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    Galio, the Colossus 
https://static.tvtropes.org/pmwiki/pub/images/galio.jpg

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), Shunsuke Sakuya (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 defending his allies and forcing enemies to attack him, while also dealing substantial area-of-effect damage. His passive, Colossal Smash, causes his next basic attack every few seconds to deal bonus damage to the target and other enemies around them, scaling with his magic resist in addition to his ability power. The cooldown of this effect is decreased whenever he hits an enemy champion with an ability. With his first ability, Winds of War, Galio flaps his wings, sending out two gusts of wind towards a target location that damage all enemies they pass through. Once they reach their destination they converge into a twister for few seconds, continuously damaging all enemies inside. His second ability, Shield of Durand, passively grants Galio a magic damage-absorbing shield if he avoids taking damage for a few seconds. When activated, Galio enters a defensive stance, reducing all damage he takes but moving at reduced speed. When he reactivates the ability, he taunts all nearby enemies, briefly forcing them to attack him; the range and duration of the taunt increase the more time he waits before reactivation. His third ability, Justice Punch, makes Galio dash in a target direction, damaging and knocking up all enemies he collides with, stopping upon hitting an enemy champion or wall. With his ultimate ability, Hero's Entrance, Galio leaps into the air and flies towards an allied champion in a huge radius around him, also reducing damage they take until he arrives. He then lands at their location with a ground-shattering punch that damages and knocks up all nearby enemies, with those at the center of impact being knocked up for a longer duration.

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


  • 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.
  • 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. It's basically like Aatrox's Dark Flight on steroids.
  • 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.
    "HI, EVERYBODY!"
  • 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.
    (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 
https://static.tvtropes.org/pmwiki/pub/images/gangplank_originalloading18.jpg

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), Hideaki Tezuka (Japanese/Current)

"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 that is highly versatile, centered around charging in and out of combat while using deadly, explosive barrels for damage alongside global utility. His passive, Trial by Fire, ignites his sword every few seconds, causing his next basic attack to set his target on fire, dealing bonus damage over time and granting Gangplank a movement speed boost. With his first ability, Parrrley, Gangplank shoots a nearby enemy with his flintlock, damaging them. If the shot kills its target, Gangplank receiver plunder in the form of gold and Silver Serpents, a unique currency that he can use to upgrade his ultimate ability. His second ability, Remove Scurvy, heals Gangplank and frees him from crowd control effects by having him eat a large amount of oranges. His third ability, Powder Keg, stores charges over time, up to a maximum of three. When activated, Gangplank spends a charge to plant a barrel at a target location that will explode when he hits it with a basic attack or Parrrley, damaging and slowing all nearby enemies while immediately activating his Trial by Fire passive. Barrels that are close enough together will explode in a chain reaction if one is detonated. However, if an enemy hits the barrel before Gangplank does it will disappear harmlessly and grant them gold. With his ultimate ability, Cannon Barrage, Gangplank signals a large area anywhere on the map for his ship to fire at, calling down several waves of cannonballs that damage and slow enemies inside the area for a few seconds.

Using the Silver Serpents gained with his Parrley ability, Gangplank can buy up to three upgrades for his Cannon Barrage ability: Death's Daughter fires a larger cannonball to the center of the area when the barrage starts, dealing bonus true damage and massively slowing all enemies it hits; Raise Morale grants allies inside the area bonus movement speed; Fire at Will increases the number of cannonballs fired, improving the overall damage dealt by 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 and Pool Party Gangplank.


