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    Galio, the Colossus
"Time to make an impact!"

Voiced by: Josh Petersdorf (English/Current), David Lodge (English/Pre-VGU), Juan Carlos Lozano (European Spanish), Beto Castillo (Mexican Spanish/Current), Blas García (Mexican Spanish/Pre-VGU), Taiten Kusunoki (Japanese)

"Get behind me, Demacian! You may not have noticed, but I’m very large."

Outside the gleaming city of Demacia, the stone colossus Galio keeps vigilant watch. Built as a bulwark against enemy mages, he often stands motionless for decades until the presence of powerful magic stirs him to life. Once activated, Galio makes the most of his time, savoring the thrill of a fight and the rare honor of defending his countrymen. But his triumphs are always bittersweet, for the magic he destroys is also his source of re-animation, and each victory leaves him dormant once again.

Galio is a Warden champion who excels at coming to his allies' rescue, defending them and forcing enemies to attack him, while also dealing substantial area-of-effect damage.

  • His passive, Colossal Smash, periodically causes his next basic attack to deal bonus damage to the target and other nearby enemies that increases with his magic resistance.
  • His first ability, Winds of War, sends out two gusts of wind towards a target location that damage all enemies in their path. Once they reach their destination, the gusts converge into a large tornado that slowly moves forwards for a few seconds, continuously damaging enemies inside based on their max health.
  • His second ability, Shield of Durand, passively grants Galio a shield that blocks magic damage if he avoids taking damage for a few seconds. When activated, Galio channels as he enters a defensive stance, reducing all incoming damage and moving at reduced speed. When the channel ends or the ability is reactivated, Galio releases an energy blast that damages and taunts nearby enemies, which briefly forces them to attack him. The damage, range and duration of the taunt increase the longer the ability is channeled.
  • With his third ability, Justice Punch, Galio takes a step back and then lunges in a target direction, damaging and knocking up enemies in his path and stopping upon colliding with an enemy champion or terrain.
  • With his ultimate ability, Hero's Entrance, Galio chooses an allied champion in a huge radius around him and channels, granting nearby allies his Shield of Durand shield. He then flies towards the location of the chosen allied champion, landing with a ground-shattering punch that damages and knocks-up nearby enemies.

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

  • Achilles' Heel: The passive shield from Shield of Durand does a lot of work to help him against AP characters, but Galio is substantially weaker against heavy AD compositions that don't allow him to take full advantage of it, especially as his primary CC is a taunt which makes them attack him- not a problem when taunting AP-stacking mages who hit like a wet noodle, much more problematic when he's drawing the ire of champions like Fiora or Jax.
  • Adorkable: A number of his post-VU lines reflect him overly excited, gushing with enthusiasm about pretty much everything.
    "My middle name is 'Justice.' Galio Justice... Justice."
  • Affably Evil: For the demon who passes judgement on the souls of the damned before sending them to Hell, Gatekeeper Galio sounds oddly friendly.
    "Matricide? My my, well done, Circle Nine!"
  • And I Must Scream: A downplayed case: he's able to wake up every century or so and makes the most out of it, but once the battle's over, he ends up having to go back to sleep, though he treats it less with fear and more somber reluctance.
    "I am not going back on the pedestal, not yet... "
  • Ass Shove: Gatekeeper Galio explicitly mentions this as a threat in one of his lines. No, it's not a Mondegreen, he's literally threatening enemies with "Rectal impalements all around!"
  • Big Damn Heroes: Hero's Entrance naturally invokes this when he rushes to the aid of an ally. Can also be pulled off with a well timed Shield of Durand taunt. He slams into the fray at the climax of the "Warriors Season 2020" cinematic, joining Garen and Lux in the fight against Sylas and his Freljordian allies.
  • Big Red Devil: Gatekeeper Galio. Hilariously, his post-VU voiceover shows he's rather meek and submissive to his master... Teemo.
  • Blood Knight: Galio was made for battle, specifically for defending people. As such, he loves waking up to smash the enemies at the gates and send them home packing.
  • Blow You Away: Winds of War creates two shockwaves of wind that converge into a vortex.
  • Boisterous Bruiser: Post-VU. Galio spends the vast majority of his time asleep, keeping vigil over the walls of Demacia. When he has the chance to wake up and stretch his wings, he's overly eager and excited to fight when he can.
  • Born of Magic: He was created as what was essentially a giant, gargoyle-shaped statue designed to "eat magic" and protect Demacia should the need arise... then during a 13-day long, nearly hopeless siege against Noxian archmages, it spoke. And started moving on its own. And then utterly squashed the Noxians.
  • Buffy Speak: Galio never refers to anyone by name, often resorting to this while describing others, such as calling Lux "young girl person" or Volibear "furry growly man." Considering he normally spends centuries in between short periods when he can be awake, and the people he's talking to are very likely going to die in the interim, it makes sense why he doesn't bother trying to remember names.
  • Chew Bubblegum: One of his joke emotes has him proclaim "I came to chew bubblegum and kick butt, and I'm all out of butt."
  • Circles of Hell: Gatekeeper Galio references the circles constantly in his taunts, judging where to send League's sinners.
  • Cool Shades: Like all members of the Demacian Commando unit, Commando Galio has a pair, though his (post-VU, anyway) are bright orange.
  • Cruel Mercy: A really sad yet hilarious variant when Gatekeeper Galio taunts Amumu, in the place where he'd normally sentence them to a circle of hell:
    "You know what? Your life's already hell, so I'm gonna leave you be."
  • Deal with the Devil: Literally; Gatekeeper Galio offers Sona the ability to play the etwahl really well.
  • Demoted to Extra: Not Galio himself, but his sculptor, Durand. Before his champion relaunch, Durand was a major character in Galio's history, and his Idol of Durand ultimate was assumed to be a sort of Self-Inflicted Hell done as penance for failing to prevent Durand's death. Post-relaunch, while he still created the statue that would become Galio as we know him, his significance has been relegated to a single name-drop in his bio. Amusingly though, the title of Galio's Damage Reduction-taunt-explosion ability, now titled Shield of Durand, still technically works, since now instead of it being "an ability named in direct tribute of his fallen master," it now means "a literal shield created by Durand."
  • Disproportionate Retribution: Gatekeeper Galio, on a few sins of his foes.
    "Wet the bed, blamed it on your sister? Tsk, tsk, tsk, Circle Eight."
    "Have you been smoking? Circle Three."
    "Being a weirdo tree hugger! Circle One!"
  • Divergent Skin Evolution: Before his full visual update, Galio's "Enchanted" and "Hextech" skins were only mild appearance changes that were nothing too special, the former being a straight-up model recolor. After the update, though, not only did they gain massively-improved and more distinct-looking appearances, they even gained unique particle effects. What's better is that while nowadays this sort of quality is reserved only for 1350 RP Epic-tier skins, the prices on these skins still remain at a low 520 RP.
  • Dynamic Entry: Appropriately titled Hero's Entrance, Galio's ultimate is able to cover a lot of distance, is ridiculously fast, makes a huge splash onto enemies, and looks just plain awesome.
  • Energy Absorption: Shield of Durand scales higher the longer he channels the defensive stance. Galio is made to absorb all kinds of punishment.
  • Evil Costume Switch: Gatekeeper Galio turns him into a Big Red Devil with darker lines and voice in addition to green and ghostly Faux Flame effects. His character is changed to an extremely powerful judge who condemns souls to hell based on their sins... and he isn't picky, to say the least.
    "Being naive! That's not really a sin, but, Circle One."
  • Exact Words: Hero's Entrance flies right to where the targeted ally was when Galio first used the ability. This means that if his initial target uses any sort of mobility to get away, Galio will still land right where they began instead of where they ended up.
  • Foil: Riot intends for him to be a foil and rival to Sion. They saw potential in a rivalry between them - Galio is an unwavering, eternal guardian, while Sion is an unstoppable, relentless juggernaut. They also saw irony in how Galio is a golem given sentience and a sense of humanity, and Sion is a former human who lost his humanity and has become little more than a war machine.
    "Hah hah! Ours would be a fight for the ages, they'd find pieces of us for miles around!"
    • This is emphasized through their playstyles. Sion is a Vanguard; his design encourages him to charge recklessly into the enemy team and cause as much chaos and disruption as possible, and possibly take someone with him. Galio is a Warden; he's designed to rush to the aid of his allies and protect them, ensuring the fight remains orderly and clean for his allies. This is reflected in their ultimates; Sion's Unstoppable Onslaught encourages him to charge headlong into enemy lines, with massive, near global range. Galio's Hero's Entrance has the same, near global range, but only works when targeting an ally to defend, and encourages knocking enemies away from them.
    • The duality is also emphasized in their splash arts. Both are standing high above the observer, looking down upon them. But while Sion is looking left and down at a poor victim he's brutally murdering with his iron leg, a grim expression on his face, against a dark, war-torn background, Galio is looking right and down at a group of enemies he's running off instead of killing, with a smile on his face, against a bright, sunny sky.
  • Folk Hero: He exists as a large stone statue guarding the walls of Demacia. He remains motionless for generations and centuries, only awaking when war comes to the walls. It's happened such that Galio's life is only spoken of by elders and ancients, since to the majority of people, he's just a pretty gargoyle. Galio himself admits that being a symbol isn't easy, and he himself doesn't necessarily know what he's supposed to be a symbol for, but he'll do his best anyway.
    "I'm not sure why life chose me, but I'm glad it did."
  • Genius Bonus: Gatekeeper Galio's judgments are based on Dante's Inferno, with circles corresponding to the mentioned sin. Sejuani killed her mother, so she gets sent to the 9th Circle, which is for traitors. Minor sins ("being naïve" and "being a weirdo tree hugger") go to the 1st Circle, which the place where people go who didn't commit sins major enough to warrant damnation to the other circles but couldn't get into Heaven on account of not being Christian. Smoking gets the 3rd Circle (gluttony), and Garen gets the Eighth Circle (fraud) for wetting the bed and blaming it on Lux.
  • Humongous Mecha: Hextech Galio turns him into one, according to the skin splash, at least, where he's big enough to hold two humans in his one hand.
  • Impaled with Extreme Prejudice: A favorite of Gatekeeper Galio.
    "HAH ho ho! Rectal impalements all around!"
  • Incoming Ham: Hero's Entrance is an across-the-map dash that's about as far from subtle as it could possibly be.
  • I Shall Taunt You: His W, which is one of the best AoE taunts in the game.
  • Large Ham: Post-VU. See Adorkable and Boisterous Bruiser above. He's overenthusiastic about everything because he doesn't get to stay awake very long.
    "I love walking! It sounds like THUNDER!"
    "WHA-HOOOA!? I didn't know I had a TAIL!"
    "It's time to MOVE! Shake off the moss."
  • Mage Killer: His passive's damage scales with bonus Magic Resistance, and his W grants him a magic-absorbing shield when he hasn't been damaged for an extended period. In the story, he specifically was built to counter magical assaults on Demacia, and awakes in the presence of great magic. This means he only gets to experience the joy of life when magic is near.
    "They made me to stop magic, and yet I hate when it's gone."
  • Mighty Glacier: One of few tanks in the game that actually hurts more as he makes himself tougher to kill. The "glacier" part is apparent when attempting to position optimally for Shield of Durand (i.e. in the middle of the enemy team), since it slows him down so dramatically.
  • Obfuscating Stupidity: It's mentioned that he was designed to look like a large simpleton to hide his mental acuity.
  • Our Gargoyles Rock: Gargoyles, as far as we know, aren't a thing in Runeterra, but Galio is supposed to evoke the imagery and feel of a gargoyle; his underbite teeth, bird legs, and wings specifically draw callbacks to gargoyle imagery, while also representing his righteousness. At the same time, Galio, even before his VU, was never referred to as a gargoyle, but as a "gargoyle-like construct." The Running Gag continues.
    Galio: [responding to Poppy] Gargoyle? Heh, no, I'm more of a magic-nullifying colossus.
    Gatekeeper Galio: [the same] Gargoyle? No, I'm more of a demonic vessel of torment.
  • Practical Taunt: His Shield of Durand has him unleash one through an explosion, though its range is based off of a charge time while slowed. This is a takeover from his infamous pre-rework ultimate, where he would be able to instantly taunt entire teams as he charged up for a much more devastating explosion.
  • Retcon: Prior to his 2017 VGU, Galio's backstory heavily revolved around the failure to save his creator and master, Durand, making him a more openly solemn character whose long rest as an immobile statue was done out of penance. Following his relaunch, Durand became a lot more downplayed, and in addition to giving Galio a more boisterous edge, it was changed that he's straight-up incapable of movement without the presence of magic, which is to say, most of the time.
  • Situational Sword: While not cripplingly so, due to the way his passive works, Galio works better against AP-heavy team compositions than AD ones.
  • The Stoic: Normally takes this state, when he's slumbering as the silent, solemn defender of Demacia's walls.
  • Top-Heavy Guy: Galio has a huge torso and a buff set of arms.
  • Units Not to Scale: Up to Eleven. All of Galio's splash arts depict as being absolutely colossal (hence his name), being several hundred feet tall and able to hold a human in his hand like a doll. In-game, he's roughly the same size as Garen, which is especially weird since several of his lines imply that he actually is supposed to be a giant while on the Summoner's Rift. He appears in all his titanic glory at the climax of the "Warriors Season 2020" cinematic.
    (taunting an ally) "Quick! Hide in my crevices."
    "Would you like to ride on my massive shoulder?"
  • Wind from Beneath My Wings: Galio's Winds of War is generated by a single mighty flap of his wings. While the usual breaking of Newton's 3rd law accompanying this trope is somewhat mitigated by the fact he's a walking, talking giant made of stone, this opens up questions about how he can even fly at all.

