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    Kai'Sa, Daughter of the Void
"Are you the hunter... or the prey?"

Voiced by: Natasha Loring (English), Blanca "Neri" Hualde (European Spanish), Angelica Villa (Latin American Spanish), Eri Goda (Japanese), Yeon-Ji Bang (Korean)

"My appearance may frighten you, but make no mistake—I am on your side, and we fight to the bitter end."

Claimed by the Void when she was only a child, Kai’Sa managed to survive through sheer tenacity and strength of will. Her experiences have made her a deadly hunter and, to some, the harbinger of a future they would rather not live to see. Having entered into an uneasy symbiosis with a living Void carapace, the time will soon come when she must decide whether to forgive those mortals who would call her a monster, and defeat the coming darkness together… or simply to forget, as the Void consumes the world that left her behind.

Kai'Sa is Marksman/Assassin hybrid champion who hunts down and picks off isolated targets, and can boost her abilities by specializing in each of the offensive stats.

  • Her passive, Second Skin, has two separate effects:
    • Caustic Wounds causes Kai'Sa's basic attacks to apply Plasma on the target, stacking up to four times and dealing bonus damage for each Plasma stack. Nearby allies can also apply Plasma through their immobilizing effects. Reaching four Plasma stacks on an enemy consumes them to deal bonus damage based on their missing health.
    • Living Weapon upgrades each of Kai'Sa's basic abilities once she gains a fixed amount of certain offensive stats: attack damage, ability power and attack speed, respectively.
  • Her first ability, Icathian Rain, releases a salvo of void missiles that automatically target nearby enemies, dealing damage that is reduced for each missile beyond the first that hits the same target. Once Kai'Sa gains enough attack damage, Living Weapon upgrades Icathian Rain to fire twice as many missiles.
  • Her second ability, Void Seeker, fires a long-range blast in a target direction that damages, reveals and applies two Plasma stacks to the first enemy it hits. Once Kai'Sa gains enough ability power, Living Weapon upgrades Void Seeker to apply three Plasma stacks and refresh most of its cooldown if it hits a champion.
  • With her third ability, Supercharge, Kai'Sa briefly charges-up power, gaining a short burst of movement speed but losing the ability to attack while charging. Once the charge ends, Kai'Sa gains significantly increased attack speed for a few seconds. Basic attacks reduce the cooldown of the ability. Once Kai'Sa gains enough attack speed, Living Weapon upgrades Supercharge to make Kai'Sa invisible while charging.
  • With her ultimate ability, Killer Instinct, Kai'Sa quickly dashes to a target location close to an enemy champion marked or recently damaged by her Plasma, gaining a shield upon arrival.

Kai'Sa's alternate skins include Bullet Angel Kai'Sa, K/DA Kai'Sa, Prestige K/DA Kai'Sa,Invictus Gaming Kai'Sa, Arcade Kai'Sa, and K/DA All Out Kai'Sa.

In season 1 of Teamfight Tactics, Kai'Sa is a Tier 5 Void unit with Assassin and Ranger classes. Her ability, Killer Instinct, causes her to dash to the farthest enemy champion, gaining damage-absorbing shield and attack speed buff. She was removed in season 2. She returns in season 3 using her Bullet Angel Kai'Sa skin as a 2 cost Valkyrie Infiltrator. With her Missile Rain ability, she fires a number of missiles based on her star level at every enemy within 2 hexes that each deal 50 magic damage. She was removed alongside the other Valkyrie champions in the Return to the Stars mid-set update.
  • Absolute Cleavage: Without her mask on, Kai'Sa's symbiote suit gives her a pretty deep neckline, leaving her with this. When Riot got heat from some fans who find it to be out-of-place Fanservice, they explained that she showed less skin early in her development, but it consequently made her look in-game to playtesters more like a "Void creature or corrupted human" than the "normal person wearing a Void-suit" they were going for. The deeper V-neck seemed to fix this issue, so it stuck.
  • Beauty Is Never Tarnished: Unlike Kassadin, who barely appears human any more after his brush with the Void, Kai'Sa looks like an attractive young woman in a skintight biosuit. She doesn't even have the Voice of the Legion like Kassadin and Malzahar. Presumably this is because she is a human wearing a Void creature, while they are humans who have been partially transformed by the Void's power.
  • Big Damn Heroes: She saves Ezreal from being overrun by a tide of voidlings when he gets trapped inside a tomb with them in the "Warriors Season 2020" cinematic.
  • Bio-Armor: Her bodysuit is a Void carapace, a living and sentient entity with which she has a strained relationship.
  • Body-Count Competition: When in-game, she audibly keeps track of the amount of kills she secures, counting all the way up to 25 before she stops bothering.
  • Boobs-and-Butt Pose: K/DA Kai'Sa's splash art has this. Her boobs aren't the prominent focus, being slightly obstructed by her arm, but the pose gives a very flattering view of her nice butt.
  • The Bus Came Back: Years ago, there was a Journal of Justice story about Malzahar attempting to sacrifice Kassadin's daughter but accidentally sending her to the Void instead when Kass interfered. This 'lost daughter' subplot was retconned into a little girl who fell into the Void along with many others when Malzahar opened a rift under her village.note 
    Kai'Sa: I forgive you, Malzahar. But I do not forget.
  • Clothes Make the Superman: Kai'Sa's symbiotic void suit is the source of her powers.
  • Confusion Fu: Her passive and abilities enable her to switch to different attack patterns throughout the game. As such, she can go for attack speed or just straight on damage. Add on her ability to warp to tagged targets in the chaos of a team fight, and her temporary invisibility with Super Charger, and you have a very annoying marksman in the hands of a guile player.
  • Dark Is Not Evil: Seems to be this so far, considering that she uses Void power against other Void creatures.
  • Determinator: Being isolated in the desert, and growing up surrounded by Void predators, Kai'Sa is still an idealistic protector of humanity.
  • Difficult, but Awesome: Similar to Vayne, Kai’Sa has to play up to close and personal thanks to her short attack range, and while her E and R give her a lot of playmaking potential, it’s very easy to go in too deep and die... just like with Vayne. She also some of the most intense orb-walking in the game with her E attack speed stim, has a weak early game, and incredibly versatile build paths thanks to her passive and AP/AD scalings. She tends to have a low WR among other bot lane carries as a result of all of this, however, in the right hands, Kai’Sa has obscene mixed damage and hyper carry potential, while having some of the best playmaking tools of any ADC and being very hard to kill if she uses all of her mobility well.
  • Dude, Where's My Respect?: In "The Girl Who Came Back", Kai'Sa encounters and saves a little girl from the Void spawn. The girl is very thankful, but her fellow villagers see Kai'Sa as a monster and tell her to get lost.
  • Expy: A symbiotic suit that grants its host superpowers, snacks on living food, and openly lets it be known it will eat its host if it isn't fed? Venom springs to mind.
  • Face of a Thug: Kai'Sa canonically keeps her symbiote-formed helmet on much of the time, and even when she lets it down to show her real face, the rest of her void-like appearance gives her a hard time to convince others that she's really on their side.
  • Flash Step: Supercharge gives Kai'Sa a burst of movement speed (and, once evolved, invisibility) while she's charging it up, letting her quickly reposition before unleashing with a large bonus to her attack speed, enhanced by a drastic reduction of her attack wind-up time. Notably, the higher her attack speed is, the more movement speed she gets, while the channel duration that she gets it for becomes shorter, meaning the distance she can move with the movement speed boost doesn't increase, so rather than being able to cover more distance she just covers the same distance quicker. With the stealth evolution, she literally vanishes for half a second then reappears a short distance away.
    • Killer Instict lets her lunge with blinding speed to either a location close to her, or close to any enemy in a wide range around her who's been tagged with her passive, allowing her to fly from practically out of nowhere to unload on someone. Unlike Supercharge, it also lets her cross terrain.
  • Fragile Speedster: Kai'Sa was conceptualized to be a "run and gun" marksman, and her Icathian Rain and Supercharger emphasize dealing damage while on the go. Of course, like with most marksmen, she has the durability of tissue paper, and her only major dash or sustain are built into the same ability, her ultimate.
  • Game Face: She has a mask that her Void suit can put up before she flashes to different targets. Likewise, players can choose to toggle it on if they feel like it.
  • Gatling Good: Bullet Angel Kai'Sa will hold two miniguns under her arms after using Supercharger, similar to tonfa.
  • Glass Cannon: A given like most marksmen champions, but she's on par with Vayne in terms of utter severity of both ends. Her hybridized kit allows her to deal a staggering amount of fast physical, magic, and fixed percent-health-based DPS, but this comes at the cost of having the durability of tissue paper, with her only innate defense mechanisms being her brief mobility with Supercharger and potentially a shield from Killer Instinct, her ultimate, which also doubles as an engage.
  • Gun Fu: Nowhere near the extent of Lucian in regards to gameplay, but it's hard to watch a supercharged Kai'Sa pull off a different (sometimes mid-air) pose after every shot and not think of this trope.
  • Hartman Hips: Zigzagged, her Void symbiote is partially responsible for this trope.
  • Helmets Are Hardly Heroic: Zig-zagged. Kai'Sa does have a helmet, but it's only activated by default on her dash. It can also be toggled on if the player wants.
  • Heroic Host: She may be using a Void creature as her weapon, but Kai'Sa has no evil intent and uses it to fight other Void monsters.
  • Hope Spot: Like other marksman with long range skill shots, Kai'Sa can tag someone who just got away with Void Seekers. If they survive that, she can flash step to them with Killer Instinct to finish them off personally.
  • Horror Hunger: Kai'Sa's symbiote is able to gain nourishment through killing other Void-spawn, described as not being very pleasant for Kai'Sa herself, who is still capable of getting sustenance from normal food, including peaches. However, the symbiote doesn't like that, so Kai'Sa is continually forced to feed on its terms lest she be its next meal.
  • Horrifying Hero: Because she's effectively the host of an Eldritch Abomination symbiote, most people fearfully react to her as a threat. She is disappointed by this, but she's ultimately still a well-meaning protector driven by the rare moments of humanity and kindness she can get.
  • Hybrid Power: While there are plenty of champions who have the option of building attack damage and/or ability power and still remain effective, Kai'Sa's Living Weapon passive effectively requires her to build attack damage, ability power, and attack speed in order to gain its ability bonuses. As a result, however, this can potentially allow her to deal some frightening DPS that can shred through even tanky champions should she be given the opportunity to land it.
  • Long-Lost Relative: She's possibly Kassadin's long-thought-to-be-deceased daughter. While several hints point to it being the case (she was present during Malzahar's Void-rifting disaster which led Kassadin to have been separated from his wife and daughter and she has special dialogue referring to her father when Kassadin is on the enemy team), the lore never officially connects the two, and a familial relationship has been framed by Rioters as "a commonly-held player theory."
  • Macross Missile Massacre: Icathian Rain, especially when empowered by her passive.
  • Magikarp Power: As per usual with most marksmen, and especially for a hyper-carry, Kai'Sa has a pretty weak laning phase, but can become an absolute monster once she gets her items and levels, and thanks to her passive, her power spikes are exceptionally noticeable and deadly.
  • My God, What Have I Done?: Kai'Sa has special dialogue upon killing an enemy Kassadin that suggests she at least subconsciously realizes they were related:
    Kai'sa (upon killing an enemy Kassadin): Something isn't right...
  • Nice Girl: Denounced by humanity, Kai'Sa nonetheless acts as the silent protector against Void predators. She shows this by protecting another stranded human against the Void creatures despite the same guy being an Ungrateful Bastard.
  • Painted-On Pants: K/DA Kai'Sa wears very tight pants. They're tight enough that the Prestige Edition has some visible pantylines.
  • Power Palms: When not using energy gauntlets or the aforementioned Gatling tonfa from Supercharger, Kai'Sa fires her basic attacks from the palms of her hands.
  • Pūnct'uatìon Sh'akër: Like all the Void monsters (but not Kassadin or Malzahar), Kai'Sa has a name in two parts. She changed it herself (from the original Kaisa), to show her kinship with the Void.
  • The Stoic: Spending many years alone in the Void-infested Shuriman catacombs away from humanity has done an emotional toll on her, and as ultimately determined and hopeful as she is, she isn't exactly on the emotive side.
  • Symbiotic Possession: Just to be clear, Kai'Sa and her Void symbiote are not friends. They're forced to work together in order to survive, and it's stated that if Kai'Sa can't obtain more food for her second skin, the Void symbiote would devour her instead. Right now however, the symbiote provides Kai'Sa her powers to survive, while her determination and knowledge give them the edge they need to actually take down larger Void monsters.
  • Trademark Favorite Food: She has a fondness for fruit, specifically peaches.
    "I've seen things you people wouldn't believe... attack ships on fire on the shoulders of a... Are those peaches?"
  • Video Game Dashing: Averted with her Supercharger, as while it's meant to be used as one, similarly to Lucian or Vayne's dashes, Kai'Sa simply sprints and gains bonus movement speed. Played straight with Killer Instinct, although it's so fast that it borders on Flash Step.
  • What the Hell Is That Accent?: Kai'Sa speaks with a very slight accent that's been ambiguous enough to confuse a few viewers. She was lightly hinted at by a Rioter to be speaking a South African accent like her English voice actress's normal voice, but many fans have interpreted it to sound closer to an Australian or Kiwi accent.

    Kalista, the Spear of Vengeance
"Death to all betrayers!"

Voiced by: Misty Lee (English), Rosa Sánchez (European Spanish), Laura Torres (Mexican Spanish), Haruka Shibuya (Japanese), Ha-Yeong Kim (Korean, League of Legends), Sae-Ah Lee (Korean, Legends of Runeterra)

"When wronged, we seek justice. When hurt, we strike back. When betrayed, the Spear of Vengeance strikes!"

A specter of wrath and retribution, Kalista is the undying spirit of vengeance, an armored nightmare summoned from the Shadow Isles to hunt deceivers and traitors. The betrayed may cry out in blood to be avenged, but Kalista only answers those willing to pay with their very souls. Those who become the focus of Kalista’s wrath should make their final peace, for any pact sealed with this grim hunter can only end with the cold, piercing fire of her soul-spears.

Kalista is a Marksman champion notable for her incredible in-combat mobility and her need to cooperate with a chosen ally to unleash extremely powerful sustained damage.

  • While not an ability per se, Kalista starts the game with the unique Black Spear item, which she can consume to designate an allied champion as her Oathsworn for the rest of the game, which is required for some of her abilities.
  • Her passive, Martial Poise, allows Kalista to lunge a short distance in a target direction by inputting a movement command during the wind-up of her basic attacks or Pierce.
  • With her first ability, Pierce, Kalista hurls a ghostly spear in a target direction that damages and applies a stack of Rend to the first enemy it hits. If it kills its target, the spear continues flying, damaging and transferring all Rend stacks on the original target to the next enemy hit.
  • Her second ability, Sentinel, has two separate effects:
    • Kalista passively stores charges, up to two. When activated, Kalista spends a charge to summon a ghost that patrols back and forth in a line for a few seconds, revealing the area directly in front of it. If the ghost spots an enemy champion it will scream, revealing them and alerting Kalista to their location, and start following them for its remaining duration. Ghosts vanish if hit twice by enemy champions.
    • Kalista and her Oathsworn both apply Soul-Marks onto enemies hit by their basic attacks. If both mark the same target within a few seconds of each other, that enemy will take bonus damage based on their max health. This effect only works once every few seconds on the same target.
  • Her third ability, Rend, passively causes Kalista's basic attacks and Pierce to leave lodged spears on enemies they damage, stacking indefinitely but rapidly vanishing if she doesn't keep hitting them. When activated, Kalista rips all spears from nearby enemies, damaging them by an amount that increases the more spears were removed and slowing them. If it kills a target, the ability's cooldown and mana cost are refunded.
  • With her ultimate ability, Fate's Call, Kalista calls her nearby Oathsworn back to her side, briefly making them untargetable and immune to damage but unable to attack or use abilities. During this time, her Oathsworn gains the ability to dash in a target direction, stopping upon hitting an enemy and knocking up nearby foes.

Kalista's alternate skins include Blood Moon Kalista, Championship Kalista, SKT T1 Kalista and Marauder Kalista.

In season 4 of Teamfight Tactics, Kalista is a Tier 3 Cultist Duelist using her Blood Moon skin. Her Rend ability passively causes her basic attacks to lodge spears into her targets, each spear dealing magic damage based on their maximum health when removed. Kalista automatically removes spears from enemies if doing so would kill them. In season 5, she uses her base skin as a Tier 1 Abomination Legionnaire. Her ability was changed to Pierce, which throws her spear at the furthest enemy, dealing a percentage of her attack damage and bonus physical damage to the first enemy hit. If the spear kills an enemy, it will continue past its victim, dealing the ability's excess damage to the next enemy hit.

In Legends of Runeterra, Kalista is a 3-mana 4/3 Shadow Isles Champion with Fearsome. When she sees 3 allied units die she levels up, gaining +1/+1 and summoning an attacking Ephemeral copy of the strongest allied unit that has died this game whenever she attacks, with any damage she receives redirected to said unit while it remains alive. Her signature spell is Kalista's Black Spear.
  • Anti-Hero: Unlike most native champions of the Shadow Isles, Kalista's only motivation is revenge. Though encouraging people to give in to hate and claim their souls for it isn't going to win her the hero award.
  • Asshole Victim: Not herself, but her quarry. If she's coming after someone, there's a pretty good reason why. The guy she hunts in The Pledge betrayed his partner For the Evulz, for which she chases and impales him.
    Kalista: Such is the price of betrayal.
  • Awesome, but Impractical: Kalista is notorious for her passive, giving her some of the deadliest DPS and mobility (both in terms of chasing and evasion) out of any marksman in the game... in theory. Its tradeoff is that as her mobility is tied to individual basic attacks, she's especially reliant on attack speed, making the early game before she can build it especially sluggish, and the kiting the player constantly requires to make the most of it only gets harder the more you build. While her strengths are real and potent (including her Rend, additionally giving her some fantastic objective control on level with the Smite spell), players be warned: her difficulty curve is ridiculously steep.
  • Big Damn Heroes: Let's pretend that you're Kalista's black spear "partner". You're very low on health and an enemy champion is about to kill you. Then, out of nowhere, Kalista pops her ult and carries you to the nearest turret or just out of sight of the enemy's map where you can teleport back to base in safety.
  • Blade on a Stick: Javelins or throwing spears, to be precise.
  • Cool Mask: Wears a Hannya-like mask in her Blood Moon skin. In her recall animation she pulls it off, revealing her skin to be purple underneath rather than the blue on her classic skin.
  • Confusion Fu: Kalista's constant leaping makes her unpredictable in fights, and good reactions allow her to dodge many abilities. Fate's Call also removes an ally from the fight immediately, leaving behind a ghostly afterimage that enemies may nevertheless send spells at.
  • Dark Is Not Evil: She is one of the few Shadow Isles champions whose goals aren't about trying to slay every living being, draining their lifeforce to empower themselves, or creating an undead horde. Instead, her sole motivation of her existence is a seeker of revenge. In fact, most of the deceivers and betrayers she has shown disgust and hatred to are actually very evil people at heart (such as Twisted Fate note , LeBlanc, Cassiopeia, Zed, Lissandra, and Xerathnote ) and shown sympathy to those who had been wronged or betrayed (as her quote interaction with Graves indicates). She even shows hatred towards another Shadow Isle champion, Hecarim. note 
  • Deal with the Devil: She'll hunt down those who betrayed you. Her price is your soul. In-game, Kalista's Oathsworn teammate does gain a fair bit of power, dealing extra damage if they attack in unison and allowing themselves to be quickly repositioned via Fate's Call.
  • Difficult, but Awesome: Her constant movement is a sight to behold, but the very core of her kit is reliant on maneuvers that are considered among the most difficult in the game.
  • Does Not Like Shoes: She does not wear anything on her feet and fights jumping around fully barefoot.
  • Fallen Hero: In life, she was an honorable and pure soldier in service to the royals of a forgotten empire. Ever since she was caught up in the Ruination of the Shadow Isles, while she still has a sense of morals, she became became a brutal spirit of vengeance powered by hatred.
  • Fragile Speedster: As long as she has something to autoattack, Kalista holds the title for the most maneuverable marksman in the game. Like all marksmen though, once something catches up, she's toast.
  • Ghost Amnesia:
    • It's not directly because of her death, but when she was reanimated as an undead, the souls that amalgamate into her cause her to lose more and more of her own sense of being. When away from feelings of hateful vengeance, she briefly lapses into moments where she remembers her former individual humanity.
    • This also applies to her current form's memories — in "The Echoes Left Behind", she doesn't recognize her former comrade-in-arms Ledros as he tries to break her from her fugue state, and only when he presents her old trinket that he keeps does she then start to remember the events leading up to her death, but once she remembers being betrayed by Hecarim, she becomes lost again to the Mind Hive and runs off. Ledros laments how the two have had this exact interaction before countless times, to the point where he knows the exact dialogue of their initial conversation for every time it happens.
  • Hit-and-Run Tactics: Kalista's passive is based on the concept of orb-walking, moving and attacking around a target and never staying in the same place for more than a second. She can attack and reposition herself in the same motion, or give ungodly amounts of chase.
  • Human Pincushion: Kalista walks around with a bunch of spectral spears impaled through her, representing the several spears Hecarim and his soldiers impaled her with when they betrayed her. She often yanks the spears out to use them for attacks.
  • I Am Legion: The champion Kalista is made of multiple entities; the original human Kalista, and the numerous souls bound to her service. As such, she refers to herself as "we".
  • Impaled with Extreme Prejudice: She has three ghostly-looking spears coming out of her back, and her Black Spear is initially sticking out of her chest; upon offering a pact with an ally, she pulls it out.
    • Her ability Rend has this as a mechanic. As long as she keeps attacking, spears will keep getting lodged in enemies.
    • It's also how she died, courtesy of Hecarim.
  • Irony: She is fueled by an all-consuming desire of revenge originated by her own feelings at the time of her death mixed with a major case of Ghost Amnesia, she knows that she has a revenge to fulfill but doesn't know against whom (that would be Hecarim, by the way). Losing more and more of herself with every soul assimilated, meaning that Kalista is damned to consummate the revenge of anyone but herself.
  • Mechanically Unusual Fighter: She can't cancel autoattacks (something you don't quite appreciate until you lose), can miss attacks if she loses vision, and has a lot of her abilities' power tied to an ally, and most drastically of all, she can move while casting autoattacks. If she has enough attack speed and the player can keep up with the kiting, she can be come one of the most ridiculously mobile champions in the game.
  • Mind Hive: Kalista is an amalgamation of the original human Kalista's soul, and every soul she has collected as payment. Every soul added to the amalgamation removes yet more of the former Kalista's personality as it makes up less and less of the amalgamation.
  • No Good Deed Goes Unpunished: In life, Kalista was sent by her king to find a cure for his poisoned queen, and her journey eventually led her to the hidden Blessed Isles, whose guardians offered her a cure as long as she kept their existence secret. However, when she returned, the queen had already died, and when Kalista had to explain that said cure was now worthless, the increasingly mad king saw her as a traitor and imprisoned her, and she was soon strong-armed by Hecarim into revealing the Blessed Isles' location to confront their inhabitants themselves. Once there and they reiterated that nothing could be done, Kalista was ordered by her king to slaughter them all. She refused... and was impaled countless times by Hecarim and the Iron Order for her troubles.
  • Pay Evil unto Evil: Her MO. If you've betrayed someone, and that someone makes a deal with Kalista, she will hunt you down.
  • Power Echoes: A requisite for most spectral champions. Legends of Runeterra kicks it up a notch, and now it's turned into a proper, echoing delay effect, with her dialogue repeating itself in half-second intervals.
  • The Power of Hate: She really hates all betrayers and deceivers to the bottom of her heart. In fact, she is willing to help those who have been betrayed or wronged at the cost of their own souls. She even encourages those who have been betrayed to give into their hatred as well.
  • Pre-Asskicking One-Liner: In her cinematic, after a betrayed and dying man offers his soul in exchange for vengeance.
    Kalista: Pledge accepted.
  • Red Baron: She and her collective hivemind identifies as "The Spear of Vengeance", but Ledros calls her "The Spear of the Argent Throne", referring to the forgotten empire she once served in life (in the Runeterra map, there are Argent Mountains listed south of current-day Demacia and Noxus, implying that's where she was originally from).
  • Required Secondary Powers: Using Kalista requires good actions-per-minute and ping and also pretty much demand that you queue with a partner in pubs, as she depends very heavily on having a support that knows what they're doing (which is a total crapshoot in pubs).
  • Revenge: What is her title again?
  • Voice of the Legion: Due to her Mind Hive.
  • With My Dying Breath I Summon You: Her teaser, titled The Pledge, depicts her being summoned in this manner.
    Betrayed Man: With my dying breath, I offer my soul to thee, lady of vengeance. Let justice be done!
  • Your Soul is Mine!: The price for her services.

