing him into exile and eventually leading to him having to kill pursuers sent after him, including his own brother. Riven blames herself for everything.
  • Use Your Head: She does this against Draven in the Awaken cinematic.
  • Video Game Dashing: Valor provides Riven a lot of evasion, durability, and gap-closing in one ability. Being able to follow up with her other abilities as well, there's a lot of versatility to be gleamed from Valor.
  • Wandering the Earth: She sought atonement and new purpose somewhere after cutting her ties with Noxus. As of "Confessions of a Broken Blade", she's finally settled down in Ionia after finding peace and being adopted by an elderly couple.
  • We Have Reserves: That the Noxian Military used this philosophy instead of allowing Riven's troops to win the battle by their own strength is what lead Riven to break her Noxian ties in the first place.
  • With My Hands Tied: "Awaken" clearly shows that Riven's combat ability isn't solely based around her sword as she defeats four armed gladiators while a long chain tied her to a pillar.
  • Worthy Opponent: The "Awaken" music video shows Draven treating Riven as this. Once she defeats an arena full of unimpressive gladiators while chained to a pillar and unarmed, he jumps in to fight her personally — after giving her back her sword and breaking her chain.
  • Wrecked Weapon: Most of the time.

    Rumble, the Mechanized Menace 
https://static.tvtropes.org/pmwiki/pub/images/rumble_originalloading.jpg
"Let's get in the fight!"

Voiced by: Ari Rubin (English), Jesús Pinillos (European Spanish), Bruno Coronel (Mexican Spanish/Current), Manuel Bueno (Mexican Spanish/1st voice), Tomokazu Seki (Japanese), Renan Freitas (Brazilian Portuguese), Seo-Jin Park (Korean), Prokhor Chekhovskoy (Russian)
Appears In: Mechs vs. Minions, Legends of Runeterra

"Ugh, it’s gonna take forever to scrape your face off my suit!"

Rumble is a young inventor with a temper. Using nothing more than his own two hands and a heap of scrap, the feisty yordle constructed a colossal mech suit outfitted with an arsenal of electrified harpoons and incendiary rockets. Though others may scoff and sneer at his junkyard creations, Rumble doesn't mind—after all, he's the one with the flamespitter.

Rumble is a Battle Mage champion adept at dealing high area-of-effect damage, but who must carefully juggle his abilities due to his unique burnout mechanic. He does not use mana or any other resources, with his abilities only being limited by cooldowns.
  • His passive, Junkyard Titan, generates Heat whenever Rumble uses an ability, which quickly decays if he stops using abilities. When he is above half his max Heat, Rumble enters the Danger Zone, empowering his basic abilities, but if he reaches max Heat his mech will overheat for a few seconds, preventing him from using abilities until the mech cools down, but granting him increased attack speed and bonus damage based on the target's max health to his basic attacks.
  • With his first ability, Flamespitter, Rumble activates his mech's flamethrower for a few seconds, constantly damaging enemies in front of him; he can still move around and use other abilities while Flamespitter is activated. While in the Danger Zone, the damage dealt is increased.
  • His second ability, Scrap Shield, shields Rumble and grants him a short burst of movement speed. When in the Danger Zone, the shield and movement speed bonus are increased.
  • His third ability, Electro Harpoon, passively stores charges over time, up to two. When activated, Rumble spends a charge to shoot a harpoon in a target direction that damages, slows and reduces the magic resistance of the first enemy it hits. Hitting the same foe twice doubles the slow and magic resistance reduction. When in the Danger Zone, the damage, slow and magic resistance reduction are increased.
  • With his ultimate ability, The Equalizer, Rumble fires a volley of incendiary missiles that crash down in a line at a target location, creating a wall of flames for a few seconds that damage and slow enemies inside.

Rumble's alternate skins include Rumble in the Jungle, Bilgerat Rumble, Super Galaxy Rumble, Badlands Baron Rumble, Space Groove Rumble, and Cafe Cuties Rumble.