    Gangplank, the Saltwater Scourge
"Neither the flames nor the depths could claim me."

Voiced by: Matthew Mercer (English/Current), Dennis Collins Johnson (English/Pre-VGU), Alfonso Vallés (European Spanish/Current), Antonio Esquivias (European Spanish/Pre-VGU), Carlos Segundo (Mexican Spanish), Tanuki Sugino (Japanese)

"I was cutting throats and sinking Noxian war galleys when you were still pissing your britches, boy. You don't want to take me on."

As unpredictable as he is brutal, the dethroned reaver king Gangplank is feared far and wide. Once, he ruled the port city of Bilgewater, and while his reign is over, there are those who believe this has only made him more dangerous. Gangplank would see Bilgewater bathed in blood once more before letting someone else take it—and now with pistol, cutlass, and barrels of gunpowder, he is determined to reclaim what he has lost.

Gangplank is a Specialist champion, charging in and out of combat and controlling areas with explosive barrels while growing in power the more loot he can plunder.

  • His passive, Trial by Fire, periodically causes his next basic attack to set his target on fire, dealing true damage-over-time and granting Gangplank a short burst of movement speed.
  • With his first ability, Parrrley, Gangplank shoots a nearby enemy with his flintlock, dealing damage and, if it kills them, gaining plunder in the form of bonus gold and Silver Serpents, an unique currency used to upgrade his Cannon Barrage.
  • His second ability, Remove Scurvy, makes Gangplank eat a large quantity of oranges, healing himself based on his missing health and removing all crowd control effects.
  • His third ability, Powder Keg, passively stores charges, up to three. When activated, Gangplank spends a charge to plant a powder-filled barrel at a target location, which will explode when he finishes it off with a basic attack or Parrley, damaging and slowing nearby enemies and activating his Trial by Fire passive. Barrels that are close together will explode in a chain reaction after one is detonated. However, if an enemy finishes off the barrel before Gangplank does, it will disappear harmlessly and grant them gold.
  • With his ultimate ability, Cannon Barrage, Gangplank signals his ship to bombard a large area anywhere on the map, calling down waves of cannonballs that damage and slow enemies inside for a few seconds.

Using the Silver Serpents gained with Parrley, Gangplank can buy up to three upgrades for Cannon Barrage:
  • Death's Daughter fires a larger cannonball to the center of the area when the barrage starts, dealing bonus true damage and massively slowing enemies it hits.
  • Raise Morale grants allies inside the area bonus movement speed.
  • Fire at Will fires six additional waves of cannonballs, increasing the damage of the ability.

Gangplank's alternate skins include Spooky Gangplank, Minuteman Gangplank, Sailor Gangplank, Toy Soldier Gangplank, Special Forces Gangplank, Sultan Gangplank, Captain Gangplank, Dreadnova Gangplank, Pool Party Gangplank, and FPX Gangplank.

In season 1 of Teamfight Tactics, Gangplank is a Tier 3 Pirate with both Gunslinger and Blademaster classes. His ability, Powder Kegs, passively spawns untargetable barrels in random locations. Activating it detonates all barrels, dealing damage and applying on-hit effects to all nearby enemies. He was removed in season 2. He returns in season 3 as a 5 cost Space Pirate Mercenary Demolitionist, with his Powder Kegs replaced by his Cannon Barrage.

In Legends of Runeterra, Gangplank is a 5-mana 5/5 Bilgewater Champion with Overwhelm, who summons a Powder Keg when summoned. When his controller damages the enemy Nexus in 5 separate rounds he levels up, gaining +1/+1, passively summoning an additional Powder Keg at the start of every round, and casting the skill Powderful Explosion (which does 1 damage to all enemies, including the Nexus) every time he attacks. His signature spell is Gangplank's Parrrley.
  • Abusive Parents: After the destruction of the Dead Pool Gangplank crawled to the Temple of Nagakabouros, where Illaoi reveals in her thoughts that Gangplank's father abused him when he was younger.
  • Ain't Too Proud to Beg: After losing everything, Gangplank really was reduced to begging for help from Illaoi to help him reclaim Bilgewater for himself. Subverted that he's instead subjected to Illaoi's test, managed to prevail, and as a result, takes a Don't You Dare Pity Me! stance.
  • An Arm and a Leg: Due to the destruction of the Dead Pool Gangplank's left arm was too mangled to be healed, so he had it removed and replaced with a mechanical prosthesis.
  • Armor-Piercing Attack: His barrels ignoring armor and his passive dealing true damage means stacking armor is less effective against him, even moreso if he decides to a buy Last Whisper.
  • Artificial Limbs: Due to his injuries from surviving the destruction of the Dead Pool, he had to get a mechanical left arm.
  • Art Evolution: Received an upgrade to his classic model, artwork, and character portrait, twice. Actually thrice in regards to his classic model and artwork.
  • Badass Boast: "Dead men tell my tale!"
  • Badass Normal: He has a pistol, a cutlass, a supply of oranges, and a ship ready to bombard the battlefield on command. The only thing even remotely magical is the oranges - and those aren't really a part of him.
  • Bait-and-Switch: Gangplank's second visual rework, accompanying his gameplay rework, was considerably more drastic than his previous one, putting him in a fancy new captain's outfit. Then the Burning Tides event happened and Gangplank was removed from the game after Miss Fortune's assassination attempt supposedly killed him. When he reappeared, he'd been given another new skin as his base skin, burned, tattered and dirty, with Artificial Limbs to represent the arm he lost in the attack. The supposed "base skin" from the visual rework was revealed to be his 'Captain Gangplank' skin, representing what he'd lost rather than what he had.
  • Beyond the Impossible: Caught in a bear trap, hit by a magical binding, frozen solid, taken to literal hell, or hit by any other form of crowd control? Just eat an orange and walk it off.
  • Bond Villain Stupidity: Shot a young girl in cold blood, but didn't stop make sure it finished her. That little girl was Sarah Fortune, who would grow up to topple him from his place at the top.
  • Combat Pragmatist: It's quite telling how in a world of devastating magic and deadly martial techniques, Gangplank can still ruin an opponent's day by simply pulling his flintlock and shooting them in the face. Perhaps he's that skilled with his gun if so.
  • Continuity Nod: His post-upgrade default skin is wearing the tattered remains of his pre-upgrade default skin's greatcoat, though it's only visible from behind him.
  • Cool Ship: While we don't ever see them in-game (at most, we only see their cannon barrages), Gangplank has had a history of owning incredibly badass-looking ships.
    • His earliest-known ship, The Dead Pool, was used during his initial reign of terror in Bilgewater before it was destroyed by Miss Fortune's schemes.
    • By the end of Shadow and Fortune, Gangplank managed to somehow steal the Leviathan, an enormous and monstrous-looking steel galleon formerly owned by Swain, taking Noxus' greatest war machine for himself.
    • By the time of his return as seen in Legends of Runeterra, he also has a new primary ship: The Dreadway, an impressive successor to The Dead Pool.
  • Critical Hit Class: Gangplank is a unique case of this, as rather than dishing out Critical Hit-based attack damage through basic attacks, his power comes through casted abilities. His 'Parrrley can proc virtually every on-hit passivenote  including Critical Hits, and can also transfer explosively when used on Powder Kegs. Given how Powder Kegs already deal hefty damage that ignores armor, Gangplank players generally should build at least some critical chance to multiply his deadliness (to say nothing of "Critplank" builds dedicated solely to maximize its output).
  • Darker and Edgier: Pre-update, while he was seen as a pretty ruthless pirate in lore, his actual in-game characterization was somewhat jolly. To match up with Riot's vision of Bilgewater being more lawless due to being near the Shadow Isles, post-VGU Gangplank was given the proper weight he earned as a ruthless (former) pirate king, portraying him as less humorous and instead very, very angry.
  • Death from Above: The aforementioned hail of cannonballs.
  • A Death in the Limelight: [Gangplank is mainly featured in the Burning Tides event, getting a VU and kit rework... only to be not quite killed off in the end of Act III.
  • Difficult, but Awesome: Gangplank's unusual kit alchemy makes playing him a somewhat uphill battle. He lacks direct mobility, his early game is somewhat sluggish and tricky to make the most of, and his barrels constantly require careful positioning and timing to set up against the enemy team without them quickly dismantling them. However, once he has his farm going and is able to flesh out his stats, his firepower can absolutely wreck shop, with a well-placed Powder Keg chain having the power to cripple enemy teams and win teamfights on the spot.
  • Dressed to Plunder: You can tell he's a pirate by his stereotypical pirate garb.
  • Enemy Mine, Teeth-Clenched Teamwork: During the latest Harrowing at 2014, Gangplank put aside his rivalry against Miss Fortune and teamed up to fight the Black Mist encroaching Bilgewater.
  • Equal-Opportunity Evil: His new ship in Legends Of Runeterra, the Dreadway has a diverse crew of men, women and even the odd Yordle.
  • Evil Laugh: If the cannonballs raining down to flatten you didn't catch your attention, Gangplank's laughter will inform you of a Cannon Barrage in your midst.
  • Exploding Barrels: His "Powder Keg" ability gives him the power to drop these onto the battlefield that can be blown up with a swing of the sword. However, should an enemy champion hit it while it's one tick away from being blown up by Gangplank himself, it'll be disarmed (much like if they're left out for too long) and they get extra gold.
  • Fan Nickname: "Bankplank" for the extra gold he gets from farming with Parrrrley (something he should be doing a lot of) in addition to the extra gold he gets any time he kills a unit from his core item Avarice Blade. It's also common to hear him called something along the lines of "Midplank", "Jungleplank", "Gankplank", "Tankplank", or "Supportplank" depending on what role he's fulfilling doing that match.
  • Faux Affably Evil: He addresses Twisted Fate and Graves rather pleasantly... while also dishing out death threats.
  • Firing in the Air a Lot: Well, it's really just once, upon casting Raise Morale or Cannon Barrage.
  • Flaming Sword: Gangplank's passive, "Trial by Fire", causes his weapon to become ablaze.
  • Gameplay and Story Integration:
    • The story of Miss Fortune buying off a crewman's life was undoubtedly a Continuity Nod to Gangplank's Raise Morale having the "execute a minion" aspect removed.
    • Furthermore, in the wake of Burning Tides, after Gangplank was killed by Miss Fortune, he was removed from the game, stating that he died. As the event came to a close he was re-enabled, though his previous classic skin was turned into an alternate skin and he was given a new classic skin with new lines - specifically, one depicting him after his fall from power.
  • Game-Breaking Bug: His barrels had several bugs with them. Mainly though, they could allow Draven to infinitely stack his passive, and if placed over a ward, they made said ward invulnerable.
  • Game-Over Man: He makes a cameo in Arcade Miss Fortune when recalling and playing a Duck Hunt-esque game... to taunt her on TV as she failed to shoot a duck.
  • Ghost Pirate: Spooky Gangplank takes the translucent-with-glowing-blue-smoke approach.
  • He's Back: As detailed in his Legends Of Runeterra card, GP is back on his feet after being felled by Miss Fortune. With a new ship, new crew and same bad attitude.
  • Hope Spot: So you just barely made it out alive with a sliver of health, awesome! Then the cannonball barrage begins right where you're standing...
  • How the Mighty Have Fallen: At the end of the Burning Tides event, Gangplank went from the most feared pirate lord in all of Bilgewater, to being left with nothing. Nothing but his wits, weapons, mechanical left arm and oranges anyway.
  • Irony: Gangplank was seemingly killed by a barrage of cannons from the sky. His ultimate is sending off Cannon Barrage from the sky.
  • Jack-of-All-Stats: One of Gangplank's strongest draws is how well he fits into a variety of team roles. He can be a carry, a jungler, a tank, and even support Gangplank isn't completely unheard of.
  • Kill Steal: Have you ever wanted to feel like an real pirate? Is there an giant wave of minions on the other side of Summoner's Rift, but you're stuck farming your own lane? Are your teammates engaged in an teamfight in mid while you're splitpushing top? Do you feel like stealing your jungler's doubloons? If you answered yes to any of these questions, then get ready for an tale of grand larceny on the Field of Justice!
    Step 1: Wait for one of the listed scenarios to occur.
    Step 2: Scroll your screen from your lane over to the incident in question.
    Step 3: Make sure that you have enough Mana and that your Ult is off it's cooldown.
    Step 4: Take aim and press R (or whatever key that you wired your Ult to). For best results, it is recommended that you use it within the eyesight of an teammate so that they can bear witness to your treacherous act of piracy.
    Step 5: Enjoy your ill-gotten loot.
    Step 6: Get called out by your team for wasting your Ult.
    Step 7: Explain to your team that you're roleplaying as Gangplank and that you're staying in-character.
    Step 8: Rinse and repeat until the match ends or you tire of being an authentic pirate.
    Step 9: If you used steps 1-7 extensively, get reported for any if the following reasons: Verbal harassment, assisting the enemy team, unsportmanlike conduct, and/or feeding (dying to the enemy too often).
    Step 10: Repeat Step 9 until your account gets banned.
    Step 11: Take a good look at yourself and realize that you're an horrible person for doing Step 10.
    Step 12: You can appeal your ban, move on to another game, continue your rampage of piracy, or change your playstyle.
    Disclaimer: Steps 9 through 12 have not been tested by the TV Tropes community, they're merely satirical remarks on how the in-game reporting system works until further notice.
  • Kukris Are Kool: Special Forces Gangplank trades his flaming cutlass for a flaming kukri.
  • Lightning Bruiser: Turns everyone around him into these with his Raise Morale - and Gangplank himself is no slouch thanks to his infamous oranges. Though overall, this is also his primary build path, since he's someone who's meant to stay on the field while hacking away with solid damage and being able to live a good while as well.
  • Luck-Based Mission: Cannonball Barrage used to be this. Since an enemy would be slowed if a cannonball hit them (and the slow stacked), there would be two outcomes: walking out completely unharmed or getting obliterated by several cannonballs in a row. It was changed to be less polarizing; everything in the blast area is slowed and getting hit applies only one additional slow. The luck element was eventually done away with entirely, as the ultimate now deals the same damage and slow to the entire area.
  • Magikarp Power: In contrast to most AD-based damage dealers, Gangplank allocates his focus on devastating on-hit effects not on basic attack interactions, but his abilities. In the early game, this is a boon as his high mana costs and long cooldowns prevent him from really dominating in lane trades, especially since his Parrrley is encouraged to be used for farming instead. However, once he builds up his farm and picks up the speed, his abilities become his greatest assets and can be unleashed to deal some terrifying damage which other toplaners can only dream of.
  • Meaningful Echo: In his Captain skin (which represents him before he nearly died, and has its own unique lines), one of Gangplank's quotes is very similar to one that he says while using his Classic skin which represents him after losing it all, and the difference between the two clearly shows the dramatic change in him.
    Captain Gangplank: "Cruelty with purpose, boys!"
    Classic Gangplank: "Cruelty for all."
  • Mechanically Unusual Fighter: He focuses on on-hit physical damage, but channels it not through up-close skirmishing or assassinations, but explosive, mage-like abilities that nonetheless play with on-hit qualities. One could charitably describe him as an "AD Caster", but this is usually applied to melee divers (such as Pantheon, Kha'Zix, and Riven), or marksmen who maximize persistent ranged damage through autos and spells (such as Varus, Corki, and Jhin), neither of which accurately apply to Gangplank. Part of why he's generally so popular and valued, especially among high-level players, is simply because no other champion is built like him and can achieve what he can.
  • Mundane Made Awesome: Remove Scurvy is literally Gangplank just eating a bunch of oranges. This heals him and cleanses crowd control, meaning that handful of fruit lets him make a mockery of anything and everything up to the power of time and space itself.
  • The Musketeer: Swings his cutlass normally, but pulls his pistol out for Parrrley.
  • Necessary Evil: While Gangplank is a monster, everyone in Bilgewater was afraid of him, so his presence kept the extremes in line. As soon as word spread that he was "dead", the entire city was thrown into chaos.
  • Never Found the Body: Many saw Gangplank's death, but no one found his corpse. One of Miss Fortune's first orders after she defeated him was to make sure he's dead: find his corpse.
  • No One Could Survive That!: See above. His flagship was blown up with him on it.
  • No-Sell: Gangplank can get stunned, silenced, slowed, rooted, feared, etc. all at once... and just walk it off once he pops an orange in his mouth. "Malzahar ults me at low health, but I ate oranges and it was k". Perhaps those magical oranges do the trick.
  • Not Quite Dead: The salty sea dog lives, and while slightly worse for wear, is still kicking and pissed off.
  • One-Hit Kill: With the help of stat increasing items, and a bit of luck with critical hits, the round fired from Parrrley can do some insane damage, taking out a squishy target pretty much on its own.
  • One-Man Army: He's a melee carry; this is generally what melee carries become if fed properly.
  • Pet the Dog: He's a cold and heartless man, but Gangplank takes care of those who serve him well. Demonstrated in Act I of Burning Tides where he orders his men to give a street urchin coin and meal for informing him of Twisted Fate's presence while torturing a mutineer.
  • Pirate: Even gains a buff saying 'Yarr, I'm a mighty pirate' in game - not that it does anything.
  • Poke the Poodle: Dreadnova Gangplank's initial reaction to seeing a tiny, adorable alien creature? Shrug, punt it, then point his gun at it, though this immediately gets the attention of a giant space tentacle.
  • Self-Made Orphan: On his 18th birthday, Gangplank stabbed his father in the back and took control of his ship. Having raised him to be the most ruthless pirate possible, this made his father quite proud.
  • Stout Strength: His new [third classic model and splash art reveal that he's very much this. He's not fat though. Maybe slightly on the rounder side compared to Lucian or the like, but people who we typically look at as the strongest men in the world don't always have washboard abs. New Gangplank pretty much fits this body type, but now he's doing more of his own heavy lifting and put on a few pounds of mostly muscle.
  • Sword and Gun: Of course, he's a pirate!
  • Talk Like a Pirate: Completely ignoring the fact he actually is a pirate, he has an ability called "Parrrley". The list just goes on from there.
  • Torture Technician: "Scrimshaw" appears to be one of his favorite pastimes. He first appears in the "Burning Tides" storyline while carving up a mutineer's leg, and his Captain Gangplank artwork is drawn from the perspective of another poor guy he's about to go to work on.
  • Trademark Favorite Food: Oranges, or at least orange-like citrus fruits referred to with various regional names, such as "Bilge bitters". It's partially due to the very real need for vitamin C among sailors (hence Gangplank's ability where he consumes them being called "Remove Scurvy"), but the sheer prevalence of oranges around Gangplank cements that he also enjoys them for the taste. Legends of Runeterra shows that he keeps a vastayan "Citrus Courier" around to collect and distribute them for the crew.
  • Troll:
    • True to his occupation, he has gained the ire of a few other villainous champions by committing various acts of thievery, most notably raiding Zed's temple and making off with Swain's personal warship.
    • The second one is actually helping him now. Since the Dead Pool's destruction, apparently Gangplank has been sailing around on the Leviathan instead.
  • Villainous Demotivator: Ever since his "execute a minion" mechanic for Raise Morale got scrapped, he seems content to just fire his pistol in the air and achieve the same effect with just the threat alone.
  • What Could Possibly Go Wrong?: Turns out disabling a champion right up until Worlds would lead to one of the most dominant champions on the biggest stage that no one could have practiced with or against. Gangplank was picked or banned every game and ended that tournament with 4 wins and no losses.
  • You Killed My Mother: Turns out, Gangplank was behind the murder of Miss Fortune's mother, and then her father and her home to boot. Needless to say, this came back to bite him in the ass.