    Karma, the Enlightened One 
"Always trust your spirit."

Voiced by: Rashida Clendening (English/Current), Danielle McRae (English/Pre-VGU), Kerygma Flores (Mexican Spanish), Victoria Angulo (European Spanish), Junko Kitanishi (Japanese), Hyun-Shim Kim (Korean)

"As Ionia changes, so must I."

No mortal exemplifies the spiritual traditions of Ionia more than Karma. She is the living embodiment of an ancient soul reincarnated countless times, carrying all her accumulated memories into each new life, and blessed with power that few can comprehend. She has done her best to guide her people in recent times of crisis, though she knows that peace and harmony may come only at a considerable cost—both to her, and to the land she holds most dear.

Karma is a Burst Mage champion with a highly versatile kit, empowering her abilities to both assist her allies and hinder her foes. She starts with a free rank of her ultimate ability, Mantra, which greatly enhances the effect of the next ability she uses.

  • Her passive, Gathering Fire, reduces the cooldown of Mantra whenever she damages an enemy champion.
  • With her first ability, Inner Flame, Karma fires a blast of spiritual energy in a target direction that explodes upon hitting an enemy, damaging and briefly slowing surrounding foes.
  • Her second ability, Focused Resolve, creates a tether between Karma and a nearby enemy champion for a few seconds, damaging them. If the enemy champion doesn't manage to run away and break the tether before the duration ends, they are damaged once again and briefly immobilized.
  • With her third ability, Inspire, Karma protects a nearby allied champion with a shield that also grants them a short burst of movement speed.
  • Her ultimate ability, Mantra, empowers the next ability Karma uses:
    • Inner Flame becomes Soul Flare, increasing the damage dealt and leaving behind a field of energy on the ground that slows enemies inside and explodes for damage after a small delay.
    • Focused Resolve becomes Renewal, increasing the duration of the immobilization effect and also healing Karma based on her missing health.
    • Inspire becomes Defiance, increasing the strength of the shield and also granting a smaller shield and the movement speed bonus to other allied champions around the target.

Karma's alternate skins include Sun Goddess Karma, Sakura Karma, Traditional Karma, Order of the Lotus Karma, Warden Karma, Winter Wonder Karma, Conqueror Karma, Dark Star Karma, Dawnbringer Karma, Odyssey Karma and Ruined Karma.

In season 2 of Teamfight Tactics, Karma uses her Dawnbringer Karma skin and is a Tier 3 Lunar Mystic. At the start of combat she tethers herself to the closes ally. Her ability is Inspire which grants the ally she's tethered to (or a random one if her chosen ally is already dead) a shield which gives them a large AS boost for as long as it holds. She returns largely the same in season 3, only with the Dark Star buff replacing Lunar. She was removed in season 4. In season 5, she returns to using her Dawnbringer Karma skin as a Tier 4 Dawnbringer Invoker. Her ability was changed to Soulflare, which fires a burst of energy at a random target that deals magic damage to surrounding enemies, reduces Karma's maximum mana down to a minimum, and mana-locks her for a brief period. Every third cast is empowered to fire three bursts of energy at different targets instead.

In Legends of Runeterra, Karma is a 6-mana 4/3 Ionia Champion who generates a random spell from her your regions in your hand at the end of each round. When you become Enlightened (reach the maximum 10 mana crystals) she levels up, gaining +1/+1 and losing her original passive in exchange for causing any spell you cast while she's in play to cast an additional time on the same targets. Her signature spell is Karma's Insight of Ages.
  • Ambiguously Brown: Karma has much darker skin than the average Ionian champion.
  • Anthropomorphic Personification: Technically speaking, Karma is merely the living embodiment of the Ionian spirit. Who we know as the champion is her most recent incarnation in a long line of avatars.
  • Big Damn Heroes: Saves Irelia's butt in the "Awaken" cinematic, right as Sion tries burying his ax in it.
  • Brainwashed and Crazy: Ruined Karma, depicting her as being controlled by Viego.
  • Combat Medic: Karma's abilities revolve around damaging and hindering enemies while also shielding and quickening allies. An empowered Inspire exemplifies this aspect of her, shielding and speeding up all allies around the initial shielded target while simultaneously damaging enemies around the initial target.
  • Combos: Empowered Inner Flame leaves behind a circle that detonates after 1.5 seconds - despite the slow empowered Inner Flame inflicts, the small size of it still easily allows a player hit to walk out of the explosion circle... good thing Focused Resolve snares an enemy target still after two seconds, know what we're saying? We're saying to use the snare to stop people from running out of the circle.
  • Crutch Character: While still a strong champion in late game, Karma's power is based on the fact that she starts with Mantra at level 1 instead of getting a true ultimate ability at level 6. While her mantra-enhanced abilities aren't as powerful as a real ultimate, they're far stronger than any other champions' equivalent abilities at that level- a single Soulflare (mantra-enhanced Inner Flame) for example can seriously chunk an opponent down in only a few hits.
  • Death of a Thousand Cuts: Her Gathering Fire passive reduces the cooldown of Mantra by 2 seconds every time she damages enemies with an ability and 1 second every time she damages enemies with autoattacks. Since having Mantra available often is essential to making the most of Karma's abilities, this encourages a playstyle of constantly harassing the enemy.
  • Determinator: In her own words...
  • Double Meaning: Her joke, revolving around the fact that she's got both a speed up and a snare:
  • Dragons Up the Yin Yang: Karma wears a symbol of two green limbless dragons facing each others' tail on her back, clearly resembling the silhouette of a yin-yang. This is best seen in the ability icons for her Gathering Fire passive and her Mantra ultimate.
  • Gratuitous Foreign Language: She has a four-syllable verbal response to casting Mantra, though it's deliberately kept vague by the production team whether she's speaking an actual language or if it's a four-syllable mantra chant. In-universe, it's a special dialect of Ionian.
  • He Who Fights Monsters: Defied by one of her lines. She hopes to instill reason into the resistance fighters that hate Noxus and want to strike back to avenge everything and everyone that they lost.
  • Heroic Willpower: During "Ruination", Karma is almost overtaken by the brainwashing influence of the Ruined King, but unlike Darius, she manages to break out of it and retaliate on her own. However, this is later subverted as she is taken again later and turned into Ruined Karma.
  • I Can Still Fight!: An empowered Focused Resolve in tandem with her shield can give her deceptive durability at low health.
  • In Name Only: Karma was the first champion to be "relaunched", which basically means removed from the game and replaced with a new champion with the same name. Prior to this, Evelynn had previously had a massive kit overhaul, but that change was restricted only to her gameplay. Karma's general theme is still the same, but her model, voice and lore have been rewritten and her kit is almost completely different.
  • Jack-of-All-Stats: Her gameplay is designed to be pretty much this. She doesn't deal as much burst or sustained damage as a pure mage, neither does she offer as many supportive skills as a pure support, but she offers a mix of both, and thus can be either an aggressive support or a high-utility mage, if played right. If played wrong, though....
  • La Résistance: Joined forces with Ionia's version of this to drive the Noxian forces back.
  • Legacy Character: Karma is actually a perpetually-reincarnating spirit of Ionia who takes host to human forms over lifetimes, similar to Avatar. Our current version of Karma was originally named Darha, inheriting the title when she was 12 after the previous incarnation (conversely an old man) had died.
  • Martial Pacifist: What Karma does now, as part of her Take a Third Option elaborated on below.
  • Mechanically Unusual Class: Karma's Mantra is all about bolstering her next regular ability she casts and her passive reduces Mantra's cooldown each time she attacks an enemy or casts a spell. While empowering normal abilities as a core gameplay mechanic isn't unheard of (see Heimerdinger's UPGRADE!!!), she stands out as having no true ultimate since Mantra is already unlocked at level 1, though it can be leveled up when an ultimate ability would normally.
  • Not the Intended Use: Karma is intended to be a well-rounded Jack-of-All-Stats, but is primarily balanced around being a mage/support hybrid. One unintended path that pops up now and then is building her as a tanky toplaner, sacrificing a bit of her damage for insane resilience and self-peeling/kiting potential, with her Focused Resolve, Inspire, and their upgraded counterparts known for giving many toplaners (many of whom are largely melee-based) a hard time. It's not incredibly common since she's very dependent on her cooldowns and her lack of damage becomes a much bigger deal as the game goes on, but her crowd control and peeling can outperform other tanks.
  • Past-Life Memories: Karma inherits the memories of her previous incarnations — one of the first signs to her that she became its most recent one was vividly encountering them in her dreams.
  • Power Makes Your Hair Grow: Ruined Karma is shown with long white hair, presumably gained from being corrupted by the Black Mist.
  • Squishy Wizard: Averted. While she'll go down under concentrated fire, expect her to put up a stronger fight than most other caster-support types through her abilities both keeping her alive and fending off enemies to buy time. This is evidenced by her official ratings ranking her defensive power almost as high as her ability power.
  • Suicidal Pacifism: Averted. Her people were willing to be this trope rather than fight back against the Noxians that were wiping them out. She herself had other ideas to how to be a pacifist that also would let her save her people.
  • Take a Third Option: She hopes to find a balance between the spiritual traditionalists and the war-hardened resistance fighters to build a stronger Ionia that can live in peace.
  • Traumatic Superpower Awakening: She always had the gift of powerful spiritual energy, but she kept it in reserve since her culture abhorred violence. When faced with an enemy intent on wiping the Ionians out, Karma desperately channeled her energy into a mighty dragon-shaped fire to fight back, unlocking her potential for using it offensively as well.
  • Warrior Monk: A former pacifist spiritual leader who was forced to use her powers to fight the Noxians off. Gameplay-wise she's more of a caster than a physical monk, though her abilities reflect her dual nature of offense and defense.

    Karthus, the Deathsinger
"Agony, ecstasy, peace. Every passing has a beauty all its own."

Voiced by: Unknown (English/Current), Adam Harrington (English/Pre-VGU), José Ángel Fuentes (European Spanish), Manuel Campuzano (Mexican Spanish/Current), Germán Fabregat (Mexican Spanish/Pre-VGU), Akio Hirose (Japanese), Sung-Tae Park (Korean)

"Death is not the end of the journey, it is just the beginning..."

The harbinger of oblivion, Karthus is an undying spirit whose haunting songs are a prelude to the horror of his nightmarish appearance. The living fear the eternity of undeath, but Karthus sees only beauty and purity in its embrace, a perfect union of life and death. When Karthus emerges from the Shadow Isles, it is to bring the joy of death to mortals, an apostle of the unliving.

Karthus is a Battle Mage champion that deals powerful single and area-of-effect sustained damage, and who can cheat death in order to finish off his enemies wherever they are.

  • His passive, Death Defied, transforms Karthus into an immobile and invincible spirit upon death, allowing him to keep using his abilities at no mana cost for a few seconds.
  • His first ability, Lay Waste, creates a ghostly blast at a target location, damaging enemies inside after a brief delay and dealing double damage if the explosion hits a single enemy.
  • With his second ability, Wall of Pain, Karthus summons a ghostly wall at a target location for a few seconds that slows and reduces the magic resistance of enemies that cross it.
  • His third ability, Defile, passively restores mana when Karthus kills an enemy. When activated, a soul vortex surrounds Karthus, continuously damaging nearby enemies at the cost of mana-per-second to mantain it.
  • With his ultimate ability, Requiem, Karthus channels for a few seconds and then strikes all enemy champions, regardless of their position on the map, with a devastating bolt of energy, inflicting heavy damage.

