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    Aatrox, the Darkin Blade
"Now, hear the silence of annihilation!"

Voiced by: Ramon Tikaram (English/Current), Erik Ireland (English/Pre-VGU), Jorge García Insúa (European Spanish), Emilio Sabini (Mexican Spanish/Pre-VGU), Tommy Rojas (Mexican Spanish/Current), Isshin Chiba (Japanese/Pre-VGU), Masaaki Ihara (Japanese/Current), Chang-Yeong Hwang (Korean)

“I must destroy even hope…”

Once honored defenders of Shurima against the Void, Aatrox and his brethren would eventually become an even greater threat to Runeterra, and were defeated only by cunning mortal sorcery. But after centuries of imprisonment, Aatrox was the first to find freedom once more, corrupting and transforming those foolish enough to try and wield the magical weapon that contained his essence. Now, with stolen flesh, he walks Runeterra in a brutal approximation of his previous form, seeking an apocalyptic and long overdue vengeance.

Aatrox is a Juggernaut champion who relies on his strong self-sustain to keep him alive as he ruthlessly butchers one enemy after another. He does not use mana or any other resources, with his abilities only being limited by cooldowns.

  • His passive, Deathbringer Stance, periodically makes his next basic attack deal bonus damage and heal Aatrox based on the target's max health. The cooldown of this effect is reduced whenever Aatrox damages an enemy champion or monster.
  • With his first ability, The Darkin Blade, Aatroxs attacks with his greatsword up to three times in a row; first slamming it down in a line, then swinging it in an arc, and finally pluging it down into the ground, damaging enemies it hits. Hitting enemies with the blade's edge deals increased damage, briefly knocks them up and further reduces the cooldown of his passive.
  • His second ability, Infernal Chains, sends out a shockwave in a target direction that damages and briefly slows the first enemy it hits. Enemy champions and monsters hit are chained to the impact point, being damaged again and yanked back to it if they don't run away from the area quickly enough.
  • His third ability, Umbral Dash, passively heals Aatrox for a percentage of damage dealt to enemy champions. When activated, Aatrox dashes a short distance in a target direction.
  • With his ultimate ability, World Ender, Aatrox unleashes his true demonic form for a few seconds, fearing nearby minions. While transformed, Aatrox gains increased attack damage, movement speed and healing. The duration of the transformation can be extended by killing or helping kill enemy champions.

Aatrox's alternate skins include Justicar Aatrox, Mecha Aatrox, Sea Hunter Aatrox, Blood Moon Aatrox, Victorious Aatrox, and Odyssey Aatrox.

In season 1 of Teamfight Tactics, Aatrox is a tier 3 Demon Blademaster. His ability, The Darkin Blade, has him slam his sword into the ground, dealing damage to all enemies in a circle-shaped area. In season 2 his skin was changed to Justicar Aatrox, but he otherwise remained mostly unchanged apart from his origin changing to Light and his ability being renamed The Arclight Blade. In season 4, he was rebuilt as a Tier 4 Cultist Vanguard using his Blood Moon skin; his new ability, Infernal Chains, drags two enemy champions closer to him before dealing damage to all surrounding enemies.
  • Achilles' Heel: Aatrox's kit relies on his survivability through drain-tanking and snowballing the enemy team with well placed burst that sends them flying and heal him by percentage amount, which amplified further by his ultimate. Any form of Grievous Wounds essentially cripples his snowballing potential, because he doesn't gain much bulk and resistances per level like most juggernauts and had to rely on his healing to survive a prolonged fights.
  • An Arm and a Leg: Had his sword arm lopped off during his rematch with Pantheon. He replaced it with some form of primitive prosthesis.
  • And I Must Scream: Even after possessing a body, Aatrox still feels trapped; He sees his new flesh as just a bigger cage.
  • Arch-Enemy: Despite his desire to kill anything with a pulse on Runeterra, 2 champs have claim to being his mortal enemy.
    • The first is naturally, Pantheon. The two trading wins in their clashes, with him winning round 1 and slaying the Aspect within Pantheon. Only for the now mortal Pantheon to return and win their rematch, taking his arm off in the process. Aatrox is now out for his head.
    Aatrox: Pantheon, I see you! Like a lamprey you attach yourself to a host! I will carve you from this mortal's form, and eviscerate you both!
    • A more one-sided instance is Zoe. He bears a homicidal even for Aatrox rage at her, thanks to the previous Aspect Of Twilight sealing him and the other Darkin away.
  • Art Evolution: Aatrox was originally slated for just a gameplay update in 2018 to fix his in-game kit, but at some point during development, the devs felt his then-current design wasn't working to communicate his new power and weight, leading them to go the full visual/gameplay update, with new visuals, voiceover, and artwork.
  • Attack! Attack! Attack!: He has a very aggressive kit, and is in many situations better off forcing a fight with his lane opponent than just trying to poke them.
  • Auto-Revive: A former mainstay of his kit was a passive that allowed him to resurrect upon taking fatal damage using the blood he collected from damaging enemies. This lasted for a bit in his post-VGU design, but was continuously nerfed and eventually removed altogether by patch 9.14 since it made him all-in dives too easy for him to take, with Rioters shifting more of his focus onto Life Drain and preventing him from dying at all.
  • Ax-Crazy: Inevitable when you mix Blood Knight and Omnicidal Maniac into one package.
  • Back from the Dead: Part of his former passive (pre-rework) and former ultimate (pre-v9.14), which gradually builds up health and revives him with the total stored amount once his HP hits zero.
  • Badass Boast: He has several spectacular ones while challenging various enemies:
    (against Ornn) "Hail, Father Ornn, god of fire and forge... (laughs) I am Aatrox, and I am The God Killer!"
    (against Sion) "Yes, Sion! I kill even that which will not die! I end all things!"
    (killing any champion) "Resurrect! Return! So I may kill you again..."
  • Berserk Button: Zoe. The previous Aspect of Twilight gave mortals the secret to locking him away. His lines directed at her are delivered with a frothing rage.
    Aatrox I know it was you, trickster! You gave them the tools to trap me! Come, let me kill you! A thousand times isn't enough!
  • BFS: Aatrox was bound to one, but is so far the only Darkin to have completely possessed a host body, allowing him to directly wield the blade himself.
  • Big Red Devil: Just look at him!
  • Blood Knight: Aatrox's entire purpose is to live for violence, and indeed, obliterate the world. Many of his reactions to champions he's about to fight are very much along the lines of "Come! Fight!"
  • Blood Magic: Runeterran blood magic originates from the Darkin, and Aatrox relies a lot on lifesteal while in combat.
  • Bring It: Aatrox has many interactions upon first encountering many specific champions up-front, and his immediate instinct is to challenge all of them, to a point where "Come!" is something of his Catchphrase.
    (encountering Galio) "A statue!? Rock shatters as easily as bone! Come!"
  • Combat Aestheticist: Played in different ways before and after his VGU.
  • Combos: The Darkin Blade is a natural mix of attacks that encourage Aatrox to fight at a variety of ranges, starting from some distance and closing in with each strike. Umbral Dash can be used mid-Darkin Blade to reposition the sweetspot, which is an essential technique to hit smarter opponents.
  • Cool Sword: A giant pulsating one. It also becomes a cool Hard Light/Hot Blade in his Mecha skin.
  • Dark Is Evil: While prior to his VGU, he had shades of motivational anti-villainy that made things a little blurry between this and Dark Is Not Evil, post-VGU makes him to be a (presently) completely unambiguous monster.
  • Darker and Edgier: When compared to before his VGU, he's both this and Lighter and Softer. On one hand, he's far more brutal and apocalyptic, and when serious, much more horrifying than the poetic serenity of his previous incarnation. However, he also has a much more pronounced sense of humor that his previous version completely lacked, giving him a slight comical edge to balance out his increased villainy.
  • Deadpan Snarker: Post-VGU!Aatrox can be very, very, sassy, especially in his taunts.
    (when player reveals mastery) "Mastery? I must congratulate you; obviously your parents never had reason to."
  • Difficult, but Awesome: Pretty much all of his damage comes from landing the sweet spots of his Q, so he needs to predict enemy movements well to get his damage off, in addition to using his W (a fairly easy to block skillshot) and his E dash to keep enemies in the right place.
  • Draconic Humanoid: Giant wings, claws, spines, hints of scale...
  • Evil Is Hammy: An omnicidal wacko, whose quietest lines are still delivered loudly.
  • Evil Overlooker: Aatrox can be seen in the background of Pantheon's classic background, whom he killed the Targonian God of War, leaving behind his mortal vessel, Atreus.
  • Fallen Hero: Aatrox and the Darkin were originally the Ascended of ancient Shurima and served as defenders of the world from the Void, but following the demise of the empire, they began to clash with one another, eventually becoming an even bigger threat to the mortals that the Targonians had to seal away into weapons they would become eternally trapped in. Having finally returned, Aatrox intends to exact apocalyptic levels of vengeance on the world that cast him away.
    "Once in noble battle, I screamed against the silence. I stood as light against the darkness. Now I serve a new master, oblivion..."
    "I have no goodness left, it was taken from me, stolen! I... am the nemesis of life."
  • Glass Cannon: Aatrox gains less resistances per level and his kit relies on Life Drain for survivability and snowballing in teamfights. If his healing is taken away from him (by using healing debuffs or casting Ignite on him), he's practically an easy target to crush, otherwise he's a powerful Lightning Bruiser that can survive and bring down an entire gank.
  • Grand Theft Me: Aatrox was originally a Darkin bound to a cursed weapon, but unlike Rhaast who has the possibility of being able to overpower and take over Kayn's body, Aatrox is much more successful at "stealing flesh" from hapless mortals and has been through several bodies over the years. Currently, Jax and Tryndamere are in his periphery of potentially worthy hosts.
  • Ground-Shattering Landing: All swings of The Darkin Blade are violent swings capable of mighty damage and knockup, with his third especially severe in both departments.
  • Hidden Depths: In his more serious lines, Aatrox reveals that he's very aware of what he's become. However, he believes he can't do anything about it except be the monster the world sees him as even if it means destroying everything.
  • Humongous Mecha: His Mecha Aatrox skin shows it being built with Super Galaxy Rumble in the foreground, and it is suitably large.
  • I Am a Monster: While Aatrox is an undoubtedly destructive and unholy abomination, he has several lines reflecting on his nature, showing he's much less than happy about what he's become.
    "I am but an unholy copy of life... A mockery of its freedom... And born in the cruel betrayal of the noble ideals I would've served."
    "I touched the stars... And saw the glorious light of a thousand suns... Now, blinded by this elegance, how could my purpose be anything... but dark..."
    "They will call me villain... Come, let me earn their hatred, again and forever."
  • I Can Still Fight!: Aatrox is very resilient in a straight-up fight due to his passive global lifesteal, and World Ender can boost it even further. As such, confident Aatrox players may choose to duke it out in a situation where anyone else would be running for their lives.
  • Kill the God: Of all the things he plans on killing, he's really driven to kill the various gods of Runeterra, seemingly out of revenge and spite for the "false" hope they pose to mortals, being a deity cast away by mortals himself. As of Pantheon's 2019 update, Aatrox has been confirmed to have successfully killed the Targonian Aspect of War in a straight fight, so not only does he want to do this, he's capable of doing it.
    "They sing of love, hope and gods, all that makes them want to live! So I will quiet that first!"
  • Large Ham: Aatrox makes his violent presence very clear with his post-VGU voiceover. A little ironic, considering that prior to his update, Aatrox was clearly furious and brutal, but smooth and serene.
  • Laughably Evil: In a similar vein to Rhaast, Aatrox has his own brand of surprisingly silly and even immature humor, made even more hilarious due to being put next to his very obvious bloodlust.
    (encountering Camille) "Scissors for legs... okay... I thought I had seen stupid designs before... alright, let's go."
    (encountering Kayn and Rhaast) "Ooh, a shadow warrior! How edgy!"
    (encountering Malphite) "Where is your neck, rock thing?! Where is the neck I shall sever?!"''
    (encountering Kennen) "A lightning squirrel!? (laughs uproariously) Thank you! Your death will amuse me!"
    (encountering Taric) "Hail Taric! Aspect of... get a haircut!"
    (killing Varus) Honestly, a bow and two boys? What was your plan, Varus?"
  • Life Drain: Aatrox's entire gimmick is the sheer amount of sustain he has in his kit to keep him alive. From his E passively giving him anywhere from 20-30% omnivamp against champions, to his passive letting him occasionally deal a severe blow that also heals him, to his ultimate giving him up to doubled self-healing, a source of Grievous Wounds or insane burst damage are a necessity when fighting a reasonably fed Aatrox. Add in some items to amplify this, and he'll sometimes come out of fights healthier than when he went in.
  • Living Weapon: Aatrox was originally just the sword, but unlike similar Darkin Rhaast, he successfully corrupted and took over a host body. Just to really play into the trope, the blade itself is constantly pulsing like a beating heart.
    "So uh, I'm Aatrox. I'm a transcendental being trapped inside cutlery. What's your deal?"
  • Magikarp Power: Aatrox's base damage with his ability isn't that strong and relies greatly on AD scaling to deal any meaningful damage early on, and his healing passive from his Umbral Dash isn't become any meaningful until it reaches rank 3, not including the fact that how long the cooldown goes before either of them reaches rank 3. Once you hit level 10, maxes your Q and obtain your core item (preferably Goredrinker), Aatrox damage value will become stronger as he able to activate his Q more often and his healing per knockup will be strong enough to basically fend off a two-man gank should you be able to land your knockups per cast. Aatrox is also a drain tank that utilizes Life Drain as a powerful survival tool with a tradeoff of lowered resistance gains per level that makes him squishy even with proper items, but if he manages to snowball with it, he snowballs hard even to lategame, provided that he can land his Q knockups every hit.
  • Names to Run Away from Really Fast: If his name sounding like "atrocity" doesn't give you pause, it's also a second letter-A away from the much earlier Latin "atrox," meaning such delightful things as "fierce", "savage", "cruel", and "bloody".
  • Omnicidal Maniac: Hellbent on destroying all of Runeterra and beyond. Even the various Physical Gods and The Void aren't safe from his wrath.
  • One-Handed Zweihänder: Prior to his VGU, Aatrox almost always swung his sword one-handed. After the update, he's become more inclined to properly wield it double-handed like an actual longsword... until he breaks out World Ender, where he swings it one-handed again.
  • Our Demons Are Different: While Darkin aren't considered to be the same thing as demons like Evelynn or Tahm Kench, their status as, effectively, fallen angels, and Aatrox's appearance make them a demonic archetype, at least.
  • Percent Damage Attack: His passive causes his attacks to occasionally strike for an additional percent of the enemy's max HP, while healing him. It starts with a lengthy cooldown, but this decreases with level, and can be further reduced by hitting champions with attacks.
  • Precision F-Strike: On the PBE at least, Aatrox gains this doozy of a line while taunting a Void creature:
    "Do I resemble you, abomination? Your form isn't my destiny... is it? (lengthy beat) You don't know how to talk, do you? (beat) Shit..."
  • Power Gives You Wings: A side effect of his ultimate.
  • Retcon: His current, post-VGU character is significantly different from when he was originally launched in 2013, where he was less of an Omnicidal Maniac and more of an anti-villainously inspiring but bloodthirst-inducing leader of losing armies, with the Darkin mythos (including the fact that Aatrox is the literal Darkin Blade) being far less defined. With his VGU, his character was significantly reworked, and the backstories of both him and the Darkin were greatly expanded.
  • Rotten Rock & Roll: Aatrox's post-VGU theme is incredibly booming and filled with Heavy Metal-inspired guitars and drums, which also show up in-game once he activates World Ender.
  • Satanic Archetype: Aatrox's backstory — a fallen hero turned into the ultimate adversary of all life — combined with his more poetic quotes and his appearance as a giant horned monstrosity rebelling against the light cements him as this.
    "I shall not kiss the ground, nor let myself be wielded as a tool! I am damned, but I will remake this world in my dark image!"
  • Sealed Evil in a Can: He was one of the first Darkin to be imprisoned in their weapons. While all Darkin weapons can overpower normal humans to serve as their new hosts, Aatrox is much better at it on account the original technique used to seal him being imperfect early on.
  • Suicidal Cosmic Temper Tantrum: He's concluded that his only chance of escape is the death of the entire world, and he is entirely willing to kill it himself if necessary.
  • Super Mode: World Ender grants Aatrox bonus damage, movement speed, bonus healing from all sources, and giant wings, the duration of which extends if Aatrox can land a kill during it.
  • Turns Red: Literally when activating his ultimate in his Mecha Skin.
  • Unexplained Accent: Unique even to other Darkin, Aatrox speaks with an inexplicably thick but appropriately brutal German/Russian-inspired accent. Word of God states the accent is meant to represent an incredibly ancient civilization from before time of the game's Ascended champions.
  • Villain Respect: A twisted, half-sarcastic case regarding various god characters such as Targonian Aspects or Anivia, Ornn and Volibear of the Freljord, in that he begins by hailing them before going in with the intention of slaughtering them.
  • Warrior Poet: Not as much as his pre-VGU voiceover (who saw battle as more of an art and even quoted Do Not Go Gentle into That Good Night), but his current character has elements of this, primarily in his more quiet and contemplative moments.
  • Was Once a Man: In his extended lore, it's revealed that he was once a winged Ascended from Shurima.
  • Who Wants to Live Forever?: Aatrox repeatedly implies that his Resurrective Immortality is not voluntary, and he repeatedly calls it a curse or a trap.
  • Winged Humanoid: He grows a pair of glowing, demonic wings for his ultimate. His current iteration has them resemble almost volcanic bat wings, whereas his pre-VGU appearance made them resemble a pair of tattered war banners.
  • Worthy Opponent: Jax. Unlike other champions he has lines for, his interaction with Jax is calling him a worthy vessel.
  • You Have GOT to Be Kidding Me!:
    • Aatrox is very much up for a fight, but at times, he needs a moment to process who his opponents are.
      (encountering Maokai) "Am I challenged by a tree!? (beat) Fine! Let me build a pyre from you!"
      (encountering Quinn) "A bird? You would challenge me with a bird?! (laughs) Come!"
      (killing Kled) "What is property!? Why did this dead hamster want me off of it!?"
    • He's also dumbfounded by Rhaast being a scythe instead of an actual weapon, and he has a few jokes towards Kayn about it.
      "A scythe? A scythe?! Are you planning on murdering fields of wheat?!"
      "I chose a sword, the noblest weapon, Rhaast. You... seriously, I don't understand, were you trapped in the gardening section?"
    • He's not exactly happy with Varus's breaking of the naming convention either.
      "We all agreed on the double 'A' thing, Varus. The double 'A' thing!"
      "Varus, 'V' 'A' 'R' 'U' 'S', your name should have an 'A' and then another 'A', Varus. There was a memo, Varus, there was a memo!"