    Garen, the Might of Demacia
"My heart and sword, always for Demacia."

Voiced by: Jamieson Price (English), Mick Lauer (English/God King) Salvador Serrano (Spanish), Ricardo Tejedo (Mexican Spanish/Current), Israel Magaña (Mexican Spanish/Pre-VGU), Hiroki Tochi (Japanese)

"This kingdom, and its people, have given me everything. What kind of man would I be if I gave any less in return?"

A proud and noble warrior, Garen fights as one of the Dauntless Vanguard. He is popular among his fellows, and respected well enough by his enemies—not least as a scion of the prestigious Crownguard family, entrusted with defending Demacia and its ideals. Clad in magic-resistant armor and bearing a mighty broadsword, Garen stands ready to confront mages and sorcerers on the field of battle, in a veritable whirlwind of righteous steel.

Garen is a Juggernaut champion with simple but effective abilities, recovering from damage and charging towards his foes to deliver punishment. He does not use mana or any other resources, with his abilities only being limited by cooldowns.

  • His passive, Perseverance, restores a percentage of Garen's max health every second if he hasn't taken damage from an enemy champion, tower or monster in a few seconds.
  • His first ability, Decisive Strike, increases Garen's movement speed and frees him from any slows. His next basic attack will deal bonus damage and briefly silence the target.
  • His second ability, Courage, passively increases Garen's armor and magic resistance for each enemy killed, up to a cap. When activated, Garen gains a shield based on his max health and reduces the duration of crowd control effects for a brief moment, and then decreases all incoming damage for a few seconds.
  • With his third ability, Judgement, Garen spins his sword in a whirlwind for a few seconds, repeatedly damaging surrounding enemies and reducing their armor if he hits them enough times.
  • With his ultimate ability, Demacian Justice, Garen brings down the might of Demacia on a nearby enemy champion, dealing true damage based on their missing health.

Garen's alternate skins include Sanguine Garen, Desert Trooper Garen, Commando Garen, Dreadknight Garen, Rugged Garen, Steel Legion Garen, Rogue Admiral Garen, Warring Kingdoms Garen, God King Garen, Demacia Vice Garen, and Mecha Kingdoms Garen.

In season 1 of Teamfight Tactics, Garen is a Tier 1 Noble Knight. His ability Judgement, causes him to spin for several seconds, damaging all nearby enemies, and grants him temporary immunity to magic damage. He was removed in season 2. Though not a playable champ in season 3, Garen returns as the Mech-Pilot buff active, which combines three champs into a giant version of Mecha Kingdoms Garen sporting his Demacian Justice ability.

In Legends of Runeterra, Garen is a 5-mana 5/5 Demacia Champion with Regeneration. When he strikes anything twice he levels up, gaining +1/+1 and giving his controller a Rally at the start of each round, allowing them to attack during the enemy's round. His signature spell is Garen's Judgement.

