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This page contains all champions beginning with the letter A.


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    Aatrox, the Darkin Blade 

    Ahri, the Nine-Tailed Fox 

    Akali, the Rogue Assassin 

Akali Jhomen Tethi

https://static.tvtropes.org/pmwiki/pub/images/akalioriginalloading.jpg
"Fear the assassin with no master."

Voiced by
Laura Bailey (English/Pre-VGU)
Krizia Bajos (English/VGU)
Ashly Burch (English/Tales of Runeterra, Star Guardian)
Inés Blázquez (European Spanish)
Norma Echevarría (Mexican Spanish/Original)
Montserrat Mendoza (Mexican Spanish/Current)
Ryōko Shiraishi (Japanese/Pre-VGU)
Mikako Komatsu (Japanese/Current)
Aline Ghezzi (Brazilian Portuguese/Pre-VGU)
Adriana Torres (Brazilian Portuguese/Current)
Na-Yul Kim (Korean), Irina Kireeva (Russian/Original)
Victoria Zaitseva (Russian/Current)
Appears in: Tales of Runeterra, K/DA

"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 marks while evading retaliation, striking when the time is right and then stepping back into the shadows. She uses a fixed Energy meter as a resource instead of mana.
  • Her passive, Assassin's Mark, briefly marks enemies damaged by Akali's abilities with a ring around them, while also increasing her movement speed when moving away from them. Crossing the ring refreshes the movement speed bonus while moving towards enemy champions, and grants her next basic attack increased range and damage.
  • Her first ability, Five Point Strike, throws a flurry of kunai knives in cone in a chosen direction, damaging enemies they hit. Enemies hit by the knives at the cone's edge are also briefly slowed.
  • Her second ability, Twilight Shroud, increases Akali's max Energy, grants her a short burst of movement speed and detonates a smoke bomb at a nearby location, creating a slowly-expanding ring of smoke. While inside the smoke, Akali becomes invisible, only revealing herself for a brief moment while attacking.
  • With her third ability, Shuriken Flip, Akali backflips while throwing a shuriken in a chosen direction, damaging and marking the first enemy it hits; she can also mark the center of the smoke ring from Twilight Shroud. By reactivating the ability, Akali dashes towards the marked target, damaging them if they're an enemy.
  • With her ultimate ability, Perfect Execution, Akali dashes towards an enemy champion, damaging enemies in her path. For a few seconds afterwards she can reactivate the ability to perform a second dash in a chosen direction, dealing damage to enemies she passes through that increases 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, Prestige K/DA Akali, PROJECT: Akali, True Damage Akali, K/DA All Out Akali, Crime City Nightmare Akali, Star Guardian Akali, DRX Akali, Coven Akali, Prestige Coven Akali, and Empyrean Akali. Wild Rift exclusively includes Crystal Rose 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. She was removed in season 5, returning in season 6 using her Crime City Nightmare Akali skin as a Tier 5 Syndicate Assassin. Her ability was changed to Perfect Execution, which makes her dash through the largest group of enemies, dealing magic damage and marking all enemies hit for a moderate period. Whenever a marked enemy falls below a percentage health threshold, Akali instantly dashes through them again, executing marked enemies below the threshold that she passes through while damaging all other enemies hit. She was removed in the Neon Nights mid-set update, returning in season 10 as a Tier 4 Executioner Breakout, whose Breakout trait allows her to swap her origin between K/DA and True Damage between combats, depending on which trait has more fielded champions on her player's board, and changing her skin and ability accordingly. As a K/DA champion, her ability is The Baddest, throwing a shuriken that marks the furthest unmarked enemy, then has Akali dash through every marked target. Each dash deals physical damage to the primary target and reduced damage for all other enemies she dashes through. As a True Damage champion, her Three Point Strike ability throws three waves of kunai that deal physical damage split between the three nearest enemies within 3 hexes, then refunds mana for each enemy that survived all three waves. Her True Damage Bling Bonus heals Akali for a percentage of damage dealt by her spell.
  • 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.
  • Ambiguously Bi: In canon Runeterra, she's expressed attraction to Kayn (before realizing what a weirdo he is). Meanwhile in the K/DA-verse, she and Seraphine share several moments of deep bonding that coencide with Sera performing a cover of a sapphic love song, hinting at an attraction between the two. Then you have Akali's close bond with Star Guardian Kai'sa which borders on a Pseudo-Romantic Friendship and a former writer outright confirming that their relationship is meant to be queer.
  • Anti-Hero: She does care about doing the right thing protecting Ionia's people, but in a very direct and much more dangerous manner that means being comfortable with death and killing. She's not quite a like Zed is who is willing to cross a lot of moral boundaries to do what he thinks is right nor is she like Shen whose focus on spiritual balance means he's more detached from the material world than she'd like.
  • 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." Ironically she scales hard with AP items.
  • Balance Buff: Akali's first kit from launch was infamous for being supremely sticky, but not exactly flexible. Both her poke and mobility were targeted point-and-clicks, which made it very powerful for all-ins and easy to pick off squishy targets with, but it also made her deceptively low in mobility and lacking in many options beyond "dive in and hope nobody can stop you from waddling away", an issue impeded by her awkwardly-distributed execution time needed to deal damage. Akali was given a VGU in 2018 to address these issues, which split many of her tools into a vastly more delicate, skill-intensive layout, but overall one with a much smoother execution time and rewarding skill ceiling.
    • Her original passive, Twin Disciplines, gave her hybrid damage buffs on two subsequent basic attacks while in combat, requiring her to remain close to her targets to dish out her maximum damage output, which was considered a tad clunky given her Glass Cannon status. This was reworked into Assassin's Mark, which still demands her to remain in slightly longer trades with enemies, but buffs her by putting her on the move, outright encouraging her to more carefully weave herself in and out of danger.
    • Her original Twilight Shroud wasn't great at its intended purpose as while she was invisible in it, it was just a stationary circle which didn't actually open up many places to escape to (not to mention, it could be directly countered by a true sight ward). The post-VGU version of the ability rectifies this by 1) making it so wards can't reveal her so easily, and 2) spreading out over time into a ring-shaped area, meaning opponents will have to work harder to guess where she might be moving to.
    • The aforementioned point-and-click interactions of her damage and dashes were reworked into skillshots, giving her actual mobility in allowing her to better choose where she needs to be at any given moment. While the exact nature of the abilities have been changed several times even after the VGU, they overall trend towards opening actual rewarding conditions for players who correctly know whether to dive onto enemies or simply evade them.
  • 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."
  • Blood Knight: A lot of her voice lines emphasize an excitement for combat, constantly goading her opponents and getting ready for a skirmish to break out.
    "If you look dangerous, you better be dangerous."
    "I love what I do, my enemies won't."
    "Let's have some fun."
  • 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 team of three 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.
  • Costume Evolution: She only retains very basic elements of her original ninja garbs, having looked more like a Mortal Kombat character before. Her new costume combines the elements of this with something akin to more modern streetwise fashion, resembling a tanktop and athletic pants.
  • Dash Attack: Perfect Execution give her access to this, letting her slash across the battlefield to reach and finish off targets.
  • 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, and 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.
  • Establishing Character Moment: The Tales of Runeterra short "The Lesson" is about Shen trying to teach Akali a lesson about balance by apprehending a Noxian cutting down a spirit tree. Akali immediately relents once she discovers the Noxian is a child, and aginst Shen's warning, she tries to protect him by attacking the guardian that awakens from the cut tree. When it looks like everything's failed, she immediately shield him with her body. Her actions demonstrate that despite her impetuousness, her heart is in the right place, and her decision to attack the guardian despite Shen's warning reflects the root of her disagreement with Shen: that preserving the balance between spirits and humans shouldn't outweigh preserving human life.
  • 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.
  • Foil: She serves as one to Kayn, as the greatest pupils of their respective orders. Both of them are also excited over combat to a degree, fight using stealth tactics, and even use scythes as their main weapon. The differences though include that while Kayn remains loyal to Zed and the Order of Shadow and seeks to inherit Zed's leadership, Akali has parted with the Kinkou and is working independently, having grown disillusioned with Shen's leadership choices.
  • 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.
  • Meaningful Appearance: Shen and Zed both look closer to the archetypical ninja that inspired their designs. Akali meanwhile plays a lot looser with those elements, keeping staples like the obscuring mask and garbs but incorporating more of a modern urban twist. This shows that she's someone who is much more self-made and independent rather than a traditionalist like the rest of the Kinkou are.
  • 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.
  • O.O.C. Is Serious Business: She'll get a lot more serious when fighting assassins from Noxus, the nation that invaded her homeland.
    Fighting Katarina: "Katarina! Today you will bleed for Ionia!"
    Fighting Swain: "Bad time to come back to the frontlines, Swain."
  • 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) 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.
  • Travel to Projectile: Upon striking an enemy with Shuriken Flip, recasting sends Akali ninja running at it to deliver a swift kick. The ability's nature reinforces Akali's role as a hit-and-run assassin.
  • 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.
  • "Well Done, Son" Guy: As shown in the story "The Bow and the Kunai", Akali felt ignored by her mother, the previous Fist of Shadow, who seemed to prioritize her apprentice Faey over her when she was a child, leading her to act recklessly in the hopes of proving herself in her eyes.
  • 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).

    Akshan, the Rogue Sentinel 
https://static.tvtropes.org/pmwiki/pub/images/93cf2972_3bda_4dd4_bfca_65e6f63b7997.png
"Fixing the world, one scoundrel at a time!"

Voiced by:
Sunil Malhotra (English)
Galo Balzacar (Mexican Spanish)
Kanehira Yamamoto (Japanese)
Fábio Azevedo (Brazilian Portuguese)
Sang-Hoon Park (Korean)
Appears in: Legends of Runeterra

"Not everything happens for a reason. Some things need to be sorted out."