    Ahri, the Nine-Tailed Fox
"Don't you trust me?"

Voiced by: Laura Post (English), Inés Blázquez (European Spanish), Ana de Castro (European Spanish/Star Guardian Skin), Rommy Mendoza (Mexican Spanish/1st voice), Annie Rojas (Mexican Spanish/Current voice), Sanae Kobayashi (Japanese), Yong-Shin Lee (Korean)

"Human emotions can be even more volatile than the deepest magic.”

Innately connected to the magic of the spirit realm, Ahri is a mysterious fox-like vastaya in search of her place in the world. Having become a somewhat reluctant and empathetic predator since entering mortal society, she prefers to manipulate her prey’s emotions before partaking of their life essence—receiving flashes of memory and insight from each soul she consumes.

Ahri is a Burst Mage champion who uses her high mobility to dance around her opponents, drawing out key targets and diving in for the kill before retreating back to safety.

  • Her passive, Essence Theft, gains a stack whenever Ahri hits an enemy with one of her abilities, up to three stacks per ability. Upon reaching nine stacks, her next ability will heal Ahri for a small amount of health for each enemy it hits.
  • Her first ability, Orb of Deception, sends out a magical orb in a target direction and then pulls it back, dealing magic damage on the way out and true damage on the way back.
  • Her second ability, Fox Fire, summons three spirit flames that orbit Ahri for a few seconds, while also granting her a short burst of movement speed. After a small delay, each flame locks onto and fires at the closest enemy, damaging them, with each flame after the first that hits the same target dealing reduced damage.
  • With her third ability, Charm, Ahri blows a kiss in a target direction, damaging and briefly charming the first enemy hit, forcing them to harmlessly walk towards Ahri while increasing all her ability damage against them.
  • With her ultimate ability, Spirit Rush, Ahri dashes in a target direction, releasing three bolts of energy that damage the three closest enemies. She can activate this effect three times before it goes on cooldown.

Ahri's alternate skins include Dynasty Ahri, Midnight Ahri, Foxfire Ahri, Popstar Ahri, Challenger Ahri, Academy Ahri, Arcade Ahri, Star Guardian Ahri, K/DA Ahri, Elderwood Ahri, Spirit Blossom Ahri, and K/DA All Out Ahri.

In season 1 of Teamfight Tactics, Ahri is a Tier 2 Wild Sorcerer. Her ability, Orb of Deception, fires her orb in a straight line and calls it back, damaging enemies on both passes. She was removed in season 2. She returns in season 3 largely the same, except with Wild replaced by Star Guardian. Season 4 reworks her into a Tier 4 Spirit Mage using her Spirit Blossom skin. Her new ability, Spirit Bomb, takes a second and a half to charge before lobbing her orb at a random target, damaging surrounding enemies in a large area. She was removed in the Festival of Beasts mid-set update.

Ahri is one of the playable champions appearing in Ruined King.
  • Addictive Magic: As her essence draining powers give her flashes of the victims memories in addition to magic power, she became addicted to draining people for both. However, when the memories started including visions of people viewing or speaking of her as a nine-tailed fox demon, and her addiction started running out of control, to the point where she drained an entire village she became disgusted with herself, and tries to break or control her addiction.
  • Alpha Bitch: Her Star Guardian skin turns her into a complete mean girl.
  • Ascended Meme: Popstar Ahri started out as a heavily-supported request for a Girls' Generation Ahri skin, although the end result was somewhat different from the originally suggested design (this was eventually rectified with the release of a skin chroma).
  • Beware the Nice Ones: The short story 'Stray Fox' shows exactly how dangerous Ahri can be when provoked, as she mercilessly slaughters a squad of Noxian scouts when they shoot at her in a shocking display of brutality. Contrary to her portrayal as The Atoner, she's even still perfectly willing to drain the essence from those who make themselves her enemies.
    Ahri had no qualms about gaining her humanity by taking it from men who had no use for it.
  • Category Traitor: Called one by Xayah, who seems to think she's trying to become human. She was, in her old lore, but in that lore she was a literal fox who gained human form, not a Vastaya.
  • Charm Person: Her (originally) unique form of crowd control.
  • Cunning Like a Fox: Clever enough to figure out how to use her charms and her human appearance to lure in men and steal their essence.
  • Difficult, but Awesome: Ahri depends heavily on landing her Charm spell to burst down her target or assassinate them, which is a (relatively) slow skillshot that can be blocked by minions and gives a fairly obvious warning. Good Ahri players can keep opponents on their toes by using tricks to unexpectedly Charm them, such as firing an Orb of Deception then a Charm in quick succession to clear the minion(s) shielding her target before the latter lands. That said, once you get used to landing her Charm, Ahri becomes one of the more forgiving mages and assassins. Her Fox Fire and Charm are effective at punishing enemies for trying to get up close and personal, and her Charm and Spirit Rush are good at easing mistakes her user makes.
  • Does This Remind You of Anything?: Her death cries sound more like... something that's not dying.
  • Double Entendre: A lot of her vocal quotes are at least partially suggestive. Her attacking quotes, in particular come across as if she's finished "using" her victim and has become bored of them.
  • Even the Girls Want Her: Or if they don't, she can make them.
  • Exactly What It Says on the Tin: Her charm spell is just called "Charm". Justified because it was the ONLY charm spell in the game until the addition of Rakan and his ultimate, The Quickness, a whopping SIX YEARS later. Evelynn later got a charm spell in Allure, but they're still the only three.
  • Facial Markings: The whisker-like marks on her cheeks.
  • Fantastic Foxes: She was already magical before she absorbed the life force of a dying mage, granting her even more magical ability. Not anymore with the Vastayan lore update, now she's (supposedly) the last of her kind after being abandoned by her tribe and was adopted by a pack of icefoxes.
  • Femme Fatale: The straightest example in the game (at least before Evelynn was reworked into an actual lust demon), although she's trying to reform.
  • Foxy Vixen: It stands to reason that one of the most intentionally-sexy girls in the game would be the fox Vastaya, doesn't it?
  • Foil:
    • To the plant champion, Zyra. The two champions have completely different playstyles. Ahri is the supreme example of a mage ganker, scaling better than Leblanc and not being limited to melee like Kassadin. By comparison, Zyra is the supreme example of a mage pusher, having better utility than the AoE pushers like Brand while having the ability to place turrets at long range unlike Heimerdinger. Their two stories are almost exactly the same in terms of progression while being utterly opposite in terms of motivation. And finally, they're from opposite ends of the alphabet (before the release of Aatrox, Ahri was the alphabetically first champion on the League roster, while Zyra is the last). Fittingly, the two go head-to-head in the "A New Dawn" cinematic, where Ahri wins.
    • To fellow Ionian champion, Syndra. In battle, Syndra controls multiple balls of darkness while Ahri uses a single orb of light. Both of their kits focus a lot on the number three, and disrupting/manipulating enemies. And to top it off, they both dance to hit K-Pop songs by SNSD. Ironically, the two of them are together on the alternate Star Guardians team.
  • Gameplay and Story Integration: Who else in the League of Legends would have a Charm spell and a soul-consuming passive if not The Vamp?
  • Heel–Face Turn: Much more explicit in her new lore. After a eating an entire village, Ahri resolves both to not murder others with her power anymore and to enjoy her own life, not the memories of others.
  • Heel Realization: After stealing quite a bit of human essence, she became human enough to realize that what she had been doing was wrong. The short story 'Stray Fox' reveals that she's still fine with doing it, just not with entrapping and murdering innocents. Now she saves the soul-drinking for her enemies.
  • Honey Trap: Well, she had powerful charm magic to help her out, but she invoked this to get unsuspecting men to come close to her.
  • Horny Devils: Her pre-rewrite (before vastaya were even a thing) lore and Femme Fatale attitude alluded this being the life-harvesting method she's trying to drop. Subverted in the new lore by 'Stray Fox'- while she can entrance people and make them desire her with her magic, she doesn't drain their life sexually. Instead she just kills them, clasps their head between her hands while they die, and sucks their essence out through their eyes and mouth as a stream of energy.
  • Idol Singer: Ahri has two skins inspired by different K-pop varieties; Popstar Ahri has a bright and colorful Girls' Generation-inspired look, while K/DA Ahri is more inspired by dark and edgy Girl Groups like 2NE1 or BLACKPINK.
  • I Just Want to Have Friends: In 'Stray Fox' she expresses a desire to befriend the villagers of Ionia, which is why she flees when they approach so they don't see her draining the soul from the Noxian soldier whose neck she just snapped.
  • Impossibly-Low Neckline: Shows off her cleavage quite a bit.
  • It's Personal: Reacts very angrily when Darius almost kills Leona in A New Dawn. Naturally, she's the one to land the final blow.
  • Jack-of-All-Stats: Ahri has a little bit of everything you would want from an assassin/mage, but doesn't specialize too hard in any of them. She has burst damage, but it's greatly dependent on setup and hitting Charm to string together combos. She has a little bit of sustain from her passive and bursts of mobility from her ultimate, but both are very conditional. Her waveclear, diving ability, and range are all average, but she can be outperformed by more specialized opponents.
  • Joshikousei: Academy Ahri. Actually based on Korean uniforms, but the effect is the same.
  • Kitsune: Although referred to in development as a Gumiho, the Korean equivalent. Hence her vampiric nature. She becomes an actual Kitsune, to the point of being able to shape shift into one, in her Spirit Blossom skin, as the skin-line instead takes inspiration from Japanese folklore for the Ionian Spirit Blossom festival.
  • Lady of Black Magic: A seductive and graceful gumiho dressed in a revealing outfit who can conjure arcane energy orbs and spectral flames to attack. Her voted name Ari (아리) even means "elegant".
  • The Leader: Of the 'good guy' team in A New Dawn animated short and of the second Star Guardians team.
  • Lightning Bruiser: Between her Charm and the three dashes of her Ultimate, it can be very, very hard to escape a competent Ahri once she's started chasing you down. Her passive makes her a little less squishy than the average mage, too.
  • Little Bit Beastly: Has very noticeable whisker marks on her cheeks, as well as the obvious fox ears and tails. As her creation preceded the codification of the Vastaya by many years, this puts her very far on the human-like end of the Vastaya spectrum compared to others like Rengar and Nami, or even Xayah and Rakan.
  • Magikarp Power: A lesser example, as Ahri is actually reasonably strong even at low levels, but if she starts to pick up a few kills she can rapidly snowball out of control. Her insane mobility, impressive burst, devastating sustained damage and powerful CC means a fed Ahri can devour entire teams.
  • Meaningful Name: A poll was held on the Korean LoL webpage to decide on her name, choosing from a list of 6 options. The vote eventually went to Ari (아리) which means "graceful" or "elegant" and it was adapted to "Ahri" for the English release.
  • Ms. Fanservice: Between her short skirt, large breasts, low-cut top and kemonomimi, Ahri immediately shot straight to the top of the "most desirable girls in the League" lists (as confirmed by a recent forum poll). Which may be somewhat justified, given her nature. To wit, she is so attractive that the sheer amount of sexiness she puts out is a canonically-accepted game mechanic. Even Taric and Void champions can find her attractive.
  • Multiple-Tailed Beast: Duh, nine of them, it's her title.
  • Neck Snap: How she kills the last Noxian scout who attacked her in 'Stray Fox', grabbing him by the neck then snapping his head back with a blast of concussive magic.
  • Noblewoman's Laugh: Her Star Guardian skin has her laughing this way, all the better for her Alpha Bitch presentation.
  • Orgasmic Combat: Perhaps not the fighting itself, but her death cries all deserve special mention. Both her Korean Normalnote  and Popstar Ahrinote  voice sets make the English version seem conservative in comparison.
  • Our Vampires Are Different: She's essentially an energy vampire.
  • Playing with Fire: They're probably Faux Flames, but hell if that matters; they work just fine. Her Foxfire skin also counts as this.
  • Prehensile Tail: She moves her tails with amazing dexterity on her emotes.
  • Rule of Three: Three of her skills use this rule. Her Essence Theft passive activates its healing after hitting nine enemies, up to a maximum of three per spell cast; in short it takes a minimum of three spells to activate this skill, or 3x3. Second, Fox-Fire summons three fireballs around her that will home in to the nearest enemy unit. Third, her ultimate, Spirit Rush, allows her to dash to a target area up to three times, sending out flares that target up to three enemy units.
  • Screw Destiny: The Star Guardian version of Ahri seems to consider "fate" an inherently evil force to be fought against, apparently because several of her previous teammates were "fated" to die in battle, with the implication that ALL star guardians are fated to "fade".
  • Sex Is Violence: She's a deadly mage-assassin reliant on a heart-shaped Charm spell with a seduction-heavy theme and backstory. Even her death cry sounds erotic and several of her lines are Double Entendres that can be interpreted as either flirting or an implied threat.
  • Skill Gate Character: Ahri is a perfectly fine assassin-mage that has all the tools to be good at setting up combos and blowing up enemies, with her main weakness (aside from fragility) being that none of them are particularly noteworthy compared to her competition. This makes her accessible to pick up for solo queue, but in higher levels of competition, she lacks the outright burst damage or mobility found in other dedicated mages or assassins, and she rarely gels with team compositions. She's also extremely reliant on using Charm to set up her combos, an ability that can be easily avoided by careful positioning and simply staying behind minions.
  • Squishy Wizard: Zig-zagged. Sure she's frail, but get close to her carelessly and you're only making yourself a huge target of yourself for both her Charm and Fox Fire, assuming she doesn't simply put distance between you and her with her Spirit Rush. Not to mention Orb of Deception gives her some measure of sustainability.
  • Supernatural Gold Eyes: As can be plainly seen in her character portrait above. Averted in the 'A New Dawn' video where, for whatever reason, she was given Occult Blue Eyes instead (although they briefly turn purple when she uses Charm on Darius and Draven).
  • Trans Nature: She was a fox that wanted to become human. Now she's a magical hybrid with the ability to become more and more human. However, her method of doing this involved killing people, and as she became closer to human the morality of this started to bother her, leading to her joining the League to find an alternative method. Retconned in the Vastayan race update, now she always was a Fox/Human hybrid/Shapeshifter that was abandoned by her tribe for some reason.
  • The Vamp: She was able to lure men with her beauty and charm to drain their life. One of her skills (Charm) actually uses this. Also works as a pun. Averted in the present day, though; as her humanity grew, so did her sense of right and wrong. She now better fits the Femme Fatale trope.
  • Videogame Dashing: Her ultimate. Having a dash ability isn't exactly unheard of in the League of Legends, but Ahri uniquely has up to three in exchange for one spell cooldown.

    Akali, the Rogue Assassin
"Fear the assassin with no master."

Voiced by: Krizia Bajos (English/Current), Laura Bailey (English/Pre-VGU), Ashly Burch (English/Tales Of Runeterra: Ionia - "The Lesson), Inés Blázquez (European Spanish), Norma Echevarría (Mexican Spanish/1st Voice), Montserrat Mendoza (Mexican Spanish/Current), Ryoko Shiraishi (Japanese/Pre-VGU), Mikako Komatsu (Japanese/Current), Na-Yul Kim (Korean)

"If you look dangerous, you better be dangerous."

Abandoning the Kinkou Order and her title of the Fist of Shadow, Akali now strikes alone, ready to be the deadly weapon her people need. Though she holds onto all she learned from her master Shen, she has pledged to defend Ionia from its enemies, one kill at a time. Akali may strike in silence, but her message will be heard loud and clear: fear the assassin with no master.

Akali is an Assassin champion who employs stealthy hit-and-run tactics to take down her targets while evading retaliation. She uses a fixed Energy meter as a resource instead of mana.

  • Her passive, Assassin's Mark, marks enemies damaged by Akali's abilities with a ring around them, granting Akali bonus movement speed when moving away from them. Leaving the ring refreshes the speed bonus when moving towards enemy champions and empowers Akali's next basic attack with bonus range, damage and making it restore some Energy.
  • With her first ability, Five Point Strike, Akali throws a flurry of kunai knives in a cone in a target direction, damaging enemies they hit and briefly slowing those hit at maximum range. When fully ranked, the ability also deals increased damage to minions and monsters.
  • Her second ability, Twilight Shroud, temporarily increases Akali's maximum Energy and grants her a short burst of movement speed, while also summoning a slowly-expanding ring of smoke at a target location. While inside the smoke, Akali becomes invisible and untargetable as long as she has not recently attacked an enemy.
  • With her third ability, Shuriken Flip, Akali backflips while throwing a shuriken in a target direction, damaging and marking the first enemy it hits; she can also mark the center of the smoke ring from Twilight Shroud. Reactivating the ability will make her dash towards the marked target, damaging them if they're an enemy.
  • Her ultimate ability, Perfect Execution, makes Akali dash towards a nearby enemy champion, damaging enemies she passes through. For a few seconds afterwards she can reactivate the ability to dash a second time in a target direction, damaging enemies she passes through based on their missing health.

Akali's alternate skins include Stinger Akali, Infernal Akali, All-Star Akali, Nurse Akali, Silverfang Akali, Blood Moon Akali, Headhunter Akali, Sashimi Akali, K/DA Akali , PROJECT: Akali, True Damage Akali, and K/DA All Out Akali.