In season 3 of Teamfight Tactics, Rumble is a 3 cost Mech-Pilot Demolitionist. With his Flame Spitter ability, he deals magic damage in a cone over 3 seconds, and reduces healing on enemies by 80% for 5 seconds.

In Legends of Runeterra, Rumble is a 4-mana 5/4 dual Bandle City and Noxus Mecha-Yordle Champion who allows you to discard up three cards when you play him to grant all allied copies of him everywhere Impact, Quick Attack and Spellshield in that order. Once he's dealt 12+ damage he levels up, gaining +1/+1 and Impact, Quick Attack and Spellshield if he didn't have them already, and either generating a random Mecha-Yordle in your hand if you don't already have one in your hand every time you damage the enemy Nexus, or giving all Mecha-Yordles in your hand +1/+1 and reducing their cost 1 by if you do. His signature spell is Rumble's Flamespitter.
  • All Love Is Unrequited: Rumble is in love with Tristana, but she's more interested in Teemo. Rumble hates Teemo due to this and because of his popularity.
  • All of the Other Reindeer: Rumble was always short, even for a yordle-a fact that any number of bullies refused to let him forget. This taught him to be scrappy and resourceful, but left him with a serious chip on his shoulder. A beating from some humans who called him an embarrassment to "enlightened" yordles (who in Rumble's mind gave technology to people who treat their species like a joke) convinced him to build his suit, ensuring no one would ever look down on him again.
  • Badass Teacher: The board game Mechs vs Minions takes place in his own mech school.
  • Bamboo Technology: His Rumble in the Jungle skin replaces Tristy's scrap metal components with bamboo and coconuts. And The Equalizer's burning rockets become burning pineapples. Yeah.
  • Calling Your Attacks: Super Galaxy Rumble does this in the Danger Zone and whenever he uses The Equalizer.
  • Cool Shades: Super Galaxy Rumble gives him Kamina shades.
  • Crippling Overspecialization: Compared to other fighter-type characters, Rumble's output is almost entirely based on magic damage-pack MR if you lane against him.
  • Determinator: During his League Judgement he was confronted with a nightmare vision of Heimerdinger piloting an immense, super-advanced mech (which is actually a dream version of his own) that crushed Rumble's beloved Tristy like a toy. Rumble spat defiance at him and was ready to go on fighting with his fists.
  • Difficult, but Awesome: Rumble's Heat-managing gameplay makes him structurally unlike any other champion in the game, as counter to usual sense, he gets punished for casting abilities too quickly (unlike any other limited mana-like resource, he has zero means to make himself cool down faster beyond simply waiting it out), demanding an exceptional amount of micromanaging, patience, self-control. The structure of his damage abilities can also be finicky to get used to, with Flamespitter requiring aggression and discouraging any kind of kiting, and The Equalizer being an oddly-aimed "vector" skillshot that rarely exists for other champions. However, those who can manage a rhythm of optimization without overheating will be rewarded with a solid bruiser with really high AP ratios, fiery area-of-effect, decent personal utility, and one of the most devastating teamfighting ultimates in the game.
  • Ejector Seat: Tristy is fitted with one which goes off when Rumble is "killed", sending him rocketing to safety with a piercing cry of "WHEEEE!" Unfortunately, either budget or space constraints prevented him from including a parachute, causing him to come falling back to earth a few seconds later to land in a smoking, crumpled heap.
  • Emergency Weapon: Overheated? In a tight spot? Just use your fists, they gain extra damage based on his AP while the rest of the machine is incapable of running.
  • Entertainingly Wrong: In "Shuriman Trash", he interprets the "board with wheels" a Shuriman kid is using to outrun his bullies as "the sorriest excuse for a mech I'd ever seen."
  • Gadgeteer Genius: This trait was downplayed in early lore, instead conveying Rumble's use of refuse to build mechs as a foolish and reckless. But newer lore plays up the amount of ingenuity it takes to be able to construct functional-even sapient- machinery through collected scraps. And LoR shows Rumble is top-class at building mechs for combat, allowing him to dominate the Mecha-Yordle circuits.
  • Glamour: Subverted, as unlike most yordles, he doesn't feel the need to hide what he is. "Shuriman Trash" reveals that his current base of operations is Shurima, and while its residents directly identify him as a yordle, they don't seem to give the fact as much mind as do Piltover or Demacia.
