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Characters: League Of Legends Two

This is part of the character sheet for the game League of Legends. Check back often, as new champions are added regularly. This page contains all champions beginning with the letters G through K.

A -- F | G — K | L -- O | P -- S | T -- Z

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    Galio, the Sentinel's Sorrow 

Voiced by: David Lodge

"There is no such thing as redemption. Only penance."

Galio is a golem in the shape of a gargoyle crafted by the artificer Durand to guard him while he made other magical golems to protect the border villages of Demacia from Noxus. Galio failed to fulfill his duty; Durand was assassinated by Noxians, causing Galio to fall into deep depression. It wasn't until years later, when he saw Poppy stoically delivering her cargo of a Demacian helm to complete her father's final task, that he was inspired to fight for the city-state his master loved.

Galio is a tank-mage champion adept at protecting allies and disabling enemies while he absorbs and deals magical damage. His passive, Runic Skin, transforms a percentage of his magic resistance into ability power, allowing Galio's spells to deal more damage as he becomes more resilient to enemy spells. His first ability, Resolute Smite, releases a concussive blast of energy from his eyes, damaging and slowing enemies in a nearby area. His second ability, Bulwark, protects himself or an ally with a shield that increases their armor and magic resistance, and also heals Galio when the shielded target takes damage. With his third ability, Righteous Gust, Galio flaps his wings, releasing a typhoon that flies forward, damaging enemies in its path and leaving behind for a brief duration a draft of wind that increases the movement speed of allies that enter it. His ultimate ability, Idol of Durand, transforms Galio into an immobile statue that channels, taunting nearby foes and forcing them to attack him at reduced damage. At the end of the channel Galio bursts out of its rocky shell, damaging all nearby enemies depending on how many times he was hit during the channel.

Galio's alternate skins include Enchanted Galio, Hextech Galio, Commando Galio, and Gatekeeper Galio.

Associated tropes:
  • Achilles' Heel: His passive that allows him to build lots of magic resistance and a reasonable amount of damage in return makes him strong against teams that are incredibly AP heavy. Against an AD heavy team, however, building magic resistance wouldn't do much and autoattacks and AD scaling skills that deal physical damage will shred him like paper.
  • The Atoner: He'll never forgive himself for his master's death but he's still trying to make up for it.
  • Big Red Devil: Gatekeeper Galio.
  • Blow You Away: And afterwards he and his allies can surf the jetstream it leaves behind to gain a speed boost.
  • Cool Shades: Like all members of the Demacian Commando unit, Commando Galio has a pair.
  • Energy Absorption: Bulwark boosts an ally's defense and heals Galio each time said ally is hit with an attack. With enough defenses and AP under his belt, turret shots will start healing him with Bulwark on.
  • Evil Costume Switch: Gatekeeper Galio turns him into a Big Red Devil with darker lines and voice in addition to more ghostly Faux Flame effects.
  • Exact Words: Bulwark will heal a targeted ally (including himself) every time they take damage for a few seconds. Because of how damage-over-time spells work, this means that each tick (which is either every second or every half-second) of damage will also trigger the heal, making Galio a strong counter to DoT reliant mages like Cassiopeia or Malzahar.
  • Eye Beams: One of his abilities, Resonating Smite, is depicted by its icon to be this. - although it looks more like a circular blast in game.
  • Gameplay and Story Integration: His "everlasting shame" is that he failed to protect his charge Durand. In game, Galio is a tank, a class meant to protect the damage dealers - and his greatest drawback is that he has no way to draw attention to himself and away from said damage dealers. Except for his ultimate, which mind controls nearby enemies to force them to attack him and then blows them up. Unfortunately it has one of the longest cooldowns of any champion ability in the game, and if it is down during the big teamfight, you will have to sit there and watch helplessly as the enemy runs past you and plows through your carries... and you will lose the game and it will be all your fault. It becomes Fridge Brilliance if you realize his ultimate is named "Idol of Durand." It's highly possible Galio learned the ability after Durand died so he wouldn't fail at protecting anyone again, and named it after the master he failed to save.
  • Glowing Eyes of Doom: See Red Eyes, Take Warning
  • Heroic BSOD: Had one for years after Durand died. Poppy helped him get better.
  • I Shall Taunt You: His ultimate, which is one of the best AoE taunts in the game.
  • Last of His Kind: Not only is his creator, the great artificer Durand, dead (an in-universe example of Author Existence Failure) but sanctions now exist to prevent golems from being instilled with the amount of intelligence he has. He really is on his own.
  • Mage Killer: Naturally turns magic resistance into ability power, has an ability to temporarily raise himself or an ally's armor and magic resistance for a massive amount for a few seconds. Properly timed, it can largely invalidate the burst damage that makes up mages' value.
  • Mighty Glacier: One of few tanks in the game that actually hurts more as he makes himself tougher to kill. The "glacier" part is apparent when attempting to position optimally for Idol of Durand (i.e. in the middle of the enemy team) when the closest thing he has to a gap-closer aside from Flash is a speed boost.
  • My Greatest Failure: His inability to protect Durand.
  • The Needless: Sentient golems don't need food or sleep- this became a problem when Noxus got sick of having to deal with 24/7 guards everywhere in Demacia and decided to do something about his creator...
  • Not the Intended Use: He was originally conceived as a tank support, with 3 of abilities being ostensibly to aid his teammates. He's more commonly used as a mid lane mage at the moment, with players exploiting his passive to build so much magic resistance that enemy mages will want to tear their hair out while still dealing respectable amounts of damage in turn.
  • Obfuscating Stupidity: It's mentioned that he was designed to look like a large simpleton to hide his mental acuity.
  • Our Gargoyles Rock: Averted, he's a golem made in the image of a gargoyle but was given sentience.
  • Red Eyes, Take Warning: He serves the well-meaning (but very lawful) Demacia after his master of the city-state was killed, so the trope's impressions of evil is pretty much averted.
  • Self-Inflicted Hell: His ultimate has him voluntarily turn into stone, force everyone to attack him instead of his teammates, then unleash a lot of damage as payback when he breaks out. Fittingly, he probably does it to protect his team the way he would have protected Durand if he could.
  • Situational Sword: Highly effective against AP-heavy teams (and especially champions that rely on damage-over-time spells like Cassiopeia or Malzahar), much less effective against AD-heavy teams.
  • The Stoic: The only time his voice isn't calm and serious is his roar at the end of this ult (perfectly understandable). Played for laughs when one year's April Fools Day patch claimed that he would now shout "DEMACIA!" instead.
  • Too Awesome to Use: His ultimate is one of the best abilities in the game, capable of locking down an entire enemy team and heavily damaging them. It also has the longest cooldown in the game, so long that it will probably not be up by the next teamfight... which may well be game deciding and you may well lose because you cannot ult yet.
  • Top-Heavy Guy: Galio has a huge torso and a buff set of arms...and tiny little legs that couldn't ever hold all that up. Thankfully, he seems to fly everywhere he goes.
  • Warrior Therapist: His wisdom apparently has a calming effect on the rage of half-dragon and fellow Demacian warrior Shyvana.
  • Weaksauce Weakness: His ultimate is a channelled ability and can therefore be interrupted by any stun or silence effect. Enemies spellbound by it cannot use abilities, but there are a few champions (Xin Zhao, Leona, Udyr) that can activate a stun that will go off on their next auto attack. If there is one on the other team, you will likely stun yourself every time you use your ultimate and you be rendered almost completely useless. Also, any enemy Champion with Tenacity or other forms of CC reduction won't be taunted for the full Duration, and can walk out of the spell's range before it goes off.

    Gangplank, the Saltwater Scourge 

"Yo ho, blow the man down. Or at least shoot him when his back is turned and steal all his booty."

Born the son of one of the world's wealthiest and dreadest pirates, Vincent the Shadow, Gangplank was raised to follow his father's greedy and murderous footsteps. Life in Bilgewater, the port city-state known as an international den of pirates, wasn't easy, and the young Gangplank quickly grew to become the most ruthless and feared pirate in all Bilgewater, eventually murdering his own father and claiming his ship, the Dead Pool, for his own. However, aware that the changing political situation and appearance of the League would eventually overtake Bilgewater, he volunteered for the position of representative of the city in the League.

Gangplank is a fighter-support champion that couples strong single target damage with powerful utility spells and global presence. His passive, Grog Soaked Blade, makes his basic attacks apply a stacking poison debuff on his targets, damaging them over time and slowing them. With his first ability, Parrrley, Gangplank shoots a target enemy with his flintlock, damaging them and applying Grog Soaked Blade. If the ability kills its target, Gangplank gains bonus gold and refunds half the mana cost. His second ability, Remove Scurvy, makes Gangplank eat a large amount of oranges, healing himself and removing all crowd control effects. His third ability, Raise Morale, passively increases Gangplank's physical power and movement speed, and can be activated to fire his flintlock into the air, doubling the passive bonus and giving nearby allies half that amount for a brief duration. His ultimate ability, Cannon Barrage, marks a big area anywhere on the map for his ship to fire at, calling down a hail of cannonballs that damage and slow enemies inside that area.

Gangplank's alternate skins include Spooky Gangplank, Minuteman Gangplank, Sailor Gangplank, Toy Soldier Gangplank, Special Forces Gangplank, and Sultan Gangplank.

Associated tropes:

  • Art Evolution: Received an upgrade to his classic model, artwork, and character portrait.
  • Badass Normal: He has a pistol, a cutlass, a supply of oranges, and a ship ready to bombard the battlefield on command. The only thing even remotely magical is the oranges - and those aren't really a part of him.
  • Bad Boss: His Raise Morale ability used to require him to kill one of his own team's minions to give himself and nearby teammates a stat boost. The 1st volume, 17th issue of the Journal of Justice makes this especially clear when he was about to shoot one of his own crew after losing a contest, only stopping when Miss Fortune offered her grog stores in exchange for the man's life. A witness found it very surprising that he didn't go through with it since he's never stopped from killing his own men before.
  • Booze-Based Buff: Weaponized — his passive "Grog-Soaked Blade" causes hits basic attacks and Parrrley to do damage over time and slows targets.
  • Combat Pragmatist: It's quite telling how in a world of devastating magic and deadly martial techniques, Gangplank can still ruin an opponent's day by simply pulling his flintlock and shooting them in the face.
  • Critical Hit: His Parrrley ability is famous for its potential with them — most abilities cannot critically hit, or technically may critically hit from the attack the ability modifies, but completely ignores the ability's damage numbers. Parrrley can both critically hit and adds in the ability's base damage numbers before multiplying to lead to some very devastating damage bursts if he's lucky.
    • Critical Hit Class: Because of this, he's one of the very few champions that can take this build and make it work. In addition, this leads to the nickname of "Critplank".
  • Death from Above: The aforementioned hail of cannonballs.
  • Evil Laugh: If the cannonballs raining down to flatten you didn't catch your attention, Gangplank's laughter will inform you of a Cannon Barrage in your midst.
  • Fan Nickname: "Bankplank" for the extra gold he gets from farming with Parrrrley (something he should be doing a lot of) in addition to the extra gold he gets any time he kills a unit from core item Executioner's Calling. It's also common to hear him called something along the lines of "Midplank", "Jungleplank", "Gankplank", "Tankplank", or "Supportplank" depending on what role he's fulfilling doing that match.
  • Firing in the Air a Lot: Well, it's really just once, upon casting Raise Morale or Cannon Barrage.
  • Gameplay and Story Integration: The story of Miss Fortune buying off a crewman's life was undoubtedly a Continuity Nod to Gangplank's Raise Morale having the "execute a minion" aspect removed.
  • Ghost Pirate: Spooky Gangplank takes the translucent-with-glowing-blue-smoke approach.
  • Hope Spot: So you just barely made it out alive with a sliver of health, awesome! Then the cannonball barrage begins right where you're standing...
  • Jack of All Stats: One of Gangplank's strongest draws is how well he fits into a variety of team roles. He can be a carry, a jungler, a tank, and even support Gangplank isn't completely unheard of.
  • Lightning Bruiser: Turns everyone around him into these with his Raise Morale - and Gangplank himself is no slouch thanks to his infamous oranges.
  • Luck-Based Mission: Cannonball Barrage used to be this. Since an enemy would be slowed if a cannonball hit them (and the slow stacked), there would be two outcomes: walking out completely unharmed or getting obliterated by several cannonballs in a row. It was changed to be less polarizing; everything in the blast area is slowed and getting hit applies only one additional slow.
  • Magikarp Power: His mana limits him from being exceptionally dangerous against many opponents early-on, but his abilities' utility and Parrrley's extra gold upon last-hits as well as its range allow him to get by in even some of the worst match-ups for him to later become a useful team member and terrifying enemy, especially when his Parrrley critically hits and applies Trinity Force.
  • Mundane Made Awesome: Remove Scurvy is literally Gangplank just eating a bunch of oranges. This heals him and cleanses crowd control, meaning that handful of fruit lets him make a mockery of anything and everything up to the power of time and space itself.
  • The Musketeer: Swings his cutlass normally but pulls his pistol out for Parrrley and his critical animation.
  • No Sell: Gangplank can get stunned, silenced, slowed, rooted, feared, etc. all at once... and just walk it off once he pops an orange in his mouth.
  • One-Hit Kill: With the help of stat increasing items, and a bit of luck with critical hits, the round fired from Parrrley can do some insane damage, taking out a squishy target pretty much on its own.
  • One-Man Army: He's a melee carry; this is generally what melee carries become.
  • Pirate: Even gains a buff saying 'Yarr, I'm a mighty pirate' in game - not that it does anything.
  • Self-Made Orphan: On his 18th birthday, Gangplank stabbed his father in the back and took control of his ship. Having raised him to be the most ruthless pirate possible, this made his father quite proud.
  • Sword and Gun: Of course, he's a pirate!
  • Talk Like a Pirate: Completely ignoring the fact he actually is a pirate, he has an ability called "Parrrley". The list just goes on from there.
  • Trademark Favourite Food: Oranges, based on his "Remove Scurvy" skill during which he eats citrus fruit.
  • Villainous Demotivator: Ever since his "execute a minion" mechanic for Raise Morale got scrapped, he seems content to just fire his pistol in the air and achieve the same effect with just the threat alone.
  • You Have Failed Me: Mentioned under Bad Boss.

    Garen, the Might of Demacia 

Voiced by: Jamieson Price

"The most effective way to kill an opponent is to slice through the man next to him."
Garen, on front line strategy

The paragon of Demacia, who leads his men in the code of his city — never make excuses, retreat, or surrender in combat. In a battle against Demacia's rival Noxus, Garen fought Katarina, the Sinister Blade. Their clash was described as the two being "locked in a mortal waltz set against a symphony of clashing blades." Both survived, Garen left breathless after the battle for the first time in his career — rumored to be for reasons other than exhaustion. While Garen did not entertain this gossip, he consistently sought to fight her again thereafter, personally considering the pursuit of a Worthy Opponent on the battlefield the validation of a true warrior's existence.

Garen is a fighter-tank champion that merely shrugs off most attacks while he cuts swathes through opponents in the middle of their team. He does not use mana or any other resource for his abilities; as long as they're not cooling down, he can cast them. His passive, Perseverance, heals a percentage of his maximum health every second if he stays out of combat for a few seconds. His first ability, Decisive Strike, increases Garen's movement speed and makes his next basic attack deal bonus damage and silence his target for a few seconds. His second ability, Courage, passively increases Garen's armor and magic resistance by a percentage, and can be activated to protect himself with a shield that reduces incoming damage for a brief duration. With his third ability, Judgment, Garen spins his blade around him in a whirlwind, damaging all enemies around him for a few seconds, during which he can freely move. His ultimate ability, Demacian Justice, strikes a nearby enemy champion with a powerful finishing blow, dealing increased damage the more health they are missing.

Garen's alternate skins include Sanguine Garen, Desert Trooper Garen, Commando Garen, Dreadknight Garen, Rugged Garen, and Steel Legion Garen.

Associated tropes:

  • Acrofatic: Well, he's probably not fat, but he's extremely nimble for the amount of muscle and armor weighing him down He even does one-handed handstands as of his visual update!
  • Ascended Meme: Garen is now teaching Demacian soldiers the ways of Battle Regiment of Ultimate Soldier Heroism.
  • Authority Equals Asskicking: Garen commands an elite Demacian unit called the Dauntless Vanguard, and leads it from the front. He's the paragon for all Demacian military leaders for a reason.
  • Awesome McCoolname: Garen Crownguard.
  • Badass Beard: Seen in this little trailer. Time will tell if it will stick at all. He also has one on his Rugged Garen skin. The Twist of Fate cinematic shows him without one though.
  • Badass Cape: His blue Scarf of Asskicking is long enough to be wrapped in a way to make it as work as this.
  • Badass Family: The sixth issue of the Journal of Justice states Garen's entire family have spent long careers in the Demacian military, his sister in particular is currently working as a very skilled magician.
  • Badass Normal: According to League standards. Emphasized by the fact that he is one of very few champions to not have Mana or Energy as limitations, just cooldowns.
  • Battle Cry: His Courage skill can cause him to shout "DEMACIA!" Otherwise, he can yell out one of two variations of "CHARGE!"
  • BFS: His sword is practically as tall as him.
  • Blood Knight: Of sorts, he does consider the possibility of fighting of a Worthy Opponent to be the reason to get up in the morning for a true warrior. Otherwise, he remains allied and under the banner of Demacia.
  • Boring, but Practical: His laning phase consists of jumping out of bushes using Decisive Strike, Judgement, maybe Courage, then right back to bushes to rinse and repeat. Insanely effective.
  • Brother-Sister Team: One of his best partners in a team is his sister Lux, who can snare or slow victims into Judgement, shield the melee warrior and fire a double rainbow in case Demacian Justice isn't enough.
  • Close Range Combatant: Garen's damaging abilities include requiring hitting a target while right next to them, a bit farther than that, and lastly his ultimate is a bit farther than that last one too. He's pretty much never going to be untouched by anything with range that he seeks to attack.
  • Cool Shades: Commando Garen.
  • Cool Sword: His own sword, a cool sword appears over enemies hit by a Critical Hit from him, his Decisive Strike causes one to appear over enemies when hit by them, an even bigger one appears over enemies hit by his ultimate Demacian Justice... he's pretty much Cool Sword the League of Legends champion. His Steel Legion skin gives his sword a thunder element as well as completely redesigning it. It is awesome.
  • Crutch Character: How Garen used to be - with some crowd-control assistance, he's extremely lethal during the early-game phase - or against enemy champions whose kits require them to fight Garen at a range where he's probably going to be much stronger in the beginning, sometimes to the point of securing a game-winning edge. But if enemy team plays it safe enough, Garen would not scale well enough to make him a particular threat later in the game. His abilities and numbers were later majorly tweaked so this no longer applied to him - his power curve is more even overall now.
  • Darker and Edgier: His Dreadknight skin.
  • Dating Katwoman: Possibly. On the surface their rivalry puts them as bitter enemies, but the amount of subtext confuses the issue somewhat.
  • Dynamic Entry: His Decisive Strike is practically made for this — it speeds him up, removes slows, does extra damage in addition to silencing the target of his next hit.
  • Environment Specific Skin: Desert Trooper Garen
  • Everything's Better with Spinning: Decisive Strike has Garen do a downward slash after a forward somersault in the air, his main source of damage Judgement is a 3-second-long Spin Attack, he has an idle animation in which he spins his sword in a figure-eight and his taunt animation has him throw his sword up in the air spinning to catch it backwards.
  • Fashionable Asymmetry: A fairly subtle example considering the game's bird's-eye view in addition to Garen's large vambraces and Shoulders of Doom, but regardless, Garen's left arm is unclothed aside from said vambraces and Shoulders of Doom. Rugged Garen has only one shoulder-pad, on his right.
  • Finishing Move: His ultimate ability is made for this, doing more damage for health the target is missing.
  • Gameplay and Story Segregation: The ninth issue of the Journal of Justice's first volume states that Garen's sword striking from above when he finishes off an enemy is just what it appears to those watching, rather than his ultimate being just that in the game.
  • Good Is Not Nice: Much of Garen's lines are encouraging and hopeful. But some of them when he attacks are instead more grimly regarding his enemies as villains or asserting his assurance in his righteousness...
  • Gradual Regeneration: His Perseverance ability, if he is not damaged by monsters or enemy champions and turrets while using it.
  • Hey, It's That Voice!: Some players have noted his English voice sounds just like the English voice for Iron Tager. Or Algol.
  • I Can Still Fight: The idea behind his passive ability, shrugging off his injuries, backing off a little and catching his breath when he's supposed to be retreating back to base... but he can't still fight immediately.
  • Incoming Ham: As an initiator, using Decisive Strike and Courage usually means he's charging straight into the enemy team, shouting "Demacia!" or "Charge!" along the way.
  • Knight Templar: He's not just fighting for his country and homeland, he believes fully in its borderline-Knight Templar creed of justice.
  • Large Ham: His old voice spoke with such confidence he arguably borders on this trope; his updated voice completely takes this trope and runs with it. It still seems to work for him.
  • Leaning on the Fourth Wall: The ninth issue of the first volume of the Journal of Justice discussing him and outlining a training program he made to overhaul Demacian's military training is pretty much this, mentioning his in-game abilities constantly.
  • Light 'em Up: While Garen's abilities are canonically completely physical, his abilities' animations bright-golden colours give an aesthetic which would imply this, especially his Decisive Strike on-hit effect which causes his sword's hilt to glow with golden-light while active. His Steel Legion skin does this with blue lightning instead.
    • Because of this, one can assume the glowing from his abilities is from his sword and not Garen having some kind of magic powers... which still doesn't explain the shield that Courage throws up.
  • Lightning Bruiser: A durable and damaging melee fighter who charges to his enemies and then spins around with his sword.
  • Love at First Punch: Katarina fought him to an apparently epic standstill and he constantly sought to fight her again. The subtext in the official bio is obvious enough to make it this trope.
  • Meaningful Name: Garen is a name that means guard or guardian in Germany. Combining that with his last name for extra meaning toward guarding the crown. And he actually has acted as a guard of a royal family of Demacia, as Urgot's League Judgement has him and his forces attacking Urgot, saving the life of Jarvan IV, the Crown Prince of Demacia, by a hair.
  • Megaton Punch: One of Garen's auto attack animations used to be punching his target, worked just as great as swinging his sword instead. A parallel to Kat, since one of hers is a kick. This was sadly removed after his visual update.
  • Mighty Glacier: Comparatively in gameplay - while he lacks a instant gap-closer unlike other melee fighter champions, which are not hindered by slow effects, Garen's durability from Courage's effects is immense and the steel whirlwind that is his Judgement ability is something his enemies prefer to avoid.
  • One-Handed Zweihänder: His sword is almost as long as he is, yet most of his animations have him swing it with one hand (save for the animations of critical striking autoattacks or Decisive Strike). His signature Judgement ability has him do this in a one-handed Reverse Grip, as can be seen below.
  • Patriotic Fervor: Yup, even more mentions of Demacia with his updated voice. It's even his dying quote.
  • Reverse Grip: While not easily apparent in-game, it can be seen in still screenshots of Garen using his Judgement ability that he holds his sword in this manner for the ability's duration.
  • Scarf of Asskicking: A large and long blue one wrapped around him in a way that makes it look a lot like a Badass Cape.
  • Schmuck Bait: "Where did Garen go? Is he here in the bru-" "DEMACIA!!!"
  • Sculpted Physique: The breastplate of Garen's in-game model seems to be chiseled like a muscular male-torso.
  • Screaming Warrior: DEMACIAAAAAA! If you don't hear this every minute or so, its not Garen - it's an imposter.
  • Ship Tease: According to a Journal of Justice article, Blitzcrank's dating service found that he and Katarina are a good match for each other. This was furthered with this visual update, giving him new /joke emotes near an enemy Katarina while he's showing off his handstands. Just... listen for yourself:
  • Shout-Out: They cover his shoulders and the sockets they're in. Some of his alternate skins amplify this with shoulder-pads that are large enough to go outwards off him in the air and cut a figure off from his body. With his Steel Legion skin, he has gone full blown Space Marine. note 
    • His depictions in the Chinese artwork tend to amplify this even further. They aren't too far away from the main article's picture of that Space Marine.
  • Skill Gate Character: The fighter of the tutorial champions and a solid starting champion given his low IP cost. Garen has some decent innate damage and toughness as well as a lack of mana, making him beginner-friendly, and teaches players how to execute ability combos (Decisive Strike, Courage, then Judgment) then finish off weakened foes with an execution ability (Demacian Justice). To players facing Garen, he also teaches them why face-checking brushes is a bad idea, to the point where the official tutorial uses Garen ambushing Teemo from a bush using his Spin Attack to illustrate that point. He isn't a bad champion at higher skill-levels though it should be noted that experienced players are wise to his tricks and have a better idea of how to deal with him.
  • Spin Attack: His Judgement ability in a nutshell. Many others would also regard it as Garen in a nutshell.
  • Sword Pointing: Done for a second in his taunt animation, after which he tosses his sword into the air spinning to catch behind him.
  • Walk It Off: His passive ability, Perseverance, is for this; if he spends a few seconds not taking damage from champions or turrets, he starts regenerating health at a pretty fair rate. This can be rather problematic for his opponents: if they have no way of harassing him from afar, they have to either walk toward the brush he's no doubt hiding in to interrupt Perserverance or just let him regenerate as he bides his time.
  • Weapon Twirling: An idle animation of Garen has him swing his sword in a figure-eight with one-hand in front of him.

    Gragas, the Rabble Rouser 

Voiced by: JS Gillbert

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

A giant of a man who loves drinking and fighting, Gragas set out on a quest to concoct the ultimate brew, one that could help him achieve intoxication of a previously unknown caliber. His journey led him to the uncharted wastes of Freljord where he chanced upon a shard of un-melting true ice that not only chilled his beverage but imbued it with magical properties. After completing his concoction, Gragas ventured into civilization to share it when he happened upon Ashe in the middle of a tenuous negotiation with several Freljord tribal leaders. Outraged at the intrusion, the Freljord warriors insulted Gragas and, for their troubles, Gragas threw himself into them, sparking a brawl that lasted the entire night. The next day, Ashe proposed that they share a drink instead of trade more blows, and the tribesman bonded in peace over their love of Gragas' ale. Although hailed as the hero of the hour for preventing a potentially bloody conflict, Gragas was still unsatisfied with his masterpiece and pressed on in search of ingredients. The most recent bunch of ingredients proving to be a daunting task even for him alone has decided to join the League to get the precious ice.

Gragas is a mage-fighter champion who slams headfirst into the enemy team, enduring enemy punishment while he throws down powerful multi-target damage and crowd control. With his passive, Happy Hour, Gragas takes a drink whenever he casts any ability, restoring a small amount of his maximum health. His first ability, Barrel Roll, rolls his cask to a nearby location where it will ferment for a brief duration. When the ability is reactivated or the duration end the cask explodes, damaging and slowing nearby enemies depending on how long it fermented. With his second ability, Drunken Rage, Gragas takes a long drink from his cask, reducing all damage he takes for a small duration. If he finishes the drink his next basic attack will be transformed into a powerful cask slam that deals bonus damage based on the target's maximum health. His third ability, Body Slam, makes Gragas jump forward belly first, damaging, slightly knocking back and briefly stunning the first enemies he collides with. If he hits an enemy, the cooldown of the ability is reduced. His ultimate ability, Explosive Cask, hurls his cask at a nearby area, causing a huge explosion that heavily damages and knocks back all enemies in that area.

Gragas' alternate skins include Hillbilly Gragas, Scuba Gragas, Santa Gragas, Gragas Esq., Vandal Gragas, and Oktoberfest Gragas.

Associated tropes:

  • Acrofatic: Despite being decisively the fattest champion in the League, his Body Slam Dash Attack ability grants him a fairly great amount of mobility even among other melee champions.
    • His rarely seen Critical Hit animation (due to his kit being fairly lacking reasons to build the stat) is flopping his massive belly very outwards. He can clearly move himself with surety.
  • The Alcoholic: To be concise...
  • Badass Beard: It's almost as enormous as he is.
  • Bash Brothers: With Jax, according to some of the lore. They are known to spill drinks in the taverns when off the Fields of Justice.
  • Big Fun: How his in-game lines make him seem, with a good amount of boisterous statements and being an obvious alcoholic party-animal.
  • The Big Guy: Gragas is only a human, but he's massive.
  • Boisterous Bruiser: Gragas is not The Alcoholic whom is Drowning My Sorrows. He's in the League of Legends because he was asked to join, and it's pretty obvious from playing him that he finds it quite fun.
  • Booze-Based Buff: He restores health due to drinking from his cask every time he uses an ability, and Drunken Rage restores mana, as well as greatly increasing attack damage and reducing damage taken for 20 seconds. No seriously, it's a lot of attack damage. If the value of it were on another champion's kit who better scaled with attack damage, it would be broken. Since his brews have been imbued by a magical piece of ice, it's a Justified Trope.
  • Difficult but Awesome: His Barrel Roll ability travels quite slowly - it takes around two full-seconds for it to reach its destination from full-range at the start of casting the ability. His mana-costs are rather high, making his early-game somewhat painful. The knockback of his Explosive Cask ability can save enemies or doom allies if misused. With practice, he's a Lightning Bruiser who will deal large amounts of burst-damage, using his ultimate to split enemy teams apart or kill squishier enemies by pushing them into his own team's front-line.
  • Drunken Master: He restores mana, gains attack damage and takes reduced damage after getting a drink from his Drunken Rage ability. Justified Trope, as his ales have been affected by the exotic ingredients he's been using in them.
  • Expy: Every stereotypical dwarf ever. Although he sure as hell ain't no dwarf!
  • Gargle Blaster: Gragas' goal is to concoct a beverage so potent that even he can't handle it.
  • Gasshole: Every completed use of his Drunken Rage ability is accompanied by a loud burp.
  • Good Old Fisticuffs: His autoattacks are a downward hammer fist or a downward headbutt. Powered by his Drunken Rage ability, they'll hit a fair bit harder than the average Squishy Wizard's (though usually less than other champions that usually make use of autoattacking stats).
  • Gonk: Fattest champion in the League, bar none.
  • Hair-Trigger Temper: Responded to a volley of insults with a headbutt. Granted this is how most bar fights begin.
  • Jiggle Physics: Fortunately not for his bared breast, but his belly is constantly shaking as he moves and attacks.
  • Lightning Bruiser: Despite his massive size, he can still charge at you and Body Slam you, as one of his abilities can attest. His Drunken Rage ability makes him naturally hardier than most mages.
  • Made of Explodium: His Barrel Roll and Explosive Cask abilities. Unlike most examples, his kegs don't explode with any sort of fire or heat in its animations. They're just barrels of ale which... explode. Though not explicitly stated, the reason behind it can be inferred to be due to the magical shard of ice he found. Explosive Cask explodes with such force it can knock enemies back farther than the range of most champions.
  • Magikarp Power: His early-game is somewhat painful since his main source of damage (which also serves as his only source of ranged damage at first and main source of pushing) will drain his mana pool in no time flat, leaving him nearly helpless. Once he gets past that and builds some ability power, his Barrel Roll ability annihilates minion waves with ease, his Body Slam will let him escape hairy situations and close in to exploit your enemies' tactical errors, the knockback of his Explosive Cask ability is significant enough to win late-game fights just by producing a very temporary numbers advantage for his team, and his kit in general can pull off a lot of burst damage.
  • Mundane Utility: The magical shard of ice he found in the Howling Abyss which he uses for making his liquor "had a handy side effect".
    Not only did this unmelting shard imbue his lager with incredible properties... it kept the mixture chilled at the perfect serving temperature.
  • Never Gets Drunk: Well, yes and no. He is pretty much always drunk, but his massive girth gives him such a high resistance to alcohol that he's unable to get as drunk as as he wants to. This is why he seeks to brew something that will.
  • Not the Intended Use: Originally designed to be a short-range beefy tank that absorbed damage and used his long-range attacks to debuff and displace opponents and help his team, not kill. Players quickly picked up on how greatly he scaled his magical power and he currently is favored in squishier, more burst damage-based mage position.
  • Oktoberfest: His skin of the same name wears lederhosen and throws around beer casks.
  • Silliness Switch: Playing Gragas in general is markedly more humorous than his other compatriots in the League. Even among the more lighthearted champions, Gragas' concept of a nearly undressed large boisterous fatass that throws exploding barrels of ale and body slams into his enemies can be seen as a step above them in facetiousness.
  • Sophisticated as Hell: Gragas Esq. retains all the drunken uncouthness of regular Gragas in a high-class suit.
  • Splash Damage Abuse: Averted Trope, as the base damage of his Body Slam ability will be split up between targets hit down to a cap, meaning he'll tend to do more damage if he hits only one target instead of multiple ones.
  • Squishy Wizard: Averted Trope, as his Drunken Rage ability grants him damage reduction that gets quite significant at later levels, something of a necessity since one of his damaging abilities will put him next to enemies. However, since the lion's share of his abilities' damage is in ranged abilities that don't put him right next to enemies regardless, one can still opt to pull him off built more Glass Cannon.
  • Stout Strength: He even lives in mountains! He's pretty much the fattest character in the game by far and is stated in his background to loom over the tallest man. At first glance he's doesn't seem anything more than an uncouth though impressively large drunkard but nonetheless, he holds his own among the League's experienced soldiers and deadly assassins.
  • Stone Wall: Gragas is encouraged to build health in addition to ability power. Between his passive healing from using his abilities and Drunken Rage restoring his mana, it can be difficult to force him out of the lane.
  • Super Serum: His brews have been affected the exotic and magical ingredients used in them.
  • Throw a Barrel at It: It's his whole schtick.
  • Use Your Head: Against all pretenses of reason, logic and comfort, one of Gragas' regular autoattack animations is a downward headbutt which he can utilize against all manner of monsters and fully-armoured warriors in-game without fear of self-harm.
  • Violent Glaswegian: Pretty much what his drunken, red-bearded character design is going for.
  • A Wizard Did It: The odd properties of his barrels of ale in game can be seen as being explained behind the magical shard of ice he found and uses.
    • This was used even further by living by a Nexus in his old background - even his enormous height and width was explained by it.
  • Walking Shirtless Scene: His clothing is rags around his waist and groin and some ropes wrapped around his limbs and one across his torso like a sash. There's nothing else.
  • Wrestler in All of Us: His Body Slam ability is a highly-entertaining concept and you should use it.

    Graves, the Outlaw 

Voiced by: Kyle Hebert

"They got a sayin' in the locker: ain't got nothin' but time to plan."

Malcolm Graves was a conman and gunslinger who formed a partnership with Twisted Fate years ago. When Twisted Fate sold Graves out to a business man he had robbed in exchange for a chance at magical power, Graves spent his time in prison plotting his eventual revenge. Once he got free, he came to the League to settle his score and let his hextech shotgun do all the talking.

Graves is a marksman champion who is actually encouraged to fight up close and personal, throwing down powerful burst damage at short range. His passive, True Grit, gives him a stacking armor and magic resistance bonus as long as he stays in combat. His first ability, Buckshot, fires three bullets in a cone in front of him, damaging all enemies they pass through. His second ability, Smoke Screen, fires a smoke canister that covers a nearby area in smoke, damaging, slowing and preventing enemies inside from seeing outside the smoke screen. His third ability, Quickdraw, makes him dash a short distance forward, gaining attack speed at the end of the dash. Attacking an enemy reduces the cooldown of the ability. His ultimate ability, Collateral Damage, fires a powerful shell in a line that explodes upong hitting an enemy or reaching its maximum range, sending fire and shrapnel that damages all enemies in a cone behind the explosion point.

Graves' alternate skins include Hired Gun Graves, Jailbreak Graves, Mafia Graves, Riot Graves, and Pool Party Graves.