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

In season 1 of Teamfight Tactics, Karthus is a Tier 5 Phantom Sorcerer. His Requiem ability is a long channel that upon completion deals heavy damage to randomly selected champions, with number of targets based on his star level. He was removed in season 2.
  • The Alcoholic: Pentakill Karthus (at least in the Pre-Continuity Reboot lore) apparently has a drinking problem, as shown in this (hilarious) Champion and Skin sale here.
  • Ambiguously Evil/Affably Evil: Karthus wants to wish death upon the living, but prefers to do it quickly and without much pain and sees death not as painful suffering, but as peaceful bliss and clarity—indeed, what he likes most about undeath is permanently being in the liminal moment of clarity on death's threshold. He despises Thresh and Elise's methods, seeing as they regularly torment the dead, Elise to stay alive and Thresh For the Evulz.
    "You all die, why not choose how?"
  • Ascended Meme: Press "R" to Win, named after his ult that targets everyone on the field and is legendary in mopping up teamfights and securing kills. His ult is terrifying in just about any situation with low health, because if a Karthus with his ult sees that you're low on health you are already dead. One of his jokes goes as follows:
  • Awesome, but Impractical: His Lay Waste ability has literally unmatched damage potential, but is so breathtakingly difficult to hit an active target consistently with it (with a seventy percent hit rate being considered amazing by tournament players) that you'll likely never see the full benefits of its massive damage output short of him having the target held down for him.
  • Blue-and-Orange Morality: Death = Good, Life = Bad. That's as simple as it gets.
  • Can't Hold His Liquor: Said word for word by Mordekaiser regarding Karthus's drinking problem. It goes right through him.
  • Cryptic Conversation: Karthus makes a habit of replying with these when asked any question.
  • Death from Above: A cyan torrent of necromantic energy, along with a Pre-Mortem One-Liner.
  • Death of a Thousand Cuts: Getting hit by Lay Waste once isn't that worrisome (unless Karthus is fed), getting hit by 15 of them probably will be. With a low mana cost and very low cooldown time, a competent Karthus will land as many of them as possible in a short period of time, so get used to constantly moving in unpredictable patterns to avoid the bubbles of pain.
  • Difficult, but Awesome: Yes, in spite of his "Press R to Win" reputation, he is damn hard to play properly, since his Lay Waste needs some quick wit to land (with a half-second delay and very small blast zone). Also, he has no mobility-enhancing ability and thus has to watch his positioning, as this makes him very vulnerable to ganks and all-ins from mid lane assassins. While he is not the hardest mage to use well (that is still a three-way tossup between Syndra, Azir, and Orianna), he definitely has one of the highest skill floors. A bad Karthus will get pounded into dust in lane and will spend the rest of the game politely tapping people, constantly running out of mana, and pissing off their teammates when they use their ult to poach kills that they did not deserve. A good Karthus will play it safe in lane and farm from afar, then provide a steady flow of damage from out of the enemy's reach later on and use their ult to pick off fleeing targets. A great Karthus will safely farm from a great distance, poke you when you try to farm with Lay Waste, all-inning you with a barrage of them if you get cocky, then lead aggressive pushes with steady, constant AOE damage that leaves the enemy wondering where their health bars went, all the while keeping his ult on reserve to leave no survivors, stop teamfights around objectives before they'd happen, weaken pushes, or as a final "fuck you" to the enemy team if they manage to take him out.
  • Enemy to All Living Things: His lore implies that he wants to bring the entire world into undeath.
  • Even Evil Has Standards: His quotes imply that he thinks little of the way Elise tricks her followers to their deaths, and he doesn't approve either of the way Thresh tortures the dead after he kills them. Not that that wins him many points, as he's perfectly fine with Thresh tormenting the living.
  • Evil Sorcerer: This guy wants to kill the world with his requiem - doesn't get much more Evil Sorcerer than that. His Lightsbane skin is basically the DnD version of the trope.
  • Expy: His lore is basically Black Hand's backstory with the name and setting changed.
  • Foil: To Yorick. While Yorick was born with his ability to communicate with the dead, and took up his task to guide lost souls with a heavy heart, Karthus possessed no supernatural abilities before his journey to the Shadow Isles, yet was obsessed with the idea of communication with spirits since he was a child. As well, Yorick is determined to lay trapped souls to rest, including his own, when the time comes, while Karthus dreams of sharing with the living his eternal state of undeath.
    • Also to Soraka. Karthus Was Once a Man whose obsession with death led to him turning into an undying lich; Soraka is a female goddess who gave up her divinity (although not her immortality) to bring aid and succour to the mortal races. Both of them have spammable Q skills which do targeted damage in a small area (with Karthus' Lay Waste admittedly more spammable than Soraka's Starcall), and E skills that put down a persistant area of crowd control. Most obviously, their ultimates are exact opposites- Karthus damages every enemy champion everywhere on the map, Soraka heals every allied champion everywhere on the map.
  • Glass Cannon: Difficult to be aggressive with and very vulnerable to mobile enemies, Karthus' kit and passive nonetheless lets him be very likely to do a lot of damage even if he's quickly focused down and killed... and of course, if he lives the entire time, he is capable of doing even more.
  • Glowing Eyelights of Undeath: Undead? Check. Glowing eyes? Check.
  • Grim Reaper: Grim Reaper Karthus, in case you couldn't guess.
  • Herd-Hitting Attack: Lay Waste's explosions technically qualify as one, but they hit much harder when there's only one target. The real Herd-Hitting Attack is his E ability, Defile — what can only be described as a huge swirling gyre of screaming, ghostly hell-worm-leech-things centered around Karthus. Don't deliberately get into a pitched teamfight while on top of an enemy Karthus who is using this.
  • The Heretic: In his new lore, Karthus' obsession with death led him to join and rise quite high in the Order of the Tallymen of Kindred. After his transformation into an eternally unliving lich, he's now probably their worst enemy as well as an abomination to his former order.
  • Hope Spot: #1 in the game at these. Got away with low health? Not anymore.
  • Kill Sat: His ultimate ability is this to all enemy champions. This led to the "Hey Karthus! PRESS R!" meme referencing how some teammates will tell Karthus to ult low-health enemies as if calling down a tactical airstrike.
  • Large Ham: Karthus constantly shouts at his opponents about their impending doom in a theatrical manner whenever he casts one of his spells (besides his spammable Lay Waste). He is even more loud and over-the-top when using his Pentakill Karthus skin, where he will actually sing a lyric from one of the Pentakill songs when casting Requiem.
  • Leave No Survivors: If he survives a teamfight and didn't open with his ult to weaken a push or soften them up before the teamfight, the average Karthus will almost certainly use it for post-teamfight cleanup.
  • Leeroy Jenkins: One of Karthus's common playstyles is to charge into people and die, as in the next 7 seconds, if his teammates provide enough crowd control, he may be even more useful to the fight, as you can't prevent him from casting that way.
  • Lethal Joke Weapon: Revive (prior to its removal from Summoner's Rift in season 4) was regarded as the single worst summoner spell in the game, only being useful for gimmicky joke strategies. However, one that actually works (and rather hilariously so) is "Zombie Karthus", an abomination that results when a Karthus takes Revive and Teleport so that he can inflict damage in a teamfight, throw down a ward before he "dies", continue to output damage for 7 seconds until he actually dies, use Revive then Teleport to the ward, and rejoin the fight to keep the pain coming (forcing the enemy team to kill him yet again).
  • Magikarp Power: Starts off very slow and mana-hungry and can have issues laning against more mobile and aggressive mages and (especially) assassins. It's also worth mentioning that he has the single weakest starting autoattacks (Orianna has less AD, but her passive makes her attacks stronger) in the game, terrible autoattack range, and a rather cumbersome autoattack animation, making him infamous for his poor farming using attacks alone. Once he gets his ultimate, though, he can start picking off kills from across the map and slowly accumulate power that way until he becomes a veritable death-bringer come lategame. When he buys a Rod of Ages, which is a Magikarp Power item, he says:
  • Metal Scream: Gives one before he starts headbanging as his /dance animation. Pentakill Karthus replaces his staff air-microphone with an actual one.
  • Non-Indicative Name: Wall of Pain... doesn't deal any damage. However, it slows targets greatly and reduces their armor and MR, which can set up for great amounts of pain from his spammable Lay Waste and area-of-effect Defile that depends on proximity (i.e. you not walking away).
  • Not the Intended Use: The quest to make Karthus as viable jungler as he is a midlaner has been a longstanding goal of Karthus mains for many years. While this route has several inherent risks like early game mana problems and an overall lack of durability, he has surprisingly fast jungle clears, and he still retains his valuable AoE damage and teamfight control for later stages in the game.
  • Odd Friendship: In the Pentakill universe and pre-Continuity Reboot lore, he's the lead singer of a band with Sona, Mordekaiser, Yorick, Olaf, and (as of 2017) Kayle. His Pentakill skin gets unique quotes to reflect this.
  • Omnicidal Maniac: Wants to "bring his dark requiem to the world" (i.e kill everyone).
  • Our Liches Are Different: It's not explained how he turned into one, nor is it known if he has a Soul Jar. His current lore suggests that it may be related to his sheer will to exist in the moment of passing letting him remain coherent even when consumed by the Black Mist.
  • Powered by a Forsaken Child/Human Resources: Karthus's "E" skill apparently uses the souls of his victims as an AoE attack.
    "Feel their spirits!"
  • Pre-Mortem One-Liner: Pulls these off during Requiem.
  • Pyrrhic Victory: Even if Karthus and his team gets wiped out, the best-case scenario is that his Requiem will create this situation for the enemy team. They may have killed off Karthus' team, but losing several people and having the survivors at minimal health means that they can't really capitalize on it like they normally would to push towers or take objectives.
  • Sadist: Technically subverted. Pain is just what he inflicts upon people to bring them his true message: Death.
  • Simple, yet Awesome: Fans often decry Karthus for having no-skill-required global nuke by hitting the "R" key. It still cannot be denied that it has so many uses for exerting global pressure. For example, it is a powerful deterrent against enemies starting close fights they'll just barely win (assuming they keep track of its cooldown) and forcing enemies to disengage a fight they're already winning as soon as they see the cyan cloud of doom over their heads.
  • Scary Musician, Harmless Music: In the song Lightbringer, an Omnicidal Maniac death-obsessed lich sings about hope and peace. Averted in the game proper.
  • Sinister Minister: While not one in the prime universe, a story in the High Noon universe sees a Reverend Karthus show up as a character. He leads a church of ghosts and attempts to lure High Noon Lucian into joining.
  • Spam Attack: This is how Lay Waste works, with a 1.5 second effective cooldown once cast times are taken into account. Good Karthus players will use it the same way a Marksman uses their autoattacks.
  • Spiritual Successor: As one of the original 40 champions, he acts as one to Zeus from Dota—a character with a spammable magic damage spell used for last-hitting and poke, strong sustained AoE magic damage, and a global damage ultimate. Downplayed, however: unlike Zeus (who would rather keep his distance from a fight), Karthus's passive and E encourage him to occasionally get up close and personal.
  • Squishy Wizard: Except unlike other mages, the "wizard" part continues after he gets blown up.
  • Supernatural Gold Eyes: Before his visual update, where his eyes are now blue.
  • Taking You with Me: Even if you kill him, there is a small time frame to cast spells for him after dying to take you out, especially if his ultimate is up.
  • Thanatos Gambit: Killing a Karthus then getting stuck in a protracted fight near his corpse (so that no one can stop his post-death casting) might be exactly what he was planning on in the first place.
  • The Undead: Willingly became one.
  • Violation of Common Sense: Depending on one's team composition and strategy, running in and intentionally getting killed may not only be a good idea, it might be the best option if one's team can force the enemy to stay within the blasting zone. Trying this on any other mage (even those with other post-death damage passives) is literally pointless suicide.
    • Conversely, when facing a Karthus, disregard the conventional wisdom that focusing an enemy carry first is always a good idea. Either kill Karthus first then get out of there fast (before his team swarms you on top of his Defile area) or save him for last.
  • Villainous Rescue: In the pre-Continuity Reboot lore, this may have been what he was doing when he was found "dead" on the scene of a fight between Malzahar and Kassadin outside the League. Since he was already dead to begin with, reviving him wasn't a big problem, but he still won't actually say what he was doing there outside of an ominous remark about "defending the inhibitor."
  • Who's Laughing Now?: Because of his continual damage output and his free ultimate after death, Karthus is quite capable of wiping out multiple enemies in retaliation after he himself dies.

    Kassadin, the Void Walker
"The balance of power must be preserved."

Voiced by: Adam Harrington (English), Roberto Cuenca Martínez (European Spanish), René García (Mexican Spanish), Ryuzaburo Otomo (Japanese), Sang-Baek Kim (Korean)

"There are few indeed who may tread the paths between worlds."

Cutting a burning swath through the darkest places of the world, Kassadin knows his days are numbered. A widely traveled Shuriman guide and adventurer, he had chosen to raise a family among the peaceful southern tribes—until the day his village was consumed by the Void. He vowed vengeance, combining a number of arcane artifacts and forbidden technologies for the struggle ahead. Finally, Kassadin set out for the wastelands of Icathia, ready to face any monstrous Void-construct in his search for their self-proclaimed prophet, Malzahar.

Kassadin is an Assassin champion with tremendous mobility and great mage-slaying capabilities, easily crossing the distance to his targets and taking them down while nullifying their attacks.

  • His passive, Void Stone, allows Kassadin to move through units and reduces all incoming magic damage.
  • With his first ability, Null Sphere, Kassadin fires a void orb at a nearby enemy, damaging them, interrupting channelled abilities and granting him a shield that blocks magic damage.
  • His second ability, Nether Blade, passively makes his basic attacks deal bonus magic damage. When activated, Kassadin charges-up his next basic attack with void power to deal bonus damage and restore some missing mana, which is increased if he attacks an enemy champion.
  • His third ability, Force Pulse, passively draws energy whenever an ability is used near Kassadin, gaining a charge, up to six. Upon reaching six charges, Kassadin can activate the ability, consuming all charges to release a pulse of void energy that damages and slows enemies in a cone in the target direction.
  • With his ultimate ability, Riftwalk, Kassadin teleports to a nearby location, damaging surrounding enemies upon arrival. This ability has an extremely short cooldown, allowing Kassadin to use it repeatedly, with each use increasing the damage and mana cost of the next teleport, stacking up to four times.

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

In season 1 of Teamfight Tactics, Kassadin is a Tier 1 Void Sorcerer. His ability, Nether Blade, passively causes his attacks to drain mana from targeted enemies and converts it into shield for Kassadin. He was removed in season 2. He returns in season 3 using his Cosmic Reaver Kassadin skin as a 3 cost Celestial Mana-Reaver. With his Force Pulse ability, he releases a wave of energy in a cone that damages and disarms all enemies it hits. He was removed again in the Return to the Stars mid-set update.
  • Action Dad: He was a father before he was a hunter of all things Void-related.
  • Adult Fear: Upon hearing about an incident concerning a maw from the abyss swallowing up the homes of some desert folk, Kassadin understandably freaked out. When he got to the ruins of his home, he clawed at the rubble until his hands bled trying desperately to find his family.
  • Amazing Technicolor Population: His skin has turned blue due to Void corruption.
  • Anti-Magic: Kassadin was entirely designed around this (despite being the only purely melee champion with the low +0.5 magic resist growth per level). He passively decreases magic damage taken, his Null Sphere gives him a magic damage-absorbing shield and disrupts channeled enemy abilities, and his Force Pulse is charged by enemy spells cast in his vicinity.
    "Your magic is powerless against ME!"
  • Arch-Enemy: Malzahar is very high on his hitlist due to Malzahar being responsible for opening the Void rift that consumed his village, and the feeling of wanting the other dead is mutual. Interestingly, a good Kassadin should be able to hard-counter a Malzahar in-game like most other mages.
  • Art Evolution: Kassadin got a pretty sizable visual update in 2015, giving him a new model and much clearer and smoother animations, although his dialogue was left untouched.
  • The Artifact:
    • He has a "Silence!" and his joke is about 'silencing' his mother. It still stays despite him being patched to be unable to silence opponents with his Null Sphere.
    • In general, Kassadin stands out as very much being a product of early League of Legends development, his kit is Boring, but Practical despite minor additional functionality having been bolted onto it to try to make him fit into more current league design philosophynote , he has been stated numerous times to be an absolute chore to balance because, in large part, to the ultimate that makes him so iconic, and while his VGU has noticably improved his model, there is no getting around that he has a paltry amount of noticeably short voicelines and that none of them go beyond generic confirmations of commands as though the Institute of War was still a thing note , not to mention he holds a single taunt and a single joke (which, as described above, is another instance of this trope), and he, uniquely, has an ability which outright requires the opponents to play into it before it can even be used. It all comes together to make a character which, despite Riot's attempts at updating model and lore, still has his gameplay roots firmly planted in the time when there was no more to him than "guy who looked into an undefined abyss and swore to keep it at bay".
  • Boring, but Practical: In a game where offensive ultimate abilities can do things like go the entire length of the game map to instantly executing targets, Kassadin's Riftwalk seems downright boring, as it's a short range spammable teleport. It's also a devastatingly powerful mobility and assassination tool, dealing meaty damage upon arrival at the chosen location and allowing Kassadin to unload his shockingly strong burst at point-blank range. The best part is that because it's a point and click ability, it's near-impossible to dodge, meaning all you can do is take the damage that he'll be dealing, or predict where he'll pop out and hit him with some form of CC.
  • Can't Get Away with Nuthin': In his old lore, he attempted to prevent a crazed cabal of Void worshipers led by Malzahar from sacrificing his daughter. He caused a blackout in the process, and is now wanted by the city of Zaun, which, Wretched Hive that it is, is much more concerned with the latter than the former.
  • Cool Helmet: His helmet is a distinctive part of his look. Even in skins, he always at least has his mouth covered.
  • Cthulhumanoid: Just compare his overall look with the trope's image.
  • Dark Is Not Evil/Bad Powers, Good People: Sure, he has the powers of the Void. However, he only gave into the power of the Void as means of protecting Runeterra from the Void creatures.
  • Darth Vader Clone: He has the helmet, reverberated voice, disfigurement, is flat out related to the Void, and is even the father of another champion. However, while Kassadin has a very frightening look and powerset, he is unambiguously heroic, seeking to stop the Void from consuming the world.
  • Despair Event Horizon: The apparent demise of his wife and daughter utterly broke him, only recovering so that he could butcher the man he thinks is responsible.
  • Difficult, but Awesome: He's an extremely squishy melee mage with burst that, while high, is very situational, and he is in the extremely unenviable position of being dead weight without farm while also being one of the worst farmers in the game. His early game is a desperate struggle for survival while he tries to squeeze in a few last hits and hopes that his jungler has his back. Even level 6 isn't that much of an improvement, as he's still a squishy melee mage who likely has very few items and an ult that definitely gives him a major advantage, but is also extremely easy to run out of mana with. By level 9, however, a good Kassadin has gotten those crucial kills they need to succeed, and is now blinking around the map, appearing out of nowhere to slam lone targets with alarmingly high burst and then flee before their team can catch him, and generally reminding the enemy team's squishies that they are never safe.
  • Dramatic Irony: Kassadin fights for the memory of his wife and daughter. It's possible for him to fight and kill Kai'sa and be none the wiser that she is the very daughter he is fighting for. While Kai'sa has special lines that have her at least subconsciously realize she has murdered her father if she kills an enemy Kassadin, Kassadin has no such lines.
  • The Dreaded: Kassadin's Nether Blade is remembered by the Void centuries after its last use by a former emperor of Shurima and sends Void creatures into a crazed state upon seeing it.
  • Foil: To Malzahar. As with many other Arch-Enemies in the game, their rivalry is also reflected on their respective gameplay. Malzahar is a ranged sustained/burst mage with no escape skills but with incredible farming abilities, while Kassadin is a melee anti-mage assassin with a great escape move, but poor pushing skills. However, it should be noted that some other aspects are shared between them. They both have a means to disrupt channels, they both rely a lot on their ultimates to make their plays and they can both perform a devastating combo which can get them in trouble if used improperly.
    • Lastly, there's also the contrasting irony of their (since retconned) backstories: Kassadin willingly sought the power of Void, but eventually sides against the Void, while Malzahar never dreamt about being the herald of the Void until his prophetic gift dragged him to Icathia and made him Void's prophet.
    • Fitttingly, to Kai'Sa, his daughter. Kassadin willingly took on the power of the Void and the corruption that came with it to take revenge on Malzahar, while Kai'Sa unwillingly works with a Void symbiote to survive after her village was consumed by the Void. Both fight for the destruction of the Void and are Fragile Speedster characters, but Kai'Sa is a sustained attack damage carry while Kassadin plays more like a burst damage assassin.
  • Fragile Speedster: An odd, zig-zagging example. With his teleport ability, he is almost impossible to catch or escape from. His fragility comes from that, as an Assassin, he's a Glass Cannon. The issue is catching him. Though if you're a mage and fighting Kassadin, then he's a Lightning Bruiser due to his taking 15% less magic damage.
  • Glowing Eyes of Doom: He's definitely powerful, but he's not evil.
  • Gold and White Are Divine: Cosmic Reaver Kassadin trades off his dark Purple/Void-colored clothing and replaces them with bright gold and white.
  • Humanoid Abomination: Became one after witnessing the Void, but maintained his free will. As such, while he may be one of these, he's completely good in nature.
  • Hunter of His Own Kind: He may not be from the Void but he owes quite a bit of his power to it. His goal is to eliminate the Void-born creatures before they devastate Runeterra.
  • It's Personal: Kassadin has a few significant reasons to hate Malzahar, but the most personally-driven is that he blames him for opening the rift to Void that presumably consumed his wife and daughter.
  • Jack-of-All-Trades: Riot themselves say Kassadin has multiple item paths. The most common builds are either Glass Cannon/Fragile Speedster going off of his extreme mobility, or a Lightning Bruiser route trading off his damage for more survivability.
  • Justice Will Prevail: Befitting of his commitment to protect Valoran, this is one of his movement quotes.
    "Justice will be served."
  • Laser Blade: Made of nothing. It even uses a special particle effect to emphasize that Kassadin is slicing people with a tiny piece of the Void.
  • Legendary Weapon: The Nether Blade was a magic weapon crafted by ancient Shurimans during the first Void invasion, wielded by Horok of the Ascended Host, the first to actually make a significant dent in harming the Void. While Horok was betrayed and killed by the tyrant Ne'Zuk, the blade was left untouched for generations until it was recovered by Kassadin, and the Voidborn are still afraid of it.
  • Mage Killer: Indeed intended to be one, and a good Kassadin is a nightmare for any mage champion at mid. A mage's biggest strengths are their spells and long-range combat, and Kassadin has a magic damage absorbing shield, a spammable teleport, and a passive ability that makes him take reduced magic damage. Ironically, he's mostly played as a mage himself, and is widely considered a mage for gameplay purposes by the player base. His mage killing abilities are highly dependent on whether the player is fast enough to do a surprise teleport directly in front of the mage and land the silence orb before the mage player can react. A bad Kassadin will walk into his death if he times his ports at the wrong time. A good Kassadin can kill his target before the silence wears off. Unfortunately, his renowned silence was deemed too overpowered, and it was eventually replaced with a magic shield, but he's still a potent Mage Killer due to his heavy burst damage.
  • Magikarp Power: Very weak early on due to being limited to melee range and having fairly poor farming due to having to harass the enemy with his ranged abilities. Once he reaches level 6 though, he becomes much harder to gank successfully and he starts to be able to terrorize the enemy caster by silencing them then blinking to them to carve them up. It's somewhat common for Kassadins to lose the laning phase but then become fed off other lanes at midgame due to having exceptional roaming thanks to Riftwalk. His abilities play this straight in the simplest form; Weak base damage, extremely high AP ratios, meaning Kassadin doesn't hurt much early on, but lives up to his status as an Assassin the more items he builds.
  • Meaningful Name: "Kassadin" is an anglicization of the Shruiman "Kas sai a dyn", meaning "Whom does the desert know?" In his own words:
    "The desert does not know you, beast. You are not welcome here. You are lost in this ancient land of gods and men.

    But the desert knows my name, for that is my name. Not once have I lost my way. I know exactly where I am, and how many more paces it would be to the doom of all things. I will atone for what I have done, and that which I have not.

    And I will defy you until the end."
  • Power of the Void: Uh, yeah.
  • Power Makes Your Voice Deep: So deep that his voice is reverberating.
  • Retcon: His old back story said that he went mad from the revelation, and made his goal the elimination of all magic. His new one paints him in a more heroic light and makes his goal the elimination of all creatures of the Void.
  • Roaring Rampage of Revenge: His crusade against the Void is all out of seeking revenge against Malzahar and the Void itself for consuming his village, including his wife and daughter.
  • Spiritual Successor: To Anti-Mage. He was even more like him once, having a mana-burn mechanic and sharing the same goal (elimination of all magic users) before both were changed.
  • Spontaneous Weapon Creation: His Nether Blade.
  • Supernatural Gold Eyes: Sports them after seeing the void and letting it inside him.
  • Taking You with Me: Kassadin's days are numbered due to void corruption, but he intends to take the Void (or at least, Malzahar) with him before he dies.
  • Teleport Spam: Kassadin has the shortest-cooldown blink in the game. Each successive one in a short span of time costs more mana but also deals more damage.
  • Tron Lines: Creates them on the ground under him as he moves.
  • Unmoving Plaid: Zoom in and take a close look at Kassadin's Nether Blade. It's not a sword, it's a sword-shaped window into the void.
  • Vader Breath: When his Force Pulse ability is charged, his respirator starts acting up.
  • Was Once a Man: Take a look at him, he certainly isn't one now. Subverted in that he still retains his identity and free will even after the Void got done with him.
  • Walking Shirtless Scene: His visual update for 2015 has this going on.
  • Weaponised Teleportation: His signature Riftwalk, allowing him to near-instantly blink to a nearby area, dealing damage on arrival. If properly charged up and used with the opportune setup, it can contribute a lot of damage for assassination combos.
  • Your Mom: Inverted. His joke is about saying that he silenced HIS mom, and boy did he regret that. It may have gotten his silence taken away.

    Katarina, the Sinister Blade
"Violence solves everything!"

Voiced by: Tara Platt (English), Ana Esther Alborg (European Spanish), Cony Madera (Mexican Spanish), Houko Kuwashima (Japanese), Yeong-Su Jeon (Korean)

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

Decisive in judgment and lethal in combat, Katarina is a Noxian assassin of the highest caliber. Eldest daughter to the legendary General Du Couteau, she made her talents known with swift kills against unsuspecting enemies. Her fiery ambition has driven her to pursue heavily-guarded targets, even at the risk of endangering her allies—but no matter the mission, Katarina will not hesitate to execute her duty amid a whirlwind of serrated daggers.

Katarina is an Assassin champion who jumps around the field in a flurry of knives, dealing powerful multi-target damage and chaining kill after kill. She does not use mana or any other resources, with her abilities only being limited by cooldowns.