  • Achilles' Heel: Garen is entirely melee-based (his longest-range ability, his ultimate, has a pitiful 400 range), has absolutely no crowd control at all to prevent the enemy from running away from him, and his only mobility comes from the short-lived speed bonus his Q gives him (and Flash).note  Consequently, any semicompetent team can zone him out and kite away from him until he dies without ever accomplishing anything. While he can still produce results at low levels of solo queue, where his sheer resilience and damage can let him take advantage of the chaos of teamfights, he's considered completely useless at high levels of professional play - from Season 3 to Season 8, he was the only champion in LoL that failed to win a single game in a major league!
    • Garen was picked in 2019 by the top team in Europe, G2 Esports, in a match against middle-ranked team Vitality, after being pressured by a cheering crowd into doing so. G2 proceeded to provide a sterling demonstration of why Garen is not picked in professional play, as he went on to do nothing whatsoever in the entire game, unable to even get near Vitality's team and ending on a score of 0/4/0 as Vitality ran absolute roughshod over the overconfident G2. At 20 minutes into the game the champion damage numbers for each player were put on screen, and Garen hadn't even reached 1000 damage yet (even the supports on both teams had done more than 3000)!
    • On the other hand, a few weeks after G2's failed attempt, another EU team, Fnatic, took up the challenge of using Garen in a competitive game, with shockingly more success; however see Not the Intended Use for details on exactly how they did it.
  • Acrofatic: Well, he's probably not fat, but he's extremely nimble for the amount of muscle and armor weighing him down. He even does one-handed handstands as of his visual update!
  • Aloof Big Brother: Garen's a decorated and high-ranking Demacian soldier that's rather estranged from his sister. That's because he doesn't want to face his suspicions that she's a mage.
  • The Artifact: Garen's Foe Romance Subtext with Katarina; despite the fact that it's still constantly being referred to within the game itself (such as in special champion responses either of them) Katarina isn't even mentioned anywhere in Garen's bio or any of his flavour stories any more (the same applies for her).
  • Ascended Meme: Garen is now teaching Demacian soldiers the ways of Battle Regiment of Ultimate Soldier Heroism.
    • An in the game mode Doom Bots of Doom, there is a passive for them that regularly appears that brings to mind the Schrödinger's Garen meme. A spectral Garen is simultaneously in every brush and not in every brush until it is face-checked. And the spectral Garen's Judgment does a lot of damage.
  • Authority Equals Asskicking: Garen commands an elite Demacian unit called the Dauntless Vanguard, and leads it from the front. He's the paragon for all Demacian military leaders for a reason.
  • Awesome Mc Coolname: Garen Crownguard.
  • Badass Baritone: Oh come on, it's Jameson Price. You'd be crazy to think this wouldn't' happen.
  • Badass Beard: Seen in this little trailer. Time will tell if it will stick at all. He also has one on his Rugged Garen skin and Steel Legion Garen's splash art goes for (faint but still visible) Perma-Stubble. The Twist of Fate cinematic shows him without one though.
  • Badass Boast: Legends of Runeterra gives Garen an amazing one in his flavor text.
  • Badass Cape: His blue Scarf Of Asskicking is long enough to be wrapped in a way to make it as work as this.
  • Badass Family: The Crownguards exude badass. Garen is the current leader of the elite Dauntless Vanguard, Lux is one of Demacia's most powerful mages and their aunt was the previous head of the Dauntless Vanguard.
  • Badass Normal: According to League standards. Emphasized by the fact that he is one of very few champions to not have Mana or Energy as limitations, just cooldowns.
  • Battle Cry: His Courage skill can cause him to shout "DEMACIA!" Otherwise, he can yell out one of two variations of "CHARGE!"
  • BFS: His sword is practically as tall as him.
  • Blood Knight: Of sorts, he does consider the possibility of fighting of a Worthy Opponent to be the reason to get up in the morning for a true warrior. Otherwise, he remains allied and under the banner of Demacia.
  • Boring, but Practical: His laning phase consists of jumping out of bushes using Decisive Strike, Judgement, maybe Courage, then right back to bushes to rinse and repeat. Insanely effective.
  • Brother–Sister Team: One of his best partners in a team is his sister Lux, who can snare or slow victims into Judgement, shield the melee warrior and fire a double rainbow in case Demacian Justice isn't enough. This is not the case In-universe. Garen and Lux rarely see each other and even when they do meet Garen stays at arms length because, if his suspicion that she is a mage is true, he'd be forced to kill her. This comes to a head at the climax of Lux's comic, where Lux deliberately uses her magic in front of Garen to helps some innocent mages escape persecution and forces him to tell her what she is- Garen reluctantly declares that she is a mage... and his sister.
  • Child Soldier: Left home to join the Dauntless Vanguard when he was twelve, and was so dedicated that his instructors had to confiscate his training sword at night to keep him from sparring with his own shadow instead of sleeping.
  • Close-Range Combatant: Garen's damaging abilities include requiring hitting a target while right next to them, a bit farther than that, and lastly his ultimate is a bit farther than that last one too. He's pretty much never going to be untouched by anything with range that he seeks to attack.
  • Commonality Connection: In Legends of Runeterra, a Garen and Darius forced to team together can find one thing to bond over: their fondness for oversized pauldrons.
    Darius: I, uh... like your pauldrons.
    Garen: Yours are... also acceptable.
  • Cool Shades: Commando Garen.
  • Cool Sword: His own sword, a cool sword appears over enemies hit by a Critical Hit from him, his Decisive Strike causes one to appear over enemies when hit by them, an even bigger one appears over enemies hit by his ultimate Demacian Justice... he's pretty much Cool Sword the League of Legends champion. His Steel Legion skin gives his sword a thunder element as well as completely redesigning it. It is awesome.
  • Crutch Character: How Garen used to be - with some crowd-control assistance, he's extremely lethal during the early-game phase - or against enemy champions whose kits require them to fight Garen at a range where he's probably going to be much stronger in the beginning, sometimes to the point of securing a game-winning edge. But if enemy team plays it safe enough, Garen would not scale well enough to make him a particular threat later in the game. His abilities and numbers were later majorly tweaked so this no longer applied to him - his power curve is more even overall now.
  • Darker and Edgier: His Dreadknight skin.
  • Dating Catwoman: Possibly with Katarina. On the surface their rivalry puts them as bitter enemies, but the amount of subtext confuses the issue somewhat.
  • Does Not Like Magic: Demacia fears magic greatly after the Rune Wars, and Garen personally swore to keep magic out of its walls after a rogue mage killed his uncle while Garen was eleven. And that's why he doesn't visit his sister much.
  • Dynamic Entry: His Decisive Strike is practically made for this — it speeds him up, removes slows, does extra damage in addition to silencing the target of his next hit.
  • Empowered Badass Normal: On top of fighting with physical prowess, Garen's Demacian Justice shows that he's able to land a finishing blow using a giant magical sword from nowhere (which is an exception to the rest of his scaling as it deals magic or true damage rather than physical). Later reveals show that this is not a case of Gameplay and Story Segregation for dramatic visual effect; the "Lux #3" comic reveals that his sword has enough magic in it for Sylas to steal, and Garen never knew about it.
  • Environment-Specific Action Figure: Desert Trooper Garen.
  • Everyone Can See It: While Garen’s dialogue only references his Foe Yay with Katarina with two short and comparatively subtle quotes, several other characters (Tahm Ketch, Jihn, Illaoi, Maokai, and even Garen’s sister Lux) acknowledge and tease, threaten, or attempt to blackmail them both over it.
  • Evil Overlord: God-King Garen. An absolute ruler who considers himself a messiah, and is willing to kill anyone who won't fall in line.
  • Evil vs. Evil: God-King Garen represents Lawful Evil, while God-King Darius represents Chaotic Evil.
  • Expecting Someone Taller: In Legends of Runeterra, playing Garen against Darius will sometimes prompt Darius to mock him with "You're shorter than I thought".
  • Fashionable Asymmetry: A fairly subtle example considering the game's bird's-eye view in addition to Garen's large vambraces and Shoulders of Doom, but regardless, Garen's left arm is unclothed aside from said vambraces and Shoulders of Doom. Rugged Garen has only one shoulderpad, on his right.
  • Finishing Move: His ultimate ability is made for this, doing more damage for health the target is missing.
  • Foe Romance Subtext: She's a ruthless and bloodthirsty Noxian assassin. He's a dutiful and honourable soldier of Demacia. Their top priority should be seeing the other one dead... so why are they instead seeing each other for dinner on the docks after dark?
  • A God Am I: God-King Garen has a titanic ego.
    "Who dares praise the sun? All must worship ME!"
  • Gameplay and Story Segregation: The ninth issue of the Journal of Justice's first volume states that Garen's sword striking from above when he finishes off an enemy is just what it appears to those watching, rather than his ultimate being just that in the game.
    • Retconned as of the 2013 video, A Twist of Fate. When Katarina lands just far enough away from Garen to react if he tries to move in on her, he just ignores her while his sword lights up. Katarina gets an Oh, Crap! look on her face and immediately looks at the sky because she knows the sword is coming.
  • Good Is Not Nice: Much of Garen's lines are encouraging and hopeful. But some of them when he attacks are instead more grimly regarding his enemies as villains or asserting his assurance in his righteousness...
  • Gradual Regeneration: His Perseverance ability, if he is not damaged by monsters or enemy champions and turrets while using it.
  • I Can Still Fight!: The idea behind his passive ability, shrugging off his injuries, backing off a little and catching his breath when he's supposed to be retreating back to base... but he can't still fight immediately.
    • His passive has since been updated: as he gets higher in levels, his regeneration kicks in faster and heals him for more. At the final level, only damage from champions, Baron, or Dragon can stop his regen (and only for four seconds), and his regeneration is 2% of his health a second, playing this trope absolutely straight.
    • Combine that, with Warmog's Armornote , and a Spirit Visagenote , not only does Garen then suddenly have an enormous stock of health for an enemy to have to take down, that he's constantly regenerating, but if he escapes at all for a few seconds, he will very rapidly start healing. Taken even further with the correct Runes and Masteries, he can become nearly impossible to take down without everyone focusing on him, or using abilities and items which counter high health (Read: Percentile Health Damage).
  • Irony: Is an adamant magic hater whom had to look the other way given he knows Lux is a mage, and yet it is heavily implied either he himself has latent magic or has been using a magically enhanced sword this whole time.
  • Incoming Ham: As an initiator, using Decisive Strike and Courage usually means he's charging straight into the enemy team, shouting "Demacia!" or "Charge!" along the way.
  • The Juggernaut: Not always literally, but was categorized as such during the "Juggernaut Rework."
  • Knight Templar: He's not just fighting for his country and homeland, he believes fully in its borderline-Knight Templar creed of justice.
  • Large Ham: His updated voice completely takes this trope and runs with it. It still seems to work for him. As expected from someone being voiced by Jamieson Price.
  • Leaning on the Fourth Wall: The ninth issue of the first volume of the Journal of Justice discussing him and outlining a training program he made to overhaul Demacian's military training is pretty much this, mentioning his in-game abilities constantly.
  • Light 'em Up: While Garen's abilities are canonically completely physical, his abilities' animations bright-golden colours give an aesthetic which would imply this, especially his Decisive Strike on-hit effect which causes his sword's hilt to glow with golden-light while active. His Steel Legion skin does this with blue lightning instead.
    • Because of this, one can assume the glowing from his abilities is from his sword and not Garen having some kind of magic powers... which still doesn't explain the shield that Courage throws up. Also, Demacian Justice (which does magical or true damage) is clearly magical.
      • According to Swain, he DOES have magic, but doesn't realize it. Sylas also discovers this, and even takes Garen's magic to use against him in "Lux #3".
  • Lightning Bruiser: A durable and damaging melee fighter who charges to his enemies and then spins around with his sword.
  • Love at First Punch: Katarina fought him to an apparently epic standstill and he constantly sought to fight her again. The subtext in the official bio is obvious enough to make it this trope.
  • Magikarp Power: A downplayed example, but changes to Garen's skills (particularly Judgement) have tilted him from his prior status as a Crutch Character towards this. Judgement in particular is the core of Garen's kit, but while the damage per spin still scales with the number of ranks he puts into it, the number of spins is now based on his level, meaning his base damage potential isn't the best, but gets ridiculous by level 16 as he deals armor reducing and crit capable AoE damage every third of a second.
  • Meaningful Name: Garen is a name that means guard or guardian in Germany. Combining that with his last name for extra meaning toward guarding the crown. And he actually has acted as a guard of a royal family of Demacia, as Urgot's League Judgement has him and his forces attacking Urgot, saving the life of Jarvan IV, the Crown Prince of Demacia, by a hair.
  • Megaton Punch: One of Garen's auto attack animations used to be punching his target, worked just as great as swinging his sword instead. A parallel to Kat, since one of hers is a kick (that too was also removed when she was visually-updated as well). This was sadly removed after his visual update. However, there have also been several petitions for Riot to add this animation back.
  • Mighty Glacier: Comparatively in gameplay - while he lacks a instant gap-closer unlike other melee fighter champions, which are not hindered by slow effects, the steel whirlwind that is his Judgement ability is something his enemies prefer to avoid.
  • My Sister Is Off-Limits!: Legends of Runeterra shows in one interaction that he's protective of Lux in regards to Ezreal's interest:
    Ezreal: I didn't think her big brother would be so... big.
    Garen: Don't even think about it!
  • Not the Intended Use: Garen having proven himself basically useless as a top laner in the modern competitive LoL meta due to his Achilles' Heel, EU team Fnatic managed to win not one but two games with him by running him in the bottom lane in place of the usual Marksman, with Yuumi as his support. While running non-Marksman champions in this position was not unheard of, even in pro-LoL, commentator predictions in the first game that the pair would play as a dominant kill-lane proved wildly off the mark as they were repeatedly beaten up during the laning phase. However, Fnatic's true strategy became clear as the game went on and Garen became an invincible mobile turret for the damage-building Yuumi to ride on, raining down Prowling Projectiles on the enemy team and engaging teamfights with Final Chapter, while being completely impossible to engage on or kill because of the combination of his own toughness and Decisive Strike speed boost and Yuumi's healing and speed boosting abilities, in a manner commentators compared to mounting a machine gun on a heavily-armoured car. The pairing were completely impossible for either of Fnatic's opponents in the two games they deployed this strategy in to deal with, despite Garen himself contributing little damage, with Yuumi arguably being the real carry of the pair. The strategy has subsequently proven to be Difficult, but Awesome, as teams other than Fnatic attempting to harness it have found almost no success. However, it worked enough to land on Riot's balance radar and they didn't like it, dismantling it completely with repeated nerfs to Yuumi that effectively knocked her out of competitive viability altogether.
  • Official Couple: After years of leaving it as just sub-text, Legends of Runeterra finally confirms that he and Katarina are seeing each other in secret.
  • One-Handed Zweihänder: His sword is almost as long as he is, yet most of his animations have him swing it with one hand (save for the animations of critical striking autoattacks or Decisive Strike). His signature Judgement ability has him do this in a one-handed Reverse Grip, as can be seen below.
  • Patriotic Fervor: He was already famous for yelling out loud, and then even more mentions of Demacia arrived with his updated voice. It's even his dying quote. Service to his country is even his life's main motivation.
  • Reverse Grip: While it wasn't easily apparent in-game, it could be seen in still screenshots of Garen using his Judgement ability that he holds his sword in this manner for the ability's duration via before his visual update removed this.
  • Scarf Of Asskicking: A large and long blue one wrapped around him in a way that makes it look a lot like a Badass Cape.
  • Schmuck Bait: "Where did Garen go? Is he here in the bru-" "DEMACIA!!!"
    • A fan joke goes to the tune of "Schrödinger's Garen: Garen is simultaneously in every brush and not in every brush until it is face-checked."
    • In addition to the above mentioned Warmog's and Spirit Visage item combo, several other items, considered critical in the meta further enhances the bait. Thornmail not only let's Garen ignore a sizable amount of Attack Damage coming his way, it deals a portion of all basic attacks he receives back at the enemy who hit him. Sunfire Cape boost his armor, health, and inflicts constant Magic Damage in an area around him. And The Black Cleaver gives him health, Attack Damage, Cooldown Reductions, a flat +10 Armor penetration on any enemy he hits, and a 5 to 25% stacking Armor Reduction to enemy Champions he hits with any physical damage, which includes his Judgement Ability. Put simply, the longer you're team is distracted with engaging him, the worst off you're team will be.
      • Because of all of the above mentioned factors, the proper response to dealing with a Health and armor/resist buffed Garen, is to instead bring Percentile Health Damage abilities, and items against him, with Armor Penetration. Fail to do so, and he will happily slow down your team all day long, while his team picks yours apart, or sneaks through the Jungle and secure objectives, such as Dragon, Baron, or pushing your team's base.
  • Sculpted Physique: The breastplate of Garen's in-game model seems to be chiseled like a muscular male-torso.
  • Screaming Warrior: DEMACIAAAAAA! If you don't hear this every minute or so, its not Garen - it's an impostor.
  • Secret Keeper: As revealed in Lux's comic series, Garen, as well as the rest of their close family, know that Lux is a mage hiding her power, but are staying silent in order to protect her, not even telling her that they know until later on.
  • Ship Tease:
    • According to a Journal of Justice article, Blitzcrank's dating service found that he and Katarina are a good match for each other. This was furthered with this visual update, giving him new /joke emotes near an enemy Katarina while he's showing off his handstands. Just... listen for yourself:
    • Legends of Runeterra amps up their relationship dynamic by having several two-way interactions with each other. Depending on how canon you consider the gamenote , it may as well be official confirmation that the two have a thing going on.
      Katarina: I will slay you where you stand! Dinner? Tonight?
      Garen: You shall fall on your folly! Meet me at the south docks after dark.
  • Shoulders of Doom: They cover his shoulders and the sockets they're in. Some of his alternate skins amplify this with shoulder-pads that are large enough to go outwards off him in the air and cut a figure off from his body. With his Steel Legion skin, he has gone full blown Space Marine. Lampshaded by Sylas in Lux #3, who finishes off listing three things to describe Garen as he first meets him with "Ridiculously oversized pauldrons..." In Legends of Runeterra, a shared appreciation for oversized pauldrons is the only thing Garen and Darius can bond over when forced to team together.
  • Skill Gate Character: The fighter of the tutorial champions and a solid starting champion given his low IP cost. Garen has some decent innate damage and toughness as well as a lack of mana, making him beginner-friendly, and teaches players how to execute ability combos (Decisive Strike, Courage, then Judgment) then finish off weakened foes with an execution ability (Demacian Justice). To players facing Garen, he also teaches them why face-checking brushes is a bad idea, to the point where the official tutorial uses Garen ambushing Teemo from a bush using his Spin Attack to illustrate that point. He's a lousy champion at higher skill-levels, though, as experienced players are wise to his tricks and have a better idea of how to deal with him, and his lack of utility or mobility becomes crippling.
  • Spectacular Spinning: Decisive Strike has Garen do a downward slash after a forward somersault in the air, his main source of damage Judgement is a 3-second-long Spin Attack, he has an idle animation in which he spins his sword in a figure-eight and his taunt animation has him throw his sword up in the air spinning to catch it backwards.
  • Spin Attack: His Judgement ability in a nutshell. Many others would also regard it as Garen in a nutshell.
  • Took a Level in Badass: A few tweaks to Garen's Judgement skill in late 2019 resulted in him gaining a huge power boost- his weaknesses are still there, but he gained a massive array of new strengths that almost make him too strong. Most notably, Judgement was changed to generate stacks of the powerful Conqueror rune, letting him build it up to maximum stacks very quickly, not only massively increasing his damage but also giving him a huge amount of extra sustain. Additionally, Judgement's number of spins was changed to scale up with his bonus attack speed (previously a Dump Stat on Garen since he can't autoattack while spinning), letting him build a Trinity Force for incredible damage. Additionally, his Villain passive was removed, and Demacian Justice was changed to simply do true damage instead of magic damage all the time.
  • Walk It Off: His passive ability, Perseverance, is for this; if he spends a few seconds not taking damage from champions or turrets, he starts regenerating health at a pretty fair rate. This can be rather problematic for his opponents: if they have no way of harassing him from afar, they have to either walk toward the brush he's no doubt hiding in to interrupt Perserverance or just let him regenerate as he bides his time.
    • And as of the update that buffed him, Garen's Perseverance reaches a whole new level of absurd as soon as he hits level 16. And then Riot updated the Dragon so that the new Ocean Drake buffs out of combat health/mana regeneration by 4/8/12%. A level 16 Garen with level 3 Ocean Drake (rare, but possible) with Warmog's Armor and Spirit Visage can completely regenerate his health by walking away from a fight for about five seconds.
  • Weapon Twirling: An old pre-visual-update idle animation of Garen has him swing his sword in a figure-eight with one-hand in front of him.
  • The Worf Effect: Garen has a bad habit of getting his teeth kicked in (Usually by Sylas) in lore to prove how strong an enemy is.
  • Worthy Opponent: Firstly, he considers Katarina as one. Secondly, in the Juggernaut rework patch, Garen gains a gameplay quirk that the enemy champion who has the biggest kill counts will eat up more damage from some of Garen's attacks. He marked them as 'Villain' as befitting of a patriotic Demacian knight, but the context screams more of the trope.
  • Younger Than They Look: Look at his splash art above. Could you guess that he's only 25?
  • You Are What You Hate: He fits into the "unaware that he fits in the group" variant. He and the rest of Demacia distrust magic and mages and fights as a relatively normal swordsman, but it turns out he carries magic with him into battle, a fact that flew under nearly everyone's radar.
    Sylas: You... you don't know, do you? (lays Garen out) You Crownguards are full of surprises. And to think, you'll never know the whole truth.