Associated tropes:

  • Badass: Seriously, it has to take some balls to be a marksman with an incentive to actually get up close to your enemies. Also has the Badass Beard and Badass Cape to go with it.
    • Badass Baritone: His voice is very gravelly.
    • Badass Beard: As pictured.
    • Badass Cape: Bit shorter than most, being more of a shawl.
    • Badass Normal: Which contrasts him with Twisted Fate. While TF is a magically-charged, teleporting Death Dealer, Graves is just a man with a big gun and an even bigger chip on his shoulder.
  • Bash Brothers: Used to con and fight (people don't like being conned, and all...) alongside Twisted Fate. Used to.
  • Berserk Button: Twisted Fate. When Graves realized Twisted Fate was the one holding his league judgement it sent him flying into a blood-boiling rage, screaming his intentions to his ex-parter-in-crime right then and there. He even noted he didn't know how much seeing Twisted Fate again would get to him.
  • BFG: His shotgun is stated to be unnecessarily large, but it suits him just fine.
  • Card Sharp: In his past. He met Twisted Fate when both drew a hand of four aces at a high-stakes card-game's end.
  • Close Range Combatant: He's this compared to the vast majority of ranged carries, having short autoattack and ability range (with the exception of Collateral Damage) but getting nice bonuses for constantly staying up close to his opponents. His dash ability is even intended to be used offensively, giving him an Attack Speed bonus and having its cooldown lowered by attacking, though it can certainly be used to get out of bad situations too.
  • Cool Shades: Hired Gun Graves wears a pair.
  • Covered with Scars: As stated in his League Judgement.
  • Crutch Character: His short autoattack range and burst will definitely fall flat late game since teamfights mostly prioritize on attack damage carries. Winning the game as quickly as possible is very essential for Graves to be useful.
  • Difficult but Awesome: His kit involves dealing a lot of burst damage that scales well in attack damage, having a skill that blocks vision on enemy champions, and a nice dash that increases his attack speed temporary. However, all of this involves dealing damage in relatively close range, which is relatively dangerous for an attack damage carry. If he doesn't have his passive fully stacked when he gets close to deal collateral damage, expect him to be toast within a matter of seconds. If he does, expect the enemy team to be completely toast.
  • Glass Cannon: Subverted Trope — amongst the marksman category, his passive makes him the least glass out of these cannons. He is penalized by having his potential effectiveness being lower if he fully utilizes his range as opposed to getting close/letting enemies get close to him. Doubly subverted by late game, where an extra 30 armor and magic resistance isn't that impressive once everyone has their items built and will extend his lifespan by a second or two at most if he comes under focus fire.
  • Fandom Nod: He was made in response to demands for a masculine marksman champion.
  • Foil: To Twisted Fate — Twisted Fate is an ability-power scaling mage whose kit makes him poor for head-on fights against most other champions, encouraging you to stay away from enemies almost all of the time save for when you can place yourself in a position where you have a significant numbers/health advantage, likely with his ultimate. Graves is an attack-damage scaling marksman whose kit encourages getting into your enemies' face as much as possible and his passive makes him naturally hardier than other carries to facilitate aggression.
  • Gallows Humour: His taunts and jokes in a nutshell.
  • The Gunslinger: If the outlaw/western theme didn't clue you in, the ability titled "Quick Draw" should've.
  • I Call It Vera: Or in this case, Destiny. Probably to contrast with Twisted Fate's luck theme. Or it's his way of saying how Twisted Fate will die.
    • Also the name of Twisted Fate's ultimate, probably a reference to their past.
  • Interface Screw: It's uncomfortable to realize in hindsight your team just lost a teamfight because Graves used his Smokescreen ability on your backline to turn the fight into a 3-4v5 in his team's favor for a few seconds.
  • Irony: He has lines in-game for noting the irony of using his Smokescreen ability on Nocturne (which blocks off vision for enemies inside it to just within the smoke, while Nocturne has an ultimate that globally cuts off the vision of all enemy champions to only what they personally can see [and Nocturne is especially known for his disturbing laughter or taunts upon using his ultimate])
  • Outlaw: Natch.
  • Rated M for Manly: A grizzled, bearded Cowboy Outlaw with a BFG shotgun, a passive of True Grit and says "I ain't got time to bleed." - statement brought to you from the man who narrated DRAGONBALL Z! for us in Bold Inflation.
  • Revenge: He joined the League to ruin Twisted Fate. Possibly meaning to kill him. Maybe both.
  • Shirtless Scene: Pool Party Graves walks around with nothing but a towel covering his chest. The creation of the skin was most likely influenced by the many threads asking for a shirtless Graves skin meant give the female players some fanservice.
  • Short Range Shotgun: His attack range is slightly shorter than the most common range for carries, but a Subverted Trope with Buckshot, of all things, having a seriously respectable poke range... then Double Subverted for Buckshot, as 70% of its damage potential is wasted from utilizing its maximum range.
  • Shotguns Are Just Better: He carries a shotgun of the Magitek variety.
  • Smoke Out: His Smokescreen ability stops enemies within it from seeing anything outside unless they are being attacked by them. It doesn't tend to work all that well for an escape, but as an offensive tool it can shut down opposing ranged champion hard.
  • Splash Damage Abuse:
    • His ultimate is a skill shot, so as a squishy you'd probably think that standing behind the tank and letting him soak it or just getting out of range would be a good idea, right? Try it; it's just what Graves wants you to do. You'll realize it once a third of your HP gets hacked off by the ensuing explosion.
    • His Buckshot ability is intended to benefit from this. From a distance it does respectable damage, but for targets in point-blank range that the three individual projectiles of the ability overlap upon, its damage increases by up to 70%.
  • Violation of Common Sense: If you're experienced with ranged carries, you'll probably find it very counter-intuitive to constantly dash closer to enemies instead of maintaining as much distance as possible in most cases. On the other hand, if Graves is the first ADC you get good at, this tactic does not carry over well to other ADC's who lack damage incentives to get close and built-in toughness mechanics.
  • Walking the Earth: Was forced to travel from and between the city-states in his past when things got too hairy for him, being an outlaw making an unsavory living from the underground.
  • We Used to Be Friends: Twisted Fate and him swindled people and scrapped against the inevitable discontentment together until Twisted Fate sold Graves out to a man obsessed with revenge over Graves' cheating him in return for a chance to get magical powers.

    Hecarim, the Shadow of War 

Voiced by: Scott McNeil

"You don't understand... the shadows will consume us all..."
Former Demacian Commander

A ghostly, undead centaur from the Shadow Isles who brings fear, suffering, and death wherever he goes. After appearing out of nowhere in Valoran, he initiated a relentless march towards the east, causing death and madness all the way through, until he reached the League and demanded entry into it.

Hecarim is a fighter-tank champion adept at using his high mobility to dive headfirst into the enemy team, spreading chaos as he hacks and slashes his way through. His passive, Warpath, allows Hecarim to move through units and increases his attack power by a percentage of his movement speed. His first ability, Rampage, cleaves all nearby enemies with his halberd, damaging them and granting Hecarim a stacking buff that reduces the cooldown of further Rampages. His second ability, Spirit of Dread, surrounds Hecarim with a ghostly aura that damages all nearby enemies and heals him for a percentage of the damage dealt to them while they're inside the aura. His third ability, Devastating Charge, gives Hecarim a movement speed bonus that increases over time and makes his next basic attack deal bonus damage and slightly knock back his target. His ultimate ability, Onslaught of Shadows, summons a group of spectral riders that charge alongside Hecarim in a line, damaging all enemies in their path and fearing enemies around his destination, forcing them to flee from Hecarim at reduced movement speed.

Hecarim's alternate skins include Blood Knight Hecarim, Reaper Hecarim, Headless Hecarim, and Arcade Hecarim.

Associated tropes:

  • Army of the Dead: On a smaller scale; Onslaught of Shadows conjures up a host of undead riders that flank Hecarim's charge for a moment.
  • Attack! Attack! Attack!: Hecarim's entire kit places emphasis on charging straight in in and hacking away until something is dead. His Rampage ability is meant for this, lowering the cooldown by a second each time it hits an enemy down to a cap, and can be spammed almost endlessly due to its low cost. Spirit of Dread heals him for a percentage of the damage enemies take within its circle while it's active. Smashing your enemies is now both fun and healthy! On the other hand, this all leaves him limited options besides "tactical withdrawal" and "full-out assault", unlike some other junglers.
  • Blade on a Stick: Wields a barbed lance.
  • Blood Knight: One of his skin names, but applies to Hecarim as a whole.
  • The Cavalry: Most junglers fulfill this role at some point or another but Hecarim takes it to a more literal level, galloping full-speed into the fray then smashing into the enemy's flank unexpectedly.
  • Death or Glory Attack: Hecarim seems to be built around this. Devastating Charge and Ghost into the enemy team followed up by Onslaught Of Shadows is a very powerful initiation maneuver that can throw their formation into disarray. However, this puts him right into the thick of it and thus depends on his team to follow up so that damage-into-healing from Spirit of Dread can keep him alive- if anything goes wrong he's probably screwed.
  • Dynamic Entry: A typical Hecarim gank involves starting Devastating Charge ahead of time, barreling straight into a lane, then knocking the victim toward his teammates, possibly following up with Onslaught of Shadows. This happens so fast that he can successfully gank even if the enemy saw him ahead of time and began to retreat as he approaches, something that few junglers can claim to do.
  • Evil Sounds Deep: Hecarim probably has the deepest voice in the entire game, which makes for one intimidating centaur-ghost-knight when combined with the spooky echo and the depressing things that he says.
  • Fake Difficulty: Like Cho'gath, Hecarim is large enough to physically cover smaller teammates like Yordles, potentially forcing enemies to target him instead of his tiny friend.
  • Faux Flame: He and his lance are wreathed in a blue spectral fire.
  • Foe-Tossing Charge: His Devastating Charge ability knocks enemies back. Onslaught of Shadows is a Foe Scattering Charge that causes enemies around him to run directly away from him when he stops.
  • Fragile Speedster: He starts off like this, having below-average dueling potential or toughness relative to other comparable fighters. He does, however, have impressive mobility with Devastating Charge that lets him roam around rather quickly and gank lanes relentlessly. The goal of many Hecarim builds is to capitalize on this and build items that let him become a Lightning Bruiser so that he becomes a terror later on in teamfights. It definitely helps that his Warpath passive gives him more hitting power the faster he runs.
  • Glass Cannon: He's this by default, though building towards survivability is a good idea to keep him alive after he plows into the enemy team and spreads havoc.
  • Headless Horseman: Headless Hecarim, although he does wear a pumpkin on his shoulders.
  • Healing Factor: Gains health based on damage dealt around him when activating Spirit of Dread. It's not much early on but activating it at the right moment in all-out teamfights allows him to soak up absurd amounts of damage.
  • Hellish Horseman: Oh yes. He's a terrifying undead, spectral centaur that will ride you down and kill you agonizingly just because he can.
  • Horsemen of the Apocalypse: A literal horse/man of War.
  • Horse Jump: Devastating Charge lets him hop over small walls to reach an enemy and his ultimate lets him pass through any terrain for a moment.
  • Ineffectual Loner: Sort of. He works well as a jungler and can roam around independently but overall he depends on being near his teammates lategame to maximize the healing effect of Spirit of Dread.
  • The Juggernaut: Hecarim's passive allows him to ignore any' unit collision by way of running over them. His ultimate also easily lets him go to where ever he wants in its pretty generous range - hope you see him coming to reduce the impact of it!
  • Lightning Bruiser: The more movement speed he gains, the stronger he gets. And he can be built to be tanky as hell. Good luck.
  • Nonhuman Undead: A spectral centaur.
  • Our Ghosts Are Different: Well, being a ghost-centaur is pretty different on his own. His armour and helmet are perfectly normal-looking, but his body is blue underneath and radiates blue flames along with his weapon.
  • Significant Anagram: "Hecarim" is "chimera" rearranged.
  • Spam Attack: Rampage can be used up to every 2 seconds and hitting something with it reduces the cooldown on the next use. This and autoattacking make up most of his damage output; players often build a Sheen due to Rampage's sheer spam potential so that every other autoattack now hits doubly hard.
  • Spin Attack: Rampage (again) has him spin his lance around him.
  • Super-Persistent Predator: It's difficult to shake off a Hecarim chasing you down, between his high movement speed, his capacity to trample through everyone in his path, and his ability to follow escapes over walls.
  • Was Once a Man: Potentially,if the spirit of the west altar in the Twisted Treeline is to be trusted.

    Heimerdinger, the Revered Inventor 

"Science is on the march. Look out!"

Heimerdinger is a brilliant inventor who studied in Piltdown, starting his own science academy. He's the most respected and brilliant engineer of the modern age, essentially Runeterra's combination of Leondardo Da Vinci and Albert Einstein. He dreams of building a weapon so powerful, it would make war a moot point. In order to test his experiments on real fights, without permanently damaging anyone, he joined the League.

Heimerdinger is a mage-support champion who uses his versatile inventions to deal with different situations and threats. His passive, Techmaturgical Repair Bots, increases the health regeneration of Heimerdinger and all nearby allied champions. His first ability, H-28G Evolution Turret, allows him to place up to three mechanical turrets that attack foes with both a rapid-fire short range machine gun attack and a long range laser that hits all enemies in a line, but needs to be charged over time. His second ability, Hextech Micro Rockets, sends a wave of five rockets that converge upon target location and then fan out, each rocket exploding upong hitting an enemy. With his third ability, CH-2 Electron Storm Grenade, Heimerdinger lobs a grenade at a nearby target location that releases an electric explosion, dealing damage and slowing enemies in the area. Enemies in the direct center of the explosion are stunned instead. His ultimate ability, UPGRADE!!!, makes his next ability free to cast and greatly enhances it. His H-28G Evolution Turret becomes H-28Q Apex Turret, which summons an enormous temporary turret that doesn't count towards the three turret limit, has greatly enhanced health and damage, slows the targets of its machine gun attack and charges its laser much faster. His Hextech Micro Rockets becomes Hextech Rocket Swarm, which fires a devastating barrage of four waves of rockets that deal increased damage. His CH-2 Electron Storm Grenade becomes CH-3X Lightning Grenade, which hurls a grenade that bounces three times in a line, each bounce releasing a shock blast that deals damage, slows and stuns enemies in the center of the blast.

Heimerdinger's alternate skins include Alien Invader Heimerdinger, Blast Zone Heimerdinger, Piltover Customs Heimerdinger, and Snowmerdinger.

Associated tropes:

  • The Ace: Is considered this among the inventor Yordles, which includes fellow League champions Ziggs and Rumble.
  • Ascended Meme: After his visual update, he gained a reference to the "raise your dongers" meme.
  • Clarke's Third Law: He's got a healing aura that can repair organic organisms, magic beings, machines, beings from another dimension and Yetis. How? Science of course!
  • Death of a Thousand Cuts: His specialty. He has notable burst in his micro-rockets, but the real damage comes from when you rush through his turrets and eat a stun grenade to the face, allowing the toylike machine guns you ignored to tear you to pieces.
  • Difficult but Awesome: May be somewhat squishy, but once you upgrade his health and magic damage, his missiles eat enemy reinforcements for breakfast.
  • Hammerspace Hair: After his visual upgrade, it appears that he stores a number of gadgets in his hair, including a claw and a rocket he uses in his recall.
  • Herr Doktor: He isn't actually German, but his name definitely invokes this trope.
  • Insistent Terminology: Even in tooltips, it's UPGRADE!. All caps, exclamation point mandatory.
  • Joke Character: Was considered this, but after his rework he is much more Lethal Joke Character
  • Last Name Basis: It wasn't until his rewritten lore was released that we were even made aware that Heimerdinger wasn't his entire name. His full name is Professor Cecil B. Heimerdinger.
  • Macross Missile Massacre: His bread and butter poke ability, a wave of rockets that quickly converge on wherever your cursor is, then spreads out. And then you UPGRADE! it becomes a bullet hell for your enemy.
  • More Dakka: You can place up to three turrets to augment your dueling potential.
  • My Brain Is Big: He went through an experiment that supposedly would allow him to use more of his brain simultaneously. It worked... but made his brain swell to the point where he looks like a yordle with a brain-shaped head.
    • Possibly averted after his visual upgrade, where it's much clearer that it's mostly his hair.
  • Nonfatal Explosions: Blast Zone Heimerdinger shows all the signs of having been in one.
  • The Turret Master: His unique ability. He can have two placed at most.
  • Weak Turret Gun: Their HP is about at par with the melee minions', and that's at their best. The damage starts off at caster minion level, then it gets better - the base damage can't match champion autoattacks, but it does scale with Heimerdinger's ability power. At least they fire somewhat rapidly. Of course, they're meant to supplement Heimerdinger's attacks, not be self-sufficient.

    Irelia, the Will of the Blades 

"The sword flourishes, as though painting with blood."
— Taken from a Noxian Field Report

The daughter of a famous Ionian martial artist, Irelia attempted to repel the Noxian invasion of her country alone. Taking up her father's blades, she was brought to the brink of death due to Noxian necromancy, but was resurrected by Soraka, also gaining the ability to control her family's swords with her mind. She was then made the captain of the guard for Ionia, and subsequently joined the League.

Irelia is a fighter-assassin champion who combines innate survivability and resilience with strong single target sustained damage. Her passive, Ionian Fervor, reduces the duration of crowd control effects on Irelia when she's close to enemy champions, the effect increasing the more champions she has nearby. Her first ability, Bladesurge, makes Irelia dash at a nearby enemy target, damaging them. If the ability kills its target, the cooldown is instantly refreshed and she regains half the mana cost. Her second ability, Hiten Style, passively makes all basic attacks heal Irelia for a small amount of health, and can be activated to double the healing and make all basic attacks deal bonus unblockable true damage for a brief duration. Her third ability, Equilibrium Strike, stabs a nearby target with her blades, damaging and slowing them. If the target's health percentage is higher than Irelia's, they are stunned instead of slowed. Her ultimate ability, Transcendent Blades, summons four floating blades that Irelia can fire to pierce all opponents in a line, damaging them and healing Irelia for a percentage of the damage done.

Irelia's alternate skins include Nightblade Irelia, Aviator Irelia, Infiltrator Irelia, and Frostblade Irelia.

Associated tropes:

  • Action Girl: Charges into the fray and starts hacking away, with dashes, slows and bladethrows galore.
  • Back from the Dead: Kinda, in the sense that her life ebbed away, but not completely, thanks to Soraka anchoring her soul to Runeterra.
  • BFS: A Logical Extreme to being able to wield it effortlesslyshe doesn't even hold it! Somewhat of a subversion as it's actually four smaller swords in one.
  • Bring My Red Jacket: Her clothing's copious use of red kinda brings this trope up since she practically died in her background, along with her death animation being rather violent and explicit compared to other champions.
  • Came Back Strong: Brought back from the brink of death with telekinetic powers.
  • The Captain: Well, In Name Only, as her character doesn't really have any other use of the trope.
  • Damn You, Muscle Memory: Unlike other melee assassins whose gap closer / Crowd Control is "E", her charge is her "Q" and her crowd control and damage is her "E".
  • Death by Origin Story: She got better, thanks to Soraka, even if she didn't completely die.
  • Determinator: She was described rising from the brink of death due to being unwilling to relinquish her home to the Noxian invaders. Although, that a fellow champion from the league used her magic to anchor her soul to Runeterra probably helped. In-game, surrounding her with superior numbers just means that she'll regard your crowd control as even more of a joke as she does her best to slice her way out of the situation.
  • Empathic Weapon: "The sword flourishes, as though painting with blood." It's not stated, but it could be why Irelia can use the weapon without touching it. It has a mind of its own.
  • Empowered Badass Normal: Already a gifted swordfighter before her "death", she became even more deadly with her Soul Jar acting as telepathic blades.
  • Family-Unfriendly Death: Upon falling in battle, her psychic blades rise up for a moment... and stab her in the chest. Possibly a Shout-Out to the Demon Hunter of Warcraft, who did the same.
  • Gameplay and Story Integration: In her backstory, Irelia (nearly) died fighting many enemies to defend her home and was able to resurrected due to her sheer willpower. This is reflected in her passive, which grants more and more innate Tenacity (ability to shrug off inhibiting stuns, snares, slows, etc.) with more enemy champions nearby.
  • Homage: With her bright red clothing, ability named "Hiten Style," and elements of blinding speed kills in her Bladesurge ability, Irelia may be one to Himura Kenshin. Her femininity arguably still helps this as Kenshin's a guy that has caused much Viewer Gender Confusion and was voiced by a woman in the Japanese anime. Xypherous confirmed that she is indeed based on Kenshin.
  • Implacable Woman: Her passive, combined with Mercury's Treads, allows her to shrug off a SHITLOAD of crowd control when surrounded by enemies; it still affects her, but it lasts for such a short amount of time that it barely even matters. Combined with Olaf and there is a duo of berserk chargers coming your way.
  • Implausible Fencing Powers: Her character and gameplay gives a bit of reference to this trope — her easy use of her BFS is a Justified Trope since she wields it telepathically, and using Bladesurge as long as she has enough mana on weak targets when she's strong enough will lead to a razor storm of One Hit Kills.
  • Lady of War: Her use of her sword without even holding it is practically a Logical Extreme to the stereotype that females don't rely on strength to fight. In spite of that, she takes hits like she was made out of goddamn diamond.
  • Lightning Bruiser: Has a dash, is tough as hell, and can dish out good damage. After a bit of time for the community to figure her out, she proved to be such a Egregious example of the trope she received a slew of Nerfs to balance her. After some base-stat increases, she went back to being a ticking bomb on a fairly short-fuse to her enemies, and saw a lot of play/banning at the Season Two World Championships. One of the game's developers suspected her existence power creeped the top-lane she generally went to as champions that hoped to be competitive there would desperately need to shut her down hard, and quickly.
    • Irelia could be seen as the codifer for a particular brand of Lightning Bruiser in League of Legends with powerful mobility, means of sustainability, and their own forms of crowd control all in one. Many new champions have taken this formula since.
  • Living Weapon: Her father's ability with swords was rumored to "make them able to breathe." Now she uses one without even touching it.
  • Magikarp Power: Starts out a bit unimpressive. Arises to near-One-Man Army status in a bit of time.
  • Mind over Matter: After being brought Back from the Dead by Soraka, her sword rose along with her, and she fought without even touching it. It has not been stated if she can do this over other objects, so it's assumed she can't.
  • Ninja: Nightblade Irelia.
  • One-Man Army: After she gets going, she can easily charge into mobs and slice her way through without any fear of dying thanks to her massive damage output, enormous crowd control reduction, natural tankiness, and sizable lifesteal, not to mention that she's one of the few characters in the game capable of dealing all three types of damage (physical, magic, and true), making it extremely difficult to itemize against her.
  • Our Liches Are Different: Word of God has stated on multiple occations that Irelia is one after being brought Back from the Dead - she's also as far away from your typical lich as you can get - The only thing that makes her one is the Soul Jar she now has, and that's it. No death-centric theme, no necromatic abilities, no looking like a corpse - just a woman charging into the fray and hacking people to pieces with said Soul Jar.
  • Seppuku: One possible interpretation of her death animation is that she commits this instead of dying. Although another interpretation is that she loses control of her blades, which opens up some Fridge Horror - her own Soul Jar wants her dead, and only her control over it is preventing this.
  • Soul Jar: Thanks to some quick thinking by Soraka, her sword has become one - it's why she's able to move it effortlessly..
  • Storm of Blades: Her Transcendant Blades flings some around.
  • Throwing Your Sword Always Works: Especially if you can move it with your mind.
  • You Gotta Have Blue Hair: Her default splash depicts her hair as being a light, almost silvery blue, but her in-game sprite and Chinese art have it as dark blue.