  • Her passive, Voracity, refreshes the cooldown of her basic abilities and reduces the cooldown of her ultimate whenever Katarina kills or helps kill an enemy champion. She also has a second passive, Sinister Steel. Some of Katarina's abilities leave daggers on the ground, which she can pick up to perform a whirling slash that damages enemies around her.
  • With her first ability, Bouncing Blade, Katarina throws a dagger at a nearby enemy that then bounces to up to two other nearby foes, damaging them. The dagger then falls to the ground where she can pick it up.
  • Her second ability, Preparation, grants Katarina a short burst of movement speed and tosses a dagger into the air that lands at her original location after a small delay, where she can pick it up.
  • Her third ability, Shunpo, teleports Katarina to a nearby unit, damaging them if they're an enemy. She can also teleport to one of her daggers on the ground. Picking up a dagger greatly reduces the ability's cooldown.
  • With her ultimate ability, Death Lotus, Katarina spins in place for a few seconds as she throws a flurry of blades at up to three nearby enemy champions, dealing heavy damage and reducing any healing on them.

Katarina's alternate skins include Mercenary Katarina, Bilgewater Katarina, Red Card Katarina, Kitty Cat Katarina, High Command Katarina, Sandstorm Katarina, Slay Belle Katarina, Warring Kingdoms Katarina, PROJECT: Katarina, Death Sworn Katarina, Battle Academia Katarina, Blood Moon Katarina, and Battle Queen Katarina.

In season 1 of Teamfight Tactics, Katarina is a Tier 3 Imperial Assassin. Her ability is Death Lotus, which repeatedly fires daggers at nearby foes, damaging them and reducing their incoming healing for a few seconds. She was removed in season 2, then returned almost unchanged for season 4, in her Warring Kingdoms skin, as a Tier 3 Warlord Fortune Assassin. In season 5, she uses her Death Sworn Katarina skin as a Tier 3 Forgotten Assassin. Her ability was changed to Sinister Blade, which throws a dagger that damages the farthest enemy and lands near their position. Katarina then teleports to the dagger, throwing three additional daggers at the nearest enemies that deal reduced damage; all enemies damaged by the ability also have their incoming healing reduced for a few seconds.

In Legends of Runeterra, Katarina is a 3-mana 3/2 Noxus Champion with Quick Attack, who generates a Fleeting copy of Blade's Edge (a Fast spell that deals 1 damage to anything) in your hand when she's played. The first time she strikes anything and survives she levels up, gaining +1/+1, increasing her mana cost to 4, and returning her your hand every time she strikes anything (including the strike that caused her to level). Instead of generating a Blade's Edge when played, she now grants you a Rally, giving you an additional attack. Her signature spell is Katarina's Death Lotus.
  • A Lighter Shade of Grey: Katarina and her own group (Cassiopeia and Talon) are a slightly lighter shade amongst the Noxians, though still damn ruthless, seeing that she's not 100% trusting of Swain and his group (Darius, Draven, LeBlanc, Sion, and possibly Vladimir).
  • Achilles' Heel: Crowd control is much more lethal to her than even other carries. Most mages will just run if they get silenced or stunned. When it happens to Katarina, it's probably interrupting her ultimate while she's in the middle of the enemy team.
  • Art Evolution: Kat has benefitted from this twice:
  • The Artifact: Katarina's Foe Romance Subtext with Garen; despite the fact that it's still constantly being referred to within the game itself (such as in special champion responses either of them) Garen isn't even mentioned anywhere in Katarina's bio or any of her flavour stories any more (the same applies for him). Subverted in the Legends of Runeterra where their Ship Tease shoots through the roof for everyone to see/comment on, and again in her Battle Queens skin where she teases if Garen can "handle a Queen".
  • The Atoner: Her arrogance and thirst for glory caused her to make a critical blunder that cost the lives of many Noxian soldiers, nearly including her own father. Her failure completely lost her father's favour, and he even despatched another of his assassins to kill her for her failure (he failed, although that's how she got her iconic facial scar). Now her only goal is to redeem herself, even though she knows her father will never forgive her no matter how hard she tries.
  • Authority Equals Asskicking: It's unknown whether it approaches canon, but she does have a "High Command" skin.
  • Ax-Crazy: She's a professional killer that seems to savor the carnage a bit too much.
  • Badass Family: Her sister Cassiopeia is a treasure hunter-turned Poisonous Snake Person and fellow champion, Talon is their adopted "little brother" and is also another renowned assassin champion, her father is a famous leader in the Noxian army, and her mother (along with Cass) is involved in The Black Rose.
  • Bare Your Midriff: Her midsection is somewhat prominently on display in most of her skins.
  • Because I'm Good at It: How she comments on her profession of assassinating:
  • Bedlah Babe: Sandstorm Katarina is dressed as one.
  • Blood Knight: To quote her selection line, "Violence solves everything!" At least, she really wants it to be that way.
  • Bond One-Liner: Finishing her Death Lotus ability tends to be followed up with one of four lines. Stuff tends to be dead after she finishes casting it.
  • Cat Girl: Kitty Cat Katarina dresses her up in a very skimpy cat-themed outfit.
  • Combos: Despite being a caster-type champion (relies on her abilities rather than auto-attacks), she's well-known for being one of the few DPS-type caster champions as opposed to the outright burst damage casters unless she's fed. Her general combo routes: Preparation, Bouncing Blades, and Shunpo is a standard harass combo since the first skill gives her an escape and the second two give her a large burst of damage on a target. A Katarina that sees her prey weakened will likely add Death Lotus and an Ignite to finish it off.
  • Daddy's Little Villain: She learned everything she knows of the blade from her father and it's implied she cares a great deal that he's missing beyond leadership reasons.
  • Dance Battler: Downplayed as she doesn't explicitly reference any dance moves in her assassinations (unless you count her many spins), but she does call her fighting style a "dance of blades", which is nonetheless a very apt description. In Legends of Runeterra, she manages to find some commonality with Fiora, who despite being from Demacia views her combat as similarly graceful.
    Katarina: A waltz of swords and daggers!
    Fiora: They don't stand a chance!
  • Dark Action Girl: An aggressive professional killer dressed in black who loves carnage and doesn't know any problems that can't be solved with a knife.
  • The Dark Chick: On Darius' team in A New Dawn.
  • Dating Catwoman: Possibly with Garen. On the surface their rivalry puts them as bitter enemies, but the amount of subtext confuses the issue somewhat.
  • Disappeared Dad: Her father's disappearance is a cause of great concern for her.
  • Difficult, but Awesome: A quintessential example of a high-risk-high-reward assassin. Her early game before getting Death Blossom is a bit lackluster, she requires good positioning and awareness surrounding her dropped daggers to get the most Spin Attacks per fight, and she can be very easily punished with crowd control. With all that said, a perfectly-prepared combo can utterly destroy a target, and when combined with the cooldown resets, she can dance around and obliterate entire teams on the spot.
  • Enemy Civil War: Katarina doesn't trust Swain, listing both him and Darius as her rivals. She and Talon are A Lighter Shade of Black in Noxus (though still happy to cut anyone's throat if it suits them).
  • Everyone Can See It: While Katarina is personally silent on the issue and Garen’s dialogue only references his Foe Yay with her in two short and comparatively subtle quotes, several other characters (Tahm Ketch, Jihn, Illaoi, Maokai, and even Garen’s sister Lux) acknowledge and tease, threaten, or attempt to blackmail them both over it.
  • Evil Redhead: Not all-out evil, but definitely more violent and aggressive.
  • Fanservice: Although she's long been considered sexy by the fanbase, the Halloween Kitty Cat skin just went all-out. The Red Card skin is considered to be blatant fanservice as well. They eventually decided they'd actually gone too far with Slay Belle Katarina, who originally featured a sexy pole dance for her recall animation, so they changed it.
  • Femme Fatale: This trope is even lampshaded when she got a visual upgrade.
  • Flash Step: The skill is even called Shunpo, even though it literally translates to "Blink Step" (and is actually pronounced "Shoo-n-poh").
  • Foe Romance Subtext: She's a ruthless and bloodthirsty Noxian assassin. He's a dutiful and honourable soldier of Demacia. Their top priority should be seeing the other one dead... so why are they instead seeing each other for dinner on the docks after dark?
  • Fragile Speedster: Even for an assassin — a champion type built around deleting enemies in an instant — Katarina is among the fastest. Her instant teleports and on-kill cooldown resets means she can jump around enemy teams in a split-second and deal crazy damage if she can get a Kill Streak going. However, she's very fragile and lacking in escape options, so if she doesn't immediately kill them or they somehow manage to catch her, she could be in deep trouble.
  • Gameplay and Story Integration: She's a literal assassin in the lore. In game, it's a very bad idea for her to take multiple enemies head on, it's better for her to pick off vital targets then run or start killing once her team starts wreaking havoc and everyone's too distracted. Case in point, her ultimate is very easily stopped if she faces champions with crowd control or takes advantage on being at low health who if they survive her burst will easily put her down.
  • Glass Cannon: Easily capable of decimating entire teams in the past...if they don't kill her first. General consensus that the best route is to take as many High AP Buff items as possible, with the addition of a few Magic Penetration Items. End result, she can burst down anyone that is not loading up on Magic Resistance, and put a major hurting on those who are. The moment she at all get's caught in any hard crowd controls, she's likely doomed.
  • Good Scars, Evil Scars: A long one running over her left eye.
  • Hell-Bent for Leather: Her default costume is all black leather, except for small pieces of grey metal armor.
  • Herd-Hitting Attack: Her ultimate throws up to 30 knives at surrounding opponents, and they hurt.
  • Improbable Aiming Skills: Bouncing Blades manages to throw a knife at an enemy and bounce to hit 4 others nearby. Death Lotus takes this further and throws 10 blades rapidly at 3 different enemies at once while she's spinning.
  • Knife Nut: Dual Wielding a pair of "daggers" (really more like short swords) and throwing knives, this is pretty much her theme.
  • Magic Knight: A deadly assassin who zips around with blink-and-you'll-miss-it flurries of daggers. Preseason 11 changes further emphasized this — prior to the update, her scaling made her almost entirely based on ability power damage and limiting her itemization, but as of patch 10.23, several of her abilities became able to apply on-hit effects and scaled to attack damage, opening the floodgates for on-hit physical damage-based builds (either building pure AD or mixing a few AP items) to become viable while keeping the same gameplay style.
  • Magikarp Power: Early game, Katarina can easily be handled if one knows how to handle her laning phase....but late game, farmed up or fed for her items, she has a chance to go on frequent killing sprees against unprepared foes, or worse, pentakill entire teams.
  • Meaningful Name: "Katarina" means "pure", and "Du Couteau" literally translates to "of the knife" in French.
  • Multi-Directional Barrage: Death Lotus has her doing this, shredding every enemy in the vicinity to pieces (inflicting Grievous Wounds for good measure).
  • My Greatest Failure: Ordered by her father to assassinate a low-born Demacian officer, Katarina was so insulted by the waste of her superior talents that she ignored her orders to assassinate the enemy commander instead. The next morning, the officer she'd been ordered to assassinate led his forces charging into her father's camp on a Roaring Rampage of Revenge and crushed the Noxians, nearly killing Katarina's father as well, and disgracing Katarina. Redeeming herself for this lapse is her primary motivation.
  • Not the Intended Use: Season 2021 saw the birth of AD Katarina. Building on hit effect items and lifesteal instead of her usual AP build. Resulting in a monster that can refill 99% of her health bar with one solid strike.
  • Official Couple: With Garen, as confirmed by Legends of Runeterra (which Riot claims to be canon.) For obvious reasons, they keep it under wraps.
  • Oh, Crap!: Katarina relies on coming out of nowhere when the enemy doesn't expect it. If you want to know what happens when an enemy DOES expect her, the "A New Dawn" cinematic will accurately display it when she tries to ambush Graves.
  • Pirate: Bilgewater Katarina. Furthermore, she's a regular in Bilgewater's many bars, and has commanded pirate expeditions in the past when she isn't just hiring them.
  • Pre-Mortem One-Liner: Finish casting her ultimate doesn't necessarily mean everything's dead... but she still says lines and is probably set up for her to easily finish the job...
  • Series Mascot: She's almost always a prominent character in the series' official art and is the only character to feature in nearly every cinematic video since the season 1 trailer, barring the Crystal Scar promotional video and character-specific videos.
  • Ship Tease:
    • According to a Journal of Justice article, Blitzcrank's dating service found her to be a compatible match for Garen. During a Q&A on her updated lore, a question was asked about her rivalry with Garen.
    • Legends of Runeterra amps up their relationship dynamic by having several two-way interactions with each other. Depending on how canon you consider the game, it may as well be official confirmation that the two have a secret thing going on.
      Katarina: (stilted) You... must be... Garen!
      Garen: (just as awkwardly) And I have... never seen you before!
  • Spin Attack: Her flourish when she walks over one of her daggers, and Death Lotus.
  • Super-Persistent Predator: Given that each kill or assist lowers her cooldowns substantially, she will just hop from enemy to enemy and go on a killing spree. The moment you see her get one even one kill in a teamfight, shut her down. Quick.
  • Storm of Blades: Her ultimate in a nutshell. The best part of it is that if she gets 2 kills (or assists even) with it, she can do it again.
  • Tattooed Crook: A unrepentant murderer, and depending on Riot's mood on any given artwork, has a tribal-esque tattoo on her abdomen.
  • Technician vs. Performer: She's flashy for an assassin; Talon's story "The Name of the Blade" shows that she likes the thrill of letting her victims see her before she cuts them down. As the Technician, he considers this sloppy work, and he has a knife ready to finish her off when she inevitably messes up.
  • Teleport Spam: The cooldown of Shunpo is massively reduced when she picks up a dagger from her Q and W (which she can Shunpo to), and is entirely refreshed when she gets a kill, as the cooldowns of the abilities that drop daggers. She can Shunpo up to 3 times in a typical spell rotation if she doesn't get a kill, with up to 3 more Shunpos per kill she gets for up to a whopping 15 blinks in a teamfight.
  • "Well Done, Daughter!" Gal: Katarina's expanded lore reveals that, though she's Daddy's Little Villain, her father was very difficult to please. He even sent Talon to kill her when she ignored her father's orders to take the head of a low-ranked soldier.

    Kayle, the Righteous
"They shall tremble at my perfection."

Voiced by: Zehra Fazal (English/Current), Lisa Lindsley (English/Pre-VGU), Noora Louhimo (As the Pentakill vocalist), Conchi López (European Spanish), Laura Ayala (Mexican Spanish/Pre-VGU), Rebeca Gómez (Mexican Spanish/Current), Ayumi Tsunematsu (Japanese), So-Yeong Lee (Korean)

"No human is perfect. But I am not human."

Born to a Targonian Aspect at the height of the Rune Wars, Kayle honored her mother’s legacy by fighting for justice on wings of divine flame. She and her twin sister Morgana were the protectors of Demacia for many years—until Kayle became disillusioned with the repeated failings of mortals, and abandoned this realm altogether. Still, legends are told of her punishing the unjust with her fiery swords, and many hope that she will one day return...

Kayle is a Specialist champion who drastically escalates in power and range the longer the game goes on, delivering swift justice upon her foes and divine aid upon her allies.

  • Her passive, Divine Ascent, causes Kayle to ascend into a new divine form after she reaches certain levels, changing her appearance and the properties of her basic attacks.
    • She starts the game as Zealous and strictly melee, with her basic attacks granting her an attack speed bonus, stacking up to five times. At maximum stacks, Kayle becomes Exalted, gaining bonus movement speed.
    • At level six she becomes Arisen, gaining a second set of wings and transitioning from melee to ranged.
    • At level eleven she becomes Aflame, losing her helmet and gaining a third set of wings, causing her basic attacks while Exalted to launch waves of fire in the target's direction that damage all enemies in their path.
    • At level sixteen she becomes Transcendent, turning her wings golden and splitting her blade in two, becoming permanently Exalted and further increasing the range of her basic attacks.
  • Her first ability, Radiant Blast, sends out a blade of light in a target direction that explodes upon hitting an enemy, damaging, slowing and reducing the armor and magic resistance of all enemies caught in the blast.
  • With her second ability, Celestial Blessing, Kayle blesses herself and a nearby allied champion, healing both targets and briefly increasing their movement speed.
  • Her third ability, Starfire Spellblade, passively causes Kayle's basic attacks to deal bonus magic damage. When activated, her next basic attack becomes a projectile that deals bonus damage based on the target's missing health. After becoming Aflame, the projectile also explodes to damage other foes around the target.
  • With her ultimate ability, Divine Judgement, Kayle channels as she bestows divine protection upon herself or a nearby allied champion, making them completely immune to damage for a few seconds. After a brief delay, a barrage of purging swords falls around the target, dealing heavy damage to nearby enemies.

Kayle's skins include Silver Kayle, Viridian Kayle, Transcended Kayle, Battleborn Kayle, Judgement Kayle, Aether Wing Kayle, Riot Kayle, Iron Inquisitor Kayle, Pentakill Kayle, PsyOps Kayle, and Dragonslayer Kayle.

In season 1 of Teamfight Tactics, Kayle is a Tier 5 Noble Knight. Her ability, Divine Judgement, temporarily makes the ally with lowest health percentage completely immune to damage - on higher star levels, it can affect multiple allies. She was removed in season 2. She returns in season 3 using her Aether Wing Kayle skin as a 4 cost Valkyrie Blademaster. Her ability is Divine Ascent, which causes her attacks to launch waves that deal additional magic damage to enemies hit for the rest of the round. She was removed alongside the other Valkyrie champions in the Return to the Stars mid-set update. She returns in season 4's Festival of Beasts mid-set update as a Tier 4 Divine Executioner using her Transcended Kayle skin. Her ability remains unchanged apart from being renamed to Ascend. In season 5, she uses her Viridian Kayle skin as a Tier 5 Redeemed Verdant Legionnaire. Her ability, while retaining the name Divine Ascent from season 3, is instead a passive that causes Kayle to ascend every few seconds up to four times, giving her a different boost each time. Kayle's first ascension causes her basic attacks to deal bonus true damage based on her attack damage, her second causes her basic attacks to deal her full attack damage and the bonus true damage to enemies around her target, her third causes every seventh basic attack to briefly make Kayle immune to damage, and her final ascension makes her basic attacks call down a barrage of swords that deal additional magic damage around her target.

    Kayn (and Rhaast), the Shadow Reaper
"Will you prove worthy?" "Probably not."

Kayn voiced by: Robbie Daymond (English), Javier Lorca (European Spanish), Eduardo Garza (Mexican Spanish), KENN (Japanese), Myeong-Jun Kim (Korean)

Rhaast voiced by: Sam A. Mowry (English), Miguel Ángel del Hoyo (European Spanish), Germán Fabregat (Mexican Spanish), Kenichiro Matsuda (Japanese), Gu-In Go (Korean)

"The child is gone. The killer remains."

A peerless practitioner of lethal shadow magic, Shieda Kayn battles to achieve his true destiny—to one day lead the Order of Shadow into a new era of Ionian supremacy. He wields the sentient darkin weapon Rhaast, undeterred by its creeping corruption of his body and mind. There are only two possible outcomes: either Kayn bends the weapon to his will... or the malevolent blade consumes him completely, paving the way for the destruction of all Runeterra.

Kayn is a Skirmisher champion who can transition into either a mobile, squishy-hunting Assassin or a resilient, tank-busting Diver, depending on the game's situation.

  • His passive, The Darkin Scythe, causes enemy champions damaged by Kayn to drop orbs that he then absorbs: blue orbs for ranged champions and red orbs for melee champions. Once he absorbs enough orbs of either type, Kayn can transform into one of two forms for the rest of the game; he can also transform into the opposite form if he waits a few minutes:
    • He turns into the Shadow Assassin if he collects enough blue orbs from ranged champions, with Kayn expelling Rhaast and fully mastering the scythe. In this form, The Darkin Scythe causes Kayn's attacks and abilities to deal bonus damage against enemy champions for a few seconds after entering combat.
    • He turns into the Darkin if he collects enough red orbs from melee champions, with Rhaast overpowering Kayn and fully taking over his body. In this form, The Darkin Scythe allows Rhaast to heal himself by a percentage of the damage dealt by his abilities against enemy champions.
  • With his first ability, Reaping Slash, Kayn dashes a in a target direction and sweeps his scythe in a circle, damaging enemies he hits. In Darkin form, the ability deals bonus damage based on the targets' max health.
  • With his second ability, Blade's Reach, Kayn swings his scythe upwards in a target direction, damaging and slowing enemies he hits. In Shadow Assasin form, the range is increased and Kayn summons a shadow clone to perform the slash, allowing him to keep moving, while in Darkin form enemies hit are knocked up.
  • His third ability, Shadow Step, increases Kayn's movement speed and briefly allows him to move through terrain. Entering terrain heals Kayn and extends the effect's duration. In Shadow Assassin form, the ability's cooldown is reduced, makes Kayn immune to slowing effects and grants a stronger movement speed bonus.
  • His ultimate ability, Umbral Trespass, allows Kayn to briefly infest the body of an enemy champion he has recently damaged, becoming untargetable and invulnerable. When the duration ends or the ability is reactivated, Kayn bursts out of the target's body, damaging them. In Shadow Assassin form, the ability's range is increased and using it refreshes the bonus damage from his passive, while in Darkin form the ability deals bonus damage based on the target's max health and heals Rhaast based on the damage dealt.