  • Hair-Trigger Temper: It takes very little for him to get in a scrap with humans and more than a few Yordles.
  • Hawaiian-Shirted Tourist: In his Rumble in the Jungle skin.
  • Homemade Inventions: He built the world's first combat mecha (complete with functioning flamethrower, energy shield, extra-large taser, and missile array) out of stuff he found in a junkyard. When Senior Summoner Farnsley came by his quarters with the mailbag, Rumble was making something out of a stack of cookware with the bottoms removed, a kitchen sink, and a spare fuse-he referred to it simply as a "test model".
  • Hot-Blooded: His Super Galaxy Rumble skin is VERY much so.
  • Hyperactive Sprite: He lacks a real Idle Animation, as even when he's not walking or attacking, Rumble can't sit still, either pumping his controls or crawling along the outside of his mech, scrubbing its joints to hold together for just a few more minutes.
  • I Call It "Vera": He calls his Mini-Mecha "Tristy". Possible connections to Tristana are unconfirmed at this time. Supposedly.
    Rumble: (being summoned with an enemy Tristana in play) Can't believe I named my mech after you...
    Tristana: Wait, you did what?
  • Jerk with a Heart of Gold: He generally sees humans with disdain, but there are moments where he can rise above it. In his short story "Shuriman Trash", he gets tangled in a conflict between a Shuriman kid and a local bully, and quickly sides with the former, even busting out Tristy to fight back together.
  • Macross Missile Massacre: The Equalizer, his ultimate ability, fires a long line of missles. Rumble's level up animation in LoR also has Tristy blast a swarm of missles.
  • Mechanically Unusual Fighter: Rumble is the only champion to use "Heat" as a resource, which itself behaves oddly compared to any other mana-adjacent resource: Rumble gains Heat while casting abilities, and his passive requires that he manage his abilities in a sweetspot by enhancing abilities cast above 50% Heat, but maxing Heat actively punishes him by silencing him until he resets to zero.
  • Mini-Mecha: It's certainly large enough to seat him (semi-)comfortably in the cockpit, but there are some champions whose bodies are larger than it.
  • The Napoleon: He's a very little guy who pilots a scary, weapons-laden machine of war. Even when outside his mech, he has a very hard time getting along with others, especially humans.
  • Overclocking Attack: Having 50 or more Heat without reaching 100 enhances Rumble's abilities so it's possible to purposefully reach Overheat and use the extra damage afforded to finish someone off.
  • Overheating: He has a Heat meter instead of a Mana Meter that accumulates from using abilities. Reaching 100 will cause Overheat and silence him for a bit (but increases his autoattack damage).
  • Percussive Maintenance: When Tristy breaks down Rumble starts it again by kicking it in the mace.
  • Pirate: His Bilgerat skin.
  • Playing with Fire: His flame thrower and missiles.
  • Reverse Shrapnel: His Scrap Shield surrounds his mech with metal shards that reduce incoming damage.
  • Sadist Teacher: In Mechs vs Minions, he makes his students learn in a trial by fire...
  • Ship Tease: His mecha's named Tristy, making everyone wonder if he has feelings for Tristana. Consequently in Volume 1, Issue 25 of the Journal of Justice, a mailbag question asked him outright. His answer was: "I-I don’t know what you’re talking about!".
    • The Super Galaxy skin gives him three lines toward Tristana whenever he Recalls near her, one of which is:
    Rumble: I'll always come back for you, Tristana.
    • In Mechs vs Minions, his introductory memorandum has his childish To Do List on the back. On the list of potential students, Tristana's name has hearts around it, and a heart with "R+T" on the bottom.
  • This Is a Drill: His Super Galaxy skin features this, replacing the harpoon and missile attacks with drills.
  • Took a Level in Badass: Sort of; left Bandle City for months, and came back with his robot. Pretty sure no one wants to mess with the runt now.
  • Unreliable Narrator: Rumble's color story "Shuriman Trash" is narrated from his perspective, and despite his declaration that he is an "unbiased storyteller", he's very clearly underplaying the moments when things went wrong for him, such as his mech locking up during his attempt to be intimidating.
  • Walking Armory: His robot uses a lot of weapons.
  • What a Piece of Junk: Tristy is literally assembled from scrap and regularly just seizes up and falls over, but Rumble can still use it to kick serious ass.