    Janna, the Storm's Fury 

Voiced by: Erin Fitzgerald

"Do not be captivated by Janna's beauty. Like the wind, she is one gust away from terrible destruction."

A beautiful orphan and thief from Zaun who discovered her elemental ability to control the weather and became an avatar of the element of wind. Seeking to right the injustice in the world, specially the horror her native city had become, she brought her talents to the League.

Janna is a support-mage champion who uses her wide array of disables and displacement abilities to protect her allies from harm. Her passive, Tailwind, increases the movement speed of nearby allies. Her first ability, Howling Gale, creates a powerful tornado at Janna's location that charges for a few seconds and then flies forward in a line, damaging and knocking up all enemies in its path. Janna can reactivate the ability to prematurely fire the tornado, but at the cost of damage and range. Her second ability, Zephyr, summons a wind elemental that follows Janna around and passively increases her movement speed and allows her to move through units. She can also activate the ability to fire the elemental at a nearby enemy, damaging and slowing them. Her third ability, Eye of the Storm, protect a nearby ally or turret with an air shield that absorbs damage and also grants them an attack damage bonus while the shield lasts. Her ultimate ability, Moonsoon, releases a powerful blast of wind that knocks all surrounding enemies back while Janna channels for a few seconds, healing all nearby allies.

Janna's alternate skins include Tempest Janna, Hextech Janna, Frost Queen Janna, Victorious Janna, and Forecast Janna.

Associated tropes:

  • Badass Pacifist: Played well, Janna will end a match with like five minion kills total, existing solely on passive gold gain. Oh, and assists. Hundreds of assists for juggling enemy champions and helping her allies pounce on them.
  • Blow You Away: Yes, it's true — for $2.95 a minute, she'll leave you... breathless. Er, we mean she has wind powers. note 
  • Captain Ersatz: Her backstory and design is very similar to Storm. Her Tempest Janna skin basically is Storm.
  • Difficult but Awesome: Janna is listed as being rather high up the difficulty curve because her skills, which are dependent on timing to an extent even Zilean doesn't mess with, are best exploited by a player who has been around the block a few times. The best example is her ultimate, which, if cast a second too early or late, can mean the difference between winning a teamfight (or disengaging from one) and utterly screwing her team over.
  • Does Not Like Shoes: Her classic skin has her not wearing shoes, which makes sense given as an avatar of air, she doesn't walk, she floats/flies to an area.
  • Fragile Speedster: One of Janna's skills grants her a speed buff when it's not on cooldown, and her passive gives her whole team a slight speed buff. Between the two, she's virtually impossible to run down. Those countered, she tends to die. Quickly.
  • An Ice Person: Frost Queen Janna.
  • Pointy Ears: A response to this from the developer Shurelia to this says that kind of thing happens after being changed or 'ascended' from magic. Another example is Morgana, whose ears are clearly unlike her sister's.
  • Rapunzel Hair: Very tellingly so with her hair being permanently flung up over and behind her head.
  • Sexy Backless Outfit: One of the differences between her basic and Tempest skins is that the Tempest skin is completely backless — the front part of her top just adheres to her boobs. Yes, they took an outfit that was already virtually underwear and made it skimpier! Well, until her model was updated. Then it was something that resembled a tubetop.
  • Shoot the Medic First: One of the reasons that you don't often see her because smart players will just go right for her. But with three ways to keep enemies off you and/or stun them in the middle of your team you should never die helplessly like certain other support champions. However, if you get even slightly out of position you will be dead before you can cast any of them.
  • Squishy Wizard: Unless she uses her shield on herself. Then she's much less so.
  • Steam Punk: Hextech Janna has the looks down pat.
  • Stripperiffic: Competes with Evelynn for the most so in the game. Interestingly, in a slight tip of the hat toward realism with it, one of her idle animations seems to be her curling up and shivering.
  • Vapor Wear: See Sexy Backless Outfit.

    Jarvan IV, the Exemplar of Demacia 

Voiced by: Kyle Hebert

"There is only one truth, and you will find it at the point of my lance."
The "last words" of Jarvan IV at his failed execution

The fourth of the Demacian royal line of Lightshield, a bloodline of which have all known war against those opposed to Demacian values, and a Warrior Prince through and through. Jarvan barely escaped execution after Noxian forces outmaneuvered his troops. Blaming himself for the failure, he gathered a group of twelve soldiers and traveled the world, slaying Demacia's enemies and venturing to parts unknown. Two years later, he returned with his few surviving followers, a much stronger man, and vowed to bring the foes of Demacia to their knees on the Fields of Justice.

Jarvan is a tank-fighter champion who excels at initiating fights by jumping right in the middle of the enemy team, and then taking on foes one by one. His passive, Martial Cadence, causes his first basic attack on a target to deal extra damage based on the target's current health, but this effect only works once every few seconds on the same target. His first ability, Dragon Strike, extends his segmented lance in a line, damaging and lowering the armor of all enemies struck by it. His second ability, Golden Aegis, slows all enemies around Jarvan and then protects him with a damage-absorbing shield that gets stronger with each enemy champion that was slowed. His third ability, Demacian Standard, passively increases Jarvan's armor and attack speed, and can be activated to hurl a flag that damages all enemies in an area and then remains there for a while, buffing nearby allies by the same amount. Additionally, if the extending lance from Dragon Strike connects with the flag it will latch, pulling Jarvan to it and knocking up all enemies in his path. With his ultimate ability, Cataclysm, Jarvan leaps at a nearby enemy target with a powerful lance slam, striking them so hard the ground erupts, creating an impassable ring of rubble around them for a few seconds.

Jarvan's alternate skins include Commando Jarvan, Dragon Slayer Jarvan, Darkforge Jarvan, Victorious Jarvan, and Warring Kingdoms Jarvan.

Associated tropes:

  • Absurdly Ineffective Barricade: Cataclysm has a bit of a reputation for this since there are many, many ways to escape the supposedly "impassible" terrain wall by using Flash or another escape ability... occasionally, it bugs and players simply move out of it. This is why it is beneficial for Jarvan players to keep track of enemy spell cooldowns so that they may trap and kill enemies when they really can't leave the Cataclysm zone.
  • The Atoner: His reason for leaving Demacia was to find "atonement", for the perceived failure of getting himself captured and his forces being defeated.
  • Authority Equals Asskicking/Asskicking Equals Authority: OH HELL YES. Most impressively, he is a complete aversion of Overranked Soldier and is still the single highest-ranked member of the Demacian military .
  • Awesome Mc Cool Name: Jarvan Lightshield IV!? You know you want to be named that.
  • Badass: Easily the best example of this in the game. He just oozes manliness out of every orifice. See how many times this term will appear.
  • Bash Brothers: He's good friends with his fellow Demacian warriors Garen and Shyvana.
  • Battle Cry: DEMACIA!
  • BFS: Commando Jarvan trades the lance for a giant black phallic-shapped sword. He uses it with one hand too!
  • Blade on a Stick: Called a lance, though it looks like an amalgamation of a sword, a spear, a lance and a spinal cord... and doubles as a Grappling-Hook Gun!
  • Bling of War: His armor is rather excessively gold-colored, and has a rather unnecessarily fancy amount of jutting ends on his shoulder pads. Looks cool, though.
  • Colonel Badass: He's the highest ranked Demacian general.
  • Commissar Cap: Commando Jarvan wears one.
  • Cool Shades: Commando Jarvan, like any good commando soldier.
  • Captain Ersatz: With a line that is a lot alike from Arthas, a few other lines about destroying evil, being also clean-shaven with his hair going past his shoulders, goes into an unknown foreign land and returns with only two of his original soldiers accompanying him note , and the fact his icon in his Champion Spotlight resembled the Lich King that Arthas becomes seems to make Jarvan IV one for Arthas. Let's hope he doesn't have a Moral Event Horizon. He was possibly considered to be even more of him at one point, since Urgot's Judgement described him as blonde and blue-eyed. It was essentially RetConed to the colors they are now.
  • Dare to Be Badass: Seems to have been his objective in going on a two-year adventure past the Great Barrier.
  • Determinator: Demonstrated in his League Judgement. Swain ambushes him and swarms him with his demonic ravens and magic to smother him to death. Jarvan finds the most logical thing to do was to get back up and choke Swain out so hard that a High Councilor had to intervene before he would've snapped Swain's neck.
  • Did You Just Punch Out Cthulhu?: He killed a dragon. Then he wore its skin and used its bones to make the lance he uses.
  • Flag Drop: Using Demacian Standard buffs Jarvan and allies in a radius.
  • Foe-Tossing Charge: By hooking his telescopic spear to his Demacian standard and pulling himself to it, knocking enemies in his path into the air.
  • Four-Star Badass: If you've read this far down you know the last part to be true, the 'Four Star' part comes from being one of Demacia's top generals.
  • Genius Bruiser: One of the mightiest warriors in Demacia, he is also noted for being wise beyond his years.
    • He also MacGyvered his own weapon, a rather intricate and complex design for a lance, and commissioned a custom-made Automatic Crossbow for Quinn that they both helped design.
  • Geo Effects: His ultimate creates a wall around his target when it hits, forcing them to use a jump or dash ability to escape.
  • Ground-Shattering Landing: A particularly extreme example through his Cataclysm ultimate — ground temporarily rises up around him after impact!
  • Hey, It's That Voice!: Kyle Hebert does a great job of playing the zealous warrior prince, taking a lot of cues from Justin Gross as Arthas.
  • Hypocritical Humor: One of his jokes has him encourage awareness... which is interrupted by him accidentally hitting his foot with his lance.
  • Impaled with Extreme Prejudice: his spear-launched Flag Drop does a decent amount of damage on impact and has a long range, perfect for finishing off an opponent that is just about to escape.
  • Lantern Jaw of Justice: Befitting his warrior prince archetype.
  • Large and in Charge: For some reason he's about 2-4 feet taller than your average human.
  • Large Ham: You can tell he and Garen are best friends by how they both speak grandiosely.
  • Lightning Bruiser: Tough, hits fairly hard, and has one of the best gapclosers/escapes that has good utility.
  • Like a Badass out of Hell: the lands south of The Great Barrier is considered incredibly dangerous for even strongest of men and a vast majority of Runeterra's population wouldn´t even go near them. Jarvan stayed there for 2 years and killed a dragon in the process.
  • The Load: A well-played Jarvan IV is devastating, isolating enemies and finishing them off with Cataclysm. Poorly-played, his ultimate can be his own team's worst nightmare, trapping his allies in rubble along with a strong enemy champion, preventing friendly escapes, or even splitting the team in half, resulting in a major disaster. It is very difficult to tell the difference between a Jarvan who is simply incompetent, and one who is actively helping the enemy team.
  • Not Afraid to Die: "Today is a good day to die!"
  • One-Man Army: "Fetch the rest of your team, I'll wait."
  • Perma Stubble: He's shaved, but like some men, the dark of his facial hair remains in spite of it.
  • Pre-Asskicking One-Liner: DEMACIAAAAAAAAAAAAAA
  • Rated M for Manly: His weapon is an impressively-serrated lance, his armour bling-blinging, he can hookshot onto his flag, he killed a dragon, his Dunk attack's impact creates a ring-shaped wall around the impact, and he speaks in grandiose assurance of brotherhood, steadfastness, nationality or to be Not Afraid to Die.
    • Like his fellow fount of testosterone Pan-Er, Mantheon, he has received the nickname Jarman amongst players.
  • Shoulders of Doom: The only part of his armor that really goes into excessive in terms of shape is his shoulder pads, complete with spiky ends coming from it for extra cool.
  • Slice-and-Dice Swordsmanship: Despite using a lance, most of his basic attacks animations are swings.
  • Super Strength: He has no magical abilities, yet he´s capable of creating giant rings of stone from the force of the impact of his Cataclysm ability.
  • Taking You with Me: Jarvan IV didn't expect to live while choking out Swain. By the end of it, Swain probably didn´t either.
  • Took a Level in Badass: While presumably being rather Badass as a general, he apparently did some really awesome stuff during his training journey.
  • Underestimating Badassery: The whole of Noxus seems to have this problem when it comes to Jarvan.
  • Warrior Prince: Runs in the family, it seems.
  • What Measure Is a Non-Badass?: Invoked Seems to have been his opinion of himself before he went past the Great Barrier.
  • Whip Sword: His sword-spear-thing is actually chain linked, and can grapple him to any of his flags that he has placed down.
  • Wise Beyond Their Years: After his return, his eyes were described as bearing the wisdom of someone twice his age (though he was an adult by then).

    Jax, Grandmaster at Arms 

Voiced by: Erik Braa

"Be advised — there has been an outbreak of lamppost-shaped bruises in the League of Legends."

Jax is the world's greatest weapon master. He was so deadly with all kinds of weaponry that he caused an international imbalance in political power. The League began to issue special sanctions on Jax, and he wound up making them look like fools by uprooting a brass lamppost and continuing his winning streak with it.

Jax is a fighter-assassin champion who excels at dueling and defeating targets one by one, having excelent single target damage potential. His passive, Relentless Assault, gives him a stacking attack speed bonus with every basic attack he makes. His first ability, Leap Strike, makes him jump at a nearby target, smacking them with his lamppost if they're an enemy. His second ability, Empower, charges up his lamppost with energy, making his next basic attack or Leap Strike deal bonus magic damage. With this third ability, Counter Strike, Jax dodges all basic attacks and takes reduced damage from area-of-effect attacks for a brief duration, at the end of which he strikes all nearby enemies with a spin attack, stunning and damaging them based on how many attacks he dodged. His ultimate ability, Grandmaster's Might, passively makes his every third basic attack deal bonus damage, and can be activated to briefly boost his armor and magic resistance for a percentage of his attack damage and magical power respectively.

Jax's alternate skins include The Mighty Jax, Vandal Jax, Angler Jax, PAX Jax, Jaximus, Temple Jax, and Nemesis Jax.

Associated tropes:

  • The Ace: Such an Ace, the Doors of Acceptance just led him in before his League Judgement even began.
  • Achilles' Heel: Despite being considered to be the best duelist in the game, most of his attacks comes from autoattacks. This means attack speed slows like Randuin's Omen and Frozen Heart and significantly reduce his dueling potential. This is one of the main reasons why Lee Sin is the only champion who is capable of outdueling Jax with an attack speed slow (at least in the early stages of the game).
  • Awesome, but Impractical: Has the potential to be *the* best duelist in the game and can take on multiple opponents by himself if he reaches his peak power level. It's just difficult to get to that point without the enemy surrendering since he starts off on the weak side and needs a lot of gold from farming or kills to afford his items (he makes very good use of hybrid items like Guinsoo's Rageblade and Trinity Force but those are expensive). In the rare event that he does reach his full build and the game isn't over yet, it's a sight to behold though.
  • Badass: This is a guy who attained a winning streak so massive the League had to limit him, then he uprooted a lamppost in response to said limit and continued the winning streak unhindered with said lamppost.
    • Badass Baritone: Has a really deep voice, a staple of Erik Braa's voice acting.
  • Bash Brothers: With Gragas.
  • Boring, but Practical: None of his abilities or skills are particularly flashy, with hardly any visual effects. Instead, his kit mostly works "under the hood" to give him superior numbers, damage-wise and speed-wise. A fed Jax won't produce any fireworks and can be boring to look at, but MAN does he leave a trail of bodies in his wake...
  • Carry a Big Stick: Vandal Jax weilds a wooden club with nails in it.
  • Cherry Tapping: In-universe, he keeps using the lamppost long after the sanctions were removed on him to both challenge himself and to mock the League by beating people down with a "non-weapon". Of course, when you're Jax, the damage is very real, Joke Item or not...
  • Combos: A good all-in initiate combo is activate his Counter Strike, then follow up with Leap Strike (with Empower along the way). Be sure to also activate Grandmaster's Might for maximum face-smashing.
  • Counter Attack: His Counter Strike ability, dodging basic attacks for a short duration, then striking to stun and damage all enemies around him, doing more damage for the damage he avoided while dodging.
  • Difficult but Awesome: Counterstrike nullifies basic attacks and takes reduced damage from AOE for 2 seconds then stuns everyone near him. Bad timing on using it will just block some damage or just stun enemies, good timing yields optimal results (up to and including dodging the entirety of Fiora's Blade Waltz without taking a scratch of damage then smashing her over the head to stun her.
  • The Faceless: Never seen without his masks, which begs the question of whether those glowing lights seen through the mask-holes are a set of goggles (like Master Yi's) or if those are part of his face.
  • Fan Nickname: Not for the champion himself- "Jax-mode" refers to the point where Jax grows out of his Magikarp Power limitations and begins to jump in and smash faces in with impunity. It is well advised for enemies to not let him reach this point if they don't want their towers and champions to get smashed down fast.
  • Game Breaker: An in-universe example, eventually resulting in "special sanctions" being "placed against" him.
  • Gladiator Games: Jaximus is dressed in the garb of a Roman gladiator.
  • Glass Cannon: At least until he unlocks his ultimate, then his damage and hardiness both increase dramatically.
    • It should be noted that Jax is one of a few bruisers (along with Riven, Yasuo, and Tryndamere) that can easily get away with item builds that are entirely glass cannon since his active ultimate scales in both attack damage and ability power that grants him armor and magic resistance respectfully.
  • Humanoid Abomination: Maybe. We've never seen his face, his mask seems to emit some faint blue light, and he's hinted to be far stronger than any human, Badass or not, has any right to be. His skin is blue and he has three fingers. Whatever he is, human isn't one of them
  • Implausible Fencing Powers/Spin to Deflect Stuff: His counter-strike ability consists of him twirling his lamppost around, deflecting all basic attacks: whether from swords, maces, arrows, magic, punches, kicks, bombs, daggers, regurgitated saliva... you get it the idea.
  • Improbable Weapon User: Even more so when you count the skins. Taken Up to Eleven with the original story.
  • Jack of All Stats: Jax is primarily marketed as the hybrid champion, having a use for most, if not all, stats, especially a combination of Attack Damage and Ability Power. Using this, he can balance both physical and magic damage to his liking if he so chooses with the right items, and can even, as a result of those items, become a tank as well.
  • Lethal Joke Item: Incorporated into his backstory and several of his skins: Angler Jax weilds a fishing rod, and Pax Jax carries a cardboard tube.
  • Lightning Bruiser: Gains attack speed for a few seconds by hitting basic attacks that stacks up to a cap, can leap towards a target, has an ability to dodge all basic attacks for a short while and then stun enemies around him, and his ultimate passively causes extra damage every three attacks which can be activated to give him bonus armor and magic resistance. Basically a fed Jax hits so hard and fast while being tough that a golden standard for describing how good someone is at dueling is whether or not they can hold their own or even beat him 1v1.
  • Magikarp Power: The downside with Jax is that he's very easily harassed at low levels and is dependent on his passives and key items before he begins to kick ass. It's not a bad idea to play him very defensively during those levels. His harassment also puts him right next to the target, and usually players will focus on him since he's got low defense during the early levels. However, he's one of the best examples of this trope in the game as a fully fed and equipped Jax is almost completely unstoppable, capable of ripping through entire TEAMS single-handedly. It's just VERY hard to get him fed to that level because teams usually surrender by that point. Again this is on Summoner's Rift, on Twisted Treeline he's one of the most dangerous characters to go up against from the start.
  • Mysterious Past: No one currently in the League of Legends knows where this Jolly Gladiator comes from, and he was only regarded as "an ordinary soldier for hire" before he joined the League. His age, race and background is shrouded in mystery, and he seldom talks about himself. The only other person besides Jax himself who knows the answers is the former leader of the League, High Councilor Reginald Ashram, who hand picked Jax to be on the top of the list of candidates to receive a League Judgment for entering the league and is currently nowhere to be found. Although the League Judgment usually involves representing a pending champion's past, no clues about this almighty fighter have been revealed, since the doors of acceptance simply opened for him.
  • Mythology Gag: The Angler Jax skin is a nod to Jax's original story where he was restricted to using a spatula, a lamppost, a fishing rod, and a chicken's foot as weapons.
  • Named After Someone Famous: It's possible his name is derived from Ajax, the mythical Greek warrior from The Iliad.
  • Name's the Same: That aside, he's not one to pull a Fatality.
  • Nerf Arm: When he was told that he'd have to fight with restrictions placed on him, he tossed aside his weapons, uprooted a brass lamppost, and continued his winning streak with it in mockery of said sanctions. Eventually, the restrictions were lifted, but he continued fighting with the lamppost anyways. While, he was seen wielding a polearm as his optional weapon, it was apparently are made of plastic, making them even less deadly than the lamppost.
  • Noodle Incident: It's never really explained how or why he was granted immediate entrance to the League while skipping most of what normal entrants have to go through. Whatever it was, the lore says, the League's High Councilor saw fit to grant him the quickest Judgement and acceptance in League history.
  • Odd Friendship: Apparently he goes drinking with Gragas.
  • Punny Name: Jaximus, a play on the Roman name Maximus.
  • Rule of Three: As soon as you hit 6 your autoattacks will start to sound like "Smack. Smack. SMASH.", letting you know which attack Grandmaster's Might passively added damage to.
  • Shout-Out: Possibly to Garet Jax, the weapons master from Wishsong Of Shannara
  • Smug Snake/Smug Super: Oh yeah. He makes Fiora look humble. Specifically his quote "Who wants a piece of the champ?" or "Imagine if I had a REAL weapon!"
  • Tier-Induced Scrappy: His backstory is an in-universe example of this trope. When you solve political struggles by gladiatorial combat, having an unbeatable fighter in the mix can cause quite a few concerns.

    Jayce, the Defender of Tomorrow 

"Trust me: if we're smart, Piltover can stand strong against any threat. Hey, I'm living proof."

Before his rise to fame and power, Jayce was nothing more than a promising young inventor of Piltover. He was commissioned for the study of a rare crystal, and he discovered it to be a vast arcane power source, to which he hastened to find a way to harness it. The news got out, and Viktor of Zaun came to Jayce offering an alliance towards Viktor's vision of mechanized humans. Jayce refused, only to be blasted aside and have the crystal taken from him. Unable to enlist help from the Piltover government, Jayce took matters into his own hands. He designed his signature weapon, the Mercury Hammer, and went on to storm Zaun alone. He eventually managed to reach Viktor, and after a long, grueling battle, Jayce managed to shatter the crystal so it could not be used for Viktor's creations. When he returned home, Jayce was hailed as a hero, but he knew now he had drawn the eyes of many enemies. Now Jayce stands tall in the League of Legends, a proud defender of Piltover and its hope for the future.

Jayce is a fighter-marksman champion who deals with enemies both close and afar thanks to his ability to indiscriminately switch his weapon between a short and a long range form. His ultimate ability gets a free rank at the start of the game and allows Jayce to transform his weapon between the Mercury Hammer, which is melee and makes him gain armor and magic resist, and the Mercury Cannon, which is ranged. Each form has a different set of basic abilities. Additionally, when he switches to Mercury Hammer his next basic attack will deal bonus damage, and when he switches to Mercury Cannon his next basic attack will reduce the armor and magic resistance of his target for a brief duration. His passive, Hextech Capacitor, gives Jayce a short burst of speed and the ability to move through units when he transforms his weapon. His first ability in Hammer Stance, To the Skies!, makes him leap to an enemy target, slamming them with the hammer to damage and slow the target and enemies around it. His second ability in Hammer Stance, Lightning Field, passively regenerates a small amount of mana with every basic attack, and can be activated to surround Jayce with an electric field for a few seconds, continuously damaging all nearby enemies. His third ability in Hammer Stance, Thundering Blow, strikes a nearby target with his hammer, knocking them back and damaging them based on their maximum health. His first ability in Cannon Stance, Shock Blast, fires a ball of electricity that explodes upon colliding with an enemy, damaging all nearby foes. His second ability in Cannon Stance, Hyper Charge, makes his next three basic attacks fire at maximum attack speed. His third ability in Cannon Stance, Acceleration Gate, deploys an electric gate in front of Jayce that increases the movement speed of allies that pass through it. Additionally, if Shock Blast is fired through the gate, it will gain a massive improvement to its damage, range and projectile speed.

Jayce's alternate skins include Full Metal Jayce and Debonair Jayce.

Associated tropes:

  • The Ace: Acts like one.
  • Badass Baritone: He has a relatively deep voice to fit his "heroic" style.
  • Badass in a Nice Suit: Debonair Jayce
  • Badass Normal: All hes got going is his wits and his Hammer/Cannon hybrid, but boy does he do well.
  • Bond One-Liner: Jayce has three lines he might say from killing stuff with an enhanced Shock Blast.
  • Calling Your Attacks: He might yell out the name of his To the Skies! ability when using it.
  • The Cape: Described as the 'poster boy' for Piltover: Fights for a brighter tomorrow using science and inventions!
  • Color-Coded for Your Convenience: The hammer form predominantly uses the colour yellow, the cannon form uses blue.
    • His Acceleration Gate is colored blue when he's on the blue team, and red when he's on the red/purple team.
  • Drop the Hammer: The Mercury Hammer, his Weapon of Choice.
  • Everything's Better with Spinning: You just can't go To the Skies! without doing a forward-somersault! It wouldn't be as cool!
  • Expy: He's basically a hodgepodge of popular superhero tropes — namely Superman's looks, Iron Man's backstory, and Steel's weapon and armor.
    • His skins are blatant Expies of Iron Man (Full Metal Jayce) and Tony Stark (Debonair Jayce).
  • Foil: Viktor and Jayce contrast nicely as the two epitomes of each of their respective cities, as each represents the two different kinds of scientific progress Zaun and Piltover represent. Furthermore, their kits are opposite; while Jayce is based on various different combos to poke, whittle down, and trade with small groups of opponents with physical damage, Viktor is based emphatically on destroying entire groups of enemies with magical damage. Even their non-damaging abilities are fundamentally opposite of one another: while Jayce's Acceleration Gate speeds up his allies in a line, Viktor's Gravity Field slows down his enemies in a circle.
  • The Future Will Be Better: A good amount of Jayce's lines is him saying to go forward to a brighter future.
  • Genius Bruiser: He made that hammer himself.
  • Ground-Shattering Landing: The To the Skies! ability creates yellow crackles in the ground on impact, damaging and slowing enemies around the impact.
  • Hunk: Fanart in particular likes to accentuate this, but he's pretty handsome even in his splash art.
  • Incoming Ham: Jayce casting his gap-closing To The Skies! ability may be accompanied by him calling out "To the skies!"
  • Ironic Echo: Jayce and Viktor, despite opposing each other in pretty much everything, shares a movement quote: 'Pave the way'. But whereas Viktor wants to pave it by removing any obstacles for his Hextech augmentation revolution. Jayce wants to remove any obstacles that Piltover faces to ensure a brighter tomorrow.
  • Jack of All Stats: He's billed as being able to fill nearly any role on a team.
  • Large Ham: To such an extent that everyone not playing him will understand he is one - he has eleven lines that he may call out for everyone to hear while using certain abilities!
  • Lightning Bruiser: Hammer form has a decent-ranged gap closer, and his passive combined with Cannon form's speed-boosting wall makes him terrifyingly fast.
  • Mix-and-Match Weapon: That thing is so advanced he can (safely) smack people around with it after using it to shoot lightning balls just moments prior.
  • Swiss-Army Weapon: Although it only has two forms, his weapon is able to: Discharge lightning around him, shoot ball lightning, overcharge its own rate of fire, and create gates that speed up allies.

     Jinx, the Loose Cannon 
"Oh look - I'm opening up my box of care! Oh wait - it's empty!"

Voiced by: Sarah Williams

Nobody knows exactly where Jinx came from, or whether she has any hidden motives in her actions, but her exterior motive is painfully obvious: have fun by causing as much destruction and chaos as possible. Her appearance in the normally well-controlled city of Piltover has caused the biggest state of unrest the city has ever seen, causing no end of problems for Piltover's Finest, Caitlyn and Vi. Vi in particular has taken a special interest in bringing Jinx down a few notches after Jinx painted Vi's face on Piltover's treasury, issuing a challenge. Vi staked out the building until Jinx arrived, and the ensuing destruction caused both by the criminal and the cop was enough to bring the building down on their heads. As Vi dug her way out, she found that not a single ounce of gold was stolen, but Jinx had retreated laughing into the night, her message delivered in the lights now visible in the Piltover skyline: "YOU'LL NEVER CATCH ME." Knowing her rival now fights for the League of Legends and the sheer amounts of chaos that can ensue from a fight, she joins for the search of more destruction and chaos.

Jinx is a marksman champion who sacrifices mobility and defensive skills for extremely high damage potential with her arsenal of various weapons. Her passive, Get Excited!, gives Jinx a brief but massive movement speed boost when she helps kill an enemy or destroy a turret, allowing her to reposition for further kills. Her first ability, Switcheroo!, swaps her weapons between Pow-Pow, a short range machine gun that stacks up an attack speed bonus with each attack, and Fishbones, a rocket launcher that greatly extends her attack range, and makes her basic attacks deal bonus damage and hit all enemies around her target, at the cost of some mana with each attack. Her second ability, Zap!, fires a long range shot with her electric gun that damages, reveals and slows the first enemy hit in a line. Her third ability, Flame Chompers!, hurls a row of three grenades to the ground that explode after a brief delay, dealing damage over time to all nearby foes, and briefly immobilize any enemy that walks directly over them. Her ultimate ability, Super Mega Death Rocket!, fires a giant rocket that flies forward in a line with global range, exploding upon hitting an enemy champion and dealing area of effect damage based on the target's missing health. If the rocket travels for more than one second, the damage increases.

Jinx's alternate skins include Mafia Jinx.

Associated Tropes:

  • All There in the Manual: The lore states that no one (in-universe) knows where she came from, but her Champion page on the official website lists her as being from Zaun. It's not stated anywhere in her lines nor her other official materials, so many assume she's from Piltover based on her high-tech weaponry.
  • Arch-Enemy: Vi. She went out of her way to make the Piltover Enforcer her nemesis by humiliating her and her ability to keep order, nearly killing her by bringing down Piltover's most secure building on her, drawing some mean graffiti on her champion page in tacky pink paint.
  • Arson, Murder, and Jaywalking: Played with extensively in her promotional "wanted" poster:
    Murder, Unprovoked Assault, Disturbing the Peace, Public Indecency, Murder Again, Inauthorized Property Recoloration, Unflattering Impersonation of an Officer, Reckless Hexplosive Detonation, Destruction of the Peace, Really Petty Larceny, Exorbitant Weapon Size, Some More Murders, Inciting Mass Hysteria, Making Fun of the Peace, Aggravated Jaywalking, Forging of Official Wanted Posters.
  • Attack! Attack! Attack!: Her kit is very aggression-based at the cost of having low mobility and no escape tools. The only thing helping her movement is her passive, which necessitates that she kill/destroy something before continuing on her spree or running away.
  • Ax-Crazy: Just hear her laugh, if her lines don't convince you.
  • BFG: Wields a hefty minigun.
  • Big Stupid Doo Doo Head: If she taunts near an enemy Caitlyn or Vi, the most insulting nicknames she can come up with are along the lines of "Hat Lady" or "Fat Hands" (respectively).
  • Bloodless Carnage: The music video for her "Get Jinxed" Image Song has her mow down dozens of enemies with no blood spilt... because they're all robots. This is likely because a video of her killing lots of people messily would be outside the permissible scope for a T-rated game.
  • Bomb-Throwing Anarchists: Of the Illegalist-ish "let's blow society to hell for kicks" movement.
  • Cain and Abel: Kept seemingly deliberately ambiguous, but her nickname in production when talking about her was generally "Vi's Sister". There's no official lore that states the two of them are related, but in game dialogue about Vi's sister (Lyte's "I'm not supposed to talk about her") and Jinx's sister ("You should see my sister!") are vague enough that they could be related. At any rate, Jinx's Easter egg launch graffiti claims that her sister is also in the League and a previously established Champion that isn't Caitlyn.
  • Captain Ersatz: The similarities between her and Tiny Tina have not gone unnoticed.
  • Chaotic Neutralinvoked: According to Word of God she's this.
  • Chekhov's Gunman: Her (tattooed) arms and legs appeared in the Summer Skin login screen, leading to speculation as to who she was.
  • Comedic Sociopath: Hands down one of the most insane champions in the entire game, and also one of the funniest.
  • Consulting Mister Puppet: Her joke has her do this with her rocket launcher, Fishbones. To her displeasure, it's attitude is completely meek.
  • Cute and Psycho: If only for her sheer glee and joy when wrecking havoc. She's undoubtedly very much psycho, but many people find her to be kinda cute as well.
  • Evil Counterpart: To Vi.
    • Vi is a Piltover Cowboy Cop who is willing to uphold the law by beating up as many criminals to their faces. Jinx, on the other hand is a Zaunian criminal who loves to cause as much destruction and chaos around her for her enjoyment.
    • Vi is a former thief who held to a Robin Hood-style moral code. As a cop, she's just looking for a good fight. Jinx is an insane anarchist who just does pretty much whatever she wants, as long as it's fun.
    • Vi punches things with her fists. Jinx shoots, shocks, and blows things up with a wide array of gadgets.
    • Vi's outfit covers most of her body and makes her decently well-armored. Jinx's covers hardly any and leaves her vulnerable. Speaking of which, Vi looks like a model, while Jinx is tall and gangly, with an oddly-sized head.
    • Even their skins are foils to each other; Vi's alt skin is a future version of her, while Jinx's skin is "Mafia Jinx" - the past. See also their theme songs, which both have a punk or punk-influenced sound. Vi's is in third-person, while Jinx's is in first.
    • To a lesser extent, she's a foil to Caitlyn, in that the Sheriff is a precision ranged damage dealer, while Jinx is about mid to long-ranged indiscriminate destruction. Neither have the highest health.
    • Even their hair-styles are opposites; while Vi's hair is pink, short, and rather unstyled, Jinx's hair is light blue, goes down to her ankles, and is braided.
  • Evil Albino: Not confirmed, but it's possible. Her complexion is exceptionally pale, it would explain her red eyes, and all she would need to do is dye her hair.
  • Expressive Hair: When she's killed, her pigtails form a heart.
  • Fashionable Asymmetry: Wears only one stocking on her right leg and has only one sleeve on her opposite left arm.
  • For the Evulz/It Amused Me: Her main motivation for her crime spree seems to be "because it's fun".
  • Finishing Move: Super Mega Death Rocket! deals more damage the closer her targets are to death. If you and your allies are heavily wounded, don't cluster together when you try to recall to base.
  • Genki Girl: An antagonistic example.
  • Glass Cannon: Even by marksmen standards (sans Graves): Jinx dishes out absurd damage, but dies from a stiff breeze and has pretty much zero chance of escaping if she gets cornered.
  • Hit-and-Run Tactics: Because of her fast minion-killing from Fishbones combined with fast turret-shredding from Pow-Pow, it's not uncommon to find Jinx's pushing towers down off to the side then making use of her passive to get the hell out of dodge. Of course, it's curtains if she doesn't start running soon enough.
  • Hope Spot: Just like Ezreal, Ashe, and Draven, just because you and your buddies survive with minimal health doesn't mean that Super Mega Death Rocket! isn't headed for you from across the map.
  • Hyperspace Arsenal: Averted with her classic skin. In both the art and model, Pow-Pow is on her right hip, Fishbones on her left shoulder, her stun gun on her left thigh and her missile launcher is strapped to her back. She even has a short animation for whipping each one out and putting them away as part of her attack animations.
  • I Call It Vera: The names of her minigun and rocket launcher are Pow-Pow And Fishbones, respectively.
  • I Just Want to Be Normal: According to this interview, Fishbones the Rocket Launcher actually represents her subconscious desires and her hidden, repressed self, which includes a latent desire for normalcy.
  • I Shall Taunt You: She's going out of her way to make Vi really hate her guts.
  • Image Song: "Get Jinxed"
  • In-Series Nickname: Refers to Caitlyn as "Hat Lady" and Vi as "Fat Hands".
  • Kilroy Was Here: In her Image Song music video, Jinx spray-paints "JINX WAS HERE!" on the side of a rhinoceros.
  • Mad Bomber: Bombings are included in the reports of her crime spree.
  • More Dakka: Switching to her minigun causes her attacks to increase attack speed to a limit. Also firmly believes that she needs more guns, despite having four of them note  already in her arsenal, alongside trap grenades.
  • Muscles Are Meaningless: That's quite a bit of weaponry to carry around for a woman of her build.
  • No Indoor Voice: She, herself, is capable of speaking quietly, but all of her abilities' names end in exclamation marks.
  • Order Versus Chaos: You know you're chaotic when you manage to make Vi look like a paradigm of order. She targeted Piltover specifically for this reason, being the most peaceful and crime-free city-state thanks to Vi and Caitlyn.
  • Psychopathic Manchild: Has significant overtones of this, being highly immature and treating both her weapons and her victims as her toys. Her childish-sounding voice, Girlish Pigtails, skinny frame, and noticeable lack of buxom don't really help.
  • Put the "Laughter" in "Slaughter": So much so that she's the first champion whose laughter emote loops. No wonder Vi hates her laugh so much. Her laugh sound clips are also absurdly long on their own.
  • Rapunzel Hair: Her pigtails are almost as long as she is tall!
  • Rebellious Spirit
  • Red Eyes, Take Warning: Possesses strange pinkish red irises. They even seem to glow slightly in dim light or when she is really having a good time.
  • Riding the Bomb: The "Get Jinxed" video starts with a dozen missiles headed toward Piltover... and she's riding one and having the time of her life.
  • Senseless Violins: Mafia Jinx has her stow Pow-Pow in a cello case.
  • Sex Is Violence: If her music video is any indicator, she seems to really enjoy shooting Pow-Pow and watching explosions go off everywhere. As for being on the receiving end, she's not outwardly a masochist, but her hair braids do form a heart as she dies.
  • Scenery Gorn: If the background of her splash art looks familiar, it's actually the same as Vi's (a shiny Piltover), but much darker without power and very much wrecked after she's set off several explosions.
  • Slasher Smile: Seems to be her default expression.
  • Small Girl, Big Gun: One girl, several guns.
  • Spent Shells Shower: Literally in the "Get Jinxed" music video, where she's laying in a bathtub full of spent minigun shells as more rain down on her.
  • Splash Damage Abuse: Like Tristana, Jinx can punish enemies that hide in crowds of minions when she has Fishbones out. Also, her ultimate deals damage to everyone in a particular radius, making it inadvisable for her squishier enemies to hide right behind their tank when heavily damaged (not unlike Graves' Collateral Damage).
  • Stun Gun: The ability Zap!, though it only slows.
  • Stripperiffic: Her clothing is a stocking, a sleeve, hot pants, some belts, gloves, and a bra.
  • Tattooed Crook: Tattoos on her right side? Check. Crook? Double check.
  • Terrorist Without A Cause: She has no known rationale for doing the things that she does. She does it because it's fun.
  • Too Many Belts: Lampshaded.
    "I'm wearing lots of belts! For no reason at all."
  • Trigger Happy: Half her lines express how eager she is to riddle things with shrapnel or lead.
  • Troll: Revels in it. She even mocks Vi's image song by altering a few lyrics.
  • Up to Eleven: Jinx is the very definition of a ranged physical carry taken to its Logical Extreme. She's basically made of wet tissue paper while having a ridiculously high damage output even by the standards of other ranged carries. In the right hands, there's little that can stand in her way, but just one slip-up can mean death.
  • Villain Song: Get Jinxed.
  • Violation of Common Sense: In-Universe. Her recall animation shows her hitching a ride on a live rocket from Fishbones, something she takes even further in the "Get Jinxed" music video where she outright rides a skyward bomb on its way toward Piltover.
  • Walking Armory: She's packing more heat than Rumble's Tristy. To count: a minigun, rocket launcher, shock blaster, ignition grenade launcher, and a gigantic long-range missile.
    • Heck, all the weaponry she carries probably weighs more than she does! Hyperspace Arsenal, ho!
  • Zettai Ryouiki: Grade-A with her short-shorts by default, but she only wears a stocking on one leg. Played straight with her Mafia skin, though.