In season 1 of Teamfight Tactics, Akali is a Tier 4 Ninja Assassin. Her Five Point Strike ability throws kunai in a cone-shaped area, damaging all foes with a chance of dealing a critical hit. She was removed in season 2, returning as a Tier 3 Ninja Assassin for season 4 with the same ability.
  • Action Girl: A deadly ninja warrior, skilled in stealth and assassination.
  • Amazing Technicolor Population: Infernal Akali's skin is pitch black, making a striking contrast to her bright everything-else.
  • Anti-True Sight: Downplayed; an Akali stealthed in a Twilight Shroud can still be revealed using true sight (such as from Oracle Lens, or various champion debuffs), but even if she is, she cannot be directly targeted for attack.
  • Anime Hair: Akali's ponytail is not only ridiculously spiky, it also spikes upwards in a complete defiance of gravity.
  • Art Evolution: With her visual-gameplay update in 2018, all her art assets were redone from scratch and brought up to modern standards for the game, with a brand new design, animations, voiceover, and splash arts.
  • Badass Back: Her pose in her normal splash art, which also gives an opportunity to show off the elaborate dragon tattoos going across her body.
  • Badass Normal: She's been described as not having the direct magical skill of her former Kinkou brethren, but her skill with various weapons made her worthy of carrying the title of "The Fist of Shadow."
  • Berserk Button: She apparently has one regarding the cylindrical case she keeps tied to her waist:
    (first encountering the enemy) "Call it a purse. I dare you."
  • Breaking the Fellowship: As of her VGU, Akali became disillusioned with the Kinkou Order's passiveness against the growing threats in Ionia and left to fight her own path as an assassin, ending the Power Trio with Shen and Kennen in the process. However, the Zed comic shows that even though she left a while ago, she's still willing to work with Shen for a common goal (in this case, hunting down Zed and Jhin) and even still refers to him as "master".
  • Character Development: Akali's relaunch set a precedent for champion relaunches by being (more or less) a continuation of her pre-relaunch story rather that retconning it out of existence, as the ninja formerly known as "the Fist of Shadow" fell out with her order and became "the Rogue Assassin" instead.
  • Cool Mask:
    • By default, as well as in most of her skins, Akali wears a signature mask that covers her mouth, similar to a surgical mask (her Nurse skin has her wear a proper one).
    • She gets an additional one in her Blood Moon Akali skin, but rather than wearing it over her face, she keeps it pushed onto the top of her head.
  • Dash Attack: Shuriken Flip and Perfect Execution give her access to this, all with different, but valuable interactions to them.
  • Desperately Craves Affection: As shown in the story "The Bow, and The Kunai", Akali felt ignored by the previous Fist Of Shadow (Her mother) who seemed to prioritize her apprentice over her when she was a child. Leading her to recklessly try and prove herself in her eyes.
  • Difficult, but Awesome: The devs make no secret that she overall has a longer execution time than other assassins, and with how her passive works, her complex kit requires a lot of quick thinking and decision-making to deal the most damage that she can and not die doing so. In turn, she has tons of tools at her disposal, as well as the potentially extreme damage her status as an assassin entails.
  • Divergent Character Evolution: An example regarding skins: One of Akali's earliest skins was "Crimson Akali," which originally was pretty much just a low-price red Palette Swap. Following her VGU, it was given an entirely new identity as the now-renamed Infernal Akali, giving it much more unique particle and sound effects, on-par with the quality of Epic-tier skins (while still retaining its low pricepoint).
  • Dual Wielding: She wields a large kunai in one hand, a chained kama in the other. Prior to her VGU, she wielded a kama in each hand.
  • Epic Flail: Carries a chained kama. Exiting the range of an enemy hit with Assassin's Mark will prompt her to start swinging it around for bonus range and damage on her next auto-attack. If you're an enemy seeing this, watch out.
  • Flechette Storm: Her Five Point Strike has her do this with kunai in a short arc in front of her, encouraged to be her primary skillshot ability for damage.
  • Fragile Speedster: Unusually for an assassin, she requires to stay in the fight for a while to deal her extreme damage, but with her high movement speed, various dashes, and powerful stealth, a skilled player can be able to duck in and out of the fray to make it happen.
  • Great Detective: Granted, all the major players are shown to be good at investigation, but throughout the Zed comic, Akali is shown as especially good at getting information out of people, most often to track down Jhin, even if some of her methods (including threatening her subject at knifepoint to outright dangling some poor schmuck over a bridge) are a little ethically grey.
  • Hit-and-Run Tactics: Much of her post-VGU kit revolves around her Assassin's Mark interaction, requiring her to rapidly duck in and out of direct combat to make the most of her damage.
  • Hospital Hottie: Nurse Akali. Before her visual update, it was originally just a lighthearted Fanservice outfitnote , but her post-VGU splash art implies a much more sinister reason for being around the operating room.
  • Legacy Character: Ever since she completed her training from the Kinkou at 14, she inherited her mother's title as the Fist of Shadow.
  • Mid-Battle Tea Break: It mostly depends on when you use it, but her in-game joke animation has her pulling out and enjoying a bowl of ramen. The ending of her teaser video features her doing this as she's surrounded by the bodies of the enemies she just killed.
  • Ninja: She might not be a member of the Kinkou Order anymore, but she's still very much a ninja, and an appropriately agile and stealthy one at that.
  • Ninja Run: Her "speed-boosted" animation has her do this. She also does a much nimbler, faster version of this during the "dashing" portion of her Shuriken Flip.
  • Paper Talisman: Akali occasionally uses these, most prominently in her recall animation that lights on fire before she teleports back to base. In "The Lesson", she pulls one out to instantly generate a puddle of water in order to regrow a tree.
  • Pet the Dog: She might have left the Kinkou and is in a disagreement with Shen's teachings, but she's still willing to cooperate with them as ultimately, both share similar goals in wanting to maintain peace in Ionia. She still refers to Shen as a master, and she also has a soft spot for Kennen.
  • Playing with Fire: Infernal Akali gives her a fiery makeover, complete with new sounds and blazing particle effects.
  • Pragmatic Hero: How she views herself, at least. The increasing splintering of Ionia following Zed's coup and the Noxian invasion led her on a path of wanting to directly fight its enemies, something that Shen and the rest of the Kinkou Order would not allow. She called them out for their idleness and left to fight her own way, and since she was trained to be an assassin, she would be an assassin.
  • Retcon: Surprisingly for a full visual-gameplay relaunch, this is mostly subverted for Akali. Much of the basics of her previous lore are still intact, with her post-update lore being less of a rewrite and more of an expansion and direct continuation, taking previously unrecognized factors like Zed's coup against the old Kinkou Order into account, and skipping a little further in time for a different setup where she's no longer part of the Kinkou.
  • Sampling: As K/DA Akali, slamming down a Twilight Shroud causes a brief musical sting to play, which is taken from the very start of TWICE's "I'm Gonna Be a Star".
  • Self-Deprecation: A meta example: Akali's rework was designed by champion designer CertainlyT, and she has a taunt to Zoe, another one of his champions, which seems to be a nod to her contentious reputation among fansinvoked:
    Akali: You know, we've never met, but you seem really annoying.
  • Ship Tease: She openly remarks both in an in-game taunt as well as in issue 3 of the Zed comic that she has the hots for Kayn of all people, although she's turned off by the fact that he's... well...
    Akali: It's your eyes.
    Kayn: What?
    Akali: I mean, I hate admitting it, but the abs and shirtless thing actually works for me, but those eyes...? Crazy. You're hot. But crazy.
  • Sinister Scythe: One of her weapons is a smaller variant called a kama, which she swings around on a chain as part of her Assassin's Mark interaction.
  • Smoke Out: Her Twilight Shroud, a thrown-down smoke bomb that has always existed in some capacity before and after her VGU. Its current iteration creates a cloud of smoke that slowly expands into a ring, stealthing her should she remain in it until she attacks. Her default recall animation is also presented as this.
  • Spanner in the Works: In the Zed comic, she directly assists in foiling Jhin's plans mainly by pursuing him faster than Zed and Shen, the two subjects he was far more fixated on. Even when Jhin improvises and manages to capture her for a moment, his failure to take her into account is what allows her to sneak up and land the final blow.
  • The Spock: In the (now mostly-nominal) Power Trio between Shen and Kennen, Akali serves as this. While Kennen operates off his own, idealistic moral compass, and Shen operates based on holistic order and equilibrium, Akali is greatly devoted to problem-solving, targeting Ionia's threats and eliminating them, with the reason for why she left the Kinkou being that they prevented her from doing any work she believed needed to be done.
  • Stealth Expert: Her Twilight Shroud gives her access to a unique type of stealth where even if she's revealed, as long as she's in the smoke, nothing can target hernote . Rather infamously, she initially also had the ability to completely avoid turrets while shrouded, but this proved to be such a balance headache that it was removed.
  • Stock Ninja Weaponry: Akali has perhaps the most versatile arsenal of all the ninja champions. She's primarily seen wielding a large kunai and kama, and she has smaller kunai, shuriken, and smoke bombs at her disposal for abilities.
  • The Unfettered: She eventually became this, and left the Kinkou Order after coming to the conclusion that their practice of restraint in an increasingly splintered Ionia was allowing more harm than good, deciding to carve her own path as an active assassin of their adversaries.
  • Unnecessary Combat Roll: Shuriken Flip has her do a backflip before she tosses out her shuriken. The backwards movement itself is useful for creating distance and is conveniently enough to cross her Assassin's Mark circle if her shuriken lands, but she probably could've picked something less disorienting.
  • The Worf Effect: She gets hit with this a couple of times in the Zed comic, the first against Zed himself (who doesn't exactly defeat or even fight her as much as he casually dodges all her attacks before he and his allies Smoke Out), and later against Jhin (who lures her into a trap, although she ends up being his undoing as she was a complication in a plan to specifically kill Zed and Shen).

    Alistar, the Minotaur
"Nothing can hold me back!"

Voiced by: Harlan Hogan (English), Antonio Esquivias (European Spanish), Enrique Cervantes (Mexican Spanish), Masafumi Kimura (Japanese), Seung-Hoon Choi (Korean)

Always a mighty warrior with a fearsome reputation, Alistar seeks revenge for the death of his clan at the hands of the Noxian empire. Though he was enslaved and forced into the life of a gladiator, his unbreakable will was what kept him from truly becoming a beast. Now, free of the chains of his former masters, he fights in the name of the downtrodden and the disadvantaged, his rage as much a weapon as his horns, hooves and fists.

Alistar is a Vanguard champion who uses crowd-control to protect his allies and disrupt his enemies while stubbornly enduring any punishment thrown his way.

  • His passive, Triumphant Roar, gains a stack when Alistar afflicts an enemy champion with crowd-control or a nearby minion dies, up to seven. Upon reaching seven stacks, Alistar roars, healing himself and nearby allied champions. If a nearby enemy champion dies, Alistar instantly roars.
  • With his first ability, Pulverize, Alistar smashes the ground beneath him, damaging and knocking up nearby enemies.
  • With his second ability, Headbutt, Alistar charges at an enemy and slams into them, damaging and knocking them back.
  • His third ability, Trample, makes Alistar stampede for a few seconds, allowing him to move through units and repeatedly damaging nearby enemies. Damaging an enemy champion with this ability grants Alistar a stack, with his next basic attack dealing bonus damage and briefly stunning the target after reaching five stacks.
  • His ultimate ability, Unbreakable Will, frees Alistar of any crowd-control effects affecting him when activated, and massively reduces all incoming damage for a few seconds afterwards.

Alistar's alternate skins include Black Alistar, Golden Alistar, Matador Alistar, Longhorn Alistar, Unchained Alistar, Infernal Alistar, Sweeper Alistar, Marauder Alistar, SKT T1 Alistar, Moo Cow Alistar, Hextech Alistar, Conqueror Alistar, Blackfrost Alistar, and Lunar Beast Alistar.
  • A Load of Bull: He's a minotaur, which are a specific species in Runeterra separate from the Vastaya.
  • Breaking the Bonds: His ultimate breaks him out of crowd control effects, alluding to this trope's role in Alistar's backstory.
  • Chain Pain: Half of his autoattacks are Good Old Fisticuffs, while in the other half he lashes the target with the chains still dangling from his wrists.
  • Chained by Fashion: Still wears his shackles and the bits of chain that remain on them.
  • Combat Medic: Not as much as dedicated healers, but Alistair's Triumphant Roar heals both himself and the closest allied champion whenever he applies enough crowd control or an enemy champion dies. An Alistair in the middle of a fight could easily throw several roars in succession, giving his team a much needed boost in HP.
  • Determinator: Go ahead and throw several stuns and snares at an Alistar that charges into your team, he'll just power through it with his ultimate and become even harder to kill.
  • Difficult, but Awesome: Alistar's standard combo is to Pulverize a foe into the air, walk up behind them, then Headbutt in a direction of his choice. Effective, yet requires him to get very close to foes, and smart enemies will stay the hell away from you. However, since Headbutt can start from a decent distance from the victim, a Headbutt THEN Pulverize combo effectively closes the gap and still knocks foes upnote . This particular combo requires very fast reflexes and some practice to execute consistently, but it can make his CC usable in many, many more situations.
    • Additionally, an Alistar needs to be able to make split-second judgment calls on whether to Headbutt or not and if so in which direction. Knocking foes away can ruin a kill for teammates OR save their lives while knocking foes toward teammates can either secure kills for them or screw them over. It can be tough to differentiate between situations; those who cannot bog their team down and those who can are invaluable assets.
    • As of patch 6.3, however, the Headbutt-Pulverize combo has been made easier to use (specifically making the player able to buffer Pulverize while using Headbutt so that it automatically casts when he collides with the target), allowing it to be used more consistently and reliably.
  • Dynamic Entry: If you wait for enemies to bunch up together, Headbutt the one in front, then quickly Pulverize to knock them all up, you end up with a weaker Malphite ult that can be potentially executed much more often.
  • Foe-Tossing Charge: One of the most important tactics for this champion is to use the ground-slam to stun an opponent, travel around him, and then use the headbutt to knock him towards your allies. While less absolutely dooming to a single target, one can alternatively Headbutt the leading member of the enemy team, followed by a Pulverize that hopefully works well because you should be somewhere close to the middle of the enemy team now.
  • Glowing Eyes of Doom: Though he's a good guy.
  • Good Old Fisticuffs: No weapons, just plain old-fashioned pounding (though the chains on his wrists probably help).
  • Ground-Shattering Landing: He doesn't even need to jump — he does this by hitting his fists on the ground, knocking enemies into the air.
  • Heroic Willpower: Triumphant Roar heals him and nearby allies because of this. His ultimate, Unbreakable Will, can allow him to shrug off enough damage that he can easily facetank a turret.
    • Heroic Second Wind: Unbreakable Will is best used when he's already crowd controlled a bit so it usually turns into this, keeping him going and empowering him after he's taken a decent beating.
  • Paint It Black: Black Alistar.
  • Punched Across the Room: He's generally considered an excellent support champion because even if he barely gears towards any damage or tankiness, the usefulness of this ability still makes him far worth it.
  • Red Eyes, Take Warning: Which is kinda funny, considering how he's a bull. He's a morally good character, though.
  • Simple, yet Awesome: Like Blitzcrank and his Rocket Grab, Alistar's Pulverize is a contender for the single strongest basic ability in the game, with AoE crowd control potential (albeit not damage) on par with Malphite's ultimate. One well-timed Pulverize in the middle of a clutch teamfight can win an entire game. The rest of his kit is also very simple (he's a CC-bot with some extra healing and tanking abilities, nothing more) but overall he can be one of the most influential champions in the game if played well.
  • Super Strength: Half of his abilities involve shrugging off potentially huge amounts of damage with raw willpower. The other half involves sending enemies flying.
  • Toros y Flamenco: His Matador skin.
  • Trampled Underfoot: Not in the usual sense of the trope, but Alistar's Trample, lets him run roughshod over enemies, dealing damage as he goes.
  • Walking the Earth: Looking for the servant girl who freed him from Noxus after they were separated during the escape.
  • The Wild West: Did you really think they'd pass up a chance to make a Longhorn skin?

    Amumu, the Sad Mummy
"I thought you'd never pick me."

Voiced by: Cristina Ulloa (English), Inés Blázquez (European Spanish), Gisela Casillas (Mexican Spanish), Makoto Tsumura (Japanese), Hye-Won Jeong (Korean)

"Solitude can be lonelier than death."

Legend claims that Amumu is a lonely and melancholy soul from ancient Shurima, roaming the world in search of a friend. Doomed by an ancient curse to remain alone forever, his touch is death, his affection ruin. Those who claim to have seen him describe a living cadaver, small in stature and wrapped in creeping bandages. Amumu has inspired myths, songs, and folklore told and retold for generations—such that it is impossible to separate truth from fiction.

Amumu is a Vanguard champion that is feared for his initiation and ability to disable entire teams at once while unleashing a constant stream of area-of-effect damage.

  • His passive, Cursed Touch, causes Amumu's basic attacks to briefly curse his targets, causing them to take bonus true damage equal to a percentage of incoming magic damage.
  • With his first ability, Bandage Toss, Amumu hurls one of his bandages in a target direction, damaging and stunning the first enemy it hits while pulling Amumu to their location.
  • His second ability, Despair, is a toggled ability that, at the cost of mana-per-second to maintain it, makes Amumu cry, continuously damaging nearby enemies based on their max health and refreshing Cursed Touch on them.
  • His third ability, Tantrum, passively reduces incoming physical damage. When activated, Amumu releases his anger, damaging nearby foes. Being hit by a basic attack reduces the cooldown of this ability.
  • With his ultimate ability, Curse of the Sad Mummy, Amumu entangles surrounding enemies with bandages, dealing damage, applying Cursed Touch and briefly stunning them.