    Ryze, the Rune Mage 
https://static.tvtropes.org/pmwiki/pub/images/ryze_originalloading.png
"A step ahead of cataclysm."

Voiced by: Dave B. Mitchell (English/Current), Adam Harrington (English/Pre-VGU), Antonio Abenójar (European Spanish/Current), Miguel Ayones (European Spanish/Pre-VGU), Gerardo Vásquez (Mexican Spanish/Current), Humberto Vélez (Mexican Spanish/Pre-VGU), Taketora (Japanese), Jorge Vasconcellos (Brazilian Portuguese), Min-Hyuk Jang (Korean), Vasily Stonozhenko (Russian)
Appears in: Ruination, Legends of Runeterra

"Take care with this world. What is made can be unmade."

Widely considered one of the most adept sorcerers on Runeterra, Ryze is an ancient, hard-bitten archmage with an impossibly heavy burden to bear. Armed with immense arcane power and a boundless constitution, he tirelessly hunts for World Runes—fragments of the raw magic that once shaped the world from nothingness. He must retrieve these artifacts before they fall into the wrong hands, for Ryze understands the horrors they could unleash on Runeterra.

Ryze is a Battle Mage champion with a complex skillset based around marking his enemies and quickly casting multiple abilities in rapid sucession to unleash devastating spell combinations.
  • His passive, Arcane Mastery, grants Ryze increased max mana based on his ability power, and increases the damage dealt by Ryze's abilities based on his max mana.
  • The basis of Ryze's kit is his third ability, Spell Flux. With it, Ryze hurls an arcane orb at a nearby enemy, dealing damage and marking them and enemies close to them with Flux for a few seconds. When used against enemies marked with Flux, Ryze's abilities consume the mark to gain stronger effects. If used on a target marked with Flux, Spell Flux spreads Flux to enemies over a wider area.
  • With his first ability, Overload, Ryze fires a runic blast in a target direction, damaging the first enemy it hits. Using Ryze's other abilities resets Overload's cooldown and creates a Rune, up to two, which are consumed by using Overload; if two are consumed, Ryze gains a short burst of movement speed. If it hits a target marked with Flux, Overload deals bonus damage that spreads to nearby enemies marked with Flux.
  • His second ability, Rune Prison, traps a nearby enemy in a rune cage, damaging and briefly slowing them. If used on a target marked with Flux, Rune Prison immobilizes them instead.
  • With his ultimate ability, Realm Warp, Ryze chooses any location in a huge radius around him and, after a brief channel, opens a portal underneath him that teleports him and any allies inside to the chosen location. This ability also passively increases Overload's bonus damage against targets marked with Flux.

Ryze's alternate skins include Young Ryze, Tribal Ryze, Uncle Ryze, Triumphant Ryze, Professor Ryze, Zombie Ryze, Dark Crystal Ryze, Pirate Ryze, Ryze Whitebeard, SKT T1 Ryze, Championship Ryze, Guardian of the Sands Ryze, and Arcana Ryze.