Raising an eyebrow in the face of danger, Akshan fights evil with dashing charisma, righteous vengeance, and a conspicuous lack of shirts. He is highly skilled in the art of stealth combat, able to evade the eyes of his enemies and reappear when they least expect him. With a keen sense of justice and a legendary death-reversing weapon, he rights the wrongs of Runeterra's many scoundrels while living by his own moral code: “Don't be an ass.”

Akshan is a Marksman/Assassin hybrid champion who dramatically swings into battle with a flurry of dashing gunfire, hunting down his allies' killers to avenge and resurrect them.
  • His passive, Dirty Fighting, causes Akshan to follow up his every basic attack with a second, less damaging shot after a brief delay; cancelling this second shot by moving instead grants Akshan a short burst of movement speed. Additionally, Akshan's attacks and abilities apply a mark on enemies, stacking up to three times. When a target reaches three stacks, they are consumed to deal bonus damage and, if the target was an enemy champion, grant Akshan a shield.
  • With his first ability, Avengerang, Akshan throws a boomerang in a chosen direction that damages and reveals enemies it hits both in the way out and back, its range extending per enemy hit. Hitting an enemy champion also grants Akshan a short burst of movement speed.
  • His second ability, Going Rogue, passively marks enemy champions that have killed one of Akshan's allies as Scoundrels. Killing or helping kill a Scoundrel grants Akshan bonus gold and revives all allies slain by them at their home base, while removing the mark from other enemies. When activated, Akshan becomes camouflaged for a short duration, becoming invisible except when very close to enemies; he can extend the duration of the camouflage indefinitely by moving near terrain. While camouflaged, Akshan can see trails leading to Scoundrels, gaining bonus movement speed and mana regeneration while following the trail.
  • His third ability, Heroic Swing, fires a hookshot in a chosen direction that latches onto the first piece of terrain it hits. By reactivating the ability, Akshan then swings around that terrain, firing damaging shots at the nearest enemy while swinging, and can reactivate the ability again to leap off towards a nearby location, firing a final shot at the closest enemy. Killing or helping kill an enemy champion resets the ability's cooldown.
  • With his ultimate ability, Comeuppance, Akshan locks onto an enemy champion in a large radius around him and begins charging up his gun, storing bullets over the duration. When the charge ends or the ability is reactivated, Akshan fires at the target, each stored bullet dealing damage to the first enemy it hits based on their missing health. Akshan can still move and use Heroic Swing while channeling and firing the ability.

Akshan's alternate skins include Cyber Pop Akshan, Crystal Rose Akshan, and Three Honors Akshan. Legends of Runeterra exclusively includes Pulsefire Akshan, and Wild Rift exclusively includes Battle Academia Akshan.

In season 5 of Teamfight Tactics, Akshan was added in the Dawn of Heroes mid-set update as a Tier 5 Sentinel Ranger. His ability is Heroic Swing, which passively causes his basic attacks to reduce his target's armor for a few seconds. On activation, Akshan swings untargetably toward the farthest enemy and gains attack speed for a few seconds, while continuing to attack his current target at double his attack speed for the duration of the swing. He was removed in season 6, returning in season 9 as a Tier 3 Shurima Deadeye. His Comeuppance ability locks on to the furthest enemy and fires a barrage of six shots towards them, each dealing physical damage to the first enemy hit. He was removed along with the Deadeye class in the Horizonbound mid-set update.

In Legends of Runeterra, Akshan is a 2-mana 2/2 Shurima Champion with Quick Attack that summons a Warlord's Palace or advances a Warlord's Palace 1 round when he's summoned or strikes. After Warlord's Palace finishes its Countdown, Akshan levels up, gaining +1/+1 and summoning a Warlord's Hoard, and his summon and strike ability are changed to summon or advance Warlord's Hoard instead. His Champion Spell is Akshan's Grappling Hook (3-mana Shurima Slow spell that causes an ally you've already targeted during the same round to strike an enemy).
  • Back from the Dead:
    • Akshan wields the Absolver, which in the lore is a unique and extremely powerful Sentinel weapon with the power to take the life of a killer, in turn restoring their most recent victims to life. It's so powerful that it was considered forbidden for any Sentinel to wield it, though following his mentor's murder, Akshan wields it to hunt down her killers and bring her back to Runeterra.
    • In terms of gameplay, death is only good as the timer lasts, but Akshan has the ability to avenge his fallen allies by killing the Scoundrel that doomed them, immediately respawning them back at the fountain.
      Akshan, from afar: Dear friends: please stop dying. Love, Akshan!
  • Battle Boomerang: His Avengerang as it's called serves as his main poke spell, reliably returning to him no matter where he throws it, slicing up enemies on the way. Its range also extends for each enemy hit, meaning he'll ideally like to chain it off multiple enemies in a row.
    "How does the boomerang return? Someday, I'm gonna learn its secrets."
  • Big Damn Heroes: Akshan's preferred MO, both in story and in gameplay focus. Having a flair for the dramatic, he has a habit of disappearing right before crucial moments, and doesn't pop up until the most crucial moment to turn the tides of battle for himself and his comrades. In terms of gameplay, he's not the best at sustained front-to-back teamfighting, but he is good at popping out of nowhere to pick off anyone his team has already weakened — even if they die before he can act on their work, avenging them brings them back to life.
  • Birds of a Feather: He tries in several interactions to invoke this on champions with similar armaments as him, but given that they're reserved for his opponents, it doesn't take.
    (to Camille) "Hey! Grappling-hook buddies! ...no? Okay, suit yourself."
    (to Sivir) "You're from Shurima? And you have a boomerang? We should hang out!"
  • Combat Medic: An extremely indirect version as he lacks utility to protect or heal his team while they're alive, instead possessing the ability to revive dead allies by killing whoever killed them.
  • Crosshair Aware: Comeuppance puts a massive crosshair on his target once locked on, additionally putting up a lifebar indicator showing whether or not a fully-charged barrage will be enough to kill themnote . This indication can provide enough of a window for the target to Take Cover!, but if they can't do that, it's a nice way to say "sayonara".
  • Crutch Character: Akshan has room to dominate the early game and beyond, but he needs to work fast. He has solid burst damage and surprisingly high duelling ability for a marksman (namely due to his shield passive and ability to pick his fights), has great roaming and flanking potential, and his signature ally revival utility. The downsides are his mediocre DPS and range compared to other marksmen (in turn resulting in inconsistent teamfighting), below-average late game scaling, lack of crowd control, and said revival requires him to kill an opponent himself, usually the most dangerous one. What this all adds up to is a champion that absolutely needs to secure a few snowballing kills ASAP, built on aggressive early skirmishes and surprise ganks, because he otherwise has no real tools to make a comeback if he's behind.
  • Cynicism Catalyst: He lost all respect in the idea of "fate", and more specifically faith in the Sentinel codes after his beloved mentor was killed, which in his perspective was because she followed the rules. Nowadays, Akshan has gone rogue and decided to take destiny in his own, vengeance-laden hands.
  • Damn You, Muscle Memory!: Ironically for a high skill-ceiling marksman, kiting is something you have to unlearn a bit of while playing Akshan because recovery-cancelling his first auto-attack shot will also cancel his second follow-up shot. There are definitely situations where you do want to kite normally (especially since his passive does reward an early cancel with some movement speed), but his second shot is invaluable for quickly building up his 3-hit passive, which will reward him with bonus damage and a shield that — depending on the situation — will be of bigger use than simply running around.
  • Difficult, but Awesome: Akshan's kit has a lot of cool gadgets and unique power, but is very precariously-arranged and demands that players need to work hard to get the most out of them. His passive rewards him for being ruthless in ranged skirmishes, but his short range and fragility means he'll need to be very judicious on when to pursue this. Going Rogue and Heroic Swing are great means to stealthily roam and dynamically intrude on vulnerable enemies, but this requires solid map knowledge and good understanding of tempo, and broadly speaking, his low innate scaling means that he almost needs to do so early on so he can pop off and snowball as fast as possible — failing this, he has tremendous difficulty recovering from a deficit as he has no functional utility to contribute beyond raw damage, and even his famed resurrect ability will only be a mere occasional convenience if he lacks the items and numbers to definitively take his enemies down. But if he does actually get the ball rolling, the payoff is making him one of the most devastating marksmen in the game, turning his stealth, mobility, and resurrections from "necessary tools" to "extremely powerful bonuses" to compliment his ungodly DPS.
  • Dynamic Entry: Practically a mechanic for him. He can use his Heroic Swing to turn corners and set up ambushes on enemies. Going Rogue also lets him surprise attack enemies out of stealth.
    "It's important to stride into the wind so the cape flutters dramatically behind."
  • 11th-Hour Ranger: Regardless of whichever version of the Ruined King saga you follow, Akshan is always depicted as the last new major addition to the Sentinel teams before their confrontation with Viego at the Shadow Isles.
  • Fantasy Counterpart Culture: He's designed with clear Indian influences from his name, facial features, and Bollywood-inspired hero archetype. His bio states that while Shuriman, his ancestry lies else where on Runeterra.
  • Foil: As described by Riot themselves, Akshan and Viego are two sides to the same coin. Both are brash, handsome (and shirtless) men heavily defined by the losses of their loved ones and the desire to bring them back, but Viego is a selfish monster who will doom the world to claim what he wants, while Akshan is a selfless enforcer of justice who fights for those who cannot and will put his own life on the line for it. In gameplay, Viego is a closed-range skirmisher whose defining power is hinged around corrupting the enemy team to create more chaos, while Akshan is a long-ranged marksman whose signature ability is to avenge his own team and restore them to greatness.
  • Fragile Speedster: His passive gives him the option to cancel his autos for a burst of movement speed, Going Rogue allows him to quickly roam around maps while undetected, and Heroic Swing lets him swing in and out of the fray of successful enemy trades, all offset by his consistently low health and very conditional means of protecting himself.
  • Fun Personified: Especially compared to his mostly serious Sentinel contemporaries, Akshan has a vibrant, easy-going, thrill-seeking personality, and especially in battle, he sounds like he's having a blast.
  • Glass Cannon: Akshan was designed as a marksman/assassin hybrid champion, so this should go without saying. A vast bulk of his kit manifests as pure damage, with the singular bit of team-contributing utility he has being his power to instantly resurrect them if he manages to take down their killer. Bear in mind, he's very fragile, has very conditional means of engage and disengage, and the way his abilities are designed means he relies on mid-ranged burst combos rather than just long-ranged sustained DPS, so playing him is a risky, delicate situation, but if he can make it work, he sure works wonders.
  • Grappling-Hook Pistol: He wields one of these as his weapon, and happens to make great use out of both the "grappling hook" and "pistol" halves — the grappling hook lets him swing around in battle, while the actual design of the weapon as a Sentinel artifact means he also uses it to fire blasts of light, just like Lucian and Senna's guns.
  • Holding Back the Phlebotinum: Shadya forbade Akshan and anyone else from wielding the Absolver, describing none of them as deserving the power to resurrect the slain as "Such matters of life and death are best left in the hands of fate." However, Akshan later discovered that she had actually used it to resurrect him at a young age (he wasn't merely close to death, he did die at the hands of the Shuriman warlords) — he seeks to find out why he alone deserved to be revived with the gun.
  • I Owe You My Life: Much of why Akshan reveres Shadya so much is because he saved him from the brink of death after his attempt to rebel against a Shuriman warlord had effectively killed him. He already had a very keen eye towards the injustice surrounding him, and Shadya helped putting his convictions to good use as his mentor in the Sentinels.
  • Improbable Weapon User: The "Absolver" he wields didn't originally have a grappling hook attached to it, but he one day decided to stick it on, and it's seemed to work for him just fine. He even considers in one of his lines to trick it out with new gadgets... like a shovel. Or a ladder.
  • In the Hood: Not all the time, but once he's under stealth, he pulls a white hood over his head to better conceal himself.
  • Lovable Rogue: A definite rulebreaker, but a very charming and stylish one with a still decently rigid moral code of "don't be an ass."
  • Mage Marksman: Just like all Sentinels, he wields a magical stone with a handle on it that fires blasts of light, basically a gun in all but aesthetic.
  • Mechanically Unusual Fighter: While not quite as drastic as Senna or Jhin, Akshan has a few changes to his attack speed interactions that alter how his gameplay functions and shakes up his itemization plans compared to other marksmen. He has an attack speed ratio of 0.4, one of the worst of any champion in the gamenote , but the stat is functionally reintegrated in other abilities: Dirty Fighting allows him to choose between following up a basic attack with a second shot after a fixed split-second delay, or to cancel it to give him a burst of movement speed scaling in part off his attack speed, and the DPS while using Heroic Swing also scales off attack speed. This means he avoids heavily relying on kiting through extended skirmishes like with most other marksmen, and while he's still a Fragile Speedster, he structurally relies more on the raw personal utility and damage of his casted abilities to fight in shorter bursts much like an assassin, turning attack speed into a helpful, but secondary core stat.
  • Pay Evil unto Evil: is chronic desire for vengeance makes him a significant outlier among other Sentinels, and believes the world "taking one of his" can only be corrected by "taking one of theirs." This in turn works in line with the Absolver itself, which only brings people back to life if they were murdered, and the murderer itself is killed by the weapon. ​
    Akshan: Is it wrong to kill killers? Eh, I'll ponder that later.
  • Punny Name: Sounds a lot like "action".
  • Revenge: He has a pretty vindictive streak, seeking to avenge his fallen brethren in spite of his understanding that vengeance isn't exactly hero stuff. Perhaps part of it can be lessened by the fact that he believes he can actually save them — including his mentor, Shadya — by bringing them Back from the Dead using the Absolver.
    (while running towards a Scoundrel) "Listen to them! 'Oh no, is Akshan coming to kill me?' (laughs) I am!"
  • Revenge Before Reason: His main priority for most of his tenure in the Sentinels was to prepare for the fight against the Ruination, but following the murder of his beloved mentor, he took up her astonishingly powerful relic weapon and put his focuses towards vengeance. Fortunately, he gets intercepted by Lucian, Senna, and the rest of the Sentinels once The Ruined King makes his move, joining up right as they prepare for the final fight.
  • Stealth Expert: Going Rogue's active ability puts him under camouflage, allowing him to sneak around undetected. The radius in which he gets noticed by enemies is fairly large compared to other camoflauge effects, so it's not great for escapes — it instead makes for a strong preamble to get into position before pouncing onto an unaware enemy.
    "To the shadows! Where the scoundrels hide...."
  • Stealth Hi/Bye: Similar to how you should play him in-game, Akshan demonstrates in Rise of the Sentinels a tendency to disappear from his Sentinel comrades without notice, only showing back up to land a surprise attack that saves the day.
  • Vengeance Feels Empty: Subverted. He brings up the classic adage that "killing this person won't bring [his] friend back"... except in his case, it actually does, so he decides to do just that.
  • Walking Shirtless Scene: Not unlike Viego. He leaves the area around his abs completely exposed.
  • Walking the Earth:
    • He spent his formative years alongside Shadya travelling across Runeterra to stockpile ancient Sentinel weapons for when The Ruined King would make his move and attempt to consume the world again.
    • Also invoked regarding his gameplay, namely with Going Rogue heavily encouraging and rewarding him for roaming into side lanes to assist or avenge his allies in taking down their enemies. His need to do this is actually a big reason why he's meant to be played in midlane rather than bot like most marksmen, especially since his stealth makes keeping track of where he might be headed off to even more difficult for his foes.