Amumu's alternate skins include Pharaoh Amumu, Vancouver Amumu, Emumu, Re-gifted Amumu, Almost-Prom King Amumu, Little Knight Amumu, Sad Robot Amumu, Surprise Party Amumu, Infernal Amumu, Hextech Amumu and Pumpkin Prince Amumu.

In Teamfight Tactics, Amumu was added in Season 2 as Tier 5 Inferno Warden, using his Infernal Amumu skin. His ability is Curse of the Sad Mummy, which damages and stuns all enemies in a wide area around him.
  • Ambiguously Human: It's deliberately unclear as to whether Amumu is a human child or a yordle, with his mummified appearance and vague backstory failing to provide conclusive answers.
  • Ascended Meme: Amumu has been called an emo for quite a while. Ladies and gentlemen, Emumu skin.
  • Armor-Piercing Attack: Despair deals a percentage of an opponent's maximum health every second in magic damage, so even tanks stacking HP and Armor are damaged just as much as their squishy teammates. However, it is magic damage, so Magic Resistance does provide a level of protection (though Amumu's passive helps get through that too).
  • Art Evolution: Played with; he's one of the champs to receive updates to a few of his splash art images, but none to his in-game model.
  • Badass Adorable: He's pretty cute for such a strong little guy.
  • Beware the Nice Ones: You'd think that a champion whose main damage output is crying and throwing temper tantrums wouldn't be very effective. He is.
  • Butt-Monkey: All of his skins - save Pharaoh and Vancouver - show Amumu on the receiving end of trouble: not winning the title of Prom King, an unwanted gift, a Failure Knight, about to be melted down in a scrap yard, and not being invited to parties.
  • Crouching Moron, Hidden Badass: A tiny shambling child mummy who constantly cries and flies into tantrums... and is regarded as one of the most solid and useful heroes in the game. He used to be regarded as a number one game-changer in the meta-game due to his ultimate, Curse of the Sad Mummy, having high potential to turn a lost game around or secure a win if executed just at the right moment. Even when he's no longer considered top-tier he's still a dangerous threat when left un-banned.
  • Dead to Begin With: Woke up as an undead and has zero memories of his life before he died.
  • Death by a Thousand Cuts: Despair won't do any serious damage... at first. Since it saps nearby enemy's life based on a percentage of max health per second, an Amumu can kill you just by standing near you long enough.
  • Emo: His Emumu skin, has him wearing edgy black bangs and black clothing.
  • Emotion Bomb: His lore implies that Despair doesn't actually damage people by crying. Instead, everything near him becomes sad as well, slowly wearing away at their life force.
  • Glacier Waif: One of the smallest champions in the game, but one of his most effective roles in a team is a tank, intended to take all the damage from the enemy team.
  • Gradual Grinder: The damage an Amumu can inflict onto his target(s) is directly proportional to how long he can stay on top of them as his Despair, Tantrum, and autoattacks slowly but surely wear away at them.
  • I Just Want to Have Friends: He's lonely, after all.
  • Irony: A small, frail-looking, and otherwise pitiable champion who is one of the best tanks in the game. He thinks of himself as The Unfavorite to the point where his selection quote is "I thought you'd never pick me...". In the season 2 meta-game he was on the permanently-banned list for his game-changing initiation and people scrambled to pick him whenever he wasn't banned. Even now he's still considered a solid pick and gets summoned in a decent percentage of matches.
  • Magikarp Power: Compared to some other junglers, Amumu has abysmal dueling capacity early on and can get bullied by a rival jungler like Trundle or Shyvana. Given enough time and farm, though, Amumu becomes an unkillable little menace who can wear down these same fighters' health bars before they can do the same, not to mention his enormous team-wide lockdown.
  • Make Them Rot: His touch makes living flesh rot. He doesn't mean to do it; unfortunately for him, he can't control it.
  • Memetic Hand Gesture: Uses Spider-Man's web-shooting gesture for the icon of his Bandage Toss ability.
  • Mighty Glacier: His high AoE damage-over-time and innately tankiness makes Amumu a tough nut to crack that you really, really don't want too close to you.
  • Mummy: A small, sad one.
  • Mummy Wrap: Naturally, two of his four abilities make use of this trope proper. Their enormous synergy is perhaps the biggest reason why Amumu is almost always a dangerous enemy. Bandage Toss, which binds (and stuns) a single opponent and slings him towards them, sets him up perfectly for his Curse of the Sad Mummy, which wraps up every enemy in a huge radius around him, leaving them helpless to move or autoattack for a short duration. If these two are used in a hectic teamfight, the entire enemy team can effectively become "out of position" - people on the fringe of that radius, especially the squishier, more vital ones, are picked off effortlessly, while their nearby friends often can't move an inch to help.
  • Multiple-Choice Past: There are several theories for who Amumu is: One says he was the youngest child of the first great ruling family of Shurima who succumbed to a disease that corrupted flesh with hideous speed; A second tale whispers of another crown prince, one given to bouts of petulance, cruelty, and murderous vanity; Yet another story of Amumu tells of the first and last Yordle ruler of Shurima, who believed in the innate goodness of the human heart.
  • Mysterious Past: No one knows who he used to be or who his parents were, he just woke up mummified in a Shurima pyramid and started off that way. As pointed out by the narrative team, Amumu is something of an in-universe fairy tale, and the team intends to keep his origins, as well as his exact species, a mystery.
  • Not the Intended Use:
    • He's intended to be a main tank for a team who locks down specific targets and initiates fights. But his relatively high AP ratios for a tank have made hybrid tank builds that include some damaging items like Rylai's Crystal Scepter and Llandry's Torment popular. These builds retain a certain amount of tankiness while also giving him surprising amounts of bursts damage and damage over time in protracted fights, especially after his passive was reworked to convert a portion of the magic damage he deals into true damage.
    • Even more daring players opt to use him as an AP-based grenade, eschewing almost all forms of defense to take advantage of his ability to burst an entire team with his ultimate or destroy a single squishy target with a Q->R->E combo. His ability to burn down even tanks with Despair means that he'll devastate anything in his path while his enemies are locked down.
  • Parental Abandonment: Has no idea who or what his parents were at all.
  • Royal Brat: It was heavily implied in the story that ties into his most recent lore that Amumu was a prince and, according to the pictures, was constantly surrounded by riches given to him by his subjects and foreigners. When he died, "only those closest to him wept", but the citizens rejoiced. It's still not mentioned as to how he died.
  • Skill Gate Character: Amumu's ultimate, his fairly easy to use gap-closer, his good jungle clearing speed, and strong teamfight presence makes him the number one must-ban in many low ELO solo ranked games, and one of the easiest junglers to master. Counters? Easy: invade and deny his blue buff, pick a jungler who isn't entirely dependent on the blue buff (i.e. Zac and Tryndamere), or have someone excelling in dueling (i.e. Lee Sin). It's also worth mentioning that his Bandage Toss-then-ultimate combo easily punishes enemy teams for having one member be "out of position", and on the whole this is a more prevalent mistake at lower ELO's.
  • Simple, yet Awesome: Aside from his skillshot gap-closer in Bandage Toss, Amumu is an all-around easy to use champion who can combine tanking ability with heavy AOE sustained damage. It's telling that aside from a change to his passive and some balance updates to his abilities, his kit has remained virtually unchanged from his release.
  • Throw the Dog a Bone: Amumu finally had a friend: Annie. A Journal of Justice article mentioned the two of them, followed by the official website confirming them as friends. Then it became non-canon.
    • He's thrown another bone in the form of Xayah, who unironically finds him to be absolutely adorable.
  • Undead Child: It was unclear whether or not he was a human child or a Yordle before he was retconned into the latter. A Rioter has confirmed that he probably won't stay a Yordle if he undergoes a Visual Update, as he claimed it didn't make much sense. Retconned once more as of the Shurima update, his age and race now unknown to EVERYONE.
  • Use Your Head: Smashes his head against things for autoattacks. Makes sense, given that it's the only thing that can even reach most champions.
  • Walking Wasteland: Amumu's mere presence makes nearby flora and fauna wither away and die, with his touch speeding up the process.
  • Yank the Dog's Chain: Every time he thinks he's found some friends he'll usually drive them off with his persistent aura of intense sadness, leading him to wander from place to place continually crying.
  • Zombie Gait: His normal walk.

    Anivia, the Cryophoenix
"On my wings."

Voiced by: Unknown (English/League of Legends), Kari Wahlgren (English/Legends of Runeterra), Carmen Podio (European Spanish/1st voice), Inma Gallego (European Spanish/Current voice), Sarah Souza (Mexican Spanish), Kanako Tojo (Japanese), Bo-Yeong Kim (Korean)

"I am the fury of the blizzard, the bite of the wind, and the cold of the ice. I am the Freljord."

Anivia is a benevolent winged spirit who endures endless cycles of life, death, and rebirth to protect the Freljord. A demigod born of unforgiving ice and bitter winds, she wields those elemental powers to thwart any who dare disturb her homeland. Anivia guides and protects the tribes of the harsh north, who revere her as a symbol of hope, and a portent of great change. She fights with every ounce of her being, knowing that through her sacrifice, her memory will endure, and she will be reborn into a new tomorrow.

Anivia is a Battle Mage champion who excels at controlling and denying areas of the battlefield with ice and freezing winds, while inflicting powerful burst damage on her enemies.

  • Her passive, Rebirth, transforms Anivia into an immobile egg upon death, restoring her to full health and reviving her with the egg's remainin health if it survives a few seconds. This effect has a long cooldown before it can be used again.
  • With her first ability, Flash Frost, Anivia sends out an ice ball in a target direction that damages and slows enemies it passes through. Reactivating the ability shatters the ice ball, damaging and stunning enemies around it.
  • Her second ability, Crystallize, summons an impassable wall of ice at a target location for a few seconds.
  • With her third ability, Frostbite, Anivia shoots an ice shard at a nearby enemy, damaging them. The damage dealt is doubled if the target is stunned by Flash Frost or slowed by a fully expanded Glacial Storm.
  • Her ultimate ability, Glacial Storm, is a toggled ability that, at the cost of mana-per-second to maintain it, summons a powerful blizzard at a target location, continuously damaging and slowing enemies inside. The blizzard expands over the next few seconds, increasing the damage and slow when it reaches full size.

Anivia's alternate skins include Team Spirit Anivia, Bird of Prey Anivia, Noxus Hunter Anivia, Hextech Anivia, Blackfrost Anivia, Prehistoric Anivia, and Festival Queen Anivia, Papercraft Anivia and Cosmic Flight Anivia.

In season 1 of Teamfight Tactics, Anivia is a Tier 5 Glacial Elementalist. Her ability is Glacial Storm, which creates a long-lasting hailstorm that constantly damages enemies and reduces their attack speed. She was removed in season 2.

In Legends of Runeterra, Anivia is a 6-mana 3/5 Freljord Champion who casts a Glacial Storm when she attacks, which does one damage to all enemy units and has a Last Breath that summons a 0/1 Eggnivia, which will transform into a full-health Anivia at the start of any round in which you are Enlightened (at the full 10 mana). When her controller is Enlightened she also levels up, gaining +1/+1 and causing her Glacial Storm to do 2 damage instead. Her signature spell is Anivia's Harsh Winds.
  • An Ice Person: Should be obvious.
  • Damage-Increasing Debuff: Frostbite's damage doubles if the target is stunned by Flash Frost or slowed by a fully expanded Glacial Storm.
  • Death Is a Slap on the Wrist: Her passive lets her periodically revert to an egg and be reborn after taking fatal damage (she is a Phoenix, after all). Unfortunately, an enemy team which is able to down her can usually kill 'Eggnivia' before she respawns — and even if she does come back, she returns with as much health as her egg had, which may not be enough to get away. Casting Teleport while you're almost certainly dead and will be eggified is a useful tactic for playing Anivia to ensure that her death count is always 0.
  • Difficult, but Awesome:
    • Anivia is slow, fragile, middling-ranged, and has high mana costs, which are somewhat at odds with her ideal gameplay, requiring long execution time for her abilities. Once she gets going, however, said abilities can become very devastating when combined together, giving her an almost unheard-of amount of area and crowd control.
    • Special note goes to her Crystallize ability, which is difficult to position and is thin enough to be easily walked around if placed in the middle of a lane. Used improperly, Anivia can potentially trap her own team in a perilous situation. But used properly, it can lock down enemy escapes, split teams in half during teamfights, and wall off pursuers to ensure clean getaways.
  • Evil Costume Switch: Her Legendary Blackfrost skin is this, showcasing a "what if?" scenario where Anivia becomes corrupted by the Frozen Watchers.
  • Evil Laugh: Again, her Blackfrost skin. It will freezeyourblood.
  • Fire, Ice, Lightning: With her brothers, Ornn and Volibear, with Ornn being Fire, Volibear being Lightning and Anivia herself being Ice.
  • Fisher King: Inverted. Anivia's lore portrays her as tied to the essence of Freljord's winter — if the land is corrupted by the Watchers, she would be too. This is one of the reasons she has thrown her lot in with Ashe against Lissandra's minions.
  • Friend to All Living Things: Anivia seeks to protect all that inhabit the Freljord, both from outsiders and from themselves in their countless wars for survival.
  • Game-Breaking Bug: Possibly the most severe case, to the point that it was patched within the hour. Anivia has a skill that shoots out a ball of ice, slowing people in its path and detonating at the end of the path (or manually before then) to stun anyone the small detonation hits. However, a long time ago after a patch, this skill was bugged so that the range of the detonation was global, meaning she could sit in the fountain and spam the skill and the entire enemy team would be helpless to do anything but take the damage and be stunned every couple of seconds the entire game.
  • Geo Effects: Anivia can temporarily make impassible terrain. Used rightly, her Ice Wall can separate key targets from their allies or make it harder for enemies to escape her ult. Used wrongly, however, she can trap a teammate in a bad spot or help a fleeing enemy get away.
  • Giant Flyer: As a Freljordian demigod, Anivia is massive. You can't really see it in League, but her cards in Legends of Runeterra portray her perched on a tower or swooping over a human army, with a wingspan measured in hundreds of feet!
  • Glass Cannon: One of the most fragile mages in the game, but her damage output is huge.
  • Gradual Grinder: Glacial Storm doesn't do a lot of damage at the outset, but the constant DoT effect will leave you hurting if you stay in it too long, especially since it ramps up in size and power over time. Doubly so if she combines it with the HP-burning effects of Liandry's Anguish and Demonic Embrace to melt tanks.
  • The Heart: Of all the known Freljordian demigods, Anivia allies herself most with the mortals. The bringer of the harsh cold she may be, she also seeks to guide and protect the humans and other beings travelling in her wake.
  • Lady of War: Especially evident in Legends of Runeterra, Anivia maintains a very graceful grandeur as she helps rally her Freljordians into battle.
  • Magikarp Power: Has high damage but crippling mana costs in the early going. She usually needs a fully-charged Rod of Ages and Archangel's Staff before she becomes effective in teamfights.
  • Nice Job Breaking It, Hero!: When her brother Ornn destroyed her favorite perching tree to build his house, she pranked him by tickling his nose while he slept. The sneeze set Ornn's massive new home on fire. When he awoke, he assumed it was karma for his bragging. To this day, she can't admit her guilt.
  • Noble Bird of Prey: All of her skins are this by default, Bird of Prey Anivia doubly so.
  • Not So Above It All: Despite her noble demeanor, she once pulled a prank on Ornn and is incapable of admitting to doing so after said prank ended up burning his house down.
  • The Phoenix: Replace fire with ice, and there you go, aspect of resurrection included. In-universe, to the same degree that Ornn is named "The Great Ram" and Volibear "The Thousand-Pierced Bear", Anivia is seen as "The Undying Eagle".
  • Physical God: One of a Freljordian demigod trio with Ornn and Volibear.
  • Red Eyes, Take Warning: Pre-visual update her eyes were red, likely to contrast with her being entirely blue, but she's otherwise a perfectly good character, averting the connotations.
  • Retcon: Anivia's prior lore had her as an extraplanar being summoned to Runeterra by the League. Now, she's a native of the plane and an elemental goddess of the Freljord to make her more relevant to Runeterran struggles.
  • Sibling Rivalry: She and Ornn have a contentious but largely harmless indifference to one another.
  • Squishy Wizard: Anivia has no mobility tools to speak of, making it fairly easy for Assassins to sneak up on and burst her down if she's not careful. But she possesses massive AOE damage and area denial tools and her burst damage is immense.
  • Straw Nihilist: Her Blackfrost skin gives her a voice-set where she sounds like she's thoroughly tired of the existence of life and just wants to freeze everyone and everything to get some peace.
  • Units Not to Scale: On Summoner's Rift, she's a pretty big bird, but not notably larger than other champions. According to her level 2 card art from Legends of Runeterra, she's as big as an airliner.
  • Voice of the Legion: A bit of it with her Blackfrost skin.
  • Why Won't You Die?: Well, she is a phoenix. Her passive periodically allows her to survive fatal damage as an egg, allowing her to respawn if enemies can't do her in while in that state.

    Annie, the Dark Child
"You wanna play too? It'll be fun!"

Voiced by: Cristina Ulloa (English), Conchi López (European Spanish), Sandra Jara (European Spanish/Annie: Origins short), Mariana Toledo (Mexican Spanish/1st voice), Liliana Barba (Mexican Spanish/Current voice), Rie Kugimiya (Japanese), Jeong-Hwa Yang (Korean)

"Ashes, ashes, they all fall down."

Dangerous, yet disarmingly precocious, Annie is a child mage with immense pyromantic power. Even in the shadows of the mountains north of Noxus, she is a magical outlier. Her natural affinity for fire manifested early in life through unpredictable, emotional outbursts, though she eventually learned to control these “playful tricks.” Her favorite includes the summoning of her beloved teddy bear, Tibbers, as a fiery protector. Lost in the perpetual innocence of childhood, Annie wanders the dark forests, always looking for someone to play with.