In season 5 of Teamfight Tactics, Ryze uses his Zombie Ryze skin as a Tier 4 Forgotten Abomination Mystic. His ability, Flux Prison, deals magic damage and stuns the nearest enemy for a few seconds, with every other cast being empowered to apply the same damage and stun to all enemies in a large area around the target. He was removed in the Dawn of Heroes mid-set update, returning in season 7 using his Ryze Whitebeard skin as a Tier 3 Guild Mage. His new Overload ability fires an orb that deals an increased percentage of his maximum mana as magic damage to his target. Ryze begins combat with a max mana of 20, but each cast increases it by an additional 20 and causes subsequent casts to fire one additional orb for the rest of the round. His unique Guild bonus grants his team bonus ability power. He was removed in the Uncharted Realms mid-set update, returning in season 9 using his base skin as a Tier 5 Wanderer Invoker. His Wanderer origin is a unique trait that grants Ryze a different spell each game depending on the Region Portal selected at the start of the match. His Realm Warp ability has 10 different variations (increased to 12 in the Horizonbound mid-set update with the addition of Bilgewater and Ixtal portals) corresponding to each of the available Runeterra regions besides the Void. If a Void portal is selected for the match, Ryze is given a random spell from one of the other regions instead.

In Legends of Runeterra, Ryze is a 4-mana 3/5 Runeterra Champion who shuffles two copies of Delve Into the Past into your deck when he's summoned and at the start of each round. Delve Into The Past is a 2-mana Burst spell that generates one of five World Runes (or draws a card if you already have all five), unique landmarks with effects that trigger both when they're played and when you play another World Rune. When Ryze sees 3 different World Runes in play, he levels up, gaining +1/+1 and Spellshield and the ability to trigger all your World Runes when he attacks, destroying the opponent's Nexus and winning the game if you have all five. His origin is The Rune Mage, which lets your deck include any Burst or Focus spell that isn't targeted, and creates two copies of Delve Into The Past in your deck at the start of the game for each Ryze you're playing. His signature spell is Ryze's Realm Warp.
  • The Ageless: Being around the World Runes has lengthened Ryze's lifespan beyond human possibility. He's likely over a thousand years old by present day.
  • Amazing Technicolor Population: The magical energies running through his body turned his skin purple.
  • Ambiguously Human: Ryze has been exposed to so much magic for so many years now that it's completely warped his physiology. It's more of a matter on whether he really is human anymore given how blue he is now.
  • American Eagle: The "Uncle Ryze" skin subtly references this with Realm Warp, where the Mass Teleportation effect is accompanied by an eagle's call (or rather a red tailed hawk's call, but it's absolutely what you associate with the trope).
  • Attack! Attack! Attack!: At his full potential, Ryze can fire off spells like a magic machine gun, sending wave after wave of highly damaging and immobilizing attacks, also granting himself powerful bursts of speed to chase or kite around the enemy. It's getting to that point in the first place that's the real challenge.
  • Badass Bookworm: To its logical extreme; he's got centuries of magical knowledge under his belt that let him tackle all manner of threats from demons, ascended, and so on. the "Twist of Fate" CGI features Ryze channeling his power through the runes in his book.
  • Balance Buff: Poor, poor Ryze. While he only received one true VGU that overhauled him in his entirety, the guy hasn't been able to catch a break as his kit has been reworked a half-dozen or so times, with Riot never seeming to be able to find a permanent solution to his recurring problems of generally being too consistent for his own good. A few adjustments of note:
    • Ryze's first few kits had constant issues of needing to be balanced based around his complete lack of counterplay opportunities. All of his abilities were point-and-click, and his main pattern was that anyone that got close would be snared up by Rune Prison, blasted apart by his abilities (which were so similar in function that combos didn't matter as much; a lot of times, Button Mashing was enough), and his viability was dictated entirely around whether or not that could faceroll opponents. Combined with his odd scaling and itemization propertiesnote  and overall just being uninteresting to play, Riot eventually need to give him more drastic tweaks.