Kayn's alternate skins include Soulhunter Kayn and Odyssey Kayn.

In season 4 of Teamfight Tactics, Kayn is a Tier 5 Tormented Shade; his unique Tormented origin allowing him to transform into either a Shadow Assassin or a Darkin after participating in three rounds of combat. His Reaping Slash ability makes Kayn dash towards his target before slashing around him to damage nearby enemies and increase the mana cost of their next spell cast by 33%; Kayn will cast the ability again for free if only one enemy was hit by the slash. Reaping Slash is further augmented depending on the form Kayn chooses to transform into; as a Shadow Assassin, the ability's damage is greatly increased for the first 10 seconds of combat; as a Darkin, Kayn is healed for a large percentage of the damage dealt by the ability. He was removed along with the Tormented and Shade traits in the Festival of Beasts mid-set update.
  • The Ace: Kayn has mastered every weapon in his hand, so naturally he thinks he can tame the Darkin scythe.
  • Affably Evil: Both of them, though surprisingly Rhaast moreso.
  • The Ageless: As with the other Darkin, Rhaast appears completely immortal, even saying as much.
    Rhaast: Neither time, nor violence will end me.
  • Animesque: Pushes the boundaries, taking the title of 'most anime champion in League' away from champions like Yasuo and Ahri. Visually, he very clearly takes a lot of inspiration from Soul Eater.
  • Anti-Villain: It's suggested that Kayn, like most Ionian champions, is simply defending his homeland. Even so, he's a bloodthirsty ninja who has no qualms about killing anyone that stands in his way.
  • A Sinister Clue: Kayn (and Rhaast by extension) is left-handed and a remorseless killer.
  • Attack! Attack! Attack!: Even when in his weapon, Rhaast relishes every moment of violence he can commit, and considers any interruption in fighting (especially recalling) to be an extreme annoyance.
  • Bash Brothers: Kayn with Zed, Rhaast with Aatrox.
  • Because You Were Nice to Me: Zed took him in when he was a defenseless child soldier from Noxus, and Kayn has never forgotten that.
  • Bishounen Line: Played straight if Kayn becomes the Shadow Assassin, averted if Rhaast wins.
  • Blood Knight: Rhaast, a typical feature of Darkin.
  • Blood Magic: The Darkin were responsible for this type of magic in Runeterra, so it's not surprising that it's incorporated into the Darkin route, which grants bonus lifesteal.
  • Boisterous Bruiser: Rhaast when he takes over, takes almost infectious glee in the slaughter he is either currently inflicting, will inflict soon, or has already inflicted.
  • Born Winner: This is a common trait of champions in general, but Kayn pushes it a step further. His prowess over weapons and killing is simply something he was born with, and very few people can even resist Darkin corruption, let alone turn the tables and purge a Darkin from its weapon.
  • Casting a Shadow: He's a member of Zed's Order of the Shadow, and if you choose the Shadow Assassin route, you can see the similarities between Zed and Kayn.
  • Catchphrase: Both have one that they have a chance to say either at game start or while moving around:
    Kayn: (solemn) The child is gone. The killer will remain.
    Rhaast: I will survive eternity, they will die today.
  • Character Development: Notably, both Kayn and Rhaast have a notable shift in their characterization mid-game once one of them transforms. Kayn begins to revel in his newfound power, while Rhaast thoroughly enjoys his newfound freedom. Best shown by slight modifications to their respective Catchphrase:
    Kayn: (excited) The child is gone. The killer remains.
    Rhaast: I survived eternity! They will die today, and the next, and the next...
  • Child Soldiers: Was conscripted in Noxus as a boy, sent to Ionia and expected to die in his first battle.
  • The Corruption/The Corrupter: Rhaast is attempting both of these on Kayn, transforming his left arm and attempting to weaken his resolve.
  • Doppleganger Attack: To help indicate that he and Zed are a part of the same order and use similar magic, when using Blade's Reach as a Shadow Assassin, Kayn leaves behind a shadow that casts the ability for him, similar to Zed's much more advanced use of shadows in combat.
  • Dynamic Entry: A lot of champions can dash or blink over walls, but only Kayn can casually walk through them to make your day end badly.
  • Evil Is Hammy:
    • Rhaast becomes a fountain of exuberant carnage and death should he manage to take over Kayn's body. Being cooped up in a scythe for centuries would leave one a little excited when they manage to finally get free.
    • Odyssey Kayn turns the normally humorless and rigid Kayn into a hammy whackjob. And he only gets hammier if the player picks his Shadow Assassin form.
  • Evil Laugh: Both like to do this as they jump into an enemy with Umbral Trespass. True to their characters, Kayn's is more subdued and haunting, while Rhaast's is over-the-top maniacal.
  • Evil vs. Evil: A remorseless assassin versus an Omnicidal Maniac Blood Knight. Kayn is A Lighter Shade of Black because he might not want to kill everything, but being morally better than Rhaast is a low bar to clear.
  • Eyepatch of Power: Odyssey Kayn starts off with one, which he gets rid of when he shifts into Shadow Assassin.
  • Fatal Flaw: Kayn's pride led him to try to wield Rhaast instead of destroying him like Zed commanded. It could indeed prove fatal for him (and a lot of people around him) if the player chooses the Darkin route, where Rhaast wrests himself free from Kayn's control, impales him, and then possesses his body.
  • Fate Worse than Death: It's unclear whether Kayn dies in the sense that the Kindred get to collect him should Rhaast win their battle for dominance, as Rhaast's description of Kayn's fate is rather... unpleasant.
    Kayn weeps in the abyss between oblivions. Idiot.
    • Odyssey Kayn doesn't fare much better.
    Poor Kayn! Our would-be emperor, tumbling endlessly into darkness!
  • Foil: In the Zed comics, he is the counterpart to Akali — Zed's enigmatic but ultimately loyal second in contrast to Akali as Shen's Sour Supporter.
  • Force and Finesse: Rhaast and Kayn respectively. Rhaast heals from dealing damage, and roars into battle head-on with his sustain and durability, while Kayn has greater burst and strikes at the enemy's backline from the shadows. Exemplified by their respectively upgrades to Blade's Reach where Kayn use a shadow to cast it at greater range and without slowing himself down, while Rhaast sends his enemies flying with a powerful uppercut.
  • Fragile Speedster: The Shadow Assassin route, allowing Kayn to deal more burst damage and improving his abilities' ranges and flexibility.
  • Friendly Enemy: Subverted. They're mortal enemies locked in a struggle for dominance, but because both of them are utterly confident in their victory, they come off as a lot more friendly than they really are.
  • From Nobody to Nightmare: From a Noxian child soldier to an unstoppable shadow-ninja assassin or an equally unstoppable rampaging Darkin.
  • Gameplay and Story Integration: At the beginning of the game, Kayn is still a ninja-in-training, and Rhaast is trapped in the scythe, which explains their initial weakness- Kayn isn't an assassin yet because he still hasn't got the hang of being a shadow ninja, and Rhaast cannot exercise his full power because Kayn struggles against him. Neither is strong enough yet to gain full dominance, but as the game goes on, each can gain strength in different ways, which will eventually result in the form change. And once a form is chosen, Kayn's ability and character icons change to reflect it, even changing all mentions of his name in the tooltips to 'Rhaast' if the Darkin route is chosen.
    • Kayn, as a ninja, wants to assassinate important targets and then book it before he can be retaliated against, which is represented as damaging ranged champions. By doing this he furthers his training. Once he is fully trained, he has the discipline and strength of will to purge Rhaast's corruption and expel him from the scythe. Shadow Step gains greatly enhanced mobility while his version of Blade's Reach allows him to leave a shadow clone to finish the attack, techniques inherited from his master Zed.
    • Rhaast, as a Darkin, wants to fight up close with worthy opponents, which is represented as damaging melee champions. Doing so feeds his bloodlust and allows him to further corrupt Kayn, granting him the strength to wrest free of Kayn's control and possess him. Sweeping Slash is augmented by blood magic to heal Rhaast while his version of Blade's Reach is converted to a crushing blow that knocks up enemies similar to fellow Darkin Aatrox.
  • Gameplay and Story Segregation:
    • To avoid confusion for the other nine players in the game, the in-game chat and ping system still call the character "Kayn" even if Kayn is dead and Rhaast is inhabiting what was used to be his body.
    • Kayn is also the first Champion whose gameplay takes advantage of the fact that there is no longer a canonical League of Legends and these are hypothetical matches (i.e. you haven't summoned the actual person to fight for you). You can destroy Kayn or Rhaast over and over, but at the beginning of the next match they will both be alive.
  • Gardening-Variety Weapon: Both Kayn and Aatrox will taunt Rhaast for being a farming implement instead of a proper weapon. Doesn't make him any less badass, but it does make for some hilarious lines.
    Aatrox: A scythe? A scythe?! Are you planning on murdering fields of wheat?!
  • The Ghost: While Kayn is a prominent character in the Zed comic, Rhaast's presence was left only implied (despite him being very visible on the cover of issue 1) before he was finally revealed in issue 5. Before that, Kayn's left arm (presently corrupted by Rhaast's influence) is in handwraps, only barely covering up initial signs of Rhaast's corruption, and he's always carrying a suspiciously-wrapped weapon on his back, whose shape is blatantly that of The Darkin Scythe himself.
  • Glowing Eyes of Doom: In his Shadow Assassin form, Kayn's eyes glow blue, and in Darkin form they glow red. In his base form, his corrupted left eye also glows red.
  • Going Native: Noxian by birth, but Kayn considers himself Ionian and has no love for his home country.
  • Grand Theft Me: If Rhaast wins, he gets Kayn's body and his shadow abilities to use as his own.
  • Guide Dang It!: The actual mechanics behind Kayn's transformation gauge are not well-explained either in promotional material or in the game itself. Of particular note is that the gauge doesn't necessarily show the total number of orbs Kayn's earned, but the orb count of whichever type - blue or red - is currently leading, and it doesn't show what type is currently ahead. Secondly - and most importantly - the value of the orbs Kayn earns increases as the game goes on. Kayn could kill the entire enemy team by himself at the start of the game and maybe earn 25% of the orbs he needs, but a single good fight against only one or two enemies at the ten minute mark can bring him from empty to full on his gauge in one go.
  • Hidden Depths: Rhaast reins himself in until he takes over Kayn's body, instead trying to erode at Kayn's will by offering him freedom and power while simultaneously playing on his fears and doubts. The moment he wins, however, that all goes right out the window and gets replaced with gleeful carnage.
  • Highly Visible Ninja: Going shirtless and wielding a massive scythe does not exactly make for subtlety. Though there's not much need for a costume when you can simply walk through walls.
  • Hijacking Cthulhu: Darkin gain new forms by taking over the bodies of those who pick up their weapons, but Kayn has the potential to turn the tables on Rhaast by destroying him and claiming his scythe for his own.
  • I Lied: In their Odyssey skin, Rhaast says this verbatim just before crushing Kayn and taking his body.
  • Impaled with Extreme Prejudice: Choosing the Darkin route triggers an animation where the scythe begins moving on its own, before impaling (and presumably killing) Kayn to allow Rhaast to take over.
  • Instant Expert: Kayn has mastered every weapon with ease and is a natural adept at Zed's shadow magic. It's why he's so certain he can tame Rhaast.
    Kayn: I have mastered every weapon of war, no prattling tool will prove an exception.
  • Intangibility: Shadow Step allows the player to simply walk through walls at will, while Umbral Trespass has Kayn become briefly untargetable while floating inside an unfortunate victim.
  • Kingmaker Scenario: It's ultimately up to the player as to which of the two emerges victorious, depending on whose abilities and strengths they need more for that match.
  • Large Ham: Rhaast, very much so.
    (Upon respawning) "So that's what death feels like... GOOD THING I'M IMMORTAL!"
  • Laughably Evil: Rhaast is more randomly destructive than Kayn, but his short attention span, carefree attitude, and casual willingness to admit to mistakes makes him far more amusing than his chronically uptight partner.
    (Upon reviving in Darkin form) Okay! That did not work!
  • Life Drain: One of Rhaast's key strengths, should he win. He heals a large portion of ability damage on enemy champions, and even more from Umbral Trespass.
  • Lightning Bruiser: The Darkin route, as Rhaast heals from hitting enemy champions with his abilities, while also gaining max-health-based damage and slightly better crowd control.
  • Living Weapon: Kayn (figuratively) and Rhaast (literally). They're fighting to see who ends up wielding whom.
  • Magikarp Power: Begins the game rather weak and unspecialized, with his abilities doing little outside of damage. Once the player selects either Shadow Assassin or Darkin, Kayn's role as either an Assassin or a Diver is solidified.
  • Mutually Exclusive Powerups: Because selecting one transformation over the other involves either Kayn or Rhaast killing the other, the transformation you didn't select is logically locked out permanently for the rest of the current match. Making the right choice for the current situation is an important part of mastering Kayn.
  • Mr. Fanservice: Visual demonic corruption aside, Kayn is a very attractive young man evoking dark Bishounen design tropes and fights his battles shirtless. It's even acnowledged In-Universe by Akali during issue 3 of the "Zed" comic.
    Akali: I mean I hate admitting it, but the abs and shirtless thing? Actually works for me. But those eyes? Crazy. You're hot. But crazy.
  • Name of Cain: The Xtreme Kool Letterz variation, but his name is pronounced the same, and he's clearly the normal, nice Ionian.
  • Nice Job Breaking It, Hero!: Kayn was actually supposed to destroy Rhaast, for fear of Noxus using the darkin scythe against Ionia. But Kayn was so supremely confident that he chose to take the living scythe for his own use.
  • Ninja: A scythe isn't exactly normal ninja weaponry, but then again, Rhaast isn't exactly a normal scythe. Kayn is a part of Zed's Order of the Shadow, so he at least has some credence as a ninja. The Shadow Assassin route exemplifies this.
  • Not So Different: For all their differences, Kayn and Rhaast both love killing, and both consider the Rift Scuttler extremely annoying to deal with. They also really enjoy using Kayn's shadow powers.
  • Obviously Evil: Rhaast makes it very clear that he's an evil, omnicidal monster who wants to slaughter everything in sight.
  • Oh, Crap!: When Rhaast becomes stronger, he wrests himself free of Kayn's grip. Kayn takes a step back that screams this, but by then it's too late for him.
  • Post-Mortem One-Liner: Shadow Assassin Kayn is especially fond of these.
  • Pretty Boy: Kayn. When Rhaast takes over, he gets considerably more demonic and corrupted looking.
  • Pride: The reason Kayn wields Rhaast instead of just destroying him like he was meant to. His pride can either be validated or prove to be a very bad idea depending on what the player wants.
  • Psychopathic Manchild: For a being perhaps thousands of years old, Rhaast has little more depth or motive than "kill everything he can".
    Rhaast: Which to wreak first? Carnage, havoc, or mayhem? I just can't decide.
  • Red Eyes, Take Warning: Kayn's left eye glows red in his base form, showing the extent of Rhaast's corruption. Both eyes are red in Darkin form.
  • Red Oni, Blue Oni: Rhaast's red to Kayn's blue, shown clearly in their respective final forms.
    Kayn: The true assassin kills one to save many.
    Rhaast: Such noble lies. Save no-one, it's so liberating!
  • Revenge Before Reason: Kayn against Noxian champions (no doubt as a result of being used as cannon fodder as a child by them). Notably, his shadow assassin form will have lines for Darius and Sion in particular, who are both melee juggernauts who are almost impossible for him to beat directly without a considerable advantage. But if you attack either, Kayn gleefully calls for vengeance.
  • Scheherezade Gambit: What Rhaast is running (see Hidden Depths, above). His one chance to survive is to keep Kayn interested in their duel; otherwise Kayn will just destroy the scythe like he was originally meant to.
    Kayn: I let you go, and you will die.
    Rhaast: And you will lose.
  • Sealed Evil in a Can: Barely. Rhaast is confined to the scythe, but he has the power to take over the body of anyone who makes direct contact with him. Kayn already shows signs of Rhaast's influence but is preventing him from taking over entirely (thus far).
  • Sinister Scythe: It doesn't really get more sinister than an Omnicidal Maniac Living Weapon trying to possess its wielder. That being said, the scythe appears to be seen less as symbol of death and more of an actual harvesting tool in Runeterra, which leads to Rhaast getting a short end of the stick compared to his kin.
    Aatrox: I chose a sword, the noblest weapon, Rhaast. You... seriously I don't understand. Were you trapped in the gardening section?
  • Slasher Smile: Kayn sports one in his splash art, shown above.
  • Slipknot Ponytail: In his Shadow Assassin form, Kayn's long braided hair comes undone and flows freely. Meant to symbolize his newfound freedom from Rhaast and other restraints.
  • Spin Attack: The second part of Reaping Slash.
  • The Starscream:
    • Surprisingly subverted with Kayn. While it's very clear that he has aspirations for becoming the leader of the Order of the Shadow, his backstory makes it clear that he wants to inherit the order from Zed rather than try to forcibly take the mantle for himself. Also, his quotes towards an allied Zed and an enemy Shen show that he respects Zed very highly, even if he believes his Shadow Assassin form now surpasses him.
    • Played With further in the Zed comic. In issue 3, implicitly because he knows his next encounter with either Shen or Jhin will put him at grave risk, Zed takes the time to formally declare Kayn his successor. When said encounter plays out in issue 4, but ends with Zed defeated and captured by Shen and the Kinkou, Kayn observes but for whatever reason chooses not to interfere, declaring himself the new Master of Shadows. This is still subverted as when Zed returns and Kusho offers a free chance to kill him to take his position, Kayn has none of it and sticks with his master once again.
  • Surpassed the Teacher: In his Shadow Assassin form, Kayn believes he's done this. Given the way Kayn scales into the late game compared to Zed, he's not necessarily wrong.
    Kayn: Zed now walks in my shadow.
  • Teeth-Clenched Teamwork: Both of them are trying to kill the other, but since they're initially at an impasse, they fight together until one absorbs enough power from fighting to gain dominance.
  • Trash Talk: Kayn does this regularly early on to Rhaast, possibly to assert his control over his mind and body.
    Kayn: Who should I obey: Master Zed, or the farm implement with delusions of grandeur?
  • Undying Loyalty: Despite Rhaast's influence and his own ambitions, he truly is Zed's man. In the final issue of the Zed comic, as the Order of Shadows finds itself splintering between Zed and Kusho's rule, Kayn sticks with Zed, actively defying Kusho's orders for him to be executed.
  • Victor Gains Loser's Powers: If Kayn purges Rhaast, he masters the mighty scythe and fully integrates it into his combat style. If Rhaast consumes Kayn, he adds Kayn's shadow magic to his usual repertoire of powers.
  • Voice of the Legion: Shadow Assassin Kayn.
  • Walking Shirtless Scene: He wears no shirt. His left arm is mostly corrupted, though, with what appears to be a large pauldron sitting on his shoulder.
  • Well-Intentioned Extremist: His lines indicate that Kayn is acting for the betterment of Ionia, but his plans do involve killing whoever he sees as a threat to the islands, a task he carries out with gusto.
  • Wowing Cthulhu: Despite the fact that he wants to corrupt and consume Kayn, Rhaast does genuinely respect Kayn's prowess in combat and his abilities, going as far as calling him "the great Kayn" in his taunt if he happens to take over him.
  • You Are Already Dead: Similar to Zed's Death Mark, Umbral Trespass can leave a helpless victim awaiting their doom as Kayn deals the killing blow by emerging.

    Kennen, the Heart of the Tempest
"The eyes never lie."

Voiced by: Unknown (English), Ana Esther Alborg (European Spanish), Laura Torres (Mexican Spanish), Kumiko Watanabe (Japanese), Yeong-Su Jeon (Korean)

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

More than just the lightning-quick enforcer of Ionian balance, Kennen is the only yordle member of the Kinkou. Despite his small, furry stature, he is eager to take on any threat with a whirling storm of shuriken and boundless enthusiasm. Alongside his master Shen, Kennen patrols the spirit realm, employing devastating electrical energy to strike down his enemies.

Kennen is a Specialist champion that darts through the battlefield fast as lightning, unleashing a storm of electrified attacks and spells to disable and strike down enemy targets. He uses a fixed Energy meter as a resource instead of mana.

  • His passive, Mark of the Storm, marks enemies damaged by Kennen's abilities with electricity, stacking up to three times. When a target reaches three stacks, they are consumed to briefly stun them and restore some Energy to Kennen.
  • With his first ability, Thundering Shuriken, Kennen throws a shuriken in a target direction, damaging the first enemy it hits.
  • His second ability, Electrical Surge, passively electrifies Kennen's every fifth basic attack, making it deal bonus damage and apply a Mark of the Storm. When activated, Kennen damages all nearby enemies that have a Mark of the Storm or are inside his Slicing Maelstrom.
  • With his third ability, Lightning Rush, Kennen turns into a ball of lightning for a few seconds, gaining a massive movement speed bonus for a brief duration and allowing him to move through units. While in this state, moving through enemy units damages them, and restores Energy to Kennen the first time he damages an enemy champion. When the effect ends, Kennen gains an attack speed bonus for a few seconds.
  • His ultimate ability, Slicing Maelstrom, summons a powerful thunderstorm around Kennen for a few seconds, increasing his armor and magic resistance and repeatedly striking nearby enemies with lightning, damaging them. Each successive strike against the same enemy deals increasing damage, up to a cap.