Annie is a Burst Mage champion with simple yet devastating abilities that grant her powerful burst damage and crowd-control against both single targets and multiple foes at the same time.

  • Her passive, Pyromania, gains a stack whenever Annie uses an ability, up to four. After reaching four stacks, Annie's next damaging ability will briefly stun all enemies it damages.
  • With her first ability, Disintegrate, Annie hurls a fireball at a nearby enemy, damaging them and refunding the ability's mana cost and half of its cooldown if it kills the target.
  • Her second ability, Incinerate, releases a wave of fire, damaging enemies in a cone in a target direction.
  • Her third ability, Molten Shield, protects Annie or an ally with a shield of fire that also grants them bonus movement speed and damages enemies that attack them. Tibbers will also gain the shield if present.
  • With her ultimate ability, Summon: Tibbers, Annie summons her teddy bear Tibbers at a target location in a fiery explosion, damaging nearby enemies. Tibbers remains as a controllable pet for a few seconds afterwards, attacking enemies and inflicting constant damage to nearby foes with his flaming aura. Tibbers becomes enraged when summoned or a nearby enemy is stunned by Pyromania, gaining bonus movement and attack speed. If Annie dies, Tibbers will heal himself, become enraged and target Annie's killer.

Annie's alternate skins include Goth Annie, Red Riding Annie, Annie in Wonderland, Prom Queen Annie, Frostfire Annie, Reverse Annie, FrankenTibbers Annie, Panda Annie, Sweetheart Annie, Hextech Annie, Super Galaxy Annie, Annie-versary, and Lunar Beast Annie.

In season 2 of Teamfight Tactics, Annie is a Tier 4 Inferno Summoner. Her ability is Tibbers!, which summons Tibbers as a giant minion near a target, damaging all enemies nearby and letting him fight for the rest of the round or until killed. She returns in season 3 as a 2 cost Mech Pilot Sorcerer, with Tibbers replaced by Galaxy Shield-Blast which damages enemies in a small cone while granting Annie a shield; she retains the same ability (renamed Burst Shield) as a 2 cost Fortune Mage in season 4.
  • Adults Are Useless: Annie has a deep dislike for adults from the city, believing them all to be just like her stepmother, so she stays in the wilderness most of the time.
  • An Ice Person: Frostfire Annie provides this charming inversion of her powers.
  • Animal-Eared Headband: Red kitty ears.
  • Art Evolution: Annie is one of the oldest champions in the game and while her old character model was fair for its time, by modern standards it was hideous, with oversized hands and feet, a colossal head and pipe-stem limbs and neck. Her new model doesn't just rectify these issues, making her look like a cute (if dangerous) little girl, it's also the first champion model in the game to have animated facial expressions (as well as lip-sync, which Soraka got on her reworked model just before Annie)!
  • The Artifact: As a relic of her being a very early character in the game, several aspects of her current visual design like her style of dress, backpack, and cat ears have a weirdly modern aesthetic not seen anywhere in the current incarnation of Runeterra (the closest is likely in Piltover/Zaun, but there is no evidence that she's even been there). Her Origins video in 2018 shows her in a much simpler red and white dress you'd expect for a girl from a rustic home in the mountains, making her in-game appearance clash pretty hard.
  • Badass Adorable: Especially her Reverse Annie skin, which has her wear a bear suit.
  • Black Magician Girl: Very childlike, and yet she's one of the strongest mages in the guild.
  • Bears Are Bad News: Annie's ultimate. Tibbers will drop on you with no warning, very probably stun you, and he's on fire.
  • Because You Were Nice to Me: When she stops by a tavern for a glass of milk in "Trouble", the whole tavern gets to meet Tibbers. But the bartender, nice enough to give her the drink she asked for, is spared.
    Annie: Thanks for the milk, sir.
  • Berserk Button: As Annie's stepmother learned the hard way, trying to hurt Tibbers in front of Annie is a very bad idea. Likewise during gameplay, if Tibbers is active and Annie is killed, Tibbers becomes enraged, gaining a massive movement and attack speed boost as he tries to run down whoever did the deed.
  • Boring Yet Practical: Annie's almost universally-known combo is to charge up her passive stun, cast Tibbers on her target(s) to stun them, then follow up with Incinerate, Disintegrate, then an Ignite for good measure. Straightfoward? Yes. Old-fashioned? Yes. Effective? Hell yes.
  • Bullying a Dragon: Let's just say her stepmother really doesn't react in the most constructive of ways to the signs of Annie's growing pyromancy powers. It doesn't really end well for anyone involved.
  • Catchphrase: "Have you seen my bear Tibbers?"
  • Child Mage: With frightening potential, given what she can do at this age.
  • Creepy Child: Hits just the right notes of childlike innocence and pyromania to give off a very creepy vibe.
  • Dark and Troubled Past: The Annie: Origins animated short and her 2018 updated story, adds more elements of how she became the creepy girl with the ferocious teddy bear everyone knows. Her real mother disappeared while searching for cold water when baby Annie caught fever, her father married another woman who came with her child and disliked Annie, she accidentally attacked her stepsister and later tried to save her from drowning with no success; her father died while saving Annie from a fire, and her stepmother blamed Annie for the tragedies and tried to tear Tibbers apart only for the teddy bear to come to life and kill her. Annie leaves her past life and wanders the wilderness of Noxus with Tibbers as her only friend.
  • Dark Is Not Evil: Annie isn't exactly nice, but despite her dark magic, she's not really evil, either, and she isn't notably more vicious or destructive than the other Champions. In other words, a typical 8-year-old with a little too much power for not having left the 'brat' phase behind yet.
  • Deliberately Cute Child: When she needs food or some new clothes, she uses her cuteness to sucker some random person to provide it. Stays with them for a time. Them leaves. Usually with the house and its occupant ashes.
  • Elemental Powers: Annie is a burst mage with fire-based attacks, even when summoning Tibbers.
  • Expy: Annie is a childhood version of the Defense of the Ancients character Lina Inverse, who herself is based gameplay-wise on the lead character of Slayers. Interestingly though, her Ultimate - summoning Tibbers - is much closer to Warlock's Ultimate: summoning a large fiery beast and stunning the enemy.
  • Fluffy Tamer: She's able to bring Tibbers to life through her pyromancy, and he's straight-up bad news.
  • Gameplay and Story Segregation: While she received a backstory update and a video detailing said backstory, her VO remained the same. Leaving her in game personality and lore personality wildly different.
  • Girls Love Stuffed Animals: Especially if it can help her kick ass.
  • Girl with Psycho Weapon: If a killer teddy bear counts. If that doesn't count, her fire spells certainly do.
  • Glass Cannon: Easy to kill, easy to get killed by.
  • Goth Girls Know Magic: While in her Goth Annie skin. And yes, she's a powerful mage.
  • Happy Ending Override: Annie had one the happier backgrounds in the lore. A happy if scary child, raised by loving mage parents who understood her power. Post lore rewrite, she's an unloved Wild Child who can't control her powers, and accidentally killed both her parents, her step-sister, and purposely offed her Wicked Stepmother.
  • Improbable Weapon User: Tibbers counts as a weapon, right?
  • "Instant Death" Radius: Just try and get within 600 range of her after she hits level 6. Taken Up to Eleven by Annie Bot, who is notorious for pulling off her killing combo faster than even top-tier human players.
  • Jekyll & Hyde: Sometimes she's a skip-around little schoolgirl, other times she wants to burn you to a crisp — or let her teddy bear do it for her.
  • Kill It with Fire: Claims to never play with matches. This is Blatant Lies or Metaphorically True because she will happily set anything on fire — with her magic. (Or what she does with matches isn't "playing").
  • Killer Teddy Bear: Tibbers, of course.
  • Lampshade Hanging: One of her attack lines is "Let's count to five!". Her passive causes an offensive spell cast to stun enemy targets hit after the use of four other abilities. Another interpretation is that she wants to hear the announcer count to five
  • Little Miss Badass: Her original design was a sexy teenage school girl, and now she's a killer 8-year old.
  • Milestone Celebrationinvoked: For the 10-year anniversary of League of Legends, she received the Annie-versary skin, featuring an extremely buff Teemo as Tibbers.
  • Not the Intended Use: Towards the end of Season 3 she got fielded as a bot-lane support as often (if not more often) as a mid-lane mage, taking advantage of her decent damage without items combined with support gold changes. A support Annie that does well in lane can end up being nearly as much of a menace as her solo lane counterpart. And even without gold, Annie still has some of the most brutal initiation in the game. Flash + Tibbers = enemy team is sitting ducks for nearly two seconds.
    • Even more obvious now due to recent changes in Season 4. Her initial damage and stun duration at level 1 have been lowered, but the cooldown of Tibbers has been reduced, making it way more effective either in lane or as a teamfight skill. All this alongside new items so that Annie can still get a ton of gold, making her a terror as a support.
    • Riot leaned into it even more with her Season 10 tweaks, which changed her Magma Shield from a defensive self-buff to a castable shield she can use on other allies as well.
  • Panda-ing to the Audience: Panda Annie, her Lunar Revel skin in which Tibbers is, naturally, a panda.
  • Perky Goth: Her Goth skin retains all her cute, sweet little quotes and animations.
  • Pimped-Out Dress: Prom Queen Annie, along with several of her other outfits.
  • Playing with Fire: Whether its offensively or defensively, fire is her magic of choice. Even her demon-turned-teddy-bear is on fire!
  • Power Incontinence: ANNIE: Origins shows that Annie's power flares up with her emotions, not as a deliberate act. When trying to get her bear back from her stepsister, she accidentally burned her through Tibbers. Her despair at her sister's death and overhearing her stepmother call her a monster started the fire that burned down their house and killed her father.
  • Pretty in Mink: Her Frostfire outfit is trimmed with white fur on the shoulders, waist, hood, and skirt hem. Her boots are also white fur.
  • Retcon: As one of the game's very first champions, Annie's had a few significantly different backstories to what she has now:
    • In her very first biography during alpha, Annie was the daughter of a criminal wizard couple who were exiled to the rim of the Shadow Isles, and Tibbers was a shadow bear that she herself ensorcelled into a stuffed pet at the age of two.
    • The backstory surrounding her parents were changed and expanded upon shortly after the game's official release: now named Gregori and Amoline, they were instead leaders of the Grey Order, a group of Noxian outcasts who decided to resettle in the northern Voodoo Lands.
    • Annie's 2018 lore rewrite changed a lot about her backstory; her Noxian parents simply settled into the Ironspike Mountains by themselves, Tibbers went from Sealed Evil in a Teddy Bear to a normal teddy bear that Annie can bring to life, and drama surrounding a stepfamily and subsequent self-orphaning were added.
  • Roaring Rampage of Revenge: If you kill Annie while Tibbers is up, he will Enrage and go after you.
  • Sharp-Dressed Man: Tibbers dresses up when accompanying Prom Queen Annie. Bet you didn't expect to see a giant fiery bear in a tux today, did you?
  • Skill Gate Characters: Teaches players to last-hit properly, to carefully plan your attacks, to count your used abilities, to do quick combo bursts, to properly control a pet (being the easiest pet-using character) and to make Tactical Withdrawals (a skill that some people lack), making her the best choice for a person who wants to learn using casters. However, her spell ranges are some of the shortest in the game, making her easy to harass by players who know how to punish this weakness.
  • Skip of Innocence: She moves like this.
  • Squishy Wizard: Slightly tougher than the average caster thanks to the bonus defensive stats she gets from Magma Shield, but players are still encouraged to build her as a Glass Cannon, and will still melt under dedicated fire.
  • Token Mini-Moe: The only pre-teen human Champion in the League.
  • Wild Child: Annie wanders the wilderness by herself with Tibbers. She only goes to civilized populations when in need of food and clothes.

    Aphelios, the Weapon of the Faithful
"Summon your weapons, Aphelios. The deadliest is your faith."

Alune voiced by: Tania Gunadi (English), Azul Valadez (Mexican Spanish), Risa Shimizu (Japanese), Ha-Rim Song (Korean)

“Our faith is proven fate each time we deny it.”

Emerging from moonlight’s shadow with weapons drawn, Aphelios kills the enemies of his faith in brooding silence—speaking only through the certainty of his aim, and the firing of each gun. Though fueled by a poison that renders him mute, he is guided by his sister Alune in her distant temple sanctuary from where she pushes an arsenal of moonstone weapons into his hands. For as long as the moon shines overhead, Aphelios will never be alone.

Aphelios is a very unique Marksman champion whose complex and highly demanding kit rewards skill, precision and timing with unparalelled versatily. His ability structure and layout act unlike those of any other champion in the game.

  • His passive, The Hitman and The Seer, has several effects:
    • Aphelios has five Moonstone Weapons in a cycling lineup, carrying two at a time: one in his main-hand and another one in his off-hand, which he can switch between. Each weapon has unique properties and a limited supply of ammo, called Moonlight, expended by basic attacks and his first ability. When all Moonlight is consumed from his current gun, it moves to the back of the line as Aphelios switches to the next gun in rotation.
    • Aphelios only has three abilities, with the third simply showing the next gun in the queue. His abilities are learned automatically (his second ability at level one, his first at level two, his ultimate at level six), with his level-up points instead being spent to increase his attack damage, attack speed or armor piercing.
  • His first ability varies depending on the gun Aphelios currently has equipped in his main-hand, with some also having bonus effects based on his off-hand gun. While all five of these sub-abilities cost mana and Moonlight ammo, they have separate cooldowns, allowing them to be swapped on and used in quick succession.
  • His second ability, Phase, simply swaps the guns between Aphelios' main and off-hand.
  • His ultimate ability, Moonlight Vigil, fires a moonlight bomb in a target direction that explodes upon hitting an enemy, damaging all targets hit. Aphelios will then fire one basic attack from his main weapon at all enemies hit by the explosion, with the effects of these follow-up attacks varying depending on the gun.

Aphelios' five Moonstone Weapons are:
  • Calibrum: a sniper rifle used for poke and harassment that increases Aphelios' attack range. Enemies hit by abilities involving Calibrum are marked, with Aphelios being able to attack marked targets from massive range with his off-hand weapon, detonating the mark on the target and other nearby foes for bonus damage.
    • With Calibrum equipped, Aphelios' first ability becomes Moonshot, firing a long range moonlight beam in a target direction that damages and marks the first enemy it hits.
    • With Calibrum equipped, Moonlight Vigil's follow-up attacks mark enemies they hit, with the bonus damage from consuming these marks being increased.
  • Severum: a scythe pistol used for sustain that heals Aphelios for a percentage of the damage it deals, with any healing above his max health instead being converted into a shield.
    • With Severum equipped, Aphelios' first ability becomes Onslaught, increasing his movement speed while rapidly firing both equipped guns at the closest enemy, with these basic attacks dealing reduced damage.
    • With Severum equipped, Moonlight Vigil's first follow-up attack heals Aphelios.
  • Gravitum: a gravity cannon used for utility and crowd-control that applies a powerful, decaying slow to enemies damaged by its basic attacks.
    • With Gravitum equipped, Aphelios' first ability becomes Binding Eclipse, damaging and briefly immobilizing any enemies on the map affected by the slow from its basic attacks.
    • With Gravitum equipped, Moonlight Vigil's follow-up attacks apply a much stronger slow.
  • Infernum: a flamethrower used for area-of-effect damage and waveclear, whose basic attacks create a cone of flame that damages enemies behind the main target.
    • With Infernum equipped, Aphelios' first ability becomes Duskwave, sending out a wave of fire in a target direction that damages and marks enemies in its path. After a brief delay, Aphelios will then fire a basic attack from his off-hand weapon at all enemies marked by the ability.
    • With Infernum equipped, Moonlight Vigil's follow-up attacks deal bonus damage and explode in a ring around the target, rather than a cone behind them.
  • Crescendum: a chakram used for close-range sustained damage that acts as a boomerang that must return to Aphelios before he can attack again, with its travel time based on distance from the target and Aphelios' attack speed. Abilities involving Crescendum create temporary copies of the chakram for each enemy hit, which will also be fired with subsequent basic attacks, increasing the damage dealt.
    • With Crescendum equipped, Aphelios' first ability becomes Sentry, deploying Aphelios' off-hand weapon as a stationary turret that attacks nearby enemies, applying the off-hand weapon's basic attacks effects with reduced damage. The turret can be attacked and destroyed by enemies.
    • With Crescendum equipped, Moonlight Vigil's first follow-up attack grants Aphelios additional temporary copies of the chakram, in addition to those granted for each enemy hit.

Aphelios' alternate skins include Nightbringer Aphelios and Lunar Beast Aphelios.

In season 4 of Teamfight Tactics, Aphelios is a Tier 2 Moonlight Hunter. His Sentry Turret ability deploys an untargetable turret for a short duration. Turrets fire at enemies as if they were Aphelios himself, bearing the same attack speed and damage as he does, and dying when Aphelios dies. He was removed in the Festival of Beasts mid-set update along with the Moonlight and Hunter traits.