    • Ryze's 2015 rework was touted as his biggest yet, designed around opening more "windows of power" to work around, hinged around a new Arcane Mastery passive that hinged around him needing to charge up with his abilities, relentlessly spamming them out and reducing his cooldown before they could start tearing apart enemies. However, this rework backfired; his actual efficacy of play was left more or less the same (that being the predictable "Ryze snares you and either he kills you or he doesn't" paradigm), but the need to manipulate his passive opened up his skill floor in a way that was too difficult for players to learn and too confusing for his opponents to deal with, leaving him effectively impenetrable on all levels except the highest of highs. Thus, Riot quickly went back to the drawing board.
    • Ryze received his proper VGU in 2016, and to date remains his most drastic reinvention. The Gathering Steam and Cooldown Manipulation aspects of his last rework were drastically reduced, and instead he gained new abilities whose behaviors were innately designed to combo off each other, mainly with having Spell Flux to actually do slightly more than simply spread around damage, and making Rune Prison less of his defining combo opener. He also completely abandoned his old Desperate Power ultimates (which were largely just in-battle damage steroids) and instead received a new utility ultimate with Realm Warp, allowing him to be more useful than simply by fighting enemies. While he's still received many adjustments to his kit since the VGU, both his comprehensibility and versatility have reached a generally healthy, "modern" standard of viability, nowhere near as crippled by his limitations as before.
  • BFG: Pirate Ryze trades the scroll for a huge cannon that blasts magic.
  • Big Good: One of the most powerful figures working for the benefit of Runeterra, though he doesn't have the support system most figures of this archetype do.
  • Broken Ace: Years of seeking and containing runes, meeting countless dangers and their associated trauma, have worn him down into an ill-tempered Knight in Sour Armor who's forgone maintaining any kind of meaningful relationships with other people.
  • Button Mashing: This has always been a common trait with new Ryze players due to the lack of practice of being able to execute full combos properly, but this is still discouraged, as while you can still do a decent amount of damage from mashing keys, it's far more efficient to unload a full combo by executing all abilities in the right order due to each spell resetting his Overload nuke.
  • The Cameo: The Tellstones: King's Gambit tabletop game features a few Easter Eggs of hidden writing only visible under a UV lightnote . On the back of the included letter from Cithria's father, Ryze secretly wrote down notes questioning the origin of the game, its connection to his former master, and revealing his intentions to travel to Bilgewater for unknown purposes.
  • Combos: The most consistent element in nearly all his kits, and still encouraged in his present one. His Overload is a damage nuke that resets upon casting another spell, so the general key is to use it after using another ability as often as you can maximize your damage. Ideally, the 1v1 burst damage combo is a Q>E>Q>W>Q or some variant of it, depending on the situation.
  • The Comically Serious: He has about as much of a sense of humor as he does patience, which makes him oddly endearing. The most amusing thing about his /joke is his sheer disgust at being asked to do a magic trick.
  • Confusion Fu: An interesting trait with Realm Warp is that its delay gives you and your allies the option to not take it to wherever you plan to teleport to. You can use this to fake-out and cause a few seconds of panic to the enemy based on whether you're about to show up from out of their vision, which can be enough of a window to employ some tactical gambits.
  • Cooldown Manipulation: Passively, Overload refreshes every time Ryze uses his other two basic abilities. This is what allows him to then perform combos that proc the bonus effects of his spells, granting a ton of flexibility to how he can approach with his offense.
  • Costume Evolution: Downplayed; most champions who receive VGUs see pretty significant changes to their attire to better root them in the setting or express character. Ryze though has had a very consistent fit ever since his debut, even a decade after League released. His updated look does still clean up the elements of his look like removing all the belts he had on his legs or simplifying his massive paper scroll.