    Karma, the Enlightened One 

"Your spirit is something no one can take from you. Use it wisely."

Karma was raised in an Ionian village lead by pacifist monks who practiced a benevolent magic. Karma was especially gifted in her people's arts, being recognized as a skilled mediator. But her resolve was put to the test when Noxian armies approached her village. Despite her warnings, the village elders met with the Noxian general, hoping to negotiate a peaceful outcome, only to be cut down by the general himself who then ordered his troops to attack the village. While the rest of the villagers were as peaceful as the elders and accepted their fate, Karma stood defiant. For the first time, she harnessed her magic with the intent to harm instead of to heal, sending a blast in the form of two dragons that struck down the Noxian general, ending the attack. Karma used her power to help the Ionian resistance repel the Noxian invasion and now acts as a respected leader of her people, striking a political balance between the irregulars who seek to strike back at Noxus and the spiritual traditionalists who wish to see Ionia to simply be at peace again.

Karma is a mage-support champion who uses a unique mechanic of empowering her abilities to assist her team and hinder enemies. Her ultimate ability, Mantra, gets a free rank at the start of the game, and allows Karma to greatly enhance the effect of the next ability she uses. Her passive, Gathering Fire, reduces the cooldown of Mantra whenever she damages an enemy champion with her attacks or abilities. Her first ability, Inner Flame, fires a blast of energy that explodes upon hitting the first enemy in a line, damaging and slowing all nearby targets. When enhanced by Mantra, Inner Flame becomes Soul Flare, dealing bonus damage and leaving behind a slowing circle of flame in the ground that explodes after a brief delay, damaging all enemies inside it. Her second ability, Focused Resolve, creates a tether between Karma and a nearby enemy champion that damages them over time and briefly immobilizes them if they don't break the leash. When enhanced by Mantra, Focused Resolve becomes Renewal, dealing bonus damage and healing Karma for a percentage of her missing health. Her third ability, Inspire, protects a nearby allied target with a damage-absorbing shield that also grants them a brief movement speed bonus. When enhanced by Mantra, Inspire becomes Defiance, dealing damage to all enemies around the shielded target and granting a smaller shield and the movement speed buff to all allies around the shielded target.

Karma' alternate skins include Sun Goddess Karma, Sakura Karma, and Traditional Karma.

Associated tropes:

  • Actual Pacifist: Her lifestyle before the Noxian invasion upon Ionia.
  • Ambiguously Brown: Karma has much darker skin than the average Ionian champion.
  • Combat Medic: Karma's abilities revolve around damaging and hindering enemies while also shielding and quickening allies. An empowered Inspire exemplifies this aspect of her, shielding and speeding up all allies around the initial shielded target while simultaneously damaging enemies around the initial target.
  • Combos: Empowered Inner Flame leaves behind a circle that detonates after 1.5 seconds - despite the slow empowered Inner Flame inflicts, the small size of it still easily allows a player hit to walk out of the explosion circle... good thing Focused Resolve snares an enemy target still after two seconds, know what we're saying? We're saying to use the snare to stop people from running out of the circle.
  • Death of a Thousand Cuts: Her Gathering Fire passive reduces the cooldown of Mantra by 2 seconds every time she damages enemies with an ability and 1 second every time she damages enemies with autoattacks. Since having Mantra available often is essential to making the most of Karma's abilities, this encourages a playstyle of constantly harassing the enemy.
  • Determinator: In her own words...
  • Double Entendre: A non-sexual example with her joke and skillset.
  • Dragons Up the Yin Yang: Karma wears a symbol of two green limbless dragons facing each others' tail on her back, clearly resembling the silhouette of a yin-yang. This is best seen in the ability icons for her Gathering Fire passive and her Mantra ultimate.
  • Fashionable Asymmetry: Classic Skin at least.
  • Gratuitous Foreign Language: She has a four-syllable verbal response to casting Mantra, though it's deliberately kept vague by the production team whether she's speaking an actual language or if it's a four-syllable mantra chant.
  • He Who Fights Monsters: Defied Trope by one of her lines. She hopes to instill reason into the resistance fighters that hate Noxus and want to strike back to avenge everything and everyone that they lost.
  • I Can Still Fight: An empowered Focused Resolve (W) in tandem with her shield can give her deceptive durability at low health.
  • In Name Only: Karma was the first champion to be "relaunched", which basically means removed from the game and replaced with a new champion with the same name. Prior to this, Evelynn had previously had a massive kit overhaul, but that change was restricted ONLY to her gameplay. Karma's general theme is still the same, but her model, voice and lore have been rewritten and her kit is almost completely different.
  • Jack of All Stats: Her gameplay is designed to be pretty much this. She doesn't deal as much burst or sustained damage as a pure mage, neither does she offer as many supportive skills as a pure support, but she offers a mix of both, and thus can be either an aggressive support or a high-utility mage, if played right. If played wrong, though....
  • Kimono: Sakura Karma wears one.
  • La Résistance: Joined forces with Ionia's version of this to drive the Noxian forces back.
  • Martial Pacifist: What Karma does now, as part of her Take a Third Option elaborated on below.
  • Mayincatec: The theme behind Sun Goddess Karma.
  • Mechanically Unusual Class: Karma's Mantra is all about bolstering her next regular ability she casts and her passive reduces Mantra's cooldown each time she attacks an enemy or casts a spell. While empowering normal abilities as a core gameplay mechanic isn't unheard of (see Heimerdinger's UPGRADE!!!), she stands out as having no true ultimate since Mantra is already unlocked at level 1, though it can be levelled up when an ultimate ability would normally.
  • Squishy Wizard: Averted. While she'll go down under concentrated fire, expect her to put up a stronger fight than most other caster-support types through her abilities both keeping her alive and fending off enemies to buy time. This is evidenced by her official ratings ranking her defensive power almost as high as her ability power.
  • Suicidal Pacisfism: Averted. Her people were willing to be this trope rather than fight back against the Noxians that were wiping them out. She herself had other ideas as to how to be a pacifist that also would let her save her people.
  • Take a Third Option: She hopes to find a balance between the spiritual traditionalists and the war-hardened resistance fighters to build a stronger Ionia that can live in peace.
  • Traumatic Superpower Awakening: She always had the gift of powerful spiritual energy, but she kept it in reserve since her culture abhorred violence. When faced with an enemy intent on wiping the Ionians out, Karma desperately channeled her energy into a mighty dragon-shaped fire to fight back, unlocking her potential for using it offensively as well.
  • Warrior Monk: A former pacifist spiritual leader who was forced to use her powers to fight the Noxians off. Gameplay-wise she's more of a caster than a physical monk, though her abilities reflect her dual nature of offense and defense.

    Karthus, the Deathsinger 

Voiced by: Adam Harrington

"There is no sweeter song than the last breath of the dying."

Throughout his life, Karthus was obsessed with death. As a boy, he attended stranger's funerals, tended to the deathly ill just to watch them pass on, collected dead animals, and even faked his own death just to witness how people reacted. Eventually, his obsession lead him to the Shadow Isles, where it was said the dead roamed eternally. It was here that Karthus realized his destiny and willingly gave his life up in favor of undeath, becoming a lich with incredible magical power. He now seeks to bring his message of death to the rest of the world.

Karthus is a mage champion who deals powerful sustained damage and who can cheat death in order to finish off his enemies. His passive, Death Defied, transforms him into an immobile and invincible spirit for a few seconds after dying, allowing him to keep casting his spells without mana cost, giving him the opportunity to deal massive damage uninterrupted. His first ability, Lay Waste, allows Karthus to continuously create small magic explosions at nearby areas that damage all surrounding foes and deal double damage if they only hit one enemy. His second ability, Wall of Pain, creates a long wall of energy between two obelisks at a target area that greatly slows and reduces the magic resistance of all enemies that pass through it. His third ability, Defile, passively restores some mana whenever Karthus kills an enemy unit, and can be toggled on to surround Karthus with a vortex of souls that continuously damage all nearby enemies at the cost of mana per second. His ultimate ability, Requiem, strikes all enemy champions on the map with a powerful bolt of energy after a brief delay, dealing heavy damage to them regardless of their position.

Karthus' alternate skins include Phantom Karthus, Statue of Karthus, Grim Reaper Karthus, and Pentakill Karthus.

Associated tropes:

  • Awesome, but Impractical: His Lay Waste ability has literally unmatched damage potential, but is so breathtakingly difficult to hit an active target consistently with it (with a seventy percent hit rate being considered amazing by tournament players) that you'll likely never see the full benefits of its massive damage output short of him having the target held down for him.
    • Awesome Yet Practical: His Requiem, however, has so many uses in exerting global pressure that he's still seen for this reason. For example, it is a powerful deterrent against enemies starting close fights they'll just barely win (assuming they keep track of its cooldown) and forcing enemies to disengage a fight they're already winning as soon as they see the red lighting bolt over their heads.
  • Banned in China: Similar to the issue with the Forsaken in World of Warcraft, Karthus was redesigned from a skull-faced lich to a withered, shadow-wrapped figure for the Chinese art, due to taboos about representations of skeletons in media.
    • ...except the Grim Reaper skin, probably the only allowed exception because it portrays Death itself.
  • Captain Ersatz: His lore is basically Black Hand's backstory with the name and setting changed.
  • Cryptic Conversation: Karthus makes a habit of replying with these when asked any question.
  • Death from Above: With red lightning, no less.
  • Death of a Thousand Cuts: Getting hit by Lay Waste once isn't that worrisome, getting hit by 15 of them probably will be. With a low mana cost and very low cooldown time, a competent Karthus will land as many of them as possible in a short period of time, so get used to constantly moving in unpredictable patterns to avoid the bubbles of pain.
  • Difficult but Awesome: Yes, in spite of his "Press R to Win" reputation, he is damn hard to play properly, since his Lay Waste needs some quick wit to land (with a half second delay and very small blast zone). Also, he has no escape ability and has to watch his positioning, as this makes him very vulnerable to ganks and all-in's from mid lane assassins.
  • Enemy to All Living Things: His lore implies that he wants to bring the entire world under his thrall.
  • Evil Sorcerer: This guy wants to kill the world with his requirem - doesn't get much more Evil Sorcerer than that.
  • Glass Cannon: Difficult to be aggressive with and very vulnerable to mobile enemies, Karthus' kit and passive nonetheless lets him be very likely to do a lot of damage even if he's quickly focused down and killed... and of course, if he lives the entire time, he is capable of doing even more.
  • Glowing Eyelights of Undeath: Undead? Check. Glowing eyes? Check.
  • Grim Reaper: Grim Reaper Karthus, in case you couldn't guess.
  • Herd Hitting Attack: Lay Waste's explosions technically qualify as one, but they hit much harder when there's only one target. The real Herd Hitting Attack is his E ability, Defile — what can only be described as a huge swirling gyre of screaming, ghostly hell-worm-leech-things centered around Karthus. Don't deliberately get into a pitched teamfight while on top of an enemy Karthus who is using this.
  • Hope Spot: #1 in the game at these. Got away with low health? Not anymore.
  • Kill Sat: His ultimate ability is this to all enemy champions. This led to the "Hey Karthus! PRESS R!" meme referencing how some teammates will tell Karthus to ult low-health enemies as if calling down a tactical airstrike.
  • Leeroy Jenkins: One of Karthus's common playstyles is to charge into people and die, as in the next 7 seconds, if his teammates provide enough crowd control, he may be even more useful to the fight, as you can't prevent him from casting that way.
  • Lethal Joke Weapon: Revive (prior to its removal from Summoner's Rift in season 4) was regarded as the single worst summoner spell in the game, only being useful for gimmicky joke strategies. However, one that actually works (and rather hilariously so) is "Zombie Karthus", an abomination that results when a Karthus takes Revive and Teleport so that he can inflict damage in a teamfight, throw down a ward before "dies", continue to output damage for 7 seconds until he actually dies, use Revive then Teleport to the ward, and rejoin the fight to keep the pain coming (forcing the enemy team to kill him yet again).
  • Magikarp Power: Starts off very slow and mana-hungry and can have issues laning against more mobile and aggressive mages. It's also worth mentioning that he has the single lowest starting Attack Damage in the game and a rather cumbersome autoattack animation, making him infamous for his poor farming using attacks alone. Once he gets his ultimate, though, he can start picking off kills from across the map and slowly accumulate power that way until he becomes a veritable death-bringer come lategame.
  • Non-Indicative Name: Wall of Pain... doesn't deal any damage. However, it slows targets greatly and reduces their armor and MR, which can set up for great amounts of pain from his spammable Lay Waste and area-of-effect Defile that depends on proximity (i.e. you not walking away).
  • Odd Friendship: Is in a band with Sona, Mordekaiser, Yorick, and Olaf.
  • Omnicidal Maniac: Wants to "bring his dark requiem to the world" (i.e kill everyone).
  • Our Liches Are Different: It's not explained how he turned into one, nor is it known if he has a Soul Jar
  • Powered by a Forsaken Child/Human Resources: Karthus's "E" skill apparently uses the souls of his victims as an AoE attack.
  • Sadist: He's very likely one.
    "Their pain... is my pleasure!"
  • Pyrrhic Victory: Even if Karthus and his team gets wiped out, the best-case scenario is that his Requiem will create this situation for the enemy team. They may have killed off Karthus' team, but losing several people and having the survivors at minimal health means that they can't really capitalize on it like they normally would to push towers or take objectives.
  • Spam Attack: This is how Lay Waste works.
  • Squishy Wizard: Except unlike other mages, the "wizard" part continues after he gets blown up.
  • Supernatural Gold Eyes: He's an Evil Sorcerer Lich, you don't much more supernatural than that.
  • Taking You with Me: Even if you kill him, there is a small time frame to cast spells for him after dying to take you out, especially if his ultimate is up.
  • Thanatos Gambit: Killing a Karthus then getting stuck in a protracted fight near his corpse (so that no one can stop his post-death casting) might be exactly what he was planning on in the first place.
  • The Undead: Willingly became one.
  • Violation of Common Sense: Depending on one's team composition and strategy, running in and intentionally getting killed may not only be a good idea, it might be the best option if one's team can force the enemy to stay within the blasting zone. Trying this on any other mage (even those with other post-death damage passives) is literally pointless suicide.
    • Conversely, when facing a Karthus, disregard the conventional wisdom that focusing an enemy carry first is always a good idea. Either kill Karthus first then get out of there fast (before his team swarms you on top of his Defile area) or save him for last.
  • Villainous Rescue: This may have been what he was doing when he was found "dead" on the scene of a fight between Malzahar and Kassadin outside the League. Since he was already dead to begin with, reviving him wasn't a big problem, but he still won't actually say what he was doing there outside of an ominous remark about "defending the inhibitor."
  • Who's Laughing Now?: Because of his continual damage output and his free ultimate after death, Karthus is quite capable of wiping out multiple enemies in retaliation after he himself dies.

    Kassadin, the Voidwalker 

Voiced by: Adam Harrington

"If you look upon the Void, you can't put it behind you. If you look upon Kassadin, he is probably already there."