    Gnar, the Missing Link
"Gnar kada!"

Voiced by: Dorothy Elias Fahn (English/Mini form), Lucien Dodge (English/Mega form), Ana Esther Alborg (European Spanish/Mini form), Susana Moreno (Mexican Spanish/Mini form), Yukari Tamura (Japanese/Mini form)


Gnar is an excitable yordle whose playful antics can erupt into a toddler’s outrage in an instant, transforming him into a massive beast bent on destruction. Frozen in True Ice for millennia, the curious creature broke free and now hops about a changed world he sees as exotic and wondrous. Delighted by danger, Gnar flings whatever he can at his enemies, be it his bonetooth boomerang... or an uprooted tree.

Gnar is a Specialist champion who shapeshifts from a squishy ranged form into a durable melee form without the player's control, forcing them to anticipate and play accordingly to his fits of rage. He does not use mana or any other resources, with his abilities only being limited by cooldowns.

  • The basis for Gnar's kit is his passive, Rage Gene. His base form is Mini Gnar, with bonus range, movement and attack speed. While in combat he builds up Rage, and upon reaching maximum Rage, using an ability or waiting a few seconds transforms him into Mega Gnar, gaining bonus health, attack damage, armor and magic resistance and steadily depleting Rage until he transforms back into Mini Gnar.

As Mini Gnar:
  • With his first ability, Boomerang Throw, Gnar tosses his bone boomerang in a target direction, damaging and slowing the first enemy it hits. The boomerang then return towards Gnar's position, damaging enemies it passes through and greatly reducing the ability's cooldown if he catches it on the return.
  • His second ability, Hyper, passively causes Gnar's third consecutive basic attack or ability on the same target to deal bonus damage based on their max health and grant him a movement speed bonus.
  • With his third ability, Hop, Gnar jumps to a target location and gains an attack speed bonus. If he lands on a unit he will bounce a small distance forward, damaging and slowing them if they're an enemy.
  • His ultimate ability, GNAR!, is passive in this form, increasing the movement speed bonus of Hyper.

As Mega Gnar:
  • His first ability, Boulder Toss, hurls a rock in a target direction that stops when it hits an enemy, damaging and slowing nearby foes. The rock then falls to the ground; picking it up reduces the ability's cooldown.
  • With his second ability, Wallop, Gnar stands on his back legs before slamming his fists down into the ground, damaging and stunning enemies in front of him.
  • With his third ability, Crunch, Gnar leaps to a target location, damaging and slowing nearby enemies when he lands. If he uses Hop to transform from Mini Gnar into Mega Gnar, he'll still be able to bounce off units.
  • His ultimate ability, GNAR!, causes Gnar to throw a tantrum and hurl all nearby enemies in a target direction, damaging and slowing them. Enemies thrown into terrain are stunned and take bonus damage.

Alternate skins include Dino Gnar, Gentleman Gnar, Snow Day Gnar, El León Gnar, Super Galaxy Gnar, SSG Gnar and Astronaut Gnar

In season 1 of Teamfight Tactics, Gnar is a Tier 4 Shapeshifter with both Wild and Yordle origins. His ability, GNAR!, transforms him into Mega Gnar, increasing his health and damage, then causes him to jump to the furthest enemy and shove every nearby enemy towards his team, damaging and stunning them. He was removed in season 2. He returns in season 3's Return to the Stars mid-set update with the same cost and ability, but was changed to use his Astronaut Gnar skin and reclassified as an Astro Brawler.