Kennen's alternate skins include Deadly Kennen, Swamp Master Kennen, Karate Kennen, Kennen, M.D, Arctic Ops Kennen, Blood Moon Kennen, Super Kennen, Infernal Kennen, and Damwon Kennen..

In season 1 of Teamfight Tactics, Kennen is a Tier 3 Elementalist with Ninja and Yordle origins. His Slicing Maelstrom ability summons a thunderstorm that constantly damages nearby enemies, stunning them after three consecutive strikes. He was removed in season 2. Season 4 brought him back as a Tier 3 Ninja Keeper. In season 5, he uses his Infernal Kennen skin as a Tier 2 Hellion Skirmisher. His ability was changed to Flame Rush, which makes Kennen dash past his current target before doing so again towards the farthest enemy; enemies Kennen passes through while dashing take magic damage and are stunned for a few seconds.
  • Adorably Precocious Child: Sort of, since his voice gives off the impression that he's still rather young. Tries to be "precocious", but ends up getting excited.
  • The Artifact: He's one of the few champions there from nearly the start of the game to have his kit be virtually unchanged since that time. From a lore perspective, he has also had very few updates and like Shyvana is conspicuously absent from the Zed comic that featured both Shen and Akali and was not present in The Lesson cinematic which also featured his fellow Kinkou despite apparently having been even more of a father figure to Akali than Shen was.
  • Badass Adorable: He's one adorable flppin' yordle ninja.
  • Combos: Getting 3 Marks of the Storm on an enemy will stun them. Kennen players with a very good grasp on timing abilities can even chain multiple stuns in a row.
  • Cool Mask: Wears one in his Blood Moon skin. Like Blood Moon Kalista, he takes it off in his recall animation.
  • The Faceless: He's a ninja. DURRR. Mostly subverted in his Karate skin... though he still wears a mask over his eyes in it. Completely averted with his Kennen, MD skin.
  • Environment Specific Skin: Arctic Ops Kennen.
  • Fuuma Shuriken: Although it's mostly to the size of a Yordle.
    "Yes they make Shurikens this small!"
  • Gratuitous Ninja: He's a flippin' ninja!
  • The Heart: His title is not just for show - he serves as the moral-center for the Kinkou. It was enough that even after leaving the Kinkou, Akali still has a soft spot on him.
  • Highly Visible Ninja: Has little advantage over most other champions to make a tricky surprise attack. The very conspicuous lighting he generates doesn't help much either.
  • Hit-and-Run Tactics: Kennen's kit encourages players to do this thanks to his massive movement speed and landing his stuns using spells and autoattacks. This is more prominent in AD centric/split-pushing builds than AP builds though.
  • Keet: His age is unknown but he sounds like a little boy, energetically runs around, and is the most excitable of the Kinkou.
  • Jack-of-All-Trades: His kit in theory is a relatively basic and straightforward mage-marksman package, but the reason he's dubbed a Specialist champion is because in practice, it's shockingly versatile. The highly specific makeup of his kit (mostly thanks to his passive) means he can be played as a straight AP combo mage or as a high DPS AD-based marksman in just about every lane role.
  • The McCoy: He's the good-hearted optimist of the Kinkou.
  • Moral Pragmatist: As the Heart of the Kinkou, he is still as dedicated to maintaining balance as Shen is, but he is much more pragmatic about it; in his color story, when confronted with Kinkou members whose hearts had fallen out of balance, he gives them the option to leave the Order and be remembered as fallen heroes, allowing them to start new lives where they could fight for Ionia. He only kills the member who attacks him out of grief.
  • Nice Guy: Part of being The Heart. He's the only one who'd consider forgiving Zed, for instance, if he apologized to them.
  • Not the Intended Use: Kennen's Electrical Surge passive scales off in attack damage, has relatively decent base attack speed and damage, and have a good form of sustain since he uses energy. Because of these factors, many players often play him as an AD carry instead of an actual mage. He is even used to play in the top lane as an AD build instead of the middle lane because he often fares well against a lot of melee bruisers and doesn't fare well against many mages in the mid lane. This is even acknowledged by the Riot staff themselves when they introduced the custom item builds to the game.
  • Old Master: It's not immediately apparent given his youthful and excitable demeanor, but as of Akali's VGU, he served as a mentor and surrogate father figure to her since her childhood.
  • Older Than They Look: Despite his Keet personality, yordles are known to have extremely long lifespans, and he's implied to be one of the older members of the Kinkou Order, or at least old enough to serve as Akali's mentor during her childhood. His color story puts him at at least 1000, and possibly even older.
  • Power Trio: With Akali and Shen, until Akali left the Kinkou.
  • Really 700 Years Old: He's at least 1000, and probably older.
  • Shock and Awe: Absolutely everything he does.
  • Sphere of Power: His E surrounds him with lightning in a ball shape.
  • Super Speed: His E ability temporarily grants him a huge burst of speed in lightning form.

    Kha'Zix, the Voidreaver
"Change... is good."

Voiced by: Dameon Clarke (English), Rafael Azcárraga (European Spanish), Pedro D'Aguillon Jr. (Mexican Spanish), Takeshi Maruyama (Japanese), Beom-Ki Hong (Korean)

"Kill. Consume. Adapt."

The Void grows, and the Void adapts—in none of its myriad spawn are these truths more apparent than Kha’Zix. Evolution drives the core of this mutating horror, born to survive and to slay the strong. Where it struggles to do so, it grows new, more effective ways to counter and kill its prey. Initially a mindless beast, Kha’Zix’s intelligence has developed as much as its form. Now, the creature plans out its hunts, and even utilizes the visceral terror it engenders in its victims.

Kha'Zix is an Assassin champion who excels at surprising and quickly taking down isolated enemies, and can evolve his abilities to adapt and better hunt down his foes.

  • His passive, Unseen Threat, causes Kha'Zix's next basic attack against an enemy champion to deal bonus damage and slow them whenever he leaves the enemy team's vision.
  • With his first ability, Taste Their Fear, Kha'Zix slices a nearby enemy with his claws, damaging them. If the target is isolated and has no allies nearby, they'll take bonus damage.
  • His second ability, Void Spike, fires spikes in a target direction that explode upon hitting an enemy, damaging nearby foes and healing Kha'Zix if he is within the explosion radius.
  • With his third ability, Leap, Kha'Zix jumps to a target location, damaging nearby enemies upon landing.
  • His ultimate ability, Void Assault, briefly turns Kha'Zix invisible, granting him increased movement speed and allowing him to move through units. He can activate this effect two times before it goes on cooldown.

Additionally, whenever Kha'Zix levels up Void Assault, he can evolve one of four different physical adaptations, each one boosting one of his abilitiesnote :
  • Evolving Reaper Claws increases the range of Kha'Zix's basic attacks and Taste Their Fear, and refunds most of its cooldown if it strikes a target that is isolated with no nearby allies.
  • Evolving Spike Racks causes Void Spikes to fire three exploding spikes in a cone, with the explosions slowing and revealing enemies they hit. The slow is stronger on isolated enemies with no nearby allies.
  • Evolving Wings increases the range of Leap and refreshes its cooldown whenever Kha'Zix kills or helps kill an enemy champion.
  • Evolving Adaptive Cloaking increases the duration of the invisibility granted by Void Assault and allows the ability to be activated a third time before going on cooldown.

Kha'Zix's alternate skins include Mecha Kha'Zix, Guardian of the Sands Kha'Zix, Death Blossom Kha'Zix, Dark Star Kha'Zix, Championship Kha'Zix and Odyssey Kha'Zix.

In season 1 of Teamfight Tactics, Kha'Zix is a Tier 1 Void Assassin. His ability, Taste Their Fear strikes nearest enemy and damages them, with the damage significantly increased if the target has no adjacent allies. In season 2, he was changed to use his Guardian of the Sands Kha'Zix skin and became a Tier 4 Desert Assassin. His ability is Arid Assault, which makes him briefly stealth, rush to the enemy with the lowest health and attack them, doing bonus damage with an automatic critical hit and gaining mana. Season 3 sees him return to the same skin, cost, ability, and traits as his season 1 incarnation, aside from his class being changed from Assassin to Infiltrator. He was removed again alongside the other Void champions in the Return to the Stars mid-set update. He returns in season 5 using his Championship Kha'Zix skin as a Tier 1 Dawnbringer Assassin, again retaining Taste Their Fear as his ability.
  • The Assimilator: Those three words in the quote above? Those describe an urge so primal to him that even if he absorbed and evolved a great mind which told him it wasn't the smartest thing to do, he'd discard the intellect in favor of continuing killing, eating and evolving.
  • Audible Sharpness: His passive is triggered by disappearing from the vision of the enemy team: It increases his next attack's damage and slows the target. How will you know if you're fulfilling the 'not seen by enemy' requirement for refreshing it? Well, you get a neat little buff, and purple void blades grow from Kha'Zix's claws with an audible "tzing".
  • Big Creepy-Crawlies: He looks kinda like a big, purplenote  praying mantis.
  • Blade Below the Shoulder: No hands, just blades attached to wrist-joints - said blades are almost as tall as he is when he's crouching.
  • Boring, but Practical: His Leap is one of the most simplistic dash abilities in the game, with a short range and no bells or whistles attached other than a practically token amount of AoE damage to what he lands on, but it serves its purpose. This is subverted if he chooses Evolved Wings, drastically increasing its range and causing it to reset whenever he gets a takedown, but you won't always take this, depending on where Kha'Zix's ability balance is at on the current patch (although you usually would).
  • Cannibalism Superpower: Kha'Zix wants to kill deadly opponents, evolve by eating the corpse, then find another target with whom to repeat the cycle.
  • Crosshair Aware: Inverted for Kha'Zix. His Isolation mechanic automatically identifies and targets any enemy far enough from their allies that would make them vulnerable, but only Kha'Zix can see the mark. If using the "Mecha" skin, the visual cue is literally a crosshair.
    • Difficult, but Awesome: Suffers from typical assassin weaknesses of being very feast or famine, and being a melee character who’s also very squishy. But Kha’Zix also has added difficulty in that he has to make sure his target is Isolated to access his insane burst damage, and he has an incredibly versatile play style with his evolves, requiring a lot of knowledge to know which ability to evolve at which time. He also has a lot of cool animation cancels that are key to reducing the amount of time enemies have to react to his damage.
  • Dynamic Entry: When leaping from bushes, it can be this. But if you evolve his jump, the range doubles, and the jump's cooldown refreshes on kill or assist, so it's not uncommon to see Kha'Zix come flying over the treeline, leapfrog from champion to champion, then jump back over the trees and vanish.
  • Eldritch Abomination: Hails from The Void, so it comes with the territory.
  • Evolving Attack: In as literal a sense as possible. Every point spent in his ult gives him an evolution point to upgrade one of his abilities, making it more powerful.
  • Exactly What It Says on the Tin: His E ability, "Leap". He leaps. He does a bit of damage on landing, but it's not that impressive. It only get interesting when he enhances it with Evolved Wings.
  • Expy:
    • The Alien to Rengar's Predator.
    • He has an uncanny resemblance to a Space Pirate.
    • Scyther, anyone?
    • Also, the whole "evolving" theme is clearly reminiscent of both the Zerg and the Tyranids.
    • An insectoid being who gets stronger by killing and consuming people? Sounds a lot like Cell. Bonus points for sharing the same voice actor (both in English and Japanese) who uses his Imperfect Cell voice for Kha'Zix.
  • Foil: To his rival, Rengar. While both have very similar kits and abilities, they need to be used in the opposite way. Rengar benefits from his enemies being clumped up together, while Kha'Zix wants to isolate and delete a single enemy squishy in half a second.
  • Fragile Speedster: Like Rengar, he revolves around appearing from out of nowhere. Unlike Rengar, he really can't afford to stick around if he doesn't score a kill quickly. Thankfully, his toolset can be used to make an escape just as easily as it can be used to engage.
  • Gameplay and Story Segregation: Like Kog'Maw, Kha'Zix's story revolves around consuming his enemies and gaining their abilities. Also like Kog'Maw, he has absolutely no mechanics related to this (his evolution mechanics occur naturally as he levels up and is not related to anyone he has killed in any way).
    • The sole exception is if you complete his unique quest against Rengar where you are awarded an additional evolution point for defeating a Rengar before he can do the same to you.
  • Glass Cannon: Like Rengar, he revolves around killing you in seconds. Unlike Rengar, he really can't afford to stick around if he doesn't score a kill quickly.
  • Growing Wings: Evolving his leap will make him grow wings, and cause him to fly around from time to time when moving. True to his insectoid appearance, the wings are insectoid as well.
  • Laser Blade: Has purple void-energy blades forming on his claws whenever his passive is ready.
  • LEGO Genetics: With near instant evolution and ability to discard evolutions at will, one has to assume this trope is in play somewhere.
  • Macross Missile Massacre: Mecha Kha'Zix's Void Spike becomes a salvo of missiles.
  • Mini-Mecha/Robot Me: His Mecha Kha'Zix skin.
  • Metamorphosis: His evolution mechanic is this in game: Once an evolution is chosen, it takes him a few seconds of standing still while playing out an unique evolution animation - from this point on the new attribute is permanent for the remainder of the match.
  • Never Split the Party: Whatever you do while fighting a Kha'Zix, you should never go alone: Kha'Zix's damage increases by quite a lot if you're without an ally of any sort nearby, and if his claws are evolved, that damage will increase even more: It's not uncommon for a Kha'Zix to do around 1000 damage to an isolated target in a very short fraction of time.
  • Not So Different: From his rival, Rengar. They're both hunters who seek the most powerful prey to make them stronger. Even more, their kits are extremely similar. Both have single target, high damage nukes (Taste Their Fear, Savagery), a skillshot (Void Spikes, Bola Strike), a way to jump at enemies (Leap, Unseen Predator), benefits from being stealthed (Unseen Threat, Unseen Predator), ways to self heal (Void Spikes, Empowered Battle Roar), and most importantly, ultimates that grant a power spike and stealth (Void Assault, Thrill of the Hunt). While they need to be played differently, the kits are very alike.
  • Pūnct'uatìon Sh'akër: As is typical of Void monsters, his name is two syllables split by an apostrophe.
  • Serrated Blade of Pain: Evolving his first ability will turn his already sharp blades into these. It's no surprise they're capable of dealing out some serious hurt afterwards.
  • Sinister Scythe: He doesn't so much have hands as his has these.. what would have been wrists are more or less joints which his Blades Below the Shoulder are attached to..
  • Spike Shooter: A volley is shot with each use of his W ability, three volleys in a cone if evolved. If they hit a target they explode, dealing damage as well as applying his passive if available when evolved. And if Kha'Zix is in the range of said explosion, he's healed.
  • Token Good Teammate: Not necessarily good, but whereas Cho'Gath is malicious and Kog'Maw is destructive, Kha'Zix has a very selective impact on Runeterra: he only kills and consumes the strongest predators, so that he can adapt and survive.
  • Took a Level in Badass: In Teamfight Tactics; in the initial release he was just a low-ranking Tier 1 assassin, but in Rise of the Elements he was promoted to Tier 4, the biggest upgrade of any returning unit.
  • Trrrilling Rrrs: He'll be trrrillllliiing any letter that suits it, but it's most noticeable with the R's.
  • Turns Red: Any of his evolutions count as this in terms of gameplay, though he literally turns red upon enhancing his ultimate.
  • Worthy Opponent: Considers Rengar to be this. Riot themselves want to encourage opposing Kha'Zix and Rengar players to enact their final duel, with a special in-game benefit to whoever kills (or assists in killing) the other at level 16 first. If Kha'Zix kills Rengar, as hinted at in the lore he reaches the pinnacle of his predatory evolution by absorbing Rengar's strength; this provides him with a bonus evolution point, allowing Kha'Zix to enhance all of his abilities.
  • You Are Who You Eat: In a nutshell. He's driven by a need to feast and evolve based on the prey he just consumed.

    Kindred, the Eternal Hunters (Lamb and Wolf)
"Never one..." "...without the other."

Lamb voiced by: Marcella Lentz-Pope (English), Tania Ugía (European Spanish), Alondra Hidalgo (Mexican Spanish), Mamiko Noto (Japanese), Bo-La Yu (Korean)

Wolf voiced by: Matthew Mercer (English), Roberto González (European Spanish), Irwin Daayán (Mexican Spanish), Tadahisa Saizen (Japanese), Hyo-Min Ahn (Korean)

"Tell me again, little Lamb, which things are ours to take?"
"All things, dear Wolf."

Separate, but never parted, Kindred represents the twin essences of death. Lamb’s bow offers a swift release from the mortal realm for those who accept their fate. Wolf hunts down those who run from their end, delivering violent finality within his crushing jaws. Though interpretations of Kindred’s nature vary across Runeterra, every mortal must choose the true face of their death.

Kindred, composed of player-controlled Lamb and hovering partner Wolf, are a Marksman champion duo who are intended to be played in the jungle, seeking out their prey and gaining power from each mark they can bring down.

  • Their passive, Mark of the Kindred, allows both Lamb and Wolf to each periodically mark targets as prey — Lamb can manually mark enemy champions, while Wolf automatically marks enemy jungle monsters. Killing or helping kill a marked target empowers Kindred's basic abilities for each mark collected and increases Lamb's basic attack range for every four marks.
  • With their first ability, Dance of Arrows, Lamb tumbles a short distance in a target direction and fires arrows at up to three nearby enemies upon landing, damaging them. Lamb also gains increased attack speed for a few seconds afterwards, with the bonus being stronger for each Mark of the Kindred collected.
  • Their second ability, Wolf's Frenzy, passively builds up Hunters' Vigor stacks as they move and attack; upon reaching maximum stacks, Lamb's next basic attacks heals them based on their missing health. When activated, Wolf is sent to claim a nearby location as his territory for a few seconds, automatically attacking enemies inside and dealing damage based on their current health, increasing for each Mark of the Kindred collected. When used inside Wolf's territory, the cooldown of Dance of Arrows is drastically reduced.
  • Their third ability, Mounting Dread, cripples a nearby enemy champion, briefly slowing them. If Lamb can land three basic attacks on the slowed target within the next few seconds, Wolf will pounce at them, dealing damage based on their missing health that increases for each Mark of the Kindred collected.
  • With their ultimate ability, Lamb's Respite, Lamb blesses the ground around her for a few seconds, creating an area inside which all units, friend or foe, cannot be killed. When the zone expires, units inside are healed.

Kindred's alternate skins include Shadowfire Kindred, Super Galaxy Kindred, and Spirit Blossom Kindred.

In season 1 of Teamfight Tactics, Kindred are a Tier 4 Phantom Rangers. Their ability is Lamb's Respite, which surrounds them with a zone in which allies can't be reduced below a flat health threshold. In season 2 they were changed to use their Shadowfire Kindred skin and became Tier 3 Shadow Infernal Rangers. Their ability is Dance of Dread, which makes Lamb leap away from their target while Wolf mauls it, doing damage and applying Grievous Wounds. Season 4 Kindred works much the same way, save that they're a Tier 3 Spirit Hunter using their Spirit Blossom skin. Their class was changed to Executioner in the Festival of Beasts mid-set update due to the removal of the Hunter class. In season 5, they return to using their base skin as a Tier 5 Eternal Mystic Ranger; their Eternal origin is a unique trait that separates Wolf from Lamb, allowing him to be freely deployed as a separate unit with his own ability; Wolf cannot equip items like Lamb can, but he does receive all of her raw stat bonuses from items and other sources. Lamb's ability is Lamb's Respite, which functions identically as it did in season 1 with the additional effect of also making Wolf invulnerable for the duration. Wolf's ability is Wolf's Frenzy, which makes him return to Lamb, healing them both, before lunging at the lowest health enemy for magic damage.