In Legends of Runeterra Aphelios is a 3-mana 3/2 Targon Champion with a Nightfall ability that adds aMoon Weapon to your hand. The first time you play 2 cards in a round, you create in your hand the next Moon Weapon card which was set up ("Phased") by the previous one you played. When you play 4 or more Moon Weapons Aphelios levels up, gaining +1/+1 and Quick Attack, creating his next Phased Moon Weapon at the start of each round as well as when you play your first 2 cards, and passively reducing the cost of all Moon Weapons by 1. His signature spell is Aphelios' Gifts From Beyond.
  • Ability Mixing: Most of Aphelios' abilities interact with the gun in his off-hand, meaning whichever two he has at any given time will matter.
  • Affectionate Nickname: During particularly intimate moments, Alune refers to Aphelios as "Phel".
  • Animal Motifs: Legends of Runeterra reveals that several of Aphelios' weapons correspond to several celestial beings, each one taking the form of some kind of animal that influences their design:
    • Calibrum is based on a bird-shaped celestial called "The Flight", taking a form similar to its head and long beak.
    • Severum is based on a celestial reminiscent of a saber-toothed tiger called "The Fangs", with the weapon being designed as one of its sharp teeth.
    • Gravitum is based on a ram-shaped celestial called "The Cloven Way", both having the bulk of their "bodies" being taken up by a large black hole.
    • Crescendum is based on a pair of celestial koi fish called "The Sky Shadows", the weapon's design resembling the shape of them circling each other in a pond.
  • Battle Boomerang: Crescendum is a chakram that behaves like this, intended to be spammed to hell and back.
  • Brother–Sister Team: Aphelios and Alune are inseparable twin zealots of the Lunari, the former being trained as an assassin defender while the latter was trained as a Seer using the moon as a guide. Combined through Aphelios' presence, they're a force to be reckoned with.
  • The Chosen One: Both Aphelios and Alune were born under a red moon, signalling their statuses as chosen by the moon.
  • Closed Circle: Alune currently resides in a temple merged with the spirit realm, unable to leave or interact with the physical world beyond Aphelios. While her interaction with Yuumi implies she at least has occasional company through those who could travel between realms, she makes it clear that her position is a lonely one.
    Alune: This fortress is quiet... If only you could be here, Phel. (chuckles) You would make this stone seem loud.
  • Color-Coded for Your Convenience: Each of Aphelios' guns have a coordinated color, remaining consistent across skins: Calibrum is green, Severum is red, Gravitum is purple, Infernum is blue, and Crescendum is white.
  • Cursed With Awesome: In the process of gaining the moon's power, Aphelios was poisoned and rendered mute, and Alune became confined to the Spirit World, physically isolating them. Ironically, these circumstances are the reasons why the two are able to work together to their greatest extents at all.
  • Dark Is Not Evil: At least in their view, Aphelios and Alune see the darkness as something to be embraced, both literally (the Lunari survivors hide from the Solari in the shrouded sections of Mount Targon) and spiritually (believing that the moon follows and protects them while in the shadows).
  • Difficult, but Awesome: Simply comprehending all the unique technical traits of Aphelios' kit listed above is daunting in of itself, but then you have to take in all the minutiae of individual guns and what they do while in use, and also consider the macro game based on how they're arranged in their cycling mechanic. Mastering Aphelios and his incredibly packed arsenal is likely one of the greatest challenges in the entirety of League. Doing so turns him into one of the most varied and capable Master of All in the entire game, with all of his guns having a major purpose (sustain, poking, waveclear, CC and DPS) and giving him an edge in almost every situation.
    • This carries over to his Legends of Runeterra incarnation, who comes with a set of 5 different spells representing his weapons, each of which sets up one out of a choice of two from the other four to be created when you play more cards. Although at least LoR gives you more time to stop and think before acting.
  • Disability Superpower: Though it is poisonous and renders him mute, Aphelios must regularly consume the distilled essence of noctum flowers for Alune to channel the moon's power into him.
  • The Dividual: Aphelios is the main host champion, but he's also spiritually accompanied by Alune, using his body as a conduit for her lunar powers.
  • Empowered Badass Normal: The two began as a mortal warrior and a seer, and now fight with the moon's power in their hands. Notably, Aphelios is first Targonian champion who is not described as an Aspect or some higher celestial being.
  • Facial Markings: Aphelios and Alune have these, and as a bonus, they're a split of the Lunari symbol on Diana's face. For Aphelios, he has a wide crescent starting from his forehead and crossing an eye, while Alune has a single pale circle in the center of her face.
  • Fake Difficulty: Upon his release, it was very difficult to figure out what weapon Aphelios was carrying in his off hand, thus making playing against Aphelios very frustrating as opponents didn't know what his abilities were at any given time. There is still an element to this in his kit, but the fake difficulty has been tuned down by showing both weapons beside his health bar.
  • Fire-Breathing Weapon: Infernum is a flamethrower that deals damage in waves, containing bar none the best AoE of all of his guns, which even increase in size if they crit. It also provides what is likely the most popular variant of his ultimate as it deals tremendous amounts of explosive damage, especially powerful against clumped-up enemy teams.
  • First-Person Shooters: Aphelios's design and gameplay share many tropes with this genre, particularly games released in the wake of Halo: Combat Evolved; note the Limited Loadout weapons having ammunition and Aphelios himself being The Speechless accompanied by a Voice with an Internet Connection.
  • Gathering Steam: Crescendum is meant to crescendo in power more than his other weapons. Using abilities with it increases its overall damage per hit, allowing it to rack up some frightening damage when in constant use, with the main stipulation that due to its boomeranging mechanic, it should be in relatively shorter range.
  • Gravity Master: To a degree with Gravitum, a cannon which appears to be fuelled by some kind of Unrealistic Black Hole, slowing and rooting enemies in place.
  • Heroic Sacrifice: Alune sealed herself and the moon fortress in the Spirit Realm in order to protect it from the Solari, who sought to destroy it.
  • It Sucks to Be the Chosen One: Applies to both Aphelios and Alune - Aphelios needs to drink poison that renders him mute and is extremely painful in order to channel Alune's power, and Alune is locked within the spirit realm completely alone with no way to contact the outside world besides Aphelios' ritual.
  • Jack-of-All-Stats: Played With; Aphelios has theoretically some of the most varied strengths of any marksman, with guns specializing in long-range poke, mid-range DPS, sustain, crowd control, and area-of-effect damage (all he really lacks is personal mobility). The catch is that these stats aren't simultaneous — he only has access to 2 out of 5 guns at a given time, but the way his passive works means he's constantly cycling through them as the game goes on.
  • Kill 'Em All: None of the Solari warriors that began massacring the Lunari attending Alune's ritual survived- All of them were killed by Aphelios.
  • Life Drain: The specialty of Severum, which not only heals on hit, but also grants Aphelios a long-lasting shield if he's already at maximum health.
  • Limited Loadout: Aphelios' kit is an adaptation of this idea for a MOBA setting — he can only carry 2 of his 5 potential weapons at a time, and while he can instantly swap between those two on the fly, his control over when he can switch to new gun is limited.
  • Lunacy: Aphelios and Alune are remnants of the Lunari, born under a rare lunar convergence event, and each merging their own share of the moon's divine powers into a moonstone arsenal. In addition, their backstory confirms that the moon's supernatural nature has something to do with a connection to the Spirit World, with the aforementioned convergence being an eclipse between its physical and spiritual selves.
  • Mage Marksman: Aphelios wields uniquely sleek, mystical, almost alien-looking weapons powered by the moon and summoned of moonstone, and most of them function ostensibly as firearms. To boot, he wields a Sniper Rifle, a pistol (also made to resemble a scythe head), a cannon, a flamethrower, and a boomeranging chakram.
  • Magikarp Power: While he's unique from other marksmen in many ways, he still plays this very straight. His numbers start off very low, which leaves him unable to take full potential of his guns' unique utilities and also highlights just how fragile and immobile he is. Should he farm unpunished and get his core items, his power spikes dramatically.
  • Meaningful Name: "Aphelios" is broken down from the Greek "apo" and "helios", translating literally to "away from the sun". Meanwhile, "Alune" evokes "luna", the Latin word for "moon".
  • Mechanically Unusual Fighter: Goodness gracious. Ammo system? Check. Five different weapons, each with their own unique attributes and passive effects? Check. Two weapons equipped at each time that are constantly cycled through? Check. Only three abilities, and only two of them considered actual abilities, each with different effects based on what weapons are equipped in each hand? Check. Abilities ranking up at specific levels rather than the player spending points on them? Check. A custom HUD specifically for Aphelios to keep track of all of this? Double check. It's safe to say that Aphelios dethrones Jhin and Senna as the most fundamentals-altering marksman — if not champion, period — in the entire game.
  • Mystical Waif: In contrast to her brother, Alune is not a fighter, and was raised to be a Seer for the Lunari. Based on her orbit, she was destined to become one with the Marus Omegnum — the Lunari temple in the Spirit World — where she remains, currently blessed with the moon's power that she channels into Aphelios.
  • Multi-Ranged Master: Packs 5 ranged weapons in his kit, each one affecting his basic attacks and abilities while equipped.
  • Pet the Dog: Alune's situation could easily become a Fate Worse than Death, as she is unable to leave the Lunar temple and can only commune with Aphelios (who is made mute by their form of communication and so can never converse back)... If she wasn't visited in the spirit realm by Yuumi and Book.
  • Sentry Gun: His ability while equipped with Crescendum is to place one down, which fires at enemies using the gun in his off-hand. In addition to the usual zone control, it synergizes helpfully with Crescendum itself by creating another target for enemies to focus during duels.
  • Sinister Scythe: Severum, despite being described as a "Scythe Pistol" and otherwise behaving like a ranged weapon, is visually represented as a melee weapon with sweeping strikes that travel a wide distance.
  • Sniper Rifle: Calibrum (Aphelios' default weapon alongside Severum) functions as a sniper rifle, innately built with greater basic attack range, and applying marks that can give him even greater increased for his off-hand gun.
  • Spam Attack: Severum and Crescendum and their respective abilities can result in some massive DPS, the former in terms of individual strikes in a single ability cast (also applying the effects of his off-weapon for good measure), and the latter in terms of sheer potential volume.
  • The Speechless: The noctum poison Aphelios consumes tightens his throat and renders him mute beyond a few short grunts. Alune picks up the slack.
  • Spirit Advisor: Alune serves as this to Aphelios — while she remains physically isolated in the Marus Omegnum, she shares a link with Aphelios and can channel her senses and power through his body.
  • Squishy Wizard: He has the most eclectic arsenal of any marksmen, but due to its rotating loadout, he doesn't always have access to the most ideal tools for any given context, including for situations where he has play defensively like his lifesteal or crowd control. Combined with how squishy and lacking in mobility he is in general, he could be in for a world of hurt should an enemy capitalize on his suboptimal arsenal at any given time.
  • Stance System: One of the most complicatedly-arranged in the game. Aphelios possesses 5 potential guns, but can only carry 2 at a time, with each combination significantly affecting his basic attacks, abilities, ultimate, and overall playstyle. Beyond what he currently has with him, he can't immediately swap to guns at will (he has to expend all their ammo), nor can he immediately choose which gun he'll get next (only long-term manipulation of his gun cycle, requiring a ton of foresight and strategizing). Most abilities are designed to synergize well with each other, so the challenge comes from knowing how to make the best out of any given combo he has at any moment.
  • Warrior Monk: An assassin who fights in service of the Lunari, and in turn, the moon.
  • Whispering Ghosts: Every time Alune speaks, she's briefly preceded by the sound of incantation-like whispers. According to Riot, this was their method to denoting in-game that Alune is communicating telepathically through the spirit realm, working like a celestial equivalent to Walkie-Talkie Static.

    Ashe, the Frost Archer
"All the world on one arrow."

Voiced by: Melissa Hutchison (English), Inés Blázquez (European Spanish), Cristina Hernández (Mexican Spanish), Kikuko Inoue (Japanese), Yu-Ri Seo (Korean)

"One tribe, one people, one Freljord."

Iceborn warmother of the Avarosan tribe, Ashe commands the most populous horde in the north. Stoic, intelligent, and idealistic, yet uncomfortable with her role as leader, she taps into the ancestral magics of her lineage to wield a bow of True Ice. With her people’s belief that she is the mythological hero Avarosa reincarnated, Ashe hopes to unify the Freljord once more by retaking their ancient, tribal lands.

Ashe is a Marksman champion that exchanges lower overall damage for very high utility, with powerful crowd-control effects and the ability to grant vision around the map.

  • Her passive, Frost Shot, causes Ashe's basic attacks to slow the target and deal bonus damage against enemies that are already slowed. This bonus damage is increased by Ashe's critical strike chance, with her critical strikes doubling the slow's strength instead of dealing increased damage.
  • Her first ability, Ranger's Focus, gains a stack with each basic attack, up to four. After reaching four stacks, Ashe can activate the ability, consuming all stacks to enhance her basic attacks for a few seconds, gaining increased attack speed and turning her basic attacks into a flurry of arrows that deal increased damage.
  • With her second ability, Volley, Ashe fires a volley of arrows in a cone in a target direction, each arrow damaging and applying her Frost Shot's doubled slow to the first enemy they hit.
  • Her third ability, Hawkshot, passively stores charges, up to two. When activated, Ashe spends a charge to send her hawk spirit on scouting mission to a location anywhere on the map, granting vision of its surroundings as it travels and revealing the chosen location for a few seconds once it arrives there.
  • With her ultimate ability, Enchanted Crystal Arrow, Ashe fires a massive ice arrow in a target direction with global range that shatters on impact with an enemy champion, damaging and stunning them for a duration based on how far the arrow traveled. Nearby enemies are also damaged and applied her Frost Shot slow.

Ashe's alternate skins include Freljord Ashe, Sherwood Forest Ashe, Woad Ashe, Queen Ashe, Amethyst Ashe, Heartseeker Ashe, Marauder Ashe, PROJECT: Ashe, Championship Ashe, Cosmic Queen Ashe, High Noon Ashe, and Fae Dragon Ashe.

In season 1 of Teamfight Tactics, Ashe is a Tier 3 Glacial Ranger. Her ability, Enchanted Crystal Arrow, fires an ice arrow that damages and stuns the first enemy hit, with the stun duration based an distance traveled by arrow. In season 2 her skin was changed to Amethyst Ashe, she was changed to a Tier 4 Crystal Ranger, and her ability was changed to Ranger's Focus, which gives her bonus attack speed for 5 seconds and causes her attacks to fire a flurry of shots each doing a percentage of her attack damage. In season 3 she is changed to a 3 cost Celestial Sniper with her Cosmic Queen Ashe skin and Enchanted Crystal Arrow returning as her ability. Season 4 goes back to her season 2 ability (renamed Hunter's Focus) as a Tier 4 Elderwood Hunter in a green version of her High Noon skin. She was removed in the Festival of Beasts mid-set update along with the Hunter class.