    Alistar, the Minotaur 
https://static.tvtropes.org/pmwiki/pub/images/alistar_originalloading.jpg
"Nothing can hold me back!"

Voiced by:
Harlan Hogan (English)
Antonio Esquivias (European Spanish)
Enrique Cervantes (Mexican Spanish)
Masafumi Kimura (Japanese)
Léo Rabelo (Brazilian Portuguese)
Seung-Hoon Choi (Korean)
Valery Storozhik (Russian/Original)
George Martirosyan (Russian/Current)

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 his many crowd-control effects to disrupt his enemies and protect his allies while stubbornly enduring any punishment thrown his way.
  • His passive, Triumphant Roar, gains a stack whenever Alistar disables an enemy champion or a nearby minion dies. Upon reaching seven stacks, Alistar roars, healing himself for some health and nearby allied champions for twice that much. If a nearby enemy champion dies, Alistar will immediately roar.
  • With his first ability, Pulverize, Alistar smashes his fists into the ground, damaging and knocking up nearby enemies.
  • With his second ability, Headbutt, Alistar charges at a nearby 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 after reaching five stacks dealing bonus damage and briefly stunning the target.
  • His ultimate ability, Unbreakable Will, frees Alistar of any disabling 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.

In season 6 of Teamfight Tactics, Alistar was added in the Neon Nights mid-set update using his Hextech Alistar skin as a Tier 4 Hextech Colossus. With his Pulverize ability, he charges and knocks back his current target for a short distance, then slams the ground to damage and stun all surrounding enemies for a few seconds. He was removed in season 7, returning in season 8 using his Lunar Beast Alistar skin as a Tier 3 Ox Force Mascot Aegis. Pulverize returns as his ability, though in this iteration it only damages and knocks up his current target, and instead also heals Alistar and his lowest health ally for a percentage of his maximum health.
  • Anti-Frustration Features: Alistar's Headbutt-into-Pulverize combo is one of his most important bits of tech as it provides him a reliable engage with powerful crowd control (essentially his own mini-Malphite ult), but for a while, this was a somewhat annoying skill-check since it had to be timed perfectly to work — cast Pulverize too early or too late, you'll miss the valuable positional lockdown of a knock-up and instead knock them away from your team. This was rectified in patch 6.3, which now allows you to buffer a Pulverize while casting Headbutt to activate the moment he collides with his target, ensuring that he will always cast the combo correctly.
  • Art Evolution: In 2015, Alistar received a brand new model and animation rig(Compare before and after). Though his outdated voice over is still present.
  • Birds of a Feather: He and the servant girl Ayelia found kinship over the loss of thier respected homes and identities.
    Ayelia's homeland had also been claimed by Noxus, and seeing his suffering had convinced her they should leave this hateful city together.
    The Minotaur
  • 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: He still wears his shackles, and the bits of chain that remain on them, from his time as a slave.
  • Combat Medic: Not as much as dedicated healers, but Alistar's Triumphant Roar heals both himself and the closest allied champion whenever he applies enough crowd control or an enemy champion dies. An Alistar 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 his 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.
  • Forced Prize Fight: As punishment for not submitting to Noxus, he was forced to battle in the Reckoners' Arena alongside his other defiant kin. He was the only Minoutaur to survive...
  • Glowing Eyes of Doom: Though he's a good guy, you don't want to be on the receiving end of his rampage.
  • Good Old Fisticuffs: No weapons, just plain old-fashioned pounding (though the chains on his wrists probably help).
  • Ground Punch: He doesn't even need to jump — he's strong enough to hurt enemies by just hitting his fists on the ground, knocking them into the air.
  • Heroic Second Wind: Unbreakable Will is best used when he's already locked down, keeping him going and empowering him after he's taken a decent beating.
  • 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.
  • I Will Find You: He's looking for Ayelia, who freed him from Noxus, after they were separated during the escape.
    Alistar now travels alone, as quietly and anonymously as he can, encouraging resistance in Noxian-held territories and fighting on behalf of the downtrodden and the abused. Only when he has cleared the shame from his heart, repaying every cruelty and kindness, will Alistar return to the mountains and leave his rage behind.
    And in every city he passes through, he asks after Ayelia.
    The Minotaur
  • Our Minotaurs Are Different: He's a minotaur, which are a specific species in Runeterra separate from the Vastaya.
  • 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.
  • Purple Is Powerful: A big, tanky minotaur covered in purple fur.
  • Red Eyes, Take Warning: Which is kinda funny, considering how he's a bull. He's a morally good character, though.
  • Sanity Slippage: The sheer carnage and denegration of the Reckoners' Arena, coupled by the loss of his fellow minotaurs, drove Alistar into despair and bloodlust.
    When the festival ended twenty-one days later, Alistar was the only member of his tribe left. Pelted with pebbles and rotten fruit from the crowd, dragged out to face Reckoner after Reckoner, he was driven to fight like a beast—and think like one. He killed and killed until even his memories of home became stained with blood.
    The Minotaur
  • 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.
  • Sole Survivor: All of his kin that resisted Noxian occupation with him died in the Reckoners' Arena, with him as the last person standing. This naturally took a very hard hit on his psyche.
  • Stone Wall: Alistar's basic function. Serving as a very sturdy damage sponge who disrupts enemies and absorbs boatloads of aggro while the damage dealers do the rest.
  • 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.
  • We Help the Helpless: He makes an effort to assist people assimilated by Noxus, encouraging them to fight back against their subjugators.
  • The Wild West: Did you really think they'd pass up a chance to make a Longhorn skin?