Once a seeker of forbidden knowledge, Kassadin but discovered what he shouldn't have in the lost city of Icathia. It was there that he was forced to look upon the future horrors that awaited Valoran from the dark dimention known as the Void. Confronted with this horrible revelation, he had only one option for survival: he allowed the power of the Void to enter him, making him more than a man. He now knows that he must protect Valoran from the creatures clawing at its door.

Kassadin is a mage-assassin champion feared for his ability to constantly teleport around the battlefield, hunting and shutting down other mages. His passive, Void Stone, reduces the magic damage he takes and allows him to move through units. His first ability, Null Sphere, launches a ball of void energy at a nearby foe, damaging and interrupting any channeled spells. He then gains a magic-damage absorbing shield for a few seconds. His second ability, Nether Blade, passively makes his basic attacks deal bonus magic damage, and can be activated to charge his next basic attack with void power, restoring a part of his missing mana and dealing bonus damage. If he hits an enemy champion, the mana restored is greatly enhanced. His third ability, Force Pulse, stores a charge whenever a spell is casted near Kassadin. Upon reaching six charges, he can activate the ability to release a pulse of void energy that damages and slows all enemies in a cone in front of him. His ultimate ability, Riftwalk, allows Kassadin to repeatedly teleport a short distance away, damaging all nearby enemies around his point of arrival. Each teleport increases the damage and mana cost of his next one for a few seconds.

Kassadin's alternate skins include Festival Kassadin, Deep One Kassadin, Pre-Void Kassadin, and Harbinger Kassadin.

Associated tropes:

  • Anti-Magic: His innate passively decreases magic damage taken to augment his own attack speed, on top of having a silencing move.
  • Arch-Enemy: He and Malzahar want each other dead, seeing as one is a Void Prophet and the other is trying to kill everything void-related. Interestingly a good Kassadin should be able to hard-counter a Malzahar in-game like most other mages.
    • With the release of Vel'Koz he got an additional arch enemy.
  • Badass Crew: Has a private army of followers devoted to aiding him in his war against Malzahar and his mad Void cultists. On top of that, Kassadins 'Preservers of Valoran' aren't just a bunch of random guys from the street: Word of God states that quite a few of them are powerful individuals.
  • Can't Get Away with Nuthin' : Attempted to prevent a crazed cabal of Void worshipers led by Malzahar from sacrificing his daughter. He caused a blackout in the process, and is now wanted by the city of Zaun, which, Wretched Hive that it is, is much more concerned with the latter than the former.
  • Captain Ersatz: He looks a lot like Exdeath and Darth Vader. When his Force Pulse is ready, you WILL think Darth Vader. Between his arm blade, ability to blink, constant references to the Void, and the effects on his voice, Kassadin is quite a bit like a Protoss.
  • Cthulhumanoid: Just compare his overall look with the trope's image.
  • Dark Is Not Evil/Bad Powers, Good People: Sure, he has the powers of the Void. However, he only gave into the power of the Void as means of protecting Valoran from the Void creatures. This contrast to Malzahar who wants to spread the Void across Valoran and have more mad and evil intentions.
    • His goals contrast with his appearance and abilities so much that Malzahar actually thought that Kassadin was fascinating and was ready to welcome him to his cabal of Void-converted followers and was in fact surprised and confused to be attacked by him.
  • Foil: To Malzahar. As with many other Arch-Enemies in the game, their rivalry is also reflected on their respective gameplay. Malzahar is a ranged sustained/burst mage with no escape skills but with incredible farming abilities, while Kassadin is a melee anti-mage assassin with arguably the best escape in the game, but poor pushing skills. However, it should be noted that some other aspects are shared between them. They both have a very long silence spell, they both rely a lot on their ultimates to make their plays and they can both perform a devastating combo which can get them in trouble if used improperly.
  • Fragile Speedster: With his teleport ability, he is almost impossible to catch or escape from.
  • Glowing Eyes of Doom: He's definitely powerful, but he's not evil.
  • Humanoid Abomination: Became one after witnessing the Void, but maintained his free will. As such, while he may be one of these, he's completely good in nature.
  • Hunter of His Own Kind: He may not be from the Void but he owes quite a bit of his power to it. His goal is to eliminate the Void-born creatures before they devastate Runeterra.
  • Ignored Expert: The Void? Bah! It's nothing but baseless superstition! Why, what kind of mad fool could think such a thing exists in our orderly world full of Magitek airships and three-foot-tall people exhibiting Bizarre Sexual Dimorphism! Malzahar is certainly a powerful mage, but he is also quite mad, his prophesies baseless! Pay no attention to the world-devouring Eldritch Abomination! Clearly, this phenomenon deserves neither attention nor research on the part of the Institute!
  • Jack-of-All-Trades: RiotGames themselves say Kassadin has multiple item paths.
  • Laser Blade: Made of nothing. It even uses a special "punchthrough" particle effect to emphasize that Kassadin is slicing people with a tiny piece of the Void.
  • Mage Killer: Indeed intended to be one, and a good Kassadin is a nightmare for any mage champion at mid. A mage's biggest strengths are their spells and long-range combat, and Kassadin has a long-lasting silence, a spammable teleport, and a passive ability that makes him take reduced magic damage. Ironically, he's mostly played as a mage himself, and is widely considered a mage for gameplay purposes by the player base. His mage killing abilities are higly dependant on whether the player is fast enough to do a surprise teleport directly in front of the mage and land the silence orb before the mage player can react. A bad Kassadin will walk into his death if he times his ports at the wrong time. A good Kassadin can kill his target before the silence wears off.
  • Magikarp Power: Very weak early on due to being limited to melee range and having fairly poor farming due to having to harass the enemy with his ranged abilities. Once he reaches level 6 though, he becomes much harder to gank successfully and he starts to be able to terrorize the enemy caster by silencing them then blinking to them to carve them up. It's somewhat common for Kassadins to lose the laning phase but then become fed off other lanes at midgame due to having exceptional roaming thanks to Riftwalk.
  • Power of the Void: Uh, yeah.
  • Power Makes Your Voice Deep: So deep that his voice is reverberating.
  • Retcon: His old back story said that he went mad from the revelation, and made his goal the elimination of all magic. His new one paints him in a more heroic light and makes his goal the elimination of all creatures of the Void.
  • Spiritual Successor: To Anti-Mage. He was even more like him once, having a mana-burn mechanic and sharing the same goal (elimination of all magic users) before both were changed.
  • Spontaneous Weapon Creation: His Nether Blade.
  • Supernatural Gold Eyes: Sports them after seeing the void and letting it inside him.
  • Teleport Spam: Kassadin has the shortest-cooldown blink in the game. Each successive one in a short span of time costs more mana but also deals more damage.
  • Tron Lines: Creates them on the ground under him as he moves.
  • Unmoving Plaid: Zoom in and take a close look at Kassadin's Nether Blade. It's not a sword, it's a sword-shaped window into the void.
  • Vader Breath: When his Force Pulse ability is charged, his respirator starts acting up.
  • Was Once a Man: Take a look at him, he certainly isn't one now. Subverted in that he still retains his identity and free will even after the Void got done with him.
  • Your Mom: Inverted. His joke is about saying that he silenced HIS mom, and boy did he regret that.

    Katarina, the Sinister Blade 

Voiced by: Tara Platt

"Never question my loyalty. You will never know what I endure for it."

The daughter of the feared General Du Couteau, Katarina developed skills in combat that put her among the top assassins in Noxus. When she was given the task of assassinating a low-ranking Demacian officer, she was overcome by the desire to truly distinguish herself, choosing to kill a Demacian general instead. Her satisfaction soon turned to dread when, the very next day, her original target lead his forces to attack Noxian troops who suffered heavy casualties. Katarina swore to herself that she would correct her mistake and fought furiously through the officer's guard, killing him at the cost of a scar over her left eye. Since then, she resolved to never let her zeal stop her from bringing true glory to herself and Noxus, even in the League.

Katarina is a mage-assassin champion who can deal extremely high damage to multiple targets at once and is very dangerous when she starts chaining kills. She does not use mana or any other resource for her abilities; as long as they're not cooling down, she can cast them. Her passive, Voracity, instantly refreshes the cooldown of her basic abilities and reduces the cooldown of her ultimate when she kills or helps kill an enemy champion. Her first ability, Bouncing Blade, throws a dagger that bounces between clustered enemies, damaging them and applying a mark that will be consumed to deal bonus damage when she damages them again. With her second ability, Sinister Steel, Katarina unleashes a circular slash that damages all nearby foes and gives her a brief movement speed bonus if she hits an enemy champion. Her third ability, Shunpo, teleports Katarina behind a nearby unit, granting her a brief reduction to all damage she takes and damaging the target if they're an enemy. Her ultimate ability, Death Lotus, makes Katarina spin in place for a few seconds while she throws a devastating storm of daggers at up to three nearby enemies, also halving any healing effects on them to ensure massive damage.

Katarina's alternate skins include Mercenary Katarina, Bilgewater Katarina, Red Card Katarina, Kitty Cat Katarina, High Command Katarina, Sandstorm Katarina, and Slay Belle Katarina.

Associated tropes:

  • Achilles' Heel: Crowd control is much more lethal to her than even other carries. Most mages will just run if they get silenced or stunned. When it happens to Katarina, it's probably interrupting her ultimate while she's in the middle of the enemy team.
  • Art Evolution: Kat has benefitted from this twice:
  • Authority Equals Asskicking: It's unknown whether it approaches canon, but she does have a "High Command" skin.
  • Ax-Crazy: She's a professional killer that seems to savor the carnage a bit too much.
  • Badass Boast: After using her Death Lotus ability
  • Badass Family: Her father is a famous leader in the Noxian army, and her sister Cassiopeia is another League champion.
  • Bare Your Midriff: Her midsection is somewhat prominently on display in most of her skins.
  • Because I'm Good At It:
  • Belly Dancer: Sandstorm Katarina is dressed as one
  • Blood Knight: Her selection quote is "Violence solves everything!"
  • Bond One-Liner: Finishing her Death Lotus ability tends to be followed up with one of four lines. Stuff tends to be dead after she finishes casting it.
  • Cat Girl: Kitty Cat Katarina
  • Combos: Bouncing Blades, Shunpo, then Sinister Steel is a standard harass combo since the first skill increases her subsequent damage and the second two increase her speed/damage resistance for a bit so she can disengage easier. A Katarina that sees her prey weakened will likely add Death Lotus and an Ignite to finish it off.
  • Daddy's Little Villain: She learned everything she knows of the blade from her father and it's implied she cares a great deal that he's missing beyond leadership and patriarchal reasons.
  • Disappeared Dad: Her father's disappearance is a cause of great concern for her.
  • Difficult but Awesome: A quintessential example of a high-risk-high-reward assassin. While her laning phase is a bit lackluster before level 6, once she reaches 6 her killing potential increases several-fold. If she executes her full combo at a favorable moment, she can easily get multiple kills then use her cooldown resets to escape or keep the killing going (to the point that fans joke that Katarina Pentakills don't even count as real Pentakills). If she tries it and fails to kill her target or gets interrupted, she's screwed.
  • Evil Redheads: Not all-out evil, but definitely more violent and aggressive.
  • Fanservice: Although she's long been considered sexy by the fanbase, the Halloween Kitty Cat skin just went all-out. The Red Card skin is considered to be blatant fanservice as well. They eventually decided they'd actually gone too far with Slay Belle Katarina, who originally featured a sexy pole dance for her recall animation, so they changed it. The community was not happy.
  • Femme Fatale: This trope is even lampshaded when she got a visual upgrade. Bonus points that the new voice of her is brought to you none other than Anna Williams.
  • Flash Step: The skill is even called Shunpo.
  • Gameplay and Story Integration: She's a literal assassin in the lore. In game, it's a very bad idea for her to take multiple enemies head on, it's better for her to pick off vital targets then run or start killing once her team starts wreaking havoc and everyone's too distracted. Case in point, her ultimate is very easily stopped if she faces champions with crowd control or takes advantage on being at low health who if they survive her burst will easily put her down.
  • Glass Cannon: Easily capable of decimating entire teams... if they don't kill her first.
  • Good Scars, Evil Scars: A long one running over her left eye.
  • Herd Hitting Attack: Her ultimate throws up to 30 knives at surrounding opponents, and they hurt.
  • Improbable Aiming Skills: Bouncing Blades manages to throw a knife at an enemy and bounce to hit 4 others nearby. Death Lotus takes this further and throws 10 blades rapidly at 3 different enemies at once while she's spinning.
  • Knife Nut: It's pretty much her theme.
  • Meaningful Name: "Katarina" means "pure", and "Du Couteau" literally translates to "of the knife" in French.
  • Pirate: Bilgewater Katarina
  • Pre-Mortem One-Liner: Finish casting her ultimate doesn't necessarily mean everything's dead... but she still says lines and is probably set up for her to easily finish the job...
  • Series Mascot: She is almost always a prominent character in the series' official art.
  • Sexy Santa Dress: Slay Belle Katarina
  • Ship Tease: According to a Journal of Justice article, Blitzcrank's dating service found her to be a compatible match for Garen. During a Q&A on her updated lore, a question was asked about her rivalry with Garen.
  • Spin Attack: Sinister Steel and Death Lotus. Maybe she's Not So Different from a certain Demacian general after all...
  • Super-Persistent Predator: Given that each kill or assist lowers her cooldowns substantially, she will just hop from enemy to enemy and go on a killing spree. The moment you see her get one even one kill in a teamfight, shut her down. Quick.
  • Storm of Blades: Her ultimate in a nutshell. The best part of it is that if she gets 2 kills (or assists even) with it, she can do it again.
  • Teleport Spam: Shunpo has a short cooldown but not enough to reach spam levels normally. However, since her passive resets her basic ability cooldowns when getting kills or assists, an enemy Katarina using it a lot in a short period of time is a sign that things are going very badly for your team.
  • The Vamp: Her previous voice just highlighted how plain damn evil she was. She's much more toned back now.

    Kayle, the Judicator 

Voiced by: Lisa Lindsley

"In the League of Legends, Justice comes on swift wings."

The mightiest warrior in a race of winged immortals, Kayle was locked in a desperate struggle with her sister Morgana, who lead a great rebellion in their people. Near victory, Morgana turned the tides by acquiring the aid of summoners from the League, threatening Kayle's people with her dangerous new abilities. To save her people, Kayle offered herself in servitude to the League for a millennium if they ceased all interaction with her world, leaving her with the task of bringing Morgana to justice herself.

Kayle is a fighter-support champion who excels at dealing mixed damage while also supporting her team with strong utility spells. Her passive, Holy Fervor, makes her damaging spells and basic attacks reduce the armor and magic resistance of her target by a percentage, stacking up to three times. Her first ability, Reckoning, smites a nearby enemy with a blast of light, damaging and slowing them. Her second ability, Divine Blessing, heals a nearby ally and grants them a brief movement speed boost. Her third ability, Righteous Fury, ignites her sword with holy fire, which turns her basic attacks into ranged and makes them deal bonus magic damage that also spreads to enemies near her target. Her ultimate ability, Intevention, bathes an allied champion or Kayle in a shield of light that protects them from all damage for a brief duration.

Kayle's skins include Silver Kayle, Viridian Kayle, Unmasked Kayle, Battleborn Kayle, Judgement Kayle, and Aether Wing Kayle.

Associated tropes:

  • Action Girl: She doesn't sit on the sideline and watches other deal out damage - as her selection quote suggests, she's often found in the middle of the fray.
  • Ancient Artifact: Her armour is stated to be enchanted, and the only existing masterpiece of an extinct race of craftsmen.
  • Beautiful All Along: Weren't kidding about this in the lore.
  • BFS: One of the largest in the game behind Tryndamere´s and Commando Jarvan. Bonus points for wielding it with one hand.
  • Bizarre Angel Biology: In Issue #19 of the Journal, a magical disease is released at the Institute of War, making many summoners and champions sick. Exposure to the same disease gives Kayle the equivalent of a sugar rush. The Journal explicitly mentions this is due to Kayle's unusual biology.
  • Breast Plate: Her old model barely had any feminine features other than a slim wasteline. Her new model pushed out her features somewhat. She remains completely covered, but her anatomy is more feminine. Played completely straight by her Battleborn Kayle skin.
  • Cain and Abel: With Morgana.
  • Combat Medic: She has an ability that heals and speeds up whoever it targets, also did we mention the armor and the sword?
  • Difficult but Awesome: Her ultimate, Intervention, which makes an allied target immune to all damage for a few seconds. Properly timed, this ability can largely nullify the abilities of the enemy team and pretty much the very purpose of the mage and assassin champion archetypes. Communication with her team can pay huge dividends if she coordinates to use Intervention offensively on someone who can wreak havoc on the enemy team with abandon- trying this on someone that's unaware of her intentions will likely just waste it.
  • The Faceless: Was always fully-armoured with a face-concealing helmet in official pictures of her and in-game. Now there are two skins that can be bought with her helmet off. Her background states she avoids showing her face — this is due to her constant fighting for thousands of years taking a toll on her spirit, and wearing her helmet constantly to fittingly match how she feels the justice she dispenses to be an ugly thing.
  • Fallen Angel: More like a slightly drooping angel.
  • Flaming Sword: An ability which temporarily makes her attacks affect enemies within an area around her target, become ranged and do extra damage.
  • Good Is Not Nice: Word of God is that she's one of the few unambiguously good champions in the League... though she seems much more firmly lawful than good.
  • Hidden Buxom: In her classic skin people will often mistake her for a man, but her newer skins show she's definitely not lacking under that armor.
  • Holy Hand Grenade: Her entire kit's theme though only one of her abilities deals instant damage by itself.
  • I Meant to Do That: Her joke with the Aether Wing skin.
  • Informed Attractiveness: Was officially described as "incredibly beautiful," but she's also always covered head to toe in official sources... Well, she was.
  • Innocent Blue Eyes: Seen on her Unmasked skin, to help her angelic image.
  • Jack-of-All-Trades: Kayle is literally the only champion in the game who can viably be played in ANY position, top, jungle, mid, ADC or support (although playing her as a primary ADC takes some effort since she's only ranged during Righteous Fury, which causes her to push the lane unintentionally, not a good thing during laning). Because of this, she is the only champion in the game that could feasibly make use of any item or build (though obviously this depends on what role she intends to take), leaving her damage options open as to whether to build a hybrid of AP, AD, and/or AS or just focus on AP or AD.
  • Lethal Harmless Powers: Intervention makes an ally invulnerable for a few seconds, which sounds like the perfect defensive tool to save a teammate. It's suddenly a lot less harmless-looking when a fed ally of hers (which can include herself) uses it offensively to tear through the enemy team with abandon using this window of invulnerability.
  • Light Is Not Good: Something of a theme in her lore (but not entirely clear). Morgana definitely feels this way about her. At the same time though she's one of the few very good champions.
  • Magikarp Power: Don't let her kit fool you, just because half her abilities are defensive doesn't mean she won't scale into a deadly carry if she builds toward AP or DPS.
  • Nigh-Invulnerability: Her Ultimate gives an herself or an ally this for a few seconds.
  • Our Angels Are Different: Kayle's people appear to be a natural race of Winged Humanoids with an obsession with enforcing order and destroying evil, rather than divine servants of any kind of god.
  • Palette Swap: Her Viridian and Silver Kayle skins.
  • Really 700 Years Old: According to her lore, she was fighting in the war in her own world for over ten thousand years.
  • Samus Is a Girl: Her color scheme is even based on Samus's.
  • Shoulders of Doom: She has some pretty big shoulder pads in any skin, especially her Battleborn Kayle skin.
  • Splash Damage Abuse: Holy Fervor gives her attacks additional range and an area of effect, making it possible to shred multiple opponents at once by attacking the only one within her reach.
  • Tomboy and Girly Girl: Compared to Morgana, she's seems to be more of a tomboy — she's heavily armoured and utilizes her physical attacks more, though both use their abilities heavily as part of their gameplay.
  • Utopia Justifies the Means: Her Aether Wing Kayle skin has this as her backstory. The lore also implies this is played COMPLETELY straight and that the utopia is a good thing.