In Legends of Runeterra, Ashe is a 4-mana 5/3 Freljord Champion, who Frostbites (reduces Power to 0) the strongest enemy unit whenever she attacks. Once you have Frostbitten 5+ enemy units, she levels up, gaining +1/+1, passively making any enemy with 0 Power unable to block, and creating a copy of Enchanted Crystal Arrow (a 2-mana slow spell which Frostbites one target enemy and all other enemies with 3 or less Health before letting its controller draw a card) on top of her owner's deck. Her signature spell is Ashe's Flash Freeze.
  • Action Girl: Very much at home in the field.
  • An Ice Person: She can enchant her arrows with Frost Shot to slow enemies she hits and fire a huge Crystalline Arrow to completely freeze a target solid for a few seconds.
  • Archer Archetype: She's deadly with her bow, and has a serene and calm disposition. Her play style, as a Marksman, is more about staying behind the lines and pelting her enemies with frozen arrows.
  • Arranged Marriage: After being crowned Queen of Freljord she chose Tryndamere as her king to cement the alliance between the tribes of Freljord and his barbarian clan. Though at first, they only married for politics, they do eventually have genuine affection for one another.
  • Art Evolution: From the beginning of the game, then this, and after the Darius Patch here we are. Lots of love from Riot.
  • Ascended Meme: After the Freljord patch, Ashe gained a few specific taunts for Sejuani, one of them referring to a video of Rammus Taunting Everyone by StephanosRex, where Rammus calls Sejuani "A fat pig riding a boar"...
  • The Beastmaster: Downplayed. One of her abilities sends an ice hawk to scout a nearby area, but other than that she doesn't use animals in combat.
  • Boring, but Practical: Considered one of the simplest characters to play, but undeniably one of the most effective. This is partially because, as damage-dealers go, she's a Jack-of-All-Stats, with versatility that is basically unmatched by any other carry. Her passive gives her crowd control and makes catching fleeing champions easier, as well as making it more risky to attack her while she's in a favorable position. Her first skill is a self-buff for her autoattacks that increases her attack speed and also boosts her damage if she uses it with full stacks on her passive. Her second skill is a skillshot, meaning it can be used to check bushes or aim at hidden enemies, cover a retreat, and help her farm. Her third skill is a global scouting tool that can reveal a small portion of the map from any distance, letting her easily help her team by checking for potential ambushes from the enemy.
  • Cold Ham: She's rarely ever especially loud, yet many of her lines still manage to convey all of her conviction in her goals of uniting the Freljord.
  • Contralto of Danger: While her original voiceovers had her sounding decently high-pitched, her 2019 voice update shifted to her speaking in a deeper, yet somewhat hushed tones.
  • Costume Evolution: A subtle case as the outfit has never been completely overhauled, but from comics to newer splash arts to model upgrades, new elements have been gradually added to make it seem slightly more plausible for the environment, such as fur around her collar, leggings, and better rendering that implies thickness.
  • Cybernetics Eat Your Soul: Very loudly and pointedly defied with the PROJECT Skin. Ashe is apparently now leading the movement amongst the PROJECT skins not to give into their programming and insists they are all still humans.
  • Difficult, but Awesome: Contrasting Boring But Practical, her ultimate is quite easy to use badly, but if used well can turn a fight around. In addition, her early game is very poor compared to other AD Carries, lacking any form of escape skill whilst simultaneously being one of the squishiest and slowest ADCs in the game. It's rather telling how useful she is in skilled hands by her status as one of the top-picked ranged carries in the Season 3 tournament scene.
  • Et Tu, Brute?: If one of her allies in the lore is on the enemy team she will not take it well.
  • Exposed to the Elements: Not the worst offender, but she doesn't even wear pants. This was retroactively justified by her Iceborn heritage, making her immune to the cold, and her later voiceover lampshades the hell out of how odd it is.
    (taunting a Freljordian champion) "Yay Freljord! did Any of us get cold weather clothes?!"
  • Expy: As a white-haired beauty in a dark cape and hood who fires slowing arrows from her longbow, Ashe is one of Traxex, the Drow Ranger from Defense of the Ancients (however, aside from the slowing arrows, their kits actually have very little in common; Drow's kit is actually more similar to Vayne's).
  • Fantasy Counterpart Culture: Of vikings.
  • Fantastic Racism: As much as she intends to unite the Freljord, she sees trolls as an enemy to humanity and has no qualms with the idea of destroying them.
    (encountering Trundle) "Trolls are the enemy of mankind. You will die like a beast!"
  • Generation Xerox: An extreme example. Professor Lyte remarks that she looks almost identical to the legendary Avarosa, Ashe's ancestor and founder of her Avarosan faction in the Freljord.
  • Glass Cannon: All ADC's are this, but Ashe dials both aspects of the trope way up. She's one of the glassiest characters in the game (even some of the Squishy Wizard champions look almost Tanky next to her), but if she gets her items, she can blow away half the enemy team in a fight before you realize what's happening.
  • Harmless Freezing: Crystalline Arrow deals a hefty amount of damage... but not enough to account for the fact her victim is (supposed to be) literally frozen solid for several seconds.
  • Hope Spot: Tends to cause these. Did you just escape a gank? Good! Prepare the Recall immediately! ... Wait a minute, what is that giant arrow of ice coming to me from another side - BOOM! "You have been slain."
  • Irony: "I only need one shot." After her rework, this is almost never true: she only starts dealing critical strike damage from the second shot onward, and her Q only reaches full potential after 5.
  • Icy Blue Eyes: Of the Elemental Eye Colors kind, since they're green in her Freljord skin.
  • Improbable Aiming Skills: Well, it can be tough for players to use at a decent distance, but it is not unknown for Ashe to make some ridiculous shots with her ultimate.
  • Inconsistent Coloring: Ashe's outfit was initially designed to be black, and even with model and texture upgrades, the colors are very dark. This is in contrast to splash art and supplementary artwork instead depicting it as a not-exactly "vibrant", but relatively brighter navy blue.
  • Lady of War: She wields a bow and has a dignified and graceful personality, befitting her position as Queen of the Freljord, and her play style requires calmness, composure, and focus.
  • Mage Marksman: Of the Arcane Archer variety, who fires icy magic arrows at her enemies. Notably, she has more of an emphasis on magical crowd control than most other marksmen, able to use arrows to slow and freeze opponents as well as shredding them apart.
  • Magikarp Power: Ashe is one of the weakest early game characters from level 2 through probably around 12 or so. But late game, Ashe has a stun, permanent slows, and can kite every tank to hell and back.
  • Mechanically Unusual Class: After her rework, Ashe does not crit any more, at least not normally. Instead, whenever she crits she applies double her usual on-hit slow (from 20-30% to 40-60%). Additionally, all of her attacks against enemies she's slowed do a fixed amount of additional damage that scales with her crit chance. As a result, rather than spiking the opponent with hard bursts of damage whenever she scores a crit, she has a more consistent higher DPS, ensuring that crit is still a vital stat for her.
  • Multishot: Volley fires a cone of arrows, dealing damage and applying Frost Shot's slow to all targets hit.
  • Mystical White Hair: Her hair was formerly a strawberry-blonde color, before turning white when she found her True Ice bow.
  • Not the Intended Use: Season 11 gave her an unusual build path with Imperial Mandate, an item intended for supports. One of Imperial Mandate's abilities causes slowed enemies to take more damage, while also allowing allies to do more damage to slowed targets. Since Ashe's passive slows enemies she hits and her W does the same, she can easily trigger Imperial Mandate and help her allies hurt enemies as well. This build forgoes building attack speed or crit in exchange for cooldown reduction and mana items instead, making Ashe play more like an ability-based carry with plenty of crowd control.
  • Oh, Crap!: She has one of these moments in the Shadow Assassin Kayn login screen. Knowing Kayn's damage and Ashe's low defenses, it's safe to assume it resulted in a pretty brutal death for her.
  • Peek-a-Bangs: In her older artwork and model. This visual trait was dropped after her model was remade with corresponding splash art.
  • Phlebotinum Rebel: PROJECT: Ashe is a cyborg who overcame her mental conditioning and now fights for those who are still human.
  • Politically Incorrect Hero: Despite her genuine conviction in uniting and protecting the Freljord, she sees frost trolls as an enemy to humankind and threatens to slay them. It's unknown exactly why she holds this view considering how trolls are very much a sapient, tribal race (and as with Trundle, are even capable of becoming Iceborn), though one possibility is that it's due to their allegiance with Lissandra.
  • Royals Who Actually Do Something: Was a literal princess, who, as we know, is an Action Girl. Has been crowned queen of Freljord after managing to have the region be recognized as a state by the Institute of War, choosing Tryndamere as king to solidify the pact between their people to maintain stability in the area.
  • Side Boob: Subtle but it is there.
  • Skill Gate Character: Acts as a decent lesson on how to play Attack Damage Carry. Also teaches map awareness—which is important since, using her ultimate, she is one of the very few characters who can win (or help win) a fight without actually being in it. And finally, earlier versions of the game's new-player tutorial had her as the Champ you controlled.
  • Spam Attack: After buffs, her Volley's cooldown scales down from 14 seconds at rank 1 to a mere 4 seconds at rank 5 (even less with CDR). From level 9 onwards she's almost a one-woman Rain of Arrows.
  • Technical Pacifist: Ashe is against violence and mostly promotes peace to rule and unite the clans, although she's very deadly when she takes action. Her lore explains that she overcame her desire to avenge her mother over uniting the Freljord through peace. This attitude is what makes her rivals with Sejuani.
  • Tomboy and Girly Girl: The Girly Girl to Sejuani's Tomboy, she is more peace-loving and graceful in battle, and prefers to pelt the enemies from afar with her bow. Her voice is also noticeably more high-pitched than Sejuani, and she sports longer hair.
  • Trick Arrow: Ice arrows that can slow or stun.
  • Vocal Evolution: Ashe's main voiceover was updated in late 2019, vastly increasing her amount of voicelines to be brought up to modern standards. In addition, her characterization was shifted from sounding youthful and bright to something more stoic yet grandiose.
  • Winter Royal Lady: Her Queen skin shows off her royal garb.

    Aurelion Sol, the Star Forger

Voiced by: Neil Kaplan (English), Fernando Hernández (European Spanish), Idzi Dutkiewicz (Mexican Spanish), Kouji Ishii (Japanese), Ki-Cheol Kim (Korean)

"Cower. Worship. Marvel. They are all appropriate responses."

Aurelion Sol once graced the vast emptiness of the cosmos with celestial wonders of his own devising. Now, he is forced to wield his awesome power at the behest of a space-faring empire that tricked him into servitude. Desiring a return to his star-forging ways, Aurelion Sol will drag the very stars from the sky, if he must, in order to regain his freedom.

Aurelion Sol is a Battle Mage champion who zones his foes through careful positioning to inflict sustained damage, while also bringing excellent map-wide mobility.

  • His passive, Center of the Universe, are three stars that orbit Aurelion Sol's body, damaging enemies they pass through.
  • With his first ability, Starsurge, Aurelion Sol fires a newborn star in a target direction that explodes when the ability is reactivated or it moves past his stars' maximum orbital range, damaging and stunning nearby enemies. Moving close to the star nurtures it, increasing the size of the explosion and stun duration while increasing Aurelion Sol's movement speed.
  • His second ability, Celestial Expansion, passively increases the damage of his Center of the Universe stars. When activated, the stars are pushed to their maximum orbital range for a few seconds, increasing their damage and speed, before returning to their regular orbit, granting Aurelion Sol a short burst of movement speed.
  • His third ability, Comet of Legend, can only be activated when out of combat, making Aurelion Sol pull in his starts and take off in a target direction, flying over terrain until he reactivates the ability or takes damage.
  • With his ultimate ability, Voice of Light, Aurelion Sol exhales starfire in a target direction, damaging and slowing enemies it hits. Enemies close to him are knocked back to his stars' maximum orbital range.

Aurelion Sol's alternate skins include Ashen Lord Aurelion Sol, Mecha Aurelion Sol, and Storm Dragon Aurelion Sol.

In season 1 of Teamfight Tactics, Aurelion Sol is a Tier 4 Dragon Sorcerer. His ability is Voice of Light, which sends a wave of starfire that damages all enemies in a straight line. He was removed in season 2. He returns in season 3 as a 5 cost Rebel with the unique Starship buff which launches fighters that fly out to random enemies, deal magic damage, and then return. He was initially removed in season 4, but returns in the Festival of Beasts mid-set update as a Tier 4 Dragonsoul Mage using his Storm Dragon Aurelion Sol skin. His new ability is Voice of Lightning, which functions the same as his season 1 ability but also overcharges enemies hit for 10 seconds. The ability deals 50% more damage to enemies who are already overcharged when hit, but also consumes the mark in the process.

In Legends of Runeterra, Aurelion Sol is a 10-mana 10/10 Targon Dragon Champion with Fury and Spell Shield who Invokes a 7+ mana Celestial card when played and generates a random Celestial card at the start of each round. When you control a combined 20+ power of allies at the end of a round he levels up, gaining +1/+1 and reducing the cost of all your Celestial cards to 0. His signature spell is Aurelion Sol's The Skies Descend.
  • A God Am I: Well, he makes stars, and combine with the fact that he's close to being the oldest being in League's universe, and is on a power level comparable to the Targonian Aspects, it's pretty well-founded.
  • Adaptational Badass: In Legends of Runeterra, Aurelion Sol gets a huge power boost compared to his League counterpart that brings him much closer to what we'd expect from a godly star dragon. In exchange for high mana costs, not only does he bring immense damage all across the board, he has a trait of summoning other celestial dragons to wreak their wrath as well.
  • Attack of the 50-Foot Whatever: In his introductory teaser, Aurelion is MASSIVE, able to hold a star in one palm and then crush it. Malphite is barely anything to this guy. Naturally, this doesn't translate into the game.
  • Awesome Mc Coolname: Aurelion Sol, which, if derived from the Latin aureus, could translate directly into Golden Sun.
  • Badass Baritone: His voice is very deep and rich.
  • Breath Weapon: Par the course; he is a dragon, after all. He breathes white starfire.
  • Call-Back: During his announcement teaser, there's an insignificant mountain with a campfire that appears to be the same one from Bard's announcement short story, "The Wonder Above." note 
  • Came from the Sky: Where do you think a space dragon would come from?
  • Captain Ersatz: Aurelion's lead designer specifically set out to make his personality distinctive from other dragons in popular culture, such as Smaug from The Hobbit trilogy and Paarthurnax from The Elder Scrolls V: Skyrim.
  • Cardboard Prison: A variation. He's being controlled by the Targonians, but their complete dominance over him is slowly waning after ages of conflict among itself. It's only a matter of time before he's free.
  • Celestial Body: Looks to be half-made of space. His body even turns into a miniature constellation upon death!
  • Combos: His Starsurge and Comet of Legend abilities grant him a fairly unique interaction, in that while he's normally outpaced by Starsurge and thus cannot keep up with it for very long to expand it, if he uses it and then sets after it with Comet of Legend, he'll stay alongside it and massively increase its radius. This is, of course, highly telegraphed to anybody watching and best used for surprise ganks.
  • Cool Crown: He wears an ornate and impressive-looking golden headpiece, but he understandably hates it because it's actually the clingy Restraining Bolt created by ancient Targonians to imprison him.
  • Cool Mask: He doesn't normally wear one, but he seems to want one, judging by his reaction to purchasing Liandry's Torment:
    Aurelion Sol: If Bard and Kindred can pull off wearing a mask, so can I.
  • The Dandy: An odd example, what with being a star dragon, but many of his quotes have him referring to his own beauty and fashionability and he shows something of a distaste for direct combat.
    (Upon purchasing Rabadon's Deathcap) "Hats are always fashionable."
    (Upon dying) "Alas, I am simply too beautiful for this world."
  • Deadpan Snarker: To an almost absurd degree. One could assume him being so powerful is the main reason he's capable of taking things so non-seriously. Best illustrated with his unique taunt towards Tryndamere, which is positively dripping with snark.
  • Death of a Thousand Cuts: Aurelion Sol really relies on hitting enemies with the stars circling around him for his damage, and while he will rarely ever be able to "burst" enemies out even with Celestial Expansion, the numbers will rack up if he can be consistent with them.
  • Difficult, but Awesome: Aurelion Sol almost exclusively gets his damage done through a very unusual, highly precise manner based on the stars from his passive, putting constant emphasis on his positioning in a manner that applies to virtually no other championnote . Adding in his squishiness and lack of many alternative options, learning how to play him well can be daunting. However, those with the time and patience to master his unorthodox playstyle and its various quirks will find an effective DPS mage that can become a royal pain against opponents in his radius who can't keep up with him.
  • The Dreaded: Appears to be so to the Rakkoran people. Pantheon's arrival in the mortal realm was supposedly a sign of impending danger, which is likely what Aurelion Sol embodies.
  • Earth-Shattering Kaboom: As shown in the Legends of Runeterra card The Skies Descend, Sol isn't just going to wreak his revenge on Targon. He plans on taking down the entire planet if he ever gains complete freedom.
  • Expy: His kit's main mechanic should remind people of Wisp.
  • First-Person Smartass: His lore story in the Targon event is entirely from his point of view, and is completely dripping with snark towards those he views as "lesser beings" (read: everything else).
    "The few more advanced life forms-–and I use that description loosely-–gaze up and jot down my coordinates in scientific almanacs instead of using me as prophecy fodder."
  • Gameplay and Story Segregation: In the lore, Aurelion Sol is ridiculously powerful, able to create stars and single-handedly destroy an entire valley. In the game, he can be killed by a hamster with a blowgun.
  • God Is Good: He is, along with Bard, one of the closest things to a god in the League universe, and while he's largely unconcerned with most life, he's only actively malevolent to his captors, the Targonians, for quite a good reason, too. He even speaks quite passionately about all the love he put into creating the cosmos, and at least acknowledges there ARE certainly good qualities to sentient life - he's simply more annoyed and unimpressed by the mediocrity of most primitive life.
  • Godzilla Threshold: The Void is opening a massive rift into Runeterra. Summon Space Dragon to throw a star at it.
  • Humans Are Average: Before his imprisonment, he only saw Runeterra and its puny inhabitants with mild curiosity, and had to be cajoled into making contact by the Aspects. While much of his opinion on them has been soured ever since they held him captive and exploited his knowledge and power, he overall views humanity with indifference more than anything.
    "As far as fauna goes, humans strike a firm... middle."
  • Instant Awesome: Just Add Dragons!: A fully playable dragon champion, and one that came from space and creates stars!
  • Kick the Dog: His taunt towards poor Amumu could be the cruelest one in the game.
    Aurelion Sol: I am... overwhelmed by an emotion when you are not around. It is called... happiness.
  • Made a Slave: He tried to establish contact with the Targonians, they awarded him a Restraining Bolt. Now the influence of the crown over him is weakening, and he is seriously pissed.
  • Magnum Opus: Of all his created galaxies and stars, he names the one known as The Great Beyond as his crowning achievement.
    Aurelion Sol: Oh yes, my favorite constellation. I like to think it will be the first to rain down upon this forsaken mountain.
  • Meaningful Name: Aurelion Sol is comprised of two words that derive from Latin. Aurelion may be an adaptation of the Latin name, "Aurelius", meaning "Golden". Combined with the Latin word "Sol", his name would mean "Golden Sun". Aurelion may also be a portmanteau of "Aurum" and English word "Lion", combining to mean Golden Lion. It is also interesting to note the difference between Ao Shin, which is Oriental, and Aurelion Sol, which is Latin, and all the while preserving the initials. Additionally, Sol Invictus was the a Roman Sun God which cult was made in an official cult alongside the traditional Roman cults during the reign of Marcus Aurelius. His initials double as a reference as his origins as his cancelled predecessor Ao Shin.
  • Misapplied Phlebotinum: The ancient Targonians and its Aspects who imprisoned him stole his knowledge of forging stars to create the Sun Disc in Shurima, which he sees as a total perversion of his craft. In a general, more lighthearted sense, he's also confused by the uses people give to his stars, such as dictating their meals, making wishes, and relationship advice.
  • Mythology Gag: The Storm Dragon Aurelion Sol skin is a huge nod to Ao Shin, a once-planned storm dragon champion that Riot wasn't able to make work for the game, resulting in him being overhauled into Aurelion Sol. The design is a close a recreation of the original concept art as they could possibly make it, and even Storm Dragon Lee Sin directly calls him Ao Shin while using the skin.
  • Not So Above It All:
  • Our Dragons Are Different:
    • He implies he's not the only one of his kind, although he may be the most powerful of them. So, in addition to bestial wyverns and draconic half-breeds, Runeterra's universe is host to massive, space-faring serpentine dragons.
    • According to Senior Narrative Writer FauxSchizzle, the lore team toyed with the idea of him having sister dragons that were responsible for other cosmic phenomena, including gravity or dark matter. This concept appears to have been dropped, with Aurelion Sol currently being the only star-forging space dragon, though a later interaction with Swain has alluded to this by asking "What is this about... siblings?"
  • Painting the Frost on Windows: Forging the stars on space.
  • Playing with Fire: His release skin, Ashen Lord Aurelion Sol, uses fire as the central theme, making him more like a classical dragon.
  • Person of Mass Destruction: In his short story, he's called upon to close a void rift while he's got more control of his powers. He decides to annihilate it and the surrounding valley. Let's listen to his own description of the event:
    Trees splinter. Rivers evaporate. The mountain walls of the valley crumble in smoky avalanches. The tireless laborers erecting their Sun Disc, the soldiers taking the hill, the stargazers, the worshipers, the terrified, the doomsday prophets, the hopeless, the rising kings… all those who beheld the streaking comet with selfish eyes witness the ensuing supernova as an early dawn. Across this pitiful globe, my radiance turns darkest night to blinding day. What fictions will they conjure to explain this phenomenon?
    Even my Targonian masters have rarely witnessed such a display of my power. Certainly, no terrestrial world has ever born scars as severe as what is left of that once-verdant valley. When I am finished, nothing remains.
    Not even this incarnation of Pantheon. I can’t say I’ll miss her or her mindless barking.
  • Pet the Dog:
    • He's both indifferent to mortals and outwardly resentful of the Aspects enslaving him, but he appears to have a relative soft spot for Zoe. He's definitely still annoyed and humiliated by how she treats him like her pet, but he also understands that she does so out of empathy and a genuine desire to protect him from other Aspects, so he promises to spare her once he enacts his long-overdue vengeance.
    • As for the rest of humanity, while he generally resents Runeterra and the celestials responsible for his imprisonment, his vendetta largely extends to Targon and Targon alone. In light of that, he allows himself to be impressed by a few humans that manage to be more than simply boring to him.
      (to Jhin) "Imagine what you could do with a larger canvas."
      (to Draven) "You would make an interesting dragon.
      (to Jinx) "Life is short, go crazy once in a while, I get it!"
    • He has a particular, if still somewhat ambivalent opinion on Shyvana, generally describing her as "Almost interesting." In Legends of Runeterra, he looks down on her loyalty to the human kingdom of Demacia, yet he seems to respect her status as being half dragon. He becomes much more open if she's an ally who fully transforms alongside him.
      Shyvana: The dragon awakens!
      Aurelion Sol: Ahhh, there you are!
  • Poke the Poodle: He refuses to pay with gold for anything, and apparently puts it all on Pantheon's tab.
    Aurelion Sol: Put it on my tab. The name's Pantheon, with a P.
  • Power Echoes: His voice has a very notable reverb upon it.
  • Pun: Aurelion Sol can be described as self-centered. The name of his passive, where stars orbit around him? Center of the Universe.
  • Saying Sound Effects Out Loud: Occasionally, whenever he hits an enemy with his passive, he will say "boop" while still retaining his deep, echo-y voice.
  • Recycled In SPACE: Meta-wise, Aurelion Sol's original conception was as a sky and storm dragon champion named Ao Shin. Due to technical difficulties, he was canned, but he was then reworked into the space dragon we all know and love now.
  • Smug Super: He takes massive pride in his creation and maintenance of the stars, as well as the power he possesses relative to the fearful Runeterrans trying to exploit it. His color story "Twin Dawns" is told entirely from his point of view, and it shows that he also cannot care less for the Void creatures he deals with.
    Taric: Your arrogance is impressive.
    Aurelion Sol: It is the least impressive thing about me.
  • Star Power: What else would you expect the Star Forger to fight with?
    Aurelion Sol: I'm going to throw a star at you now. Good luck.
  • Summon Bigger Fish: Aurelion Sol is Pantheon's answer to the void.
  • Time Abyss: He's described as being "born in the first breath of creation", unfathomable amounts of time before not just Runeterra, but really any realms beyond the vast emptiness of the celestial plane.
    (purchasing a Rod of Ages) "It's been around for ages? So... Almost new?"
  • Units Not to Scale: Probably the most extreme example in the game. Maokai is actually the size of an actual tree, Rek'Sai is actually the size of a house, and Malphite is actually the size of a mountain — Aurelion seems to be planet-sized at the minimum, as shown in his introduction video, while his splash art makes him slightly larger than a mountain. During gameplay, he's not that much bigger than any other champion, in fact: he's smaller than some other champions.
  • You Cannot Grasp the True Form: What humans see is apparently Sol playing to their mythologies, and implies his actual form is something far grander.
    Aurelion Sol: "They call me a comet. They call me a dragon. They have no words for my true form."