    Ambessa 

Ambessa Merdarda

Appears in: Arcane

Ambessa is an upcoming champion.

She is the first champion to have originated in Arcane.


    Amumu, the Sad Mummy 
https://static.tvtropes.org/pmwiki/pub/images/amumu_originalloading.jpg
"I thought you'd never pick me."

Voiced by:
Cristina Milizia (English)
Inés Blázquez (European Spanish)
Gisela Casillas (Mexican Spanish), Makoto Tsumura (Japanese)
Luiz Sérgio Vieira (Brazilian Portuguese)
Hye-Won Jeong (Korean)
Tatyana Vesyolkina (Russian)

"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. Amumu can store up to two casts of this ability at a time.
  • 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 all 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 all surrounding enemies with bandages, damaging them, 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, Pumpkin Prince Amumu, Porcelain Amumu, and Heartache 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. He was removed in season 3, returning in season 10 using his Emumu skin as a Tier 3 Emo Guardian. His Tantrum ability passively gives Amumu bonus armor each time he is attacked, stacking up to 25 times. On activation, he deals magic damage to adjacent enemies based on his armor and ability power, with every third cast hitting a 2-hex radius and also stunning enemies hit. In season 11, he uses his Porcelain Amumu skin and is a Tier 3 Porcelain Warden. His Herbal Tea-rs ability has him cry for a few seconds, dealing magic damage to adjacent enemies and healing nearby allies over the duration, with Amumu himself being healed for an increased amount.
  • 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.
  • 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.
  • 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.
  • 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.
  • Pint-Sized Powerhouse: He's as small as a child, yet an incredibly durable tank who can even put out some nasty damage.
  • 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 Characters: 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.
    • He’s thrown yet another bone in the form of Vex, who wanted to be friends with him because he’s both sad and dead.
    Vex: You’re sad *and* dead? We should hang out…

  • 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 
https://static.tvtropes.org/pmwiki/pub/images/anivia_originalloading.jpg
"On my wings."

Voiced by:
Unknown (English/Original)
Kari Wahlgren (English/Current, Legends of Runeterra-)
Carmen Podio (European Spanish/Original)
Inma Gallego (European Spanish/Current)
Sarah Souza (Mexican Spanish)
Kanako Tojo (Japanese)
Marize Motta (Brazilian Portuguese/League of Legends, Original)
Lúcia Helena (Brazilian Portuguese/League of Legends, Current)
Cecília Lemes (Brazilian Portuguese/Legends of Runeterra)
Bo-Yeong Kim (Korean)
Olga Pletneva (Russian)
Appears in: Legends of Runeterra

"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 remaining 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, damaging and slowing enemies in its path. By reactivating the ability, the ball shatters, damaging and briefly stunning nearby foes.
  • 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, Cosmic Flight Anivia, Divine Phoenix Anivia, Bewitching Batnivia, and Victorious Anivia. Exclusive to Legends of Runeterra is Arcade 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, returning in season 7 using her Divine Phoenix Anivia skin as a Tier 3 Jade Evoker Legend. Her ability reamins unchanged aside from being renamed to Prismatic Storm and reducing enemy magic resistance instead of attack speed. She was removed along with the Legend class in the Uncharted Realms mid-set update.

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 the enemy Nexus, 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 Champion Spell is Anivia's Harsh Winds (5-mana Freljord Burst spell that Frostbites two enemies).
  • Acrophobic Bird: With League played at ground level, a champion that is a bird is just as vulnerable to melee weapons from the ground. As a double whammy, Anivia is one of the slowest champions in the game.
  • 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.
  • Damage Over Time: Glacial Storm's 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.
  • 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.
  • God Is Good: Of the three demigod champions in League, Anivia is the most gentle and benevolent. People of the Freljord revere her as a symbol of hope and renewal for the harsh region, and she's said to have helped the first settlers build their homes amidst the frozen conditions.
  • 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, subverting 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 

Annie Hastur

https://static.tvtropes.org/pmwiki/pub/images/annie_originalloading19.jpg
"You wanna play too? It'll be fun!"

Voiced by:
Cristina Milizia (English)
Conchi López (European Spanish)
Sandra Jara (European Spanish/Annie: Origins short)
Mariana Toledo (Mexican Spanish/Original)
Liliana Barba (Mexican Spanish/Current)
Rie Kugimiya (Japanese)
Helena Palomanes (Brazilian Portuguese)
Jeong-Hwa Yang (Korean)
Anastasia Vesyolkina (Russian)
Appears in: Legends of Runeterra

"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, Lunar Beast Annie, Cafe Cuties Annie, Fright Night Annie, and Winterblessed 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) and uses her Panda Annie skin as a 2 cost Fortune Mage in season 4. She was removed in season 5, returning with the same ability in season 8 using her Lunar Beast Annie skin as a Tier 2 Ox Force Gadgeteen Spellslinger. She was removed in season 9, returning in season 10 using her Goth Annie skin as a Tier 1 Emo Spellweaver. Her Disintegrate ability throws a fireball at her target dealing magic damage, and once Annie has cast 4 times each round, she gains bonus attack speed and all subsequent casts throw a second fireball at another enemy dealing reduced damage. In season 11, she returns to using her Panda Annie skin as a Tier 4 Fortune Invoker. Her ability, Get 'em, Tibbers! passively restores a percentage of her max health whenever she damages a Burning enemy. On the first activation each round, she hops onto Tibbers for the rest of combat, increasing her max health and briefly stunning enemies in a 2-hex radius. Subsequent casts deal magic damage to enemies in the same area, while also Burning and Wounding them for a moderate period.