  • 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.
  • 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:
    • Only it's cannon barrage is seen in game, but official artwork of the Dead Pool, prior to its destruction in the Burning Tides, shows it to be straight-up badass-looking.
    • His new ship, the Leviathan, which he stole from SWAIN of all people, would also qualify for this, since apparently it was Noxus' largest war galleon.
  • Critical Hit: His Parrrley ability is famous for its potential with them — most abilities cannot critically hit, or technically may critically hit from the attack the ability modifies, but completely ignores the ability's damage numbers. Parrrley can both critically hit and adds in the ability's base damage numbers before multiplying to lead to some very devastating damage bursts if he's lucky. Funny enough, pre-second visual update, he's been using his gun as a crit for even his auto attacks at close range.
    • Critical Hit Class: Because of this, he's one of the very few champions that can take this build and make it work. In addition, this leads to the nickname of "Critplank".
      • The Last of These Is Not Like the Others: His Parrrley along with being able to crit, is actually a unique on-hit proc ability, especially when taking into consideration Spellblade from Sheen, Lich Bane, Iceborn Gauntlet and Trinity Force, Statikk Shiv's lightning and EVEN Tiamat/Ravenous Hydra (an item programmed to only be for melee based champions-abilities). However, Parrrley is actually considered to be a melee-based attack in the game's coding, despite it being a projectile (e.g. can be blocked by Yasuo's Wind Wall and by that proxy functions like Yasuo's third-cast standalone Q as well). It's because of this that adding to the critical damage his Parrley can inflict allows for some nasty burst if he's sufficiently fed. However, the one actual on-hit effect that Parrrley cannot proc is his default passive, Trial by Fire, which is also something his Powder Keg also cannot proc, but can bring back off of cooldown instantly.
  • Darker and Edgier: Pre-update, Gangplank has the vibes of being a jolly pirate in addition of being a ruthless one. To match up with Riot's vision of Bilgewater being more lawless due to being near the Shadow Isles, Gangplank post-update is portrayed as more of the ruthless pirate king than the jolly one. Heck, his splash art for Captain Gangplank is basically him in the middle of a Cold-Blooded Torture on a poor sap!
    • The scene is revisited in Act 1 of Burning Tides, where he's carving an image of the Mother Serpent into a formerly mutinous crew member's leg bone. While the poor sod's still alive.
    Gangplank: It's a dying art, scrimshaw.
    • His actual classic skin's Voice Over is even darker. With lines such as this, it's clear that after the Burning Tides event, Gangplank is very, very angry.
    • According to the Champion Insights for Gangplank, this was done on purpose because "Gangplank’s lore was actually quite different from Gangplank in game."
    Jaredan:"In-game, he didn’t seem like the baddest bastard in Bilgewater. He wasn’t convincing, he wasn’t brutal enough to rule it. So, that meant finding that essence in the stories that had been told about Gangplank, because in a city full of people you don’t want to meet in a dark alley, he’s the guy they don’t want to meet in a dark alley."
  • 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: Powder Keg requires careful positioning and timing to set up the kegs on the enemy team without them quickly dismantling them. If you can successfully set up a chain of Powder Kegs on the enemy team, you can easily devastate their entire team and net a win for a given teamfight.
    • Also, his Parrrley. It's very lucky based if you even want to score the maximum amount of damage possible, especially since Gangplank is not a champion who can boost his own critical chance without items or runes, and he might drain his mana too much if he doesn't land a kill on any target with it.
    • Gangplank overall is also someone who lacks mobility without his movement speed passives, so getting into a teamfight without being properly fed and/or without a gameplan like many a melee carry can screw him over.
  • 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.
  • 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.
  • 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.
  • 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.
    • Early on, if you don't enough critical chance built, Parrrley can be this since Gangplank isn't a champion who can naturally boost his critical chance rate without setups from runes and items.
  • Magikarp Power: His mana limits him from being exceptionally dangerous against many opponents early-on, but his abilities' utility and Parrrley's extra gold upon last-hits as well as its range allow him to get by in even some of the worst match-ups for him to later become a useful team member and terrifying enemy, especially when his Parrrley critically hits and applies the aforementioned Spellblade.
    • Early game also limits him due to Parrrley being an ability that scales with critical chance, forcing Gangplank to build as much of it as he can later in any game, as he most likely won't have much to go by early on. Even then his dueling ability is only supbar before getting any proper items, and without enough durability, just walking into a crowd of people would simply warrant a death, especially with any of his abilities on cooldown.
  • 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."
  • 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, based on his "Remove Scurvy" skill during which he eats citrus fruit.
  • 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.
  • You Have Failed Me: Mentioned under Bad Boss.
  • 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 
https://static.tvtropes.org/pmwiki/pub/images/garen_originalloading8.jpg