  • Ascended Meme: The name "Gnar" first appeared on an EU West forum two years before this champion's teaser was released, there was also another fan Champion concept using the same name.
  • The Baby of the Bunch: He's a very young prehistoric yordle that has a similar biological age as a four-year old human.
  • Badass Adorable: Gnar happens to be the cutest yordle since Lulu, the last female yordle released in 2012. Interestingly enough, Riot officially states that Gnar's kit synergizes well with Lulu, adding more Cuteness Proximity.
  • Battle Boomerang: His Q ability in Mini form. Unlike other boomerangs in the game, it doesn't automatically return to him, and he needs to properly catch it, otherwise it'll go on a very long cooldown.
  • Beware the Nice Ones: Gnar happens to be an energetic friendly yordle at heart, but piss him off and you'll face Mega Gnar (as Rengar had to find out the hard way).
  • Black Eyes of Evil: Averted, with Gnar's eyes being totally black but no sort of moral-standing is implied upon him.
  • Competitive Balance: He has two forms. A Glass Cannon\Fragile Speedster Long-Range Fighter Mini form, and a Lightning Bruiser Close-Range Combatant Mega form. He also has almost no control of when he swaps forms, meaning players will need to get skilled with both forms and monitor the transitions to maximize his effectiveness.
  • Contemporary Caveyordle: Easily identifiable from modern yordles by his prominent lower canines, his adorably fluffy tail, and his tendency to turn into a giant hulking deathbeast when angry.
  • Cute, but Cacophonic: His mini form's vocal tone. His Mega form is conversely deep and vicious.
  • Difficult, but Awesome: He's one of the most difficult champions to play given how his kit works, rage mechanic and his somewhat poor early-game (see Magikarp Power below). Once mastered, at least decently, he can be a powerful duelist/playmaker and devastating to play against.
  • The Dog Bites Back: Rengar is unknowingly hunting him in his backstory, and when Rengar sees him in yordle form, he doesn't know what Gnar turns into. While affable and friendly to the yordle at first, Gnar's babbling and wasting of time gets on Rengar's nerves, and he plucks away his boomerang and tosses it into a nearby tree to try and get the yordle to leave him be. Gnar is not amused.
  • Dynamic Entry: If Mini Gnar is ready to transform and casts Hop, he will transform in mid-air, and ideally be positioned for an immediate GNAR!
  • Everything's Better with Dinosaurs: Dino Gnar.
  • Fish out of Temporal Water: He's basically a Yordle Caveman, frozen in ice, who is unfrozen and ends up in the League.
  • Glowing Eyes of Doom: His eyes glow extremely brightly from inside that ice block.
  • Goomba Springboard: Gnar's Hop ability has him jump onto a point. If a unit is on that point, he'll bounce off it to jump again in the same direction. Use it when Gnar's transformation is beginning, and he'll "bounce" with the same AoE impact as Crunch, potentially turning it into a Goomba Stomp.
  • Ground Punch: Mega Gnar's Wallop ability - he rears up before smashing the ground with his front arms.
  • Ground Pound: Mega Gnar's Crunch ability has him jump into the air before landing onto a point painfully for enemies nearby.
  • Harmless Freezing: Apparently being frozen in true ice for long periods of time is Valoran's equivalent of going into stasis or cryosleep.
  • Hit-and-Run Tactics: Mini-Gnar's kit is built around this. His Hyper passive gives him movement speed ever third consecutive strike, his boomerang slows enemy movement down, and he has natural movement speed bonus in mini Gnar form.
  • Hulking Out: At the end of the teaser, Gnar is shown rapidly growing in size. And an actual gameplay mechanic with his passive.
  • Human Popsicle: Due to being in the wrong place at the wrong time, he was frozen in True Ice alongside countless Iceborn.
  • Involuntary Shapeshifter: Gnar has no control over when he loses his temper and goes Mega. For that matters, his players won't have too much control either, as he will soon transform once his rage bar gets filled up, leaving players only able to delay it a bit when that happens by not using any abilities or have it happen even sooner by using an ability.
  • Killer Rabbit: Daaawwwww....isn't he so cute...wait, is that his MEGA form!?! His splash art neatly foreshadows this, featuring him idly looking at the ground...but he's standing in a very large footprint while his front hands and a bit of his face have blood splattered on them.
  • Magikarp Power: Starts out weak, but becomes a ridiculously powerful duelist or ranged hypercarry late game if built properly.
  • Nice Guy: According to Riot Opeli, Gnar is a very friendly guy at heart and is willing make friends easily as long as they're nice in return. Opeli even thinks Lulu and Annie makes good friends with Gnar.
  • Ninja Pirate Zombie Robot: He's a caveman werewolf hunter Yordle.
  • Older Than They Look: Gnar's biological age is the equivalent of a human four year old. He also hails from an era where his people were essentially the ancestors of Yordles.
  • Prehistoric Monster: Mega Gnar absolutely qualifies.
  • Punched Across the Room: Mega Gnar's ultimate, GNAR!, has him toss enemies around him in a circle toward a direction. If they land into terrain from it, they'll be additionally damaged and stunned.
  • Red Eyes, Take Warning: They show in-game when his rage starts nearing its peak.
  • Retcon: In the Latin American forums around Gnar's release, a Rioter confirmed that Gnar was originally frozen by Anivia, who intended to preserve him and his potential to fight, presumably against The Watchers (who were responsible for the death of his parents). With his updated lore in 2018, however, it instead implies that while he was around in the time of the original Watcher apocalypse, he's since become ultimately unrelated to any of them and just happened to be in the wrong place at the wrong time, being frozen in True Ice by complete accident.
  • Ridiculously Cute Critter: His Mini form.
  • Sealed Badass in a Can: He was frozen in ancient times during Lissandra's Iceborn apocalypse, specifically in True Ice. Due to Watcher corruption, the seal is slowly breaking out, which allowed Gnar to emerge.
  • The Shadow Knows: In his default skin's splash art, you can see his shadow on the wall behind him... and it certainly doesn't look like his mini-form.
  • Sharp-Dressed Man: Gentleman Gnar; cane (his weapon), pocket watch (his Boomerang Throw skill), top hat and monocle included.
  • Shipper on Deck: In Dino Gnar's splash art, there's two figurines of Garen and Katarina, but instead of trying to beat the crap out of each other, it depicts on Katarina running towards Garen's embrace like a romantic couple. Uh-huh.
  • Throwing Your Sword Always Works: Super Galaxy Gnar replaces his boomerang for a laser blaster. He only shoots it when recalling.
  • The Unintelligible: Aside from "Gnar" most of his dialogue in his Mini form is nonsense, but might be a case of Speaking Simlish - that being said, he has lines where he is clearly attempting to mimic signature lines from other champions. His Mega form, however, is just straight-up roaring.
    Gnar, while spinning till he falls over: "Demaglio!"
    Gnar: "Tibbuhs!"

    Gragas, the Rabble Rouser
"If you're buying, I'm in!"

Voiced by: J.S. Gilbert (English), José Escobosa (European Spanish), Miguel Angel Ghiglizazza (Mexican Spanish), Shunsuke Sakuya (Japanese)

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

Equal parts jolly and imposing, Gragas is a massive, rowdy brewmaster on his own quest for the perfect pint of ale. Hailing from parts unknown, he now searches for rare ingredients among the unblemished wastes of the Freljord, trying each recipe as he goes. Often intoxicated and extremely impulsive, he is legendary for the brawls he starts, which often end in all-night parties and widespread property damage. Any appearance from Gragas must surely foreshadow drinking and destruction—in that order.

Gragas is a Vanguard champion who slams right into the enemy team, enduring incoming damage while throwing down powerful area-of-effect damage and crowd control.

  • With his passive, Happy Hour, Gragas takes a drink from his cask after using an ability, healing him based on his max health. This effect can only happen once every few seconds.
  • His first ability, Barrel Roll, rolls Gragas' cask to a target location, where it will ferment for a few seconds. Once the duration ends or the ability is reactivated the cask explodes, damaging and slowing nearby enemies; the strength of the damage and slow increases the longer the cask fermented.
  • With his second ability, Drunken Rage, Gragas guzzles down brew from his cask, reducing all incoming damage for a few seconds and transforming his next basic attack into a powerful cask slam that deals bonus damage to the target and other surrounding enemies based on their max health.
  • His third ability, Body Slam, makes Gragas charge in a target direction, stopping upon hitting an enemy, damaging, knocking back and stunning nearby foes. The ability's cooldown is reduced if he hits a target.
  • His ultimate ability, Explosive Cask, hurls Gragas' cask to a target location, causing a massive explosion that damages and knocks back surrounding enemies.

Gragas' alternate skins include Hillbilly Gragas, Scuba Gragas, Santa Gragas, Gragas Esq., Vandal Gragas, Oktoberfest Gragas, Superfan Gragas, Fnatic Gragas, Gragas Caskbreaker and Arctic Ops Gragas.

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

    Graves, the Outlaw
"Dead man walkin'."

Voiced by: Kyle Hebert (English), José Escobosa (European Spanish), Humberto Solorzano (Mexican Spanish), Hiroshi Shirokuma (Japanese)

"We’re here for your gold, not your heads, so don’t nobody decide to be a hero."

Malcolm Graves is a renowned mercenary, gambler, and thief—a wanted man in every city and empire he has visited. Even though he has an explosive temper, he possesses a strict sense of criminal honor, often enforced at the business end of his double-barreled shotgun Destiny. In recent years, he has reconciled a troubled partnership with Twisted Fate, and together they have prospered once more in the turmoil of Bilgewater’s criminal underbelly.

Graves is a Specialist champion who is encouraged to fight up close and personal despite being ranged, unleashing powerful short range burst damage with his shotgun.

  • His passive, New Destiny, changes how his basic attacks work: instead of a targeted projectile, his shotgun fires a spray of pellets in a cone in front of Graves with each attack, each pellet damaging the first enemy it hits. Graves can fire a maximum of two shots before he has to reload his shotgun.
  • With his first ability, End of the Line, Graves fires a shell in a target direction that damages enemies in its path and leaves behind a powder trail. After a short delay, or upon hitting terrain, the shell explodes, igniting the powder to create a T-shaped explosion that damages enemies inside.
  • His second ability, Smoke Screen, fires a smoke canister at a target location, damaging and slowing nearby enemies and creating a smokescreen that briefly prevents enemies inside from seeing outside the smoke.
  • With his third ability, Quickdraw, Graves dashes in a target direction, reloading one shot while gaining one stack of True Grit, or two if he dashes towards an enemy, that increases his armor. Damaging an enemy champion with his basic attacks reduces the ability's cooldown and refreshes the duration of True Grit stacks.
  • His ultimate ability, Collateral Damage, fires an explosive shell in a target direction while pushing Graves back from the recoil. The shell deals heavy damage to the first enemy it hits and explodes upon hitting a target or reaching the end of its path, sending out shrapnel that damages enemies in a cone-shaped area.

Graves' alternate skins include Hired Gun Graves, Jailbreak Graves, Mafia Graves, Riot Graves, Pool Party Graves, Cutthroat Graves, Snow Day Graves, Victorious Graves, Praetorian Graves, and Battle Professor Graves.

In season 1 of Teamfight Tactics, Graves is a Tier 1 Pirate Gunslinger. His Buckshot is a passive ability that causes his basic attacks to deal bonus damage and hit all enemies in a cone-shaped area. He was removed in season 2. He returns in season 3 as a 1 cost Space Pirate Blaster, sporting his Smoke Grenade ability which causes all champs to miss for 4 seconds.