    Azir, the Emperor of the Sands
"Shurima! Your emperor has returned!"

Voiced by: Travis Willingham (English, League of Legends), Ike Amadi (English, Legends of Runeterra), Héctor Checa (European Spanish), José Arenas (Mexican Spanish), Akio Hirose (Japanese), Gwang-Su Lee (Korean)

“Shurima was once the glory of Runeterra. I will make it so again.”

Azir was a mortal emperor of Shurima in a far distant age, a proud man who stood at the cusp of immortality. His hubris saw him betrayed and murdered at the moment of his greatest triumph, but now, millennia later, he has been reborn as an Ascended being of immense power. With his buried city risen from the sand, Azir seeks to restore Shurima to its former glory.

Azir is a Specialist champion that summons and manipulates ancient Shuriman soldiers to fight for him, using them to control the battlefield and establish shifting zones of power.

  • His passive, Shurima's Legacy, allows Azir to raise a Sun Disc at the location of a destroyed tower, which behaves like a regular turret except it deals increased damage, grants Azir gold from kills and loses armor if Azir moves away from it. This effect has a long cooldown before it can be used again.
  • Azir's kit is based around his second ability, Arise!, which passively stores charges, up to two, and also increases Azir's attack speed. When activated, Azir spends a charge to briefly summon an untargetable Sand Soldier at a target location, which disappear if Azir moves away from it. Azir can use his basic attacks to order Sand Soldiers to stab nearby foes with their spear, damaging enemies in a line.
  • With his first ability, Conquering Sands, Azir commands all Sand Soldiers to dash to a target location, damaging and slowing enemies they pass through.
  • With his third ability, Shifting Sands, Azir dashes to one of his Sand Soldiers, shielding himself and damaging enemies in his path. If he collides with an enemy champion, he instantly stops and gains a charge of Arise!
  • His ultimate ability, Emperor's Divide, summons a phalanx of shield-bearing soldiers that charge in a target direction, damaging and knocking back enemies in their path. The soldiers then stand as an impassable wall for a few seconds afterwards, preventing enemies (but not allies) from moving through them.

Azir's alternate skins include Galactic Azir. Gravelord Azir, SKT T1 Azir, Warring Kingdoms Azir, and Elderwood Azir.

In season 2 of Teamfight Tactics, Azir is a Tier 3 Desert Summoner. His ability is Arise!, summoning a Sand Soldier near an enemy that lasts for a few seconds and attacks whenever Azir does, hitting enemies in a line. In season 4, he returns as a tier 5 Warlord Emperor Keeper using his Warring Kingdoms skin; his unique Emperor class allows him to bring two immobile blockers with him, representing his soldiers; he can also send out a phalanx of them with his Emperor's Divide ability, damaging, slowing, and either knocking back or knocking up enemies hit depending on their proximity to Azir.

In Legends of Runeterra, Azir is a 3-mana 1/5 Shurima Ascended Champion that summons an attacking Sand Soldier whenever allies attack. After you have summoned 10 units he levels up, gaining +1/+1 and passively giving himself and any summoned unit +1/+0 until end of round when it is summoned. Once the Sun Disk has been restored, he levels up again, gaining +4/+0, replacing your deck with the Emperor’s Deck and drawing one card, and summoning a Sandstone Charger instead of a Sand Soldier whenever allies attack. His signature spell is Azir’s Arise!
  • 100% Adoration Rating: Despite his arrogance, everyone loved Azir during the empire's golden age. Even Nasus (who has a lower opinion of him now) has said that he was Shurima's greatest emperor. Subverted in modern day, where some parts of Shurima welcome him with open arms, others are hesitant to give up their way of life to serve him, which is justified seeing as much of Shurima's history was lost when the empire fell, making Azir more or less of an enigma.
  • Action Dad: According to his "Arisen" lore, he had a son, a daughter and a third child on the way at the time of Shurima's destruction. With the addition of his expanded lore, it turns out he had children with slaves and harem girls as well.
  • Anti-Frustration Features: Azir's gameplay is based around him being a Mook Maker, with one ability summoning sand men, and the other two interacting with them. As a result you can only take his W at 1st level, to prevent having an effectively dead level.
  • Arch-Enemy: Xerath is apparently his, seeing as how Azir has a total of SEVEN unique taunts for Xerath. According to his lore (in which Xerath betrayed him and consequently doomed Shurima), this is completely justified.
  • Ascended Meme: Fans like to depict Azir as an awkward great-grandfather trying to connect to his great-granddaughter, Sivir, with hilarious results. Their interactions in Legends of Runeterra are exactly that.
  • Back from the Dead: He was killed by Xerath during the Ascension ritual but was brought back with Sivir's blood when she herself was betrayed.
  • Badass Boast: About 80% of his lines (that are not focused on Shurima) are this.
    Azir: The name "Azir" shall once again crack the skies!
  • Badass Family: Sivir is his only living descendant by a millennia-worth of generations.
  • Bait-and-Switch: A weird case. Riot teased that the 2014 Ultimate skin and mentioned Shurima, leading players to assume a Shuriman Champion would get the ultimate skin. Turns out, the Shurima mention was a fake-out and tease for Azir, and not the Ultimate skin
  • Benevolent Mage Ruler: Azir was, indeed, a benevolent ruler. A dictator, of course, given how empires work, but he knew and did what was best for his people, putting them before anything else... even if he was a little arrogant.
    • This is further displayed in Xerath's Unbound lore. Moments before being killed and Shurima being destroyed, he announces to his friend that he has finally given Xerath and all of the other slaves the freedom he promised so long ago.
  • Big Damn Heroes: Azir's the one who saves Sivir from bleeding to death, which in turn, triggers the rest of the ritual that transforms him into an ascended being.
  • Bling of War: All of his armor is gold, yes. Azir is very blinging.
  • The Chosen One: Kinda. It's not said outright, but Nasus says something like this in the Shurima: Rise of the Ascended video.
    Azir can save them all.
  • Difficult, but Awesome: Azir has one of the most uniquely difficult kits in the game, regarded by the community as one of, if not THE hardest to play champion in the game, among the likes of Syndra or Orianna. Despite having a decent poke, the high mana cost of his spells and his low attack speed make his early game extremely difficult. Also, his attack pattern is very unpredictable, so it's hard for him to coordinate well with his team. However, the sheer damage he can put out late game and his zone control means he is potentially one of the strongest ability power carries around, and as a result, he's become a popular pick for professional level play by players who can properly utilize his STAGGERING long-range DPS and zone control to carry any game where he doesn't get shut down.
  • Doomed Hometown: Shurima, as an empire, seems to be this to him.
  • Eastern Zodiac: While his Warring Kingdom skin is from a line that started out mostly as a Dynasty Warriors Shout-Out, he's also the primary representative for 2017's Lunar Revel, with him representing the Year of the Rooster. Amusingly, he himself quite fits into some typical traits under the sign: Authoritative, powerful, and very prideful.
  • Egyptian Mythology: Like Nasus and Renekton before him. Specifically for Azir, he's pretty clearly based on Ra and/or Horus.
  • Elemental Powers: In three flavors too!
  • The Emperor: It's in his title. He's also stated to be Shurima's greatest Emperor.
  • Foil: To his nemesis Xerath. Storywise, they were the best of friends in their youth, but Azir was the heir to an empire while Xerath was a slave under its oppression. Gameplaywise, both are mages who attack from a distance, but again this is different contrast of styles as Azir is a minion-mancer who utilizes sand warriors to attack while Xerath takes no mind in doing the action himself when sniping from afar.
    • A very interesting case can be seen with Taliyah. Both champions are from Shurima, with Azir the highly Emperor of all from the ancient times and Taliyah the lowly peasant of nothing of the present day. Both have references to birds, Taliyah is the little sparrow and Azir is, literally, a giant eagle. Even their appearances are very striking, as while both have similar clothing of Shuriman origin, Azir's is more regal and elements of gold at the tips of his drapes while Taliyah's is more common, tattered, and made of unrefined, rocky minerals. In the style of gameplay, both use the elements of the earth for their abilities, with Azir summoning warriors made from sand while Taliyah takes the actual earth from the ground.
  • Heel–Face Door-Slam: In-universe, from Xerath's perspective. Kept Xerath as a slave for years after promising to free him, causing Xerath to resent him and plot against him to achieve freedom by stealing Ascension from Azir. By the time Azir revealed to Xerath that he always did intend to free him - on the day of Ascension - it was too late for either of them to stop Xerath's plan.
    Xerath: "Too late, friend. Too late, brother. Far too late for us all."
  • Hero with Bad Publicity: Azir is a Benevolent Mage Ruler who wants to rebuild Shurima to greatness, but thanks to the cataclysm-formed hole in history left from the empire's destruction, many modern-day Shurimans observe him and his rumored return with hesitation, if not outright resistance. While some concerns are justifiable — benevolent as he may be, he's still an emperor trying to reimpose his long-depreciated authority on Shurima whether they want it or not — some are less fair, with him being lumped in with other Ascended, most of whom that are still around nowadays (such as Xerath or Renekton) being seen as incredibly destructive. Some even think he's just trying to enslave everyone, despite having abolished slavery in his final moments. However, in Echoes in the Stone, it mentions that there are a number of people who see Azir's rebirth and ascension as a good omen and are moving into the capital.
  • Heroic BSoD: Gets a nasty one when he witnesses the final moments of his empire, people and familynote .
  • I Gave My Word: Even if it took years to accomplish, Azir never forgot his promise to Xerath about freeing him and outlawing slavery. Played for Drama when Xerath believed he forgot and sought to kill him by sabotaging the Ascension Ritual... only to find out that Azir kept his promise at the last minute.
  • I Shall Taunt You: Fitting for a powerful Emperor. He also has the highest amount of taunts in the game currently, and has a total of 15, with 12 unique taunts for Renekton, Sivir and Xerath.
  • Large Ham: Even by this game's standards. Azir has absolutely no inside voice.
  • Long-Range Fighter: His auto-attack range can effectively get up to 1200 units. For comparison, Twitch has the longest range of any ranged Champion with his Ultimate, and his is only 850 units.
  • Magikarp Power: His early game definitely isn't great, and he struggles against a lot of common mids. Give him some farm, however, and he turns into a relentless pushing machine that can annihilate towers with frightening ease and put out horrifying amounts of damage from a great distance and with no small amount of safety. The other main barrier to this, of course, is the fact that he has an extraordinarily high learning curve and will absolutely be a liability if the person playing him isn't completely up on him.
  • Meaningful Name: Azir's name in Urdu would be transliterated as "Asir", which means "Chosen".
  • Mook Maker: As an Emperor, most of his abilities are based on his subjects attacking enemies, not him directly.
  • Patriotic Fervor: Azir takes the "most times saying their home in their dialogue" title from Garen. He says "Shurima" a total of 38 times in his dialogue.
  • Physical God: His first act upon Ascension is to near-instantly rebuild/repair the ruins of Shurima.
  • Poor Communication Kills: He promised to free Xerath from slavery as a child... And possibly kept on saying that he intended to keep his promise. He thought Xerath was happy as his slave and thus wasn't in a rush to grant him his freedom before he could make a symbolic gesture just prior to his Ascension - the truth couldn't be further away, and by the time Azir had his royal guards salute Xerath as he granted not only Xerath, but all Shuriman slaves their freedom, Xerath's resentment for the unkept promise had already put wheels in motion that neither of them could stop. Azir's newest short story explains the situation better:
    He instituted reforms to better the lives of slaves and privately developed a plan to overturn millennia of tradition and eventually free them all. He kept his plans secret, even from Xerath, and the issue of slavery would prove to be a continual bone of contention between them. The empire had been built on the back of slavery, and many of the great noble houses depended on enforced labor for their vast wealth and power. Such monolithic institutions could not be overturned overnight, and Azir’s plans would be undone were they to become common knowledge. Despite Azir’s desire to name Xerath his brother, he could not do so until all Shurima’s slaves were free.

    The day of the ritual finally came and Azir marched toward the Dias of Ascension, flanked by thousands of his warriors and tens of thousands of his subjects. The brothers Renekton and Nasus were absent, having been dispatched by Xerath to deal with an emergent threat, but still Azir would not turn from what he saw as his great destiny. He climbed to the great golden disc atop the temple at the heart of the city and in the moments before the sun priests began the ritual, he turned to Xerath and finally freed him. And not just him, but all slaves…

    Xerath was stunned into speechlessness, but Azir was not yet done. He embraced Xerath and named him his eternal brother, as he had promised he would all those years ago. Azir turned as the priests began the ritual to bring down the awesome power of the sun. Azir was unaware that Xerath had studied more than just history and philosophy in his quest for knowledge. He had learned the dark arts of sorcery, all the while nursing a desire for freedom that had grown like a cancer into a burning hatred.
  • Pride: His quotes regarding himself ooze with this.
  • Reality Ensues: As stated in Hero with Bad Publicity, there are people who are at least uncertain of the idea of Azir trying to rebuild the empire, despite his noble intentions. This is mainly because much of Shurima's history was lost to the ages upon its destruction.
  • Requisite Royal Regalia: Scepter? Check. Crown-Mask thing? Check.
  • Royals Who Actually Do Something: Sort of. His attacks involve summoning minions made of sand for him though.
    • Played completely straight lore-wise. He's making quite an effort in restoring his empire to its former glory.
  • Staff of Authority: But of course, an Emperor wouldn't be caught dead without one!
  • Stealth Pun: His taunts and quotes make him seem a bit.... cocky.
  • Supernatural Gold Eyes: His eyes can be clearly seen glowing a bright golden-yellow.
    • Averted with his in-game model where he has blue eyes for some reason.
  • The Unfavorite: According to his expanded lore, Azir was the youngest and least favored of his father's children. His father hated him so much that he would have killed him had he not been his last remaining heir (and Xerath had not used his magic to prevent the queen from bearing more sons).
  • Vestigial Empire: He's the last of the Shuriman Empire, and its greatest ruler to boot.
  • Was Once a Man: He's now an ascendant, like Nasus, Renekton and Xerath, taking the form of a falcon.
    • Lampshaded and Played for Laughs with two of his jokes: one with him joking about a "pigeon walking into a bar", and the other with him actually cooing like a pigeon.
  • We Used to Be Friends: Was close friends with Xerath since childhood. Until Shurima's downfall, that is...
  • Youngest Child Wins: Initially averted. According to his expanded lore, Azir was the youngest of his siblings, but the least favorite. This put his life in jeopardy when his older siblings were all assassinated, as his own father was trying to conceive more sons so that he could have an excuse to kill him. It's eventually played straight when he overcomes this dilemma and ends up being Shurima's emperor.


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