  • Dark and Troubled Past: He was there firsthand when the Rune Wars began, and witnessed the cataclysmic power unleashed by the World Runes; the ensuing destruction wiped his homeland out of existence. He'd forever be instilled with the fear and knowledge of what the Runes could inflict on the world. Things got worse when his friend and mentor, Tyrus, became corrupted by the Runes themselves, and Ryze had to put him down.
  • A Day in the Limelight: "Ryze: Call of Power", is focused entirely on his journey to gather the World Runes scattered across Runeterra, showcasing the various encounters in gathering four of them, accompanied with Miss Fortune in Bilgewater, Nasus in Shurima, Sona in Ionia, and encountering Trundle in the Freljord.
  • Deadpan Snarker: He has a pretty grouchy and snarky sense of humor, mainly since his Season 6 VGU.
  • Difficult, but Awesome: While having a straightforward kit, Ryze is a very combo-intensive champion, requiring decent dexterity and proper knowledge of the behavioural quirks to his potential combos to offset his general lack of mobility and short range (which makes him a lot easier to punish than most other mages). In exchange, however, his DPS and waveclear can rack up to absurd degrees by late game, and those who master switching combos on the fly and dishing them out as fast as possible are a versatile force to be reckoned with.
    • Played totally straight with his ultimate. Having a delayed AoE teleport for your team and yourself is a powerful tool, but it can also screw everyone if not timed and/or aimed correctly.
  • Glowing Eyes: In gameplay and in most of his splash arts, Ryze is always depicted with monochrome eyes that glow bright blue. In "Ryze: Call of Power", his eyes actually look fairly normal most of the time, and only start glowing as he's unleashing his power against the Frozen Watcher.
  • Godzilla Threshold: Legends of Runeterra reveals that a full-scale Darkin invasion would make him consider actually using a World Rune.
  • Good Is Not Nice: While he's still a bit of a prick, his goal is to protect the world from the forbidden magics only he knows about and is quite sane compared to other spellcasters that have reached his level of power.
  • Human Notepad: Easily the most obvious part of his character. He's tattooed himself with spells from head to toe. The term "living conduit of magic" comes up in fluff pertaining to him.
  • I Did What I Had to Do: Ryze will contain the Runes no matter who holds them, because their power corrupts anyone who tried to wield them and will lead to massive destruction, and given how even he's briefly tempted by them, he can't trust anyone else less powerful to do so. He had to kill his own master when he realized the Runes had overwhelmed him, and in his lore story has to kill an old friend who has been taken over by another Rune.
    Many say I hold too much power. Others say I can't be trusted. Maybe they're right... but the only power I truly have is the strength to let it go.
  • I'm Dying, Please Take My MacGuffin: One of his death lines is to beg anyone within earshot to take his scroll... and burn it.
  • I Need a Freaking Drink: One of his lines, suggesting either frustration or simple weariness.
    You know what I could use? An ale.
  • Iconic Item: If not his purple skin, Ryze is easily recognized by the giant paper scroll he carries on his back. All of his skins are built around the shape, either incorporating a similar item or replacing it with an object that creates a similar silhouette.
  • Insufferable Genius: One would be hard pressed to describe him as "patient" or "nice".
  • I Work Alone: He claims he can't trust anyone else with his job... and frankly, he might be right. One need only look at his former apprentice Keegan, now known as the fiery menace Brand, to see why.
    You want to help? Get out of the way.
  • Jerk with a Heart of Gold: He has a bunch of unpleasantly direct and rude lines, though as pointed out in his Champion Spotlight, he's been alive for a thousand years intentionally isolated from his fellow man in an effort to protect them all, so his impatience is a little understandable.
  • Magikarp Power: He has a well-deserved reputation for having awful early levels due to his low attack and spell ranges as well as his low mana pool, making it difficult to both farm and counter-harass simultaneously. However, he scales hard even by mage standards into late-game due to high consistent area-of-effect damage and potential tankiness from mana items that keeps him alive as he blasts away.
  • Mechanically Unusual Fighter: Due to the way his passive works, Ryze is encouraged in building more mana alongside ability power for damage, which causes the semi-intentional side effect of turning him into a Mighty Glacier due to most mana items being for tanks. This isn't as bad as he previously was, though, as kits before his Season 6 rework had his abilities completely scale off of mana.