  • American Accents: A gravelly Southern drawl.
  • Badass Baritone: His voice is very gravelly.
  • Badass Beard: As pictured.
  • Badass Cape: Bit shorter than most, being more of a shawl.
  • Badass Normal: Which contrasts him with Twisted Fate. While TF is a magically-charged, teleporting Death Dealer, Graves is just a man with a big gun and an even bigger chip on his shoulder.
  • Bash Brothers: Cons and fights alongside Twisted Fate. After a long stint of antagonism following a botched scheme and miscommunication, they've reconciled.
  • BFG: That shotgun of his is unnecessarily large, but boy, does it get results, capable of tearing enormous chunks out of any unfortunate object or even-more unfortunate living victim in its path.
  • Card Sharp: In his past. He met Twisted Fate when both drew a hand of four aces at a high-stakes card-game's end.
  • Cigar Chomper: He was introduced as such in A New Dawn. It was added to his current splash art, but due to foreign policies on depictions of smoking, the cigar is only visible in certain regions. According to Twisted Fate, he's given up the habit as of Legends Of Runeterra, though he still carries it with him.
  • Close-Range Combatant: He's this compared to the vast majority of ranged carries, having short autoattack and ability range (with the exception of Collateral Damage) but getting nice bonuses for constantly staying up close to his opponents. His dash ability is even intended to be used offensively, giving him a defensive bonus and having its cooldown lowered by attacking, though it can certainly be used to get out of bad situations too.
  • Cool Shades: Hired Gun Graves wears a pair.
  • Crutch Character: His short autoattack range and burst will definitely fall flat late game since teamfights mostly prioritize on attack damage carries. Winning the game as quickly as possible is very essential for Graves to be useful. This is less true after his rework, now that his damage scales way better thanks to his new passive.
  • Cutscene Power to the Max:
    • A little in A New Dawn. While Graves was very obviously using Buckshot (You can see three bullets flying out of his shotgun), each of his shots against Nautilius looked like his ultimate, Collateral Damage. Also his range on Katarina, when he forced her to flee. He has one of the lowest ranges in the game but his bullets chased her into the trees with deadly accuracy. His Smokescreen was also made out to be larger than it actually is.
    • Similar in Bilgewater: Burning Tides, where his shotgun is almost always a One-Hit Kill (which, granted, is how they usually work in real life). Twisted Fate is extra careful to not get caught by it, and in one scene it blows a merchant's leg off.
  • Death Seeker: During Burning Tides he was more than accepting that he would likely die trying to take revenge on Twisted Fate. Since that event and making amends with TF he's mellowed out.
  • Difficult, but Awesome: His kit involves dealing a lot of burst damage that scales well in attack damage, having a skill that blocks vision on enemy champions, and a nice dash that boosts his defensive stats. However, all of this involves dealing damage at relatively close range, which is relatively dangerous for an attack damage carry. Thankfully, thanks to his rework, getting close to Graves is highly inadvisable, considering his close-range damage rivals or even surpasses that of assassins.
  • Foil: To Twisted Fate — Twisted Fate is an ability-power scaling mage whose kit makes him poor for head-on fights against most other champions, encouraging you to stay away from enemies almost all of the time save for when you can place yourself in a position where you have a significant numbers/health advantage, likely with his ultimate. Graves is an attack-damage scaling marksman whose kit encourages getting into your enemies' face as much as possible and his passive makes him naturally hardier than other carries to facilitate aggression.
  • Gameplay and Story Integration: At the end of Burning Tides, Graves loses his weapon, Destiny, and remarks that he'll have to pick up a new weapon in Piltover. Then came his rework, which changed how his basic attacks and abilities function, and fittingly his changed passive's name to New Destiny.
  • Gallows Humour: His taunts and jokes in a nutshell.
  • Glass Cannon: Subverted Trope — amongst the marksman category, due to the fact that his base stats are closer to a melee champion's than a long-ranged one's. Graves trades in range and sustained damage for innate survivability and burst, making him unique for a ranged champ. Due to the nature of his basic attacks, Graves functions more like a melee champion than a marksman, and he can make assassins regret jumping on him.
  • The Gunslinger: He's heavily designed with wild west motifs in mind, though his choice of gun is an enormous hextech shotgun.
  • Heroic Sacrifice: Blows himself up after his gun is shattered by Nautilus's anchor and he lies dying against a monolith in the "A New Dawn" cinematic, destabilizing the pillar enough for it to start tipping and eventually flatten the lumbering behemoth.
  • Homing Boulders: Averted with regards to his basic attacks. Unlike nearly every other ranged basic attack in the game, Graves' shotgun fires projectiles which move on a set path and stop at the first unit hit, which may not necessarily be the one the player originally targeted. While he benefits from the Spread Shot nature of his attacks, this consequently means that anything that can intercept your shots (including minions and turrets) can completely bungle his engages.
  • I Call It "Vera": His original shotgun was named "Destiny", and its replacement shares a similar name of "New Destiny", likely because "destiny" contrasts with Twisted Fate's luck theme.
  • Interface Screw: It's uncomfortable to realize in hindsight your team just lost a teamfight because Graves used his Smokescreen ability on your backline to turn the fight into a 3-4v5 in his team's favor for a few seconds.
  • Irony: He has lines in-game for noting the irony of using his Smokescreen ability on Nocturne (which blocks off vision for enemies inside it to just within the smoke, while Nocturne has an ultimate that globally cuts off the vision of all enemy champions to only what they personally can see [and Nocturne is especially known for his disturbing laughter or taunts upon using his ultimate])
  • Jerkass Realization: He's shaken when TF tells him that he and the rest of their former gang had tried to bust Graves out of jail after he was imprisoned- and not only did they fail, everyone except TF died in the attempt. Graves goes on to realize that TF was right- it was his own fault he'd been captured during their last job together (Graves refused to cut and run with TF, preferring to do everything his own way and then blaming TF for not backing him up) and he only had himself to blame for his ten years in the slammer.
  • Leeroy Jenkins: He was apparently like this back in his partnership with TF, which only grew more pronounced after TF's betrayal. In "Double-Double Cross", shows that even years later, he hasn't particularly changed in this aspect.
  • Lighter and Softer: Originally Graves was a very grim, dour, humourless champion, entirely defined by his hatred of Twisted Fate and his years in the slammer. After a combination of Retcons (Twisted Fate didn't ruthlessly sell him out for power any more) and character development (the events of Burning Tides), he's been a much lighter, goofier character, back to hustling his way through Bilgewater as usual with Twisted Fate as his best friend and partner once again. In "Double-Double Cross" he's outright comedic.
  • Ludicrous Gibs: The effects of his shotgun on normal humans in Burning Tides are pretty close to this, literally dismembering people or tearing them to bloody scraps with a single shot.
  • The Mafia: Mafia Graves, natch. Complete with a Thompson Machine Gun SHOTGUN.
  • Marked Bullet: Or shell, rather. The explosive shell that he uses to take down Nautilus in A New Dawn has the words "End of the Line" written on it.
  • Nerf: He was horrendously powerful upon release despite his short range, having tremendous burst damage and natural durability comparable to most bruisers. To put this in perspective, he was as tanky as Irelia in an extended fight while also packing enough damage to one-shot a half-health marksman with a single cast of his q at point-blank range. Needless to say, he got hit with the nerf bat pretty hard, bringing him into line with his peers quite nicely.
  • Not the Intended Use: His nature as a close-range marksman often took him between bottom and top lane, but with his season 6 rework, many of his newfound features were discovered to be exceptionally useful in the jungle (short-ranged, but great AOE burst with his auto-attacks that has CC for minions, additional burst with his Q that works faster if it hits a wall, an incredibly useful blind/slow with his W, mobility and tankiness with his E, and a decently low-cooldown burst ultimate). Eventually, Riot decided to just roll with it and he's now a jungle-exclusive champion.
  • Outlaw: He is "The Outlaw", after all. Crime is just regular business for Graves.
  • Rated M for Manly: A grizzled, bearded Cowboy Outlaw with a BFG shotgun, a passive of True Grit and says "I ain't got time to bleed." - statement brought to you from the man who narrated DRAGONBALL Z! for us in Bold Inflation.
  • Recoil Boost: Collateral Damage pushes Graves back when he uses the ability.
  • Shirtless Scene: Pool Party Graves walks around with nothing but a towel covering his chest. The creation of the skin was most likely influenced by the many threads asking for a shirtless Graves skin meant to give the female players some fanservice.
  • Short-Range Shotgun: Graves's weapon, New Destiny, has a number of unique attributes that make it function similarly to a double-barrel shotgun, including a spread shot and reloading after two shots.
  • Shotguns Are Just Better: He carries a shotgun of the Magitek variety.
  • The Smart Guy: On Ahri's team in A New Dawn. He's more street smart than tech smart, of course, able to easily predict when Katarina would appear behind him. Also seems to be Rengar's buddy in the cinematic.
  • Smoke Out: His Smokescreen ability stops enemies within it from seeing anything outside unless they are being attacked by them. It doesn't tend to work all that well for an escape, but as an offensive tool it can shut down opposing ranged champion hard.
  • Splash Damage Abuse: His ultimate is a skill shot, so as a squishy you'd probably think that standing behind the tank and letting him soak it or just getting out of range would be a good idea, right? Try it; it's just what Graves wants you to do. You'll realize it once a third of your HP gets hacked off by the ensuing explosion.
  • Taking You with Me: In A New Dawn, he gets mortally wounded by Nautilus' anchor but detonates his special Collateral Damage shotgun shell to bring down a nearby monolith on top of him and the Titan of the Depths.
  • Violation of Common Sense: If you're experienced with ranged carries, you'll probably find it very counter-intuitive to constantly dash closer to enemies instead of maintaining as much distance as possible in most cases. On the other hand, if Graves is the first ADC you get good at, this tactic does not carry over well to other ADC's who lack damage incentives to get close and built-in toughness mechanics.
  • Walking the Earth: Was forced to travel from and between the city-states in his past when things got too hairy for him, being an outlaw making an unsavory living from the underground.
  • We Used to Be Friends: Twisted Fate and he swindled people and scrapped against the inevitable discontentment together until Twisted Fate bailed on a job he saw was going south, while Graves charged in expecting backup. They're partners again after Miss Fortune nearly blows Bilgewater to bits and they manage to escape together.

    Hecarim, the Shadow of War
"Behold the might of the Shadow Isles!"

Voiced by: Scott McNeil (English), César Díaz Capilla (European Spanish), Ruben Moya (Mexican Spanish), Hiroshi Shirokuma (Japanese)

"Break their ranks and ride them down without mercy. Crush the living and feast on their terror."

Hecarim is a spectral fusion of man and beast, cursed to ride down the souls of the living for all eternity. When the Blessed Isles fell into shadow, this proud knight was obliterated by the destructive energies of the Ruination, along with all his cavalry and their mounts. Now, whenever the Black Mist reaches out across Runeterra, he leads their devastating charge, reveling in the slaughter and crushing the foe beneath his armored hooves.

Hecarim is a Diver champion adept at using his high speed to dive right into the enemy team, spreading chaos and mayhem while he hacks and slashes his way through.

  • His passive, Warpath, increases Hecarim's attack damage based on his movement speed.
  • With his first ability, Rampage, Hecarim cleaves nearby enemies with his halberd, damaging them. Hitting a target briefly increases the damage and reduces the cooldown of further uses of Rampage, stacking up to two times.
  • His second ability, Spirit of Dread, surrounds Hecarim with a ghostly aura of dread for a few seconds that continuously damages enemies inside it. Hecarim is healed by a percentage of all damage dealt to enemies inside the aura.
  • His third ability, Devastating Charge, grants Hecarim bonus movement speed that increases over the next few seconds and allows him to move through units. His next basic attack makes Hecarim charge at the target from a distance, dealing bonus damage and knocking them back, increasing based on distance traveled.
  • With his ultimate ability, Onslaught of Shadows, Hecarim summons a host of spectral riders and charges alongside them towards a target location, damaging enemies in their path. Enemies around his final destination are feared, forced to flee from Hecarim by a duration that increases the longer he charged.

Hecarim's alternate skins include Blood Knight Hecarim, Reaper Hecarim, Headless Hecarim, Arcade Hecarim, Elderwood Hecarim, Worldbreaker Hecarim, Lancer Zero Hecarim, and High Noon Hecarim.

In Legends of Runeterra, Hecarim is a 6-mana 5/5 Shadow Isles Champion with Overwhelm, who summons two attacking 2/2 Spectral Riders with Ephemeral whenever he attacks. When his controller attacks with 7 or more Ephemeral allies during a game he levels up, gaining +1/+/1 and passively giving all Ephemeral allies +3/+0. His signature spell is Hecarim's Onslaught of Shadows.

  • Ambition Is Evil: Most of Hecarim's actions in life were driven by this, from leaving his master to die for not naming Hecarim his successor as Knight Commander of the Iron Order to murdering Kalista in order to secure his role as the Ruined King's favored servant. In death, Hecarim is less ambitious and more psychotically obsessed with violence.
  • Arch-Enemy: Kalista is this, whenever she can seperate herself from her Mind Hive enough to remember him clearly. A more clear-cut example would be Commander Ledros, who loved Kalista and blames himself for not being fast enough to save her from Hecarim's betrayal.
  • Attack! Attack! Attack!: Hecarim's entire kit places emphasis on charging straight in and hacking away until something is dead. His Rampage ability is meant for this, lowering the cooldown by a second each time it hits an enemy down to a cap, and can be spammed almost endlessly due to its low cost. Spirit of Dread heals him for a percentage of the damage enemies take within its circle while it's active. Smashing your enemies is now both fun and healthy! On the other hand, this all leaves him limited options besides "tactical withdrawal" and "full-out assault", unlike some other junglers.
  • Attack of the 50-Foot Whatever: His Worldbreaker skin in the splash art is huge, easily making him one of the canonically biggest champions. Naturally, this does not translate to gameplay; he's no bigger than the already big standard skin Hecarim.
  • Blade on a Stick: Wields a barbed lance, two of his skins swap it out for a different weapon however.
  • Blood Knight: One of his skin names, but applies to Hecarim as a whole.
  • Body Horror: When the Ruined King triggered the doom of the Shadow Isles, Hecarim's fate was to be fused with the horse he was riding at the time.
  • The Cavalry: Most junglers fulfill this role at some point or another but Hecarim takes it to a more literal level, galloping full-speed into the fray then smashing into the enemy's flank unexpectedly.
  • Chronic Backstabbing Disorder: His expanded backstory from the Shadow and Fortune story reveals that he suffered from a serious case of this in life. He not only left the Knight Commander of the Iron Order to die during a battle, but also literally stabbed Kalista in the back after promising to support her in the event that negotiations with the Blessed Isles broke down.
  • Cursed With Awesome: While most spirits of the Shadow Isles are miserable monstrosities, Hecarim rivals Thresh with how much he revels in his immortal, undead form. Happily leading his similarly undead Iron Order to wreak havoc on the Isles.
  • Death-or-Glory Attack: Hecarim seems to be built around this. Devastating Charge and Ghost into the enemy team followed up by Onslaught Of Shadows is a very powerful initiation maneuver that can throw their formation into disarray. However, this puts him right into the thick of it and thus depends on his team to follow up so that damage-into-healing from Spirit of Dread can keep him alive- if anything goes wrong he's probably screwed.
  • Dynamic Entry: A typical Hecarim gank involves starting Devastating Charge ahead of time, barreling straight into a lane, then knocking the victim toward his teammates, possibly following up with Onslaught of Shadows. This happens so fast that he can successfully gank even if the enemy saw him ahead of time and began to retreat as he approaches, something that few junglers can claim to do.
  • Evil Sounds Deep: Hecarim probably has the second-deepest voice in the entire game after Nautilus, which makes for one intimidating centaur-ghost-knight thing when combined with the spooky echo and the depressing things that he says.
  • Fake Difficulty: Like Cho'gath, Hecarim is large enough to physically cover smaller teammates like Yordles, potentially forcing enemies to target him instead of his tiny friend.
  • Faux Flame: He and his lance are wreathed in a blue spectral fire.
  • Foe-Tossing Charge: His Devastating Charge ability knocks enemies back. Onslaught of Shadows is a Foe Scattering Charge that causes enemies around him to run directly away from him when he stops.
  • Fragile Speedster: He starts off like this, having below-average dueling potential or toughness relative to other comparable fighters. He does, however, have impressive mobility with Devastating Charge that lets him roam around rather quickly and gank lanes relentlessly. The goal of many Hecarim builds is to capitalize on this and build items that let him become a Lightning Bruiser so that he becomes a terror later on in teamfights. It definitely helps that his Warpath passive gives him more hitting power the faster he runs.
  • Glass Cannon: He's this by default, though building towards survivability is a good idea to keep him alive after he plows into the enemy team and spreads havoc.
  • Headless Horseman: Literally with Headless Hecarim, although he does wear a pumpkin on his shoulders, much like The Headless Horseman of Sleepy Hollow.
  • Healing Factor: Gains health based on damage dealt around him when activating Spirit of Dread. It's not much early on but activating it at the right moment in all-out teamfights allows him to soak up absurd amounts of damage.
  • Hellish Horseman: Oh yes. He's a terrifying undead, spectral centaur that will ride you down and kill you agonizingly just because he can.
  • Horsemen of the Apocalypse: A literal horse/man of War.
  • Horse Jump: Devastating Charge lets him hop over small walls to reach an enemy and his ultimate lets him pass through any terrain for a moment.
  • Ineffectual Loner: Sort of. He works well as a jungler and can roam around independently but overall he depends on being near his teammates lategame to maximize the healing effect of Spirit of Dread.
  • Kick the Son of a Bitch: Like most beings from the Shadow Isles, he's one of the many victims of the Ruined King's curse, but It's really hard to feel sorry for him considering his history of slaughtering various people for his ambition gains, and his own enjoyment including betraying Kalista, and slaughtering those in the Blessed Isles ultimately leading to the curse.
  • Lightning Bruiser: The more movement speed he gains, the stronger he gets. And he can be built to be tanky as hell. Good luck.
  • Night of the Living Mooks: On a smaller scale; Onslaught of Shadows conjures up a host of undead riders that flank Hecarim's charge for a moment.
  • Nonhuman Undead: A spectral centaur.
  • Our Ghosts Are Different: Well, being a ghost-centaur is pretty different on his own. His armor and helmet are perfectly normal-looking, but his body is blue underneath and radiates blue flames along with his weapon.
  • Significant Anagram: "Hecarim" is "chimera" rearranged.
  • Spam Attack: Rampage can be used up to every 2 seconds and hitting something with it reduces the cooldown on the next use. This and autoattacking make up most of his damage output; players often build a Sheen due to Rampage's sheer spam potential so that every other autoattack now hits doubly hard.
  • Spin Attack: Rampage (again) has him spin his lance around him.
  • Super-Persistent Predator: It's difficult to shake off a Hecarim chasing you down, between his high movement speed, his capacity to trample through everyone in his path, and his ability to follow escapes over walls.
  • Was Once a Man: Like all those who were present during the Ruination, Hecarim was once a normal human. Now he's a spectral monstrosity fused from the waist down to his horse.