In Legends of Runeterra, Kindred are a 5-mana 4/4 Shadow Isles Champion with Quick Attack, who marks the weakest enemy unit the first time in a round you slay a unit, and destroys all marked units at the end of the round. Once they have seen you slay 2 marked units (either through their effect or other means) they level up, gaining +1/+1, and additionally gaining a permanent +2/+2 every time they mark a unit. Their signature spell is Kindred's Spirit Journey.
  • Affectionate Nickname: Lamb calls Wolf "Dear Wolf", and Wolf calls Lamb "Little Lamb".
  • Animal Jingoism: Wolf's solo taunt for Rengar?
    Wolf: Chase the cat!
  • Artificial Stupidity: Usually averted with Wolf as he has simple AI compared to Daisy and Tibbers, but since unlike most pets he cannot be directed to specific targets, his AI can target champions under their turrets and trigger tower aggro onto Lamb in the process. Unlike most pets, he also cannot tank tower aggro for others.
  • Assist Character: This is largely how Wolf functions. Normally he simply follows Lamb (who is controlled by the player), unable to attack or be attacked. He separates and performs some functions for their passive, second skill, and third skill.
  • Big, Stupid Doodoo-Head: Wolf's attempt at mimicking Lamb.
    Wolf: Words, words, la-la-la, pew-twang-pew!
    Lamb: Are you imitating me?
    Lamb: I'm hungry, I'm hungry! I'm bored. Chase! Chase! Chase!
    Wolf: You get it now!
  • The Beastmaster: In-game, the relationship between Lamb and Wolf is similar to this, with the player mostly controlling Lamb with Wolf assisting in the hunt.
  • Beast and Beauty: While both are animalistic, Lamb is much more human than Wolf.
  • Blood Knight: Wolf cares only about chasing and hunting prey, waiting impatiently and complaining of boredom when not on the hunt.
    Wolf: "Chasing is the best game in the world, and I always win!"
  • Blue-and-Orange Morality: Being personifications of death, Kindred doesn't operate on what we consider normal moral standards. You can be a vicious, evil bastard but receive Lamb's bow if you accept death. While an upstanding, moral person can receive Wolf's teeth if they run.
  • Brains and Brawn: Lamb is the brains, Wolf is the brawn. However, Lamb isn't exactly a weakling, either.
  • Confusion Fu: Similarly to Kalista, Lamb can hop all over the place while in Wolf's territory. There's also a lot of options to mess around with enemies by marking them with Kindred's passive, such as marking an enemy only to target a different enemy, or marking an enemy just to scare them and make them break off an attack on an ally, even if Kindred is on the other end of the map, or doing the above for a while, and then going ahead and attacking the marked enemy for real.
  • Cool Mask: Both Wolf and Lamb wear masks (of a Lamb and Wolf respectively).
  • Crutch Character/Magikarp Power: They, much like Draven or Tristana, manage to be both at once. Their kit is well-suited to constant early ganking and their ganks tend to be Simple, yet Awesome what with how they mostly just chase somebody down and shoot them, and their respectably high base damages help secure the kill. However, if they fail to get sufficient amount of passive stacks, they have almost no presence in the mid/late-game beyond their ultimate due to relatively poor scaling and bad base AD. But if they can persevere through a weakened midgame and pick off stacks here and there, they scale right back up into a deadly carry.
  • Dissonant Serenity: Lamb mostly speaks in a calm, soothing tone, even when doing things such as telling Wolf to attack or making threats.
  • The Dividual: Though they have different personalities, they are always seen at most a few feet apart and seem to share thoughts. Cultures which give them an origin story speculate that they were once a single person.
    Never one...
    ...without the other.
  • Don't Fear the Reaper: Lamb. Her philosophy on death is it's not something to be feared, and that it gives meaning to life. That said, she's just as eager as Wolf to see you dead if it's your time.
  • Early-Bird Cameo: As with Bard and Tahm Kench, small details were added into matches (their mark appearing above random characters at the start of a match, either of their masks appearing over a character upon death) prior to their release. Additionally, the shadowy form of Wolf can be seen early in the Curse of the Sad Mummy video.
  • Emotionless Girl: Lamb is a near case. She knows much but feels little, as opposed to Wolf, who feels much but knows little. She asks Wolf how he feels, and what it feels like to feel.
  • Evil Laugh: Lamb's playful, eerie laugh combined with Wolf's vicious cackle make for an unsettling mix.
  • Expy: A large part of their concept was inspired by the Chinese philosophy of yin and yang: two apparently opposite forces serving complementary, interconnected, and interdependent roles. Their masks show this further, as the black Wolf has the white Lamb mask, with the reverse being true to Lamb.
    • Kindred was also inspired by the fable of The Wolf and the Lamb.
    • Similar to Bard, they look like they came out of a Studio Ghibli movie. They bear many similarities to San and Moro from the movie Princess Mononoke in particular.
    • In the Spirit Blossom skin universe, Lamb bears a strong resemblance to Hanyuu from the Higurashi: When They Cry.
  • The Faceless: Lamb's mask covers her whole face, while Wolf's mask only covers part of his. Contrasting this, Wolf seems to only have a face and a wispy trail following it, while Lamb has a full body.
  • Finishing Each Other's Sentences: With the occasional speaking in unison.
  • Four-Fingered Hands: Lamb is oddly inconsistent with this; she appears to have four fingers in the normal splash art (more specifically, three visible fingers and a presumed thumb), but her in-game models and splash arts for other skins depict her with three total fingers.
  • Gameplay and Story Integration: Kindred's Wolf Frenzy allows for Kindred to keep up with enemies by reducing the cooldown for Dance of Arrows, allowing them to dash around as needed to keep up with their intended target whether they choose to stand and fight, or try to run. Mounting Dread applies a massive slow on activation, and gaining 3 hits on the target causes them to get pounced upon by Wolf for a chunk of damage, which by that point, the target is either trying to flee with little health remaining, or is refusing to accept that their time is up.
  • Glowing Eyes of Doom: They have bright, glowing blue eyes.
  • The Grim Reaper: Implied heavily to be the Anthropomorphic Personification of Death, or rather, the result of said personification dividing itself in two. Both take on different mannerisms of the Reaper; Lamb is a gentle, soft, yet eerie and absolute figure, while Wolf is a bestial shade who hunts down those who would defy or flee from their fate.
  • Guttural Growler: Wolf has a very growly voice, seemingly to evoke fear. His voice in Legends of Runeterra is even grittier and more animalistic.
  • I Have Many Names: As mentioned in A Good Death, the Kindred are called Lamb and Wolf, Ina and Ani, Farya and Wolyo, etc.
  • Immortality Field: Lamb's Respite prevents everything within a small area from dying for a few seconds, then heals them for a flat amount after it expires. Pretty strong if your team is losing a fight, letting you essentially become invincible and tip the scales.
  • "Instant Death" Radius: Being of the marksman category, they are this by late-game, but special mention goes to Wolf's Frenzy creating a literal fixed radius in which Lamb has excessive mobility and damage with Wolf constantly damaging a single person within the area.
    • Inverted by their Ultimate, which creates an area where nobody can die.
  • It Is Not Your Time: Seems to be the point of their Ultimate, "Lamb's Respite," which prevents anyone in a certain area from dying.
  • Kill Steal: They have a series of quotes reprimanding other champions who steal marked jungle monsters from them. Notably, Lamb actually sounds close to angry when this happens.
  • Kitsune: Wolf resembles one of these in his Spirit Blossom skin.
  • Living on Borrowed Time: Not them, but anyone who dares try to extend their life beyond their time. This includes all undead, resurrected (they're looking directly at you, Azir), and even those who should've died, but have found ways to extend their life beyond when they were supposed to die (this includes Ekko, who's used his Z-Drive Time control device to avoid certain death many times). Anyone guilty of this will be found out, and Wolf will be guaranteed to chase them.
  • The Load/Unwanted Assistance: Similar to Jarvan IV's ultimate, a poor Kindred ultimate can ruin a teamfight due to Lamb's invulnerability circle working for both her allies and enemies (unlike Taric's, for instance, which only affects his allies). Without good synergy with her team, Lamb will likely get mobbed by enemies and die right after using her ultimate and the enemy she targeted can escape with more health than when the fight started!
  • Lonely Together: Both averted and played straight. Played straight in that Lamb and Wolf were created because their legendary original incarnation was lonely and wanted a friend. Averted in that they empathize with Amumu's loneliness, but still don't want to be friends with him.
  • Magikarp Power: Kindred have a lot of things working against them in the early game — they have crazy, crazy potential scaling, but as junglers, a lot of it is dependent on the two being able to secure their marks as soon as possible, and as a marksman, they have the usual squishiness and broadly low offensive capability as their botlane kin, made more daunting since they don't even have a lane support to babysit them. Once they get their marks, however, they can build up tremendous damage while dancing around their opponents' retaliation, and thanks to the theoretically infinite bonuses of their passive, they can turn an early snowball into an avalanche.
  • Manchild: Wolf is pure, barely-restrained id, happy only when chasing and killing and impatient or bored the rest of the time.
  • Meaningful Name: The word "kindred" means "one's family and relations". Their name also plays on the phrase "kindred spirits" (i.e. like-minded persons).
  • Multiple-Choice Past: Given how universal yet indefinable the Kindred truly are as a concept, it's no surprise that the "origins" that mortals apply to them vary wildly. It's possible that some of these stories may have some grain of truth, but given how cosmically absolute Kindred is, it seems like the truth will only ever be known to them and them alone.
    • The most commonly-recounted tale is that they were once a single person, described by the two in-game as "a pale man with dark hair", and colloquially referred to as the "Grey Man". Because he was feared by all, he was lonely, and he split himself in two so that he would always have a friend.
    • A variant of the story shared in Bilgewater (recounted in the "All Kindred Eve" story of Realms of Runeterra) is that of "a pale rider who rode a great black beast" that brought death to all that saw them. One night, as they came across a forked path, they split themselves in two to travel both directions, one leading into dark woods, another into a city of light. By the time the paths reconverged, the two selves had changed substantially from their journeys, and now they travel side by side so neither would ever be alone.
    • Legends of Runeterra highlights a completely different potential origin with the presence of The Mask Mother, a mysterious being that appears to be shepherding fallen souls just like Kindred, carries masks like the ones Lamb and Wolf wear, and when she asks them for her name, they respond with "mother"note . Even the Flavor Text introducing her and this theory has no idea what to make of it.
      "They say the Mask Mother created Kindred, just as she created all the incarnations of death. But from whom did she receive her mask, if she didn't craft it herself?"
  • Multishot: Dance of Arrows has Lamb fire up to three arrows at three nearby targets.
  • Not So Above It All/Troll: In 'A Good Death', Lamb knows it's not Magga's time, yet plays around with her and gets Magga to give her an answer to the question of how she wanted to die anyways before revealing she was not yet meant to die.
  • Not the Intended Use: While Kindred's kit is intended for jungling, they have many weaknesses in their kit (poor early game, very slow jungle clear requiring extensive kiting, squishiness) that make them ill-suited for the role. This has led to them seeing some play as a Difficult, but Awesome ADC instead, as they still have the potential to get two marks earlynote  and having a support protecting them can mitigate their early game struggles and allow them to become a strong carry later on.
  • Older Than They Look: Lamb resembles a small girl in her "Spirit Blossom" form. This is confirmed by her bio that this is how the people of Ionia perceive her, imagining the pair as a child and her beastly companion, eternally playing.
  • Paranoia Gambit: Marking an enemy champion for death can have this effect if Lamb marks say, the mid-laner and then never makes her way there, causing the marked enemy to play passively, possibly granting their ally in the same lane an advantage.
  • Percent Damage Attack: This isn't a rare thing in League, but Kindred is a notable user of this trope. Kindred's passive grants them permanent and potentially infinite stacks upon killing a marked enemy champion or large jungle monster, and their basic attacks inflict 1.25% of the target's current health per stack. After the rework, this was moved to Wolf's bite attacks during Wolf's Frenzy.
  • Prepare to Die: They have a long list of quotes that play when Kindred marks an enemy champion for death. Naturally, the marked enemy hears them.
    Kindred: The masks of the Kindred seek you!
  • Pronoun Trouble: "Kindred" the champion refers to Wolf, who is male, and Lamb, who is female, collectively. Therefore, while referring to the champion as a whole, gender-neutral plural pronouns are meant to be used. However, because the player controls Lamb, with Wolf acting as an Assist Character, some players and even some people working for Riot mistakenly refer to Kindred as a whole with female pronouns, presumably meaning instead to speak of just Lamb.
  • Purple Is Powerful: Wolf, while being the Yin half of their Yin/Yang symbolism, is more of a very dark purple than the normal black used in the symbol, and represents the opposite values of aggression, focus and masculinity.
  • Psychopomp: Kindred collectively represents the various cultural equivalents to The Grim Reaper. Some cultures only acknowledge or venerate one of them, Demacia and Ionia seeing a death by Lamb as the most honorable, while Noxus, the Freljord, and Bilgewater see dying evading Wolf as the most glorious. Different cultures also have wildly different aesthetic interpretations of the usual Lamb and Wolf — what we see above is based on southern Freljordian interpretations (due to difference in local wildlife, northern Freljordians depict Lamb as more elnuk-like); Shurimans see a tusked gazelle partnered with a speckled hyena, Ionians alternate between a sparrow and snake to their own take on the Lamb and Wolf, and there are many others including a minnow and jaull fish, a sleek rabbit and a bloody-antlered stag, and a rose and a stinging bee.
  • Red Oni, Blue Oni: Wolf and Lamb, respectively.
  • Running Gag: Lamb trying to recite a poem starting with "The weft and weave of fate guides", only for either Wolf to interrupt her or Lamb to forget how it goes.
  • Stealth Pun: Wolf is wearing a Lamb mask and, therefore, is a Wolf in Sheep's Clothing.
  • Time Abyss: Certain quotes from Lamb imply this.
    Wolf: How old are we, Lamb?
    Lamb: Older than those whose footsteps are long vanished.
    Wolf: Many years.
    Lamb: I remember them all.
  • Touched by Vorlons: In the short story 'A Good Death' they are the Vorlons who touch amateur actress Magga, making her legendary across Valoran for her portrayal of them until she's famous enough to perform in front of the king and queen of Demacia.
  • Voice of the Legion: When Lamb and Wolf speak in unison, it sounds incredibly like this.
  • Warrior Poet: Lamb seems to be very much this, with several deep and introspective quotes.
    Lamb: Beauty fades. That is why it is beautiful.
  • William Telling: Their joke consists of Lamb doing this to Wolf. With the bow held in her legs.
    Wolf: What happens if you miss?
    Lamb: I don't know.
  • Women Are Wiser: Lamb is clearly the brains of the duo.
  • Yin-Yang Bomb: In a variation. Their appearances are heavily based on the taijitu, with Wolf being the Yin (black) and Lamb being the Yang (white). However, like most Western depictions, they're backwards: In Taoism, Yin is characterized as slow, soft, yielding, diffuse, cold, wet, and passive; and is associated with water, earth, the moon, femininity, and nighttime. Yang, by contrast, is fast, hard, solid, focused, hot, dry, and aggressive; and is associated with fire, sky, the sun, masculinity and daytime.
  • Your Size May Vary: While Lamb is consistently depicted as the size of an average human, Wolf is more variable. In-game, his entire body barely takes up as much space as Lamb, but in larger artworks (most prominently in their Legends of Runeterra cards), he's at least a good two or three times larger than her.

    Kled, the Cantankerous Cavalier
"I find courage unpredictable. It's total insanity you can rely on!"

Voiced by: Spike Spencer (English), Jorge García Insúa (European Spanish), César Soto (Mexican Spanish), Naoki Tatsuta (Japanese), Jun-Gun Yang (Korean)

"A sane man would run... but I ain't the runnin' kind!"

A warrior as fearless as he is ornery, the yordle Kled embodies the furious bravado of Noxus. He is an icon beloved by the empire’s soldiers, distrusted by its officers, and loathed by the nobility. Many claim Kled has fought in every campaign the legions have waged, has “acquired” every military title, and has never once backed down from a fight. Though the truth of the matter is often questionable, one part of his legend is undeniable: Charging into battle on his un-trusty steed, Skaarl, Kled fights to protect what’s his… and to take whatever he can get.

Kled is a Diver champion meant for a reckless hyper-aggressive playstyle, pressing on the attack even when any other champion would retreat. He does not use mana or any other resources, with his abilities only being limited by cooldowns.

  • His passive, Skaarl the Cowardly Lizard, is Kled's untrusty mount. Skaarl has her own health bar and receives all bonus health from Kled's items. When her health is depleted, Skaarl will flee, leaving Kled alone and with a modified set of abilities. While dismounted, Kled gains a large movement speed bonus when moving towards enemy champions and can restore Skaarl's Courage (tracked in his resource bar) and motivate her to return by fighting enemies, effectively healing Kled when she does, as Skaarl returns with a large percentage of her maximum health.
  • His first ability varies depending on whether he's mounted or not:
    • When mounted, his first ability is Beartrap on a Rope, which makes Kled throw the namesake contraption in a target direction, damaging enemies in its path and attaching to the first enemy champion it hits. If the target doesn't manage to run away from Kled quickly enough he'll yank them back towards him, damaging them again, briefly slowing them and reducing any healing on them for the next few seconds.
    • When dismounted, this ability instead becomes Pocket Pistol, which fires a hail of bullets from Kled's pistol in a cone in the target direction that damage the first enemy they hit and restore some of Skaarl's Courage for each enemy champion hit, while also knocking Kled back in the opposite direction from the recoil.
  • His second ability, Violent Tendencies, passively causes Kled to enter a homicidal frenzy every few seconds, greatly increasing the attack speed of his next four basic attacks and making the fourth deal bonus damage based on the target's max health. This ability remains the same whether Kled is mounted or dismounted.
  • His third ability, Jousting, can only be used when mounted, making Kled and Skaarl dash in a target direction, damaging enemies in their path and gaining a short burst of movement speed. If they hit an enemy champion or monster they can reactivate the ability to dash again towards them, damaging enemies in their path again.
  • His ultimate ability, Chaaaaaaaarge!!!, can only be used when mounted, making Kled ride a rolling Skaarl towards any location in a huge radius around him, building up a shield and a movement speed bonus as they travel and leaving behind a trail that increases the movement speed of allies inside. Skaarl will ram the first enemy champion they encounter, damaging them based on their maximum health and knocking them back.

Kled's alternate skins include Sir Kled, Count Kledula and Marauder Kled.