In Legends of Runeterra, Annie is a 1-mana 0/2 Noxus Champion who casts Molten Shield on attacking, which deals 2 damage to her blocker, or to the enemy Nexus if she's unblocked or her blocker is removed. When she sees you cast six or more Fast/Slow spells or Skills she levels up, gaining +1/+1, upgrading Molten Shield to do 3 damage and stun her blocker, and creating a Tibbers in your hand. Tibbers is a 6-mana 5/5 Noxian Follower with Fearsome who casts Pyroclastic Arrival when played, which stuns an enemy then does 2 damage to all stunned or damaged enemies. Her Champion Spell is Annie's Disintegrate (2-mana Noxus Fast spell that destroys the target unit the next time it takes damage in the same round).
  • 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: Pink kitty ears! In Legends of Runeterra, they're instead made into red devil horns.
  • Animalistic Abomination: Tibbers is bad news as is when conjured into a 12-foot-tall flaming bear, but its actual true form as Tybaulk is even more monstrous. In addition to being enormous and composed entirely of flame, it appears to have multiple fanged mouths and several arms with bear-like claws.
  • 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)!
  • Baby Talk: All of Annie's dialogue is quite exaggeratedly cutesy and childish, and she has a propensity for mangling complex words and names. If it's part of her Deliberately Cute Child act, she doesn't seem to let up at any point.
  • Badass Adorable: A cute young girl with fire powers and a big teddy bear bodyguard. Her Reverse Annie skin, which has her wear a bear suit, especially counts.
  • Black Magician Girl: Very young and immature, and yet she's one of the strongest mages in Noxus.
  • 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: If someone treats her well, she'll spare them from any of her wrath should things go wrong. 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. She also spares all of her classmates when she burns down Ravenbloom Conservatory.
    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.
  • Cheerful Child: At her best, she's nothing short of an energetic and curious little girl. Mistreat her or make her mad though and she shows no mercy.
  • Child Mage: With frightening potential, given what she can do at this age. The Black Rose tried to adopt her and train her into a weapon. Perhaps unsurprisingly, she burned the school down instead.
  • Close-Range Combatant: Relative to her archetype, Annie really needs to get close to her opponents to deal her full burst potential. All of her abilties are within the range of her auto-attack, and Molten Shield is designed to stave off pressure so she can close the gap.
  • Costume Evolution: Annie's general outfit in terms of archetype has stayed the same, but the style has changed several times. Her purple dress, pink cat-ear headband, and pink backpack were solidfied from the get-go, but following her 2013 visual rework, the fidelity was massively upgraded, arguably to the point of becoming anachronistic due to featuring a modernized fashion aesthetic which doesn't neatly fit into any found in Runeterra. Her "Origins" video in 2018 depicts her in a much simpler red and white dress you'd expect for a girl from a rustic home in the mountains. Legends of Runeterra returns to a simpler, more practical interpretation akin to her very first design for her level 1 card, while the level 2 card (which depicts her as leaving the Black Rose's academy) gives her light leather armor (the academy's uniform) atop of it.
  • 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.
  • Enfant Terrible: While it's hard to judge if she's outright malicious in her actions, Annie is a walking disaster zone who enjoys burning things a little too much, all while being a preteen at the absolute oldest. She's not above making friends and acting generally polite, but she will bring chaos once she gets bored and decides to leave, and the only factor determining whether you'll survive the inferno she and Tibbers brings is her mercy.
  • Fireballs: Disintegrate has Annie toss a ball of flame onto her target. It's a very reliable and strong attack, especially since it refreshes its mana cost upon any kill, giving her an easier time farming and wave-clearing.
  • Fluffy Tamer: She bound the ancient fire demon Tybaulk to her in the form of Tibbers, 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: She never parts with her beloved teddy bear, especially since it doubles as her bodyguard.
  • Girl with Psycho Weapon: If a killer teddy bear counts. If that doesn't count, her fire spells certainly do.
  • Good Parents: Her father and birth mother did love her very much, which only twisted the knife when they died and dissappeared respectively. This is a holdover from past versions of her lore too, where both her parents were mages and were there to help her hone her magic.
  • Goth Girls Know Magic: While in her Goth Annie skin. And yes, she's a powerful mage.
  • Happy Ending Override: Originally 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, accidentally killed both her parents, watched her step-sister die, and purposely offed her Wicked Stepmother.
  • Hijacking Cthulhu: Once upon a time, there was a demon of fire known as Tybaulk, one of two beasts that Mordekaiser enslaved during his second reign until his defeat. After being sealed in a vial by the Black Rose for centuries, he was passed into the hands of one Amoline Kiosar, a Noxian mage who merged with his power to enhance her own magic ability, which then passed down to her daughter, Annie. Currently, Annie handles the same demon in her teddy bear, who now serves as her fiery protector.
  • 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. Annie Bot 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.
  • Kid with the Leash: "Tibbers" is in reality possessed by Tybaulk, a demon of fire who once was Mordekaiser's slave. Annie now holds his leash. Unfortunately, Annie's control is not the best.
  • 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
  • Like Parent, Like Child: When Fynn Retrick from the Ravenbloom Conservatory found Annie, he was quickly able to recognize her as Amoline's daughter, saying she had the "Same eyes, same giggle."
  • Little Miss Badass: She's somewhere around 8 years old, and she has incredible fire magic and an ancient fire beast that she ensorcelled in her teddy bear for summoning.
  • Living Macguffin: It turns out Tibbers is actually the object sealing away Tybaulk, an immensely powerful fire demon and servant of Mordekaiser. The fact that a little girl like Annie is able to keep it at bay speaks to her own immense power.
  • 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.
  • One-Hit Kill: The way Disintegrate works in LoR is that, rather than just a flat damage ability, afflicted enemies will instantly die upon taking subsequent damage, meaning you can kill even the toughest units by simply poking them with any kind of damage.
  • Our Demons Are Different: Tybaulk — the true entity inside of Tibbers — is described alternatively as a "demon" or a "beast". He doesn't seem to fit in the usual traits found with most demons in Runeterra (he has the capacity to manipulate and mentally torment his host, but he doesn't seem to prey or subsist on emotions in the same way as Tahm Kench or Nocturne), and is instead characterized as a fire elemental that just wants to continue spreading fire and destruction.
  • Perky Goth: Her Goth and Fright Night skins retain all her cute, sweet little quotes and animations even with their darker aesthetics.
  • 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.
  • Pyromaniac: Annie is really eager to set things on fire just for kicks, especially unsettling considering her young age and high magical ability. Interestingly enough, while Tybaulk (the beast of fire inside Tibbers) has had a long history of inducing this in people, brainwashing victims into spreading even more fire before leading them to their own terrible demise via burning, he has virtually no effect on Annie — her pyromania is entirely her own.
  • Resource Reimbursement: Disintegrate refunds the mana cost and a good chunk of its cooldown if it successfully kills an enemy, encouraging its use as a Finishing Move against low-health units.
  • 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. Legends of Runeterra would recant on details around Tibbers, confirming once again that it was in fact a fire demon that Annie managed to ensorcell.
  • Roaring Rampage of Revenge: If you kill Annie while Tibbers is up, he will Enrage and go after you.
  • Sealed Evil in a Teddy Bear : Literally; Tibbers is the host to a powerful fire demon that Annie channels for her magic.
  • 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. Granted, she is a little kid, so it makes sense why her vitality is on the low end.
  • Token Mini-Moe: The only pre-teen human Champion in the League (unless you count Nunu too). Most of her skinlines put her in the role of The Cutie for her team like Lunar Beast, Cafe Cuties, and Super Galaxy.
  • Tuckerization: Annie was reportedly named after the girlfriend of a Rioter from very early in the game's development, with Tibbers also sharing the name of her teddy bear.
  • Wild Child: Annie wanders the wilderness by herself with Tibbers. She only goes to civilized populations when in need of food and clothes. In Legends of Runeterra she was found by an agent of the Ravenbloom Conservatory who knew her mother, who found her and brought her in to try and train her as a magical weapon. Unfortunately for the Black Rose, she got bored.

    Aphelios, the Weapon of the Faithful 

Aphelios and Alune

https://static.tvtropes.org/pmwiki/pub/images/apheliosloadscreenaphelios.jpg
"So many weapons, Aphelios. The deadliest is your faith."

Alune voiced by:
Tania Gunadi (English)
Azul Valadez (Mexican Spanish)
Risa Shimizu (Japanese)
Tarsila Amorim (Brazilian Portuguese)
Ha-Rim Song (Korean)
Dina Bobyleva (Russian)
Appears in: Legends of Runeterra

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

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 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 two basic 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 penetration.
  • 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, and his next Binding Eclipse will immobilize enemies for a longer duration.
  • 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, Lunar Beast Aphelios, Edward Gaming Aphelios, Spirit Blossom Aphelios, and HEARTSTEEL Aphelios. Legends of Runeterra exclusively includes Pulsefire 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. He returns in season 5 using his Nightbringer Aphelios skin as a Tier 4 Nightbringer Ranger. His ability was changed to Dark Vigil, which unleashes a flurry of 5 shots (increased to 10 at star level 3), one towards his current target and the rest towards other nearby enemies. Each shot deals a percentage of Aphelios' attack damage and a flat amount of bonus physical damage. He was removed in season 6, returning in season 7's Uncharted Realms mid-set update with the same skin as a Tier 2 Darkflight Cannoneer. His new Binding Eclipse ability fires a cone of piercing bolts that deal bonus percent attack damage to enemies hit before stunning all affected targets; each enemy can only be damaged by one bolt and the ability's range scales with Aphelios' attack range. In season 8, he uses his Lunar Beast Aphelios skin and was changed to a Tier 5 Ox Force Arsenal Sureshot. His Arsenal class is a unique trait that allows you to choose one of three weapons to equip him with when placing him on your board, granting him a different ability depending on the weapon chosen. His potential abilities are Binding Eclipse, casting a spotlight towards the largest group of enemies that deals physical damage and stuns them, Duskwave, which fires a cone of piercing bullets that deal magic damage and locks onto all enemies hit, then has Aphelios deal physical damage to all locked on enemies, and Onslaught, which unleashes a rapid flurry of attacks on the two nearest enemies dealing massive physical damage. He was removed along with the Arsenal class in the Glitched Out!! mid-set update, returning to his base skin in season 9 as a Tier 4 Targon Deadeye. His Moonlight Vigil ability fires a blast at the largest group of enemies dealing physical damage to all enemies in a 2-hex radius. For a moderate duration afterwards, Aphelios equips a starting number of Chakram plus one additional Chakram for each enemy hit by the blast, up to a maximum, causing his basic attacks to deal percent bonus damage for each equipped Chakram and healing Aphelios for a percentage of all damage dealt by Chakrams. His class was changed to Gunner in the Horizonbound mid-set update due to the removal of the Deadeye class. In season 10, he uses his HEARTSTEEL Aphelios skin and is a Tier 2 Heartsteel Rapidfire. His Moonlight Lullaby ability deals heavy physical damage to his current target and briefly stuns them, with adjacent enemies taking a greatly reduced amount. If his primary target was killed by the spell, surrounding enemies are also stunned for a shorter duration. In season 11, both Aphelios and Alune appear as completely separate champions using their respective appearances from Aphelios' Spirit Blossom skin, marking Alune's playable debut as an independent entity from her brother. Aphelios is a Tier 3 Fated Sniper, whose Fated bonus grants increased attack damage. His Duskwave ability Sunders the three nearest enemies for a few seconds, then fires a shot at each target for physical damage. Meanwhile, Alune is a Tier 3 Umbral Invoker, whose Lunar Barrage ability rains down meteors on the row with the most collective enemy health, dealing magic damage evenly split amongst all enemies in that row plus additional damage to her current target. All enemies hit are Shredded for a few seconds, and all allies in Alune's row gain bonus attack speed split evenly among them.

In Legends of Runeterra Aphelios is a 3-mana 3/3 Targon Champion with a Nightfall ability that adds a Moon 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 Champion Spell is Aphelios' Gifts From Beyond (2-mana Targon Burst spell that generates a Moon Weapon of the player's choice).
  • 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". Spirit Blossom and HEARTSTEEL Sett also refers to Aphelios this way, and again in the main universe in Legends of Runeterra.
  • Ambiguously Gay: In the Spirit Blossom universe, Aphelios is in a romantic relationship with Sett, being called Sett's "Mooncake". Sett later flirts with and is protective of Aphelios in Legends of Runeterra. In the Riot Records universe, HEARTSTEEL Aphelios' Spotify playlist includes the song SOMETHING ABOUT HIM by BROCKHAMPTON, a ballad dedicated to the male singer's boyfriend. Nothing is confirmed as he cannot say anything about it, but it is heavily implied Aphelios is attracted to men.
  • 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 crane-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.
    • Infernum is based on a celestial resembling a dragon-like salamander called "The Winding Light", the flamethrower imitates the mouth of the animal as it is breathing fire.
  • 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.
  • Glass Cannon: Aphelios has ludicrous damage and combo potential, but as a Marksman, he has poor defenses and mobility, and must play to his various weapons' strengths to stay alive.
  • 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.
  • 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.
  • Not So Stoic: Aphelios is mute, but still grunts and makes other audible sounds. Several of his lines are him hyperventillating, drawing ragged, anxious breaths, both from injury and at any time.
  • 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.
  • Power at a Price: Aphelios gains incredible abilities from consuming noctum flower extract, but it causes unimaginable pain on consumption and makes him permanently mute.
  • 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.
  • Ship Tease: Aphelios gets some with Sett, of all people. In the Spirit Blossom universe, Sett affectionately calls Aphelios "Mooncake" and asks if they are "still on for tonight", while also getting several close moment as band mates in the HEARTSTEEL line. In Legends of Runeterra, Sett gets nervous around an ally Aphelios and vows to fight for him. While it is one-sided because Aphelios cannot speak, it is implied the two men have a possible romantic interest/connection.
  • 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. While it's suggested he can speak when not under the poison's influence, it's not confirmed because he never talks 'on screen'.
  • 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 

Ashe of the Avarosans

https://static.tvtropes.org/pmwiki/pub/images/ashe_originalloading24.jpg
"All the world on one arrow."