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 that endures incoming damage as he charges towards the most dangerous enemies to bring justice upon them. He does not use mana or any other resource for his abilities, which are only limited by cooldowns. His passive, Perseverance, continuously regenerates a percentage of Garen's maximum health as long as he hasn't taken damage in a few seconds. His first ability, Decisive Strike, frees Garen of any slowing effects and grants him a movement speed bonus, while also causing his next basic attack to deal bonus damage and briefly silence its target. His second ability, Courage, passively gains stacks for every unit Garen kills, up to a cap, granting him bonus armor and magic resistance per stack. When activated, Garen protects himself with a shield that reduces all incoming damage for a few seconds. With his third ability, Judgment, Garen rapidly spins his sword in a whirlwind for a few seconds, continuously damaging and reducing the armor of all enemies around him; he can still move while the ability is active. With his ultimate ability, Demacian Justice, Garen brings down the might of Demacia on a nearby enemy champion, damaging them by an amount that increases the more health the target is missing. This ability also passively marks the enemy champion with the most kills as "The Villain". Garen's basic attacks and Judgment deal bonus damage to "The Villain" equal to a percentage of their maximum health, and Demacian Justice deals true damage when used against them.

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, and Demacia Vice Garen.


  • 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 and hasn't been played in a serious match by a pro team in years!
  • 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 Yay 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 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 mother 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.
  • Battlecry: 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.
  • 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.
  • 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.
  • Everything's Better with Spinning: Decisive Strike has Garen do a downward slash after a forward somersault in the air, his main source of damage Judgement is a 3-second-long Spin Attack, he has an idle animation in which he spins his sword in a figure-eight and his taunt animation has him throw his sword up in the air spinning to catch it backwards.
  • 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.
  • 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.
  • 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).
  • Incoming Ham: As an initiator, using Decisive Strike and Courage usually means he's charging straight into the enemy team, shouting "Demacia!" or "Charge!" along the way.
  • Knight Templar: He's not just fighting for his country and homeland, he believes fully in its borderline-Knight Templar creed of justice.
  • Large Ham: His 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 Ao E 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.
  • 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:
  • 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..."
  • 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.
  • Spin Attack: His Judgement ability in a nutshell. Many others would also regard it as Garen in a nutshell.
  • The Juggernaut: Not always literally, but was categorized as such during the "Juggernaut Rework."
  • 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.
  • 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.
  • 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 
https://static.tvtropes.org/pmwiki/pub/images/gnar_originalloading2.jpg

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!"

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 brutal melee form without the player's control, forcing them to anticipate and plan accordingly to his fits of rage. He does not use mana or any other resource for his abilities, which are only limited by cooldowns. Instead, he uses Rage to track his transformation mechanic. His default form, Mini Gnar, is a fragile, mobile ranged damage-dealer that excels at staying away from foes until he can transform, gaining a ranged attack and bonus movement and attack speed while in this form. His passive, Rage Gene, makes Mini Gnar gain Rage over time as long as he stays in combat. When he reaches maximum Rage, he will transform into Mega Gnar, a brutal melee fighter with powerful damage and crowd control that enjoys bonus health, damage and defensive stats, at the cost of range and movement speed. While in his Mega Gnar form, he will steadily lose Rage until it drops down to zero, transforming back into Mini Gnar. With his first ability as Mini Gnar, Boomerang Throw, Gnar hurls his bone boomerang in a target direction, damaging and slowing the first enemy it hits. The boomerang will then return to Gnar's current position, damaging all enemies in its path and greatly reducing the ability's cooldown if he catches it. His second ability as Mini Gnar, Hyper, is a passive skill that causes Gnar's third basic attack or ability on a single enemy to deal bonus damage equal to a percentage of the target's maximum health and grant Gnar a movement speed bonus, which he will also gain when he transforms from Mega Gnar into Mini Gnar. With his third ability as Mini Gnar, Hop, Gnar jumps to a target location, gaining bonus attack speed upon landing. However, if he lands on a unit he will bounce, jumping a small distance forward, as well as damaging and slowing the unit if it was an enemy.

His first ability as Mega Gnar, Boulder Toss, hurls a large rock in a target direction that will stop upon hitting an enemy, damaging and slowing all nearby foes. The rock will then fall to the ground, where Gnar can pick it up to reduce the cooldown of the ability. With his second ability as Mega Gnar, Wallop, Gnar stands on his back legs before slamming his fist on the ground, damaging and stunning all enemies in front of him. With his third ability as Mega Gnar, Crunch, Gnar leaps to a target location, damaging and slowing all nearby enemies when he lands. His ultimate ability, GNAR!, can only be activated in his Mega Gnar form and causes Gnar to throw a tantrum and rake his claws along the floor, hurling all nearby enemies in a target direction, dealing damage and slowing them. If the targets are thrown into some form of terrain they will be stunned and take bonus damage. Additionally, his ultimate also passively increases the movement speed bonus Mini Gnar gains from triggering his Hyper ability, as well as the cooldown reduction from catching his Boomerang Throw.