In season 5 of Teamfight Tactics, Kled uses his Marauder Kled skin as a Tier 1 Hellion Cavalier. His ability, Violent Tendencies, is a passive that grants Kled a large shield based on his maximum health at the start of each round. When the shield is broken, Kled briefly becomes untargetable as he dismounts from Skaarl, greatly increasing his attack speed and causing every fourth basic attack to deal double damage.
  • Achilles' Heel: Max health damage and Blade of the Ruined King are both big problems for Kled as, combined with Skaarl, he has the most base health out of any champion in the game by a wide margin, and players often build items that give even more health alongside Titanic Hydra to capitalize on this. Kled generally wants to add armor or magic resist to his build to avoid being shredded by these abilities.
  • American Accents: Speaks with a rather noticeable Southern/Texan drawl. Combine this with his Angrish tendencies, he should really bring to mind a crazier and much more profane Yosemite Sam.
  • Angrish: Devolves into this occasionally, especially when Skaarl runs.
  • Anthropomorphic Personification: Sort of. As pointed out in his Champion Insights, he seems to be a sort of manifestation of Noxian soldiers' bloodlust and desire for glory in the battlefield, but it is unclear if this is just a coincidental case of Kled being some kind of pseudo-mascot for said values, or if he's just another "legend" given flesh for the League of Legends.
  • Attack! Attack! Attack!: He's VERY encouraged to go in, and then keep going in, with Skaarl coming back after he's attacked champions/structures/large monsters enough, meaning he can suddenly become a lot more effective by doing the incredibly insane thing of going back in to a fight on low health. Amusingly, Kled gains movement speed moving towards enemies without Skaarl, implying that if the two were together they'd rush in without hesitation, but Skaarl is afraid and practicing some restraint.
  • Ax-Crazy: Very homicidal and completely off his rocker. Bonus points for actually wielding an axe.
  • Badass Normal: Kled is in that category of champions who have zero magic scaling in any of their abilities, meaning everything Kled does to you is going to be physical damage. Compared to the other heavily armored and highly skilled fighters, all Kled really has is Skaarl, his axe, a pocket pistol, a bear trap on a rope, and enormous amounts of anger to unleash on his enemies.
  • Bear Trap: Has one on a rope, which he tosses out to snag and drag in targets.
  • Big Eater: Skaarl, apparently. Kled complains about having already fed the beast half a platoon.
  • Blood Knight: Emphasized in this line:
    Kled: This desert sky is gonna open up with a rain of heavenly bloodshed and glorious violence!
  • Bond One-Liner: He sometimes will automatically comment after killing certain enemy champions.
  • Bread, Eggs, Milk, Squick: Sometimes when he's busy talking to his mount Skaarl, he'll mention a few of his habits.
    Kled: Yeah, I like it out here. Freedom, communing with nature, killing hikers.
  • Close-Range Combatant: The majority of his damage comes from autoattacks with his axe, especially boosted by Violent Tendencies. Nearly all of his other abilities are focused around allowing him to close gaps quickly: Bear Trap On A Rope to pull the enemy closer, Jousting to give you a brief speed boost (it also doubles as an escape, albeit a weak one), and Chaaaaarge! lets you initiate like a champ. The one exception, Pocket Pistol, is both very short-ranged and, due to the pellet spread, most effective at point blank.
  • Cowardly Sidekick: While Skaarl makes up a good chunk of Kled's health and gives him access to 2 of his abilities, including his ultimate, unlike other duo champions, when her own health bar gets low enough, she'll run for the hills and leave Kled to fight for himself until he can regain enough Courage.
  • Crippling Overspecialization: His kit is loaded with deceptively high mobility and staggering damage: things that make him extremely proficient at killing single targets, however he lacks crowd control and pretty much only has his Ult to support his team, making him a formidable toplaner but underwhelming in other areas and, since Courage only refills on enemies and large monsters, unable to recover from setbacks in the jungle. While Kled and Skaarl make a formidable duo, whenever Skaarl runs away and leaves Kled to his own devices, Kled's extremely vulnerable. He's locked out of two of his abilities and has the lowest base movement speed in the game at 285. For comparison, Nautilus, who is a walking diving suit and one of the previous tie-holders for the slowest movement speed in the game at 325, is considered lumbering. He does gain bonus movement speed towards enemies when unmounted, however.
  • Cut His Heart Out with a Spoon: A lot of his threats to his targets are... interesting.
  • Dynamic Entry: His ultimate. He comes rolling in, atop of an actually-rolling Skaarl, and seeks out the nearest enemy champion. He leaves a speed boost for allies to follow up on his entrance.
  • Enemy Mine: Several of Kled's lines make it clear that he's planning on killing his teammates; he's just going to kill the enemy champions first.
  • Exactly What It Says on the Tin: One of his abilities is simply called Beartrap On a Rope. Very literal, but indicative.
  • Fed to the Beast: A variety of lines triggered by him killing champions clearly states that he'll later feed his kills' corpses to Skaarl.
  • Foil: To Veigar. Veigar went crazy and evil because Noxus intentionally isolated him as a form of mental torture until he was mentally broken. Kled fights for Noxus because he just flat out wants to cause bloodshed, and his insanity seems to entirely be self-inflicted.
    • He is also a foil to Poppy. Both are Yordle melee champions that focus on getting into the enemy's faces and being disruptive. Both fight for opposing factions (Demacia for Poppy, Noxus for Kled), and both are revered as legendary figures within those factions. Story-wise however, Poppy is so absolutely focused on seeking to find the hero who is destined to wield the magic hammer she carries, that she doesn't realize that she's that very hero, and fights to defend herself and others. Kled fights entirely to satisfy his Blood Knight urges and make a name for himself and Noxus. Ability wise, Poppy focuses more on disrupting the enemy by knocking their team out of position, knocking them away with her ult, and zoning the enemy out and preventing them from using dashes with her abilities, which gives her both diving and peeling ability. Kled however is about going ultra-aggressive as much as possible with retreating being discouraged, while locking down and harassing one enemy champion so much that the enemy team has to respond by focusing him or have their team get picked apart in the chaos.
    • Is also one to Sejuani. In Kled's champion insights, it is explicitly stated by his champion designer, Iain "Harrow" Hendry, that they always thought of Kled as "light cavalry," as opposed to Sejuani's "heavy cavalry" role. While Sejuani's abilities don't do well to emphasize interaction with her mount Bristle, Kled's abilities show more of a mutual benefit with his mount Skaarl.
  • Folk Hero: He's possibly this to Noxian soldiers, representing the lust for war, violence and bloodlust they typically embody. Much like Braum, it's unclear if he actually exists in-universe, despite his presence within the non-canon Summoner's Rift.
    Camille: You know, I don't even believe in you.
  • Hair-Trigger Temper: Clearly, it doesn't take much to tick-off Kled.
  • Handicapped Badass: It's possible that Kled's blind in his right eye, since it's milky-white and has a scar running through it on his face.
  • Hates Everyone Equally: Aside from Skaarl, literally every champion is listed as his rival in his Bio page, including, weirdly enough, himself.
  • Hidden Depths: Despite being an Ax-Crazy Screaming Warrior that embodies the attitudes of many Noxian soldiers, he has an interestingly nuanced view on what a "true Noxian" actually is. He believes in Might Makes Right, but more in the sense of an individual using their own strength to gain power rather than through cutting down the competition, subterfuge, or abusing birthright, leading him to be very critical of most Noxian champions, including Darius and Swain. Conversely, he considers Riven, an exile from the empire, a "pure Noxian girl" due to her more properly embodying these values (remember, her ethos is based on hailing the strong rather than crushing the weak).
  • Hearing Voices: Specifically ones of invisible badgers and mind weasels.
    Phreak: When combined with Beartrap On A Rope, Jousting makes Kled ob-Noxus-ly sticky, even with champions with a whole pile of dashes and dodges at their disposal.
    Kled: That voice in my head won't stop making godawful puns!
  • Hellish Pupils: His one good eye is bright orange and cat-like, which makes him appear more animalistic than other Yordles in the game.
  • Hollywood Tactics: Played for Laughs in a subtle joke for fans of military strategy. Among the titles Kled identifies as is "Artillery Vanguard Company"; artillery units are long-range fighters, so fielding them as your vanguard (a group meant to push the offense, usually where tanks are placed) is a suicidally bad idea.
  • Hope Bringer: Messily subverted. In his lore, he charges into battle and inspires a battered Noxian force to charge back into battle...where most of them are slaughtered, because it turns out that having your bloodlust stoked by a feral hamster creature is not a substitute for a battle plan.
  • Large Ham: Incredibly so, despite his comparatively small size. Particularly when Skaarl runs away and his voice lines go up an octave.
  • Lightning Bruiser: Skaarl's additional health bar gives him a surprisingly high amount of HP, he's incredibly sticky and hard to shake off once he's onto you, and his pure damage output is guaranteed to shred any target he singles in on. Bonus points to his Ult, which has the potential to turn his entire team into this.
  • I Have Many Names: Has a number of ludicrous military ranks, most of which he's made up or "inherited."
  • Improbable Weapon User: Kled throws a bear-trap on a rope to reel in opponents.
  • Invulnerable Horses: Surprisingly, the Gameplay and Story Segregation is the opposite of what you'd think: According to the lore, Skaarl is literally immortal and invulnerable, her scales deflecting all manner of weaponry. Averting it in-game is a major part of playing as or against Kled, however. Kled effectively has two health bars: his own, and Skaarl's. Any bonus health that Kled acquires, whether from runes or items or what have you, is given instead to Skaarl, whose health acts as a buffer for Kled's. Once Skaarl's health depletes, the cowardly mount splits and leaves fragile Kled on his own. Once Kled earns Skaarl's trust again, Skaarl returns with a percentage of her full health (unless she comes back at the summoning platform).
  • The Mad Hatter: He appears to be at least somewhat aware that he's crazier than a bag of furious stoats given the number of references to insanity in his voice lines. He just doesn't care.
  • Morality Pet: Kled may be a completely homicidal old Yordle, but it's clear that he truly cares about Skaarl.
    Kled: The sky is my roof, the open plains are my bed, and this lizard is the only company I need.
  • Mounted Combat: One of the few champions in the game to ride a mount.
  • Mushroom Samba: Many lines involve him hallucinating various things, implied to be as a result of him drinking mushroom juice. Apparently it's quite healthy when you get used to the madness and paranoia.
  • The Musketeer: While he technically only uses the latter for one ability (and only when dismounted), Kled wields both a halberd and a pocket pistol.
  • The Napoleon: Being a yordle, Kled's not the most intimidating fighter by Noxian standards, but you would be hard pressed to find a more fanatical and angry axe wielding maniac in Valoran.
  • Nigh-Invulnerability: Not Kled, but Skaarl is according to their bio. She's also immortal, so she really just doesn't have a good excuse for running for the hills so often aside from sheer cowardice.
  • No Indoor Voice: And HOW. Just listen to this guy for five minutes and hope your eardrums won't burst as most of his voice clips involve some type of yelling. This seems to be taken Up to Eleven with some of his lines while dismounted, some of which just have to be heard to be believed.
  • No True Scotsman: Is in doubt of enemy Noxians being really Noxian, judging from his taunts.
  • One-Man Army: In a similar vein as Aatrox, in Kled's lore he single-handedly turned the tide of a losing battle by boosting the morale of the Noxian army that was fighting at the time before tearing his way through the enemies, and even after he loses Skaarl, he still kept tearing through enemies left and right. And when he gets the lizard to come back to him, it's all but implied he turned the fight into an absolute bloodbath before the barbarians decided to flee.
  • OOC Is Serious Business: Zig-zagged. Kled, like Sion, is almost always pure Screaming Warrior, so when you hear some of his more lucid lines, it feels weird. But in a good way.
  • Patriotic Fervor: Despite all his craziness, he seems to really love his country judging by some of his lines.
    Kled: Don't mess with Noxus!
    Kled: Noxus ends where I say it ends.
    • However, Kled appears to have his own ideals about what a true Noxian is, given his snide remarks to Noxian champions after killing them, and commenting on how Riven is a "pure Noxian."
  • Percent Damage Attack: The last hit of Violent Tendencies deals physical damage based on a percent of the target's maximum HP.
  • Precision F-Strike: Precision S-Strike, more like.
    Kled: HOLY SH**! WHERE ARE WE?!
  • Psychopathic Manchild: Good God, he makes people like Jinx look sane. Revels in killing folks, warns people of invisible badgers, and swears a storm in comparison to the rest of the cast... then contemplates tacos afterward.
  • Punctuated! For! Emphasis!: One of his lines:
  • Recoil Boost: Kled's Q ability when unmounted, Pocket Pistol, knocks him backwards from the direction he fires in, likely so he can both be able to deal damage to call Skaarl back and keep his distance so he doesn't get gibbed by his target.
  • Red Baron: Played for laughs. Kled holds a number of made-up military titles, each one longer and crazier than the last.
  • Robbing the Dead: Quite loves doing this.
  • Screaming Warrior: He not only yells a lot, but his words just about turn into shrieks at times. To say nothing of when he uses his ult.
  • Short-Range Shotgun: His Pocket Pistol, while not actually a shotgun, works on similar principles, firing a narrow cone of pellets that is way more effective at point-blank range - both at recovering Courage, and at actually doing damage.
  • Shut Up, Hannibal!/Shut Up, Kirk!: He responds to nearby enemy champions taunting him, usually by literally telling them to shut-up. Which trope this counts as depends on how you view the enemy champion and who he's responding to.
  • Sir Swears-a-Lot: He drops hell, damn, crap, bastard, ass, piss, bitch, and even shit, though the last one is censored.
  • Stand Your Ground: Much like any good Noxian soldier, Kled will never run away from a fight, whether he be outnumbered or outgunned. This translates into his gameplay as well; Kled is one of the only champions that actually benefits from engaging in combat when at low health, regardless of how ridiculous the matchup is.
    Kled: Lord Colonel Major Centurion Kled don't run, no he don't!
  • Suspiciously Specific Denial:
    Kled: Woo, no sir, I ain't gonna' kill you and feed you to my lizard! Them's just... malicious rumors!
  • To Serve Man: Has no qualms about eating several of the champions. He makes a off-handed remark that humans are "good eating", and lauds to Skaarl that she'll eat snake when referring to Cassiopeia. Skaarl also apparently eats people; several of Kled's lines reference feeding his victims to Skaarl.
  • Trash Talk: Has quite a few, but only triggering when he kills certain champions. Notable, though; the majority of his Trash Talk is directed at fellow Noxian champions, decrying them for not living up to the name of Noxus.
  • Truth in Television: Skaarl tossing Kled off once the going gets tough is a concept based in reality for actual horse cavalry (indeed, they'd probably start running away a lot sooner).
  • Try to Fit THAT on a Business Card!: Here's Kled's longest title:
    Kled: I am Kled, High Major Commodore of the First Legion, Third Multiplication, Double Admiral Artillery VanguardCompany! You WILL respect my authority!
  • Unfriendly Fire: Has very clearly killed people that were nominally on his side. One of his lines while moving on Skaarl seems to imply that he's currently planning to kill his entire in-game team as well later.
  • Vitriolic Best Buds: Despite Skaarl being his Cowardly Sidekick that he's not adverse to calling stupid, Kled nonetheless insists he only things he loves are the sky and Skaarl.
  • You Kill It, You Bought It: Claims the titles of whomever he kills. He even remarks that he's not sure about some of his titles, and that he should really ask people their title before he kills them.

    Kog'Maw, the Mouth of the Abyss
"Time to feast!"

Voiced by: Patrick Seitz (English), César Díaz Capilla (European Spanish), Oliver Magaña (Mexican Spanish), Yutaka Aoyama (Japanese), Nak-Yoon Choi (Korean)

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

Belched forth from a rotting Void incursion deep in the wastelands of Icathia, Kog’Maw is an inquisitive yet putrid creature with a caustic, gaping mouth. This particular Void-spawn needs to gnaw and drool on anything within reach to truly understand it. Though not inherently evil, Kog’Maw’s beguiling naiveté is dangerous, as it often precedes a feeding frenzy—not for sustenance, but to satisfy its unending curiosity.

Kog'Maw is a Marksman champion who is the ultimate glass cannon, being extremely squishy and immobile but capable of tearing through the defenses of any opponent from very long range if he is properly protected by his allies.

  • His passive, Icathian Surprise, starts a chain reaction in Kog'Maw's body upon death, allowing him to run around for a few seconds at increased movement speed before violently exploding, dealing heavy true damage to nearby foes.
  • With his first ability, Caustic Spittle, Kog'Maw spits corrosive acid in a target direction, damaging the first enemy it hits and reducing their armor and magic resistance for a few seconds. This ability also passively increases Kog'Maw's attack speed.
  • His second ability, Bio-Arcane Barrage, greatly increases the range of Kog'Maw's basic attacks for a few seconds and makes them deal bonus damage based on the target's max health.
  • With his third ability, Void Ooze, Kog'Maw spews a ball of ooze in a target direction, damaging enemies in its path and leaving behind a sticky trail of goo on the ground for a few seconds that slows enemies inside it.
  • His ultimate ability, Living Artillery, launches an acid blast into the air that falls at any location in a huge radius around Kog'Maw, damaging nearby enemies based on their missing health and briefly revealing them. Enemies below half health take double damage. This ability has an extremely short cooldown, allowing Kog'Maw to use it repeatedly, with each use increasing the mana cost of the next projectile, up to a cap.

Kog'Maw's alternate skins include Caterpillar Kog'Maw, Monarch Kog'Maw, Sonoran Kog'Maw, Reindeer Kog'Maw, Lion Dance Kog'Maw, Deep Sea Kog'Maw, Jurassic Kog'Maw, Battlecast Kog'Maw, Pug'Maw, Hextech Kog'Maw, Arcanist Kog'Maw and Bee'Maw.

In season 2 of Teamfight Tactics, Kog'Maw uses his Caterpillar Kog'Maw skin and is a Tier 1 Poison Predator. His ability is Living Artillery, which causes him to lob an acidic blob at a random enemy. He was initially removed in season 3, but returned in the Return to the Stars mid-set update using his Battlecast Kog'Maw skin as a 2 cost Battlecast Blaster. His ability was changed to Barrage, which empowers Kog'Maw's basic attacks for a few seconds, granting them greatly increased attack speed, infinite attack range, and making them deal bonus magic damage based on the target's max health.
  • Achilles' Heel: Like Tristana and Vayne, most of Kog'Maw damage output comes from autoattacking with his Bio-Arcane Barrage and deals lots of % health shred with it. Items and abilities that slows Kog'Maw's attack speed (such as Randuin's Omen and Frozen Heart) will greatly screw him up. He also doesn't have a lot of AD scaling skills as well.
  • Acid Attack: His attacks all involve him spewing gouts and projectiles of acid against his foes.
  • Action Bomb: Turns into one upon reaching zero HP. If you manage to kill a Kog'Maw at the expense of most of your health, get out of there. Fast.
  • Alluring Anglerfish: Deep Sea Kog'Maw.
  • American Kirby Is Hardcore: He's actually pretty funny in most dubs, but his Chinese voice is downright creepy.
  • The Artifact: Even before the game's Continuity Reboot, Kog'Maw's place in lore was tenuous, with his status of being an implied guardian entity drawn to Malzahar never being developed beyond his biography. Following the reboot, he's never appeared in canon in any capacity, and where he might exist in Runeterra's current form is unknown.
  • Ascended Meme: Fans often compare Kog'Maw to a pug due to his dog-like mannerisms and his Ugly Cute appeal. Kog'Maw now has an official Pug'Maw skin.
  • Attack! Attack! Attack!: Kog'Maw's auto attack-based DPS can get so extraordinarily high that maximizing it ideally means that he should remain in place like a machine gun turret to mow his enemies down, as even kiting may only slow his effectiveness down. His squishiness, lack of crowd control, and lack of escapes makes standing in one place very risky, so he requires a team that can peel and protect him as he unleashes his hell.
  • Awesome, but Impractical: The reason why Kog'Maw is relatively unpopular as an AD carry despite having one of the single highest potential DPSs in the game: his extreme squishiness and lack of self-peeling means that he's very likely to end up being a liability. Other AD carries have less absurd max DPS but provide utility to their team (such as Ashe, Varus, etc.) or have escape abilities to help them survive (Ezreal, Caitlyn, Lucian, etc.) whereas Kog'Maw lacks both. Even the two other ADCs regarded as hypercarries, Tristana and Vayne, have multiple abilities to pry enemies off of them, making them safer options for late game ravagers. Despite all of this, the right team and the right Kog'Maw can still manage to be nigh unstoppable if they feel like investing the amount of effort that it takes to pull it off.
  • Big Eater: This guy cares not for your pretty laws of physics - he'll happily eat entire camps of people, housing included, without growing in size.
  • Blue-and-Orange Morality: He's an alien, of course he doesn't understand our morality. Especially the part about "eating literally everything in your path is a no-no".
  • Breath Weapon: All of his abilities involve spewing corrosive bile, except his passive, which involves detonating violently to distribute that same corrosive bile.
  • Cute Monster: Kog'Maw is a grotesque, vaguely insect-like Voidborn with a mean appetite and corrosive acid for spit, but his relatively innocent demeanor and dog-like mannerisms manage to make him cute in his own way. Several skins greatly tone down his monstrous design and make him more out-and-out adorable, including Pug'Maw (designed to resemble a pug, with chromas giving fur patterns of other cute dogs), Arcanist Kog'Maw (a Pixar-esque magic lizard creature), and Bee'Maw (a fluffy bee-like thing).
  • Death by a Thousand Cuts: The most ludicrous example in the game as of his rework, as activating Bio-Arcane Barrage not only doubles his total attack speed, but also doubles the attack speed cap, allowing him to attack 5 times a second at most.
  • Dem Bones: Jurassic Kog'Maw reduces him just to a dinosaur-like skeleton. One assumes that his corrosive spit comes from Hammerspace.
  • Difficult, but Awesome: Kog'Maw does have some poking capacity thanks to his Bio-Arcane Barrage and his spammable Living Artillery and might considered to be one of the safest ADCs to use. However, what makes Kog'Maw very difficult to use is that he lacks any form of escape mechanisms when things go very sour or gets caught in a gank (or if someone gap closes in him, which a lot of melee assassins and bruiser have this mechanism). That being said, he is compensated with a slowing ability which also serves as a decent poke, but that usually isn't enough for Kog'Maw. He also has the weakest laning phases of all ADCs. Because of this, many players would often find themselves turret hugging and trying to build up some CS; and good positioning is important for Kog'Maw. This led to a in-game meta joke called "Protect the Kog'Maw" where lots of players save their crowd control skills on many melee gap closers and try to peel for Kog'Maw while Kog'Maw barrages down the enemy team. He's also very mana intensive since his Bio-Arcane Barrage and Living Artillery will chew up his mana pool.
  • Expy: Resembles a Squig.
  • Gameplay and Story Segregation: His background is a Big Eater, yet none of his abilities use that characteristic (though they do all involve spitting stuff up). Ironically, his Void-based predecessor Cho'Gath is actually the one who eats people.
  • Glass Cannon: In addition to being fairly delicate, he's one of the very few champions in the game who has little in the way of escapes and crowd control. When operating alone, his only tactical options are "Attack! Attack! Attack!" and "Run Away," and any opponent with a gap closer ability (which is "many") can counter the second. He absolutely needs a Mighty Glacier to babysit him. Of course, he compensates by having outrageous damage output and nearly unmatched range. In short, a game with an allied Kog'Maw quickly turns strategy into "protect the Kog'Maw" but a competent Kog'Maw will make it well worth his team's effort even if he is the only one focused 100% on offense.
  • Hollywood Acid: Whatever alien chemistry it is he brings to the table, it sure doesn't care how tough the thing it's eating away is. It's also a wonderful array of hues from green to purple.
  • Magikarp Power: Starts off slow, becomes a walking minigun later on. Even more so with an AP build. Very mana hungry on top of all his other flaws, but once he reaches level 3 on his ultimate, he can shell enemies into oblivion at ranges most champions can only dream of, and still DPS decently thanks to his base abilities.
  • More Dakka: Because he has an ability that deals bonus damage based on the target's HP on every hit while active, building a great deal of attack speed gives him terrifying damage. This is typically an inefficient way to build on almost any other champion. As of his rework, building this is even MORE terrifying as he effectively turns into a machine-gun when he activates Bio-Arcane Barrage.
  • Obliviously Evil: He doesn't mean harm, he just likes to eat. Really, the thing is just hungry; the League keeps him "trapped" by feeding him random scrap. This is in contrast to his predecessor Cho'Gath, the other Voidborn known for being a Big Eater, who most definitely is evil.
  • Percent Damage Attack: His Bio-Arcane Barrage can easily serve as this, also serves as Armor-Piercing Attack in a lesser extent.
  • Pūnct'uatìon Sh'akër: As is typical of Void monsters, his name is two syllables split by an apostrophe.
  • Taking You with Me: His Icathian Surprise passive turns him into an invincible Action Bomb on death. This is, in a way, his most powerful defensive ability — while using it means he has to die, ideally, his enemies would've had to expend a lot of their power to kill him (usually mobility to reach him in the backline) and endure a lot of his crazy damage, so one last post-death, true-damage explosion can put pressure on the enemy in how to kill him lest he get the last laugh.


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