  • Mighty Glacier: By caster standards, Ryze will become highly resilient from buying tanky mana items and still remain powerful due to his abilities scaling off mana, but he has relatively short range and requires getting close for damage, and he lacks mobility significant for a straight-on duel aside from a situational movement speed boost.
  • Miles to Go Before I Sleep: Ryze is tired, hunting the Runes for centuries. Once he's sealed them safely away, he intends to finally let himself rest.
    Ryze: When I've found them all, I'll fade away.
  • Nerf: Through the numerous reiterations his kit has been through, Ryze has been granted and then stripped of several powerful attributes.
    • Ryze V.5 (VGU)
      • His VGU granted a power on Overload where if he consumes two runes with one hit, he gains a shield that scales off his mana and AP along with a boost in movement speed. He came to be very tanky because of this, and incredibly difficult to contest when paired with his already powerful spell damage. The shield was removed, though he kept the speed boost to maintain his ability to kite.
      • Spell Flux was granted the ability to spread onto other enemies if the initial cast killed Ryze's target, giving him way more reach on his waveclear and teamfighting power. This got removed for the difficulties it caused in balancing his kit.
  • Monochromatic Eyes: He does actually have regular-looking eyes outside of combat, but in-game and when charging his magic they turn into a faint, glowing blue.
  • Pirate: Pirate Ryze, complete with the eyepatch, seafaring attire, and a big-ass cannon replacing his scroll.
  • Power Corrupts: A recurring theme of Ryze's lore and personal struggles; he's no more or less vulnerable to the insurmountable power of the World Runes as anyone else; being around them requires him to practice an intense amount of self-discipline to not give into the temptation. In his time, he's watched the people he's closest to be corrupted by the Runes which destroyed them both physically and psychologically, namely his mentor Tyrus and his student Kegan.
  • Power Glows: Almost every part of him glows a vibrant blue when he activates his magic, notably his eyes and tattoos.
  • Power Tattoo: The key to his unknown magical abilities; you can see these markings all over his body.
  • Pure Energy: The usual strategy is to build items to increase his mana. The more magical energy he has on hand, the harder he hits.
  • Precision F-Strike: While not a direct F-bomb, he still drops a mild 4-letter word when he's on a killing spree.
  • Purple Is Powerful: He's noted as having a high amount of magical strength, to the point of being called a magical being rather than a mage. Taken to the logical conclusion with this one, as his sheer power turned his skin purple.
  • Retcon: Being one of the game's first champions, Ryze has had a few different backstories.
    • During the game's alpha, Ryze was very originally an unruly student at Magi's Academy for Unpleasant Boys, creating all sorts of mischief that turned into chaos with his professors, eventually leading him to becoming a rogue mage. Yeah.
    • Come the game's official release, Ryze departed formalized teachings at universities and wandered the earth in search of magic out of a sense of discovery, running into and collecting all sorts of lost, forgotten, and forbidden knowledge in the process.
    • With his 2016 VGU, his search of magic turned from being born out of curiosity to active duty, as now he's specifically searching the World Runes before others get their hands on them and cause a worldwide catastrophe.
  • Series Mascot: You can pretty much count on him showing up in any official art or promotional materials. The season 1 CGI trailer even featured him as the leader of the protagonist team and he's appeared in more CGI cinematics than any other character (the Season 1 trailer, the Dominion trailer, "Twist of Fate", and "Ryze: Call of Power").
  • Spam Attack: Ryze using his 3 abilities as a combo probably won't burst as hard as another mage's 3 spells. The solution? Go for quantity over quality and keep casting while the enemy is waiting for their own cooldowns.
  • Teleportation: Ryze's ultimate is an area-of-effect teleport that can warp himself alongside his allies over a relatively small, but still significant distance.
  • These Are Things Man Was Not Meant to Know: It's heavily stated that the World Runes he holds due to their sheer danger should make them this. Should he go down in battle, leaving them behind, he might even chillingly say:
  • X Called; They Want Their Y Back: When he taunts an opposing Aurelion Sol:

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