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


  • 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.
  • Badass Adorable: Gnar happens to be the cutest yordle since Lulu, the last 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.
  • 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 more of a...
  • 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.
  • Expy: It hasn't even been a day (at the time of this trope's addition) and players have already mentioned a similarity to Stitch or a Gremlin.
  • 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.
  • 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!?!
    • Implied in his splash art, which has 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: Word of God states that 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 against who was implied to be 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 Yordle in Ice: The teaser shows him frozen in a block of True Ice.... which he very quickly breaks out of.
    • Sealed Good in a Can: It's been revealed that Anivia froze him specifically to make sure he survived through the ages because Gnar is capable of fighting the Watchers.
      • Which leads to a Tear Jerker, Tahm Kench is a being who can see your greatest wish, Gnar's? He wants his mommy... Awwwwww...
  • 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 Yordle: 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.
  • 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!"
    • Word of God states that Mini Gnar's "gibberish" is actually a language.
  • Throwing Your Gun Always Works: Super Galaxy Gnar replaces his boomerang for a laser blaster. He only shoots it when recalling.
  • Yordle Popsicle: Frozen since prehistory to help save the Freljord when the Watchers return.

    Gragas, the Rabble Rouser 
https://static.tvtropes.org/pmwiki/pub/images/gragas_originalloading.jpg

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

"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 into the enemy team, enduring incoming punishment while throwing down powerful area-of-effect damage and crowd control. His passive, Happy Hour, restores a percentage of his maximum health upon using an ability, although this effect only activates once every few seconds. His first ability, Barrel Roll, rolls his cask to a target location where it will ferment for a few seconds, exploding when the duration ends or the ability is reactivated to damage and slow all nearby enemies. The damage and slow increase the longer the barrel is allowed to ferment. With his second ability, Drunken Rage, Gragas drinks from his cask, reducing all incoming damage for a few seconds and transforming his next basic attack into a cask slam that deals bonus damage to the target and surrounding foes. With his third ability, Body Slam, Gragas charges in a target direction, damaging, stunning and knocking back all nearby enemies upon collision. His ultimate ability, Explosive Cask, hurls his cask to a target location, causing a massive explosion that damages and knocks back all nearby 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.
  • Bash Brothers: With Jax, according to some of the lore. They are known to spill drinks in the taverns when off the Fields of Justice.
  • Big Fun: How his in-game lines make him seem, with a good amount of boisterous statements and being an obvious alcoholic party-animal.
  • The Big Guy: Gragas is only a human, but he's massive.
  • Boisterous Bruiser: Gragas is not The Alcoholic who is Drowning My Sorrows. He's in the League of Legends because he was asked to join, and it's pretty obvious from playing him that he finds it quite fun.
  • Booze-Based Buff: He restores health due to drinking from his cask every time he uses an ability, and Drunken Rage 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.
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    Graves, the Outlaw 
https://static.tvtropes.org/pmwiki/pub/images/graves_originalloading_2.jpg
The Region-restricted Artwork 

Voiced by: Kyle Hebert (English), José Escobosa (European Spanish), Humberto Solorzano (Mexican Spanish), Akio Ohtsuka (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, gives his basic attacks some unique properties: instead of a targeted projectile, each attack fires a spray of pellets in a cone in front of Graves, each pellet damaging the first enemy they collide with. 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 special round in a target direction that damages all enemies it passes through and leaves behind a powder trail. After a short delay or upon hitting terrain the round explodes, igniting the dropped powder to create a T-shaped explosion that deals further damage to all enemies inside. His second ability, Smoke Screen, fires a smoke canister to a target location, damaging and slowing nearby enemies and creating a smokescreen for a few seconds that prevents enemies inside from seeing outside it. With his third ability, Quickdraw, Graves dashes in a target direction, instantly reloading one shot and gaining a stack of "True Grit", or two if he dashes towards an enemy, up to a maximum of eight, each stack granting him bonus armor. Damaging an enemy champion with his basic attacks reduces the cooldown of the ability and refreshes the duration of "True Grit" stacks. His ultimate ability, Collateral Damage, fires a powerful explosive shell in a target direction while pushing Graves back from the recoil. Upon hitting an enemy or reaching its maximum range the shell explodes, sending fire and shrapnel that damages all enemies in a cone behind the explosion point.