Voiced by:
Melissa Hutchison (English)
Inés Blázquez (European Spanish)
Cristina Hernández (Mexican Spanish)
Kikuko Inoue (Japanese)
Márcia Morelli (Brazilian Portuguese)
Yu-Ri Seo (Korean)
Vasilisa Voronina (Russian)
Appears in: Legends of Runeterra, League Of Legends Ashe Warmother

"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, Fae Dragon Ashe, Coven Ashe, Ocean Song Ashe, Lunar Empress Ashe, DRX Ashe, and Crystalis Motus 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, buffed to also affect all enemies in an area in exchange for the stun duration no longer increasing based on distance. 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. She returns in season 5 using her Fae Dragon Ashe skin as a Tier 3 Draconic Verdant Ranger. Enchanted Crystal Arrow returns as her ability once again (renamed Enchanted Arrow), though it only damages and stuns secondary targets for half the amount in exchange for the stun duration doubling if the arrow travels at least 5 hexes. She loses her Verdant origin due to the removal of the trait in the Dawn of Heroes mid-set update. She was initially removed in season 6, but returns in the Neon Nights mid-set update using her Coven Ashe skin as a Tier 2 Syndicate Sniper. Her ability was changed to Volley, which fires several piercing arrows in a cone that each deals her basic attack damage and slows the attack speed of enemies they hit. In season 7, she returns to using her Fae Dragon Ashe skin as a Tier 2 Jade Dragonmancer Swiftshot, her ability remaining unchanged aside from dealing flat magic damage instead of physical. She was removed in the Uncharted Realms mid-set update, returning in season 8 using her PROJECT: Ashe skin as a Tier 1 LaserCorps Recon. Ranger's Focus returns as her ability, though in this iteration it simply increases her attack damage for a few seconds. Her class was changed to Sureshot due to the removal of the Recon class in the Glitched Out!! mid-set update. In season 9, she returns to using her base skin as a Tier 2 Freljord Deadeye, with her physical damage Volley returning as her ability from season 6. Her class was changed to Vanquisher in the Horizonbound mid-set update due to the removal of the Deadeye class. She was removed in season 10, returning in season 11 using her Lunar Empress Ashe skin as a Tier 4 Porcelain Sniper. Her Rain of Shards ability passively starts her with 15 arrows each round, which increases with every three basic attacks and remain for the rest of combat. On activation, Ashe fires all stored arrows evenly split amongst her current target and the three nearest enemies in range, dealing physical damage per arrow.

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 reduced enemy units to 0 Power at least 4 times, 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 Champion Spell is Ashe's Flash Freeze (3-mana Freljord Burst spell that Frostbites a unit).
  • Action Girl: Very much at home in the field.
  • Altar Diplomacy: Her and Tryndamere's marriage was intially just conceived as a way for her to get suitors off her back; taking the deadliest, most brutal man for a husband so that anyone trying would quickly get second thoughts. Their relationship since then has grown beyond it.
  • 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.
  • 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.
  • The Artifact: Ashe's design, model, and animations haven't aged as gracefully as other champs, nor do they really compliment her lore. The Avarosans's aesthetic, which comprises of a lot of blues and fur clothing, don't match the same kind of revealing look she's held onto since League's launch; even Legends of Runeterra and Wild Rift updated her look to match her tribe's fashion (she's even got pants now!). It's to the point that even her new voiceover makes fun of her base appearance.
  • 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"...
  • Balance Buff: Being one of the first champions in the game, Ashe already had a distinct identity as a utility-based carry, but she was given a mini-rework during midseason 2015 to better flesh it out. The biggest change was that the power of Frost Shot was swapped into being a proper passive rather than a toggle abilitynote , making it so that's the global utility she applies from building crit rather than merely extra damage (this also makes it a lot less overwhelming for her opponents, as before, she could have both). Ranger's Focus was also an ability reworked out of her former passive, rewarding her for staying in combat as opposed to the complete oppositenote .
  • Battle Couple: Alongside her husband, Tryndamere.
    Tryndamere: "Into the fray!"
    Ashe: "I've got your back!"
  • 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.
  • Characterization Marches On: For a long time, Ashe was played as a pretty straightforward hero amongst The Freljord, lacking major moral drama beyond uniting the war-torn Freljord. While she's definitely the most progressive of the Freljord's matriarchs (firmly "the good" among the "bad" Sejuani and "evil" Lissandra), both her comic series and her post-2019 voiceover update depict her a colder, more pragmatically-thinking hero, one whose goals are driven by martial strategy as much as altruism.
  • 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.
  • 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?!"
  • 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.
  • Hitbox Dissonance: Crystalline Arrow's hitbox is actually around the back of the arrow, meaning you could dash past the actual arrowhead without issue, but graze the fletching and prepare to be stunned for a while.
  • 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.
  • The Leader: Of the Avarosans. She wishes to one day unite all tribes across the Freljord as well.
  • 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.
  • Martial Pacifist: Ashe seeks peace among the Freljord, but is fully aware that the Freljord is a harsh region of many conflicts, and is willing to engage in war if it solves more problems than it causes.
    "Seek peace, but bring the tools of war."
  • 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.
  • Missing Mom: Her mother Grena died seeking out the Throne of Avarosa, leaving Ashe and her tribe defenseless from enemy raiders. Ashe took it upon herself to find the place herself, where she landed a legendary bow for her troubles.
  • Ms. Fanservice: Ashe's default skin (as well as its recolors) shows plenty of cleavage on a low neckline. A neckline so low that it's clear she's she isn't wearing a bra. Despite how big her boobs are, apparently being an Iceborn means shedoesn't need anything to lift and support her boobs to create her impressive cleavage.
    • Her default skin emphasizes her slender waist and big hips in general. Her Woad skin is also just a pair of tight leather pants and a bra that's doing Ashe plenty of favors.
  • 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. This would eventually evolve into outright Support Ashe, focusing entirely on the utility of her ability to zone in a wide AoE by spamming her W, scouting the map with her E, and using her ult to initiate fights, rather than her raw damage potential as a carry.
  • 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.
  • Opposites Attract: She's a graceful and kind Lady of War while her husband Tryndamere is a gruff and barbaric Blood Knight.
  • Pardon My Klingon: We don't know what "Svaag" means, but she says this word as she expresses her contempt for the poor fight someone put up against her in one of two lines after killing a champion as if for idiomatically swearing.
  • 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, even though they're very much a sapient, tribal race (and as with Trundle, are even capable of becoming Iceborn). It probably has to do 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.
  • Sacred Bow and Arrows: Ashe wields a bow and arrows of True Ice, believed to have been the very same wielded by Avarosa herself. While there's some ambiguity if it actually is was, Ashe attributes its power to her regardless, and it's still a mystical and powerful-enough weapon to wield for it to not totally matter.
  • Side Boob: Subtle but it is there.
  • Skill Gate Characters: 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
    (attacking) "My mercy has limits."
  • 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.
  • We Used to Be Friends: She and Sejuani were once as close as sisters, but the conflict between their tribes grew a rift between the two.
  • What the Hell, Player?: If you ban her in Draft Pick, she won't be impressed.
    "Coward! May you die with your eyes closed."
  • Winter Royal Lady: Her Queen skin shows off her royal garb.

    Aurelion Sol, the Star Forger 
https://static.tvtropes.org/pmwiki/pub/images/aurelion_sol_originalloading.jpg
"Naturally."

Voiced by:
Neil Kaplan (English)
Fernando Hernández (European Spanish)
Idzi Dutkiewicz (Mexican Spanish)
Kouji Ishii (Japanese)
Gilberto Baroli (Brazilian Portuguese)
Ki-Cheol Kim (Korean)
George Martirosyan (Russian)
Appears in: Legends of Runeterra

"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.

  • With his passive, Cosmic Creator, Aurelion Sol gathers Stardust while damaging enemies with his abilities, which permanently improves his abilities over time.
  • With his first ability, Breath of Light, Aurelion Sol channels his dragon breath onto a target for a few seconds, continuously damaging the first enemy hit and dealing reduced splash damage to nearby enemies. The damage increases for each second it remains channeled, as well as his current amount of Stardust.
  • Aurelion Sol's second ability, Astral Flight, makes him take off in a targeted direction, flying over terrain. While flying, he can cast other abilities, and Breath of Light gains bonus damage as well as loses its cooldown and maximum channel duration. Astral Flight's cooldown is reduced whenever Aurelion Sol kills or helps kill an enemy champion, and Stardust increases the ability's maximum range.
  • For his third ability, Singularity, Aurelion Sol generates a black hole on a targeted area that damages and slows enemies while drawing them toward the center, with the center of the black hole instantly executing enemies who are below a certain percentage of their maximum health. Singularity grants Stardust for each second an enemy is damaged by it, and Stardust increases the size of both the Singularity itself and the execution threshold.
  • With his ultimate ability, Falling Star, Aurelion Sol summons a crashing star onto an area, damaging and stunning enemies while granting Stardust for each enemy champion it hits. Gathering enough Stardust causes the next cast of the ability to become The Skies Descend, which summons a larger star with an increased area of impact, dealing increased damage and knockup, as well as creating an enormous shockwave that damages and slows enemies in a semi-global range.