    Kennen, the Heart of the Tempest 

"The Heart of the Tempest beats eternal... and those beaten remember eternally."

Kennen is one of the members of the Kinkou, an order of assassins devoted to killing off those designated by predictions they see in the stars. Kennen was chosen by the order for his prodigious speed he gained by being the most hyperactive Yordle in Bandle City. He has the ability to use lightning-empowered magic shuriken.

Kennen is a mage-marksman champion that darts through the battlefield fast as lightning, unleashing a storm of attacks and disabling enemy targets. Like the other ninja champions, he uses a fixed Energy Meter as a resource instead of mana. His passive, Mark of the Storm, makes all his abilities put an electric mark on targets they damage, stunning them and returning Energy to Kennen once three marks stack. His first ability, Thundering Shuriken, throws an electrically charged shuriken in a line, damaging the first enemy hit. His second ability, Electrical Surge, passively charges Kennen's every fifth attack with lightning, dealing bonus damage and applying a Mark of the Storm, and can be activated to send an electric bolt to all nearby foes with a Mark of the Storm on them, damaging them. His third ability, Lightning Rush, transforms Kennen into a ball of lightning for a brief duration, doubling his movement speed, increasing his defenses, allowing him to move through units and damaging all enemies he passes through. His ultimate ability, Slicing Maelstrom, summons a thunderstorm around Kennen for a brief duration that strikes a random enemy champion every half second, damaging them.

Kennen's alternate skins include Deadly Kennen, Swamp Master Kennen, Karate Kennen, Kennen, M.D, and Arctic Ops Kennen.

Associated tropes:

  • Adorably Precocious Child: Sort of, since his voice gives off the impression that he's still rather young. Tries to be "precocious", but ends up getting excited.
  • Badass Adorable: He's one adorable flppin' yordle ninja.
  • Combos: Getting 3 Marks of the Storm on an enemy will stun him/her. Kennen players with a very good grasp on timing abilities can even chain multiple stuns in a row.
  • The Faceless: He's a ninja. DURRR. Mostly subverted in his Karate skin... though he still wears a mask over his eyes in it. Completely averted with his Kennen, MD skin.
  • Environment Specific Skin: Arctic Ops Kennen
  • Fragile Speedster: Of the Kinkou, out of the other champions, it's more confusing. However, it can averted because Kennen can be easily built into a tank champion, and even if you go for pure damage, he can take a couple hits.
  • Fuuma Shuriken: Although it's mostly to the size of a Yordle.
    "Yes they make Shurikens this small!"
  • The Heart: His title is not just for show - he serves as the moral-center for the Kinkou.
  • Highly-Visible Ninja: Has little advantage over most other champions to make a tricky surprise attack. The very conspicuous lighting he generates doesn't help much either.
  • Instant Awesome, Just Add Ninja: He's a flippin' ninja!
  • Keet: His age is unknown but he sounds like a little boy, energetically runs around, and is the most excitable of the Kinkou.
  • The McCoy: He's the good-hearted optimist of the Kinkou.
  • Nice Guy: Part of being The Heart. He's the only one who'd consider forgiving Zed, for instance, if he apologized to them.
  • Not the Intended Use: Kennen's Electrical Surge passive scales of in attack damage, has relatively decent base attack speed and damage, and have a good form of sustain since he uses energy. Because of these factors, many players often play him as an AD carry instead of an actual mage. He is even used to play in the top lane as an AD build instead of the middle lane because he often fare well against a lot of melee bruisers and doesn't fare well against many mages in the mid lane. This is even acknowledged by the Riot staff themselves when they introduced the custom item builds to the game.
  • Power Trio: With Akali and Shen.
  • Shock and Awe: Absolutely everything he does.

    Kha'Zix, the Voidreaver 

Voiced by: Dameon Clarke

"Kill. Consume. Adapt."

A predator from the Void, Kha'Zix entered Valoran in search of powerful creatures to consume and fuel his evolution. Ignoring weaker beasts, he hunted down the most powerful creatures he could find, believing himself to be nigh-unstoppable until the day he was attacked by Rengar. Their battle ended in a draw, with both combatants on the brink of death, and as he recuperated Kha'Zix made it his goal to hunt down Rengar and consume him to grow stronger still. To see to this, he decides to consume the strongest prey which the League has so readily prepared for him to hunt down and become the ultimate predator known to Runeterra.

Kha'Zix is an assassin champion who jumps on and takes down single targets at a time, and can adapt his abilities to deal with different situations. His passive, Unseen Threat, makes his next basic attack deal bonus damage and slow the target whenever he leaves the enemy team's vision. His first ability, Taste their Fear, slices a nearby target with his claws, dealing bonus damage if they are isolated from allies. His second ability, Void Spike, fires spikes in a line that explode upon hitting an enemy, damaging and slowing all nearby foes and healing Kha'Zix if he's inside the explosion. With his third ability, Leap, Kha'Zix jumps at a nearby area, damaging all enemies around his point of arrival. His ultimate ability, Void Assault, allows Kha'zix to momentarily become invisible and gain movement speed twice during a brief duration. Additionally, whenever Kha'Zix levels up his ultimate he can evolve one of four different physical adaptations that boost one of his abilites. Evolving Enlarged Claws slightly increases the range of his Taste their Fear and basic attacks, and makes Taste their Fear deal bonus damage equal to the target's missing health. Evolving Spike Racks allows his Void Spikes to fire three exloding spikes in a cone, and increases the slow from the spikes' explosion. Evolving Wings increases the range of his Leap and allows its cooldown to be refreshed whenever he kills or helps kill an enemy champion. Evolving Active Camouflage allows him to become invisible a third time for the duration of Void Assault, and also reduces all damage he takes while invisible.

Kha'Zix's alternate skins include Mecha Kha'Zix.

Associated tropes:

  • The Assimilator: Those three words in the quote above? Those describe an urge so primal to him that even if he absorbed and evolved a great mind which told him it wasn't the smartest thing to do, he'd discard the intellect in favor of continuing killing, eating and evolving.
  • Audible Sharpness: His passive is triggered by dissapearing from the vision of the enemy team: It increases his next attack's damage and slows the target. How will you know if you're fulfilling the 'not seen by enemy' requirement for refreshing it? Well, you get a neat little buff, and purple void blades grow from Kha'zix claws with an audible "tzing"
  • Big Creepy-Crawlies: He looks kinda like a big, purplenote  praying mantis.
  • Blade Below the Shoulder: No hands, just blades attached to wrist-joints - said blades are almost as tall as he is when he's crouching.
  • Cannibalism Superpower: Kha'zix wants to kill deadly opponents, evolve by eating the corpse, then find another target with whom to repeat the cycle.
  • Captain Ersatz:
  • Dynamic Entry: When leaping from bushes, it can be this. But if you evolve his jump, the range doubles, and the jump's cooldown refreshes on kill or assist, so it's not uncommon to see Kha'Zix come flying over the treeline, leapfrog from champion to champion, then jump back over the trees and vanish.
  • Eldritch Abomination: Hails from The Void, so it comes with the territory.
  • Evolving Attack: In as literal a sense as possible. Every point spent in his ult gives him an evolution point to upgrade one of his abilities, making it more powerful.
  • Fragile Speedster/Glass Cannon: Like Rengar, he revolves around appearing from out of nowhere and killing you in seconds. Unlike Rengar, he really can't afford to stick around if he doesn't score a kill quickly. Thankfully, his toolset can be used to make an escape just as easily as it can be used to engage.
  • Gameplay and Story Segregation: Like Kog'Maw, Kha'Zix's story revolves around consuming his enemies and gaining their abilities. Also like Kog'Maw, he has absolutely no mechanics related to this (his evolution mechanics occur naturally as he levels up and is not related to anyone he has killed in any way).
    • The sole exception is if you complete his unique quest against Rengar where you are awarded an additional evolution point for defeating a Rengar before he can do the same to you.
  • Growing Wings: Evolving his leap will make him grow wings, and cause him to fly around from time to time when moving. True to his insectoid appearance, the wings are insectoid aswell.
  • Hey, It's That Voice!: Bang.
  • Laser Blade: Kha'Zix has purple void-energy blades forming on his claws whenever his passive is ready.
  • LEGO Genetics: With near instant evolution and ability to discard evolutions at will, one has to assume this trope is in play somewhere.
  • Macross Missile Massacre: Mecha Kha'Zix' Void Spike becomes a salvo of missiles.
  • Mini-Mecha/Robot Me: His Mecha Kha'Zix skin.
  • Metamorphosis: His evolution mechanic is this in game: Once an evolution is chosen, it takes him a few seconds of standing still while playing out an unqiue evolution animation - from this point on the new attribute is permanent for the remainder of the match.
  • Never Split the Party: Whatever you do while fighting a Kha'zix, you should never go alone: Kha'zix's damage increase by quite a lot if you're without an ally of any sort nearby, and if his claws are evolved, that damage will increase even more based on how much you're already hurt: It's not uncommon for a Kha'zix to do around 1000 damage to an isolated target in a single ability usage.
  • Punctuation Shaker: As is typical of Void monsters, his name is two syllables split by an apostrophe.
  • Serrated Blade of Pain: Evolving his first ability will turn his already sharp blades into these. It's no surprise they're capable of dealing out some serious hurt afterwards.
  • Sinister Scythe: He doesn't so much have hands as his has these.. what would have been wrists are more or less joints which his Blades Below the Shoulder are attached to..
  • Spike Shooter: A volley is shot with each use of his W ability, three volleys in a cone if evolved. If they hit a target they explode, dealing damage as well as applying his passive if avaiable when evolved. And if Kha'zix is in the range of said explosion, he's healed.
  • Token Good Teammate: Whereas Cho'Gath is malicious and Kog'Maw is destructive, Kha'Zix has a very selective impact on Runeterra: he only kills and consumes the strongest predators, so that he can adapt and survive.
  • Trrrilling Rrrs: Well.. he'll be trrrillllliiing any letter that suits it, but it's most noticeable with the R's.
  • Turns Red: Any of his evolutions count as this in terms of gameplay, though he literally turns red upon enhancing his ultimate.
  • Worthy Opponent: Considers Rengar to be this. 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 Kha'Zix kills Rengar, as hinted at in the lore he reaches the pinnacle of his predatory evolution by absorbing Rengar's strength; this provides him with a bonus evolution point, allowing Kha'Zix to enhance all of his abilities.
  • You Are Who You Eat: Kha'zix in a nutshell. He is driven by a need to feast and evolve based on the prey he just consumed.

    Kog'Maw, the Mouth of the Abyss 

Voiced by: Patrick Seitz

"If that's just hungry, I don't want to see angry."

Some monster that came into the world through the ruins of Icathia when Malzahar was "reborn" there. Fascinated by this strange new world, Kog'maw was eventually drawn to Malzahar. Along the way, he familiarized himself with the flora, fauna, and the native population of this strange new world the only way he knows how: by eating them. When he finally arrived at the Institute of War, Malzahar greeted him and invited him to sample the amazing tastes he could only find by joining the League.

Kog'Maw is a marksman-mage champion who harasses enemies from afar and tears through their defenses with his attacks. His passive, Icathian Surprise, starts a chain reaction in his body upon death, letting him run around for a few seconds before violently exploding, dealing unblockable true damage to nearby enemies. His first ability, Caustic Spittle, passively increases Kog'Maw's attack speed, and can be activated to launch a blast of corrosive acid at a nearby enemy, damaging them and reducing their defensive stats. His second ability, Bio-Arcane Barrage, greatly increases his attack range and makes his basic attacks deal bonus damage equal to a percentage of the target's maximum health for a few seconds. His third ability, Void Ooze, launches a ball of ooze that damages all enemies in a line, and leaves behind a sticky trail that slows enemies inside. His ultimate ability, Living Artillery, allows him to repeatedly launch long-range acid projectiles that damage and reveal all enemies inside the targeted area, dealing extra damage to enemy champions. Each cast of Living Artillery briefly increases the mana cost of further projectiles, up to a cap.

Kog'Maw's alternate skins include Caterpillar Kog'Maw, Monarch Kog'Maw, Sonoran Kog'Maw, Reindeer Kog'Maw, Lion Dance Kog'Maw, Deep Sea Kog'Maw, and Jurassic Kog'Maw.

Associated tropes:

  • Achilles' Heel: Like Tristana and Vayne, most of Kog'Maw damage output comes from autoattacking with his Bio-Arcane Barrage and deals lots of % health shred with it. Items and abilities that slows Kog'Maw's attack speed (such as Randuin's Omen and Frozen Heart) will greatly screw him up. He also doesn't have a lot of AD scaling skills as well.
  • Action Bomb: Turns into one upon reaching zero HP. If you manage to kill a Kog'Maw at the expense of most of your health, get out of there. Fast.
  • Alluring Anglerfish: Deep Sea Kog'Maw.
  • Ambiguous Gender: Originally thought to be male, but the Deep Sea Kog'Maw skin depicts him as a female angler fish. When called on it, Riot simply said they wish to protect Kog'Maw's privacy.
  • American Kirby Is Badass: He's actually pretty funny in most dubs, but dear GOD, his Chinese voice is Nightmare Fuel!
  • Awesome, but Impractical: The reason why Kog'Maw is relatively unpopular as an AD Carry despite having one of the single highest potential DPS's in the game: his extreme squishiness and lack of self-peeling means that he's very likely to end up being a liability. Other AD Carries have less absurd max DPS but provide utility to their team (such as Ashe, Varus, etc.) or have escape abilities to help them survive (Ezreal, Caitlyn, Lucian, etc.) whereas Kog'Maw lacks both. Even the two other ADC's regarded as hypercarries, Tristana and Vayne, have multiple abilities to pry enemies off of them, making them safer options for late game ravagers. Despite all of this, the right team and the right Kog'Maw can still manage to be nigh unstoppable if they feel like investing the amount of effort that it takes to pull it off.
  • Badass Adorable: Yes, Koggy is given this treatment as well. See Cute Monster (and Ugly Cute in the YMMV page).
  • Big Eater: This guy cares not for your pretty laws of physics - he'll happily eat entire camps of people, housing included, without growing in size.
  • Blue and Orange Morality: He's an alien, of course he doesn't understand our morality. Especially the part about "eating literally everything in your path is a no-no".
  • Body Horror: He attacks by vomiting.
  • Breath Weapon: All of his abilities involve spewing corrosive bile, except his passive, which involves detonating violently to distribute that same corrosive bile.
  • Captain Ersatz: Resembles a Squig.
  • Cute Monster: It's hard to not be with a slew of dog-like mannerisms.
  • Dem Bones: Jurassic Kog'Maw
  • Difficult but Awesome: Kog'Maw does have some poking capacity thanks to his Bio-Arcane Barrage and his spammable Living Artillery and might considered to be one of the safest adcs to use. However, what makes Kog'Maw very difficult to use is that he lacks any form of escape mechanisms when things go very sour or gets caught in a gank (or if someone gap closes in him, which a lot of melee assassins and bruiser have this mechanism). That being said, he is compensated with a slowing ability which also serves as a decent poke, but that usually isn't enough for Kog'Maw. He also has the weakest laning phases of all adcs. Because of this, many players would often find themselves turret hugging and trying to build up some CS; and good positioning is important for Kog'Maw. This led to a in-game meta joke called "Protect the Kog'Maw" where lots of players save their crowd control skills on many melee gap closers and try to peel for Kog'Maw while Kog'Maw barrages down the enemy team. He's also very mana intensive since his Bio-Arcane Barrage and Living Artillery will chew up his mana pool.
  • Extreme Omnivore: Here's a hint: The League keeps him around by feeding him random, tasty scrap metal. Before he was captured he roamed around Runeterra happily sampling all its sights and tastes... and leaving absolutely nothing left in its wake, not even the campfires.
  • Foreshadowing: "Terror coming... Daddy coming!"
  • Gameplay and Story Segregation: His background is a Big Eater, yet none of his abilities use that characteristic (though they do all involve spitting stuff up). Ironically, his Void-based predecessor Cho'Gath is actually the one who eats people. Still, it is a Justified Trope: He's still in "larval phase" and can't digest solid food, ergo the green acidic fluids he vomits. Since you can get killed at any given moment in the Fields of Justice there's really no time to slurp up whatever got broken down by said fluids.
  • Glass Cannon: In addition to being fairly delicate, he's one of the very few champions in the game who has little in the way of escapes and crowd control. When operating alone, his only tactical options are "Attack! Attack! Attack!" and "Run Away," and any opponent with a gap closer ability (which is "many") can counter the second. He absolutely needs a MeatShield to babysit him. Of course, he compensates by having outrageous damage output and nearly unmatched range. In short, a game with an allied Kog'Maw quickly turns strategy into "protect the Kog'Maw" but a competent Kog'Maw will make it well worth his team's effort even if he is the only one focused 100% on offense.
  • Guardian Entity: Possibly to Malzahar. When the latter was fighting Kassadin outside the League, Kog'Maw was instinctively drawn to his aid.
  • Hollywood Acid: Whatever alien chemistry it is he brings to the League, it sure doesn't care how tough the thing it's eating away is. It's also a wonderful array of hues from green to purple.
  • Magikarp Power: Starts off slow, becomes a walking minigun later on. Even more so with an AP build. Very mana hungry on top of all his other flaws, but once he reaches level 3 on his ultimate, he can shell enemies into oblivion at ranges most champions can only dream of, and still DPS decently thanks to his base abilities.
  • More Dakka: Because he has an ability that deals bonus damage based on the target's HP on every hit while active, building a great deal of attack speed gives him terrifying damage. This is typically an inefficient way to build on almost any other champion.
  • Nested Mouths
  • Obliviously Evil: He doesn't mean harm, he just likes to eat. Really, the thing is just hungry; the League keeps him "trapped" by feeding him random scrap. This is in contrast to his predecessor Cho'Gath, the other Voidborn known for being a Big Eater, who most definitely is evil.
  • Overlord Jr.: Word of God says that Kog'Maw is only an infant, and his father is on the way to Runeterra.
  • Percent Damage Attack: His Bio-Arcane Barrage can easily serve as this, also serves as Armor-Piercing Attack in a lesser extent.
  • Punctuation Shaker: As is typical of Void monsters, his name is two syllables split by an apostrophe.
  • Taking You with Me: Often gets to invoke this with his passive.

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