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


  • 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: Used to con and fight (people don't like being conned, and all...) alongside Twisted Fate. Used to. After Act 3 of Bilgewater: Burning Tides, they're together again.
    • Seemed to be this with Rengar in A New Dawn.
  • Berserk Button: Twisted Fate. Subverted after they reconcile.
  • BFG: His shotgun is stated to be unnecessarily large, but it suits him just fine.
    • Shotgun nothing! The way the shells explode in "A New Dawn" has one thinking it's a pump-action Grenade Launcher.
  • 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: At least in A New Dawn. A lot of fans want a texture update for Graves just to add the cigar.
    • Which, unfortunately, will not happen; Values Dissonance among foreign countries caused the cigar to be removed from Graves' new splashart, meaning there's no way in hell the cigar will make it in-game. It's now a meme among the playerbase to point out that champions can do terrible things, but Graves "still can't have a cigar.'
    "Sion can joke about his enemy's orphaned children crying and being amused by it... But Graves still can't have a cigar."
    • It was announced by Riot Games in May 2017 that, yes, Graves can finally have his cigar (in certain regions).
    • Ascended Meme: One of Gangplank's taunts is "Can't light cigars at the bottom of the sea"
  • 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.
  • Covered with Scars: As stated in his League Judgement.
  • Crutch Character: His short autoattack range and burst will definitely fall flat late game since teamfights mostly prioritize on attack damage carries. Winning the game as quickly as possible is very essential for Graves to be useful. 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. Twisted Fate is extra careful to not get caught by it, and in one scene it blows a merchant's leg off. However, this can be understood as Gameplay and Story Segregation. A shotgun of that gauge would very likely kill a normal human fairly quickly.
  • 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.
  • Given Name Reveal: Calls Twisted Fate by his real name, Tobias Fate.
  • 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: If the outlaw/western theme didn't clue you in, the ability titled "Quick Draw" should've.
  • 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.
  • I Call It "Vera": Or in this case, Destiny. Probably to contrast with Twisted Fate's luck theme. Or it's his way of saying how Twisted Fate will die.
    • Also the name of Twisted Fate's ultimate, probably a reference to their past.
  • Interface Screw: It's uncomfortable to realize in hindsight your team just lost a teamfight because Graves used his Smokescreen ability on your backline to turn the fight into a 3-4v5 in his team's favor for a few seconds.
  • Irony: He has lines in-game for noting the irony of using his Smokescreen ability on Nocturne (which blocks off vision for enemies inside it to just within the smoke, while Nocturne has an ultimate that globally cuts off the vision of all enemy champions to only what they personally can see [and Nocturne is especially known for his disturbing laughter or taunts upon using his ultimate])
  • 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.
  • 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: While he still got play at bot and sometimes top, around the start of season 6, players realized: "Hey, this guy has some short-ranged, but great AOE burst with his auto-attacks that has CC for minions, he has 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." The result? Jungle Graves, who had fast clear times, took little to no damage, and had amazing tools for bullying the enemy jungler and shredded teams with a 57% win rate, making him the most dominant way to play him for a few patches. Of course, this was nerfed in patch 6.3, but he's still been seen in jungle more than any other role. Eventually Riot just decided to just roll with it and he's now a jungle-exclusive champion.
  • Outlaw: Natch.
  • Rated M for Manly: A grizzled, bearded Cowboy Outlaw with a BFG shotgun, a passive of True Grit and says "I ain't got time to bleed." - statement brought to you from the man who narrated DRAGONBALL Z! for us in Bold Inflation.
  • Recoil Boost: Collateral Damage pushes Graves back when he uses the ability.
  • Revenge: He joined the League to ruin Twisted Fate. Possibly meaning to kill him. Maybe both.
    • Once the League no longer existed, Graves was stated to have traveled Runeterra for a "dog's age" hoping to find and kill TF for the job gone wrong that estranged them.
  • 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 sold Graves out to a man obsessed with revenge over Graves' cheating him in return for a chance to get magical powers.
    • At least, before his lore was updated so that TF merely 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 
https://static.tvtropes.org/pmwiki/pub/images/hecarim_originalloading_9.jpg