Aurelion Sol's alternate skins include Ashen Lord Aurelion Sol, Mecha Aurelion Sol, Storm Dragon Aurelion Sol, Inkshadow Aurelion Sol, and Porcelain Protector Aurelion Sol. Legends of Runeterra exclusively includes Star-Eater 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. He was removed in season 5, returning to his base skin in season 7 as a Tier 5 Astral Dragon Evoker. His new Black Hole ability summons a black hole underneath a random enemy that implodes after a few seconds dealing magic damage and increasing the damage taken by enemies hit for a few seconds. After 18 seconds of combat, the ability's damage and radius is increased for the rest of the round. Additionally, his original concept, Ao Shin, also appears in this set as a TFT-exclusive champion using Aurelion Sol's Storm Dragon skin, and is a Tier 5 Tempest Dragon. His ability is Lightning Rain, which launches a barrage of lightning balls to strike random enemies, or all enemies on the board at star level 3, each dealing magic damage and reducing some of their target's mana. Ao Shin was removed in season 8, but Aurelion Sol remains using his Ashen Lord Aurelion Sol skin as a Tier 4 Threat. His Meteor Shower ability calls down several explosive meteors on random enemies, each dealing magic damage to enemies in a small area, burning them for additional true damage over time based on their max health, and reducing incoming healing for the same duration.

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 Champion Spell is Aurelion Sol's The Skies Descend (15-mana Targon Slow spell that deals 15 damage to all enemy units and costs 2 less for each Dragon and Celestial you control).
  • 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.
  • Baritone of Strength: Natural for his cosmic scale, Aurelion Sol's voice is very deep and rich.
  • Balance Buff: Aurelion Sol was originally launched with a gameplay style heavily reminiscent of that belonging to Wisp from Dota 2, having a trio of stars perpetually orbiting his body that would collide with enemies for his main damage, with his other abilities supplementing his stars to make the most out of them (Starsurge was an odd AoE burst damage/stun ability that required Aurelion Sol to travel with it to increase its area of effect, while Voice of Light — his ultimate — was a linear burst of fire primarily designed to knock enemies into the correct orbiting range for his stars). This ended up not seeing much action due to just how bizarre and discordant it was with the rest of the game (this infinite, position-based form of DPS is not something whose practical value could be easily deciphered, and along with ASol remaining very squishy, he was near-impossible to balance properly), as well as attracting derision for feeling weirdly underwhelming for a star-creating space dragon with the potential to destroy planets. ASol was given Riot's first-ever "Comprehensive Gameplay Update" in 2023 to completely rebuild his kit, removing the "orbiting stars" mechanic entirely and focusing more on new, more directly destructive channeled abilities that get more powerful the longer the game goes on, namely his new Breath of Light. He's still a Squishy Wizard that deals with continuous DPS spells, but is now given better tools to direct his power and navigate around the teamfights, as well as some much more powerful options to burst his enemies down such as Singularity and Falling Star/The Skies Descend.
  • Breath Weapon: Par for the course; he is a dragon, after all. He breathes white starfire as his primary damaging ability, which can be used indefinitely so long as he has mana.
  • 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?
  • 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: Pre-Rework, his Starsurge and Comet of Legend abilities granted him a fairly unique interaction, in that while normally outpaced by Starsurge and thus could keep up with it for very long to expand it, if he used it and then set after it with Comet of Legend, he'd stay alongside it and massively increase its radius. This was, 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:
    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:
    • Pre-Rework: 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.
    • Post-Rework: Until he's built up some ability power, he lacks any strong burst options and instead has to chip at his opponent with Breath of Light and Singularity, which can be difficult without any hard crowd control to keep enemies still. By late game though, this issue is alleviated, and Aurelion Sol can vaporize enemy champs with his immense power.
  • Difficult, but Awesome:
    • Pre-Rework: Aurelion Sol almost exclusively dealt 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 applied to virtually no other championnote . Adding in his squishiness and lack of many alternative options, learning how to play him well could be daunting. However, those with the time and patience to master his unorthodox playstyle and its various quirks would've had an effective DPS mage that became a royal pain against opponents in his radius who couldn't keep up with him.
    • Post-Rework: Like with his previous kit, he's got a very vulnerable early game but a monstrously powerful late game. His high mana costs and low base damage make early trading very inadvisable, which means more aggressive laners can punish ASol hard if he overextends. And even with his power built up, he's still a squishy and immobile mage with few ways to deter enemies, making spacial awareness a very crucial component to master. If you play your cards right though and manage to build up enough stats, your blessed with a literal god that can decimate enemies and carry the team to victory.
  • 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.
    • The Skies Descend found its way into League itself as the upgraded form of his ultimate, dropping a massive star onto the earth that will crush anyone unfortunate to be under it, followed by an even more massive shockwave to hamper everyone around it. The area of impact goes from "fairly decent" to "incredibly deadly" based on Aurelion Sol stacking up his passive, but the secondary shockwave covers at least half the entire map.
  • Easter Egg: While using the Storm Dragon Aurelion Sol skin, there's a 1% chance that rather than summoning the usual lightning bolt/meteor for his ultimate, he'll summon a dive-kicking Storm Dragon Lee Sin instead. He ends up doing the Yamcha pose upon cratering into the ground.
  • First-Person Smartass: His lore story in the Targon event is entirely from his point of view, and is 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."
  • Flight: The power to simply fly over terrain is single-handedly one of the best roaming tools in the game. What keeps A. Sol in check is his otherwise precarious and vulnerable positioning, meaning he can't just go where he pleases without careful planning.
  • Flying Firepower: He has the ability to fly across the Summoner's Rift and breath celestial fire on his enemies mid-flight.
  • Gameplay and Story Segregation: In the lore, Aurelion Sol is ridiculously powerful, able to create stars and single-handedly destroy an entire valley. Through gameplay though, 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? Better summon a Space Dragon to throw a star at it.
  • Gold and White Are Divine: His face is bony white adorned with gleaming accents, conveying his regal and godlike energy.
  • Hijacking Cthulhu: He was put on the wrong end of this when the Aspects of Mount Targon enslaved him with a crown.
  • 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."
  • Humiliation Conga: Being one of the creators of the universe as we know it, there's nothing more humiliating for ASol than being tricked and restrained by mortals and used to power their tools. And he had to endure this for centuries, watching the various failed attempts to harness his power through that time.
  • Kick the Dog: His taunt towards poor Amumu could be the cruelest one in the game.
    "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.
  • Magikarp Power: Not much of a threat early on due to his lack of... anything, really. His trading power is unimpressive due to focusing on Damage Over Time, his mobility is unreliable due to being slow to cast and not going that much faster than his regular movement speed, and his ultimate is his only source of hard crowd control. That aside, a game against Aurelion Sol needs to be won fast, as his passive causes his abilities to become progressively more powerful as the game goes on, and he's one of the few champions with infinite scaling potential. Breath of Light does obscene max health damage later in the game while Singularity's execute threshold gets more generous the more Stardust he collects, ensuring that he can bulldoze anybody without a truly daunting amount of magic resist, and the cooldown reset on his flight ensures that he won't be interested in letting any hypothetical survivors of his onslaught escape.
  • Magnum Opus: Of all his created galaxies and stars, he names the one known as The Great Beyond as his crowning achievement.
    "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.
  • Meteor-Summoning Attack: A variant; Falling Star bombards enemies with an actual falling star to damage and disrupt everything underneath. Once fully empowered, the amount of coverage and damage this ability does is truly godlike.
  • 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.
  • 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!
  • Physical God: Well, he creates the stars in the skies after all, 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.
  • Playing with Fire: His release skin, Ashen Lord Aurelion Sol, uses fire as the central theme, making him more like a classical dragon.
  • Poke the Poodle: He refuses to pay with gold for anything, and puts it all on other peoples' tabs.
    "Put it on my tab. The name's... Pantheon, with a 'P'."
  • Power Echoes: His voice has a very notable reverb upon it to illustrate his vastness.
  • Pun: Aurelion Sol can be described as self-centered. The name of his original passive, where stars orbit around him? Center of the Universe.
  • Purposefully Overpowered: His Path of Champions version is this. Even at the bare minimum amount of his fragments you can earn from the monthly challenges give you enough to get him to his first star power, which makes any created spell reduce the cost of all champions in the deck, including him, by one. And since his deck is built around Celestials, it's easy to get him out early on. Considering you can only get his shards from the Monthly Challenge, which can have various unfair modifiers, and you can't use wild shards to get him, it makes perfect sense he'd be a worthy reward for your efforts.
  • Red Sky, Take Warning: He doesn't visually cause this effect, but when Aurelion Sol gets enough Stardust to upgrade his Falling Star, a message in the chat is broadcast to the enemy team reading "The Skies Darken — Aurelion Sol has The Skies Descend".
  • Ret-Canon: Of a sort regarding gameplay design: Aurelion Sol was given the Adaptational Badass treatment in Legends of Runeterra, and rather than basing his Champion Spell on one of his abilities from his original League kit, he received "The Skies Descend", an expensive, but devastatingly powerful flat global nuke. "The Skies Descend" was adapted back into League as the upgraded form of ASol's ultimate following his 2023 CGU, being its own devastating Meteor-Summoning Attack of semi-global range and effect.
  • Reverse Shrapnel: His original passive was Center of the Universe; ASol would have three stars that perpetually orbited around him and damaged any enemies they collided with. Celestial Expansion then allowed him to expand the radius of the stars to attack from further away. This was the main source of his damage for the longest time, with all of his abilities feeding into his ability to hit with the stars. Because of the immense difficulties balancing this kind of power, the ability was completely removed from his kit.
  • 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: Exaggerated Trope; Aurelian Sol is canonically the most powerful champion in League, a being of cosmic proportions who forged the stars in the sky. 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.
  • Space Is Magic: Aurelion Sol is designed to invoke the immense and unknowable powers that lie beyond the earth, boasting abilities so beyond what any champion could muster that he has to be nerfed in-game to be fair to use. In-lore, ancient Targonians attempted to trap him in order to harness his impossible knowledge.
  • Star Power: What else would you expect the Star Forger to fight with?
    "I'm going to throw a star at you now. Good luck."
  • Summon Bigger Fish: Aurelion Sol was 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?"
  • Took a Level in Badass:
    • Comparing the ASol that originally launched to his post-CGU kit is night and day in terms of displaying sheer power. He goes from playing an unusual game of damaging around a small radius with a rotating star belt to casting spells that spread across and rupture the entire Rift. His abilities overall are much more consistent to land and boast greater AoE than his said star belt, even more when enhanced through collecting Stardust, and he also boasts a greater variety of powers including breathing fire, creating black holes, and calling down meteors. A fully-built ASol should feel like you're playing as an actual god of the stars, and his CGU really seeks to deliver on it.
    • With the CGU came an implicit connection to canon through the "Finality: Aurelion Sol" trailer, where he monologues about the mortals who attempted to tame him and his vast powers, but their control is only getting weaker over time. As Aurelion Sol is closer to freedom, more and more of his incredible cosmic power is becoming unleashed, and he knows exactly what he plans to do with it.
      "What's the matter, Targon? Losing your grip?"
  • 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.
  • Unrealistic Black Hole: Singularity has ASol summon one of these at a target location, which sucks enemies towards its center and will only kill enemies past its "event horizon" if they're below a certain percentage of their maximum health. While realistically, ASol could probably summon one big enough to suck in the whole Rift and probably all of Runeterra with it, he can make it even bigger over time as his passive evolves, with its strong pull effect and increasingly more generous execution threshold allowing the player to indulge in that fantasy.
  • You Cannot Grasp the True Form: What humans see is apparently ASol playing to their mythologies, and implies his actual form is something far grander.
    "They call me a comet. They call me a dragon. They have no words for my true form."
  • You Will Not Evade Me: His Singularity is his main form of lockdown, drawing in enemies towards a collapsing star so he can land his other skills or let the star execute them itself.