    Heimerdinger, the Revered Inventor
"Indeed, a wise choice."

Voiced by: Dennis Collins Johnson (English), Jason Palmer (English/Legends of Runeterra), César Díaz Capilla (European Spanish), José Luis Orozco (Mexican Spanish), Natsuki Hanae (Japanese)

"Impossible, you say? Nonsense. Just wait till you see my calculations!"

A brilliant yet eccentric yordle scientist, Professor Cecil B. Heimerdinger is one of the most innovative and esteemed inventors Piltover has ever known. Relentless in his work to the point of neurotic obsession, he thrives on answering the universe’s most impenetrable questions. Though his theories often appear opaque and esoteric, Heimerdinger has crafted some of Piltover’s most miraculous—not to mention lethal—machinery, and constantly tinkers with his inventions to make them even more efficient.

Heimerdinger is a Specialist champion who uses his versatile inventions to deal with different situations, deploying significant sustained damage, burst and crowd control as needed.

  • His passive, Hextech Affinity, increases his movement speed when he is close to an allied tower or one of his turrets.
  • His first ability, H-28G Evolution Turret, passively stores charges, up to three. When activated, Heimerdinger spends a charge to deploy a turret that attacks nearby enemies with rapid-fire projectiles and a pass-through laser that charges slowly over time or by hitting enemies with his other abilities.
  • With his second ability, Hextech Micro Rockets, Heimerdinger sends out a wave of rockets that converge at a target location and then fan out, each damaging the first enemy it hits.
  • With his third ability, CH-2 Electron Storm Grenade, Heimerdinger lobs a shock grenade to a target location that damages and slows nearby enemies. Enemies in the center of the explosion are stunned instead.
  • His ultimate ability, UPGRADE!!!, makes his next ability free to cast and greatly enhances its effects:
    • H-28G Evolution Turret becomes H-28Q Apex Turret, deploying a much larger temporary turret that has bonus health and damage. Its rapid-fire machine gun attack also damages enemies around its main target and slows all targets hit, while its pass-through laser charges much more rapidly.
    • Hextech Micro Rockets becomes Hextech Rocket Swarm, sending out a devastating barrage of four waves of rockets that deal increased damage to the first enemy they hit.
    • CH-2 Electron Storm Grenade becomes CH-3X Lightning Grenade, lobbing a grenade that bounces three times, each bounce damaging and slowing nearby enemies, or stunning those in the center of the blast.

Heimerdinger's alternate skins include Alien Invader Heimerdinger, Blast Zone Heimerdinger, Piltover Customs Heimerdinger, Snowmerdinger, Hazmat Heimerdinger, Dragon Trainer Heimerdinger and Pool Party Heimerdinger.

In Legends of Runeterra, Heimerdinger is a 5-mana 1/3 Piltover & Zaun Champion. Whenever his controller casts any spell, he generates a Turret follower in his hand depending on its cost, each of which has Power equal to the mana cost of the spell that created it and 1 Health and a different ability, except for spells costing 8 or more which generate an 8/8 T-Hex. The Turrets are Fleeting when created, but cost 0 mana on the turn they're created (although if sent back to their controller's hand they aren't Fleeting and regain their usual cost). When Heimerdinger sees 12+ Power worth of his Turrets played he levels up, gaining +1/+1 and granting all further Turrets he creates +1/+1. His signature spell is Heimerdinger's Progress Day.
  • Absent-Minded Professor: A brilliant inventor? Yes. Scatter-brained, prone to losing track of his experiments, and hard for most people to understand? Also yes.
    Heimerdinger: I seem to have misplaced my latest work. And my mezzanine. I'm concerned about my bot, but the shrieking from the ceramics research laboratory gives me hope!
  • The Ace: Is considered this among the inventor Yordles, which includes fellow League champions Ziggs and Rumble.
  • Ascended Meme: After his visual update, he gained a reference to the "raise your dongers" meme.
  • Death of a Thousand Cuts: His specialty. He has notable burst in his micro-rockets, but the real damage comes from when you rush through his turrets and eat a stun grenade to the face, allowing the toylike machine guns you ignored to tear you to pieces.
  • Difficult, but Awesome: Zig-zagged; it's not at all hard to play him to a competent degree, as his turrets are especially good at zoning and punishing uncoordinated enemy teams. Playing him in a high competitive setting, however, is much trickier due to his lack of obvious options, but that's not to say he's completely useless. There's a surprisingly large amount of mechanics regarding his turrets and how his abilities interact with them (which the game itself doesn't make especially clear), with there being plenty of ways to fully maximize their power through unorthodox, if tricky combos.
  • Einstein Hair: Fittingly for his eccentric scientist theme, he has a lot of wild hair.
  • Gentleman Snarker: He has the disposition of an (admittedly eccentric) professor, and he never needs to sacrifice it in exchange for wit.
    Jinx: You build the vroom-vrooms, and I'll do the kchachachooooo--za!
    Heimerdinger: Ah, I see we're using technical terms.
  • Glamour: According to the "Paint the Town" comic, Heimerdinger devised a "visual transmogrification charm" to allow him and Ziggs to work in Piltover without revealing their yordle nature. Though oddly, his appearance in "True Genius" has him walking around undisguised with no reaction from other Pilties.
  • Hair of Gold, Heart of Gold: His hair/fur is blonde (aside from around his face) and he's a generally well-meaning scientist, if a bit eccentric.
  • Hammerspace Hair: He stores a number of gadgets in his hair, including a claw and a rocket he uses in his recall.
  • Head Pet: Pythagoras for Dragon Tamer Heimerdinger.
  • Humongous Mecha: In Legends of Runeterra, among many of Heimerdinger's inventions present as units, the T-Hex is among his strongest, largest (towering in at 652 feet), and he considers it his finest creation.
  • Innocent Blue Eyes: Revealed in "True Genius" that underneath the big blue goggles he has big blue eyes.
  • Insistent Terminology: Even in tooltips, it's UPGRADE!. All caps, exclamation point mandatory.
  • Labcoat of Science and Medicine: Pre-VU. This has been averted with his current appearance, where he wears a dark blue/teal coat that gives off more of a mechanic vibe. (Which still makes sense, given how much time he spends with machinery in particular.)
  • Last-Name Basis: It wasn't until his rewritten lore was released that we were even made aware that Heimerdinger wasn't his entire name. His full name is Professor Cecil B. Heimerdinger.
  • Macross Missile Massacre: His bread and butter poke ability, a wave of rockets that quickly converge on wherever your cursor is, then spreads out. And then you UPGRADE! it becomes a bullet hell for your enemy.
  • More Dakka: You can place up to three turrets to augment your zoning potential.
  • Non-Fatal Explosions: Blast Zone Heimerdinger shows all the signs of having been in one.
  • The Professor: He definitely evokes the vibe of a stereotypical, frenetic Einstein-ian scientist archetype, albeit one focused on magical engineering.
  • Retcon: On release in 2009, Heimerdinger had settled down in Piltover (then called "Piltdown") along with several like-minded yordles, forming a famous Yordle Academy of Science and Progress. He had also performed an experimental procedure on himself to gain access of more of his brain, inadvertently resulting in him developing a huge, brain-shaped head. With his 2014 VGU, as well as general lore retcons making yordles much more rare and mysterious among Runeterra, these traits became majorly downplayed.
  • Ridiculously Cute Critter: Pythagoras, the baby dragon Dragon Tamer Heimerdinger wears on his head, as well as the other baby dragons he uses as turrets. The skin's /dance emote is quite possibly THE single cutest thing in the entire game, poros included.
  • Science Foils: With Ziggs. While the two respect each other and collaborate together (running a shop in Piltover, building mecha Malphite), Heimerdinger is more cautious and straight-laced than his pupil. Also while Heimerdinger tends to specialize in mechanical engineering, Ziggs specializes exclusively in explosives... which can get on Heimerdinger's nerves.
    Heimerdinger: Have you considered making quieter hexplosives?
  • Sesquipedalian Loquaciousness: He's not too bad with his in-game quotes aside from a few bits of scientific jargon, but "Paint the Town" really dials up the comically and unnecessarily long word choices. Ziggs even calls him a "walking thesaurus."
  • Skill Gate Character: In lower levels, his turret setups and other complementary skillshots make him an utter nightmare for uncoordinated enemy teams, making him a pushing monster who when fed can turn into an "Instant Death" Radius. Once you go in higher levels, however, you're more likely to run into enemies who know how to simply poke him and his turrets out from long range (either by active counterpicks or lane swapping), or just dogpiling onto him while he's overextended and/or before he can set up his turrets.
  • Took a Level in Badass: Meta-wise, he made a rather unbelievable jump in professional leagues around mid-season 8, where an enormous meta shift that reduced the effectiveness of marksmen (one of his bigger weaknesses) resulted in bizarre marksmen-less comps running across the entire game. Previously, Heimerdinger has consistently been recognized as pretty much worthless or extremely niche in professional contexts, but following this shift, he started to see regular play and success in the LCS due to his heavy push/poke and anti-dive nature becoming perfectly viable in the meta.
  • The Turret Master: His unique ability. He can have up to three turrets out at once.
  • Weak Turret Gun: Their HP is about at par with the melee minions', and that's at their best. The damage starts off at caster minion level, then it gets better - the base damage can't match champion autoattacks, but it does scale with Heimerdinger's ability power. At least they fire somewhat rapidly. Of course, they're meant to supplement Heimerdinger's attacks, not be self-sufficient.
  • We Do Not Know Each Other: At the end of "Paint the Town", after Ziggs semi-willingly goes with Jinx on a destructive explosion spree throughout Piltover and ends up revealed as a yordle to the public, he spots a still-glamoured Heimerdinger in the crowd and pleads for him to tell them he's not dangerous. Unfortunately, given how disobedient and troublesome he had become by that point, Heimerdinger has no choice but to say "I... don't know what this creature is talking about."

Alternative Title(s): League Of Legends G, League Of Legends H


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