Voiced by: Scott McNeil (English), César Díaz Capilla (European Spanish), Ruben Moya (Mexican Spanish), Taiten Kusunoki (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 mobility to dive headfirst into the enemy team, spreading chaos as he hacks and slashes his way through. His passive, Warpath, grants him bonus attack damage equal to a percentage of his movement speed. With his first ability, Rampage, Hecarim cleaves all nearby enemies with his halberd, damaging them. If he hits at least one enemy he will gain a stack, up to a maximum of two, that reduces the cooldown of further uses of the ability. His second ability, Spirit of Dread, surrounds Hecarim with a ghostly aura for a few seconds, continuously damaging all nearby enemies and healing Hecarim for a percentage of the damage dealt to all enemies inside the aura. His third ability, Devastating Charge, grants Hecarim a movement speed bonus that increases over time and allows him to move through units for a few seconds. His next basic attack after using the ability deals bonus damage and knocks back its target by an amount that increases the more distance Hecarim traveled before hitting them. With his ultimate ability, Onslaught of Shadows, Hecarim summons a group of spectral riders that charge alongside him towards a target location, damaging all enemies in their path and fearing enemies around his destination, forcing them to flee from Hecarim at reduced movement speed.

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


  • 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.
  • 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.
  • 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 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.
  • 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: Potentially,if the spirit of the west altar in the Twisted Treeline is to be trusted.
    • And sure enough, his updated lore (published during the Season 5 Harrowing) places him in the court of the Ruined King. However, given his actions therein, one wonders why exactly that particular spirit wants him to recall who he once was.

    Heimerdinger, the Revered Inventor 
https://static.tvtropes.org/pmwiki/pub/images/heimerdinger_originalloading.jpg

Voiced by: Dennis Collins Johnson (English), César Díaz Capilla (European Spanish), José Luis Orozco (Mexican Spanish)

"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 and threats. His passive, Hextech Affinity, grants him bonus movement speed when close to an allied turret. His first ability, H-28G Evolution Turret, passively stores charges over time, up to a maximum of three. When activated, Heimerdinger spends a charge to deploy a small turret that attacks enemies with both a short-range machine gun attack and a pass-through laser that is charged slowly over time or by hitting enemies with his other abilities. His second ability, Hextech Micro Rockets, sends out a wave of rockets that converge upon a target location and then fan out, each rocket damaging the first enemy it hits. With his third ability, CH-2 Electron Storm Grenade, Heimerdinger tosses a shock grenade to a target location, damaging and slowing enemies inside. Enemies in the center of the explosion are stunned instead of slowed. His ultimate ability, UPGRADE!!!, makes his next ability free to cast and greatly enhances it. H-28G Evolution Turret becomes H-28Q Apex Turret, which summons a large turret with bonus health and damage, its machine gun attack dealing area-of-effect damage and slowing targets and its laser charging much faster. Hextech Micro Rockets becomes Hextech Rocket Swarm, which fires a devastating barrage of four waves of rockets that deal increased damage. CH-2 Electron Storm Grenade becomes CH-3X Lightning Grenade, which hurls a grenade that bounces three times in a line, each bounce damaging and slowing nearby enemies, or stunning them if caught in the center of the blast.

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


  • 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: May be somewhat squishy, but once you upgrade his health and magic damage, his missiles eat enemy reinforcements for breakfast.
  • 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.
  • Hammerspace Hair: After his visual upgrade, it appears that he stores a number of gadgets in his hair, including a claw and a rocket he uses in his recall.
  • Head Pet: Pythagoras for Dragon Tamer Heimerdinger.
  • Insistent Terminology: Even in tooltips, it's UPGRADE!. All caps, exclamation point mandatory.
  • 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.
  • Mad Scientist: He definitely evokes the vibe of a stereotypical, frenetic Einstein-ian mad scientist archetype, albeit much nicer.
  • 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.
  • 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.
  • 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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