    Azir, the Emperor of the Sands 

Azir Omah

https://static.tvtropes.org/pmwiki/pub/images/azir_originalloading19.jpg
"Shurima! Your emperor has returned!"

Voiced by:
Travis Willingham (English/Original)
Ike Amadi (English/Current, Legends of Runeterra-)
Héctor Checa (European Spanish)
José Arenas (Mexican Spanish)
Akio Hirose (Japanese)
Fábio de Castro (Brazilian Portuguese)
Gwang-Su Lee (Korean)
Mikhail Sushkov (Russian)
Appears in: Legends of Runeterra

“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 summon an untargetable Sand Soldier at a target location for a few seconds, which vanishes if Azir moves away. Azir can use his basic attacks to instead command Sand Soldiers to stab foes close to them with their spears, damaging all enemies in their path. The attack speed bonus is doubled for a few seconds if Azir manages to summon three Sand Soldiers at the same time.
  • With his first ability, Conquering Sands, Azir commands all Sand Soldiers to dash to a nearby 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 at their final destination, preventing enemies (but not allies) from moving through them.

Azir's alternate skins include Galactic Azir. Gravelord Azir, SKT T1 Azir, Warring Kingdoms Azir, Elderwood Azir, and Worlds 2022 Azir. Legends of Runeterra exclusively includes Corrupted 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. He was removed in season 5, returning to his base skin in season 9 as a Tier 4 Shurima Strategist. In this iteration, his Arise! ability also summons attacking untargetable sand soldiers, but they instead last indefinitely and only strike their main targets for magic damage on Azir's every third basic attack, shifting to new enemies as their original targets die. Azir can have up to 3 Sand Soldiers at a time - if he casts his spell while already having 3 active Soldiers, they all immediately attack their targets for a percentage of their original striking damage. He was removed in season 10, returning in season 11 using his Elderwood Azir skin as a Tier 5 Dryad Invoker. His Blight ability fires a beam that deals magic damage to all enemies in a line and summons a Guardian next to the first enemy hit, which acts as an additional blocker that cannot move or attack.

In Legends of Runeterra, Azir is a 3-mana 1/5 Shurima Ascended Champion that summons an attacking Sand Soldier (a 1/1 Ephemeral unit that deals 1 damage to the enemy Nexus if it strikes the Nexus) whenever allies attack. After you have summoned 13 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 but losing his power-boosting ability, replacing your deck with the Emperor’s Deck and drawing one card, and summoning a Sandstone Charger (an Ephemeral 5/2) instead of a Sand Soldier whenever allies attack. His Champion Spell is Azir’s Arise! (3-mana Shurima Burst spell that summons a Sand Soldier and creates a Fleeting Arise! in hand).
  • The Ace: Even before ascension, Azir received a very generous tutelage as prince, being trained in combat, history and so on.
  • 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.
  • Amazingly Embarrassing Parents: Legends of Runeterra shows that Sivir views him (her distant great-grandfather) as this, and is more than a little annoyed at him trying to sway her into the graces of the empire. Some interactions play this dynamic up for laughs, with Azir impatiently trying to get to know his great-granddaughter in an awkwardly casual way that only succeeds in making both of them uncomfortable.
    Azir: So, how was your day? Did you find... valuable loot?
    Sivir: Yeah, whatever. Loot was fine.
  • 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 despises Azir for keeping him under forced servitude for years, and Azir has a total of SEVEN unique taunts for him. It was bad enough that Xerath betrayed him and consequently doomed Shurima.
  • 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.
  • Baby Of The Bunch: He was the youngest of several siblings who were in line to inherit rule of Shurima, and so he spent his childhood doing other things besides preparing to rule like studying. Unfortunately, he'd have no choice but to be emperor after all of his siblings were assassinated.
  • 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
  • Beneath the Mask: If Neeko is to be believed, Azir is not as confident as his grandiose bluster makes him appear.
    Neeko: You are loud like thunder, but your sho'ma trembles...
  • 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: It's not said outright, but Nasus says something like this in the Shurima: Rise of the Ascended video. And even in Azir's bio, the erratic and tragic circumstances of inheriting the throne, including his whole family dying to sudden tragedy, made it seem like he was destined to rule one day.
    Nasus: Azir can save them all.
  • Combos:
    • Shifting Sands is a simple ability allowing for Azir to dash to a nearby Sand Soldier, but its range can be extended by using Conquering Sands to simultaneously move the Sand Soldier its own distance. The trick is to cast Azir's dash first and then use Conquering Sands right before he stops at the Sand Soldier's position (as the casting reach is based on Azir's own radius, not that of the Soldier itself), allowing Azir to carry himself a much further distance.
    • The "Shurima Shuffle" is a popular maneuver that involves Azir dashing into a clumped-up enemy team (usually with the above-listed technique to cover more ground) before using Emperor's Divide to shove them all at once into a disadvantageous position, ideally into your own team. When executed correctly, it's very fast and extremely punishing, usually leaving enemies caught vulnerable and with less than a few seconds to live.
  • 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.
  • Dishing Out Dirt: He can control and create constructs from Shurima's sands, summoning earthen soldiers to fight and erecting structures like Rift turrets and palace buildings.
  • 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.
  • The Emperor: It's in his title. He's also stated to be Shurima's greatest Emperor.
  • Fatal Flaw: His ego is larger than Shurima's deserts in the present day. He believes he is right in everything he does, and while he's does have some good points, it's telling that most of his stories has him slowly realize he might be in need of a serving of Humble Pie to become the completely adored Emperor he envisions himself as.
  • Fish out of Temporal Water: Waking up thousands of years after his semi-failed Ascension has caused Azir to be quite out of touch with modern Runeterra. Not only does he not understand that his rule might not be the best thing for modern Shurima, he's unfamiliar with modern technology and has only recently discovered the existence of poros.
    Ekko: Okay, so this is called a "Z-Drive."
    Azir: And how many "hextechs" does this one cost?
  • 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: A very mixed case. Azir is overall 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. In the present day, he has a split reputation, with dissidents (somewhat unfairly) lumping him in with other Ascended, most of whom that are seen nowadays like Xerath and Renekton as being incredibly destructive, and also (more justifiably) worrying about the emperor trying to reimpose his long-depreciated authority on Shurima whether they want it or not, some even fearing that he's just trying to enslave everyone (he did abolish slavery in his final moments, but not many are aware of that). Still, he does have a genuine following anyway, and 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 to rejoin his Resurgent Empire.
  • 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.
  • The Needs of the Many: Azir does have his shining moments of selflessness, but he's also an emperor expanding his vast territory and the authority it comes with, and is also a bit of an egomaniac, so it's not surprising that he doesn't mind if sacrifices are made in his expansion. Taliyah represents the side of contemporary Shurimans who aren't keen on this behavior in the name of his "greater good".
    Taliyah: I know what you have planned for the Weavers!
    Azir: What are a few lives to an empire?
  • Odd Friendship: Dialogue in Legends of Runeterra seems to show that he has one with Ekko, who gives him lessons on current technology.
  • 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.
  • Pet the Dog: While Azir has good intentions, he is also very prideful and imperious and his morals can be questionable. But when he discovered a recently backstabbed and dying Sivir, he immediately acted to save her with no thought given to himself or his empire, and it was this selfless act that allowed him to complete his Ascension.
  • 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.
  • The Power of the Sun: The Sun Disc imparted some of its capabilities unto Azir, like how his basic attacks use light from his scepter.
  • Pride: His quotes regarding himself ooze with ego.
  • 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.
  • Sympathetic Slave Owner: Slavery was a common institution in the Shurima of old, and so Azir owned many slaves, including Xerath. Even though he was emperor, he could not overturn slavery easily due to many of the noble houses' reliance on it, so he decided to wait until he Ascended so that when he freed Shurima's slaves no one could oppose his decision. Unfortunately, by then Xerath had begun to resent him...
  • 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).
  • Universally Beloved Leader: 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.
  • 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: Double-subverted — 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. Eventually, he overcame the dilemma and ended up being Shurima's emperor anyway, and a widely-beloved one at that.

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